Bokkaran Warlock

by science

Search GM Binder Visit User Profile

Bokkaran Warlock Class

Art Credit: Theresa Königseder-Haller

The Bokkaran Warlock

The Bokkaran Warlock is available in the "Deserts of Ajiibwan" campaign, and has all the aspects of an Archfey Warlock under the traditional rules, but with the following additions and exceptions.

Language

Bokkaran Warlocks can speak, understand, and read Bokkaran, as abilities granted by their Archfey. Writing Bokkaran is not automatically available as part of this class.

Multiclassing

A Bokkaran Warlock can only be gained as a secondary multi-class, and never as the starting class that a character adopts. Read more about multiclassing here.

Spell List

Only the spells on the Expanded Spell List for Archfey Warlocks are available to a character initially: Faerie Fire and Sleep plus two special Bokkaran spells.

  • Additional Warlock Archfey spells are obtained at the appropriate levels.
  • The special Bokkaran spells "Cast Scroll" and "Learn Spell" are also available for casting (see below).
  • All other spells must be acquired. Only Warlock spells can be acquired.
  • Spells can be acquired from spell books and then communing with their Bokkaran Archfey Deity (often Tanil) to learn the spell, using "Learn Spell" (see below).

Spell Slots and Casting Attributes

Only a character's Warlock level counts towards their spell slots and other attributes, unlike the PHB rules which allow other multiclass levels (sometimes at 1/2) to count towards a Warlock's spell levels.

Warlock Abilities

All Archfey abilities such as "Fey Presence" are available at the appropriate level. Other Warlock abilities such as Eldritch Invocations, Pact Boon, Eldritch Versatility, Mystic Arcanum, etc. are available as normal.

Leveling up

After a character becomes a level 1 Warlock, they can only level up again (to level 2+) after completing a full level of skill development.

  • This means that if a character acquired the multiclass Bokkaran Warlock partway through their experience as a Rogue between levels 3 and 4, they must first complete their experience as a Rogue to level 4 and then they can choose to level up to a second level Warlock on passing level 5.
  • Using the "games played" method in the Ajiibwan campaign, this means that if a character has played in 5 games and is level 3, they must complete 3 more games and level up their main class. Then they can play 5 games to gain level 5, and choose to level up their Warlock class to level 2 or their primary class to level 5.

Failure to Advance

If a Warlock doesn't meaningfully use their Warlock powers and follow their Patron's mission between levels, the character cannot choose to level up as Warlock, and instead must level up their other class.

Ability Score: Charisma

When a character multiclasses as a Bokkaran Warlock, their Charisma score becomes 14 if it was lower than 14.

Loss of Powers

If a Bokkaran Warlock fails to live up to their service to their Patron, they lose all the powers and accumulated levels associated with a Bokkaran Warlock. In addition they will be cursed in a way disclosed by the GM at the appropriate time. Once lost, if the character multiclasses as Bokkaran Warlock again (presumably with a different Patron, if any will have them), they will start over at level 1 Warlock. Their Charisma score also reverts to its original value.

Bokkaran Spells

Cast Scroll


  • Source: Deserts of Ajiibwan
  • School: Evocation
  • Level: Cantrip
  • Casting Time: 1 bonus action
  • Range: n/a
  • Target: Spell scroll or book
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

This spell enables any Warlock, Wizard, or Sorcerer to cast a spell that is written down in the appropriate magical way (e.g., by recording a spell using the spell "Write Spell"). Upon casting the written spell, the words of the written spell disappear and the spell is lost. The spell-to-be-cast itself can then be cast in its usual way. This bonus action spell can be taken at the start of a turn, so that the spell to be cast can be immediately cast from the scroll, if it takes a single action to cast.

The spell to be cast must be suitable for the spell slots available for the character. A spell slot is used when the spell to be cast is actually cast (unless the written spell is a cantrip). The spell to be cast does not need to be compatible with the character's class. So a Level 1 Warlock cannot cast a Level 2 Warlock spell, but they cast a Level 1 Wizard spell by using "Cast Scroll".

Learn Spell


  • Source: Deserts of Ajiibwan
  • School: Evocation
  • Level: Cantrip
  • Casting Time: 8 hours of prayer (not a long rest)
  • Range: n/a
  • Target: Self
  • Components: V, S, M (parchment and ink, destroyed)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard
  • Ritual: True

This spell enables the caster to commit a spell to their spell list based on the written text of a spell. As with Cast Scroll, once used the words of the written spell are memorized, the words fade from the page of the source material. If the caster keeps their own spell book (e.g., as a Wizard), the words are transferred to their spell book from the source material, but the original source loses the spell from its pages.

A character who can cast Learn Spell and who is multiclassed as another spell-using class (such as Druid or Ranger) can use Learn Spell to learn a spell that is otherwise unavailable to their Bokkaran spell casting class. For example, if a Druid 3 / Warlock 1 character finds a written "Gust" spell, while their Warlock class cannot learn this spell, their Druid class can, and so they can cast Learn Spell and acquire this spell for casting as a Level 3 Druid.

Write Spell


  • Source: Deserts of Ajiibwan
  • School: Evocation
  • Level: 3
  • Casting Time: 1 week of uninterrupted study and effort
  • Range: n/a
  • Target: Spell scroll or book
  • Components: V, S, M (40gp of solid gold, fine parchment and ink, destroyed)
  • Duration: Instantaneous
  • Classes: Wizard
  • Ritual: True

This spell enables the caster to commit a spell in writing to a spell book or scroll. This written spell is more than just the physical marks on the page, but also contains the magical elements required to learn or cast the spell. This spell is a way to increase the number of total spells available to cast or learn for all Sorcerers, Warlocks, or Wizards in the Ajiibwan world. Otherwise, when a magic user learns a spell (per "Learn Spell"), that copy of a written spell disappears and no one else can cast or learn it.

This spell is typically used to copy a spell and then use the copy to learn the spell by the Wizard who casts Write Spell, to avoid destroying the original. But it can also be used to create scrolls that other spellcasters can cast or learn.

The Archfey Tanil

The most common route to become a Bokkaran Warlock is to take the Archfey Tanil as a Patron. Tanil, as all patrons, requires service in exchange for abilities (and is the reason Tanil grants these abilities).

Tanil's values

A Warlock serving Tanil must uphold these values.

  • Growth and protection of nature (plants and animals)
  • Resistance of oppression against nature and worthy sentient creatures
  • Kindness to those who are good

Tanil's Service

A Warlock serving Tanil must perform services to expand Tanil's interests.

  • Their alignment must be chaotic-good or neutral-good, and their behaviors must correspond.
  • They must work for natural order by opposing:
    • the spread of humanity into forests, mountains, or verdant grasslands,
    • the defiling similar natural places or the harming of natural inhabitants of these areas
    • harm or violence against vulnerable travelers

Tanil's Invocations

Followers of Tanil can choose from the following unique invocations instead of standard Eldritch Invocations if they choose. They are not required to do so.

Blessing of the Glade

Tanil has deemed all her followers worthy to seek out Tanil's Glade when they die. However, your pursuit of this opportunity now grants you a special Blessing while alive. When you take a long or short rest, your spirit can travel to Tanil's Glade and you can benefit from Tanil's kindness. If you do take this spiritual journey during the rest, all hit dice rolled to regain hit points are considered to roll their maximum value during that rest period.

Note: After selecting this Invocation you cannot change this invocation to a different invocation like you would with a normal warlock Invocation.

Tanil's Bow

Prerequisite: Pact of the Blade feature

You can call on Tanil to produce a magical longbow into your hands using your Pact of the Blade feature. When you draw back its string and fire, it fires an arrow of hard wood with a sharp leaf at this point, which vanishes after 1 minute. You have advantage on attack rolls against Undead with the bow. When you hit any creature with it, you can expend a spell slot to deal an additional 1d6 radiant damage to the target per spell level.

Tanil's Rebuke

Prerequisite: 5th level

You know the Arms of Hadar spell if you don't know it already. You can now use this spell as a reaction which you take in response to being damaged by a creature within 10 feet of you that you can see. You may do so once without expending a spell slot, and can do so once after finishing a long rest.

Tanil's Vengeance

Prerequisite: 10th level

You gain the power to commune with Tanil and call forth the damage inflected to the natural world caused by civilized creatures over the millenia. The ground shakes and visions of Tanil's natural laws winning over these civilizations blast from your mind.

Everyone (defined as those not following of Tanil) within a 5 foot radius of you must make an Intelligence saving throw or take 1d4 psychic damage. Iteratively, for each creature that fails their saving throw, the psychic blast in turn affects everyone in within a radius 5 feet greater than the radius of the spell that affected them. Each creature can only be affected once during the use of the ability. The damage of those affected at each iteration increases by 1d4. You may use this power only once after a short or long rest.

The maximum range of this spell is uncontrolled. Damage to any individual creature is limited to a number of d4 dice not greater than one half your Warlock level rounded down. The total number of creatures who can be affected by this spell can be no more than 10 times your Warlock level.

For example, if you are within 5' of 3 creatures, each of those creatures must make an Intelligence saving throw. If one creature fails their saving throw, they take 1d4 psychic damage. If that creature is within 10' of 4 other creatures (beyond the initial 3 creatures who were affected), those 4 creatures must make Int saving throws. If one of those creatures fails, it takes 2d4 psychic damage. Any creatures standing within 15' of that affected creature must now make Int saving throws and take 3d4 damage on failed saves. These creatures then spread the psychic blast with a range of 20', and so on, with no more than 100 creatures being affected and no creature taking more than 5d4 psychic damage.

If the percentage of creature taking psychic damage who have a good alignment is greater than 25% Tanil will curse the caster.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.