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The Primeval Growth | === The Primeval Growth === | ||
'''Expanded Spell List.''' The Primeval Growth 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 Primeval Growth 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" | ||
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Tree Stride, Wrath of Nature | Tree Stride, Wrath of Nature | ||
'''Grasping Vines.''' When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. At 1st level, you learn the Thorn Whip cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of Cantrips Known. When you hit a creature with Thorn Whip, or when you damage or restrain a creature with one of your Primeval Growth spells, you can use a bonus action to drain the life force from one target of the spell. The creature takes necrotic damage equal to your warlock level, and you immediately gain temporary hit points equal to the necrotic damage dealt. You can use this bonus action a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. | |||
'''Primeval Resistance.''' The magic of the Primeval Growth has begun to change your | |||
Primeval Resistance. The magic of the Primeval Growth has begun to change your | |||
body. Starting at 6th level, your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast Thorn Whip, you can target up to two creatures that are within the range of the spell | body. Starting at 6th level, your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast Thorn Whip, you can target up to two creatures that are within the range of the spell | ||
Arboreal Guardian. Upon reaching 10th level, your bark-like skin grants you resistance to all non-magical bludgeoning, piercing, and slashing damage, and you no longer require food or drink, so long as you spend at least one hour in sunlight each day. | '''Arboreal Guardian.''' Upon reaching 10th level, your bark-like skin grants you resistance to all non-magical bludgeoning, piercing, and slashing damage, and you no longer require food or drink, so long as you spend at least one hour in sunlight each day. | ||
Wrath of the Forest. Starting at 1 4th level, you can use an action to lash out with grasping roots at a number of creatures within 30 feet, equal to your proficiency bonus. They must make a Strength saving throw, or be restrained for 1 minute. As an action, creatures can make a Strength (Athletics) check against your warlock save DC, escaping from the primeval growth on a success. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | Wrath of the Forest. Starting at 1 4th level, you can use an action to lash out with grasping roots at a number of creatures within 30 feet, equal to your proficiency bonus. They must make a Strength saving throw, or be restrained for 1 minute. As an action, creatures can make a Strength (Athletics) check against your warlock save DC, escaping from the primeval growth on a success. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | ||
The Titan | === The Titan === | ||
'''Expanded Spell List.''' The Titan 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 Titan 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" | ||
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Elder Soul. Your Titanic patron greatly enhances your durability. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. You also learn to speak, read, and write Elemental or Giant | '''Elder Soul.''' Your Titanic patron greatly enhances your durability. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. You also learn to speak, read, and write Elemental or Giant | ||
(your choice) Whenever you make a Charisma check when | (your choice) Whenever you make a Charisma check when | ||
interacting with elementals (if you chose Elemental) or | interacting with elementals (if you chose Elemental) or | ||
giants (if you chose Giant) your proficiency bonus is doubled. | giants (if you chose Giant) your proficiency bonus is doubled. | ||
Colossal Form. Also beginning at 1st level, you can channel your patron's power to grow in size. As a bonus action on your turn, you can activate your Colossal Form, increasing your size by one category, from Medium to Large for example. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma modifier (minimum of +1): | '''Colossal Form.''' Also beginning at 1st level, you can channel your patron's power to grow in size. As a bonus action on your turn, you can activate your Colossal Form, increasing your size by one category, from Medium to Large for example. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma modifier (minimum of +1): | ||
All Strength ability checks and Strength saving throws. | All Strength ability checks and Strength saving throws. | ||
All damage rolls for melee weapon attacks using Strength | All damage rolls for melee weapon attacks using Strength | ||
Your Colossal Form lasts for 1 minute, and only ends early if you are incapacitated or you choose to end it as a free action. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | Your Colossal Form lasts for 1 minute, and only ends early if you are incapacitated or you choose to end it as a free action. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | ||
Titanic Endurance. Beginning at 6th level, you can channel the resilience of your patron to reduce incoming damage. You have a pool of d8s that you spend to fuel this damage reduction. The number of dice in the pool is equal to 1 + your warlock level. As a reaction, when you take damage, you can roll a number of dice from this pool, reducing the damage by an amount equal to your roll + your Charisma modifier. Your pool regains all expended dice at the end of each long rest. | '''Titanic Endurance.''' Beginning at 6th level, you can channel the resilience of your patron to reduce incoming damage. You have a pool of d8s that you spend to fuel this damage reduction. The number of dice in the pool is equal to 1 + your warlock level. As a reaction, when you take damage, you can roll a number of dice from this pool, reducing the damage by an amount equal to your roll + your Charisma modifier. Your pool regains all expended dice at the end of each long rest. | ||
Stalwart Brood. Your connection to your gargantuan patron has deepened. Starting at 10th level, when you make a Constitution check or Constitution saving throw, you gain a bonus to your roll equal to your Charisma modifier (minimum of +1). | '''Stalwart Brood.''' Your connection to your gargantuan patron has deepened. Starting at 10th level, when you make a Constitution check or Constitution saving throw, you gain a bonus to your roll equal to your Charisma modifier (minimum of +1). | ||
Legendary Behemoth. You have mastered the magic of the titans, and can wield their power with ease. Starting at 14th level, when you adopt your Colossal Form, you can choose to grow by two size categories, from Medium to Huge for example. When you hit a creature with a weapon attack while transformed, you can roll one of the weapon's damage dice an additional time. In addition, once you adopt your Colossal Form, it lasts until you are incapacitated or end it as a free action. | '''Legendary Behemoth.''' You have mastered the magic of the titans, and can wield their power with ease. Starting at 14th level, when you adopt your Colossal Form, you can choose to grow by two size categories, from Medium to Huge for example. When you hit a creature with a weapon attack while transformed, you can roll one of the weapon's damage dice an additional time. In addition, once you adopt your Colossal Form, it lasts until you are incapacitated or end it as a free action. | ||
The Undead | === The Undead === | ||
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living. | You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living. | ||
Expanded Spell List. The Undead 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 Undead 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. | ||
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Antilife Shell, Cloudkill | Antilife Shell, Cloudkill | ||
'''Form of Dread.''' At 1st level you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed: | |||
*You gain temporary hit points equal to 1d10 + your warlock level. | |||
*Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. | |||
*You are immune to the frightened condition. | |||
*You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | |||
*The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron. | |||
'''Grave Touched.''' At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe. | |||
Grave Touched. At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe. | |||
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. | In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. | ||
Necrotic Husk. At 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage. | '''Necrotic Husk.''' At 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage. | ||
In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests. | In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests. | ||
Spirit Projection. At 14th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. | '''Spirit Projection.''' At 14th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. | ||
Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice). While projecting your spirit, you gain the following benefits: | Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice). While projecting your spirit, you gain the following benefits: | ||
Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage. | *Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage. | ||
When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost. | *When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost. | ||
You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. | *You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. | ||
While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt. | *While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt. | ||
Once you use this feature, you can’t do so again until you finish a long rest. | Once you use this feature, you can’t do so again until you finish a long rest. | ||
The Undying | === The Undying === | ||
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. | Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. | ||
Expanded Spell List. The Undying 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 Undying 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. | ||
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Contagion, Legend Lore | Contagion, Legend Lore | ||
'''Among the Dead.''' Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. | |||
Among the Dead. Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. | |||
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. | Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. | ||
Defy Death. Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. | '''Defy Death.''' Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. | ||
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. | ||
Undying Nature. Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. | '''Undying Nature.''' Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. | ||
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. | In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. | ||
Indestructible Life. When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. You can use this feature number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. | '''Indestructible Life.''' When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. You can use this feature number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. | ||
=== The Wild Hunt === | |||
Expanded Spell List. The Wild Hunt 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 Wild Hunt 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. | ||
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Hunter’s Quarry. You can mark a creature as a quarry of the Wild Hunt. At 1st level, you learn the Hunter's Mark spell. It counts as a warlock spell for you, but it doesn't count against your Spells Known. When you hit a creature with a weapon attack, you can cast Hunter's Mark, targeting that creature, at a level equal to your Pact Magic spell slot, without expending a spell slot. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | '''Hunter’s Quarry.''' You can mark a creature as a quarry of the Wild Hunt. At 1st level, you learn the Hunter's Mark spell. It counts as a warlock spell for you, but it doesn't count against your Spells Known. When you hit a creature with a weapon attack, you can cast Hunter's Mark, targeting that creature, at a level equal to your Pact Magic spell slot, without expending a spell slot. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | ||
Wild Warrior. Upon entering into your pact at 1st level, the dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain proficiency in the Survival skill, and with all medium armor, shields, and martial weapons. | '''Wild Warrior.''' Upon entering into your pact at 1st level, the dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain proficiency in the Survival skill, and with all medium armor, shields, and martial weapons. | ||
Extra Attack. At 6th level you can perform an additional attack as part of the Attack action. | '''Extra Attack.''' At 6th level you can perform an additional attack as part of the Attack action. | ||
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | ||
Spirit of the Hunt. Starting at 6th level, you can use an action to summon a Wild Spirit to join you for 1 minute. As a bonus action, you can command the Wild Spirit to harry a creature within 60 feet, reducing the it's movement speed by a number of feet equal to five times your Charisma modifier (minimum of 5 feet) You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | '''Spirit of the Hunt.''' Starting at 6th level, you can use an action to summon a Wild Spirit to join you for 1 minute. As a bonus action, you can command the Wild Spirit to harry a creature within 60 feet, reducing the it's movement speed by a number of feet equal to five times your Charisma modifier (minimum of 5 feet) You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | ||
Predatory Resolve. The wild fervor of the Wild Hunt heightens your instincts. | '''Predatory Resolve.''' The wild fervor of the Wild Hunt heightens your instincts. | ||
Starting at 10th level, you gain the following benefits: | Starting at 10th level, you gain the following benefits: | ||
When a creature marked by Hunter's Mark hits you with an attack, you can use your reaction to grant yourself a bonus to your Armor Class equal to your Charisma modifier (minimum of +1) against that attack. | When a creature marked by Hunter's Mark hits you with an attack, you can use your reaction to grant yourself a bonus to your Armor Class equal to your Charisma modifier (minimum of +1) against that attack. | ||
While you have a Wild Spirit summoned and you are hit by an attack, you can use your reaction to have the Spirit take the damage of the attack and immediately disappear. | While you have a Wild Spirit summoned and you are hit by an attack, you can use your reaction to have the Spirit take the damage of the attack and immediately disappear. | ||
Master of the Hunt. Upon reaching 14th level, you can call on your allies to join you in the Wild Hunt. When you mark a creature with the Hunter's Mark spell, you can extend the benefits of Hunter's Mark to up to two other friendly creatures of your choice. | '''Master of the Hunt.''' Upon reaching 14th level, you can call on your allies to join you in the Wild Hunt. When you mark a creature with the Hunter's Mark spell, you can extend the benefits of Hunter's Mark to up to two other friendly creatures of your choice. |