Warlock: Difference between revisions

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:'''Pact of the Blade.''' You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
:'''Pact of the Blade.''' You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon as a free action, or if you die.
:Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon as a free action, or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a long rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
:You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a long rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br><br>
 
:'''Pact of the Cauldron.''' You can use your action to summon a large, ornate cauldron from the ether. Through the guidance of your patron, you can use the cauldron as a tool for ritual casting and potion brewing. When using the cauldron you can choose from the following effects:
By submerging an item in the cauldron you can discover its properties as if casting the identify spell. The opening of the cauldron is approximately 1 foot in diameter, and items must be able to fit through that space from at least one angle (other dimensions of the object have no bearing on its ability to be submerged). This ritual takes 1 minute.
You can spend 1 hour as a rest activity to brew a potion of healing from curious but common ingredients. The cauldron’s power can sustain the magic of a number of potions equal to your Proficiency Bonus at any given time. Any additional potions brewed after the maximum cause the oldest potion brewed in your cauldron to lose its potency and become useless if it has not already been consumed. You can dismiss the cauldron into an extradimensional space as a bonus action.


:'''Pact of the Chain.''' You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
:'''Pact of the Chain.''' You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: pseudodragon or sprite.
:When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: pseudodragon or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
:Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.<br><br>
 
:'''Pact of the Chalice.''' Your patron has bestowed upon you a vessel for the creation of potions and poultices. As an action, you can create a pact chalice in your empty hand. Each time you summon it, it takes the form of a tiny object of your choice that is capable of holding liquid, and it can be used as a spellcasting focus by you. Moreover, your chalice counts as either a herbalism kit and a set of alchemist's supplies and you can add double your proficiency bonus to any check you make with that tool while your pact chalice is summoned.
Your pact chalice disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the chalice (no action required) or if you die.


:'''Pact of the Eye.''' Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one of your eyes is replaced with a magical pact eye that is reflective of the nature of your patron. Your eye grants you proficiency in the perception skill, and you have advantage on checks to detect illusion magic.
:'''Pact of the Eye.''' Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one or more of your eyes are each replaced with a magical pact eye that reflects the nature of your patron.
If you are already proficient in perception, you instead gain proficiency in either insight or investigation (your choice).
:Your eye grants you proficiency in the Perception skill; if you are already proficient in Perception, you instead gain proficiency in either Insight or Investigation (your choice).
:In addition, you can draw on the powers of this boon as a bonus action while inspecting or searching for a creature or object. That creature or object is magically revealed to you. You learn its location (if you don’t know it already), and see it as if you had truesight, as summarized below:
::* You can see the creature or object even in normal and magical darkness and even if the creature or object is invisible or in the Ethereal Plane.
::* You automatically detect visual illusions shrouding the creature or object and succeed on your saving throws against them.
::* You can perceive the original form of the creature if it is a shapechanger or a creature that is transformed by magic.
:You can use this bonus action a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.<br><br>


:'''Pact of the Flesh.''' Your patron twists your body to reflect their physical form. While not wearing armor or using a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier, and your movement speed increases by 10 feet.
:'''Pact of the Flesh.''' Your patron twists your body to reflect their physical form. While not wearing armor or using a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier, and your movement speed increases by 10 feet.<br><br>


:'''Pact of the Hourglass.''' Your patron has gifted you a mystical timekeeping device. As an action, you can create a pact hourglass in your empty hand. It takes the form of a timekeeping device of your choice each time you summon it, and it can be used as a spellcasting focus by you. While you have your pact hourglass summoned, you can use your reaction to briefly rewind time and re-roll one attack roll, ability check, or saving throw you make. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
:'''Pact of the Hourglass.''' Your patron has gifted you a mystical timekeeping device. This pact hourglass takes the form of any timekeeping device you choose, and it can be used as a spellcasting focus by you. While holding it, you always know the exact current time.
Your pact hourglass disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your hourglass (no action required) or if you die.
:At the start of each round while your pact hourglass is on your person, you can choose one creature under the effects of one of your spells. You can increase or decrease the initiative score of that creature by your Charisma modifier.
:If you lose your pact hourglass, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous hourglass. The hourglass turns to sand when you die.<br><br>


:'''Pact of the Shroud.''' Your patron has gifted you a mystical cloak to shield you from harm. As an action you can summon a pact shroud to cloak your body. It takes the form of a robe or cloak of your choice each time you summon it. While you have your pact shroud summoned, you gain proficiency in the Stealth skill, and you have advantage on any Dexterity (Stealth) checks you make to hide while obscured by shadows or darkness.
:'''Pact of the Shroud.''' Your patron has gifted you a mystical cloak to shield you from harm. As an action you can summon a pact shroud to cloak your body. It takes the form of a robe or cloak of your choice each time you summon it. While you are wearing your pact shroud, you gain proficiency in the Stealth skill.
Your pact shroud disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your shroud (no action required), or if you die.
:While you are concentrating on a spell, you can Hide as bonus action, even if you are being directly observed, and you can do so using a Charisma (Stealth) check instead of a Dexterity (Stealth) check.
You can transform a magic robe or cloak of your choice into your pact shroud by performing a special ritual over the course of a long rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an action. This ability does not affect artifacts or sentient clothing, and you can only have one pact shroud at a time.
:Your pact shroud disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your shroud (no action required), or if you die.
:You can transform a magic robe or cloak of your choice into your pact shroud by performing a special ritual over the course of a long rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an action. This ability does not affect artifacts or sentient clothing, and you can only have one pact shroud at a time.<br><br>


:'''Pact of the Strings.''' Your patron has granted you otherworldly musical talent. As an action on your turn, you can create a pact instrument in your empty hand. Each time you summon it, it takes the form of an instrument of your choice, and it can be used as a spellcasting focus by you. You are considered proficient with your pact instrument, and you add double your proficiency bonus to any ability check you make that uses the instrument.
:'''Pact of the Strings.''' Your patron gives you a pact instrument with which to deliver your spells. This instrument takes the form of any musical instrument you choose. While you hold the instrument, you can use an action to transform it into another kind of musical instrument. You are considered proficient with your pact instrument and can use it as a spellcasting focus.
Your pact instrument disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the instrument (no action required), or if you die.
:When you cast a spell using your pact instrument, you can target a creature you cannot see if it can hear you play the instrument. You do not need to guess the creature’s space to target it in this way, and the creature gains no benefit from cover or from being hidden to you. If the creature cannot hear you play the instrument or is out of range of the spell, the spell fails.
You can transform a magic instrument into your pact instrument if you perform a special ritual over the course of a long rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an action. This ability does not affect artifacts or sentient instruments, and you can only have one pact instrument at a time.
:If you lose your pact instrument, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous instrument. The instrument turns to ash when you die.<br><br>


:'''Pact of the Talisman.''' Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer makes an ability check or saving throw, they can add a d4 to the roll.
:'''Pact of the Talisman.''' Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer makes an ability check or saving throw, they can add a d4 to the roll.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
:If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br><br>


:'''Pact of the Tome.''' Your patron gives you a grimoire called a Book of Knowledge. When you gain this feature, choose three cantrips from any class’s spell list (the three don’t need to be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. These cantrips count as warlock spells for you.
:'''Pact of the Tome.''' Your patron gives you a grimoire called a Book of Knowledge. When you gain this feature, choose three cantrips from any class’s spell list (the three don’t need to be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. These cantrips count as warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a rest, and it destroys the previous book. The book turns to ash when you die.
:If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a rest, and it destroys the previous book. The book turns to ash when you die.<br><br>
 
:'''Pact of the Vessel.''' Your patron gives you a vessel for the creation of potions and poultices. This vessel takes the form of a chalice, a cauldron, or any other Tiny object of your choice that is capable of holding liquid. While the vessel is on your person, you gain the following benefits:
::* You can use the vessel as a spellcasting focus.
::* You can use the vessel as a herbalism kit, a poisoner’s kid, and a set of alchemist’s supplies. You add double your proficiency bonus to any ability check made using the vessel in this way.
::* You can use an action to magically fill the vessel with 1 pint of a liquid of your choice. To create a liquid worth 1 gp per pint or more, you must first expend material goods worth the price of the liquid by submerging them in the vessel, irreversibly transforming those materials into the desired liquid.
:If you lose the vessel, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The vessel turns to ash when you die.<br><br>


'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
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'''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.


== Characters ==
== Characters ==


[[Nowhere]], the Tiefling, Fiend Warlock
[[Nowhere]], the Tiefling, Fiend Warlock
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