Warlock (base kit) 25xp
Base Kit: +3hp, +4mp; 1d4 in Primordial
Initial Bonus: +3hp; +4mp; Proficient in Occult; 1d6 in Primordial; Free Calling
Calling (10xp)
Frostfire Warlock: When you cast a spell you can spend +2★ to deal 1d4 ongoing fire or cold damage
Lifeleech Warlock: When you cast a damaging spell you can spend +2★ to gain 1d4 temporary hit points
Soulshield Warlock: When you cast a spell you can spend +2★ to gain 1d4 SB
Eyebite Warlock: When you cast a spell you can spend +2★ you turn partially invisible, increasing the DC's to hit you with physical attacks by 1.
Voidstep Warlock: When you cast a spell you can spend +2★ to teleport 3
Tier I (5xp)
Warlocks Fury: When you cast a spell gain 2 free MP to boost the spell. This does not count against your max MP you can spend by rank.
Warlock's Mana I: Gain +2mp
Shield of Fey Court: When you take damage, as a reaction you can spend MP to resist damage. You resist 2 points of damage per MP spent
Warlock's Toughness I: Increase your hit points by +3hp
Forbidden Knowledge: Gain Proficiency in either Willpower or Occult
Tier II (10xp)
Give in to Temptation: Gain training in either Charming or Deception
Warlock's Mana II: Increase MP by +2 points
Predatory Gaze: Gain Training in either Vigilance or Intimidation
Frightening Magic: You can make an Intimidation check and then cast a spell.
Warlock's Knowledge: Gain Proficiency in either Nature or Arcane
Tier III (15xp)
Warlock's Toughness II: Increase your hit points by +3hp
Forbiden Magic: When casting a damaging spell you can spend 2MP to gain advantage on the Primordial check.
Warlock's Mana III: Increase MP by +4 points
Supernatural Speed: When casting a spell you can spend 2MP to gain +2 to your Move until the start of your next turn.
Resist the Elements: When casting a spell you can spend 2MP to gain 1d6 resistance to Acid, Cold, Electricity, Fire, or Sonic until the start of your next turn.
Tier IV (20xp)
Terrifying Incantation: When casting a spell you can spend 2MP to add 1 stack of Disadvantage to the target of the spell.
Regenerative Magic: When you regain Mana from any source regain an additional amount equal to your Primordial die.
Warlocks Familiar: You gain a familiar
Cunning Warlock: Increase your advantage by +1.
Tier V (25xp)
Warlock's Might: Increase your Primordial to 1d8
Argram's Armor: When you cast a spell you gain an Armor Bonus of 1d8 until the start of your next turn.
Reactive Magic: can now cast Primordial spells as reactions
Warlock's Blast: When you cast a damaging spell you can spend 3★ to add an amount of extra damage equal to your Primordial die.