Warlock: Difference between revisions

868 bytes added ,  17:31, 29 December 2022
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| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
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| [[Warlock#Bonus Cantrips|Bonus Cantrips]] || 1st || You get the Light and Sacred Flame Cantrips
| [[Warlock#Bonus Cantrips|Bonus Cantrips]] || 1st || You get the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips
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| [[Warlock#Healing Light|Healing Light]] || 1st || You have a pool of innate healing
| [[Warlock#Healing Light|Healing Light]] || 1st || You have a pool of innate healing
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==== Bonus Cantrips ====
==== Bonus Cantrips ====
''1st Level The Celestial Feature''<br>
''1st Level The Celestial Feature''<br>
You learn the Light and Sacred Flame Cantrips. They count as Warlock Cantrips for you, and they don’t count against your number of Cantrips Known.
You learn the [[Cantrips#Light|Light]] and [[Cantrips#Sacred Flame|Sacred Flame]] Cantrips. They count as Warlock Cantrips for you, and they don’t count against your number of Cantrips Known.
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| [[Warlock#Power of the Ancients|Power of the Ancients]] || 14th || You can cast the Time Stop Spell in your Guardian's Ward
| [[Warlock#Power of the Ancients|Power of the Ancients]] || 14th || You can cast the Time Stop Spell in your Guardian's Ward
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| [[Warlock#A Game of Riddles|A Game of Riddles]] || 18th || You can cast the Counterspell Spell but the enemy makes a Wisdom Saving Throw
| [[Warlock#A Game of Riddles|A Game of Riddles]] || 18th || You can counter Spells cast by enemies if they fail a Wisdom Saving Throw
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==== Power of the Ancients ====
==== Power of the Ancients ====
''14th Level The Elder Sphinx Feature''<br>
''14th Level The Elder Sphinx Feature''<br>
You gain an empowered mastery over time, but only in your small area of influence. As an Action, while your Guardian's Ward feature is active, you can cast a limited version of the Time Stop Spell without expending a Spell Slot or Material Components. While the Time Stop Spell is active in this way, you can only interact with creatures and objects within the area of your Guardian's Ward feature. When this casting of the Time Stop Spell ends, your Guardian's Ward feature ends as well.<br>
You gain an empowered mastery over time, but only in your small area of influence. As an Action, while your Guardian's Ward feature is active, you can cast a limited version of the [[Level 9#Time Stop|Time Stop]] Spell without expending a Spell Slot or Material Components. While the [[Level 9#Time Stop|Time Stop]] Spell is active in this way, you can only interact with creatures and objects within the area of your Guardian's Ward feature. When this casting of the [[Level 9#Time Stop|Time Stop]] Spell ends, your Guardian's Ward feature ends as well.<br>
Once you use this feature you must finish a Long Rest before you can use it again.
Once you use this feature you must finish a Long Rest before you can use it again.
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| [[Warlock#Guardian Coil|Guardian Coil]] || 6th || You can use your Tentacle to block Damage
| [[Warlock#Guardian Coil|Guardian Coil]] || 6th || You can use your Tentacle to block Damage
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| [[Warlock#Grasping Tentacles|Grasping Tentacles]] || 10th || You get the Black Tentacles Spell, it gives you Temporary Hit Points when you cast it, and it's harder for you to lose Concentration on it
| [[Warlock#Grasping Tentacles|Grasping Tentacles]] || 10th || You get the [[Level 4#Black Tentacles|Black Tentacles]] Spell, it gives you Temporary Hit Points when you cast it, and it's harder for you to lose Concentration on it
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| [[Warlock#Fathomless Plunge|Fathomless Plunge]] || 14th || You can teleport to water
| [[Warlock#Fathomless Plunge|Fathomless Plunge]] || 14th || You can teleport to water
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==== Grasping Tentacles ====
==== Grasping Tentacles ====
''10th Level The Fathomless Feature''<br>
''10th Level The Fathomless Feature''<br>
You learn the Black Tentacles Spell. It is a Warlock Spell for you, and does not count against your number of Spells Known. You can also cast the Black Tentacles Spell as a Warlock Spell once without expending a Spell Slot, regaining the ability to do so when you finish a Long Rest.<br>
You learn the [[Level 4#Black Tentacles|Black Tentacles]] Spell. It is a Warlock Spell for you, and does not count against your number of Spells Known. You can also cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell as a Warlock Spell once without expending a Spell Slot, regaining the ability to do so when you finish a Long Rest.<br>
Whenever you cast the Black Tentacles Spell, your patron’s magic bolsters you, granting you a number of Temporary Hit Points equal to your Warlock Level. Moreover, Damage can’t break your Concentration on the Spell.
Whenever you cast the [[Level 4#Black Tentacles|Black Tentacles]] Spell, your patron’s magic bolsters you, granting you a number of Temporary Hit Points equal to your Warlock Level. Moreover, Damage can’t break your Concentration on the Spell.
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| [[Warlock#Sanctuary Vessel|Sanctuary Vessel]] || 10th || You can have allies enter your lamp and you can take Long Rests in it
| [[Warlock#Sanctuary Vessel|Sanctuary Vessel]] || 10th || You can have allies enter your lamp and you can take Long Rests in it
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| [[Warlock#Limited Wish|Limited Wish]] || 14th || You can cast any 6th Level Spell once per Long Rest
| [[Warlock#Limited Wish|Limited Wish]] || 14th || You can cast any Spell of 6th Level or lower once per Long Rest
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| [[Warlock#Wish Magic|Wish Magic]] || 18th || You get the Wish Spell and it's harder to lose
| [[Warlock#Wish Magic|Wish Magic]] || 18th || You get the [[Level 9#Wish|Wish]] Spell and it's harder to lose
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==== Wish Magic ====
==== Wish Magic ====
''18th Level The Genie Feature''<br>
''18th Level The Genie Feature''<br>
You gain the Wish Spell as an option for your Mystic Arcanum (9th Level) feature. You can cast either the Wish Spell or the Spell you selected when you use that feature. When you cast the Wish Spell and would roll a d6 to determine if you lose the ability to cast the Wish Spell, you instead roll a d12.
You gain the [[Level 9#Wish|Wish]] Spell as an option for your Mystic Arcanum (9th Level) feature. You can cast either the [[Level 9#Wish|Wish]] Spell or the Spell you selected when you use that feature. When you cast the [[Level 9#Wish|Wish]] Spell and would roll a d6 to determine if you lose the ability to cast the [[Level 9#Wish|Wish]] Spell, you instead roll a d12.
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''1st Level The Great Old One Feature''<br>
''1st Level The Great Old One Feature''<br>
The hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60ft. You don’t need to share a [[Languages|Language]], but the target must speak at least one [[Languages|Language]] in order to respond to you. You can only use this feature to communicate with one creature at a time.<br>
The hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60ft. You don’t need to share a [[Languages|Language]], but the target must speak at least one [[Languages|Language]] in order to respond to you. You can only use this feature to communicate with one creature at a time.<br>
In addition, you learn the Mage Hand Cantrip, but it doesn't count against your number of Cantrips Known. When you cast the Mage Hand Cantrip, it does not require Components and the mage hand is [[Conditions#Invisible|Invisible]].
In addition, you learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, but it doesn't count against your number of Cantrips Known. When you cast the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, it does not require Components and the mage hand is [[Conditions#Invisible|Invisible]].
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==== Create Thrall ====
==== Create Thrall ====
''14th Level The Great Old One Feature''<br>
''14th Level The Great Old One Feature''<br>
You gain the ability to infect a Humanoid’s mind with the alien magic of your patron. You can use your Action to touch an [[Conditions#Incapacitated|Incapacitated]] Humanoid. That creature becomes [[Conditions#Charmed|Charmed]] by you, which ends only if the Remove Curse Spell or similar magic is cast on it, or you use this feature again.<br>
You gain the ability to infect a Humanoid’s mind with the alien magic of your patron. You can use your Action to touch an [[Conditions#Incapacitated|Incapacitated]] Humanoid. That creature becomes [[Conditions#Charmed|Charmed]] by you, which ends only if the [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic is cast on it, or you use this feature again.<br>
While [[Conditions#Charmed|Charmed]] in this way, you can telepathically communicate with that creature while you and that creature are on the same plane of existence.
While [[Conditions#Charmed|Charmed]] in this way, you can telepathically communicate with that creature while you and that creature are on the same plane of existence.
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==== Grasping Will ====
==== Grasping Will ====
''18th Level The Great Old One Feature''<br>
''18th Level The Great Old One Feature''<br>
A creature you [[Conditions#Charmed|Charm]] with your Create Thrall feature, is permanently under the effects of the Dominate Person Spell as if you had cast it.
A creature you [[Conditions#Charmed|Charm]] with your Create Thrall feature, is permanently under the effects of the [[Level 5#Dominate Person|Dominate Person]] Spell as if you had cast it.
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| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
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| [[Warlock#Grasping Vines|Grasping Vines]] || 1st || You get Thorn Whip and when you deal Damage or [[Conditions#Restrained|Restrain]] with Thorn Whip or a Spell from your Expanded Spell List you can deal extra Damage and get that much Temporary Hit Points
| [[Warlock#Grasping Vines|Grasping Vines]] || 1st || You get Thorn Whip and when you deal Damage or [[Conditions#Restrained|Restrain]] with [[Cantrips#Thorn Whip|Thorn Whip]] or a Spell from your Expanded Spell List you can deal extra Damage and get that much Temporary Hit Points
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| [[Warlock#Primeval Resistance|Primeval Resistance]] || 6th || You're AC can't be less than 16 and you target two creatures with Thorn Whip
| [[Warlock#Primeval Resistance|Primeval Resistance]] || 6th || You're AC can't be less than 16 and you target two creatures with [[Cantrips#Thorn Whip|Thorn Whip]]
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| [[Warlock#Arboreal Guardian|Arboreal Guardian]] || 10th || You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage and can use photosynthesis
| [[Warlock#Arboreal Guardian|Arboreal Guardian]] || 10th || You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage and can use photosynthesis
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==== Grasping Vines ====
==== Grasping Vines ====
''1st Level The Primeval Growth Feature''<br>
''1st Level The Primeval Growth Feature''<br>
When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. You learn the Thorn Whip Cantrip as a Warlock Spell that doesn't count against your number of Cantrips Known. When you hit a creature with the Thorn Whip Cantrip, or when you Damage or [[Conditions#Restrained|Restrain]] a creature with one of the Spells from your Expanded Spell List feature, you can use a Bonus Action to drain the life force from one target of the Spell. When you do so, the creature takes Necrotic Damage equal to your Warlock Level, and you immediately gain Temporary Hit Points equal to your Warlock Level.<br>
When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. You learn the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip as a Warlock Spell that doesn't count against your number of Cantrips Known. When you hit a creature with the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, or when you Damage or [[Conditions#Restrained|Restrain]] a creature with one of the Spells from your Expanded Spell List feature, you can use a Bonus Action to drain the life force from one target of the Spell. When you do so, the creature takes Necrotic Damage equal to your Warlock Level, and you immediately gain Temporary Hit Points equal to your Warlock Level.<br>
You can use this Bonus action a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.
You can use this Bonus action a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.
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==== Primeval Resistance ====
==== Primeval Resistance ====
''6th Level The Primeval Growth Feature''<br>
''6th Level The Primeval Growth Feature''<br>
The magic of the Primeval Growth has begun to change your body. Your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast the Thorn Whip Cantrip, you can target up to two creatures that are within the Range of the Spell
The magic of the Primeval Growth has begun to change your body. Your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, you can target up to two creatures that are within the Range of the Spell
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==== Eye Tyrant ====
==== Eye Tyrant ====
''14th Level The Unblinking Feature''<br>
''14th Level The Unblinking Feature''<br>
You have unlocked the true power of your Patron. You can use an Action to have your Unblinking Eye from your Unblinking Eye feature emanates an antimagic zone in a 30ft Emanated Cone. The area of this Emanated Cone replicates the effects of the Antimagic Field Spell non-magically.<br>
You have unlocked the true power of your Patron. You can use an Action to have your Unblinking Eye from your Unblinking Eye feature emanates an antimagic zone in a 30ft Emanated Cone. The area of this Emanated Cone replicates the effects of the [[Level 8#Antimagic Field|Antimagic Field]] Spell non-magically.<br>
At the start of each of your turns, you decide which direction your cone of antimagic faces until the start of your next turn.<br>
At the start of each of your turns, you decide which direction your cone of antimagic faces until the start of your next turn.<br>
Your Unblinking Eye emanates this cone for 1 minute. The effect ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end the effect at the beginning of your turn as a Free Action.
Your Unblinking Eye emanates this cone for 1 minute. The effect ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end the effect at the beginning of your turn as a Free Action.
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Your Spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any Damage or other effects that apply to your Spirit or physical body affects the other. Your Spirit can remain outside your body for up to 1 hour or until your concentration on the effect. When your projection ends, your Spirit returns to your body or your body magically teleports to your Spirit’s space (your choice). While projecting your Spirit, you gain the following benefits:
Your Spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any Damage or other effects that apply to your Spirit or physical body affects the other. Your Spirit can remain outside your body for up to 1 hour or until your concentration on the effect. When your projection ends, your Spirit returns to your body or your body magically teleports to your Spirit’s space (your choice). While projecting your Spirit, you gain the following benefits:
*Your Spirit and body gain Resistance to Bludgeoning, Piercing, and Slashing Damage.
*Your Spirit and body gain Resistance to Bludgeoning, Piercing, and Slashing Damage.
*When you cast a Conjuration or Necromancy Spell, the Spell doesn’t require Verbal or Somatic Components, or Material Components that lack a GP cost or are consumed.
*When you cast a [[Conjuration]] or [[Necromancy]] Spell, the Spell doesn’t require Verbal or Somatic Components, or Material Components that lack a GP cost or are consumed.
*You have a Flying Speed equal to your Walking Speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force Damage if you end your turn inside a creature or an object.
*You have a Flying Speed equal to your Walking Speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force Damage if you end your turn inside a creature or an object.
*While you are in your Form of Dread from your Form Of Dread feature, once during each of your turns when you deal Necrotic Damage to a creature, you regain Hit Points equal to half the amount of Necrotic Damage dealt.
*While you are in your Form of Dread from your Form Of Dread feature, once during each of your turns when you deal Necrotic Damage to a creature, you regain Hit Points equal to half the amount of Necrotic Damage dealt.
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| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
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| [[Warlock#Hunter's Quarry|Hunter's Quarry]] || 1st || You get the Hunter's Mark Spell and can cast it when you Attack
| [[Warlock#Hunter's Quarry|Hunter's Quarry]] || 1st || You get the [[Level 1#Hunter's Mark|Hunter's Mark]] Spell and can cast it when you Attack
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| [[Warlock#Wild Warrior|Wild Warrior]] || 1st || You get Proficiency with Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]
| [[Warlock#Wild Warrior|Wild Warrior]] || 1st || You get Proficiency with Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]
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==== Hunter’s Quarry ====
==== Hunter’s Quarry ====
''1st Level The Wild Hunt Feature''<br>
''1st Level The Wild Hunt Feature''<br>
You can mark a creature as a quarry of the Wild Hunt. You learn the Hunter's Mark Spell. It counts as a Warlock Spell for you, and it doesn't count against your Spells Known. When you hit a creature with a Weapon Attack, you can cast the Hunter's Mark Spell, targeting that creature, as a Warlock Spell without expending a Spell Slot.<br>
You can mark a creature as a quarry of the Wild Hunt. You learn the [[Level 1#Hunter's Mark|Hunter's Mark]] Spell. It counts as a Warlock Spell for you, and it doesn't count against your Spells Known. When you hit a creature with a Weapon Attack, you can cast the [[Level 1#Hunter's Mark|Hunter's Mark]] Spell as a Bonus Action, targeting that creature, as a Warlock Spell without expending a Spell Slot.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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''10th Level The Wild Hunt Feature''<br>
''10th Level The Wild Hunt Feature''<br>
The wild fervor of the Wild Hunt heightens your instincts. You gain the following benefits:
The wild fervor of the Wild Hunt heightens your instincts. You gain the following benefits:
*When a creature marked by the Hunter's Mark Spell hits you with an Attack, you can use your Reaction to grant yourself a bonus to your AC equal to your Charisma Modifier against that attack.
*When a creature marked by the [[Level 1#Hunter's Mark|Hunter's Mark]] Spell hits you with an Attack, you can use your Reaction to grant yourself a bonus to your AC equal to your Charisma Modifier against that attack.
*While you have a Wild Spirit from your Wild Spirit feature summoned and you are hit by an Attack, you can use your Reaction to have the Wild Spirit take the Damage of the Attack and immediately disappear.
*While you have a Wild Spirit from your Wild Spirit feature summoned and you are hit by an Attack, you can use your Reaction to have the Wild Spirit take the Damage of the Attack and immediately disappear.
*The Hunter's Mark Spell no longer requires Concentration for you.
*The [[Level 1#Hunter's Mark|Hunter's Mark]] Spell no longer requires Concentration for you.
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==== Brand of the Hunt ====
==== Brand of the Hunt ====
''14th Level The Wild Hunt Feature''<br>
''14th Level The Wild Hunt Feature''<br>
When you mark a creature with the Hunter's Mark Spell, you can choose to brand that creature, marking it as prey for the endless hunt. You gain the following benefits:
When you mark a creature with the [[Level 1#Hunter's Mark|Hunter's Mark]] Spell, you can choose to brand that creature, marking it as prey for the endless hunt. You gain the following benefits:
*The duration of that Hunter's Mark Spell is now Until Dispelled
*The duration of that [[Level 1#Hunter's Mark|Hunter's Mark]] Spell is now Until Dispelled
*The branded creature manifests some form of physical marking on its forehead or similar body part.
*The branded creature manifests some form of physical marking on its forehead or similar body part.
*While moving towards the branded creature, you can move 2ft for every foot of Speed spent.
*While moving towards the branded creature, you can move 2ft for every foot of Speed spent.
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==== Lead the Hunt ====
==== Lead the Hunt ====
''18th Level The Wild Hunt Feature''<br>
''18th Level The Wild Hunt Feature''<br>
You can call on your allies to join you in the Wild Hunt. When you mark a creature with the Hunter's Mark Spell, you can extend the benefits of that casting of the Hunter's Mark Spell to any number of willing creatures of your choice within 30ft of you.
You can call on your allies to join you in the Wild Hunt. When you mark a creature with the [[Level 1#Hunter's Mark|Hunter's Mark]] Spell, you can extend the benefits of that casting of the [[Level 1#Hunter's Mark|Hunter's Mark]] Spell to any number of willing creatures of your choice within 30ft of you.
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