Warlock: Difference between revisions

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As flames spring to life in her hands, a wizened Kethie whispers the secret name of her demonic patron, infusing her spell with fiendish magic.<br>
As flames spring to life in her hands, a wizened Kethie whispers the secret name of her demonic patron, infusing her spell with fiendish magic.<br>
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnoll chants the mystic ritual that will open a doorway to a distant world.<br>
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnoll chants the mystic ritual that will open a doorway to a distant world.<br>
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.<br>
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.<br>
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.<br>
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.<br>
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.<br>
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.


{| class="wikitable"
{| class="wikitable"
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! Level !! Proficiency Bonus !! Features !! Invocations Known !! Experience Points
! Level !! Proficiency Bonus !! Features !! Invocations Known !! Experience Points
|-
|-
| 1st || +2 || Otherworldly Pact, Pact Magic, Draw On Power || - || 0
| 1st || +2 || [[Warlock#Otherworldly Pact|Otherworldly Pact]], [[Warlock#Pact Magic|Pact Magic]], [[Warlock#Draw on Power|Draw on Power]] || - || 0
|-
|-
| 2nd || +2 || Eldritch Invocations || 2 || 300
| 2nd || +2 || [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2 || 300
|-
|-
| 3rd || +2 || Pact Boon || 2 || 1,000
| 3rd || +2 || [[Warlock#Pact Boon|Pact Boon]] || 2 || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 3 || 3,000
| 4th || +2 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 3 || 3,000
|-
|-
| 5th || +3 || - || 3 || 6,000
| 5th || +3 || - || 3 || 6,000
|-
|-
| 6th || +3 || Otherworldly Pact Feature || 4 || 10,000
| 6th || +3 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 4 || 10,000
|-
|-
| 7th || +3 || - || 4 || 20,000
| 7th || +3 || - || 4 || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || 5 || 40,000
| 8th || +3 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 5 || 40,000
|-
|-
| 9th || +4 || - || 5 || 60,000
| 9th || +4 || - || 5 || 60,000
|-
|-
| 10th || +4 || Otherworldly Pact Feature || 6 || 80,000
| 10th || +4 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 6 || 80,000
|-
|-
| 11th || +4 || Mystic Arcanum (6th Level) || 6 || 100,000
| 11th || +4 || [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 6 || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 7 || 120,000
| 12th || +4 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 7 || 120,000
|-
|-
| 13th || +5 || Mystic Arcanum (7th Level) || 7 || 140,000
| 13th || +5 || [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 7 || 140,000
|-
|-
| 14th || +5 || Otherworldly Pact Feature || 8 || 160,000
| 14th || +5 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 8 || 160,000
|-
|-
| 15th || +5 || Mystic Arcanum (8th Level) || 8 || 180,000
| 15th || +5 || [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 8 || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 9 || 200,000
| 16th || +5 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 9 || 200,000
|-
|-
| 17th || +6 || Mystic Arcanum (9th Level) || 9 || 225,000
| 17th || +6 || [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 9 || 225,000
|-
|-
| 18th || +6 || Otherworldly Pact Feature || 10 || 250,000
| 18th || +6 || [[Warlock#Otherworldly Pact Feature|Otherworldly Pact Feature]] || 10 || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 10 || 300,000
| 19th || +6 || [[Warlock#Ability Score Improvements|Ability Score Improvement]] || 10 || 300,000
|-
|-
| 20th || +6 || Eldritch Master || 11 || 350,000
| 20th || +6 || [[Warlock#Eldritch Master|Eldritch Master]] || 11 || 350,000
|}
|}


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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Otherworldly Patron || 1st || You choose your subclass, and gain features at 1st, 6th, 10th, 14th, and 18th Level
| [[Warlock#Otherworldly Patron|Otherworldly Patron]] || 1st || You choose your subclass, and gain features at 1st, 6th, 10th, 14th, and 18th Level
|-
|-
| Pact Magic || 1st || You gain Pact Spellcasting that uses Charisma and Learning Spells
| [[Warlock#Pact Magic|Pact Magic]] || 1st || You gain Pact Spellcasting that uses Charisma and Learning Spells
|-
|-
| Draw On Power || 1st || You can regain all your expended Pact Slots
| [[Warlock#Draw on Power|Draw on Power]] || 1st || You can regain all your expended Pact Slots
|-
|-
| Eldritch Invocations || 2nd || You gain a couple of a variety of benefits that transmute and increase your power in a variety of ways
| [[Warlock#Eldritch Invocations|Eldritch Invocations]] || 2nd || You gain a couple of a variety of benefits that transmute and increase your power in a variety of ways
|-
|-
| Pact Boon || 3rd || You get a powerful tool from your Patron that enhances your power in a variety of ways
| [[Warlock#Pact Boon|Pact Boon]] || 3rd || You get a powerful tool from your Patron that enhances your power in a variety of ways
|-
|-
| Ability Score Improvements || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
| [[Warlock#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
|-
|-
| Mystic Arcanum (6th Level) || 11th || You get a 6th Level Spell once per Long Rest
| [[Warlock#Mystic Arcanum (6th Level)|Mystic Arcanum (6th Level)]] || 11th || You get a 6th Level Spell once per Long Rest
|-
|-
| Mystic Arcanum (7th Level) || 13th || You get a 7th Level Spell once per Long Rest
| [[Warlock#Mystic Arcanum (7th Level)|Mystic Arcanum (7th Level)]] || 13th || You get a 7th Level Spell once per Long Rest
|-
|-
| Mystic Arcanum (8th Level) || 15th || You get a 8th Level Spell once per Long Rest
| [[Warlock#Mystic Arcanum (8th Level)|Mystic Arcanum (8th Level)]] || 15th || You get a 8th Level Spell once per Long Rest
|-
|-
| Mystic Arcanum (9th Level) || 17th || You get a 9th Level Spell once per Long Rest
| [[Warlock#Mystic Arcanum (9th Level)|Mystic Arcanum (9th Level)]] || 17th || You get a 9th Level Spell once per Long Rest
|-
|-
| Eldritch Master || 20th || You get unlimited uses of Draw on Power but can use it quickly a limited number of times
| [[Warlock#Eldritch Master|Eldritch Master]] || 20th || You get unlimited uses of Draw on Power but can use it quickly a limited number of times
|}
|}
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==== Otherworldly Pact ====
==== Otherworldly Pact ====
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| [[Warlock#The Wild Hunt|The Wild Hunt]] || 2 || You become a part of the Wild Hunt, the very instinct of carnivorous predators to hunt down their prey.
| [[Warlock#The Wild Hunt|The Wild Hunt]] || 2 || You become a part of the Wild Hunt, the very instinct of carnivorous predators to hunt down their prey.
|}
|}
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==== Pact Magic ====
==== Pact Magic ====
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{| class="wikitable"
{| class="wikitable"
|+ Pact Magic
|+ [[Warlock Spells|Warlock Spell List]]
|-
|-
! Level !! Cantrips Known !! Spells Known !! Spell Slots !! Spell Level
! Level !! Cantrips Known !! Spells Known !! Spell Slots !! Spell Level
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| 20th || 4 || 21 || 5 || 5th
| 20th || 4 || 21 || 5 || 5th
|}
|}
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==== Draw on Power ====
==== Draw on Power ====
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==== Eldritch Invocations ====
==== Eldritch Invocations ====
''2nd Level Warlock Feature''<br>
''2nd Level Warlock Feature''<br>
You gain two Eldritch Invocations of your choice. The Eldritch Invocation Options are detailed at the end of the class description. When you gain certain Levels in this class,  you gain additional Invocations of your choice, as shown in the Invocations Known column of the Warlock table.
You gain two Eldritch Invocations of your choice. The [[Warlock#Eldritch Invocation Options|Eldritch Invocation Options]] are detailed at the end of the class description. When you gain certain Levels in this class,  you gain additional Invocations of your choice, as shown in the Invocations Known column of the Warlock table.
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''3rd Level Warlock Feature''<br>
''3rd Level Warlock Feature''<br>
Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice:
Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice:
*'''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 is as a magical Weapon.
*'''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 [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] takes each time you create it. You are Proficient with it while you wield it. This [[Armor and Weapons#Weapons|Weapon]] is as a magical [[Armor and Weapons#Weapons|Weapon]].
:Your Pact Weapon disappears if it is more than 5ft away from you for 1 minute or more. It also disappears if you use summon another Pact Weapon, if you dismiss the Weapon as a Free Action, or if you die.
:Your Pact Weapon disappears if it is more than 5ft away from you for 1 minute or more. It also disappears if you use summon another Pact Weapon, 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 Short or Long Rest. You can then dismiss the Weapon, shunting it into an extradimensional space. Whenever you summon a Pact Weapon you can also summon a magic Weapon you have bonded to instead of another Weapon. You can’t bond to 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 Short or Long Rest. You can then dismiss the Weapon, shunting it into an extradimensional space. Whenever you summon a Pact Weapon you can also summon a magic Weapon you have bonded to instead of another Weapon. You can’t bond to 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.
*'''Pact of the Chain.''' You learn the Find Familiar Spell as a Warlock 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 [[Level 1#Find Familiar|Find Familiar]] Spell as a Warlock 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: Gazer, Geonid, Inkling Mascot, Pseudodragon, Sprite, or Will-o-Wisp.
:When you cast the Spell, you can choose one of the normal forms for your Familiar or one of the following special forms: Gazer, Geonid, Imp, Inkling Mascot, Pseudodragon, Quasit, Sprite, or Will-o-Wisp.
: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.
*'''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.
*'''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.
:Your Pact Eye grants you Proficiency in Perception. You can also draw on the powers of your Pact Eye 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.
:Your Pact Eye grants you Proficiency in Perception. You can also draw on the powers of your Pact Eye 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.
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
:You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
*'''Pact of the Flesh.''' Your patron twists your body to reflect their physical form. While not wearing Armor or wielding a Shield, your AC is equal to 10 + your Dexterity Modifier + your Charisma Modifier, and your Speed increases by 10ft.
*'''Pact of the Flesh.''' Your patron twists your body to reflect their physical form. While you are not wearing [[Armor and Weapons#Armor|Armor]] or wielding a [[Armor and Weapons #Shields|Shield]], your AC is equal to 10 + your Dexterity Modifier + your Charisma Modifier, and your Speed increases by 10ft.
*'''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 Warlock Spellcasting Focus. While holding it, you always know the exact current time.
*'''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 Warlock Spellcasting Focus. While holding it, you always know the exact current time.
: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 an amount equal to your Charisma Modifier.
: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 an amount equal to your Charisma Modifier.
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:Your Pact Shroud disappears if it is more than 5ft away from you for 1 minute, if you summon it again, if you dismiss it as a Free Action, or if you die.
:Your Pact Shroud disappears if it is more than 5ft away from you for 1 minute, if you summon it again, if you dismiss it as a Free Action, 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 Short or Long Rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an Action. You cannot bond to artifacts or sentient clothing in this way, and you can only have one Pact Shroud bound at a time.
: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 Short or Long Rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an Action. You cannot bond to artifacts or sentient clothing in this way, and you can only have one Pact Shroud bound at a time.
*'''Pact of the Strings.''' Your patron gives you a Pact Instrument to deliver your Spells. This Pact Instrument takes the form of any musical instrument you choose. While you hold the Pact 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 Warlock Spellcasting Focus.
*'''Pact of the Strings.''' Your patron gives you a Pact Instrument to deliver your Spells. This Pact Instrument takes the form of any [[Adventuring Gear#Tools|Musical Instrument]] you choose. While you hold the Pact 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 Warlock Spellcasting Focus.
: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.
: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.
:If you lose your Pact Instrument, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Instrument. The Pact Hourglass turns to ash when you die.
:If you lose your Pact Instrument, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Instrument. The Pact Hourglass turns to ash when you die.
*'''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, it adds 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, it adds a d4 to the roll.
:If you lose your Talisman, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Talisman. The Talisman turns to ash when you die.
:If you lose your Talisman, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Talisman. The Talisman turns to ash when you die.
*'''Pact of the Tome.''' Your patron gives you a grimoire called a Book of Knowledge. Choose three Cantrips from any class’s Spell List (the three don’t need to be from the same Spell List). While the book is on your person, you can cast those Cantrips as if they were Warlock Spells. They don’t count against your number of Cantrips Known.
*'''Pact of the Tome.''' Your patron gives you a grimoire called a Book of Knowledge. Choose three [[Cantrips]] from any class’s Spell List (the three don’t need to be from the same Spell List). While the book is on your person, you can cast those Cantrips as if they were Warlock Spells. They don’t count against your number of Cantrips Known.
:If you lose your Book of Shadows, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Book of Shadows. The Book of Shadows turns to ash when you die.
:If you lose your Book of Shadows, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Book of Shadows. The Book of Shadows turns to ash when you die.
*'''Pact of the Vessel.''' Your patron gives you a Pact 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 Pact Vessel is on your person, you gain the following benefits:
*'''Pact of the Vessel.''' Your patron gives you a Pact 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 Pact Vessel is on your person, you gain the following benefits:
:*You can use the Pact Vessel as a Warlock Spellcasting Focus.
:*You can use the Pact Vessel as a Warlock Spellcasting Focus.
:* You can use the Pact Vessel as a Herbalism Hit, a Poisoner’s Kit, and a set of Alchemist’s Supplies. You have Proficiency and Expertise with these Tools when you your Pact Vessel acts as them.
:* You can use the Pact Vessel as a [[Adventuring Gear#Alchemical Tools|Herbalism Kit]], a [[Adventuring Gear#Alchemical Tools|Poisoner's Kit]], and a set of [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]]. You have Proficiency and Expertise with these Tools when you your Pact Vessel acts as them.
:* You can use an Action to magically fill the Pact Vessel with 1 pint of a liquid of your choice. To create a liquid worth 1GP 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.
:* You can use an Action to magically fill the Pact Vessel with 1 pint of a liquid of your choice. To create a liquid worth 1GP 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 your Pact Vessel, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Vessel. The Pact Vessel turns to ash when you die.
:If you lose your Pact Vessel, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Vessel. The Pact Vessel turns to ash when you die.
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==== Ability Score Improvements ====
==== Ability Score Improvements ====
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==== Mystic Arcanum (6th Level) ====
==== Mystic Arcanum (6th Level) ====
''11th Level Warlock Feature''<br>
''11th Level Warlock Feature''<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one 6th Level Spell from any class's Spell List to serve as your 6th Level Arcanum Spell.<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 6|6th Level Spell]] from any class's Spell List to serve as your 6th Level Arcanum Spell.<br>
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
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==== Mystic Arcanum (7th Level) ====
==== Mystic Arcanum (7th Level) ====
''13th Level Warlock Feature''<br>
''13th Level Warlock Feature''<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one 7th Level Spell from any class's Spell List to serve as your 7th Level Arcanum Spell.<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 7|7th Level Spell]] Spell from any class's Spell List to serve as your 7th Level Arcanum Spell.<br>
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
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==== Mystic Arcanum (8th Level) ====
==== Mystic Arcanum (8th Level) ====
''15th Level Warlock Feature''<br>
''15th Level Warlock Feature''<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one 8th Level Spell from any class's Spell List to serve as your 8th Level Arcanum Spell.<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 8|8th Level Spell]] from any class's Spell List to serve as your 8th Level Arcanum Spell.<br>
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
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==== Mystic Arcanum (9th Level) ====
==== Mystic Arcanum (9th Level) ====
''17th Level Warlock Feature''<br>
''17th Level Warlock Feature''<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one 9th Level Spell from any class's Spell List to serve as your 9th Level Arcanum Spell.<br>
Your patron bestows upon you a magical secret called an arcanum. Choose one [[Level 9|9th Level Spell]] from any class's Spell List to serve as your 9th Level Arcanum Spell.<br>
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.
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==== Eldritch Master ====
==== Eldritch Master ====
''20th Level Warlock Feature''<br>
''20th Level Warlock Feature''<br>
Power flows freely through you. You can use your Draw On Power feature an unlimited number of times. Additionally, you can use it as a Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest
Power flows freely through you. You can use your Draw on Power feature an unlimited number of times. Additionally, you can use it as a Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest
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''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 [[Level 1#Mage Armor|Mage Armor]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.
*'''Beast Speech.''' You can cast the Speak With Animals Spell at will, without expending a spell slot.
*'''Beast Speech.''' You can cast the [[Level 1#Speak With Animals|Speak With Animals]] Spell at will, without expending a spell slot.
*'''Beguiling Influence.''' You gain Proficiency in Deception and Persuasion.
*'''Beguiling Influence.''' You gain Proficiency in Deception and Persuasion.
*'''Devil’s Sight.''' You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.
*'''Devil’s Sight.''' You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.
*'''Eldritch Mind.''' You have Advantage on Constitution Saving Throws that you make to maintain Concentration on an effect.
*'''Eldritch Mind.''' You have Advantage on Constitution Saving Throws that you make to maintain Concentration on an effect.
*'''Eldritch Sight.''' You can cast the Detect Magic Spell at will, without expending a Spell slot.
*'''Eldritch Sight.''' You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell at will, without expending a Spell slot.
*'''Eyes of the Rune Keeper.''' You can understand and read all the writing that you can see.
*'''Eyes of the Rune Keeper.''' You can understand and read all the writing that you can see.
*'''Fiendish Vigor.''' You can cast the False Life Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.
*'''Fiendish Vigor.''' You can cast the [[Level 1#False Life|False Life]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.
*'''Gaze of Two Minds.''' You can use your Action to touch a willing Humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.
*'''Gaze of Two Minds.''' You can use your Action to touch a willing Humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own surroundings.
*'''Mask of Many Faces.''' You can cast the Disguise Self Spell at will, without expending a Spell Slot.
*'''Mask of Many Faces.''' You can cast the [[Level 1#Disguise Self|Disguise Self]] Spell at will, without expending a Spell Slot.
*'''Misty Visions.''' You can cast the Silent Image Spell at will, without expending a Spell Slot or Material Components.
*'''Misty Visions.''' You can cast the [[Level 1#Silent Image|Silent Image]] Spell at will, without expending a Spell Slot or Material Components.
*'''Thief of Five Fates.''' You can cast Bane once as a Warlock Spell Slot. You can’t do so again until you finish a Long Rest.
*'''Thief of Five Fates.''' You can cast [[Level 1#Bane|Bane]] once as a Warlock Spell Slot. You can’t do so again until you finish a Long Rest.
*'''Agonizing Blast (Eldritch Blast Cantrip).''' When you cast the Eldritch Blast Cantrip, you add your Charisma Modifier to the Damage it deals on a hit.
*'''Agonizing Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).''' When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you add your Charisma Modifier to the Damage it deals on a hit.
*'''Eldritch Spear (Eldritch Blast Cantrip).''' When you cast the Eldritch Blast Cantrip, its Range is 300ft.
*'''Eldritch Spear ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).''' When you cast the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, its Range is 300ft.
*'''Eldritch Blade (Eldritch Blast Cantrip).''' The Eldritch Blast Cantrip has its Range reduced to 5ft and deals 1d12 Force Damage for you. Any features that increase the Range of the Eldritch Blast Cantrip do not affect it while you have this Eldritch Invocation selected.
*'''Eldritch Blade ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).''' The [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip has its Range reduced to 5ft and deals 1d12 Force Damage for you. Any features that increase the Range of the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip do not affect it while you have this Eldritch Invocation selected.
*'''Grasping Blast (Eldritch Blast Cantrip).''' When you hit a creature with the Eldritch Blast Cantrip, you can move that creature in a straight line 10ft closer to you.
*'''Grasping Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).''' When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft closer to you.
*'''Lance of Lethargy (Eldritch Blast Cantrip).''' Once on each of your turns when you hit a creature with the Eldritch Blast Cantrip, you can reduce that creature’s Speed by 10ft until the end of your next turn.
*'''Lance of Lethargy ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).''' Once on each of your turns when you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can reduce that creature's Speed by 10ft until the end of your next turn.
*'''Repelling Blast.''' When you hit a creature with the Eldritch Blast Cantrip, you can move that creature in a straight line 10ft away from you.
*'''Repelling Blast ([[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip).''' When you hit a creature with the [[Cantrips#Eldritch Blast|Eldritch Blast]] Cantrip, you can move that creature in a straight line 10ft away from you.
*'''Improved Pact Weapon (Pact of the Blade feature).''' You can use any Weapon you summon with your Pact of the Blade feature as a Warlock Spellcasting Focus.
*'''Improved Pact Weapon (Pact of the Blade feature).''' You can use any Weapon you summon with your Pact of the Blade feature as a Warlock Spellcasting Focus.
:In addition, the weapon gains a +1 bonus to its Attack and Damage Rolls.
:In addition, the weapon gains a +1 bonus to its Attack and Damage Rolls.
:Finally, the Weapon you conjure can be a Shortbow, Longbow, Light Crossbow, or Heavy Crossbow.
:Finally, the Weapon you conjure can be a [[Armor and Weapons|Martial Ranged Weapons|Shortbow]], [[Armor and Weapons|Martial Ranged Weapons|Longbow]], [[Armor and Weapons|Simple Ranged Weapons|Light Crossbow]], or [[Armor and Weapons|Martial Ranged Weapons|Heavy Crossbow]].
*'''Scrying Pool (Pact of the Cauldron Pact Boon).''' You can cast the Augury Spell without expending a Spell Slot or Material Components by staring into your Cauldron for 1 minute. You can cast Augury once in this way per long rest.
*'''Scrying Pool (Pact of the Cauldron Pact Boon).''' You can cast the [[Level 2#Augury|Augury]] Spell without expending a Spell Slot or Material Components by staring into your Cauldron for 1 minute. You can cast the [[Level 2#Augury|Augury]] Spell once in this way per Long Rest.
*'''Gift of the Ever-Living Ones (Pact of the Chain Pact Boon).''' Whenever you regain Hit Points while your Familiar is within 100ft of you, use the maximum result for any dice rolled to determine those Hit Points.
*'''Gift of the Ever-Living Ones (Pact of the Chain Pact Boon).''' Whenever you regain Hit Points while your Familiar is within 100ft of you, use the maximum result for any dice rolled to determine those Hit Points.
*'''Investment of the Chain Master (Pact of the Chain Pact Boon).''' When you cast the Find Familiar Spell with your Pact of the Chain Pact Boon, you infuse the Familiar summoned with a measure of your eldritch power, granting the creature the following benefits:
*'''Investment of the Chain Master (Pact of the Chain Pact Boon).''' When you cast the [[Level 1#Find Familiar|Find Familiar]] Spell with your Pact of the Chain Pact Boon, you infuse the Familiar summoned with a measure of your eldritch power, granting the creature the following benefits:
:*The Familiar gains either a 40ft Flying or Swimming Speed (your choice).
:*The Familiar gains either a 40ft Flying or Swimming Speed (your choice).
:*As a Bonus Action, you can command the Familiar to take the Attack Action on its turn.
:*As a Bonus Action, you can command the Familiar to take the Attack Action on its turn.
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:*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.
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*'''Rebuke of the Talisman (Pact of the Talisman Pact Boon).''' When the wearer of your Pact Talisman is hit by an Attacker you can see within 30ft of you, you can use your Reaction to deal Psychic Damage to the Attacker equal to your Proficiency Bonus and push it up to 10ft away from the Talisman’s wearer.
*'''Rebuke of the Talisman (Pact of the Talisman Pact Boon).''' When the wearer of your Pact Talisman is hit by an Attacker you can see within 30ft of you, you can use your Reaction to deal Psychic Damage to the Attacker equal to your Proficiency Bonus and push it up to 10ft away from the Talisman’s wearer.
*'''Aspect of the Moon (Pact of the Tome Pact Boon).''' You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a Long Rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
*'''Aspect of the Moon (Pact of the Tome Pact Boon).''' You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a Long Rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
*'''Book of Ancient Secrets (Pact of the Tome Pact Boon).''' You can now inscribe magical Rituals in your Book of Shadows. Choose two 1st Level Spells that have the Ritual tag from any class’s Spell List (the two don’t need to be from the same Spell List). The Spells appear in the Book of Shadows and don’t count against your number of Warlock Spells Known. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a Warlock Spell you know as a Ritual if it has the Ritual tag.
*'''Book of Ancient Secrets (Pact of the Tome Pact Boon).''' You can now inscribe magical Rituals in your Book of Shadows. Choose two [[Level 1|1st Level Spells]] that have the Ritual tag from any class’s Spell List (the two don’t need to be from the same Spell List). The Spells appear in the Book of Shadows and don’t count against your number of Warlock Spells Known. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a Warlock Spell you know as a Ritual if it has the Ritual tag.
:On your adventures, you can add other Ritual Spells to your Book of Shadows. When you find such a Spell, you can add it to the book if the Spell’s Level is equal to or less than half your Warlock Level (rounded up) and if you can spare the time to transcribe the Spell. The transcriptions process takes 2 hours and costs 50GP for each Level of the Spell, representing the rare inks needed to inscribe it.
:On your adventures, you can add other Ritual Spells to your Book of Shadows. When you find such a Spell, you can add it to the book if the Spell’s Level is equal to or less than half your Warlock Level (rounded up) and if you can spare the time to transcribe the Spell. The transcriptions process takes 2 hours and costs 50GP for each Level of the Spell, representing the rare inks needed to inscribe it.
*'''Cloak of Flies (5th Level).''' As a Bonus Action, you can surround yourself with a magical aura that looks like buzzing flies. The aura is a 5ft Moving Emanation. It lasts until you’re Incapacitated or you dismiss it as a Free Action.
*'''Cloak of Flies (5th Level).''' As a Bonus Action, you can surround yourself with a magical aura that looks like buzzing flies. The aura is a 5ft Moving Emanation. It lasts until you’re Incapacitated or you dismiss it as a Free Action.
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*'''Eldritch Survivalist (5th Level).''' You ignore the effects of Extreme Heat and Extreme Cold, and you don't need to drink water or eat food to survive.
*'''Eldritch Survivalist (5th Level).''' You ignore the effects of Extreme Heat and Extreme Cold, and you don't need to drink water or eat food to survive.
*'''Gift of the Depths (5th Level).''' You can breathe underwater, and you gain a Swimming Speed equal to your Walking Speed.
*'''Gift of the Depths (5th Level).''' You can breathe underwater, and you gain a Swimming Speed equal to your Walking Speed.
:You can also cast the Water Breathing Spell at will, without expending a Spell Slot, once you do so, you can't do so again until you finish a Long Rest.
:You can also cast the [[Level 3#Water Breathing|Water Breathing]] Spell at will, without expending a Spell Slot, once you do so, you can't do so again until you finish a Long Rest.
*'''Mire the Mind (5th Level).''' You can cast the Slow Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Mire the Mind (5th Level).''' You can cast the [[Level 3#Slow|Slow]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''One with Shadows (5th Level).''' When you are in an area of Dim Light or Darkness, you can use your Action to become Invisible until you move or take an Action, Bonus Action, or Reaction.
*'''One with Shadows (5th Level).''' When you are in an area of Dim Light or Darkness, you can use your Action to become Invisible until you move or take an Action, Bonus Action, or Reaction.
*'''Sign of Ill Omen (5th Level).''' You can cast the Bestow Curse Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Sign of Ill Omen (5th Level).''' You can cast the [[Level 3#Bestow Curse|Bestow Curse]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Tomb of Freezing Ice (5th level).''' As a Reaction when you take Damage, you can entomb yourself in ice, which melts away at the end of your next turn. Before you take the triggering Damage, you gain a number of Temporary Hit Points equal to 10 times your Warlock Level. Immediately after you take the Damage, you gain Vulnerability to Fire Damage, your Speed is reduced to 0, and you are Incapacitated. These effects, including any remaining Temporary Hit Points, all end when the ice melts at the end of your next turn. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Tomb of Freezing Ice (5th level).''' As a Reaction when you take Damage, you can entomb yourself in ice, which melts away at the end of your next turn. Before you take the triggering Damage, you gain a number of Temporary Hit Points equal to 10 times your Warlock Level. Immediately after you take the Damage, you gain Vulnerability to Fire Damage, your Speed is reduced to 0, and you are [[Conditions#Incapacitated|Incapacitated]]. These effects, including any remaining Temporary Hit Points, all end when the ice melts at the end of your next turn. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Undying Servitude (5th Level).''' You can cast the Animate Dead Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Undying Servitude (5th Level).''' You can cast the [[Level 3#Animate Dead|Animate Dead]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Witch Sight (5th Level).''' You can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30ft of you and within your line of sight.
*'''Witch Sight (5th Level).''' You can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30ft of you and within your line of sight.
*'''Thirsting Claws (5th Level, Eldritch Claws Eldritch Invocation).''' When you take the Attack Action and make all Attacks with your Eldritch Claws, you can make one additional Attack with your Eldritch Claws as part of that Action. Your Eldritch Claws also count as magical for the purpose of overcoming Immunity and resistant to non-magical Damage.
*'''Thirsting Claws (5th Level, Eldritch Claws Eldritch Invocation).''' When you take the Attack Action and make all Attacks with your Eldritch Claws, you can make one additional Attack with your Eldritch Claws as part of that Action. Your Eldritch Claws also count as magical for the purpose of overcoming Immunity and resistant to non-magical Damage.
*'''Eldritch Smite (5th Level, Pact of the Blade Pact Boon).''' When you hit a creature with your Pact Weapon, you can expend a Warlock Spell Slot to deal an additional 1d8 Force Damage to the target, plus an additional 1d8 Force Damage per Slot Level, you can also knock the target Prone if it is Huge or smaller.
*'''Eldritch Smite (5th Level, Pact of the Blade Pact Boon).''' When you hit a creature with your Pact Weapon, you can expend a Warlock Spell Slot to deal an additional 1d8 Force Damage to the target, plus an additional 1d8 Force Damage per Slot Level, you can also knock the target Prone if it is Huge or smaller.
*'''Thirsting Blade (5th Level, Pact of the Blade Pact Boon).''' When you take the Attack Action and make all Attacks with your Pact Blade, you can make one additional Attack with your Pact Blade as part of that Action
*'''Thirsting Blade (5th Level, Pact of the Blade Pact Boon).''' When you take the Attack Action and make all Attacks with your Pact Blade, you can make one additional Attack with your Pact Blade as part of that Action.
*'''Potent Poultices (5th Level, Pact of the Chalice Pact Boon).''' As an Action, you can cast the Lesser Restoration Spell without expending a Spell Slot. You can cast the Lesser Restoration Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Potent Poultices (5th Level, Pact of the Chalice Pact Boon).''' As an Action, you can cast the [[Level 2#Lesser Restoration|Lesser Restoration]] Spell without expending a Spell Slot. You can cast the Lesser Restoration Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Grasping Tentacles (5th Level, Pact of the Flesh Pact Boon).''' When you take the Attack Action on your turn, you can use your Bonus Action to make a Grapple Attack against a creature as long as you have a free hand. When you make a Grapple Attack, you can make a Charisma (Athletics) Check to do so instead of making a Strength (Athletics) Check.
*'''Grasping Tentacles (5th Level, Pact of the Flesh Pact Boon).''' When you take the Attack Action on your turn, you can use your Bonus Action to make a Grapple Attack against a creature as long as you have a free hand. When you make a Grapple Attack, you can make a Charisma (Athletics) Check to do so instead of making a Strength (Athletics) Check.
*'''Notes of Power (5th Level, Pact of the Strings Pact Boon).''' When you use your Pact Instrument to cast a Spell, roll a d8, the Spell deals additional Damage equal tot he number rolled. If the Spell targets multiple creatures, one creature of your choice takes the Bonus Damage.
*'''Notes of Power (5th Level, Pact of the Strings Pact Boon).''' When you use your Pact Instrument to cast a Spell, roll a d8, the Spell deals additional Damage equal tot he number rolled. If the Spell targets multiple creatures, one creature of your choice takes the Bonus Damage.
*'''Far Scribe. (5th Level, Pact of the Tome Pact Boon).''' A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.
*'''Far Scribe. (5th Level, Pact of the Tome Pact Boon).''' A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.
:You can cast the Sending Spell, targeting a creature whose name is on the page, without expending a Spell Slot or Material Components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an Action, you can magically erase a name on the page by touching it.
:You can cast the Sending Spell, targeting a creature whose name is on the page, without expending a Spell Slot or Material Components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an Action, you can magically erase a name on the page by touching it.
*'''Maddening Hex (5th Level, Hex Spell or a Warlock feature that curses).''' As a Bonus Action, you cause a psychic disturbance around the target cursed by your Hex Spell or by a Warlock feature of yours, such as the Hexblade’s Curse feature or the Sign of Ill Omen Eldritch Invocation. When you do so, you deal Psychic Damage to the cursed target and each creature of your choice that you can see within 5ft of it. The Psychic Damage equals your Charisma Modifier. To use this Eldritch Invocation, you must be able to see the cursed target, and it must be within 30ft of you.
*'''Maddening Hex (5th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).''' As a Bonus Action, you cause a psychic disturbance around the target cursed by your [[Level 1#Hex|Hex]] Spell or by a Warlock feature of yours, such as the [[Warlock#Hexblade's Curse|Hexblade's Curse]] feature or the [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]]. When you do so, you deal Psychic Damage to the cursed target and each creature of your choice that you can see within 5ft of it. The Psychic Damage equals your Charisma Modifier. To use this Eldritch Invocation, you must be able to see the cursed target, and it must be within 30ft of you.
*'''Bewitching Whispers (7th Level).''' You can cast the Compulsion Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Bewitching Whispers (7th Level).''' You can cast the [[Level 4#Compulsion|Compulsion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Dreadful Word (7th Level).''' You can cast the Confusion Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Dreadful Word (7th Level).''' You can cast the [[Level 3#Confusion|Confusion]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Ghostly Gaze (7th Level).''' As an Action, you gain the ability to see through solid objects out to a Range of 30ft, and gain Darkvision out to a Range of 30ft. This special sight lasts for 1 minute or until your Concentration on the effect end. During that time, you perceive objects as ghostly, transparent images. You can use this Eldritch Invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Ghostly Gaze (7th Level).''' As an Action, you gain the ability to see through solid objects out to a Range of 30ft, and gain Darkvision out to a Range of 30ft. This special sight lasts for 1 minute or until your Concentration on the effect end. During that time, you perceive objects as ghostly, transparent images. You can use this Eldritch Invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Sculptor of Flesh (7th level).''' You can cast the Polymorph Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Sculptor of Flesh (7th level).''' You can cast the [[Level 4#Polymorph|Polymorph]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Trickster's Escape (7th level).''' You can cast the Freedom of Movement Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest. When you cast the Spell in this way, you can only target yourself.
*'''Trickster's Escape (7th level).''' You can cast the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest. When you cast the Spell in this way, you can only target yourself.
*'''Cloak of Twilight (7th Level, Pact of the Shroud Pact Boon).''' You can cast the Greater Invisibility Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Cloak of Twilight (7th Level, Pact of the Shroud Pact Boon).''' You can cast the [[Level 4#Greater Invisibility|Greater Invisibility]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Protection of the Talisman (7th Level, Pact of the Talisman Pact Boon).''' When the wearer of your Pact Talisman fails a Saving Throw, they can add a d4 to the roll. This benefit can be used a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Protection of the Talisman (7th Level, Pact of the Talisman Pact Boon).''' When the wearer of your Pact Talisman fails a Saving Throw, they can add a d4 to the roll. This benefit can be used a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Relentless Hex (7th Level, Hex Spell or a Warlock feature that curses).''' Your curse creates a temporary bond between you and your target. As a Bonus Action, you can magically teleport up to 30ft to an unoccupied space you can see within 5ft of the target cursed by your Hex Spell or by a warlock feature of yours, such as the Hexblade’s Curse feature or Sign of Ill Omen Eldritch Invocation. To teleport in this way, you must be able to see the cursed target.
*'''Relentless Hex (7th Level, [[Level 1#Hex|Hex]] Spell or a Warlock feature that curses).''' Your curse creates a temporary bond between you and your target. As a Bonus Action, you can magically teleport up to 30ft to an unoccupied space you can see within 5ft of the target cursed by your [[Level 1#Hex|Hex]] Spell or by a warlock feature of yours, such as the [[Warlock#Hexblade's Curse|Hexblade's Curse]] feature or [[Warlock#Eldritch Invocation Options|Sign of Ill Omen Eldritch Invocation]] Eldritch Invocation. To teleport in this way, you must be able to see the cursed target.
*'''Ascendant Step (9th Level).''' You can cast the Levitate Spell at will, without expending a Spell Slot or Material Components. When cast in this way, you can only target yourself with the Spell.
*'''Ascendant Step (9th Level).''' You can cast the [[Level 2#Levitate|Levitate]] Spell at will, without expending a Spell Slot or Material Components. When cast in this way, you can only target yourself with the Spell.
*'''Minions of Chaos (9th Level).''' You can cast the Conjure Elemental Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Minions of Chaos (9th Level).''' You can cast the [[Level 5#Conjure Elemental|Conjure Elemental]] Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
*'''Otherworldly Leap (9th Level).''' You can cast the Jump Spell at will, without expending a Spell Slot or Material Components.
*'''Otherworldly Leap (9th Level).''' You can cast the [[Level 1#Jump|Jump]] Spell at will, without expending a Spell Slot or Material Components.
*'''Whispers of the Grave (9th Level).''' You can cast the Speak With Dead Spell at will, without expending a Spell Slot or Material Components.
*'''Whispers of the Grave (9th Level).''' You can cast the Speak With Dead Spell at will, without expending a Spell Slot or Material Components.
*'''Cup of Protection (9th Level, Pact of the Chalice Pact Boon).''' As an Action, for the next minute, if a creature of your choice can drink from your Pact Chalice, gaining the effects of the Death Ward Spell. Once used, you must finish a Long Rest to use this feature again.
*'''Cup of Protection (9th Level, Pact of the Chalice Pact Boon).''' As an Action, for the next minute, if a creature of your choice can drink from your Pact Chalice, gaining the effects of the [[Level 4#Death Ward|Death Ward]] Spell. Once used, you must finish a Long Rest to use this feature again.
*'''Cursed Flesh (9th Level, Pact of the Flesh Pact Boon).''' As a Bonus Action, you gain yourself Temporary Hit points equal to your Charisma Modifier.
*'''Cursed Flesh (9th Level, Pact of the Flesh Pact Boon).''' As a Bonus Action, you gain yourself Temporary Hit points equal to your Charisma Modifier.
*'''Gift of the Protectors (9th Level, Pact of the Tome Pact Boon).''' A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.
*'''Gift of the Protectors (9th Level, Pact of the Tome Pact Boon).''' A new page appears in your Book of Shadows. With your permission, a creature can use its Action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.
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*'''Lifedrinker (12th Level, Pact of the Blade Pact Boon).''' When you hit a creature with your Pact Weapon, the creature takes extra Necrotic Damage equal to your Charisma Modifier.
*'''Lifedrinker (12th Level, Pact of the Blade Pact Boon).''' When you hit a creature with your Pact Weapon, the creature takes extra Necrotic Damage equal to your Charisma Modifier.
*'''Bond of the Talisman (12th Level, Pact of the Talisman Pact Boon).''' While someone else is wearing your Pact Talisman, you can use your Action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your Talisman can do the same thing, using their Action to teleport to you. The teleportation can be used by either creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Bond of the Talisman (12th Level, Pact of the Talisman Pact Boon).''' While someone else is wearing your Pact Talisman, you can use your Action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your Talisman can do the same thing, using their Action to teleport to you. The teleportation can be used by either creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Master of Myriad Forms (15th Level).''' You can cast the Alter Self Spell at will, without expending a Spell Slot.
*'''Master of Myriad Forms (15th Level).''' You can cast the [[Level 2#Alter Self|Alter Self]] Spell at will, without expending a Spell Slot.
*'''Shroud of Shadow (15th Level).''' You can cast the Invisibility Sell at will, without expending a Spell Slot.
*'''Shroud of Shadow (15th Level).''' You can cast the [[Level 2#Invisibility|Invisibility]] 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.
*'''Visions of Distant Realms (15th Level).''' You can cast the [[Level 4#Arcnae Eye|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 [[Level 5#Hold Monster|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 Rests before you can cast the Spell in this way again.
*'''Alchemical Restoration (15th Level, Pact of the Chalice Pact Boon).''' As an Action on your turn, you can cast the [[Level 5#Reincarnate|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.
*'''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.
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= Otherworldly Pacts =
= Otherworldly Pacts =