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= Otherworldly Pacts = | = Otherworldly Pacts = | ||
== The Archfey == | |||
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. Some of these Archfey are beings from the Feywild who want to try to break into Drakomere to try to learn more about it. | 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. Some of these Archfey are beings from the Feywild who want to try to break into Drakomere to try to learn more about it. | ||
<br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Archfey Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
Line 318: | Line 320: | ||
| 5th || Dominate Person, Seeming | | 5th || Dominate Person, Seeming | ||
|} | |} | ||
<br><br> | |||
==== Fey Presence ==== | |||
''1st Level The Archfey Feature''<br> | |||
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 in a 10-foot cube originating from 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. | |||
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. | ||
<br><br> | |||
==== Misty Escape ==== | |||
''6th Level The Archfey Feature''<br> | |||
You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<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. | ||
<br><br> | |||
==== Beguiling Defenses ==== | |||
''10th Level The Archfey Feature''<br> | |||
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 Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. | |||
<br><br> | |||
==== Dark Delirium ==== | |||
''14th Level The Archfey Feature''<br> | |||
You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. | |||
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. | Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. | ||
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. | ||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Banshee == | |||
The Banshee. Betrayed in life and left to wander the world as an undead you sought to make a pact with this entity to finally put it to rest. The power of the banshee manifested in you allowing you a lew of the legendary undead's abilities. | The Banshee. Betrayed in life and left to wander the world as an undead you sought to make a pact with this entity to finally put it to rest. The power of the banshee manifested in you allowing you a lew of the legendary undead's abilities. | ||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Banshee Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
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| 5th || Cone of Cold, Telekinesis | | 5th || Cone of Cold, Telekinesis | ||
|} | |} | ||
<br><br> | |||
'' | ==== Mournful ==== | ||
''1st Level The Banshee Feature''<br> | |||
You may channel the power of the banshees wail as an action. You can cause each creature in a 10ft cube originating from you to make a Charisma saving throw against your warlock spell save DC. The creatures that fail their saving throws are Frightened and Deafened by you until the end of your next turn.<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. | ||
<br><br> | |||
==== Incorporeal Movement ==== | |||
''6th Level The Banshee Feature''<br> | |||
You can make your body fade as the ghosts of this realm do. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 Force Damage if you end your turn inside an object. | |||
<br><br> | |||
==== Stolen Breath ==== | |||
dank, or sleep. Your skin starts to turn pale and you pain | ''10th Level The Banshee Feature''<br> | ||
You no longer require air, food dank, or sleep. Your skin starts to turn pale and you pain | |||
<br><br> | |||
==== Scream of the Banshee ==== | |||
''14th Level The Banshee Feature''<br> | |||
You may channel the true wrath of a banshee. As an action, you let out an unholy scream. Each creature in a 60ft cone must make a Constitution Saving Throw against your warlock spell save DC, taking 8d8 Psychic Damage on a failed save, or half as much damage on a successful save. Creatures who fail their saving throw also age by 1d10 years or half as much on a successful save. | |||
<br><br> | |||
=== The Celestial | ==== FEATURE ==== | ||
Your patron is a powerful being, one of the few good Highlings found on Drakomere. You have bound yourself to an ancient empyrean, solar, kirin, unicorn, or other good Highling. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Some Celestial Warlocks form a direct pack with Bahumat instead. Some of these beings that Celestial Warlocks make pacts with are War Bringer gods who want to take over Drakomere. | ''18th Level The Archfey Feature''<br> | ||
FEATURE | |||
<br><br><br> | |||
== The Celestial == | |||
Your patron is a powerful being, one of the few good Highlings found on Drakomere. You have bound yourself to an ancient empyrean, solar, kirin, unicorn, or other good Highling. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Some Celestial Warlocks form a direct pack with Bahumat instead. Some of these beings that Celestial Warlocks make pacts with are War Bringer gods who want to take over Drakomere.<br> | |||
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, and 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. | 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, and 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. | ||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Celestial Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
Line 382: | Line 424: | ||
| 5th || Flame Strike, Greater Restoration | | 5th || Flame Strike, Greater Restoration | ||
|} | |} | ||
<br><br> | |||
==== Bonus Cantrips ==== | |||
''1st Level The Celestial Feature''<br> | |||
You learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. | |||
<br><br> | |||
==== Healing Light ==== | |||
''1st Level The Celestial Feature''<br> | |||
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. | |||
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. | As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. | ||
<br><br> | |||
==== Radiant Soul ==== | |||
''6th Level The Celestial Feature''<br> | |||
Your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. | |||
<br><br> | |||
'' | ==== Celestial Resilience ==== | ||
''10th Level The Celestial Feature''<br> | |||
You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma 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 half your warlock level + your Charisma modifier. | |||
<br><br> | |||
==== Searing Vengeance ==== | |||
''14th Level The Celestial Feature''<br> | |||
The radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.<br> | |||
Once you use this feature, you can’t use it again until you finish a long rest. | Once you use this feature, you can’t use it again until you finish a long rest. | ||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Coven == | |||
Grandmother, wood witch, medicine woman, old crone; the strange creatures known as hags go by many names. Their motivations are nearly alays sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven's unorthodox magic? | Grandmother, wood witch, medicine woman, old crone; the strange creatures known as hags go by many names. Their motivations are nearly alays sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven's unorthodox magic? | ||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Coven Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
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| 5th || Insect Plague, Skill Empowerment | | 5th || Insect Plague, Skill Empowerment | ||
|} | |} | ||
<br><br> | |||
==== Weird Magicks ==== | |||
''1st Level The Coven Feature''<br> | |||
The Coven you serve grants you knowledge of their unorthodox spellcasting. When you cast a warlock spell of 1st-level or higher, you can replace its damage type with a damage type from another warlock spell you know, altering the spells for this casting only. Spells cast in this way resemble the strange magic of the hags, and may be unrecognizable to traditional spellcasters. | |||
<br><br> | |||
==== Deviant Recovery ==== | |||
''6th Level The Coven Feature''<br> | |||
You have been granted rare insights into the magic of Covens. As an action, you can expend a use of Draw on Power, allowing you to impart that magical energy to a friendly spellcaster that you are within touch range of. They immediately regain expended spell slots that have a combined level equal to less than the level of your Pact Mage spell slot. | |||
<br><br> | |||
==== Vile Resilience ==== | |||
''10th Level The Coven Feature''<br> | |||
You have served your Coven well and they have rewarded you with a strange magical ward, When you take damage from a spell or other magical effect. You can use your reaction to grant yourself resistance to the damage from the triggering spell or magical effect.<br> | |||
You can use this reaction a number of times equal to your Charisma modifier (minimum of once and you regain all expended uses when you finish a long rest. | You can use this reaction a number of times equal to your Charisma modifier (minimum of once and you regain all expended uses when you finish a long rest. | ||
<br><br> | |||
==== Shared Spellcasting ==== | |||
All members of a Coven are always aware of the direction in which her members fhem Coven, So long as they are on the same plane of existence. | ''14th Level The Coven Feature''<br> | ||
You have grown powerful enough to form a Coven of your Own. At the end of a long rest, choose up to two other willing spellcasters to form your Coven with. While all members of the Coven are within 30 feet of one another. they can all cast and spell known or prepared by another member of the Coven in addition to their own spells They must still expend their own spell slots to do so.<br> | |||
All members of a Coven are always aware of the direction in which her members fhem Coven, So long as they are on the same plane of existence.<br> | |||
When you form a Coven, the bond remains in place until you complete 1d6 long rests, or a Coven member dies. You can then form a new Coven at the end of your next long rest | When you form a Coven, the bond remains in place until you complete 1d6 long rests, or a Coven member dies. You can then form a new Coven at the end of your next long rest | ||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Elder Sphinx == | |||
FLAVORRRR | |||
<br><br> | |||
=== | ==== Expanded Spell List ==== | ||
'' | ''1st Level The Elder Sphinx Feature''<br> | ||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
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| 5th || Dispel Evil and Good, Greater Restoration | | 5th || Dispel Evil and Good, Greater Restoration | ||
|} | |} | ||
<br><br> | |||
==== Guardian’s Ward ==== | |||
''1st Level The Elder Sphinx Feature''<br> | |||
The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. You can use an action to project a small but powerful ward outward from yourself, with a radius in feet equal to five times your proficiency bonus. When a creature enters the area of your ward, or starts its turn within it, it must succeed on a Strength saving throw in order to move. On a successful save, it can move, but it treats the area within your ward as difficult terrain. On a failed save, the creature cannot move into, or within, the area. You must concentrate on your ward as if concentrating on a spell. Your ward lasts for 1 minute, unless you choose to end it early (no action required) You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | |||
<br><br> | |||
==== Time Slip ==== | |||
''6th Level The Elder Sphinx Feature''<br> | |||
You can manipulate time, much like your patron. As an action, you can pause time and move up to twice your movement speed without provoking opportunity attacks. You can only use your movement while time is stopped, you cannot use actions, bonus actions, or reactions. Time resumes when you finish your movement. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. | |||
<br><br> | |||
'' | ==== Inscrutable ==== | ||
''10th Level The Elder Sphinx Feature''<br> | |||
Your patron shields you from divination magic, much like they are shielded from such spells. You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Additionally, any Wisdom (Insight) checks made to ascertain your intentions or sincerity are made at disadvantage. | |||
<br><br> | |||
==== Eternal Guardian ==== | |||
''10th Level The Elder Sphinx Feature''<br> | |||
The Sphinx you serve has blessed you with a semblance of their immortality. You no longer require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from both short and long rests. In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic. | |||
<br><br> | |||
==== Power of the Ancients ==== | |||
''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 is active, you can cast a limited version of the Time Stop spell. However, you may only interact with creatures and objects within the radius of your Guardian's Ward. When the Time Stop spell ends, your Guardian's Ward ends as well. Once you use this feature you must finish a long rest before you can use it again. | |||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Fathomless == | |||
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. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? These beings are usually aberrations that are slowly trying to break into the world rather than using Aberrant Incursions. | 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. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? These beings are usually aberrations that are slowly trying to break into the world rather than using Aberrant Incursions.<br> | ||
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. | 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.<br> | ||
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens. | Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens. | ||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Fathomless Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
Line 477: | Line 588: | ||
| 5th || Bigby's Giant Hand (Appears as a Tentacle), Cone of Cold | | 5th || Bigby's Giant Hand (Appears as a Tentacle), Cone of Cold | ||
|} | |} | ||
<br><br> | |||
==== Tentacle of the Deeps ==== | |||
''1st Level The Fathomless Feature''<br> | |||
You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. | |||
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. | When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. | ||
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
<br><br> | |||
==== Gift of the Sea ==== | |||
''1st Level The Fathomless Feature''<br> | |||
You gain a swimming speed of 40 feet, and you can breathe underwater. | |||
<br><br> | |||
==== Oceanic Soul ==== | |||
''6th Level The Fathomless Feature''<br> | |||
You are now even more at home in the depths. 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. | |||
<br><br> | |||
==== Guardian Coil ==== | |||
''6th Level The Fathomless Feature''<br> | |||
Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. | |||
<br><br> | |||
==== Grasping Tentacles ==== | |||
''10th Level The Fathomless Feature''<br> | |||
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 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 a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell. | Whenever you cast this 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 this spell. | ||
<br><br> | |||
'' | ==== Fathomless Plunge ==== | ||
''14th Level The Fathomless Feature''<br> | |||
You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.<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. | ||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Fiend == | |||
You have made a pact with an evil highling, 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. | You have made a pact with an evil highling, 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. | ||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Fiend Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
Line 514: | Line 651: | ||
| 5th || Flame Strike, Hallow | | 5th || Flame Strike, Hallow | ||
|} | |} | ||
<br><br> | |||
==== Dark One’s Blessing ==== | |||
''1st Level The Fiend Feature''<br> | |||
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). | |||
<br><br> | |||
==== Dark One’s Own Luck ==== | |||
''6th Level The Fiend Feature''<br> | |||
You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.<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. | ||
<br><br> | |||
==== Fiendish Resilience ==== | |||
''10th Level The Fiend Feature''<br> | |||
You can choose one damage type when you finish a long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. | |||
<br><br> | |||
==== Hurl Through Hell ==== | |||
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 10d10 psychic damage as it reels from its horrific experience. | ''14th Level The Fiend Feature''<br> | ||
When you hit a creature with an attack, you can use this feature to bombard the creature with psychic pain and visions of flame and fire.<br> | |||
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 10d10 psychic damage as it reels from its horrific experience.<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. | ||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Genie == | |||
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. Many genies who do not live in Drakomere are invasive forces who want a taste of the power in the Chaos.<br> | 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. Many genies who do not live in Drakomere are invasive forces who want a taste of the power in the Chaos.<br> | ||
Choose one of the following types of genies: Dao (Earth), Djinni (Air), Efreeti (Fire), Marid (Water). | Choose one of the following types of genies: Dao (Earth), Djinni (Air), Efreeti (Fire), Marid (Water). | ||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Genie Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. You add all the Spells in the Genie Spells column, and all the Spells in the column of the type of Genie you selected to the Warlock Spell List. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Expanded Spells | ||
|- | |- | ||
! Spell Level !! Genie Spells !! Dao Spells !! Djinni Spells !! Efreeti Spells !! Marid Spells | ! Spell Level !! Genie Spells !! Dao Spells !! Djinni Spells !! Efreeti Spells !! Marid Spells | ||
Line 546: | Line 704: | ||
| 5th || Creation || Wall of Stone || Seeming || Flame Strike || Cone of Cold | | 5th || Creation || Wall of Stone || Seeming || Flame Strike || Cone of Cold | ||
|} | |} | ||
<br><br> | |||
==== Genie’s Vessel ==== | |||
''1st Level The Genie Feature''<br> | |||
Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is. While you are touching the vessel, you can use it in the following ways: | |||
:'''Bottled 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 20-foot-radius cylinder, 20 feet high, 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 up to a number of hours equal to twice your proficiency bonus. 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. | :'''Bottled 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 20-foot-radius cylinder, 20 feet high, 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 up to a number of hours equal to twice your proficiency bonus. 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 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: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. | :'''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: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. | ||
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die. | If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die. | ||
<br><br> | |||
==== Elemental Gift ==== | |||
''6th Level The Genie Feature''<br> | |||
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: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). | |||
In addition, as a bonus action, you can give yourself a flying speed of 30 feet 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. | In addition, as a bonus action, you can give yourself a flying speed of 30 feet 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. | ||
<br><br> | |||
==== Sanctuary Vessel ==== | |||
''10th Level The Genie Feature''<br> | |||
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 30 feet 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 number of hit points they regain if they spend any Hit Dice as part of a short rest there. | 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 number of hit points they regain if they spend any Hit Dice as part of a short rest there. | ||
<br><br> | |||
==== Limited Wish ==== | |||
''14th Level The Genie Feature''<br> | |||
You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action. | |||
Once you use this feature, you can’t use it again until you finish 1d4 long rests. At 17th level, you also learn the Wish Spell, which counts as a Warlock spell for you, but doesn't count against your number of spells known. | Once you use this feature, you can’t use it again until you finish 1d4 long rests. At 17th level, you also learn the Wish Spell, which counts as a Warlock spell for you, but doesn't count against your number of spells known. | ||
<br><br> | |||
=== The Great Old One | ==== FEATURE ==== | ||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Great Old One == | |||
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. These creatures can be outside Drakomere, wanting to break into Drakomere for its concentrated creation energy, or are one of the seven Aberrant Lords in the Twisted-Lands. | 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. These creatures can be outside Drakomere, wanting to break into Drakomere for its concentrated creation energy, or are one of the seven Aberrant Lords in the Twisted-Lands. | ||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Great Old One Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
Line 580: | Line 759: | ||
| 5th || Dominate Person, Telekinesis | | 5th || Dominate Person, Telekinesis | ||
|} | |} | ||
<br><br> | |||
==== Awakened Mind ==== | |||
''1st Level The Great Old One Feature''<br> | |||
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 30 feet 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. | |||
<br><br> | |||
==== Entropic Ward ==== | |||
''6th Level The Great Old One Feature''<br> | |||
You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. 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.<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. | ||
<br><br> | |||
==== Thought Shield ==== | |||
''10th Level The Great Old One Feature''<br> | |||
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. | |||
<br><br> | |||
==== Create Thrall ==== | |||
''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 incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.<br> | |||
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. | You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. | ||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Great Wyrm == | |||
Expanded Spell List | FLAVOR | ||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Great Wyrm Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
Line 609: | Line 810: | ||
| 5th || Dominate Person, Cone of Cold | | 5th || Dominate Person, Cone of Cold | ||
|} | |} | ||
<br><br> | |||
==== Draconic Spark ==== | |||
''1st Level The Great Wyrm Feature''<br> | |||
The Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient dragons can impart any element, but they most often bestow one that matches their breath weapon. Choose either acid, cold, fire, lighting, or poison, for your Draconic Spark. You gain resistance to your Draconic Spark damage type, and any time you cast a warlock spell that deals damage, you can change the damage type to match your Draconic Spark. In addition, the power of your Draconic Spark allows you to speak, read, and write Draikyaan. | |||
<br><br> | |||
==== Elemental Potency ==== | |||
''6th Level The Great Wyrm Feature''<br> | |||
The power of your Spark grows, increasing the power of your spells. When you cast a spell of 1st-level or higher that deals your Draconic Spark damage type, you gain a bonus to one damage roll of the spell equal to 1d8. | |||
<br><br> | |||
==== Imposing Presence ==== | |||
magic of your patron, empowering your willpower and force | ''10th Level The Great Wyrm Feature''<br> | ||
of personality. | Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. You cannot be charmed or frightened while you are conscious. | ||
<br><br> | |||
==== Dragon Wings ==== | |||
''14th Level The Great Wyrm Feature''<br> | |||
You can use a bonus action on your turn to manifest a pair of leathery dragon wings from your back, which grant you a flying speed equal to your movement speed, and last until you use a bonus action to dismiss them. You cannot manifest your wings while wearing armor unless the armor is specifically made to accommodate them. Any clothes you are wearing that do not accommodate your wings may be destroyed when you manifest them. | |||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Hexblade == | |||
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. 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. | You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. 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.<br> | ||
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events in Drakomere to her inscrutable ends. The Raven Queen and her blades wish to break into Drakomere. | Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events in Drakomere to her inscrutable ends. The Raven Queen and her blades wish to break into Drakomere. | ||
<br><br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Hexblade Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
Line 641: | Line 860: | ||
| 5th || Banishment, cone of Cold | | 5th || Banishment, cone of Cold | ||
|} | |} | ||
<br><br> | |||
==== Hexblade’s Curse === | |||
''1st Level The Hexblade Feature''<br> | |||
You gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 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. | *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. | *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 hit points equal to your warlock level + your *Charisma modifier (minimum of 1 hit point). | *If the cursed target dies, you regain hit points equal to your warlock level + your *Charisma modifier (minimum of 1 hit point). | ||
*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. | ||
<br><br> | |||
==== Hex Warrior ==== | |||
''1st Level The Hexblade Feature''<br> | |||
You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.<br> | |||
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. | The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. | ||
<br><br> | |||
==== Accursed Specter ==== | |||
''6th Level The Hexblade Feature''<br> | |||
You can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half 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 Charisma modifier (minimum of +0). | |||
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. | 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. | Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest. | ||
<br><br> | |||
==== Armor of Hexes ==== | |||
''10th Level The Hexblade Feature''<br> | |||
Your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. | |||
<br><br> | |||
==== Master of Hexes ==== | |||
''14th Level The Hexblade Feature''<br> | |||
You can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature. | |||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Primeval Growth == | |||
FLAVOR | |||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Primeval Growth Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
Line 677: | Line 921: | ||
| 5th || Tree Stride, Wrath of Nature | | 5th || Tree Stride, Wrath of Nature | ||
|} | |} | ||
<br><br> | |||
==== Grasping Vines ==== | |||
''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. It counts as a warlock cantrip for you, but it doesn't count against your number of Cantrips Known. When you hit a creature with Thorn Whip, or when you damage or restrain a creature with one of your Primeval Growth spells, you can use a bonus action to drain the life force from one target of the spell. The creature takes necrotic damage equal to your warlock level, and you immediately gain temporary hit points equal to the necrotic damage dealt. You can use this bonus action a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. | |||
<br><br> | |||
'' | ==== Primeval Resistance ==== | ||
body. | ''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 Thorn Whip, you can target up to two creatures that are within the range of the spell | |||
<br><br> | |||
==== Arboreal Guardian ===== | |||
''10th Level The Primeval Growth Feature''<br> | |||
Your bark-like skin grants you resistance to all non-magical bludgeoning, piercing, and slashing damage, and you no longer require food or drink, so long as you spend at least one hour in sunlight each day. | |||
<br><br> | |||
==== Wrath of the Forest ==== | |||
''14th Level The Primeval Growth Feature''<br> | |||
You can use an action to lash out with grasping roots at a number of creatures within 30 feet, equal to your proficiency bonus. They must make a Strength saving throw, or be restrained for 1 minute. As an action, creatures can make a Strength (Athletics) check against your warlock save DC, escaping from the primeval growth on a success. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | |||
<br><br> | |||
=== | ==== FEATURE ==== | ||
'''Expanded Spell List | ''18th Level The Archfey Feature''<br> | ||
FEATURE | |||
<br><br><br> | |||
== The Titan == | |||
FLAVOR | |||
<br><br> | |||
==== Expanded Spell List ==== | |||
''1st Level The Titan Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
Line 704: | Line 970: | ||
| 5th || Transmute Rock, Wall of Stone | | 5th || Transmute Rock, Wall of Stone | ||
|} | |} | ||
<br><br> | |||
==== Elder Soul ==== | |||
(your choice) Whenever you make a Charisma check when | ''1st Level The Titan Feature''<br> | ||
interacting with elementals (if you chose Elemental) or | Your Titanic patron greatly enhances your durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. You also learn to speak, read, and write Elemental or Giant (your choice) Whenever you make a Charisma check when interacting with elementals (if you chose Elemental) or giants (if you chose Giant) your proficiency bonus is doubled. | ||
giants (if you chose Giant) your proficiency bonus is doubled. | <br><br> | ||
==== Colossal Form ==== | |||
''1st Level The Titan Feature''<br> | |||
You can channel your patron's power to grow in size. As a bonus action on your turn, you can activate your Colossal Form, increasing your size by one category, from Medium to Large for example. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma modifier (minimum of +1): | |||
All Strength ability checks and Strength saving throws. | All Strength ability checks and Strength saving throws. | ||
All damage rolls for melee weapon attacks using Strength | All damage rolls for melee weapon attacks using Strength | ||
Your Colossal Form lasts for 1 minute, and only ends early if you are incapacitated or you choose to end it as a free action. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | Your Colossal Form lasts for 1 minute, and only ends early if you are incapacitated or you choose to end it as a free action. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | ||
<br><br> | |||
==== Titanic Endurance ==== | |||
''6th Level The Titan Feature''<br> | |||
You can channel the resilience of your patron to reduce incoming damage. You have a pool of d8s that you spend to fuel this damage reduction. The number of dice in the pool is equal to 1 + your warlock level. As a reaction, when you take damage, you can roll a number of dice from this pool, reducing the damage by an amount equal to your roll + your Charisma modifier. Your pool regains all expended dice at the end of each long rest. | |||
<br><br> | |||
==== Stalwart Brood ==== | |||
''10th Level The Titan Feature''<br> | |||
Your connection to your gargantuan patron has deepened. When you make a Constitution check or Constitution saving throw, you gain a bonus to your roll equal to your Charisma modifier (minimum of +1). | |||
<br><br> | |||
==== Legendary Behemoth ==== | |||
''14th Level The Titan Feature''<br> | |||
You have mastered the magic of the titans, and can wield their power with ease. When you adopt your Colossal Form, you can choose to grow by two size categories, from Medium to Huge for example. When you hit a creature with a weapon attack while transformed, you can roll one of the weapon's damage dice an additional time. In addition, once you adopt your Colossal Form, it lasts until you are incapacitated or end it as a free action. | |||
<br><br> | |||
==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
<br><br><br> | |||
== The Undead == | |||
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living. | You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living. | ||
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Expanded Spell List | ==== Expanded Spell List ==== | ||
''1st Level The Undead Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
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| 5th || Antilife Shell, Cloudkill | | 5th || Antilife Shell, Cloudkill | ||
|} | |} | ||
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==== Form of Dread ==== | |||
''1st Level The Undead Feature''<br> | |||
You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed: | |||
*You gain temporary hit points equal to 1d10 + your warlock level. | *You gain temporary hit points equal to 1d10 + your warlock level. | ||
*Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. | *Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. | ||
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*You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | *You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
*The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron. | *The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron. | ||
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==== Grave Touched ==== | |||
''6th Level The Undead Feature''<br> | |||
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe. | |||
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. | In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. | ||
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==== Necrotic Husk ==== | |||
''10th Level The Undead Feature''<br> | |||
Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage. | |||
In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests. | In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests. | ||
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==== Spirit Projection ==== | |||
''14th Level The Undead Feature''<br> | |||
Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.<br> | |||
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 is broken (as if concentrating on a spell). 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 is broken (as if concentrating on a spell). 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. | ||
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*While you are using your Form of Dread, 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 using your Form of Dread, 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. | ||
Once you use this feature, you can’t do so again until you finish a long rest. | Once you use this feature, you can’t do so again until you finish a long rest. | ||
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==== FEATURE ==== | |||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
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== The Wild Hunt == | |||
Expanded Spell List | FLAVOR | ||
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==== Expanded Spell List ==== | |||
''1st Level The Wild Hunt Feature''<br> | |||
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Expanded Spell List | |+ Expanded Spell List | ||
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| 5th || Conjure Volley, Tree Stride | | 5th || Conjure Volley, Tree Stride | ||
|} | |} | ||
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==== Hunter’s Quarry ==== | |||
''1st Level The Wild Hunt Feature''<br> | |||
You can mark a creature as a quarry of the Wild Hunt. At 1st level, you learn the Hunter's Mark spell. It counts as a warlock spell for you, but it doesn't count against your Spells Known. When you hit a creature with a weapon attack, you can cast Hunter's Mark, targeting that creature, at a level equal to your Pact Magic spell slot, without expending a spell slot. 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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'' | ==== Wild Warrior ==== | ||
''1st Level The Wild Hunt Feature''<br> | |||
The dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain proficiency in the Survival skill, and with all medium armor, shields, and martial weapons. | |||
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===== Extra Attack ==== | |||
''6th Level The Wild Hunt Feature''<br> | |||
You can perform an additional attack as part of the Attack action.<br> | |||
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | ||
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==== Spirit of the Hunt ==== | |||
''6th Level The Wild Hunt Feature''<br> | |||
You can use an action to summon a Wild Spirit to join you for 1 minute. As a bonus action, you can command the Wild Spirit to harry a creature within 60 feet, reducing the it's movement speed by a number of feet equal to five times your Charisma modifier (minimum of 5 feet) 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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===== Predatory Resolve ==== | |||
''10th Level The Wild Hunt Feature''<br> | |||
The wild fervor of the Wild Hunt heightens your instincts. You gain the following benefits: | |||
When a creature marked by Hunter's Mark hits you with an attack, you can use your reaction to grant yourself a bonus to your Armor Class equal to your Charisma modifier (minimum of +1) against that attack. | When a creature marked by Hunter's Mark hits you with an attack, you can use your reaction to grant yourself a bonus to your Armor Class equal to your Charisma modifier (minimum of +1) against that attack. | ||
While you have a Wild Spirit summoned and you are hit by an attack, you can use your reaction to have the Spirit take the damage of the attack and immediately disappear. | While you have a Wild Spirit summoned and you are hit by an attack, you can use your reaction to have the Spirit take the damage of the attack and immediately disappear. | ||
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==== Master of the Hunt ==== | |||
''14th 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 Hunter's Mark to up to two other friendly creatures of your choice. | |||
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''' | ==== FEATURE ==== | ||
''18th Level The Archfey Feature''<br> | |||
FEATURE | |||
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= Characters = | |||
[[Nowhere]], the Tiefling, Fiend Warlock | [[Nowhere]], the Tiefling, Fiend Warlock |