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Expanded Spell List. The Archfey lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
'''Expanded Spell List.''' The Archfey lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
Spell Level
{| class="wikitable"
Spells
|+ Expanded Spell List
1st
|-
Faerie Fire, Sleep
! Spell Level !! Spells
2nd
|-
Calm Emotions, Phantasmal Force
| 1st || Faerie Fire, Sleep
3rd
|-
Blink, Plant Growth
| 2nd || Calm Emotions, Phantasmal Force
4th
|-
Dominate Beast, Greater Invisibility
| 3rd || Blink, Plant Growth
5th
|-
Dominate Person, Seeming
| 4th || Dominate Beast, Greater Invisibility
|-
| 5th || Dominate Person, Seeming
|}


 
'''Fey Presence.''' Starting at 1st level, 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.
Fey Presence. Starting at 1st level, 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.


Misty Escape. Starting at 6th level, 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.
'''Misty Escape.''' Starting at 6th level, 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.
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.


Beguiling Defenses. Beginning at 10th level, 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.
'''Beguiling Defenses.''' Beginning at 10th level, 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.


Dark Delirium. Starting at 14th level, 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.
'''Dark Delirium.''' Starting at 14th level, 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.


The Celestial
=== 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.
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.
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.


Expanded Spell List. The Celestial lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
'''Expanded Spell List.''' The Celestial lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
Spell Level
{| class="wikitable"
Spells
|+ Expanded Spell List
1st
|-
Cure Wounds, Guiding Bolt
! Spell Level !! Spell
2nd
|-
Flaming Sphere, Lesser Restoration
| 1st || Cure Wounds, Guiding Bolt
3rd
|-
Daylight, Revivify
| 2nd || Flaming Sphere, Lesser Restoration
4th
|-
Guardian of Faith, Wall of Fire
| 3rd || Daylight, Revivify
5th
|-
Flame Strike, Greater Restoration
| 4th || Guardian of Faith, Wall of Fire
 
|-
| 5th || Flame Strike, Greater Restoration
|}


Bonus Cantrips. At 1st level, 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.
'''Bonus Cantrips.''' At 1st level, 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.


Healing Light. At 1st level, 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.
'''Healing Light.''' At 1st level, 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.


Radiant Soul. Starting at 6th level, 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.
'''Radiant Soul.''' Starting at 6th level, 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.


Celestial Resilience. Starting at 10th level, 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.
'''Celestial Resilience.''' Starting at 10th level, 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.


Searing Vengeance. Starting at 14th level, 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.
'''Searing Vengeance.''' Starting at 14th level, 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.
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.




The Coven
=== The Coven ===


Expanded Spell List. The Coven lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
'''Expanded Spell List.''' The Coven lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
Spell Level
{| class="wikitable"
Spells
|+ Expanded Spell List
1st
|-
Inflict Wounds, Ray of Sickness
! Spell Level !! Spells
2nd
|-
Alter Self, Enhance Ability
| 1st || Inflict Wounds, Ray of Sickness
3rd
|-
Bestow Curse, Nondetection
| 2nd || Alter Self, Enhance Ability
4th
|-
Dominate Beast, Polymorph
| 3rd || Bestow Curse, Nondetection
5th
|-
Insect Plague, Skill Empowerment
| 4th || Dominate Beast, Polymorph
|-
| 5th || Insect Plague, Skill Empowerment
|}


'''Weird Magicks.''' When you enter this pact at 1st level, 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.


Weird Magicks. When you enter this pact at 1st level, 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.
'''Deviant Recovery.''' Upon reaching 6th level, 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.


Deviant Recovery. Upon reaching 6th level, 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.
'''Vile Resilience.''' You have served your Coven well and they have rewarded you with a strange magical ward, Beginning at 10th level, 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.
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.


Vile Resilience. You have served your Coven well and they have rewarded you with a strange magical ward, Beginning at 10th level, 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.
'''Shared Spellcasting.''' Starting at 14th level 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.
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.
Shared Spellcasting. Starting at 14th level 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.
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.
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.
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


The Elder Sphinx


Expanded Spell List. The Elder Sphinx lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
=== The Elder Sphinx ===
Spell Level
Spells
1st
Command, Detect Evil and Good
2nd
Lesser Restoration, Zone of Truth
3rd
Clairvoyance, Slow
4th
Divination, Freedom of Movement
5th
Dispel Evil and Good, Greater Restoration


'''Expanded Spell List.''' The Elder Sphinx lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
{| class="wikitable"
|+ Expanded Spell List
|-
! Spell Level !! Spells
|-
| 1st || Command, Detect Evil and Good
|-
| 2nd || Lesser Restoration, Zone of Truth
|-
| 3rd || Clairvoyance, Slow
|-
| 4th || Divination, Freedom of Movement
|-
| 5th || Dispel Evil and Good, Greater Restoration
|}


Guardian’s Ward. The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. Starting at 1st level, 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.
'''Guardian’s Ward.''' The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. Starting at 1st level, 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.


Time Slip. Beginning at 6th level, 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.
'''Time Slip.''' Beginning at 6th level, 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.


Inscrutable. Your patron shields you from divination magic, much like they are shielded from such spells. Beginning at 10th level, 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.
'''Inscrutable.''' Your patron shields you from divination magic, much like they are shielded from such spells. Beginning at 10th level, 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.


Eternal Guardian. The Sphinx you serve has blessed you with a semblance of their immortality. Starting at 10th level, 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.
'''Eternal Guardian.''' The Sphinx you serve has blessed you with a semblance of their immortality. Starting at 10th level, 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.


Power of the Ancients. At 14th level, 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.
'''Power of the Ancients.''' At 14th level, 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.


The Fathomless
=== 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.
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.
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.


Expanded Spell List. The Fathomless lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
'''Expanded Spell List.''' The Fathomless lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
Spell Level
{| class="wikitable"
Spells
|+ Expanded Spell List
1st
|-
Create or Destroy Water, Thunder Wave
! Spell Level !! Spells
2nd
|-
Gust of Wind, Silence
| 1st || Create or Destroy Water, Thunder Wave
3rd
|-
Lightning Bolt, Sleet Storm
| 2nd || Gust of Wind, Silence
4th
|-
Control Water, Summon Elemental (Water)
| 3rd || Lightning Bolt, Sleet Storm
5th
|-
Bigby’s Giant Hand (Tentacle), Cone of Cold
| 4th || Control Water, Summon Elemental (Water)
|-
| 5th || Bigby's Giant Hand (Appears as a Tentacle), Cone of Cold
|}


 
'''Tentacle of the Deeps.''' At 1st level, 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.
Tentacle of the Deeps. At 1st level, 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.


Gift of the Sea. You gain a swimming speed of 40 feet, and you can breathe underwater.
'''Gift of the Sea.''' You gain a swimming speed of 40 feet, and you can breathe underwater.


Oceanic Soul. At 6th level, 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.
'''Oceanic Soul.''' At 6th level, 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.


Guardian Coil. At 6th level, 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.
'''Guardian Coil.''' At 6th level, 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.


Grasping Tentacles. At 10th level, 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.
'''Grasping Tentacles.''' At 10th level, 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.


Fathomless Plunge. At 14th level, 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.
'''Fathomless Plunge.''' At 14th level, 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.
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.




The Fiend
=== 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.


Expanded Spell List. The Fathomless lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
'''Expanded Spell List.''' The Fathomless lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
Spell Level
{| class="wikitable"
Spells
|+ Expanded Spell List
1st
|-
Burning Hands, Command
! Spell Level !! Spells
2nd
|-
Blindness/Deafness, Scorching Ray
| 1st || Burning Hands, Command
3rd
|-
Fireball, Wall of Fire
| 2nd || Blindness/Deafness, Scorching Ray
4th
|-
Fire Shield, Wall of Fire
| 3rd || Fireball, Stinking Cloud
5th
|-
Flame Strike, Hallow
| 4th || Fire Shield, Wall of Fire
|-
| 5th || Flame Strike, Hallow
|}


'''Dark One’s Blessing.''' Starting at 1st level, 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).


Dark One’s Blessing. Starting at 1st level, 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).
'''Dark One’s Own Luck.''' Starting at 6th level, 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.
 
Dark One’s Own Luck. Starting at 6th level, 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.
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.


Fiendish Resilience. Starting at 10th level, 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.
'''Fiendish Resilience.''' Starting at 10th level, 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.


Hurl Through Hell. Starting at 14th level, 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.
'''Hurl Through Hell.''' Starting at 14th level, 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.
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.
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.
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.


The Genie
=== 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.
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.
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).


{| class="wikitable"
|+ Caption text
|-
! Spell Level !! Genie Spells !! Dao Spells !! Djinni Spells !! Efreeti Spells !! Marid Spells
|-
| 1st || Detect Evil and Good || Sanctuary || Thunderwave || Burning Hands || Fog Cloud
|-
| 2nd || Phantasmal Force || Spike Growth || Gust of Wind || Scorching Ray || Blure
|-
| 3rd || Create Food and Water || Meld Into Stone || Wind Wall || Fireball || Sleet Storm
|-
| 4th || Phantasmal Killer || Stone Shape || Greater Invisibility || Fire Shield || Control Water
|-
| 5th || Creation || Wall of Stone || Seeming || Flame Strike || Cone of Cold
|}


Spell Level
'''Genie’s Vessel.''' At 1st level, 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:
Genie Spells
:'''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.
Dao Spells
:'''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.
Djinni Spells
Efreeti Spells
Marid Spells
1st
Detect Evil and Good
Sanctuary
Thunderwave
Burning Hands
Fog Cloud
2nd
Phantasmal Force
Spike Growth
Gust of Wind
Scorching Ray
Blur
3rd
Create Food and Water
Meld Into Stone
Wind Wall
Fireball
Sleet Storm
4th
Phantasmal Killer
Stone Shape
Greater Invisibility
Fire Shield
Control Water
5th
Creation
Wall of Stone
Seeming
Flame Strike
Cone of Cold
9th
Wish
 
 
 
Genie’s Vessel. At 1st level, 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.
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.


Elemental Gift. At 6th level, 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).
'''Elemental Gift.''' At 6th level, 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.


Sanctuary Vessel. At 10th level, 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.
'''Sanctuary Vessel.''' At 10th level, 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.


Limited Wish. At 14th level, 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.
'''Limited Wish.''' At 14th level, 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.
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.




The Great Old One
=== 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.


Expanded Spell List. The Great Old One lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
'''Expanded Spell List.''' The Great Old One lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
Spell Level
{| class="wikitable"
Spells
|+ Expanded Spell List
1st
|-
Dissonant Whispers, Tasha’s Hideous Laughter
! Spell Level !! Spells
2nd
|-
Detect Thoughts, Phantasmal Force
| 1st || Dissonant Whispers, Tasha's Hideous Laughter
3rd
|-
Clairvoyance, Sending
| 2nd || Detect Thoughts, Phantasmal Force
4th
|-
Dominate Beast, Evard’s Black Tentacles
| 3rd || Clairvoyance, Sending
5th
|-
Dominate Person, Telekinesis
| 4th || Dominate Beast, Evard's Black Tentacles
 
|-
| 5th || Dominate Person, Telekinesis
|}


Awakened Mind. Starting at 1st level, 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.
'''Awakened Mind.''' Starting at 1st level, 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.


Entropic Ward. At 6th level, 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.
'''Entropic Ward.''' At 6th level, 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.
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.


Thought Shield. Starting at 10th level, 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.
'''Thought Shield.''' Starting at 10th level, 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.


Create Thrall. At 14th level, 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.
'''Create Thrall.''' At 14th level, 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.
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.


The Great Wyrm
=== The Great Wyrm ===
 
Expanded Spell List. The Great Wyrm lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
Expanded Spell List. The Great Wyrm lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
Spell Level
{| class="wikitable"
Spells
|+ Expanded Spell List
1st
|-
Command, Thunder Wave
! Spell Level !! Spells
2nd
|-
Dragon’s Breath, Scorching Ray
| 1st || Command, Thunderwave
3rd
|-
Fireball, Lightning Bolt
| 2nd || Dragon's Breath, Scorching ray
4th
|-
Vitriolic Sphere, Wall of Fire
| 3rd || Fireball, Lightning Bolt
5th
|-
Dominate Person, Cone of Cold
| 4th || Vitriolic Sphere, Wall of Fire
|-
| 5th || Dominate Person, Cone of Cold
|}


'''Draconic Spark.''' When you form your pact at 1st level, 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.


Draconic Spark. When you form your pact at 1st level, 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.
'''Elemental Potency.''' The power of your Spark grows, increasing the power of your spells. Starting at 6th level, 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.


Elemental Potency. The power of your Spark grows, increasing the power of your spells. Starting at 6th level, 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.
'''Imposing Presence.''' Your body has been steeped in the overwhelming draconic
 
Imposing Presence. Your body has been steeped in the overwhelming draconic
magic of your patron, empowering your willpower and force
magic of your patron, empowering your willpower and force
of personality. Beginning at 10th level, you cannot be charmed or frightened while you are conscious.
of personality. Beginning at 10th level, you cannot be charmed or frightened while you are conscious.


Dragon Wings. Starting at 14th level, 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.
'''Dragon Wings.''' Starting at 14th level, 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.


The Hexblade
=== 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.
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.


Expanded Spell List. The Heaxblade lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
'''Expanded Spell List.''' The Heaxblade lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
Spell Level
{| class="wikitable"
Spells
|+ Expanded Spell List
1st
|-
Shield, Wrathful Smite
! Spell Level !! Spells
2nd
|-
Blur, Branding Smite
| 1st || Shield, Wrathful Smite
3rd
|-
Blink, Elemental Weapon
| 2nd || Blur, Branding Smite
4th
|-
Phantasmal Killer, Staggering Smite
| 3rd || Blink, Elemental Weapon
5th
|-
Banishment, Cone of Cold
| 4th || Phantasmal Killer, Staggering Smite
|-
| 5th || Banishment, cone of Cold
|}


'''Hexblade’s Curse.''' Starting at 1st level, 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.
*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).
*You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.


Hexblade’s Curse. Starting at 1st level, 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:
'''Hex Warrior.''' At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
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.
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.
 
Hex Warrior. At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
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.


Accursed Specter. Starting at 6th level, 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).
'''Accursed Specter.''' Starting at 6th level, 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.


Armor of Hexes. At 10th level, 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.
'''Armor of Hexes.''' At 10th level, 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.


Master of Hexes. Starting at 14th level, 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.
'''Master of Hexes.''' Starting at 14th level, 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.