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5e: Conjure Animals

Last week, we started a series on the summon monster spells for Pathfinder. Summoning works differently in Fifth Edition and I thought it would be a good idea to take a few moments to discuss the spells one by one. Today, let’s start with the lowest level one: conjure animals, a third level spell for druids and rangers. This spell reads:

Conjure Animals

3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Alright, that’s all good, but what can you conjure up. Lets start with the creatures in the PHB (ignoring anything less than CR 1/4).

  • CR 2:
  • CR 1: brown bear, dire wolf, giant eagle, giant spider, lion, tiger
  • CR 1/2: black bear, crocodile, reef shark, war horse
  • CR 1/4: boar, constrictor snake, panther, riding horse, wolf

You’ll notice there is nothing in the CR 2 range for this. That is not a mistake; there are no “beasts” in the PHB of CR 2. How about the MM (in order they appear in the book, ignoring any options in the PHB):

  • CR 2: allosaurus (dinosaur), plesiosaurus (dinosaur), giant boar, giant constrictor snake, giant elk, hunter shark, polar bear, rhinoceros, saber-toothed tiger
  • CR 1: giant hyena, giant octopus, giant toad, giant vulture
  • CR 1/2: ape, giant goat, giant sea horse, giant wasp, reef shark
  • CR 1/4: pteranodon (dinosaur), axe beak, draft horse, elk, giant badger, giant bat, giant centipede, giant frog, giant lizard, giant owl, giant poisonous snake, giant wolf spider

Total: CR 2 has nine creatures to conjure, CR 1 has ten, CR 1/2 has nine and CR 1/4 blows the rest away with seventeen.

Personally, I feel that for the first conjuring spell, there should be more options at the highest power level. Once I am done going through the conjure spells, I will be creating more creatures for you to summon.

When you conjure up a creature, make sure you are first playing an awesome race. Go beyond the ordinary and download Book of Heroic Races: Player Races 2 today at the Jon Brazer Enterprises Shop. Also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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5e Adventures for Conventions

Deadly Delves: Rescue from Tyrkaven (5e)

If you are running a Fifth Edition game at a convention this fall, you could run an adventure from the official living game that is designed for the players to “win” or you could run an adventure built for fun with intrigue in mind, like ours are. Three of our Deadly Delve adventures are both short enough for a convention game and provide a different experience than anything in the official living campaign does.

Deadly Delves: Along Came a Spider – Level 1

Giant spiders have overrun Mossdale, and every last villager is either dead and dessicated, or cocooned and abducted. But what were they after, and who coordinated the vermin to attack en masse? Could it have been the local ettercap or a crazed arachnophile druid… or was something far more sinister behind the attack? Can the adventurers rescue the missing citizens and foil the plans of the nefarious mind behind this dastardly deed before it is too late?

Deadly Delves: Doom of the Sky Sword – Level 1

Following the disappearance of personnel at a lumber camp, a mysterious sword drops from the sky, cleaving the very earth to deliver a pronouncement of doom upon all who refuse to leave the logging site. Can the adventurers ferret out the source of this ominous portent and put a stop to it before it wreaks further havoc on the loggers?

Deadly Delves: Rescue from Tyrkaven – Level 2

When hobgoblin raiders kidnap a caravan full of workers and supplies, the adventurers set off to get them all back. But neither the raiders nor the adventurers know what terrifying horrors await them in the depths of their cavern hideout. Now, the adventurers must risk it all to prevent the minions of an ancient enemy from visiting death and destruction upon the land. Can the heroes rescue the captives from the hobgoblins and deliver them from this ancient foe—or will they all perish, ushering in the rise of a forgotten deity?

Check out all of our Fifth Edition products at the Jon Brazer Enterprises Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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What Are We Up To?

We love to hear what our favorite game companies are working on as much as everyone else. Typically we do not announce very far in advance, but frankly, there is no reason not to share with you what we are working on. So here we go:

Coming in September is the previously announced Book of Magic: Dragon Spells and Archetypes. This book helps you to theme your character like someone that admires dragons, draws their power from a draconic ancestory or wants to hunt down dragons. With archetypes and class options like the draconic implement for the occultist or the wizard discoveries, there are quite a few ways you can create the character you want. Even more, there are spells in here ideal for those taking on a dragon, those that want to associate with dragons, or for dragons themselves. These spells enhance the natural abilities of dragons, making these creatures even deadlier, or penetrate straight them, turning them into useless wyrms. Look for this next month.

October sees the release of the Deadly Delves: Reign of Ruin adventure for both Fifth Edition as well as the Swords and Wizardry. Whether you prefer your games with modern rules or an excellent revisit of the classic game, this is an adventure your players will not soon forget. A black dragon attacks a town and the players track it back to its lair and encounter more than a few surprises along the way. Prepare for more than you expected in this adventure. We are hoping to bring you both version of this adventure at the same time, but one may be delayed (hopefully not too long).

This is where our schedule starts to get a little uncertain. We are working on the equivalent of the d66 Compendium for Starfinder (currently unnamed). I am just not certain it will be ready for its target launch in November. This book will be a handy toolkit for gamemasters of science fantasy names. It contains names of aliens, planets, moons, robots, guns, and a whole lot more. No Starfinder gamemaster will want to be without this book.

Coming in December is the Pathfinder adventure Deadly Delves: Nine Lives for Petane by Christen N. Sowards of Lost Spheres Publishing. They have a Kickstarter going on now; check it out. In Nine Lives the players need to resurrect someone from a crypt, but which corpse is the right one? To make matters worse, an evil cult has been using the crypt as their own private playground. Even worse, monsters keep appearing out of no where. Good luck solving the mystery when your GM decides to run this 13th level adventure.

That is all we have for you right now. We are working on so much more than that, but I cannot pin down a date when any of it will come out at this point in time. We hope you are as excited about it as I am.

Be sure to use Coupon Code OpenStore25 when you download our PDFs from the JBE Shop. Downloading direct from us helps us produce more of the games you love. As always you can find all of our PDFs at DriveThruRPG/RPGNow, the OpenGamingStore. and Paizo.

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5e: Path of the Pyrorager

Deadly Delves: Rescue from Tyrkaven (5e)

I mentioned before I am working on subclasses for Fifth Edition games. I’ve been working on fighter archetypes, barbarian paths and more. Today I would like to show off one of the barbarian paths I have been working on. It is still unedited (my editors hate it when I do this) so all the kinks might not have been worked out yet. But let us know what you think. I would be interested in hearing your opinion on it.


Path of the Pyrorager

While some barbarians describe themselves as burning with anger, the pyrorager literally catches on fire when they fly into a frenzy. Some pyroragers claim they descend from an ancient red dragon. Many scholars doubt the validity of that claim but only voice such doubts when they are well out of earshot of a pyrorager.

Fiery Fists

Starting when you choose this path at 3rd level, you can choose to enter a pyrorage when you rage. If you do so, your arms and any weapons you hold are wreathed in flames. Your melee and ranged attacks deal an additional amount of fire damage equal to your proficiency bonus. You do not take any damage from your own pyrorage. When your rage ends, you suffer one level of exhaustion.

Flame Body

Beginning at 6th level, your fiery anger spreads over your body. Whenever you enter a pyrorage, you can choose to gain resistance to either cold damage or fire damage. Once that choice is made, it cannot be changed for the duration of the pyrorage.

Immolation

Beginning at 10th level, you become an avatar of fire. While you are in a pyrograge, any creature that damages you with melee attack takes an amount of fire damage equal to your proficiency bonus.

Explosion

Beginning at 14th level, your critical hits unleash terrible fiery damage. While you are in a pyrorage, any critical hits you made deal an additional 5d6 points of fire damage to the creature you attacked. Additionally, all creatures within a 10-foot radius of the attacked creature except yourself 5d6 take points of fire damage. The creatures within 10 feet of the attacked creature can attempt a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) to reduce this damage by half.

Download the Deadly Delves: Rescue from Tyrkaven for Fifth Edition at the Jon Brazer Enterprises Shop, DriveThruRPG/RPGNow, the Open Gaming Store, and Paizo.com.

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The 2017 Not Going to Gen Con Sale for Print Books

Book of Heroic Races: Advanced Compendium

As you are gearing up for Gen Con, getting ready the year pilgrimage to Indianapolis, I am sad to say that JBE will not be attending this year. That, however, does not mean that you should be sad because we just relaunched our Not Going to Gen Con Sale. This year, it is all about the print books.

That’s right, this sale is on books you can hold in your two hands. Those that love the feel of the covers, the smell of paper, the sight of seeing the book on your shelf, and the ability to make notes in the margins, this sale is for you. You can grab these books for a nice discount.

How much of a discount you ask? Easy. All of our print books that are more than $10 are $5 off. If the book is $10 or less, it is $2 off. That simple. And this is on ALL of our print books, even the one we released only a few short months ago. So if there is a new release you wanted and you wanted it in print, now is your chance to pick it. Do you want to read it now? Well that is even easier. For $2 more, you can get the PDF. This means you can devour it now and still have the print book on your shelf.

Which books are on sale? Great question.

Monster Books (PFRPG)
Book of Beasts: Legendary Foes
Book of Beasts: Monsters of the Shadow Plane
Book of Beasts: Monsters of the River Nations

Adventures (PFRPG)
Deadly Delves: The Gilded Gauntlet
Deadly Delves: To Claw the Surface
Shadowsfall: Temple of Orcus

Player Races (PFRPG)
Book of Heroic Races: Advanced Compendium
Book of Heroic Races Compendium
Book of Heroic Races: Half-Faerie Dragons
Book of Heroic Races: Seedlings

Traveller
d66 Compendium
Creatures of Distant Worlds Compendium
Mech Tech ‘n’ bot: Fighters and Small Ships
Character Datafile

Fifth Edition
Deadly Delves: Rescue from Tyrkaven

13th Age Compatible
Deadly Delves: Reign of Ruin

This sale is exclusively at DriveThruRPG and RPGNow. So hurry over there and order your books today. This sale will not last long. Share this sale with your friends on Facebook and Twitter as well as with your regular gaming group. I am sure they will want these books in their hands as well.

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Meet the Iconics: Runa Cloudsoles

There are many projects that I started long ago, got distracted from, and never got back to. One of them was introducing you to all our iconic characters. Well 2-1/2 years late is better than never, right?

I would like to share with you the tale of Runa Cloudsoles, our signature cloud dwarf cleric. Read our tales of Darlanrea Moonbright, our elven fighter and Edward Amante, our human rogue. I am sure you will find Runa’s tale most fascinating, yet relatable.

Name: Runa Cloudsoles
Race: Cloud Dwarf
Gender: Female
Age: 87
Background: Miner of cloud silver
Reason for Becoming an Adventurer: Fell to the ground, cannot return home

While in training to become a cleric of Marduk, Runa Cloudsoles spent her days in the cloud mines mining cloud silver. Her family needed her to work so she spent her days working the mines and her nights at the local temple in Cumulia in studying and performing rituals. All the other acolytes came from clans that did not lose anyone to the giants in their various wars or were from clans influential enough to sponsor them while learning their trade. Neither was true for Runa, and had to provide for herself and her sister and two brothers until they were of age.

It is fortunate that one of her brothers was of age and was able to provide for the other two when the accident happened. Mining cloud silver is always dangerous. A miner digs too deep and a leak opens, causing a downpour that takes all the miners in the area with them. It was not her fault; one of the other miners was careless and the bottom dropped out of the cloud. If she had not been so tired, so overworked from years of working, studying, and acting like the parent her family lacked, perhaps she could have saved herself from falling to the ground far below.

Most cloud dwarves know that doing so is almost certainly death, but a few here and there survive. Runa was one of the lucky ones. Perhaps it was Marduk looking out for her. She may never know for sure, but she believe that that is the case. She landed was cushioned by several other cloud dwarves that dropped down first and died upon impact. At first she tried to get back, but she lacked the money to hire a wizard to fly her there. So she turned to adventuring to earn the money to go home.

By the time Runa earned enough to contact her brothers and sisters to find out how they, she was a full cleric of Marduk. She talked with them enough to know that they are doing ok, their brother Guthrik took up silver smithing to pay the bills. She also learned that she was blamed for the mining accident. With no family connection, the elders blamed her and pretended it never happened. If she showed up back home, however, she would find life most difficult.

While she is sad for what happened, she counts it as a mixed gift from Marduk. She is free to be a cleric and adventure, spreading justice and her god’s thunder wherever she goes. All for the price of never being able to go home and see her family again. That knowledge drives her to become the best cleric she can be, hoping to one day to see them again and take her brothers and sister somewhere where they can live safely, where family connections do not matter.

She has a new clan now, adventurers all like her. She guards their back and they hers. Sure they are not dwarves like her, but they are loyal to her like any clan should be. It is not a better clan, just a different one.

Runa Cloudsoles graces the cover of Deadly Delves: To Claw the Surface. Download this adventure for Pathfinder at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com, our Fifth Edition Adventures at DriveThruRPG/RPGNow, the Open Gaming Store, and Paizo.com, and our 13th Age Compatible Adventures at DriveThruRPG/RPGNow and the Open Gaming Store.

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5e: Unleash New Warlock Invocations

Grow In Your Patron’s Power Like Never Before

Warlocks broker deals for power, gaining invocations which manifest that power in unique ways. These ten invocations offer new variations in the way you can wield what you’ve bargained for— changing your eldritch blast, casting spells other warlocks cannot, or casting your existing spells in new and different ways.

Book of Magic: 10 Warlock Invocations is a great resource for any warlock character. This short supplement features:

  • 3 Spell-Granting Invocations—invocations granting you access to spells like confusion and hideous laughter
  • 3 Spell-Altering Invocations—invocations that change the way you can cast
  • 2 Eldritch Blast Invocations—invocations that make your eldritch blast deal different kinds of damage
  • 2 New Ability Invocations—invocations that grant you whole new abilities

Make Your Enemies Tremble When You Display Your Power!

Download Book of Magic Warlock Invocations for your Fifth Edition game at the JBE Shop, DriveThruRPG/RPGNow, the OpenGamingStore and Paizo.com.

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5e: 3 Imaginative Invocations

To date, we at Jon Brazer Enterprises have limited out involvement with Fifth Edition to Monsters, Adventures, and Races that we can convert over from Pathfinder. It makes sense considering how long we’ve been working in Pathfinder and how many projects we published for the game. But that is about to change.

We never really got into class options in a big way with Pathfinder for a simple reason: there are to many companies already out there that are doing it. Oh sure, we created some class options for the Reign of Winter Adventure Path, some specially designed for races in the Book of Heroic Races series, but it was never a major focus for us. Meanwhile, others developed many other ideas, leaving little design space available scarcely a month after a given class’s release. Just the fighter class has 75 archetypes fully detailed on d20pfsrd and countless others that have not been added to the site. Fifth Edition, however, sees considerably fewer companies creating material for the game and the main company is not producing monthly add-ons for the game. So we are feel that we have the breathing room to spread out developmental wings.

To this end, we are starting with the warlock class. Unlike other Fifth Edition classes, this class has options you can choose throughout the class’s progression. Oh sure spellcasters choose new spells, but the class feature of spellcasting does not change. There are archetypes like the fighter battle master that lets you choose different options throughout the class, but this is not the default option for the class itself. These individual options, we feel, is an easy place for us to start, allowing us to show off our design chops. Each of these different options are a solid choice in game and are fun to boot.

Overall, I would split the 10 Warlock Invocations that we created into 3 different categories.

1) New Spellcasting Options.

Some warlock invocations let you cast spells that are not on the warlock spell list. Armor of Shadows, Bestial Speech, and Otherworldly Leap are all examples of this. Some require the warlock to use a spell slot; others do not. Well, we created a few like this. Here’s my favorite:

Eternal Laughter

You can cast hideous laughter once using a warlock spell slot. You can’t do so again until you finish a long rest.

2) Modified Spellcasting Options.

Some warlock invocations change the way a spell is cast. While the PHB only has Agonizing Blast and Eldritch Spear really the only ones that fit this category, we decided to go a bit further and expand this design option up further. I particularly like this one.

Fiendish Accuracy

Prerequisite: true strike cantrip, 9th level
As a bonus action, you can cast true strike once without using a warlock spell slot and apply its effects this turn. You can’t do so again until you finish a short or a long rest.

3) New Abilities.

Last but not least are those invocations that just let you do new things. Bewitching Whispers, Devil’s Sight, Eyes of the Rune Keeper, and Voice of the Chain Master are perfect examples of this. Of our new creations, I like this one the best (yes, it is inspired by the Alien movies):

Acidic Blood

Prerequisite: 5th level
When you take piercing or slashing damage from a natural weapon, the attacking creature takes a number of points of acid damage equal to your Charisma modifier (minimum 1).

Download Book of Magic Warlock Invocations for your Fifth Edition game at the JBE Shop, DriveThruRPG/RPGNow, the OpenGamingStore and Paizo.com.

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We’re On YouTube

I created a YouTube Channel about 2 years ago, but I have not really done anything with it until lately. Earlier this month, however, I decided to give regular vidcasting a try, and I have to admit that it is fun. If you ever wanted to find out more about what is going on in my head when I write something, or have the curtain pulled back on the process, or if you just really like what we create and want to hear more about it, this channel is great for that.

I will admit there is a second motive for me to do this: I need exercise and this keeps me honest. I am far from a slim person, and it is all too easy for me to skip my walk to do more at the day job. That needs to change. By recording myself on my walk, I have proof that I actually walked, and by sharing my thoughts on my company or what I am working on right now provides me with that necessary bit of motivation I need to get me out the door when I otherwise would stay at the desk. I encourage you to go for a walk as well. If recording yourself and sharing it on YouTube helps you, then I encourage you to do the same.

Watch our channel to hear more about us and what we are working on and subscribe today.

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5e: My Top 5 Cleric Domains

This past weekend at Origins Game Fair, my daughter and I played D&D Adventurers League, including the D&D Open, and in one day our characters jumped from 1st to 4th level. This being her first character, she went with a fighter. Me, I played a cleric.

Gunther Runehammer of clan Runehammer upholds the clan’s proud tradition of serving both his deity and the cause of justice while helping his fellow adventurers. He’s a War domain cleric, which means he had the highest armor class of anyone in the group over the weekend. Add to the fact that he just got a viscous weapon means he’s going to be delivering the hurt to his enemies.

This isn’t the first cleric I made so I would like to share with you my personal favorites for the domains in the core Player’s Handbook.

5) Tempest

First off, let me admit, I never played a Tempest cleric. My wife, however, played one and I get to see it up close. A storm themed cleric is a solid choice, one that Durkon from the Order of the Stick would definitely approve of this cleric domain. I’m putting this one at 5 since I wasn’t the one that actually played it and cannot give it an actual play experience recommendation, but from seeing it in action, it seemed fun.

4) Life

I played this one at the launch of the Basic rules, before my PHB arrived. When it comes to being the party healer, you can’t beat the Life domain. Between never needing to pray for cure wounds, to healing more when you do cast it, to using your channel divinity ability to heal, and the ability to heal yourself, this one is a solid choice for being the party healer. Having said that, that is what you are: the party healer. You won’t be getting any class abilities that diversity the character in any way. As such, I only now use the Life domain cleric for a DM PC when no one in the group has the ability to heal.

3) Nature

When I want to blur the lines between druid and cleric, I take a nature domain cleric. Between domain spells that theme your magic to plants, animals, and the elements, a channel divinity that makes plant and animals your friends, and being able to use a reaction to grant resistance to acid, cold, fire, lightning, and thunder damage. This is a pretty sweet set of abilities that make the Nature domain stand out among its piers.

2) War

When you want to get your hands dirty with your enemy’s blood, the War domain is your domain. Between a serious armor class and martial weapon proficiencies, you can go toe-to-toe with the worst monsters out there. Add to that your channel divinity ability to add +10 to a roll makes sure you hit when the roll is bad and your domain ability to make another attack as a bonus action and you can stand next to the party fighter. Considering I was playing with my daughter among a group I just met, that was the reason I made that character, and it was fun to boot. A solid recommendation from me.

1) Light

A cleric that throws fireball, is there anything more you need to say about that? While cleric spells are typically defensive in nature, the Light domain adds to it a number of common wizard offensive spells to shake up the feel of the class.

This, like all the other domains (except Life, obviously) shake up the feel of the class. They add a new flavor to what can quickly be a one note class. This, more than anything else, should be guiding light to any 5e designer looking to write new class abilities, and the cleric class exemplifies this better than any other.

Pair these cleric domains with an awesome race. Download the Book of Heroic Races Player Races 2 for your Fifth Edition game at the JBE Shop. This book is also available at DriveThruRPG/RPGNow, the OpenGamingStore and Paizo.com.

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Pathfinder/5e: Lands of Eternal Chaos and Destruction

I know that last time I posted a blog post on my own vision of the planes for Pathfinder and 5e, I promised the chaotic neutral plane. Well, after thinking on my vision more, I realized that it was not Chaotic Neutral at all but Chaotic Evil. Since I am still trying to put my ideas for CN into focus, I will go ahead and share with you my idea for the Chaotic Evil plane, or as I like to think of it, the Lands of Eternal Chaos and Destruction.

Before I begin, I want to reiterate why I am doing this (incase you missed it on my various social media posts). Angels and devils and demons are a solid class imagery of good and evil … that I hate using. First off, they are ripped from a Judo-christian tradition. While there is nothing wrong with taking from real world mythology and putting it into your game, I do not feel it right to set one religion apart and say that religion feels are symbols of pure good and evil should be a fantasy world’s symbols for pure good and evil. So I want to change them into something that would be both unique and understandable to those in our own reality today, those 1,000 years ago, all the while still making sense inside of a fantasy setting. All that said, here we go.

There is a quote I absolutely love from the TV Show MASH.

War is war. Hell is hell. Of the two, war is worse. … In hell there are no innocent bystanders. Everyone there deserves to be there.

And this, more than anything else is my guiding light for my vision of the plane of chaotic evil. This plane should be a war-torn hellscape. Imagine the images out of Syria. That is this land of unreason. Constant fighting. Constant warfare. The element of fire’s forces are burning down the fey forests who are in turn fighting the air force’s sail barges, who are … you get the idea. Through it all are the mercenaries. These creatures of pure evil with no regard of loyalty or order care not for what they destroy as long as they get to destroy something. They join one side and help them for however long they are paid to do so and once they are done will gladly fight against their former employers if paid by someone else.

What is worse, this is where the worst weapons are first created. A people so obsessed with warfare are always looking for an edge over those they fight against. Military people that become consumed with the thought of destroying their enemies will be more than happily make whatever bargain the mercenaries are asking for, no matter how perverted, cruel, or conniving if it means they get a hold of the means for triumph.

Be sure to revisit JonBrazer.com frequently to see the next in our series of reimagining the outer planes. Next time we will do one of the good ones.

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5e: 3 Reasons Why 5e Warlocks Are Awesome

Everyone has their favorite Fifth Edition class. The warlock, however, is in a class by itself. As someone who enjoys playing this newer class (newer being it was created during 3rd edition and made a core class in 4th, as compared to all the other core book classes first appearing in 1e or 2e), there is quite a bit to live with this class. Here are three reason why the warlock is just a downright awesome class.

1) Its a class with a backstory.

While it is true that every character should have a backstory, most other classes can have a rather boring sentence. Wizard: I went to school. Fighter: I picked a sword and started using it. Cleric: I worship a god and was granted powers. Druid: I worship nature and was granted powers. Sorcerer: I started doing magic one day. A warlock by comparison can have a single sentence backstory, it is by no means boring: I struck a bargain with a dark power and was given power. Even then, that single sentence draws a whole host of questions: which dark power, how did you get its attention, what did you offer it for your power, and mostly, are you really working against the good of all humanoid kind in exchange for your power? Already, that is one hell of a character that is exciting to play.

2) It is one heck of a versatile class.

Warlocks may not have the full spell list as the sorcerer or wizard, they can use quite a few spells. While they are not front line fighters, they have as many hit points and the same armor proficiency as a rogue. They don’t even need to carry a weapon since the pact of the blade option lets them create a weapon out of pure magical energy. On top of that, they get eldritch invocations that let them gets all kinds of tricks like being able to read all writing, let them use spells not on their list, gain proficiency with more skills. This class can dabble in many different kinds of classes and can be customized for many play styles.

3) Always max slot level spellcasting

One serious advantage that a warlock has over wizards and sorcerers is that they always class all their spells at the highest slot level. Why is that big? Take hold person for example. This second level spell paralyzes one person. But if it is cast using a 3rd level spell slot, you can paralyze an additional person. You never need to ask yourself which spell level you want to use. It is always your highest spell level. So at 9th level, a warlock casting hold person can always hold four people while the wizard needs to decide which spell levels will be needed later and might not hold those last few orcs, leaving them for the fighter to take on and possibly be overwhelmed.

But these are just my opinion. Why do you love warlocks? Tell us in the comments below.

Synapse is our signature android warlock. He made a deal with the great machine for power. Play his kind today by downloading the Book of Heroic Races Player Races 2 for your Fifth Edition game at DriveThruRPG/RPGNow, the OpenGamingStore and Paizo.com.