Warlock: Difference between revisions

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*'''Misty Visions.''' You can cast the Silent Image Spell at will, without expending a Spell Slot or Material Components.
*'''Misty Visions.''' You can cast the Silent Image Spell at will, without expending a Spell Slot or Material Components.
*'''Thief of Five Fates.''' You can cast Bane once as a Warlock Spell Slot. You can’t do so again until you finish a Long Rest.
*'''Thief of Five Fates.''' You can cast Bane once as a Warlock Spell Slot. You can’t do so again until you finish a Long Rest.
'''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 it deals on a hit.
*'''Agonizing Blast (Eldritch Blast Cantrip).''' When you cast the Eldritch Blast Cantrip, you add your Charisma Modifier to the Damage it deals on a hit.
*'''Eldritch Spear (Eldritch Blast Cantrip).''' When you cast the Eldritch Blast Cantrip, its Range is 300ft.
*'''Eldritch Spear (Eldritch Blast Cantrip).''' When you cast the Eldritch Blast Cantrip, its Range is 300ft.
*'''Eldritch Blade (Eldritch Blast Cantrip).''' The Eldritch Blast Cantrip has its Range reduced to 5ft and deals 1d12 Force Damage for you. Any features that increase the Range of the Eldritch Blast Cantrip do not affect it while you have this Eldritch Invocation selected.
*'''Grasping Blast (Eldritch Blast Cantrip).''' When you hit a creature with the Eldritch Blast Cantrip, you can move that creature in a straight line 10ft closer to you.
*'''Grasping Blast (Eldritch Blast Cantrip).''' When you hit a creature with the Eldritch Blast Cantrip, you can move that creature in a straight line 10ft closer to you.
*'''Lance of Lethargy (Eldritch Blast Cantrip).''' Once on each of your turns when you hit a creature with the Eldritch Blast Cantrip, you can reduce that creature’s Speed by 10ft until the end of your next turn.
*'''Lance of Lethargy (Eldritch Blast Cantrip).''' Once on each of your turns when you hit a creature with the Eldritch Blast Cantrip, you can reduce that creature’s Speed by 10ft until the end of your next turn.
*'''Repelling Blast.''' When you hit a creature with the Eldritch Blast Cantrip, you can move that creature in a straight line 10ft away from you.
*'''Repelling Blast.''' When you hit a creature with the Eldritch Blast Cantrip, you can move that creature in a straight line 10ft away from you.
 
*'''Improved Pact Weapon (Pact of the Blade feature).''' You can use any Weapon you summon with your Pact of the Blade feature as a Warlock Spellcasting Focus.
'''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.
:In addition, the weapon gains a +1 bonus to its Attack and Damage Rolls.
In addition, the weapon gains a +1 bonus to its attack and damage rolls.
:Finally, the Weapon you conjure can be a Shortbow, Longbow, Light Crossbow, or Heavy Crossbow.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
*'''Scrying Pool (Pact of the Cauldron Pact Boon).''' You can cast the Augury Spell without expending a Spell Slot or Material Components by staring into your Cauldron for 1 minute. You can cast Augury once in this way per long rest.
 
*'''Gift of the Ever-Living Ones (Pact of the Chain Pact Boon).''' Whenever you regain Hit Points while your Familiar is within 100ft of you, use the maximum result for any dice rolled to determine those Hit Points.
'''Scrying Pool (Pact of the Cauldron feature).''' You can cast the Augury spell by staring into your Cauldron for 1 minute. You can cast Augury once in this way per long rest.
*'''Investment of the Chain Master (Pact of the Chain Pact Boon).''' When you cast the Find Familiar Spell with your Pact of the Chain Pact Boon, you infuse the Familiar summoned with a measure of your eldritch power, granting the creature the following benefits:
 
:*The Familiar gains either a 40ft Flying or Swimming Speed (your choice).
'''Gift of the Ever-Living Ones (Pact of the Chain feature).''' Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
:*As a Bonus Action, you can command the Familiar to take the Attack Action on its turn.
 
:*The Familiar’s Weapon Attacks are considered magical for the purpose of overcoming Immunity and Resistance to non-magical Attacks.
'''Investment of the Chain Master (Pact of the Chain feature).''' When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
:*If the familiar forces a creature to make a Saving Throw, it uses your Spell Save DC if that is higher than the normal DC.
*The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
:*When the Familiar takes Damage, you can use your Reaction to grant it Resistance against that Damage.
*As a bonus action, you can command the familiar to take the Attack action.
'''Voice of the Chain Master (Pact of the Chain Pact Boon).''' You can communicate telepathically with your Familiar and perceive through your Familiar’s senses as a Free Action long as you are on the same plane of existence. Additionally, while perceiving through your Familiar’s senses, you can also speak through your Familiar in your own voice, even if your Familiar is normally incapable of speech.
*The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.
*'''Strange Brew (Pact of the Chalice Pact Boon).''' At the end of a Long Rest, you can create one of the following substances in your Pact Chalice: a Potion of Healing, a vial of Alchemist's Fire, a vial of Acid, or a vial of Holy Water. The liquid retains its potency until the end of your next Long Rest, at which point it becomes inert and unusable.
*If the familiar forces a creature to make a saving throw, it uses your spell save DC.
*'''Piercing Gaze (Pact of the Eye Pact Boon).''' Natural phenomena, such as Dim Light, fog, or rain, do not impose Disadvantage on Wisdom (Perception) Checks for you, and you have Advantage on any Wisdom (Perception) Checks you make that rely on your sense of sight.
*When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
*'''Eldritch Claws (Pact of the Flesh Pact Boon).''' As a Bonus Action, you can morph one or both of your hands into strange and savage claws reminiscent of your patron's physical form. These Claws are Simple Weapons that you are Proficient with, and deals 1d6 Slashing Damage on hit. If you have two free hands, it deals 1d8 Slashing Damage on a hit instead.  
 
*'''Knowledge of Antiquity (Pact of the Hourglass Pact Boon).''' When you make an Intelligence (History) Check related to an event, in the place where that event took place, you see echos of the past and treat a roll of 7 or lower on the d20 as an 8.
'''Voice of the Chain Master (Pact of the Chain feature).''' You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
*'''Protective Cowl (Pact of the Shroud Pact Boon).''' As a Reaction, when you take Damage while you are wearing your Pact Shroud, you can have your Pact Shroud to absorb some of the Damage. You gain Resistance to the Damage from that Attack, but your Pact Shroud disappears, and you must finish a Long Rest before you can summon it again.
 
*'''Harmonic Spellcasting (Pact of the Strings Pact Boon).''' When you use your Pact Instrument as a Warlock Spellcasting Focus for a Spell with a Verbal Component, the Spell Save DC for that spell is increased by 1.
'''Strange Brew (Pact of the Chalice).''' At the end of each long rest, you can create one of the following substances in your chalice: a potion of healing, a vial of alchemist's fire, a vial of acid, or a vial of holy water. The liquid retains its potency until the end of your next long rest, at which point it becomes inert and unusable.
*'''Rebuke of the Talisman (Pact of the Talisman Pact Boon).''' When the wearer of your Pact Talisman is hit by an Attacker you can see within 30ft of you, you can use your Reaction to deal Psychic Damage to the Attacker equal to your Proficiency Bonus and push it up to 10ft away from the Talisman’s wearer.
 
*'''Aspect of the Moon (Pact of the Tome Pact Boon).''' You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a Long Rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
'''Piercing Gaze (Pact of the Eye).''' Natural phenomena, such as dim light, fog, or rain, do not impose disadvantage on Wisdom (Perception) checks for you, and you have advantage on any Wisdom (Perception) checks you make that rely on your sense of sight.
*'''Book of Ancient Secrets (Pact of the Tome Pact Boon).''' You can now inscribe magical Rituals in your Book of Shadows. Choose two 1st Level Spells that have the Ritual tag from any class’s Spell List (the two don’t need to be from the same Spell List). The Spells appear in the Book of Shadows and don’t count against your number of Warlock Spells Known. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a Warlock Spell you know as a Ritual if it has the Ritual tag.
 
:On your adventures, you can add other Ritual Spells to your Book of Shadows. When you find such a Spell, you can add it to the book if the Spell’s Level is equal to or less than half your Warlock Level (rounded up) and if you can spare the time to transcribe the Spell. The transcriptions process takes 2 hours and costs 50GP for each Level of the Spell, representing the rare inks needed to inscribe it.
'''Eldritch Claws (Pact of the Flesh feature).''' As a bonus action on your turn, you can morph one or both of your hands into strange and savage claws reminiscent of your patron's physical form. These claws count as simple weapons with which you are proficient, and deal 1d6 slashing damage on hit. If you have two free hands, the d6 becomes a d8.
*'''Cloak of Flies (5th Level).''' As a Bonus Action, you can surround yourself with a magical aura that looks like buzzing flies. The aura is a 5ft Moving Emanation. It lasts until you’re Incapacitated or you dismiss it as a Free Action.
 
:The aura grants you advantage on Strength and Charisma (Intimidation) Checks but Disadvantage on all other Charisma Checks. Any other creature that starts its turn in the aura takes Poison Damage equal to your Charisma Modifier.
'''Knowledge of Antiquity (Pact of the Hourglass feature).''' When you make an Intelligence (History) check related to an event, in the place where that event took place, you see echos of the past and treat a roll of 7 or lower on the d20 as an 8
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
 
*'''Eldritch Survivalist (5th Level).''' You ignore the effects of Extreme Heat and Extreme Cold, and you don't need to drink water or eat food to survive.
'''Protective Cowl (Pact of the Shroud feature).''' As a reaction, when you take damage while you are wearing your pact shroud, you can have your shroud absorb some of the damage. You gain resistance to the damage from that attack, but your pact shroud disappears, and you must finish a short or long rest before you can summon it again.
*'''Gift of the Depths (5th Level).''' You can breathe underwater, and you gain a Swimming Speed equal to your Walking Speed.
 
:You can also cast the Water Breathing Spell at will, without expending a Spell Slot, once you do so, you can't do so again until you finish a Long Rest.
'''Harmonic Spellcasting (Pact of the Strings feature).''' When you use your pact instrument as the spellcasting focus for a warlock spell with a verbal component, the saving throw DC for that spell is increased by 1.
*'''Mire the Mind (5th Level).''' You can cast the Slow Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
 
*'''One with Shadows (5th Level).''' When you are in an area of Dim Light or Darkness, you can use your Action to become Invisible until you move or take an Action, Bonus Action, or Reaction.
'''Rebuke of the Talisman (Pact of the Talisman feature).''' When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman’s wearer.
*'''Sign of Ill Omen (5th Level).''' You can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a long rest.
 
'''Aspect of the Moon (Pact of the Tome feature).''' You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
 
'''Book of Ancient Secrets (Pact of the Tome feature).''' You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
 
'''Cloak of Flies (5th level).''' As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
You can use this invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
 
'''Desert Roamer (5th level).''' You are adapted to both hot climates and cold climates, and you don't need to drink water to survive.
 
'''Gift of the Depths (5th level).''' You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
 
'''Mire the Mind (5th level).''' You can cast Slow once using a warlock spell slot. You can’t do so again until you finish a long rest.
 
'''One with Shadows (5th level).''' When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
 
'''Sign of Ill Omen (5th level).''' You can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a long rest.


'''Tomb of Levistus (5th level).''' As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. You can use this invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
'''Tomb of Levistus (5th level).''' As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. You can use this invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.