Warlock: Difference between revisions

2,178 bytes added ,  17:19, 29 December 2022
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| 1st || Chaos Bolt, Cloak of Secrets, Color Spray, Darting Duplicate, Disguise Self, Dissonant Whispers, Faerie Fire, Silvery Barbs, Sleep, Speak with Animals
| 1st || Chaos Bolt, Cloak of Secrets, Color Spray, Darting Duplicate, Disguise Self, Dissonant Whispers, Faerie Fire, Silvery Barbs, Sleep, Speak with Animals
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| 2nd || Animal Messenger, Beanstalk, Billowing Skirt, Blur, Calm Emotions, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gift of Gab, Kinetic Jaunt, Magic Mischief, Magic Mouth, Pass Without Trace, Phantasmal Force, See Invisibility, Silence, Snowball Swarm, Wristpocket
| 2nd || Animal Messenger, Beanstalk, Billowing Skirt, Blur, Calm Emotions, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gift of Gab, Kinetic Jaunt, Magic Mischief, Magic Mouth, Pass Without Trace, Phantasmal Force, See Invisibility, Silence
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| 3rd || Blink, Fast Friends, Feign Death, Glassee, Haste, Instant Audience, Major Image,  Motivational Speech, Plant Growth
| 3rd || Blink, Fast Friends, Feign Death, Glassee, Haste, Instant Audience, Major Image,  Motivational Speech, Plant Growth
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|-
| 4th || Charlatan's Miraculam, Compulsion, Dominate Beast, Grasping Vine, Greater Invisibility, Hallucinatory Terrain, Lost Legacy, Polymorph, Secret Chest, Solipsism, Stockade Sprouts
| 4th || Charlatan's Miraculam, Compulsion, Dominate Beast, Grasping Vine, Greater Invisibility, Hallucinatory Terrain, Lost Legacy, Polymorph, Secret Chest, Solipsism
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|-
| 5th || Awaken, Dominate Person, Hold Monster, Mislead, Scrying, Seeming, Sun Flower
| 5th || Awaken, Dominate Person, Hold Monster, Mislead, Scrying, Seeming, Sun Flower
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==== Fey Presence ====
==== Fey Presence ====
''1st Level The Archfey Feature''<br>
''1st Level The Archfey Feature''<br>
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the Fey. As an Action, you force each creature of your choice within 10ft of you to  make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is Charmed by you or Frightened of you (your choice) until the end of your next turn.<br>
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the Fey. As an Action, you force each creature of your choice within 10ft of you to  make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) until the end of your next turn.<br>
You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Misty Escape ====
==== Misty Escape ====
''6th Level The Archfey Feature''<br>
''6th Level The Archfey Feature''<br>
You can vanish in a puff of mist in response to harm. When you take Damage, you can use your Reaction to turn Invisible and teleport up to 60ft to an unoccupied space you can see. You remain Invisible until the start of your next turn or until you Attack or cast a Spell.<br>
You can vanish in a puff of mist in response to harm. When you take Damage, you can use your Reaction to turn [[Conditions#Invisible|Invisible]] and teleport up to 60ft to an unoccupied space you can see. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn or until you Attack or cast a Spell.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Beguiling Defenses ====
==== Beguiling Defenses ====
''10th Level The Archfey Feature''<br>
''10th Level The Archfey Feature''<br>
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are Immune to the Charmed Condition, 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 that attempted to Charm you must succeed on a Wisdom Saving Throw against your Spell Save DC or be Charmed by you for 1 minute or until that creature takes any damage.
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are Immune to the [[Conditions#Charmed|Charmed]] Condition, and when another creature attempts to [[Conditions#Charmed|Charm]] you, you can use your Reaction to attempt to turn the [[Conditions#Charmed|Charm]] back on that creature. The creature that attempted to [[Conditions#Charmed|Charm]] you must succeed on a Wisdom Saving Throw against your Spell Save DC or be [[Conditions#Charmed|Charmed]] by you for 1 minute or until that creature takes any damage.
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==== Dark Delirium ====
==== Dark Delirium ====
''14th Level The Archfey Feature''<br>
''14th Level The Archfey Feature''<br>
You can plunge a creature into an illusory realm. As an Action, choose a creature that you can see within 60ft of you. It must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, it is Charmed by you or Frightened of you (your choice) for 1 minute or until you lose Concentration on this effect broken. This effect ends early if that creature takes any Damage.<br>
You can plunge a creature into an illusory realm. As an Action, choose a creature that you can see within 60ft of you. It must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, it is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) for 1 minute or until you lose Concentration on this effect broken. This effect ends early if that creature takes any Damage.<br>
While Charmed in this way, 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.<br>
While [[Conditions#Charmed|Charmed]] in this way, 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.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Eternal Charm ====
==== Eternal Charm ====
''18th Level The Archfey Feature''<br>
''18th Level The Archfey Feature''<br>
When you Charm a creature, it lasts until Dispelled.
When you [[Conditions#Charmed|Charm]] a creature, it lasts until Dispelled.
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| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
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| [[Warlock#Mournful Wail|Mournful Wail]] || 1st || You can wail to Deafen and Frighten your foes
| [[Warlock#Mournful Wail|Mournful Wail]] || 1st || You can wail to [[Conditions#Deafened|Deafen]] and [[Conditions#Frightened|Frighten]] your foes
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| [[Warlock#Incorporeal Movement|Incorporeal Movement]] || 6th || You can move through creatures and objects
| [[Warlock#Incorporeal Movement|Incorporeal Movement]] || 6th || You can move through creatures and objects
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| 2nd || Blood Biography, Calm Emotions, Crown of Madness, Darkness, Gentle Repose, Gust of Wind, Invisibility, Phantasmal Force, Silence, Wither and Bloom
| 2nd || Blood Biography, Calm Emotions, Crown of Madness, Darkness, Gentle Repose, Gust of Wind, Invisibility, Phantasmal Force, Silence, Wither and Bloom
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| 3rd || Bestow Curse, Cold Snap, Feign Death, Life Transference, Petrify Limb, Speak With Dead
| 3rd || Bestow Curse, Cold Snap, Feign Death, Life Transference, Speak With Dead
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| 4th || Aversion, Compulsion, Confusion, Death Ward, Lost Legacy, Resilient Sphere
| 4th || Aversion, Compulsion, Confusion, Death Ward, Lost Legacy, Resilient Sphere
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==== Mournful Wail ====
==== Mournful Wail ====
''1st Level The Banshee Feature''<br>
''1st Level The Banshee Feature''<br>
You can channel the power of the banshee's wail as an Action. Every creature in 15ft Emanated Cone must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, a creature is Deafened and Frightened of you until the end of your next turn.<br>
You can channel the power of the banshee's wail as an Action. Every creature in 15ft Emanated Cone must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Deafened|Deafened]] and [[Conditions#Frightened|Frightened]] of you until the end of your next turn.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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| [[Warlock#Searing Vengeance|Searing Vengeance]] || 14th || When you would die you can choose not to and deal Damage to nearby enemies
| [[Warlock#Searing Vengeance|Searing Vengeance]] || 14th || When you would die you can choose not to and deal Damage to nearby enemies
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| [[Warlock#Blinding Blink|Blinding Blink]] || 18th || You can teleport and Blind nearby enemies
| [[Warlock#Blinding Blink|Blinding Blink]] || 18th || You can teleport and [[Conditions#Blinded|Blind]] nearby enemies
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|}
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==== Searing Vengeance ====
==== Searing Vengeance ====
''14th Level The Celestial Feature''<br>
''14th Level The Celestial Feature''<br>
The radiant energy you channel allows you to resist death. When you would 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 choose to do so. Each creature of your choice that is within 30ft of you takes Radiant Damage equal to 2d8 + your Charisma Modifier, and is Blinded until the end of your next turn.<br>
The radiant energy you channel allows you to resist death. When you would 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 choose to do so. Each creature of your choice that is within 30ft of you takes Radiant Damage equal to 2d8 + your Charisma Modifier, and is [[Conditions#Blinded|Blinded]] until the end of your next turn.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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==== Blinding Blink ====
==== Blinding Blink ====
''18th Level The Celestial Feature''<br>
''18th Level The Celestial Feature''<br>
As a Bonus Action, you can teleport to an unoccupied space within 30ft of you. After you do, all creatures of your choice within 15ft of you must make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is Blinded until the end of your next turn.
As a Bonus Action, you can teleport to an unoccupied space within 30ft of you. After you do, all creatures of your choice within 15ft of you must make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn.
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==== Guardian’s Ward ====
==== Guardian’s Ward ====
''1st Level The Elder Sphinx Feature''<br>
''1st Level The Elder Sphinx Feature''<br>
The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. You can use an Action to project a small but powerful ward outward from yourself, that is a Still Emanation with a Radius of a number of feet equal to 5 x your Charisma Modifier. When a creature enters the area of your Ward, or starts its turn within it, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, the creature's Speed is reduced to 0 until the start of its next turn. On a successful Save, the target is Slowed until the start of its next turn. The Ward lasts for 1 minute, until you lose Concentrate on the Ward, or until you leave the area of the Ward.<br>
The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. You can use an Action to project a small but powerful ward outward from yourself, that is a Still Emanation with a Radius of a number of feet equal to 5 x your Charisma Modifier. When a creature enters the area of your Ward, or starts its turn within it, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, the creature's Speed is reduced to 0 until the start of its next turn. On a successful Save, the target is [[Conditions#Slowed|Slowed]] until the start of its next turn. The Ward lasts for 1 minute, until you lose Concentrate on the Ward, or until you leave the area of the Ward.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Grasp of the Deep ====
==== Grasp of the Deep ====
''18th Level The Fathomless Feature''<br>
''18th Level The Fathomless Feature''<br>
As an Action, you usher in the restricting grasp of the deep. Choose any number of creatures within 120ft of you. Those creature make a Dexterity Saving Throw as tentacles grasp them. On a failed Save, a creature is Grappled for 1 minute. At the end of a Grappled creature's turn, it can repeat the Save, ending the effect on a success.
As an Action, you usher in the restricting grasp of the deep. Choose any number of creatures within 120ft of you. Those creature make a Dexterity Saving Throw as tentacles grasp them. On a failed Save, a creature is [[Conditions#Grappled|Grappled]] for 1 minute. At the end of a [[Conditions#Grappled|Grappled]] creature's turn, it can repeat the Save, ending the effect on a success.
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==== Fiendish Resilience ====
==== Fiendish Resilience ====
''10th Level The Fiend Feature''<br>
''10th Level The Fiend Feature''<br>
When you finish a Long Rest, choose one Damage Type. You gain Resistance to that Damage Type until you you finish a Long Rest. Damage from magical Weapons or silvered Weapons ignores this Resistance.
When you finish a Long Rest, choose one Damage Type. You gain Resistance to that Damage Type until you you finish a Long Rest. Damage from magical [[Armor and Weapons#Weapons|Weapons]] or silvered [[Armor and Weapons#Weapons|Weapons]] ignores this Resistance.
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''14th Level The Fiend Feature''<br>
''14th Level The Fiend Feature''<br>
When you hit a creature with an Attack, you can use this feature to bombard the creature with psychic pain and visions of flame and fire.<br>
When you hit a creature with an Attack, you can use this feature to bombard the creature with psychic pain and visions of flame and fire.<br>
The target is Incapacitated until the end of your next turn. At the end of your next turn, the target takes 10d10 Psychic Damage as it reels from its horrific experience.<br>
The target is [[Conditions#Incapacitated|Incapacitated]] until the end of your next turn. At the end of your next turn, the target takes 10d10 Psychic Damage as it reels from its horrific experience.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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| 2nd || Arcane Lock, Demand Offering, Dragon's Breath, Phantasmal Force || Dust Devil, Earthen Grasp, Iron Spine, Spike Growth || Air Bubble, Gust of Wind, Kinetic Jaunt, Skywrite, Warding Wind || Ashen Memory, Continual Flame, Draconic Scorcher, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Scorching Ray || Binding Ice, Blur, Drown, Knell of the Depths
| 2nd || Arcane Lock, Demand Offering, Dragon's Breath, Phantasmal Force || Dust Devil, Earthen Grasp, Iron Spine, Spike Growth || Air Bubble, Gust of Wind, Kinetic Jaunt, Skywrite, Warding Wind || Ashen Memory, Continual Flame, Draconic Scorcher, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Scorching Ray || Binding Ice, Blur, Drown, Knell of the Depths
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|-
| 3rd || Create Food and Water, Elemental Weapon, Protection From Energy || Meld Into Stone, Minute Meteors, Petrify Limb, Quakewalk, Sand Cloak, Wall of Sand || Call Lightning, Fly, Lightning Bolt, Wind Wall || Ashen Path, Draconic Stride, Fireball, Flame Arrows || Cold Snap, Freedom of the Waves, Sleet Storm, Wall of Water, Water Breathing, Water Walk
| 3rd || Create Food and Water, Elemental Weapon, Protection From Energy || Meld Into Stone, Minute Meteors, Quakewalk, Sand Cloak, Wall of Sand || Call Lightning, Fly, Lightning Bolt, Wind Wall || Ashen Path, Draconic Stride, Fireball, Flame Arrows || Cold Snap, Freedom of the Waves, Sleet Storm, Wall of Water, Water Breathing, Water Walk
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| 4th || Arcane Eye, Phantasmal Killer, Freedom of Movement || Stone Shape, S T O C K A D E S P R O U T S, Stone Shape, Stoneskin || Cyclone, Greater Invisibility, Speedy Courier, Storm Sphere, Wind Funnel || Fire Shield, Steam Strike, Wall of Fire || Black Tentacles, Control Water, Frost Armor, Ice Storm, Watery Sphere
| 4th || Arcane Eye, Phantasmal Killer, Freedom of Movement || Stone Shape, Stone Shape, Stoneskin || Cyclone, Greater Invisibility, Speedy Courier, Storm Sphere, Wind Funnel || Fire Shield, Steam Strike, Wall of Fire || Black Tentacles, Control Water, Frost Armor, Ice Storm, Watery Sphere
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| 5th || Arcane Hand, Creation, Dispel Evil and Good || Sinking Maw, Wall of Stone || Control Winds, Fingers of Lightning, Freedom of the Winds, Seeming, Sonic Boom || Flame Strike, Immolation || Cone of Cold, Maelstrom
| 5th || Arcane Hand, Creation, Dispel Evil and Good || Sinking Maw, Wall of Stone || Control Winds, Fingers of Lightning, Freedom of the Winds, Seeming, Sonic Boom || Flame Strike, Immolation || Cone of Cold, Maelstrom
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| [[Warlock#Thought Shield|Thought Shield]] || 10th || You get Immunity to Psychic Damage and deal any Psychic Damage you wold take back to the foe that tried to Damage you
| [[Warlock#Thought Shield|Thought Shield]] || 10th || You get Immunity to Psychic Damage and deal any Psychic Damage you wold take back to the foe that tried to Damage you
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| [[Warlock#Create Thrall|Create Thrall]] || 14th || You can Charm a creature permanently
| [[Warlock#Create Thrall|Create Thrall]] || 14th || You can [[Conditions#Charmed|Charm]] a creature permanently
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| [[Warlock#Grasping Will|Grasping Will]] || 18th || You mind control the creature you Charm with Create Thrall
| [[Warlock#Grasping Will|Grasping Will]] || 18th || You mind control the creature you [[Conditions#Charmed|Charm]] with Create Thrall
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|}
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==== Awakened Mind ====
==== Awakened Mind ====
''1st Level The Great Old One Feature''<br>
''1st Level The Great Old One Feature''<br>
The hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60ft. You don’t need to share a Language, but the target must speak at least one Language in order to respond to you. You can only use this feature to communicate with one creature at a time.<br>
The hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60ft. You don’t need to share a [[Languages|Language]], but the target must speak at least one [[Languages|Language]] in order to respond to you. You can only use this feature to communicate with one creature at a time.<br>
In addition, you learn the Mage Hand Cantrip, but it doesn't count against your number of Cantrips Known. When you cast the Mage Hand Cantrip, it does not require Components and the mage hand is Invisible.
In addition, you learn the Mage Hand Cantrip, but it doesn't count against your number of Cantrips Known. When you cast the Mage Hand Cantrip, it does not require Components and the mage hand is [[Conditions#Invisible|Invisible]].
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==== Create Thrall ====
==== Create Thrall ====
''14th Level The Great Old One Feature''<br>
''14th Level The Great Old One Feature''<br>
You gain the ability to infect a Humanoid’s mind with the alien magic of your patron. You can use your Action to touch an Incapacitated Humanoid. That creature becomes Charmed by you, which ends only if the Remove Curse Spell or similar magic is cast on it, or you use this feature again.<br>
You gain the ability to infect a Humanoid’s mind with the alien magic of your patron. You can use your Action to touch an [[Conditions#Incapacitated|Incapacitated]] Humanoid. That creature becomes [[Conditions#Charmed|Charmed]] by you, which ends only if the Remove Curse Spell or similar magic is cast on it, or you use this feature again.<br>
While Charmed in this way, you can telepathically communicate with that creature while you and that creature are on the same plane of existence.
While [[Conditions#Charmed|Charmed]] in this way, you can telepathically communicate with that creature while you and that creature are on the same plane of existence.
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==== Grasping Will ====
==== Grasping Will ====
''18th Level The Great Old One Feature''<br>
''18th Level The Great Old One Feature''<br>
A creature you Charm with your Create Thrall feature, is permanently under the effects of the Dominate Person Spell as if you had cast it.
A creature you [[Conditions#Charmed|Charm]] with your Create Thrall feature, is permanently under the effects of the Dominate Person Spell as if you had cast it.
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| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
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| [[Warlock#Draconic Spark|Draconic Spark]] || 1st || You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you also learn Draikyaan
| [[Warlock#Draconic Spark|Draconic Spark]] || 1st || You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you also learn [[Languages|Draikyaan]]
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| [[Warlock#Elemental Potency|Elemental Potency]] || 6th || You deal more Damage with your Draconic Spark Damage Type
| [[Warlock#Elemental Potency|Elemental Potency]] || 6th || You deal more Damage with your Draconic Spark Damage Type
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| [[Warlock#Imposing Presence|Imposing Presence]] || 10th || You're Immune to being Charmed or Frightened, and if someone tries to Charm or Frighten you they take Damage
| [[Warlock#Imposing Presence|Imposing Presence]] || 10th || You're Immune to being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], and if someone tries to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you they take Damage
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| [[Warlock#Dragon Wings|Dragon Wings]] || 14th || You can fly
| [[Warlock#Dragon Wings|Dragon Wings]] || 14th || You can fly
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''1st Level The Great Wyrm Feature''<br>
''1st Level The Great Wyrm Feature''<br>
The Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient Dragons can impart any element, but they most often bestow one that matches their Breath Weapon. Choose either Acid, Cold, Fire, Force, Lighting, Necrotic, Poison, Psychic, Radiant, or Thunder 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 of the Spell to your Draconic Spark Damage Type.<br>
The Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient Dragons can impart any element, but they most often bestow one that matches their Breath Weapon. Choose either Acid, Cold, Fire, Force, Lighting, Necrotic, Poison, Psychic, Radiant, or Thunder 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 of the Spell to your Draconic Spark Damage Type.<br>
In addition, the power of your Draconic Spark allows you to speak, read, and write Draikyaan.
In addition, the power of your Draconic Spark allows you to speak, read, and write [[Languages|Draikyaan]].
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==== Imposing Presence ====
==== Imposing Presence ====
''10th Level The Great Wyrm Feature''<br>
''10th Level The Great Wyrm Feature''<br>
Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. You are Immune to the Charmed and Frightened Conditions and when a creature would attempt to Charm or Frighten you, it takes Psychic Damage equal to your Warlock Level.
Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. You are Immune to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions and when a creature would attempt to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] you, it takes Psychic Damage equal to your Warlock Level.
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| [[Warlock#Hexblade's Curse|Hexblade's Curse]] || 1st || You can mark a creature, dealing extra Damage to it, increasing your Crit Range against it, and gaining Temporary Hit Points when you kill it
| [[Warlock#Hexblade's Curse|Hexblade's Curse]] || 1st || You can mark a creature, dealing extra Damage to it, increasing your Crit Range against it, and gaining Temporary Hit Points when you kill it
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| [[Warlock#Hex Warrior|Hex Warrior]] || 1st || You can bond to a Weapon and use your Charisma for your Attacks with it, you can also dissipate and summon it, all your Pact Weapons with Pact of the Blade are bonded Weapons
| [[Warlock#Hex Warrior|Hex Warrior]] || 1st || You can bond to a [[Armor and Weapons#Weapons|Weapons]] and use your Charisma for your Attacks with it, you can also dissipate and summon it, all your Pact Weapons with Pact of the Blade are bonded [[Armor and Weapons#Weapons|Weapons]], you also get Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]
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| [[Warlock#Accursed Specter|Accursed Specter]] || 6th || When you kill a Humanoid you can make it a ghost to serve you
| [[Warlock#Accursed Specter|Accursed Specter]] || 6th || When you kill a Humanoid you can make it a ghost to serve you
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==== Hexblade’s Curse ====
==== Hexblade’s Curse ====
''1st Level The Hexblade Feature''<br>
''1st Level The Hexblade Feature''<br>
You gain the ability to place a baleful curse on someone. As a Bonus Action, choose one creature you can see within 30ft 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 the ability to place a baleful curse on someone. As a Bonus Action, choose one creature you can see within 30ft of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are [[Conditions#Incapacitated|Incapacitated]]. Until the curse ends, you gain the following benefits:
*You gain a bonus to Damage rolls against the cursed target equal to your Proficiency Bonus.
*You gain a bonus to Damage rolls against the cursed target equal to your Proficiency Bonus.
*Your Crit Range is increased by 1 on Attacks against the target.
*Your Crit Range is increased by 1 on Attacks against the target.
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==== Hex Warrior ====
==== Hex Warrior ====
''1st Level The Hexblade Feature''<br>
''1st Level The Hexblade Feature''<br>
You acquire the training necessary to effectively arm yourself for battle. You gain Proficiency with Medium Armor, Shields, and Martial Weapons.<br>
You acquire the training necessary to effectively arm yourself for battle. You gain Proficiency with [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].<br>
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a Long Rest, you can touch one Weapon that you are Proficient with and that lacks the Two-Handed Property. When you Attack with that Weapon, you can use your Charisma Modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls. This benefit lasts until you finish a Long Rest.<br>
The influence of your patron also allows you to mystically channel your will through a particular [[Armor and Weapons#Weapons|Weapons]]. Whenever you finish a Long Rest, you can touch one [[Armor and Weapons#Weapons|Weapons]] that you are Proficient with and that lacks the Two-Handed Property. When you Attack with that [[Armor and Weapons#Weapons|Weapons]], 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.<br>
Every Weapon you summon with a Pact Of The Blade Pact Boon gains the benefit of this feature, no matter the Weapon's type.
Every [[Armor and Weapons#Weapons|Weapons]] you summon with a Pact of The Blade Pact Boon gains the benefit of this feature, no matter the [[Armor and Weapons#Weapons|Weapon's]] type.
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==== Master of Hexes ====
==== Master of Hexes ====
''18th Level The Hexblade Feature''<br>
''18th Level The Hexblade Feature''<br>
You can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse feature dies, you can apply the curse to a different creature you can see within 30ft of you without expending a use of the feature, provided you aren’t Incapacitated.<br>
You can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse feature dies, you can apply the curse to a different creature you can see within 30ft of you without expending a use of the feature, provided you aren’t [[Conditions#Incapacitated|Incapacitated]].<br>
Also, when you curse a creature with your Hexblade's Curse feature, you can choose one willing creature within 30ft of you. That creature also gains the benefits of your Hexblade's Curse feature against the cursed creature.
Also, when you curse a creature with your Hexblade's Curse feature, you can choose one willing creature within 30ft of you. That creature also gains the benefits of your Hexblade's Curse feature against the cursed creature.
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| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
|-
|-
| [[Warlock#Grasping Vines|Grasping Vines]] || 1st || You get Thorn Whip and when you deal Damage or Restrain with Thorn Whip or a Spell from your Expanded Spell List you can deal extra Damage and get that much Temporary Hit Points
| [[Warlock#Grasping Vines|Grasping Vines]] || 1st || You get Thorn Whip and when you deal Damage or [[Conditions#Restrained|Restrain]] with Thorn Whip or a Spell from your Expanded Spell List you can deal extra Damage and get that much Temporary Hit Points
|-
|-
| [[Warlock#Primeval Resistance|Primeval Resistance]] || 6th || You're AC can't be less than 16 and you target two creatures with Thorn Whip
| [[Warlock#Primeval Resistance|Primeval Resistance]] || 6th || You're AC can't be less than 16 and you target two creatures with Thorn Whip
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| [[Warlock#Arboreal Guardian|Arboreal Guardian]] || 10th || You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage and can use photosynthesis
| [[Warlock#Arboreal Guardian|Arboreal Guardian]] || 10th || You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage and can use photosynthesis
|-
|-
| [[Warlock#Wrath of the Wilds|Wrath of the Wilds]] || 14th || You can Restrain nearby enemies
| [[Warlock#Wrath of the Wilds|Wrath of the Wilds]] || 14th || You can [[Conditions#Restrained|Restrain]] nearby enemies
|-
|-
| [[Warlock#Primeval Manifestation|Primeval Manifestation]] || 18th || You don't care about mundane Difficult Terrain, get Resistance to Poison Damage, and deal Damage to Restrained creatures
| [[Warlock#Primeval Manifestation|Primeval Manifestation]] || 18th || You don't care about mundane Difficult Terrain, get Resistance to Poison Damage, and deal Damage to [[Conditions#Restrained|Restrained]] creatures
|}
|}
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==== Grasping Vines ====
==== Grasping Vines ====
''1st Level The Primeval Growth Feature''<br>
''1st Level The Primeval Growth Feature''<br>
When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. You learn the Thorn Whip Cantrip as a Warlock Spell that doesn't count against your number of Cantrips Known. When you hit a creature with the Thorn Whip Cantrip, or when you Damage or Restrain a creature with one of the Spells from your Expanded Spell List feature, you can use a Bonus Action to drain the life force from one target of the Spell. When you do so, the creature takes Necrotic Damage equal to your Warlock Level, and you immediately gain Temporary Hit Points equal to your Warlock Level.<br>
When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. You learn the Thorn Whip Cantrip as a Warlock Spell that doesn't count against your number of Cantrips Known. When you hit a creature with the Thorn Whip Cantrip, or when you Damage or [[Conditions#Restrained|Restrain]] a creature with one of the Spells from your Expanded Spell List feature, you can use a Bonus Action to drain the life force from one target of the Spell. When you do so, the creature takes Necrotic Damage equal to your Warlock Level, and you immediately gain Temporary Hit Points equal to your Warlock Level.<br>
You can use this Bonus action a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.
You can use this Bonus action a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.
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==== Wrath of the Wilds ====
==== Wrath of the Wilds ====
''14th Level The Primeval Growth Feature''<br>
''14th Level The Primeval Growth Feature''<br>
You can use an Action to lash out with grasping roots at a number of creatures within 30ft, equal to your Proficiency Bonus. Each creature you chose must make a Strength Saving Throw, or be Restrained for 1 minute. As an Action, creatures Restrained in this way can make a Strength (Athletics) Check against your Spell Save DC, escaping from the primeval growth on a success.<br>
You can use an Action to lash out with grasping roots at a number of creatures within 30ft, equal to your Proficiency Bonus. Each creature you chose must make a Strength Saving Throw, or be [[Conditions#Restrained|Restrained]] for 1 minute. As an Action, creatures [[Conditions#Restrained|Restrained]] in this way can make a Strength (Athletics) Check against your Spell Save DC, escaping from the primeval growth on a success.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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*You are unaffected by non-magical Difficult Terrain.
*You are unaffected by non-magical Difficult Terrain.
*You gain Resistance to Poison Damage.
*You gain Resistance to Poison Damage.
*Creatures Restrained by you take Poison Damage and Piercing Damage equal to your Proficiency Bonus at the start of each of your turns.
*Creatures [[Conditions#Restrained|Restrained]] by you take Poison Damage and Piercing Damage equal to your Proficiency Bonus at the start of each of your turns.
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| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
|-
|-
| [[Warlock#Elder Soul|Elder Soul]] || 1st || You get more health, and learn the Language of, and are better at interacting with either Giants or Elementals
| [[Warlock#Elder Soul|Elder Soul]] || 1st || You get more health, and learn the [[Languages|Language]] of, and are better at interacting with either Giants or Elementals
|-
|-
| [[Warlock#Colossal Form|Colossal Form]] || 1st || You increase your Size and add your Charisma Modifier to your Strength Ability Checks, Saving Throws, and Damage Rolls
| [[Warlock#Colossal Form|Colossal Form]] || 1st || You increase your Size and add your Charisma Modifier to your Strength Ability Checks, Saving Throws, and Damage Rolls
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| [[Warlock#Legendary Behemoth|Legendary Behemoth]] || 14th || You grow two Sizes and deal more Damage
| [[Warlock#Legendary Behemoth|Legendary Behemoth]] || 14th || You grow two Sizes and deal more Damage
|-
|-
| [[Warlock#Retributive Behemoth|Retributive Behemoth]] || 18th || You can hurt and knock Prone foes that hurt you
| [[Warlock#Retributive Behemoth|Retributive Behemoth]] || 18th || You can hurt and knock [[Conditions#Prone|Prone]] foes that hurt you
|}
|}
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==== Elder Soul ====
==== Elder Soul ====
''1st Level The Titan Feature''<br>
''1st Level The Titan Feature''<br>
Your Titanic patron greatly enhances your durability. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a Level in this class. You also learn to speak, read, and write Elemental or Giant (your choice) Whenever you make a Charisma check when interacting with Elementals (if you chose Elemental) or Giants (if you chose Giant) your Proficiency Bonus is doubled.
Your Titanic patron greatly enhances your durability. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a Level in this class. You also learn to speak, read, and write [[Languages|Elemental]] or [[Languages|Giant]] (your choice) Whenever you make a Charisma check when interacting with Elementals (if you chose Elemental) or Giants (if you chose Giant) your Proficiency Bonus is doubled.
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*All Strength Ability Checks and Strength Saving Throws.
*All Strength Ability Checks and Strength Saving Throws.
*All Damage rolls for Strength Melee Weapon Attacks.
*All Damage rolls for Strength Melee Weapon Attacks.
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.<br>
Your Colossal Form lasts for 1 minute, and only ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end it as a Free Action.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Legendary Behemoth ====
==== Legendary Behemoth ====
''14th Level The Titan Feature''<br>
''14th Level The Titan Feature''<br>
You have mastered the magic of the Titans, and can wield their power with ease. When you adopt your Colossal Form from your Colossal Form feature, you can choose to grow by two Size Categories instead. When you hit a creature with a Weapon Attack while transformed, you can roll one of the Weapon's Damage dice an additional time, adding the result to the Damage of the Attack. In addition, once you adopt your Colossal Form, it lasts until you are Incapacitated or end it as a Free Action.
You have mastered the magic of the Titans, and can wield their power with ease. When you adopt your Colossal Form from your Colossal Form feature, you can choose to grow by two Size Categories instead. When you hit a creature with a Weapon Attack while transformed, you can roll one of the Weapon's Damage dice an additional time, adding the result to the Damage of the Attack. In addition, once you adopt your Colossal Form, it lasts until you are [[Conditions#Incapacitated|Incapacitated]] or end it as a Free Action.
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==== Retributive Behemoth ====
==== Retributive Behemoth ====
''18th Level The Titan Feature''<br>
''18th Level The Titan Feature''<br>
When a creature within 10ft of you deals Damage to you, you can use your Reaction to deal 2d6 Magical Bludgeoning Damage to that creature and knock it Prone.
When a creature within 10ft of you deals Damage to you, you can use your Reaction to deal 2d6 Magical Bludgeoning Damage to that creature and knock it [[Conditions#Prone|Prone]].
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| 2nd || Acid Arrow, Draconic Scorcher, Invisibility, Levitate, Ray of Enfeeblement, Scoring Ray, Spiritual Weapon,  
| 2nd || Acid Arrow, Draconic Scorcher, Invisibility, Levitate, Ray of Enfeeblement, Scoring Ray, Spiritual Weapon,  
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| 3rd || Blink, Flame Armor, Petrify Limb, Minute Meteors
| 3rd || Blink, Flame Armor, Minute Meteors
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|-
| 4th || Arcane Eye, Divination, Holy Glare, Steam Strike, Vitriolic Sphere
| 4th || Arcane Eye, Divination, Holy Glare, Steam Strike, Vitriolic Sphere
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You have unlocked the true power of your Patron. You can use an Action to have your Unblinking Eye from your Unblinking Eye feature emanates an antimagic zone in a 30ft Emanated Cone. The area of this Emanated Cone replicates the effects of the Antimagic Field Spell non-magically.<br>
You have unlocked the true power of your Patron. You can use an Action to have your Unblinking Eye from your Unblinking Eye feature emanates an antimagic zone in a 30ft Emanated Cone. The area of this Emanated Cone replicates the effects of the Antimagic Field Spell non-magically.<br>
At the start of each of your turns, you decide which direction your cone of antimagic faces until the start of your next turn.<br>
At the start of each of your turns, you decide which direction your cone of antimagic faces until the start of your next turn.<br>
Your Unblinking Eye emanates this cone for 1 minute. The effect ends early if you are Incapacitated or you choose to end the effect at the beginning of your turn as a Free Action.
Your Unblinking Eye emanates this cone for 1 minute. The effect ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you choose to end the effect at the beginning of your turn as a Free Action.
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| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
| [[Warlock#Expanded Spell List|Expanded Spell List]] || 1st || You add some Spells to the Warlock Spell List
|-
|-
| [[Warlock#Form of Dread|Form of Dread]] || 1st || You can become scary to get Temporary Hit Points, Frighten creatures, and become Immune to being Frightened
| [[Warlock#Form of Dread|Form of Dread]] || 1st || You can become scary to get Temporary Hit Points, [[Conditions#Frightened|Frighten]] creatures, and become Immune to being [[Conditions#Frightened|Frightened]]
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| [[Warlock#Grave Touched|Grave Touched]] || 6th || You don't need air or sustenance, you can change your Damage to Necrotic Damage, and while in your Form of Dread you deal extra Necrotic Damage
| [[Warlock#Grave Touched|Grave Touched]] || 6th || You don't need air or sustenance, you can change your Damage to Necrotic Damage, and while in your Form of Dread you deal extra Necrotic Damage
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You manifest an aspect of your patron’s dreadful power. As a Bonus Action, you transform into your Form of Dread for 1 minute. You gain the following benefits while transformed:
You manifest an aspect of your patron’s dreadful power. As a Bonus Action, you transform into your Form of Dread for 1 minute. You gain the following benefits while transformed:
*You gain Temporary Hit Points equal to 1d10 + your Warlock Level that last until your Form of Dread ends.
*You gain Temporary Hit Points equal to 1d10 + your Warlock Level that last until your Form of Dread ends.
*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. On a failed Save, the target is Frightened of you until the end of your next turn.
*Once during each of your turns, when you hit a creature with an Attack Roll, you can force it to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.
*You are Immune to the Frightened Condition.
*You are Immune to the [[Conditions#Frightened|Frightened]] Condition.
You can transform a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can transform a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Spirit Projection ====
==== Spirit Projection ====
''14th Level The Undead Feature''<br>
''14th Level The Undead Feature''<br>
Your spirit can become untethered from your physical form. As an Action, you can project your Spirit from your body. The body you leave behind is Unconscious and in a state of suspended animation.<br>
Your spirit can become untethered from your physical form. As an Action, you can project your Spirit from your body. The body you leave behind is [[Conditions#Unconscious|Unconscious]] and in a state of suspended animation.<br>
Your Spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any Damage or other effects that apply to your Spirit or physical body affects the other. Your Spirit can remain outside your body for up to 1 hour or until your concentration on the effect. 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 on the effect. When your projection ends, your Spirit returns to your body or your body magically teleports to your Spirit’s space (your choice). While projecting your Spirit, you gain the following benefits:
*Your Spirit and body gain Resistance to Bludgeoning, Piercing, and Slashing Damage.
*Your Spirit and body gain Resistance to Bludgeoning, Piercing, and Slashing Damage.
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| [[Warlock#Hunter's Quarry|Hunter's Quarry]] || 1st || You get the Hunter's Mark Spell and can cast it when you Attack
| [[Warlock#Hunter's Quarry|Hunter's Quarry]] || 1st || You get the Hunter's Mark Spell and can cast it when you Attack
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| [[Warlock#Wild Warrior|Wild Warrior]] || 1st || You get Proficiency with Survival, Medium Armor, Shields, and Martial Weapons
| [[Warlock#Wild Warrior|Wild Warrior]] || 1st || You get Proficiency with Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]
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| [[Warlock#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action
| [[Warlock#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action
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==== Wild Warrior ====
==== Wild Warrior ====
''1st Level The Wild Hunt Feature''<br>
''1st Level The Wild Hunt Feature''<br>
The dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain Proficiency in Survival, Medium Armor, Shields, and Martial Weapons.
The dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain Proficiency in Survival, [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons].
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