Warlock: Difference between revisions

2 bytes added ,  21:54, 1 December 2022
Line 207: Line 207:


==== Eldritch Invocation Options ====
==== Eldritch Invocation Options ====
''Warlock Eldritch Invocation Options'<br>
''Warlock Eldritch Invocation Options''<br>
To select an Eldritch Invocation, you must meet the requirements in the parentheses after the name of the Eldritch Invocation. If a Level is listed as a prerequisite, you must have that many Levels in this class.
To select an Eldritch Invocation, you must meet the requirements in the parentheses after the name of the Eldritch Invocation. If a Level is listed as a prerequisite, you must have that many Levels in this class.
*'''Armor of Shadows.''' You can cast the Mage Armor Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.
*'''Armor of Shadows.''' You can cast the Mage Armor Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.
Line 238: Line 238:
:*If the familiar forces a creature to make a Saving Throw, it uses your Spell Save DC if that is higher than the normal DC.
:*If the familiar forces a creature to make a Saving Throw, it uses your Spell Save DC if that is higher than the normal DC.
:*When the Familiar takes Damage, you can use your Reaction to grant it Resistance against that Damage.
:*When the Familiar takes Damage, you can use your Reaction to grant it Resistance against that Damage.
'''Voice of the Chain Master (Pact of the Chain Pact Boon).''' You can communicate telepathically with your Familiar and perceive through your Familiar’s senses as a Free Action long as you are on the same plane of existence. Additionally, while perceiving through your Familiar’s senses, you can also speak through your Familiar in your own voice, even if your Familiar is normally incapable of speech.
*'''Voice of the Chain Master (Pact of the Chain Pact Boon).''' You can communicate telepathically with your Familiar and perceive through your Familiar’s senses as a Free Action long as you are on the same plane of existence. Additionally, while perceiving through your Familiar’s senses, you can also speak through your Familiar in your own voice, even if your Familiar is normally incapable of speech.
*'''Strange Brew (Pact of the Chalice Pact Boon).''' At the end of a Long Rest, you can create one of the following substances in your Pact Chalice: a Potion of Healing, a vial of Alchemist's Fire, a vial of Acid, or a vial of Holy Water. The liquid retains its potency until the end of your next Long Rest, at which point it becomes inert and unusable.
*'''Strange Brew (Pact of the Chalice Pact Boon).''' At the end of a Long Rest, you can create one of the following substances in your Pact Chalice: a Potion of Healing, a vial of Alchemist's Fire, a vial of Acid, or a vial of Holy Water. The liquid retains its potency until the end of your next Long Rest, at which point it becomes inert and unusable.
*'''Piercing Gaze (Pact of the Eye Pact Boon).''' Natural phenomena, such as Dim Light, fog, or rain, do not impose Disadvantage on Wisdom (Perception) Checks for you, and you have Advantage on any Wisdom (Perception) Checks you make that rely on your sense of sight.
*'''Piercing Gaze (Pact of the Eye Pact Boon).''' Natural phenomena, such as Dim Light, fog, or rain, do not impose Disadvantage on Wisdom (Perception) Checks for you, and you have Advantage on any Wisdom (Perception) Checks you make that rely on your sense of sight.
Line 292: Line 292:
*'''Visions of Distant Realms (15th Level).''' You can cast the Arcane Eye Spell at will, without expending a Spell Slot.
*'''Visions of Distant Realms (15th Level).''' You can cast the Arcane Eye Spell at will, without expending a Spell Slot.
*'''Chains of One-Eyed Flame (15th Level, Pact of the Chain Pact Boon).''' You can cast the Hold Monster Spell at will, without expending a Spell Slot or Material Components. When you cast the Spell in this way, you can only target a Highlings or Elemental. After the Spell ends on a creature, you can't target that creature again in this way.
*'''Chains of One-Eyed Flame (15th Level, Pact of the Chain Pact Boon).''' You can cast the Hold Monster Spell at will, without expending a Spell Slot or Material Components. When you cast the Spell in this way, you can only target a Highlings or Elemental. After the Spell ends on a creature, you can't target that creature again in this way.
*'''Alchemical Restoration (15th Level, Pact of the Chalice Pact Boon).''' As an Action on your turn, you can cast the Reincarnate Spell without expending a Spell Slot or Material Components. Once you cast Reincarnate in this way, you must finish 1d4 Long
*'''Alchemical Restoration (15th Level, Pact of the Chalice Pact Boon).''' As an Action on your turn, you can cast the Reincarnate Spell without expending a Spell Slot or Material Components. Once you cast Reincarnate in this way, you must finish 1d4 Long Rests before you can cast the Spell in this way again.
Rests before you can cast the Spell in this way again.
*'''Eldritch Flight (15th Level, Pact of the Flesh Pact Boon).''' As a Bonus Action, you can manifest (or dismiss) wings reminiscent of your patron's physical form, granting you a Flying Speed equal to your Walking Speed.
*'''Eldritch Flight (15th Level, Pact of the Flesh Pact Boon).''' As a Bonus Action, you can manifest (or dismiss) wings reminiscent of your patron's physical form, granting you a Flying Speed equal to your Walking Speed.
*'''Temporal Rewind. (15th Level, Pact of the Hourglass Pact Boon).''' As a Reaction at the end of your turn, you can undo everything that happened that turn. You return to the space where you began that turn, regain all resources you expended that turn, and remove all Damage or healing done that turn. You then immediately repeat your turn, with foreknowledge of what will occur, however, you do not regain your Reaction.
*'''Temporal Rewind. (15th Level, Pact of the Hourglass Pact Boon).''' As a Reaction at the end of your turn, you can undo everything that happened that turn. You return to the space where you began that turn, regain all resources you expended that turn, and remove all Damage or healing done that turn. You then immediately repeat your turn, with foreknowledge of what will occur, however, you do not regain your Reaction.