Warlock: Difference between revisions

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== Warlock ==
= Warlock =
With a pseudodragon curled on his shoulder, a young centaur in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
With a pseudodragon curled on his shoulder, a young centaur in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.<br>
 
As flames spring to life in her hands, a wizened Kethie whispers the secret name of her demonic patron, infusing her spell with fiendish magic.<br>
As flames spring to life in her hands, a wizened Kethie whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnoll chants the mystic ritual that will open a doorway to a distant world.<br>
 
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnoll chants the mystic ritual that will open a doorway to a distant world.
 
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.


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| 17th || +6 || Mystic Arcanum (9th Level) || 9 || 225,000
| 17th || +6 || Mystic Arcanum (9th Level) || 9 || 225,000
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| 18th || +6 || - || 10 || 250,000
| 18th || +6 || Otherworldly Pact Feature || 10 || 250,000
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| 19th || +6 || Ability Score Improvement || 10 || 300,000
| 19th || +6 || Ability Score Improvement || 10 || 300,000
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'''Class Information.'''
=== Class Information ===
:'''Hit Dice.''' 1d8 per warlock level
'''Hit Dice.''' 1d8 per Warlock Level<br>
:'''1st Level Hitpoints.''' 8 + your Constitution modifier
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
:'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per warlock level after 1st
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution Modifier per Warlock Level after 1st<br>
:'''Armor Proficiencies.''' Light Armor
'''Armor Proficiencies.''' Light Armor<br>
:'''Weapon Proficiencies.''' Simple Weapons
'''Weapon Proficiencies.''' Simple Weapons<br>
:'''Tool Proficiencies.''' None
'''Tool Proficiencies.''' None<br>
:'''Saving Throw Proficiencies.''' Wisdom and Charisma
'''Saving Throw Proficiencies.''' Wisdom and Charisma<br>
:'''Skill Proficiencies.''' Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
'''Skill Proficiencies.''' Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion<br>
:'''Equipment.''' Two Simple Weapons, an Arcane Focus, an Equipment Pack, Leather Armor, and two Daggers.
'''Equipment.''' Two Simple Weapons, an Arcane Focus, an Equipment Pack, Leather Armor, and two Daggers.
 
<br><br>


'''Otherworldly Pact.''' At 1st level, you have struck a bargain with an otherworldly being of your choice Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
==== Otherworldly Pact ====
''1st, 6th, 10th, and 14th Level Warlock Feature''<br>
You choose one of the Otherworldly Pacts in the table below that represents the being with whom you've struck a pact.
<br><br>


'''Pact Magic.''' At 1st level, your spells are different from other spellcasters. You do not gain the standard Spell Slots that other casters get and your levels in this class do not contribute to your spellcasting spell slots. Instead, you gain Pact Magic, the amount of spell slots you have is indicated in the Warlock class table. Additionally, all of your Pact Magic spell slots are of the highest level spell slot you have access to, also indicated in the Pact Magic table.
==== Pact Magic ====
:'''Spellcasting Ability.''' Charisma
''1st Level Warlock Feature''<br>
:'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Charisma Modifier
Your Spells are different from other Spellcasters. You do not gain the standard Spell Slots that other casters get and your Levels in this class do not contribute to your Spellcasting Spell Slots. Instead, you gain Pact Magic, the amount of Spell Slots you have is indicated in the Pact Magic table. Additionally, all of your Pact Magic Spell Slots are of the highest Level Spell Slot you have access to, also indicated in the Pact Magic table.
:'''Spell Attack Bonus.''' Proficiency Bonus + Your Charisma Modifier
'''Spellcasting Ability.''' Charisma<br>
:'''Spellcasting Focus.''' An Arcane Focus
'''Spell Save DC.''' 8 + your Charisma Modifier + Your Proficiency Bonus<br>
:'''Spell Learning Method.''' You learn one new spell every level.
'''Spell Attack Bonus.''' Your Charisma Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Spell Learning Method.''' You learn one new Spell every Level.


{| class="wikitable"
{| class="wikitable"
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| 20th || 4 || 20 || 5 || 5th
| 20th || 4 || 20 || 5 || 5th
|}
|}
<br><br>


'''Draw on Power.''' Also at 1st level, you can call on your patron to uphold their bargain as an action. When you do so, you regain all expended spell slots. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest.
==== Draw on Power ====
 
''1st Level Warlock Feature''<br>
'''Eldritch Invocations.''' At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
You can call on your patron to uphold their bargain as an Action. When you do so, you regain all expended Spell Slots. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
 
'''Pact Boon.''' At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
 
:'''Pact of the Blade.''' You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
:Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon as a free action, or if you die.
:You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a long rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br><br>
 
:'''Pact of the Chain.''' You learn the Find Familiar spell 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: gazer, geonid, inkling mascot, pseudodragon, sprite, or will-o-wisp.
:Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.<br><br>
 
:'''Pact of the Eye.''' Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one or more of your eyes are each replaced with a magical pact eye that reflects the nature of your patron.
:Your eye grants you proficiency in the Perception skill; if you are already proficient in Perception, you instead gain proficiency in either Insight or Investigation (your choice).
:In addition, you can draw on the powers of this boon as a bonus action while inspecting or searching for a creature or object. That creature or object is magically revealed to you. You learn its location (if you don’t know it already), and see it as if you had truesight, as summarized below:
::* You can see the creature or object even in normal and magical darkness and even if the creature or object is invisible or in the Ethereal Plane.
::* You automatically detect visual illusions shrouding the creature or object and succeed on your saving throws against them.
::* You can perceive the original form of the creature if it is a shapechanger or a creature that is transformed by magic.
:You can use this bonus action a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.<br><br>
 
:'''Pact of the Flesh.''' Your patron twists your body to reflect their physical form. While not wearing armor or using a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier, and your movement speed increases by 10 feet.<br><br>
 
:'''Pact of the Hourglass.''' Your patron has gifted you a mystical timekeeping device. This pact hourglass takes the form of any timekeeping device you choose, and it can be used as a spellcasting focus by you. While holding it, you always know the exact current time.
:At the start of each round while your pact hourglass is on your person, you can choose one creature under the effects of one of your spells. You can increase or decrease the initiative score of that creature by your Charisma modifier.
:If you lose your pact hourglass, 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 hourglass. The hourglass turns to sand when you die.<br><br>
 
:'''Pact of the Shroud.''' Your patron has gifted you a mystical cloak to shield you from harm. As an action you can summon a pact shroud to cloak your body. It takes the form of a robe or cloak of your choice each time you summon it. While you are wearing your pact shroud, you gain proficiency in the Stealth skill.
:While you are concentrating on a spell, you can Hide as bonus action, even if you are being directly observed, and you can do so using a Charisma (Stealth) check instead of a Dexterity (Stealth) check.
:Your pact shroud disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your shroud (no action required), or if you die.
:You can transform a magic robe or cloak of your choice into your pact shroud by performing a special ritual over the course of a long rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an action. This ability does not affect artifacts or sentient clothing, and you can only have one pact shroud at a time.<br><br>
 
:'''Pact of the Strings.''' Your patron gives you a pact instrument with which to deliver your spells. This instrument takes the form of any musical instrument you choose. While you hold the instrument, you can use an action to transform it into another kind of musical instrument. You are considered proficient with your pact instrument and can use it as a spellcasting focus.
:When you cast a spell using your pact instrument, you can target a creature you cannot see if it can hear you play the instrument. You do not need to guess the creature’s space to target it in this way, and the creature gains no benefit from cover or from being hidden to you. If the creature cannot hear you play the instrument or is out of range of the spell, the spell fails.
:If you lose your pact instrument, 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 instrument. The instrument turns to ash when you die.<br><br>
 
:'''Pact of the Talisman.''' Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer makes an ability check or saving throw, they can add a d4 to the roll.
: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. The talisman turns to ash when you die.<br><br>
 
:'''Pact of the Tome.''' Your patron gives you a grimoire called a Book of Knowledge. When you gain this feature, choose three cantrips from any class’s spell list (the three don’t need to be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. These cantrips count as warlock spells for you.
:If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a rest, and it destroys the previous book. The book turns to ash when you die.<br><br>
 
:'''Pact of the Vessel.''' Your patron gives you a vessel for the creation of potions and poultices. This vessel takes the form of a chalice, a cauldron, or any other Tiny object of your choice that is capable of holding liquid. While the vessel is on your person, you gain the following benefits:
::* You can use the vessel as a spellcasting focus.
::* You can use the vessel as a herbalism kit, a poisoner’s kid, and a set of alchemist’s supplies. You add double your proficiency bonus to any ability check made using the vessel in this way.
::* You can use an action to magically fill the vessel with 1 pint of a liquid of your choice. To create a liquid worth 1 gp per pint or more, you must first expend material goods worth the price of the liquid by submerging them in the vessel, irreversibly transforming those materials into the desired liquid.
:If you lose the vessel, 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 vessel. The vessel turns to ash when you die.<br><br>
 
'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
 
'''Mystic Arcanum (6th Level).''' At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell from this feature. You must finish a long rest before you can do so again.
 
'''Mystic Arcanum (7th Level).''' At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell from this feature. You must finish a long rest before you can do so again.
 
'''Mystic Arcanum (8th Level).''' At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell from this feature. You must finish a long rest before you can do so again.
 
'''Mystic Arcanum (9th Level).''' At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell from this feature. You must finish a long rest before you can do so again.
 
'''Eldritch Master.''' At 20th level power flows freely through you. You can use Draw Power an unlimited number of times. Additionally, you can use it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest


=== Eldritch Invocations ===
==== Eldritch Invocations ====
''2nd Level Warlock Feature''<br>
You gain two Eldritch Invocations of your choice. The Eldritch Invocation Options are detailed at the end of the class description. When you gain certain Levels in this class,  you gain additional Invocations of your choice, as shown in the Invocations Known column of the Warlock table.<br>
Additionally, when you gain a Level in this class, you can choose one of the Eldritch Invocations you know and replace it with another Invocation that you could learn of your choice.


'''Agonizing Blast.''' When you use your Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
==== Pact Boon ====
''3rd Level Warlock Feature''<br>
Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice:
*'''Pact of the Blade.''' You can use your Bonus Action to create a Pact Weapon in your empty hand. You can choose the form that this Melee Weapon takes each time you create it. You are Proficient with it while you wield it. This Weapon is as a magical Weapon.
:Your Pact Weapon disappears if it is more than 5ft away from you for 1 minute or more. It also disappears if you use summon another Pact Weapon, if you dismiss the Weapon as a Free Action, or if you die.
:You can transform one magic Weapon into your Pact Weapon by performing a special ritual while you hold the Weapon. You perform the ritual over the course of 1 hour, which can be done during a Short or Long Rest. You can then dismiss the Weapon, shunting it into an extradimensional space. Whenever you summon a Pact Weapon you can also summon a magic Weapon you have bonded to instead of another Weapon. You can’t bond to an Artifact or a sentient Weapon in this way. The Weapon ceases being your Pact Weapon if you die, if you perform the 1-hour ritual on a different Weapon, or if you use a 1-hour ritual to break your bond to it. The Weapon appears at your feet if it is in the extradimensional space when the bond breaks.
*'''Pact of the Chain.''' You learn the Find Familiar Spell as a Warlock Spell 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: Gazer, Geonid, Inkling Mascot, Pseudodragon, Sprite, or Will-o-Wisp.
:Additionally, when you take the Attack Action, you can forgo one of your own Attacks to allow your familiar to make one attack with its Reaction.<br><br>
*'''Pact of the Eye.''' Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one or more of your eyes are each replaced with a magical Pact Eye that reflects the nature of your patron.
:Your Pact Eye grants you Proficiency in Perception. You can also draw on the powers of your Pact Eye as a Bonus Action while inspecting or searching for a creature or object. That creature or object is magically revealed to you. You learn its location (if you don’t know it already), and see it as if you had Truesight.
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
*'''Pact of the Flesh.''' Your patron twists your body to reflect their physical form. While not wearing Armor or wielding a Shield, your AC is equal to 10 + your Dexterity Modifier + your Charisma Modifier, and your Speed increases by 10ft.
*'''Pact of the Hourglass.''' Your patron has gifted you a mystical timekeeping device. This Pact Hourglass takes the form of any timekeeping device you choose, and it can be used as a Warlock Spellcasting Focus. While holding it, you always know the exact current time.
:At the start of each round while your Pact Hourglass is on your person, you can choose one creature under the effects of one of your Spells. You can increase or decrease the Initiative Score of that creature by an amount equal to your Charisma Modifier.
:If you lose your Pact Hourglass, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Hourglass. The Pact Hourglass turns to sand when you die.
*'''Pact of the Shroud.''' Your patron has gifted you a mystical cloak to shield you from harm. As an Action you can summon a Pact Shroud to cloak your body. It takes the form of a robe or cloak of your choice each time you summon it. While you are wearing your Pact Shroud, you gain Proficiency in Stealth.
:While you are Concentrating on an effect, you can take the Hide Action as Bonus Action, even if you are being directly observed, and you can do so and make a Charisma (Stealth) Check instead of a Dexterity (Stealth) Check.
:Your Pact Shroud disappears if it is more than 5ft away from you for 1 minute, if you summon it again, if you dismiss it as a Free Action, or if you die.
:You can transform a magic robe or cloak of your choice into your Pact Shroud by performing a special ritual over the course of a Short or Long Rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an Action. You cannot bond to artifacts or sentient clothing in this way, and you can only have one Pact Shroud bound at a time.
*'''Pact of the Strings.''' Your patron gives you a Pact Instrument to deliver your Spells. This Pact Instrument takes the form of any musical instrument you choose. While you hold the Pact Instrument, you can use an Action to transform it into another kind of musical instrument. You are considered Proficient with your Pact Instrument and can use it as a Warlock Spellcasting Focus.
:When you cast a Spell using your Pact Instrument, you can target a creature you cannot see if it can hear you play the instrument. You do not need to guess the creature’s space to target it in this way, and the creature gains no benefit from Cover or from being Hidden to you. If the creature cannot hear you play the instrument or is out of Range of the Spell, the Spell fails.
:If you lose your Pact Instrument, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Instrument. The Pact Hourglass turns to ash when you die.
*'''Pact of the Talisman.''' Your patron gives you an amulet, a Talisman that can aid the wearer when the need is great. When the wearer makes an Ability Check or Saving Throw, it adds a d4 to the roll.
:If you lose your Talisman, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Talisman. The Talisman turns to ash when you die.
*'''Pact of the Tome.''' Your patron gives you a grimoire called a Book of Knowledge. Choose three Cantrips from any class’s Spell List (the three don’t need to be from the same Spell List). While the book is on your person, you can cast those Cantrips as if they were Warlock Spells. They don’t count against your number of Cantrips Known.
:If you lose your Book of Shadows, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Book of Shadows. The Book of Shadows turns to ash when you die.
*'''Pact of the Vessel.''' Your patron gives you a Pact Vessel for the creation of potions and poultices. This vessel takes the form of a chalice, a cauldron, or any other Tiny object of your choice that is capable of holding liquid. While the Pact Vessel is on your person, you gain the following benefits:
:*You can use the Pact Vessel as a Warlock Spellcasting Focus.
:* You can use the Pact Vessel as a Herbalism Hit, a Poisoner’s Kid, and a set of Alchemist’s Supplies. You have Proficiency and Expertise in these Tools when you your Pact Vessel acts as them.
:* You can use an Action to magically fill the Pact Vessel with 1 pint of a liquid of your choice. To create a liquid worth 1GP per pint or more, you must first expend material goods worth the price of the liquid by submerging them in the vessel, irreversibly transforming those materials into the desired liquid.
:If you lose your Pact Vessel, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Vessel. The Pact Vessel turns to ash when you die.
<br><br>


'''Armor of Shadows.''' You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
==== Ability Score Improvements ====
''4th, 8th, 12th, 16th, and 19th Level Warlock Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>


'''Beast Speech.''' You can cast Speak With Animals at will, without expending a spell slot.
==== Mystic Arcanum (6th Level) ====
''11th Level Warlock Feature''<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one 6th Level Spell from any class's Spell List to serve as your 6th Level Arcanum Spell.<br>
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
<br><br>


'''Beguiling Influence.''' You gain proficiency in the Deception and Persuasion skills.
==== Mystic Arcanum (7th Level) ====
''13th Level Warlock Feature''<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one 7th Level Spell from any class's Spell List to serve as your 7th Level Arcanum Spell.<br>
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
<br><br>


'''Devil’s Sight.''' You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.
==== Mystic Arcanum (8th Level) ====
''15th Level Warlock Feature''<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one 8th Level Spell from any class's Spell List to serve as your 8th Level Arcanum Spell.<br>
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
<br><br>


'''Eldritch Mind.''' You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
==== Mystic Arcanum (9th Level) ====
''17th Level Warlock Feature''<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one 9th Level Spell from any class's Spell List to serve as your 9th Level Arcanum Spell.<br>
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
<br><br>


'''Eldritch Sight.''' You can cast detect magic at will, without expending a spell slot.
==== Eldritch Master ====
''20th Level Warlock Feature''<br>
Power flows freely through you. You can use your Draw On Power feature an unlimited number of times. Additionally, you can use it as a Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest
<br><br><br><br>


'''Eldritch Spear.''' Your Eldritch Blast has a range of 300ft instead of 120ft.
==== Eldritch Invocation Options ====
 
''Warlock Eldritch Invocation Options'<br>
'''Eyes of the Rune Keeper.''' You can understand and read all the writing that you can see.
To select an Eldritch Invocation, you must meet the requirements in the parentheses after the name of the Eldritch Invocation. If a Level is listed as a prerequisite, you must have that many Levels in this class.
*'''Armor of Shadows.''' You can cast the Mage Armor Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.
*'''Beast Speech.''' You can cast the Speak With Animals Spell at will, without expending a spell slot.
*'''Beguiling Influence.''' You gain Proficiency in Deception and Persuasion.
*'''Devil’s Sight.''' You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.
*'''Eldritch Mind.''' You have Advantage on Constitution Saving Throws that you make to maintain Concentration on an effect.
*'''Eldritch Sight.''' You can cast the Detect Magic Spell at will, without expending a Spell slot.
*'''Eyes of the Rune Keeper.''' You can understand and read all the writing that you can see.


'''Fiendish Vigor.''' You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
'''Fiendish Vigor.''' You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
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'''Eldritch Blade.''' Your Eldritch Blast has its range reduced to 5ft and deals 1d12 Force damage instead. Any features that increase the range of your Eldritch Blast do not affect your Eldritch Blast while you have this Invocation
'''Eldritch Blade.''' Your Eldritch Blast has its range reduced to 5ft and deals 1d12 Force damage instead. Any features that increase the range of your Eldritch Blast do not affect your Eldritch Blast while you have this Invocation
*'''Agonizing Blast (Eldritch Blast Cantrip).''' When you cast the Eldritch Blast Cantrip, you add your Charisma Modifier to the Damage the Spell deals on a hit.
*'''Eldritch Spear (Eldritch Blast Cantrip).''' The Eldritch Blast Cantrip has a range of 300ft instead of 120ft when you cast it.


'''Improved Pact Weapon (Pact of the Blade feature).''' You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
'''Improved Pact Weapon (Pact of the Blade feature).''' You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.