Playtest Material

This version of the warlock (v3.0) is currently being reviewed and it is subject to change before it’s final release.

A warlock driven mad by cruel and unknowable knowledge is cursed with in these forbidden secrets

Secrets Sphere

Daedric Princes in the Secrets sphere hunger for knowledge. Their servants gather information which interests their patron, whether that be the scandalous actions of a noble or forbidden arcane knowledge.

When you play as a warlock of secrets, consider what drives your hunt for knowledge to the point where you serve a Daedric Prince. At your option, you can pick from or roll on the Secrets Warlock Drive table to have a drive for your character.

d6 Drive
1 Since you were a child, you have heard strange whispers in a language you do not know. Nobody else seems to hear them, and you are desperate to know what they are saying and what they want.
2 For but a moment, you learned a secret that none could ever know, such as what happened to the Dwemer or the exact number of Elder Scrolls. The revelation was forgotten as suddenly as it came, and you are desperate to remember the truth that was wiped from your mind.
3 Nothing fascinates you more than what people do not want you to know. Whether it is a noble’s shameful secret, or a spell forbidden by the Mages’ Guild, you stop at nothing to learn that which is forbidden.
4 You were involved in a Dragon Break. Your memories and understanding of time and causality have been warped ever since, and you are unsure of what you actually experienced.
5 You are from a town or city that nobody else has ever heard of. No writings of it exist, it isn’t on any maps, you cannot find anyone else you knew from there, and even when you return to where it was, there isn’t any evidence it was ever there. It is like your birthplace never even existed.
6 You have read a book from another era, which told of future events. You have lost the book, but you remember one event it predicted, which came true just as it was written. You must find that book again.

Daedra of this sphere include Boethiah, Hermaeus Mora, Mephala, Nocturnal, Sheogorath, and Vaermina.

Secrets Features
Level Feature
1st Expanded Spells, Daedric Consultation
6th Whispered Knowledge
10th Secret Weakness
14th Maddening Power

Expanded Spells

1st-level Secrets Sphere feature

The Secrets Daedric Sphere lets you choose from an expanded list of spells when you learn a warlock spell. Whenever you learn a new warlock spell that is 5th level or lower, you can instead choose to learn a spell from the mage spell list. These spells count as warlock spells for you. In addition, when you gain the Oblivial Arcanum feature, you can choose from any spell list, rather than just the warlock spell list.

Daedric Consultation

1st-level Secrets Sphere feature

You gain the ability to consult the vast knowledge of your patron to gain information on a creature. As an action, you can target a creature that you can see within 30 feet of you. That creature must succeed on an Intelligence saving throw against your spell save DC, or you learn one of the following facts about the creature you targeted (your choice when you target the creature):

  • Its name (if it has one)
  • Its creature type and race
  • Damage vulnerabilities, immunities, or resistances, if it has any
  • Condition immunities
  • Whether or not it can cast spells
  • Whether or not it has said something misleading within the last hour
  • If it has any specific weaknesses, such as a vampire’s weakness to sunlight or a specific fear or dark secret they have

A creature protected against magic that allows their mind to be read or their location to be detected automatically succeeds on the saving throw. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses of it when you complete a long rest. In addition, when you reach 10th level, you are able to learn one additional fact when a creature fails the saving throw against this ability.

Whispered Knowledge

6th-level Secrets Sphere feature

You can ask your patron to give you knowledge when you need it most. When you make an attribute check or saving throw, your patron whispers to you, and for a moment, you gain proficiency with that check or saving throw (no action required). If you already are proficient in the check or saving throw, add 1d6 to the die roll. Once the check or save has been resolved, you lose this proficiency. You can use this feature and number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Secret Weakness

10th-level Secrets Sphere feature

You can determine how to best destroy a creature using weaknesses unknown even to them. As a bonus action, choose one creature you can see within 60 feet of you. You learn the target’s secret weakness for 1 minute. While you know the target’s secret weakness, you gain the following benefits:

  • You gain a bonus to attack rolls against the target equal to half your proficiency bonus (rounded down).
  • The target subtracts 1d4 from any saving throw it makes against your spells.

If you have used your Daedric Consultation feature against the target within the last hour and they failed the saving throw, you gain the following additional benefits while you know their secret weakness:

  • Once per turn, you can gain advantage on an attack roll against them (no action required by you).
  • The target subtracts 2d4 from any saving throw it makes against your spells, rather than 1d4.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Maddening Power

14th-level Secrets Sphere feature

You learn the secrets of casting more powerful spells more often, putting your sanity at risk. You can cast an Oblivial Arcanum spell more than one time before completing a long rest. When you do so, you must make a Willpower saving throw, the DC of which is 12 + the Oblivial Arcanum’s spell level.

On a failed save, you fail to cast the spell and do not expend any magicka, you roll on the short term madness table, and you take 2d12 necrotic damage for each level of the spell, immediately after you fail to cast it. This damage ignores resistance and immunity.

On a success, you cast the spell and expend magicka as normal, but you take 1d8 necrotic damage for each level of the spell, immediately after you cast it. This damage ignores resistance and immunity.