Epic Warlock

Family: NPC

Medium humanoid (elf), chaotic neutral warlock (fiend, archfey) 23

Armor Class 20 (mage armor, bracers of defense, ring of protection)
Hit Points 182 (23d8+69)
Speed 30 ft., fly 30 ft.

10 (+0) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 20 (+5)

Saving Throws Str +1, Dex +5, Con +4, Int +2, Wis +8, Cha +13; Proficiency +7
Skills Deception +12, Insight +7, Investigation +8, Perception +7, Stealth +11
Senses darkvision 120 ft. (including magical darkness), passive Perception 17
Languages Common, Elvish, Infernal


  • Dark One’s Blessing. When the epic warlock reduces a hostile creature to 0 hit points, they gain 28 temporary hit points.
  • Dark One’s Own Luck (1/Short Rest). When the epic warlock makes an ability check or a saving throw, they can add a d10 to the roll. The epic warlock can do so after seeing the initial roll but before any of the roll’s effects occur.
  • Eldritch Master (1/Long Rest). The epic warlock can spend 1 minute entreating to regain all their expended spell slots from their Pact Magic feature.
  • Fey Ancestry. The epic warlock has advantage on saving throws against being charmed, and magic can’t put them to sleep.
  • Fiendish Resilience. The epic warlock can choose one damage type when they finish a short or long rest. The epic warlock gains resistance to that damage type until they choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
  • Hurl Through Hell (1/Long Rest). When the epic warlock hits a creature with an attack, they can instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of the warlock’s next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 55 (10d10) psychic damage as it reels from its horrific experience.
  • Eldritch Invocation: Lifedrinker. When the epic warlock hits a creature with their pact weapon, the creature takes 5 extra necrotic damage (included below).
  • Mystic Arcanum (Recharges on a Long Rest). The epic warlock can cast the following spells once each without expending a spell slot: dominate monster, finger of death, foresight, true polymorph. The epic warlock is also able to cast conjure fey twice without expending a spell slot.
  • Otherworldly Aura (1/Short Rest). The epic warlock can use an action to summon a piece of the fey’s realm to occupy a 10-foot cube originating from them. Each creature in the area must make a DC 20 Wisdom saving throw. On a failure, until the end of the warlock’s next turn a creature is either charmed by or frightened of the epic warlock (chosen by the epic warlock when the feature is used).
  • Pact Magic (Recharge on Short Rest). The epic warlock is a 23rd-level spellcaster that uses Charisma as their spellcasting ability (spell save DC 20; +15 to hit with spell attacks). They know the following spells: At will: alter self, arcane eye, detect magic
  • Prestige. Commoners and other NPCs recognize the epic warlock or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. The epic warlock chooses one of the following Prestige benefits: berserker, cleric, fighter, herald, or sorcerer.
  • Quarterstaff of the War Mage. The epic warlock ignores half cover when making a spell attack.
  • Winged Boots. While the epic warlock wears these boots, they have a flying speed equal to their walking speed. They can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If the epic warlock is flying when the duration expires, they descend at a rate of 30 feet per round until they land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.


  • Extra Attack and Thirsting Blade. The epic warlock attacks three times with their +3 war mage quarterstaff.
  • +3 War Mage Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) magical bludgeoning damage plus 5 necrotic damage.
  • Eldritch Blast. Ranged Weapon Attack: +15 to hit, range 300 ft., four beams at up to four targets. Hit: 16 (2d10+5) force damage, and if the target is a creature it is pushed up to 10 feet away from the epic warlock in a straight line.


  • Fleeing Mist (1/Short Rest). The epic warlock can use their reaction when they take damage, turning invisible and teleporting to an unoccupied space they can see within 60 feet (the invisibility ends at the start of their next turn, when they attack, or when they cast a spell).


The epic warlock is starting to eclipse the role they bargained for with their patron-yet their thirst for ever more power has not ended, and so they beseech another entity from which to siphon. Indeed the epic warlock has become exceptionally talented at manipulating more potent beings and delights in the deception, eager to prove their trickster talents are capable of fooling whatever gods happen their way and pitting so called deities against each other whenever possible. The ego of the epic warlock has reached the same heights as their arcane prowess-and maybe that’s just right. New Control. Having surmounted an apex in the power they’ve so shrewdly acquired, the epic warlock now means to truly make the abilities bestowed upon them their own. Having spent so long yoked to a master has instilled in the epic warlock a desire to exert their authority over others and they are imperious in demeanor, expecting lesser mortals to do as they are bid or contemptuously lying to them to achieve whatever is needed. New Demands. Satisfying the requests and duties put upon them by their patrons is a simpler task now than before, but the epic warlock has twice the workload and keeping each pleased means staying busy. Perhaps they don’t answer them all, but the epic warlock is called upon daily to perform various rites, minor sacrifices, and other tasks far stranger.

New Goals. Now that the epic warlock has coaxed a second patron to supplant their arcane gifts, why not a third? What can be acquired to make that easier-simply more power or something else altogether? The epic warlock seeks out artifacts and allies, amassing power in many places for when the time to confront (and overcome) their ‘masters’ is finally at hand.

Section 15: Copyright Notice

Forgotten Crowns © 2022 Mike Myler, Authors Josh Gentry, Jocelyn Gray, Peter Martin, published under license by Legendary Games.

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