The Warlock Class

 
 

Warlock LevelProficiency BonusInvocations TakenCantrips KnownSpells KnownSpell Slots Level# Spell SlotsFeatures
1+20221st1Pact Spellcasting, Patron of Magic, Eldritch Blast
2+22231st2Eldritch Invocations, Eldritch Knight
3+22242nd2Pact Boon
4+22352nd2Ability Score Improvement
5+33363rd2Eldritch Versatility
6+33373rd2Subclass Improvement
7+33384th3Eldritch Versatility II
8+34494th3Ability Score Improvement
9+444105th3Eldritch Versatility III
10+454114th3Mystic Arcanum, Subclass Advancement

Basic Stats:

Level 1 HP = 8 + your Constitution Modifier; Gaining an additional [1d8 (or 5) + your Constitution Modifier] HP with every additional Warlock Level

Proficiencies

  • Armor: Light Armor

  • Weapons: Simple Weapons

  • Tools: None

  • Saves: Proficiency with Will, Training with Fortitude

    • or Proficiency with Wisdom and Charisma Saving Throws

  • Skills: Choose 3 Between Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, and Religion

Equipment:

  • a Magical Focus (Orb, Rod, Staff, or Wand)

  • a Gambeson and any Simple Weapon

  • a Light Crossbow (w/ 20 Bolts) or a Lightbow (w/ 20 Arrows) or a Sling (w/ 20 Stones)

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Pact Spellcasting - Your arcane research and the magic bestowed on you by your patron have given you access to certain spells

    • Cantrips

      • You know 2 cantrips of your choice from the Warlock Spell List. You learn additional Cantrips of your choice upon reaching 4th and 8th Levels of Warlock.

    • Spell Slots

      • The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level, having a single Spell Slot at 1st Level, and gaining additional ones at 2nd and 8th Level. The table also shows what the level of those slots is; all of your spell slots are the same level, beginning at 1st Level and increasing a Level every time you reach an odd Level of the Warlock Class. To cast one of your Warlock Spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a Short or Long Rest.

        • For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of your Spell Slots, and so you upcast it as a 3rd-level spell

    • Spells Known of 1st Level and Higher

      • At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. You can add another Spell to the Warlock Spell List every time you gain a Level in this Class, and you also can choose up to three of the warlock spells you know and replace it with other spells from the warlock spell list, which also must be of a level for which you have spell slots

    • Spellcasting Ability

      • This class allows you to create your own character with variations to you ability, whether you made the pact with your words or through a smart offer is up to you. Either Charisma or Intelligence is your spellcasting ability for your warlock spells, so you use either whenever a spell refers to your spellcasting ability. However you must make the decision upon taking your first Level in this Class. You can then use one of these modifiers when setting the Save DC for a warlock spell you cast and when making an attack roll with one. This will be use for all the other abilities you have in this Class.

        • Spell save DC = 8 + your proficiency bonus + your Charisma or Intelligence modifier

        • Spell attack modifier = your proficiency bonus + your Charisma or Intelligence modifier

    • Spellcasting Focus

      • You can use an arcane focus as a spellcasting focus for your warlock spells, these normally come in the form of staffs, wands, or orbs.

    • Eldritch Blast - You gain the enhanced magic representative of these beings bestowing powers upon you, in the form of magic bolts that you aim at enemies. It takes whichever form you desire but naturally is related to your patron’s type of magic with the following statistics.

      • This feature functions as a Warlock Cantrip for you. It requires Verbal and Somatic Components, has a Range of 40m, and requires you to make a Spell Attack Roll against a Creature you can see within Range, dealing 1d10 Force Damage on a hit. You can make an additional attack (as an additional bolt with a separate Attack Roll) as a part of this feature when you reach the 5th Level of this Class and gaining a third bolt at 10th Level.

    • Eldritch Knight 

      • You gain the ability to enhance your melee weapons with your pact magic. When you finish a Long Rest you can touch any one-handed non-magical Weapon you’re Proficient with for 1 minute and turn that into your Pact Weapon. You can use your Spellcasting Modifier on your Attack and Damage Rolls with that Weapon instead of Dexterity or Strength until you finish another Long Rest, where you must repeat this ritual or change what weapon you will attach to. 

    • Eldritch Invocations

      • In your study of the barely understood powers of your patron you unlock small fragments of their powers at your whim. At 2nd Level you gain two of these from the list above and additional ones based on your Warlock Level, at 5th, 8th, and 10th Levels. Every time you gain a Level in this Class you can exchange one of these for another that you meet the prerequisites for. These prerequisites can be you have a certain level of Warlock or a specific Pact Boon (below). 

    • Pact Boon - You can narrow what kind of form your powers take, enhancing these abilities even greater. Choose one of the following benefits when you reach 3rd Level to enhance your powers. 

      • Pact of the Amulet

        • Your patron grants you an amulet forged from the source of their powers, decorated with gleaming motes of brightness. While the amulet is on your person you gain +2 to all your Saves. This increases to +3 at Level 6 and to +4 at Level 10

        • Additionally, you can invoke the patron’s power to gain Advantage on a Save while you carry this item. You must declare the use of this ability before you Roll and once you use it, you cannot use it again until you complete a Short Rest

        • If you lose your Amulet, you can perform a 1-hour ceremony to receive a replacement. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die

      • Pact of the Blade

        • Your Eldritch Knight feature can now be applied to either a two-handed weapon or two one-handed weapons or a magical weapon(s) that you’re Proficient with

        • Your pact weapon(s) disappear(s) after you finish turning it into a pact weapon. They stay within a demi-plane that exists just to the sides of you, and as a Bonus Action you can draw them forth. If you die these weapons fall next to you if they’re still within this dimension.

          • Note that Detect Magic and other similar spells detect Conjuration magic portals next to you if these weapons are stowed in this manner

        • You can utilize your natural magic to guide your weapons in addition to your physical abilities. You can use half your Spellcasting Modifier to the Attack and Damage Rolls of Weapons you’re not Proficient with instead of Dexterity or Strength. 

      • Pact of the Chain

        • You learn the Spell “Find Familiar” and can cast it as a ritual. The spell doesn't count against your number of spells known.

          • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

        • Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its Reaction. This familiar’s attacks are Melee Attacks with the same Spell Attack Bonus and Damage Roll as your Eldritch Blast Feature

        • Your Familiar gains additional bonuses over the ones normally gained from the Find Familiar Spell. It gains additional HP equal to 2* your Warlock Level and additional AC equal to 1/2 your Warlock Level

      • Pact of the Tome

        • Your patron gives you a grimoire called a Tome of Spells which can serve as a Spellcasting Focus for you. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the Tome is on your person, you can cast those cantrips at will and they don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. You gain an additional Cantrip to this Tome at 6th, and 9th Levels

        • Your Tome also has extra pages that can be filled in. You can spend 50GP and 1 Hour per Spell Level to transfer the contents of a Spell Scroll to your Tome but the Spell must be on your Spell List and of a Level you can cast. You can utilize your Tome to cast any of these Spells listed without expending a Spell Slot. You regain the use of this casting after completing a Long Rest

        • If you lose your Tome, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. In addition, this book turns to ash when you die

      • Pact of the Talisman

        • Your Eldritch Blast feature now deals 1d12 Force Damage

        • Your patron gives you a small piece of jewelry of your choosing, a talisman that can aid the wearer decorated in designs representing the patron. When you must make an Ability Check or Attack Roll, you can declare the use of this feature before you roll to add a d4 to it. You can use this a number of times equal to your Charisma Modifier, all of which are regained upon completion of a Short Rest

        • If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. In addition, this talisman turns to ash when you die

    • Ability Score Improvement:

      • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

    • Eldritch Versatility

      • Any time you reach one of these levels you can renegotiate your pact with your patron, doing any one of the following

        • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

        • Replace one spell you learned from this class' Pact Magic feature with another spell from the warlock spell list.

        • Replace the option you chose for the Pact Boon feature with one of that feature's other options.

      • If any of these changes causes you to now not meet any requirements for one of your Eldritch Invocations you must retrain it at this time

    • Mystic Arcanum

      • Your patron bestows upon you a single item, a coin, ring, book or something else representative of the Pact. You can pick any 5th Level Spell from the Warlock Spell List that you don’t know and inscribe it into this Arcanum. Once per day you can pull this Arcanum out and cast the inscribed Spell as normal, using it as the Material Component if that is required, but without expending a Spell Slot. This Arcanum’s magic recharges on the completion of a Long Rest, where you can select another Spell to imbue it with.

  • Patron of Magic - Every warlock must make a deal to come into their magic, which you pick is up to you. You gain an ability now and again at 6th and 10th Level which are listed at the bottom of this class’ page

    • Archfae Patron - Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.

      • Fae Spells: You can begin choosing from these Spells once you have reached the Warlock Level shown

        • 1st - Faerie Fire, Sleep

        • 3rd - Calm Emotions, Phantasmal Force

        • 5th - Blink, Plant Growth

        • 7th - Dominate Beast, Greater Invisibility

        • 9th - Dominate Person, Seeming

      • Fae Feature: Fae Presence

        • Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature within 10m of you to make a Wisdom Saving Throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

          • Once you use this feature, you can't use it again until you finish a short or long rest.

      • Fae Improvement: Misty Escape

        • You have learned to offset your presence when danger approaches, doing so a number of times equal to your Proficiency Bonus. If you take Damage you can use your Reaction and one of these Misty Escapes to teleport to a point you can see within 20m. Additionally, you can expend two uses of this ability to do so as a Bonus Action and without the requirement that you take Damage first. You regain all uses of this ability upon completing a Short Rest.

      • Fae Advancement: Beguiling Defenses

        • Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your Reaction to attempt to turn the charm back on that creature. The creature must succeed on a Will Save against your Warlock Spell Save DC or be Charmed by you for 1 minute or until the creature takes any damage

    • Celestial Patron - Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient solar, divine champion, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

      • Celestial Spells: You can begin choosing from these Spells once you have reached the Warlock Level shown

        • Cantrips (always known) - Light, Sacred Flame

        • 1st - Burning Hands, Cure Wounds

        • 3rd - Flaming Sphere, Lesser Restoration

        • 5th - Daylight, Revivify

        • 7th - Guardian of Faith, Wall of Fire

        • 9th - Flame Strike, Greater Restoration

      • Celestial Feature: Healing Light

        • You can now channel the ability to assist others, represented as a pool of d10s that you expend to fuel this healing, with the total dice in the pool equal to your Warlock Level. As a Bonus Action, you can touch a creature and heal it, spending any number of dice from the pool. Roll the dice you spend and restore a number of HP equal to the total + your Spellcasting Modifier. Optionally you can choose to heal from a distance up to 30m as long as you can see your target, however after Rolling you only heal for half the total. Your pool regains all expended dice when you finish a Long Rest.

      • Celestial Improvement: Radiant Soul

        • You have an innate Resistance to Fire and Radiant Damage but must focus to bring it out. When you finish a Long Rest you can choose which of these to gain Resistance with for that day. 

        • When you cast a Spell or Cantrip that deals Fire or Radiant Damage you can add your Spellcasting Modifier to the Damage Roll

      • Celestial Advancement: Celestial Resistance

        • You now garner divine protection whenever you finish a short or long rest. This appears in the form of Shielding equal to your Warlock Level + your Spellcasting Modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to ½ your Warlock Level (rounded down) + your Charisma modifier.

    • Fathomless Patron - You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by the world ender, merfolk demigods, and sea hag covens.

      • Fathomless Spells: You can begin choosing from these Spells once you have reached the Warlock Level shown

        • 1st - Create or Destroy Water, Thunderwave

        • 3rd - Gust of Wind, Silence

        • 5th - Lightning Bolt, Sleet Storm

        • 7th - Control Water, Summon Elemental

        • 9th - Bigby's Hand (appearing as a tentacle), Cone of Cold

      • Fathomless Feature: Gift of the Sea

        • You can hold your breath for twice your Constitution Modifier and you gain a Swimming Speed that is 5m + your Movement Speed

      • Fathomless Feature: Tentacle of the Deep

        • At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a Bonus Action, you create a 5m long tentacle at a point you can see within 20m. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. You can summon a number of tentacles equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. 

          • When you create the tentacle, you can make a Melee Attack against a Creature within 5m of it with a bonus equal to your Spell Attack Bonus. On a hit, the target takes 1d8 Cold Damage, and its Movement Speed is reduced by half until the start of your next turn. If you have multiple tentacles up you can have them all Attack with your Bonus Action. When you reach 9th level in this class, the damage increases to 2d8.

      • Fathomless Improvement: Oceanic Soul

        • You gain resistance to Cold Damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

      • Fathomless Improvement: Guardian Coil

        • Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When a creature you can see within 20m takes damage from an Attack you can expend one use of your Tentacle and your Reaction to reduce the Damage to that creature by 2d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 4d8. In addition if the damage type is Cold Damage you can roll an additional 2d8.

        • In addition, if the Creature you’re using this ability on is within Attack Range of a tentacle you can utilize your Reaction to block 1d8 Damage instead of 2d8, but this does not cost you a use of your Tentacle of the Deep.

      • Fathomless Advancement: Grasping Tentacles

        • Starting at 10th level, you learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

          • Whenever you cast this spell, your patron's magic bolsters you, granting you 10 + your Charisma Modifier Shielding. Moreover, damage can't break your concentration on this spell.

    • Fiendish Patron - You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include Demon Lords such as Asmodeus, Belial, and Orcus 

      • Fiend Spells: You can select from these Spells whenever you reach the listed Warlock Level

        • 1st - Burning Hands, Command

        • 3rd - Blindness/Deafness, Scorching Ray

        • 5th - Fireball, Stinking Cloud

        • 7th - Fire Shield, Wall of Fire

        • 9th - Flame Strike, Hallow

      • Fiend Feature: Energy Sapping

        • When a Creature that you have dealt Damage to is reduced to 0HP you gain Shielding equal to your Warlock Level + your Spellcasting Modifier

      • Fiend Improvement: Dark One’s Luck

        • You can call upon your patron to occasionally offer you assistance. When you make an Ability Check, Attack Roll, or Saving Throw (but before you Roll) you can utilize this ability to add a 1d12 to that Roll. If you still fail you don’t expend a use of this ability. You can use this a number of time equal to your Proficiency Bonus, regaining all uses upon completing a Long Rest

      • Fiend Advancement: Fiendish Adaptability

        • When you finish a Long or Short Rest choose any Damage type, you gain Resistance to that Damage type until you utilize this ability again. In addition, you can instead end this ability prematurely as your Reaction when you take Damage of this type to instead grant yourself Immunity against it until the end of your next turn.

    • Genie Patron - You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach. Common types are the Dao (Earth), Djinn (Air), Efreeti (Fire), or Marid (Water). 

      • Genie Spells: You gain access to 2 Spells every other Level to pick from, these count as Warlock Spells for you. You gain 1 Genie Spell and 1 Spell based on your patron’s type to choose from, listed in the order of 1st, 3rd, 5th, 7th, and 9th Warlock Level where you gain access to them

        • Genie - Detect Good and Evil Phantasmal Force, Created Food and Water, Phantasmal Killer, Creation

        • Dao - Sanctuary, Spike Growth, Meld Into Stone, Stone Shape, Wall of Stone

        • Djinn - Thunderwave, Gust of Wind, Wind Wall, Greater Invisibility, Seeming

        • Efreeti - Call Fire, Scorching Ray, Fireball, Fire Shield, Flame Strike

        • Marid - Fog Cloud, Blur, Sleet Storm, Control Water, Cone of Cold

      • Genie Feature: Genie’s Vessel

        • Your patron has granted you access to one of their special holding vessels, such as an oil lamp, lantern, or urn. When holding this vessel in one of your hands you can use it as a Spellcasting Focus and you gain access to the following abilities. 

          • Genie’s Respite: As an Action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20m cube and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel for up to 4 hours at a time. You exit the vessel early if you use a Bonus Action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a Long Rest.

          • Genie’s Control: When you target a Creature with a Spell that requires a Save but doesn’t deal Damage you can utilize this ability to increase the DC of your Spell by +2 as a part of casting that Spell. You can do this a number of times per day equal to your Proficiency Bonus.

          • Genie's Wrath: Once during each of your turns when you hit with an Attack Roll, you can deal extra damage to the target equal to your Proficiency Bonus. The type of this Damage is determined by your patron: Force (Dao), Thunder (Djinn), Fire (Efreeti), or Cold (Marid).

      • Genie Improvement: Elemental Gift

        • You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: Force (dao), Thunder (djinni), Fire (efreeti), or Cold (marid). In addition, as a Bonus Action, you can give yourself a Flying Speed of 10m that lasts for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

      • Genie Advancement: Vessel of Sanctuary

        • When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 10m of you, and the chosen creatures are drawn into the vessel with you. As a Bonus Action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a Short Rest, and anyone can add your Proficiency Bonus to the total HP they regain every time they utilize a Hit Die as a part of this Short Rest.

    • Great Old One Patron - Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

      • Great Old One Spells: You can select from these Spells whenever you reach the listed Warlock Level

        • 1st - Dissonant Whispers, Maniacal Laughter

        • 3rd - Detect Thoughts, Phantasmal Force

        • 5th - Clairvoyance, Sending

        • 7th - Dominate Beast, Evard's Black Tentacles

        • 9th - Dominate Person, Telekinesis

      • Great Old One Feature: Awakened Mind

        • Starting when you take this subclass, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 10m of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. 

          • In addition you can subtly influence the mind of a hostile creature. When you roll Deception against a creature you can utilize this ability to reroll the d20, but you must take the second roll regardless of the result. You can utilize this ability once per Short Rest. 

      • Great Old One Improvement: Entropic Ward

        • You learn to magically ward yourself against attack. When a creature makes an Attack Roll against you, you can use your Reaction to impose Disadvantage on that roll. If the attack misses you, your next Attack Roll against the creature has Advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a Short or Long Rest.

      • Great Old One Advancement: Thought Shield

        • Your thoughts can't be read by telepathy or other means unless you allow it. You also have Resistance to Psychic Damage, and whenever a creature deals Psychic Damage to you, that creature takes the same amount of damage that you do.

    • Hexblade Patron - You have made your pact with a mysterious entity from the Shadowfell – a force that manifests itself as sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, once wielded by one of Portin's greatest enemies. The shadowy force behind these weapons can offer power to warlocks who form pacts with them. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. 

      • Hexblade Spells: You can pick from these additional Spells when you gain the described Warlock Level Below

        • 1st - Shield, Wrathful Smite

        • 3rd - Blur, Branding Smite

        • 5th - Blink, Elemental Weapon

        • 7th - Phantasmal Killer, Staggering Smite

        • 9th - Banishing Smite, Cone of Cold

      • Hexblade Feature: Hex Warrior

        • You gain Proficiency with Medium Armor, Shields, and any 3 Martial Weapons of your Choice

      • Hexblade Feature: Hexblade’s Curse

        • Your weapon grants you the ability to place a baleful curse on someone. As a Bonus Action, choose a Creature you can see within 10m. The target is cursed for up to 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

          • You gain a bonus to Damage Rolls against the cursed target. The bonus equals your Proficiency Bonus.

          • Any Attack Roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

          • If the cursed target dies, you regain HP equal to your Warlock level + your Spellcasting modifier.

          • You can’t use this feature again until you finish a Short or Long Rest.

      • Hexblade Improvement: Baleful Specter

        • When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains Shielding equal to your Warlock Level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its Attack Rolls equal to your Spellcasting Modifier.

          • The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

          • Once you bind a specter with this feature, you can't use the feature again until you finish a Long Rest.

          • When you utilize this Feature you regain HP equal to your Warlock Level (up to your Maximum)

      • Hexblade Advancement: Hex Armor

        • You can form armor out of your Hex. When the enemy you cursed makes an Attack against you and hits you can use your Reaction to Roll a d6. On a 4-6 the Armor absorbs the hit instead, and you take no Damage. You can use this up to 5 times per Long Rest. If it was a Critical Hit you reduce it to only a non-critical hit instead.

    • Masters of Fate Patron -  There are those things that stand above it all, fate itself sometimes prefers to intervene for a moment within the life of a Creature and from that moment on that Creature cannot have its power taken back, unlike some other more hostile Patrons within the universe. These masters of fate commonly appeared as a trio of women with degraded and semi-broken forms, forced to fight over a single eye for their ancient transgressions. 

      • Fate Spells: You can pick from these additional Spells when you gain the described Warlock Level Below

        • 1st - Chromatic Orb, Disguise Self

        • 3rd - Augury, Zone of Truth

        • 5th - Glyph of Warding, Pulse Wave

        • 7th - Confusion, Divination

        • 9th - Geas, Seeming

      • Fate Feature: Slant of Fate

        • You can pull your powers in critical moments to assist yourself. Whenever you must make a Save you can utilize this feature to grant yourself Advantage on that Roll. You can utilize this ability a number of times per day equal to your Proficiency Bonus.

      • Fate Feature: Last Chance

        • When you Roll a Critical Failure on any Roll you can change it from a 1 to a 5 instead. You can’t utilize this ability again until you finish a Long Rest. 

      • Fate Improvement: Protected Fate

        • Your patron grants you a passive knowledge of the danger to you, granting you Proficiency with Fortitude Saves 

      • Fate Improvement: Double Up

        • You can utilize your Last Chance Feature twice per Long Rest

      • Fate Advancement: Master of Fate

        • When you would normally utilize your Slant of Fate Feature you can now target an ally who is making the Save as well. If they still fail their Save you do not expend a use of Slant of Fate

        • In addition you now have 1 more use of Slant of Fate (1 + your Proficiency Bonus)

      • Fate Advancement: Moment of Decisiveness

        • When you finish a Long or Short Rest roll a d20, noting that result down. Whenever you roll a d20 (before you take another rest) you can use your Reaction to replace the value on the die with this one. You must reroll every time you finish a Short or Long Rest.

    • Undying Patron - Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the lich kings and queens of the world; and the deathless wizard Dioclescus.

      • Undying Spells: You can select these Spells whenever you reach the specified Warlock Level below

        • 1st - False Life, Ray of Sickness

        • 3rd - Silence, Phantasmal Force

        • 5th - Bestow Curse, Speak with Dead

        • 7th - Aura of Life, Death Ward

        • 9th - Cloudkill, Contagion

      • Undying Feature: Defying Death 

        • When making Death Saves you return to 1 HP on a Roll of 16-20, you succeed on a 6-16, and you only take 1 Fail on a natural 1

      • Undying Feature: Supernatural Resilience

        • You gain +1 Max HP per Warlock Level

      • Undying Improvement: Grave Touched

        • You barely need to eat more than a few berries or drink more than a cupful of water per day to survive. You only need to sleep for 4 hours to be fully rested and can hold your breath easily for up to 1 hour. Finally, you age slower as well; for every 2 years that you’re alive your age only increases by 1.

      • Undying Improvement: Dreadful Siphon

        • When a Creature is dying (having been reduced to 0HP within the last round) you can approach the dying Creature and utilize their life force to regain some of your energy. Using your Action you can heal for 2d6 + your Spellcasting Modifier HP

        • Whenever you reduce a Creature to 0HP you gain 3 Shielding

      • Undying Advancement: Necrotic Specter

        • You naturally oppose destructive energy and strike back against Fear, you gain an Immunity to Necrotic Damage and the Feared Condition

        • Once per turn when you hit a Creature with an Attack you can cause them to make a Will Save vs your Spell Save DC or become Feared of you until the end of your next turn. 

        • You can turn yourself into a ghost for a turn, using your Bonus Action you can allow yourself to pass through walls until the start of your next turn. Once you utilize this ability you can’t use it again until you finish a Long Rest.

    • Watcher Patron - Your patron takes their name after an inscrutable being who travels the Astral Plane in their search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Watcher. Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. There are those powerful Divines that seek knowledge, while some Spellcasters (such as the most powerful Wizards) have unlocked the ability to share some of their powers, and some lucky people have found connection to a powerful being wandering the outer realms. This is also the most common type of Warlock in Til as they can occasionally be granted this boon by a government rather than an ethereal patron, seeking enemies of the state instead of knowledge, and utilize the state’s collection of wizards to give out power in this manner 

      • Watcher Spells: You can select from these Spells whenever you are the Warlock Level specified below

        • 1st - Feather Fall, Jump

        • 3rd - Levitate, Locate Object

        • 5th - Clairvoyance, Sending

        • 7th - Arcane Eye, Locate Creature

        • 9th - Legend Lore, Scrying

      • Watcher Feature: Shielding Aura

        • You can summon up your magic in a whirlwind of swords and shields that surrounds your proximity and each provide a benefit as a Bonus Action on one of your turns. This lasts for up to 1 minute or until you end the effect with a Free Action, or until you go unconscious. 

          • Shields

            • You can use your Bonus Action to grant yourself to Resistance to all Damage until the end of your next turn

            • You can use your Reaction to add +2 to your AC whenever an Attack Roll is made against you. This lasts until the start of your next turn.  

          • Swords

            • If any Creatures enters within 2m of you, you can use your Reaction to strike them, dealing Magical Slashing Damage equal to your Warlock Level + your Spellcasting Modifier

            • If a Creature starts or ends their turn within 2m of you then they automatically take Magical Slashing Damage equal to your Warlock Level 

      • Watcher Feature: Stately Training - Choose 1 below

        • You gain Proficiency with Arming Swords, Warhammers, or Battle Axes (your choice)

        • You gain 1 Cantrip from the Wizard’s Spell List at this Level, and at 6th Level, and 9th Level

      • Watcher Improvement: Astral Refuge

        • You can immediately step into a place of protection granted to you by your Patron. As an Action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two Actions to that affect only you. After using those two Actions, you return to the space you occupied and your turn ends

      • Watcher Improvement: Watcher’s Eye

        • You gain Proficiency with Perception (or Expertise if you’re already Proficient)

      • Watcher Advancement: Superior Protection

        • Through your patron’s guidance you can prepare your body magically for hostile attacks. Whenever you finish a Long Rest you can select any 2 Damage Types, gaining Resistance to them until you utilize this ability again 

      • Watcher Advancement: Watcher’s Perfect Eye

        • You gain Expertise with Perception (or Mastery if you’re already an Expert)

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The Wizard Class