Warlock: Difference between revisions

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'''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.''' 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.


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.
'''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.
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.
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 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.
 
:'''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.
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.
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.
Pact of the Cauldron. You can use your action to summon a large, ornate cauldron from the ether. Through the guidance of your patron, you can use the cauldron as a tool for ritual casting and potion brewing. When using the cauldron you can choose from the following effects:
 
:'''Pact of the Cauldron.''' You can use your action to summon a large, ornate cauldron from the ether. Through the guidance of your patron, you can use the cauldron as a tool for ritual casting and potion brewing. When using the cauldron you can choose from the following effects:
By submerging an item in the cauldron you can discover its properties as if casting the identify spell. The opening of the cauldron is approximately 1 foot in diameter, and items must be able to fit through that space from at least one angle (other dimensions of the object have no bearing on its ability to be submerged). This ritual takes 1 minute.
By submerging an item in the cauldron you can discover its properties as if casting the identify spell. The opening of the cauldron is approximately 1 foot in diameter, and items must be able to fit through that space from at least one angle (other dimensions of the object have no bearing on its ability to be submerged). This ritual takes 1 minute.
You can spend 1 hour as a rest activity to brew a potion of healing from curious but common ingredients. The cauldron’s power can sustain the magic of a number of potions equal to your Proficiency Bonus at any given time. Any additional potions brewed after the maximum cause the oldest potion brewed in your cauldron to lose its potency and become useless if it has not already been consumed.
You can spend 1 hour as a rest activity to brew a potion of healing from curious but common ingredients. The cauldron’s power can sustain the magic of a number of potions equal to your Proficiency Bonus at any given time. Any additional potions brewed after the maximum cause the oldest potion brewed in your cauldron to lose its potency and become useless if it has not already been consumed. You can dismiss the cauldron into an extradimensional space as a bonus action.
You can dismiss the cauldron into an extradimensional space as a bonus action.
 
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.
:'''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: pseudodragon or sprite.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: pseudodragon or sprite.
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.
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.
Pact of the Chalice. Your patron has bestowed upon you a vessel for the creation of potions and poultices. As an action, you can create a pact chalice in your empty hand. Each time you summon it, it takes the form of a tiny object of your choice that is capable of holding liquid, and it can be used as a spellcasting focus by you. Moreover, your chalice counts as either a herbalism kit and a set of alchemist's supplies and you can add double your proficiency bonus to any check you make with that tool while your pact chalice is summoned.
 
:'''Pact of the Chalice.''' Your patron has bestowed upon you a vessel for the creation of potions and poultices. As an action, you can create a pact chalice in your empty hand. Each time you summon it, it takes the form of a tiny object of your choice that is capable of holding liquid, and it can be used as a spellcasting focus by you. Moreover, your chalice counts as either a herbalism kit and a set of alchemist's supplies and you can add double your proficiency bonus to any check you make with that tool while your pact chalice is summoned.
Your pact chalice disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the chalice (no action required) or if you die.
Your pact chalice disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the chalice (no action required) or if you die.
Pact of the Eye. Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one of your eyes is replaced with a magical pact eye that is reflective of the nature of your patron. Your eye grants you proficiency in the perception skill, and you have advantage on checks to detect illusion magic.
 
:'''Pact of the Eye.''' Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one of your eyes is replaced with a magical pact eye that is reflective of the nature of your patron. Your eye grants you proficiency in the perception skill, and you have advantage on checks to detect illusion magic.
If you are already proficient in perception, you instead gain proficiency in either insight or investigation (your choice).
If you are already proficient in perception, you instead gain proficiency in either insight or investigation (your choice).
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.
 
Pact of the Hourglass. Your patron has gifted you a mystical timekeeping device. As an action, you can create a pact hourglass in your empty hand. It takes the form of a timekeeping device of your choice each time you summon it, and it can be used as a spellcasting focus by you. While you have your pact hourglass summoned, you can use your reaction to briefly rewind time and re-roll one attack roll, ability check, or saving throw you make. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
:'''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.
 
:'''Pact of the Hourglass.''' Your patron has gifted you a mystical timekeeping device. As an action, you can create a pact hourglass in your empty hand. It takes the form of a timekeeping device of your choice each time you summon it, and it can be used as a spellcasting focus by you. While you have your pact hourglass summoned, you can use your reaction to briefly rewind time and re-roll one attack roll, ability check, or saving throw you make. 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 pact hourglass disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your hourglass (no action required) or if you die.
Your pact hourglass disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your hourglass (no action required) or if 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 have your pact shroud summoned, you gain proficiency in the Stealth skill, and you have advantage on any Dexterity (Stealth) checks you make to hide while obscured by shadows or darkness.
 
:'''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 have your pact shroud summoned, you gain proficiency in the Stealth skill, and you have advantage on any Dexterity (Stealth) checks you make to hide while obscured by shadows or darkness.
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.
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.
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.
Pact of the Strings. Your patron has granted you otherworldly musical talent. As an action on your turn, you can create a pact instrument in your empty hand. Each time you summon it, it takes the form of an instrument of your choice, and it can be used as a spellcasting focus by you. You are considered proficient with your pact instrument, and you add double your proficiency bonus to any ability check you make that uses the instrument.
 
:'''Pact of the Strings.''' Your patron has granted you otherworldly musical talent. As an action on your turn, you can create a pact instrument in your empty hand. Each time you summon it, it takes the form of an instrument of your choice, and it can be used as a spellcasting focus by you. You are considered proficient with your pact instrument, and you add double your proficiency bonus to any ability check you make that uses the instrument.
Your pact instrument disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the instrument (no action required), or if you die.
Your pact instrument disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the instrument (no action required), or if you die.
You can transform a magic instrument into your pact instrument if you perform 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 instruments, and you can only have one pact instrument at a time.
You can transform a magic instrument into your pact instrument if you perform 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 instruments, and you can only have one pact instrument at a time.
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.
 
:'''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.
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.
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.
 
:'''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.
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.


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, or you can increase two 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 feat instead of taking this increase to ability scores.
'''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, or you can increase two 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.
'''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.
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.
'''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.
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.
'''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.
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.
 
'''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.
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 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 ===


Armor of Shadows. You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
'''Armor of Shadows.''' You can cast Mage Armor on yourself at will, without expending a spell slot or material components.


Beast Speech. You can cast Speak With Animals at will, without expending a spell slot.
'''Beast Speech.''' You can cast Speak With Animals at will, without expending a spell slot.


Beguiling Influence. You gain proficiency in the Deception and Persuasion skills.
'''Beguiling Influence.''' You gain proficiency in the Deception and Persuasion skills.


Devil’s Sight. You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.
'''Devil’s Sight.''' You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.


Eldritch Mind. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
'''Eldritch Mind.''' You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.


Eldritch Sight. You can cast detect magic at will, without expending a spell slot.
'''Eldritch Sight.''' You can cast detect magic at will, without expending a spell slot.


Eyes of the Rune Keeper. You can understand and read all the writing that you can see.
'''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.


Gaze of Two Minds. You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
'''Gaze of Two Minds.''' You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.


Mask of Many Faces. You can cast Disguise Self at will, without expending a spell slot.
'''Mask of Many Faces.''' You can cast Disguise Self at will, without expending a spell slot.


Misty Visions. You can cast Silent Image at will, without expending a spell slot or material components.
'''Misty Visions.''' You can cast Silent Image at will, without expending a spell slot or material components.


Thief of Five Fates. You can cast Bane once using 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 using a warlock spell slot. You can’t do so again until you finish a long rest.


Agonizing Blast (Eldritch Blast cantrip). When you cast eldritch blast, add your Spellcasting modifier to the damage it deals on a hit.
'''Agonizing Blast (Eldritch Blast cantrip).''' When you cast eldritch blast, add your Spellcasting modifier to the damage it deals on a hit.


Eldritch Spear (Eldritch Blast cantrip). When you cast eldritch blast, its range is 300 feet.
'''Eldritch Spear (Eldritch Blast cantrip).''' When you cast eldritch blast, its range is 300 feet.


Eldritch Strike (Eldritch Blast cantrip). For you, the range of eldritch blast is reduced to 5 feet and it becomes a melee spell attack. Make a separate melee spell attack for each beam, dealing 1d12 force damage on hit. Any class features or Eldritch Invocations that affect the range of eldritch blast do not work with this Invocation.
'''Eldritch Strike (Eldritch Blast cantrip).''' For you, the range of eldritch blast is reduced to 5 feet and it becomes a melee spell attack. Make a separate melee spell attack for each beam, dealing 1d12 force damage on hit. Any class features or Eldritch Invocations that affect the range of eldritch blast do not work with this Invocation.


Grasp of S’óekhìq (Eldritch Blast cantrip). Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
'''Grasp of S’óekhìq (Eldritch Blast cantrip).''' Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.


Lance of Lethargy (Eldritch Blast cantrip). Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet 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 your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.


Repelling Blast (Eldritch Blast cantrip). When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
'''Repelling Blast (Eldritch Blast cantrip).''' When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.


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.
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 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.
'''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.


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.
'''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.


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:
'''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:
The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
*The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
As a bonus action, you can command the familiar to take the Attack action.
*As a bonus action, you can command the familiar to take the Attack action.
The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.
*The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.
If the familiar forces a creature to make a saving throw, it uses your spell save DC.
*If the familiar forces a creature to make a saving throw, it uses your spell save DC.
When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
*When the familiar takes damage, you can use your reaction to grant it resistance against that damage.


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.
'''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.


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.
'''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.


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.
'''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.


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.
'''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.


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
'''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


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.
'''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.


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.
'''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.


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.
'''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.


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.
'''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.
'''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.
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.
'''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).
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.
You can use this invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.


Gift of the Depths (5th level). You can breathe underwater, and you gain a swimming speed equal to your walking speed.
'''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.
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.
'''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.
'''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.
'''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.


Witch Sight (5th level). You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
'''Witch Sight (5th level).''' You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.


Undying Servitude (5th-level warlock). You can cast Animate Dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.
'''Undying Servitude (5th-level warlock).''' You can cast Animate Dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.


Thirsting Claws (5th-level, Eldritch Claws Invocation). You can attack with your claws twice, instead of once, each time you take the Attack action on your turn. Your claw attacks also count as magical for the sake of overcoming resistance and immunity to non-magical damage.
'''Thirsting Claws (5th-level, Eldritch Claws Invocation).''' You can attack with your claws twice, instead of once, each time you take the Attack action on your turn. Your claw attacks also count as magical for the sake of overcoming resistance and immunity to non-magical damage.


Eldritch Smite (5th level, Pact of the Blade feature). Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
'''Eldritch Smite (5th level, Pact of the Blade feature).''' Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.


Thirsting Blade (5th level, Pact of the Blade feature). You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
'''Thirsting Blade (5th level, Pact of the Blade feature).''' You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.


Potent Poultices (5th-level, Pact of the Chalice feature). As an action on your turn, you can cast the lesser restoration. spell without expending a spell slot. Once you cast lesser restoration in this way, you must finish a short or long rest before you can do so again.
'''Potent Poultices (5th-level, Pact of the Chalice feature).''' As an action on your turn, you can cast the lesser restoration. spell without expending a spell slot. Once you cast lesser restoration in this way, you must finish a short or long rest before you can do so again.


Grasping Tentacles (5th-level, Pact of the Flesh feature). When you take the Attack action on your turn, you can use your bonus action to attempt to grapple a creature as long as you have a free hand Make a Charisma (Athletics) check targeting a creature within 5 feet. You can use a Charisma (Athletics) check to maintain this grapple as well
'''Grasping Tentacles (5th-level, Pact of the Flesh feature).''' When you take the Attack action on your turn, you can use your bonus action to attempt to grapple a creature as long as you have a free hand Make a Charisma (Athletics) check targeting a creature within 5 feet. You can use a Charisma (Athletics) check to maintain this grapple as well


Notes of Power (5th-level, Pact of the Strings feature). When you use your pact instrument to cast a spell, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.
'''Notes of Power (5th-level, Pact of the Strings feature).''' When you use your pact instrument to cast a spell, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.


Far Scribe. (5th-level warlock, Pact of the Tome feature). A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
'''Far Scribe. (5th-level warlock, Pact of the Tome feature).''' A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.


Maddening Hex (5th level, Hex spell or a warlock feature that curses). As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
'''Maddening Hex (5th level, Hex spell or a warlock feature that curses).''' As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.


Bewitching Whispers (7th level). You can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.
'''Bewitching Whispers (7th level).''' You can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.


Dreadful Word (7th level). You can cast Confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.
'''Dreadful Word (7th level).''' You can cast Confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.


Ghostly Gaze (7th level). As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. You can use this invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
'''Ghostly Gaze (7th level).''' As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. You can use this invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.


Sculptor of Flesh (7th level). You can cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.
'''Sculptor of Flesh (7th level).''' You can cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.


Trickster's Escape (7th level). You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
'''Trickster's Escape (7th level).''' You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.


Cloak of Twilight (7th-level, Pact of the Shroud feature). You can cast the greater invisibility spell once using a warlock spell slot. You can't do so again until you finish a long rest.
'''Cloak of Twilight (7th-level, Pact of the Shroud feature).''' You can cast the greater invisibility spell once using a warlock spell slot. You can't do so again until you finish a long rest.


Protection of the Talisman (7th-level warlock, Pact of the Talisman feature). When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
'''Protection of the Talisman (7th-level warlock, Pact of the Talisman feature).''' When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.


Relentless Hex (7th level, hex spell or a warlock feature that curses). Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
'''Relentless Hex (7th level, hex spell or a warlock feature that curses).''' Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.


Ascendant Step (9th level). You can cast Levitate on yourself at will, without expending a spell slot or material components.
'''Ascendant Step (9th level).''' You can cast Levitate on yourself at will, without expending a spell slot or material components.


Minions of Chaos (9th level). You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.
'''Minions of Chaos (9th level).''' You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.


Otherworldly Leap (9th level). You can cast jump on yourself at will, without expending a spell slot or material components.
'''Otherworldly Leap (9th level).''' You can cast jump on yourself at will, without expending a spell slot or material components.


Whispers of the Grave (9th level). You can cast speak with dead at will, without expending a spell slot.
'''Whispers of the Grave (9th level).''' You can cast speak with dead at will, without expending a spell slot.


Cup of Protection (9th-level, Pact of the Chalice feature). As an action, a creature of your choice can drink from your pact chalice, gaining the effects of the death ward spell. Once used, you must finish a long rest to use this feature again.
'''Cup of Protection (9th-level, Pact of the Chalice feature).''' As an action, a creature of your choice can drink from your pact chalice, gaining the effects of the death ward spell. Once used, you must finish a long rest to use this feature again.


Cursed Flesh (9th-level, Pact of the Flesh feature). As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier (minimum of 1)  
'''Cursed Flesh (9th-level, Pact of the Flesh feature).''' As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier (minimum of 1)  


Gift of the Protectors (9th-level warlock, Pact of the Tome feature). A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
'''Gift of the Protectors (9th-level warlock, Pact of the Tome feature).''' A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it.


Lifedrinker (12th level, Pact of the Blade feature). When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
'''Lifedrinker (12th level, Pact of the Blade feature).''' When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).


Bond of the Talisman (12th-level warlock, Pact of the Talisman feature). While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
'''Bond of the Talisman (12th-level warlock, Pact of the Talisman feature).''' While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.


Master of Myriad Forms (15th level). You can cast Alter Self at will, without expending a spell slot.
'''Master of Myriad Forms (15th level).''' You can cast Alter Self at will, without expending a spell slot.


Shroud of Shadow (15th level). You can cast Invisibility at will, without expending a spell slot.
'''Shroud of Shadow (15th level).''' You can cast Invisibility at will, without expending a spell slot.


Visions of Distant Realms (15th level). You can cast Arcane Eye at will, without expending a spell slot.
'''Visions of Distant Realms (15th level).''' You can cast Arcane Eye at will, without expending a spell slot.


Chains of One-Eyed Flame (15th level, Pact of the Chain feature). You can cast Hold monster at will — targeting a highling or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
'''Chains of One-Eyed Flame (15th level, Pact of the Chain feature).''' You can cast Hold Monster at will — targeting a highling or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.


Alchemical Restoration (15th-level, Pact of the Chalice feature). As an action on your turn, you can cast the reincarnate spell without expending a spell slot or material components. Once you cast reincarnate in this way, you must finish 1d4 long
'''Alchemical Restoration (15th-level, Pact of the Chalice feature).''' As an action on your turn, you can cast the reincarnate spell without expending a spell slot or material components. Once you cast reincarnate in this way, you must finish 1d4 long
rests before you can cast the spell in this way again.
rests before you can cast the spell in this way again.


Eldritch Flight (15th-level, Pact of the Flesh feature). As a bonus action, you can manifest (or dismiss) wings reminiscent of your patron's physical form, granting you a flying speed equal to your movement speed.
Eldritch Flight (15th-level, Pact of the Flesh feature). As a bonus action, you can manifest (or dismiss) wings reminiscent of your patron's physical form, granting you a flying speed equal to your movement speed.


Temporal Rewind. (15th-level, Pact of the Hourglass feature). As a reaction, when you finish your turn, you can undo everything that happened on your turn. You return to the space where you began that turn, and you regain all resources you expended that turn. You then immediately repeat your turn, with foreknowledge of what will occur.
'''Temporal Rewind. (15th-level, Pact of the Hourglass feature).''' As a reaction, when you finish your turn, you can undo everything that happened on your turn. You return to the space where you began that turn, and you regain all resources you expended that turn. You then immediately repeat your turn, with foreknowledge of what will occur.
The Archfey
 
=== 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.