{"name":"Warlock","overview":"With a luminescent moth perched upon her wrist, a Vulpin in emerald cloaks weaves an enchantment with a melody, her voice intertwining with the ancient magic of the forest, swaying the hearts of those who hear her call.\r\n\r\nOn the windswept plateaus of Skyrend, a Lutrin warlock chants incantations that have not been heard for millennia, her voice carried by the wind. She draws her power from a pact with an elemental lord of air, her fur crackling with static as she summons tempests to do her bidding.\r\n\r\nIn the secluded chambers of a forgotten library, a Lepid's eyes flicker with arcane insight as he deciphers the eldritch script of a pact made with an entity from beyond the veil, the words twisting reality to bridge worlds.\r\n\r\nWarlocks of Farsae are the custodians of secrets that stretch beyond the veil of the known, delving into the esoteric and the forbidden. Bound by pacts to entities of immense might, they wield magic that is as diverse as it is potent. From the capricious whims of the fey that wander the Elderwood to the infernal machinations of fiends in the shadowed depths, from the ancient wisdom of spirits that roam the lands to the incomprehensible intentions of cosmic entities that gaze upon Farsae from the void, warlocks weave the essence of their patrons into every spell they cast, forever seeking to expand their dominion over the arcane mysteries.\r\n\r\n[h2]Eldritch Pacts[\/h2]\r\nThe path of the warlock is one of risk and reward, for the power they wield comes at the price of a bond with entities whose motivations are as varied as the stars. Some warlocks align with ancient Fae, drawing upon the capricious and wild magic of nature. Others commune with Celestials, seeking guidance and enlightenment in the pursuit of a higher calling.\r\n\r\nYet, there are those who dare to tread darker paths, making pacts with Fiends from the rifts torn by the Void's corruption or with eldritch beings that dwell in the spaces between the stars, where the fabric of reality grows thin.\r\n\r\n[h2]Call of the Arcane[\/h2]\r\nWarlocks tread the lands of Farsae driven by their patrons' inscrutable wills, embarking on quests that intertwine with the very fate of the world. Their journeys are as diverse as the beings they serve, from seeking ancient relics that resonate with their patrons' power to thwarting cosmic threats that loom over Farsae.\r\n\r\nIn the company of adventurers, warlocks bring a versatile and potent arsenal of arcane abilities. Their eldritch invocations grant them unique powers, while their pact magic allows for explosive bursts of arcane might. Though their spellcasting is more limited than that of traditional mages, the spells they do wield are augmented by the otherworldly essence of their patrons, making them formidable allies and enigmatic foes.\r\n\r\nThe Warlocks of Farsae remind all who cross their paths that power is a double-edged sword, one that can protect or destroy, enlighten or ensnare. Theirs is a journey not of self-discovery, but of understanding the cosmic forces that weave the tapestry of fate, and their place within it.\r\n\r\n[h2]Creating a Warlock[\/h2]\r\nAs you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?\r\n\r\nWork with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.\r\n\r\nWhat kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron?\r\n\r\nHow does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds\u2014messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.\r\n[quote]\r\n[h2]Quick Build[\/h2]\r\n\r\nYou can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.[\/quote]\r\n[h2]The Warlock Table[\/h2]\r\n[table][tr][th]Level[\/th][th]Prof. Bonus[\/th][th]Features[\/th][th]Cantrips Known[\/th][th]Spells Known[\/th][th]Spell Slots[\/th][th]Slot Level[\/th][th]Invocations Known[\/th][\/tr]\r\n[tr][td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Pact Magic, Otherworldly Patron[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1st[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Eldritch Invocations[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Pact Boon[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr][td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement, Eldritch Versatility[\/td]\r\n[td]3[\/td]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]\u2014[\/td]\r\n[td]3[\/td]\r\n[td]6[\/td]\r\n[td]2[\/td]\r\n[td]3rd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr][td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Otherworldly Patron feature[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]2[\/td]\r\n[td]3rd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr][td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]\u2014[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]2[\/td]\r\n[td]4th[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr][td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]2[\/td]\r\n[td]4th[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr][td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]\u2014[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]2[\/td]\r\n[td]5th[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr][td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Otherworldly Patron feature[\/td]\r\n[td]4[\/td]\r\n[td]10[\/td]\r\n[td]2[\/td]\r\n[td]5th[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr][td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Mystic Arcanum (6th level)[\/td]\r\n[td]4[\/td]\r\n[td]11[\/td]\r\n[td]3[\/td]\r\n[td]5th[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr][td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]11[\/td]\r\n[td]3[\/td]\r\n[td]5th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr][td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]Mystic Arcanum (7th level)[\/td]\r\n[td]4[\/td]\r\n[td]12[\/td]\r\n[td]3[\/td]\r\n[td]5th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr][td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Otherworldly Patron feature[\/td]\r\n[td]4[\/td]\r\n[td]12[\/td]\r\n[td]3[\/td]\r\n[td]5th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr][td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Mystic Arcanum (8th level)[\/td]\r\n[td]4[\/td]\r\n[td]13[\/td]\r\n[td]3[\/td]\r\n[td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr][td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]13[\/td]\r\n[td]3[\/td]\r\n[td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr][td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Mystic Arcanum (9th level)[\/td]\r\n[td]4[\/td]\r\n[td]14[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr][td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]\u2014[\/td]\r\n[td]4[\/td]\r\n[td]14[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]8[\/td]\r\n[\/tr]\r\n[tr][td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]15[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]8[\/td]\r\n[\/tr]\r\n[tr][td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Eldritch Master[\/td]\r\n[td]4[\/td]\r\n[td]15[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]8[\/td]\r\n[\/tr][\/table]","hit_dice":"1d8","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per Warlock level after 1st","armor_proficiencies":"Light armor","weapon_proficiencies":"Simple weapons","tools":"None","saving_throws":"Wisdom, Charisma","skills":"Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.","starting_equipment":"You start with the following items, plus anything provided by your background:\r\n- (a) a light crossbow and 20 bolts or (b) any simple weapon\r\n- (a) a component pouch or (b) an arcane focus\r\n- (a) a scholar's pack or (b) a dungeoneer's pack\r\n- Leather armor, any simple weapon, and two daggers","spellcasting":"[h1]Pact Magic[\/h1]\r\nYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.\r\n\r\n[h2]Cantrips[\/h2]\r\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.\r\n\r\n[h2]Spell Slots[\/h2]\r\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.\r\n\r\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.\r\n\r\n[h2]Spells Known of 1st Level and Higher[\/h2]\r\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.\r\n\r\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.\r\n\r\n[center][b]Spell save DC[\/b] = 8 + your proficiency bonus + your Charisma modifier[\/center][center][b]Spell attack modifier[\/b] = your proficiency bonus + your Charisma modifier[\/center][h2]Spellcasting Focus[\/h2]\r\nYou can use an arcane focus as a spellcasting focus for your warlock spells.","class_features":"[h2]Otherworldly Patron[\/h2]\r\nAt 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.\r\n\r\n[h2]Eldritch Invocations[\/h2]\r\nIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\r\n\r\nAt 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.\r\n\r\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.\r\n\r\n[h2]Pact Boon[\/h2]\r\nAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\r\n\r\n[h3]Pact of the Blade[\/h3]\r\nYou can use your 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 (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\nYour 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 (no action required), or if you die.\r\n\r\nYou 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 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.\r\n\r\n[h3]Pact of the Chain[\/h3]\r\nYou learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.\r\n\r\nWhen you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.\r\n\r\nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.\r\n\r\n[h3]Pact of the Talisman (TCE)[\/h3]\r\nYour patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.\r\n\r\nIf 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.\r\n\r\n[h3]Pact of the Tome[\/h3]\r\nYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell 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. Any cantrip you cast with this feature is considered a warlock cantrip 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 short or long rest, and it destroys the previous book. The book turns to ash when you die.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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. You can't increase an ability score above 20 using this feature.\r\n[quote]\r\n[h2]Eldritch Versatility (TCE)[\/h2]\r\n4th-level warlock optional feature\r\n\r\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:\r\n- Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.\r\n- Replace the option you chose for the Pact Boon feature with one of that feature's other options.\r\n- If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.\r\n\r\n\r\nIf this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.[\/quote]\r\n[h2]Mystic Arcanum (6th level)[\/h2]\r\nAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\r\n\r\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\r\n\r\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.\r\n\r\n[h2]Mystic Arcanum (7th level)[\/h2]\r\nAt 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.\r\n\r\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\r\n\r\n[h2]Mystic Arcanum (8th level)[\/h2]\r\nAt 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.\r\n\r\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\r\n\r\n[h2]Mystic Arcanum (9th level)[\/h2]\r\nAt 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.\r\n\r\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\r\n\r\n[h2]Eldritch Master[\/h2]\r\nAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.","subclass_options":"[h1]Otherworldly Patrons[\/h1]\r\n[spoiler][h1]The Archfey[\/h1]\r\nYour patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.\r\n\r\n[h2]Expanded Spell List[\/h2]\r\nThe Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\r\n\r\n[h3]Archfey Expanded Spells[\/h3]\r\n[table][tr][th]Spell Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1st[\/td]\r\n[td]faerie fire, sleep[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]calm emotions, phantasmal force[\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]blink, plant growth[\/td]\r\n[\/tr]\r\n[tr][td]4th[\/td]\r\n[td]dominate beast, greater invisibility[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]dominate person, seeming[\/td]\r\n[\/tr][\/table]\r\n[h2]Fey Presence[\/h2]\r\nStarting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n[h2]Misty Escape[\/h2]\r\nStarting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n[h2]Beguiling Defenses[\/h2]\r\nBeginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.\r\n\r\n[h2]Dark Delirium[\/h2]\r\nStarting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.\r\n\r\nUntil this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.\r\n\r\nYou must finish a short or long rest before you can use this feature again. |The Archfey[\/spoiler]\r\n[spoiler][h1]The Fiend[\/h1]\r\nYou have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.\r\n\r\n[h2]Expanded Spell List[\/h2]\r\nThe Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\r\n\r\n[h3]Fiend Expanded Spells[\/h3]\r\n[table][tr][th]Spell Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1st[\/td]\r\n[td]burning hands, command[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]blindness\/deafness, scorching ray[\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]fireball, stinking cloud[\/td]\r\n[\/tr]\r\n[tr][td]4th[\/td]\r\n[td]fire shield, wall of fire[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]flame strike, hallow[\/td]\r\n[\/tr][\/table]\r\n[h2]Dark One's Blessing[\/h2]\r\nStarting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).\r\n\r\n[h2]Dark One's Own Luck[\/h2]\r\nStarting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n[h2]Fiendish Resilience[\/h2]\r\nStarting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.\r\n\r\n[h2]Hurl Through Hell[\/h2]\r\nStarting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.\r\n\r\nAt the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest. |The Fiend[\/spoiler]\r\n[spoiler][h1]The Great Old One[\/h1]\r\nYour patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.\r\n\r\n[h2]Expanded Spell List[\/h2]\r\nThe Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\r\n\r\n[h3]Great Old One Expanded Spells[\/h3]\r\n[table][tr][th]Spell Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1st[\/td]\r\n[td]dissonant whispers, Tasha's hideous laughter[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]detect thoughts, phantasmal force[\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]clairvoyance, sending[\/td]\r\n[\/tr]\r\n[tr][td]4th[\/td]\r\n[td]dominate beast, Evard's black tentacles[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]dominate person, telekinesis[\/td]\r\n[\/tr][\/table]\r\n[h2]Awakened Mind[\/h2]\r\nStarting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.\r\n\r\n[h2]Entropic Ward[\/h2]\r\nAt 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n[h2]Thought Shield[\/h2]\r\nStarting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.\r\n\r\n[h2]Create Thrall[\/h2]\r\nAt 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.\r\n\r\nYou can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. |The Great Old One[\/spoiler]\r\n[spoiler][h1]The Hexblade (XGE)[\/h1]\r\nYou have made your pact with a mysterious entity from the Shadowfell\u2014a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.\r\n\r\nBecause the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.\r\n\r\n[h2]Expanded Spell List[\/h2]\r\nThe Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\r\n\r\n[h3]Hexblade Expanded Spells[\/h3]\r\n[table][tr][th]Spell Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1st[\/td]\r\n[td]shield, wrathful smite[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]blur, branding smite[\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]blink, elemental weapon[\/td]\r\n[\/tr]\r\n[tr][td]4th[\/td]\r\n[td]phantasmal killer, staggering smite[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]banishing smite, cone of cold[\/td]\r\n[\/tr][\/table]\r\n[h2]Hexblade's Curse[\/h2]\r\nStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:\r\n- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.\r\n- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.\r\n- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).\r\n\r\n\r\nYou can't use this feature again until you finish a short or long rest.\r\n\r\n[h2]Hex Warrior[\/h2]\r\nAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.\r\n\r\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.\r\n\r\n[h2]Accursed Specter[\/h2]\r\nStarting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).\r\n\r\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.\r\n\r\nOnce you bind a specter with this feature, you can't use the feature again until you finish a long rest.\r\n\r\n[h2]Armor of Hexes[\/h2]\r\nAt 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.\r\n\r\n[h2]Master of Hexes[\/h2]\r\nStarting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature. |The Hexblade[\/spoiler]\r\n[spoiler][h1]The Voidlord (Homebrew WIP)[\/h1]\r\n |The Voidlord[\/spoiler]","table_data":"","source":"","jsondata":"","tags":"Warlock, class, Otherworldly Patrons, The Archfey, The Fiend, The Geat Old One, The Voidlord","isShared":"on","templateId":"5460","blockId":"1377054","world":"51fe3476-6fd9-4fc4-8faa-edcbc826b361","folder":"25395"}