{"name":"Witches and Warlocks","overview":"The Warlock uses ancient arcane ability to unleash power\r\nthat most mortals could only dream of having. Though they\r\ndo increase their powers through hard work and discipline\r\nlike others, they draw their powers from ancient, mysterious,\r\nand immensely powerful entities that have shown them favor.\r\nThese powers are thrust upon some Warlocks, some bargain\r\nwith their would-be patron or one of the servants of them,\r\nand others work hard to garner enough favor to be gifted the\r\npower that they seek. The power of the Warlock gives those\r\nthat use it choices as to the exact nature of their powers, from\r\nthe spells they use, to the invocations they take, to the pact\r\nboons they receive. The pact boons Warlock receive can be\r\nthe pact of the armament which gives the user a conventional\r\nweapon to match the powers received from their patrons, the\r\npact of the chain deems you the master over a creature that\r\nnot only serves your patron but now serves under you\r\ncompletely. The final and most important choice a Warlock\r\nmust make is the pact itself and which patron they will be\r\nworking under as all them have advantages and drawbacks\r\nsome kind. Warlocks can invoke pacts with a variety of\r\npowerful entities: [b]the Devil, the Eldritch Remnant, the Loa, or\r\nthe Void.[\/b]\r\n\r\nThe Devil as a patrons are sly by nature and will often\r\nmake bargains that allow you to gain powers in return for\r\nsomething important to the,. This important object may draw\r\nits importance not because they want it but because someone\r\ndoes, maybe even you. They require sacrifices that they know\r\nthey can use later and they frequently opt to take the long\r\ncon. The deals they ensnare many into often seem too good\r\nto be true, and that\u2019s because they are. Though you will gain\r\ngreat power and skill from your pact, often the price you paid\r\nwill not even be remotely worth it. Sometimes lesser servants\r\nof The Devil will form pacts themselves but the power all\r\nderives from the same source and the outcome is always the\r\nsame.\r\n\r\nThe Eldritch Remnants are ancient, powerful bodies of\r\nmagical energy. These cosmic fields have been left to fester\r\nfor millenia. Over the course of time they have grown to\r\nmassive reserves of potential arcane energy. They have\r\ngrown powerful enough to form their own consciousness and\r\nagency. Though they can not act in their own right, Eldritch\r\nRemnants impose their influence through those whom have\r\nborrowed from their massive arcane reserves.\r\n\r\nBecause Eldritch Remnants have no control of their own\r\ncosmic bodies, they are often very controlling of their\r\ndetractors\u2019 actions. Their goals are often fueled by their\r\ndesire for a physical form. Those who have taken the Eldritch\r\nRemnant as a patron will often be given obscure tasks which\r\nseem fruitless but will build upon the work of other\r\ndetractors and ultimately contribute to the Eldritch\r\nRemnant\u2019s larger plans.\r\n\r\nThe Loa exist as powerful spirits, some seeking to guide,\r\nothers seeking to grant luck (good or bad), and others seeking\r\nonly further their own goals. The one thing that links them\r\ntogether is that they all very macabre in nature and while it\r\nmight seem evil to some to them, it\u2019s just how they function\r\nand some mean no harm by it. Many Lao seek to help their\r\nfollowers, who revere them as gods in their own rights,\r\nthough their practices may seem odd and undesirable to\r\noutsiders. Just as many Loa are extremely dark entities\r\nthough pleasure themselves through death and suffering.\r\nSometimes being able to tell the difference between which\r\nLoa is which is impossible.\r\n\r\nThe least is known about The Void than any of the other\r\npatrons, which seems impossible considering the Great Old\r\nOnes, but at least things are sometimes comprehensible\r\nthrough the gibbering madness of those that chose to study\r\nthem. The Void however, has few that have had any\r\ninteractions with it and survived to tell the tale. Those that do\r\nsurvive only speak of a soul crushing black abyss that seeks\r\nto envelop all that is into itself. Though some of the Warlocks\r\nthat make their pacts with the Void follow these ideals, others\r\njust thirst for powers. For some it is unknown why The Void\r\ngave them these powers, other than that the Void may be\r\nseeking to further its horrific and mysterious goals.","hitdice":"d6","hitpointsfirstlevel":"6+your constitution modifier","hitpointsathigherlevels":"1d6 (or 4) + your constitution modifier per magus level after 1st","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons, Firearms","tools":"None","savingthrows":"Wisdom & Charisma","skills":"choose two skills from arcana, deception, history,\r\nintimidation, investigation, nature, and religion","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n\r\na quarterstaff\r\n\r\n(a) a derringer and 20 pistol ammo or (b)other weapon of\r\nchoice\r\n\r\n(a) a component pouch or (b) an arcane focus\r\n\r\n(a) a scholar\u2019s pack or (b) an explorer\u2019s pack","spellcasting":"[h1]Pact Magic[\/h1]\r\nYour arcane research and the magic bestowed on you by your\r\npatron have given you facility with spells.\r\n\r\n[h2]Spellcasting[\/h2]\r\nDrawing arcane power from your pact, you can cast spells\r\nthat reflect the essence of your otherworldly patron. See\r\nchapter 10 of the PHB for the general rules of spellcasting\r\nand chapter 11 for the Warlock spell list. (For your list of\r\nspells refer to the Warlock list from the PHB)\r\n\r\n[h2]Cantrips[\/h2]\r\nYou know two cantrips of your choice from the Warlock spell\r\nlist. You learn additional Warlock cantrips of your choice at\r\nhigher levels, as shown in the Cantrips Known column of the\r\nWarlock table.\r\n\r\n[h2]Spell Slots[\/h2]\r\nThe Warlock table shows how many spell slots you have. The\r\ntable also shows what the level of those slots is; all of your\r\nspell slots are the same level. To cast one of your Warlock\r\nspells of 1st level or higher, you must expend a spell slot. You\r\nregain all expended spell slots when you finish a short or long\r\nrest. For example, when you are 5th level, you have two 3rdlevel\r\nspell slots. To cast the 1st-level spell thunderwave, you\r\nmust spend one of those slots, and you cast it as a 3rd-level\r\nspell.\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\r\nthe Warlock spell list. The Spells Known column on the\r\nWarlock table shows when you learn more Warlock spells of\r\nyour choice of 1st level and higher. A spell you choose must\r\nbe of a level no higher than what\u2019s shown in the table's Slot\r\nLevel column for your level. When you reach 6th level, for\r\nexample, you learn a new Warlock spell, which can be 1st,\r\n2nd, or 3rd level. Additionally, when you gain a level in this\r\nclass, you can choose one of the Warlock spells you know and\r\nreplace it with another spell from the Warlock spell list,\r\nwhich 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,\r\nso you use your Charisma whenever a spell refers to your\r\nspellcasting ability. In addition, you use your Charisma\r\nmodifier when setting the saving throw DC for a Warlock\r\nspell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your\r\nCharisma modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your\r\nCharisma modifier\r\n\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use an arcane focus as a spellcasting focus for your\r\nwarlock spells.\r\n\r\n[hr]\r\n\r\n[h1]Eldritch Invocations[\/h1]\r\nIf an eldritch invocation has prerequisites, you must meet\r\nthem to learn it. You can learn the invocation at the same\r\ntime that you meet its prerequisites.\r\n\r\n[h2]Advanced Secrets[\/h2]\r\nPrerequisite: 11th level, Pact of the Tome feature\r\nYou learn a 3rd level spell from any spell list of your choice,\r\nyou can cast this spell as a warlock spell without expending a\r\nspell slot. When you cast this spell you must finish a long rest\r\nbefore you can use this spell again. This spell does not count\r\nagainst the warlock spells you know.\r\n\r\n[h2]Agonizing Blast[\/h2]\r\nPrerequisite: eldritch blast cantrip\r\nWhen you cast eldritch blast, add your Charisma modifier to\r\nthe damage it deals on a hit.\r\n\r\n[h2]Armor of Shadows[\/h2]\r\nYou can cast mage armor on yourself at will, without\r\nexpending a spell slot or material components.\r\n\r\n[h2]Ascendant Step[\/h2]\r\nPrerequisite: 9th level\r\nYou can cast levitate on yourself at will, without expending a\r\nspell slot or material components.\r\n\r\n[h2]Beast Speech[\/h2]\r\nYou can cast speak with animals at will, without expending a\r\nspell slot.\r\n\r\n[h2]Beguiling Influence[\/h2]\r\nYou gain proficiency in the Deception and Persuasion skills.\r\n\r\n[h2]Bewitching Whispers[\/h2]\r\nPrerequisite: 7th level\r\nYou can cast compulsion once using a warlock spell slot. You\r\ncan\u2019t do so again until you finish a long rest.\r\n\r\n[h2]Book of Ancient Secrets[\/h2]\r\nPrerequisite: pact of the tome feature\r\nYou can now inscribe magical rituals in your Book of\r\nShadows. Choose two 1st-level spells that have the ritual tag\r\nfrom any class\u2019s spell list. The spells appear in the book and\r\ndon\u2019t count against the number of spells you know. With your\r\nBook of Shadows in hand, you can cast the chosen spells as\r\nrituals. You can\u2019t cast these spells except as rituals, unless\r\nyou\u2019ve learned them by some other means. You can also cast\r\na warlock spell you know as a ritual if it has the ritual tag. On\r\nyour adventures, you can add other ritual spells to your Book\r\nof Shadows. When you find such a spell, you can add it to the\r\nbook if the spell\u2019s level is equal to or less than half your\r\nWarlock level (rounded up) and if you can spare the time to\r\ntranscribe the spell. For each level of the spell, the\r\ntranscription process takes 2 hours and costs 50 gp for the\r\nrare inks needed to inscribe it.\r\n\r\n[h2]Combat Synchronization[\/h2]\r\nPrerequisite: 13th level, pact of the chain feature\r\nYou may use your bonus action have your familiar take an\r\nattack action instead of forgoing one of your attacks.\r\n\r\n[h2]Devil's Sight[\/h2]\r\nYou can see normally in darkness, both magical and\r\nnonmagical, to a distance of 120 feet.\r\n\r\n[h2]Dreadful Word[\/h2]\r\nprerequisite: 7th level\r\nYou can cast confusion once using a Warlock spell slot. You\r\ncan\u2019t do so again until you finish a long rest.\r\n\r\n[h2]Eldritch Sight[\/h2]\r\nYou can cast detect magic at will, without expending a spell\r\nslot.\r\n\r\n[h2]Eldritch Spear[\/h2]\r\nPrerequisite: eldritch blast cantrip\r\nWhen you cast eldritch blast, its range is 300 feet.\r\n\r\n[h2]Eyes of the Rune Keeper[\/h2]\r\nYou can read all writing.\r\n\r\n[h2]Fiendish Vigor[\/h2]\r\nYou can cast false life on yourself at will as a 1st-level spell,\r\nwithout expending a spell slot or material components.\r\n\r\n[h2]Forceful Weapons[\/h2]\r\nPrerequisite: pact of the armament feature\r\nWhen you make an attack roll with your pact weapon you\r\nmay substitute your Charisma modifier for the normal ability\r\nmodifier you would use for the attack roll made.\r\n\r\n[h2]\r\nFormidable Chains[\/h2]\r\nprerequisite: 10th level, pact of the chain feature\r\nYou can choose to replace your current familiar with a more\r\nformidable familiar, choosing from arcane amalgamation\r\nblack dog, poltergeist, or scoloxidae.\r\n\r\n[h2]Gaze of Two Minds[\/h2]\r\nYou can use your action to touch a willing humanoid and\r\nperceive through its senses until the end of your next turn. As\r\nlong as the creature is on the same plane of existence as you,\r\nyou can use your action on subsequent turns to maintain this\r\nconnection, extending the duration until the end of your next\r\nturn. While perceiving through the other creature\u2019s senses,\r\nyou benefit from any special senses possessed by that\r\ncreature, and you are blinded and deafened to your own\r\nsurroundings.\r\n\r\n[h2]Lifedrinker[\/h2]\r\nPrerequisite: 12th level, pact of the armament feature\r\nWhen you hit a creature with your pact weapon, the creature\r\ntakes extra necrotic damage equal to your Charisma modifier\r\n(minimum 1).\r\n\r\nMask of Many Faces\r\nYou can cast disguise self at will, without expending a spell\r\nslot.\r\n\r\n[h2]Master of Myriad Forms[\/h2]\r\nPrerequisite: 15th level\r\nYou can cast alter self at will, without expending a spell slot.\r\n\r\n[h2]Master of the Tome[\/h2]\r\nPrerequisite: 15th level, pact of the tome feature\r\nYou learn a 4th level spell from any spell list of your choice,\r\nyou can cast this spell as a Warlock spell without expending a\r\nspell slot, when you cast this spell must finish a long rest\r\nbefore you can use this spell again. This spell do not count\r\nagainst the Warlock spells you know.\r\n\r\n[h2]Mind Flayer[\/h2]\r\nPrerequisite: 12th level, pact of the armament feature\r\nWhen you hit a creature with your pact weapon, the creature\r\ntakes extra psychic damage equal to your Charisma modifier\r\n(minimum 1).\r\n\r\n[h2]Minions of Chaos[\/h2]\r\nPrerequisite: 9th level\r\nYou can cast conjure elemental once using a Warlock spell\r\nslot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[h2]Mire the Mind[\/h2]\r\nPrerequisite: 5th level\r\nYou can cast slow once using a Warlock spell slot. You can\u2019t\r\ndo so again until you finish a long rest.\r\n\r\n[h2]Misty Visions[\/h2]\r\nYou can cast silent image at will, without expending a spell\r\nslot or material components.\r\n\r\n[h2]One with Shadows[\/h2]\r\nPrerequisite: 5th level\r\nWhen you are in an area of dim light or darkness, you can use\r\nyour action to become invisible until you move or take an\r\naction or a reaction.\r\n[h2]\r\nOtherworldly Leap[\/h2]\r\nPrerequisite: 9th level\r\nYou can cast jump on yourself at will, without expending a\r\nspell slot or material components.\r\n\r\n[h2]Repelling Blast[\/h2]\r\nPrerequisite: eldritch blast cantrip\r\nWhen you hit a creature with eldritch blast, you can push the\r\ncreature up to 10 feet away from you in a straight line.\r\n\r\n[h2]Sculptor of Flesh[\/h2]\r\nPrerequisite: 7th level\r\nYou can cast polymorph once using a Warlock spell slot. You\r\ncan\u2019t do so again until you finish a long rest.\r\n\r\n[h2]Sign of Ill Omen[\/h2]\r\nPrerequisite: 5th level\r\nYou can cast bestow curse once using a Warlock spell slot.\r\nYou can\u2019t do so again until you finish a long rest.\r\n\r\n[h2]Soul Incinerator[\/h2]\r\nPrerequisite: 12th level, pact of the armament feature\r\nWhen you hit a creature with your pact weapon, the creature\r\ntakes extra fire damage equal to your Charisma modifier\r\n(minimum 1).\r\n\r\n[h2]Thief of Five Fates[\/h2]\r\nYou can cast bane once using a Warlock spell slot. You can\u2019t\r\ndo so again until you finish a long rest.\r\n\r\n[h2]Thirsting Blade[\/h2]\r\nPrerequisite: 5th level, pact of the armament feature\r\nYou can attack with your pact weapon twice, instead of once,\r\nwhenever you take the Attack action on your turn.\r\n\r\n[h2]Tome of Secrets[\/h2]\r\nPrerequisite: 7th level, pact of the tome feature\r\nYou learn one 1st level and one 2nd level spell from any spell\r\nlist of your choice. You can cast these spells as a Warlock\r\nspell without expending a spell slot, when you cast either of\r\nthese spells you must finish a long rest before you can use\r\nthe spell used again. These spells do not count against the\r\nWarlock spells you know.\r\n[h2]\r\nVisions of Distant Realms[\/h2]\r\nPrerequisite: 15th level\r\nYou can cast arcane eye at will, without expending a spell slot.\r\n\r\n[h2]Voice of the Chain Master[\/h2]\r\nPrerequisite: pact of the chain feature\r\nYou can communicate telepathically with your familiar and\r\nperceive through your familiar\u2019s senses as long as you are on\r\nthe same plane of existence. Additionally, while perceiving\r\nthrough your familiar\u2019s senses, you can also speak through\r\nyour familiar in your own voice, even if your familiar is\r\nnormally incapable of speech.\r\n\r\n[h2]Whispers of the Grave[\/h2]\r\nPrerequisite: 9th level\r\nYou can cast speak with dead at will, without expending a\r\nspell slot.\r\n\r\n[h2]Witch Sight[\/h2]\r\nPrerequisite: 15th level\r\nYou can see the true form of any shapechanger or creature\r\nconcealed by illusion or transmutation magic while the\r\ncreature is within 30 feet of you and within line of sight.","features":"[h2]Otherworldly Patron[\/h2]\r\nAt 1st level, you have struck a bargain with an otherworldly\r\nbeing of your choice: The Devil, The Great Old One, The Loa,\r\nor The Void each of which is detailed at the end of the class\r\ndescription. Your choice grants you features at 1st level and\r\nagain at 6th, 10th, and 14th level.\r\n\r\n[h2]Eldritch Invocations[\/h2]\r\nbeginning at 2nd level, in your study of occult lore, you have\r\nunearthed eldritch invocations, fragments of forbidden\r\nknowledge that imbue you with an abiding magical ability.\r\nyou gain two eldritch invocations of your choice. your\r\ninvocation options are detailed at the end of the class\r\ndescription. when you gain certain warlock levels, you gain\r\nadditional invocations of your choice, as shown in the\r\ninvocations known column of the warlock table. additionally,\r\nwhen you gain a level in this class, you can choose one of the\r\ninvocations you know and replace it with another invocation\r\nthat you could learn at that level.\r\n\r\n[h2]Pact Boon[\/h2]\r\nAt 3rd level, your otherworldly patron bestows a gift upon you\r\nfor your loyal service. You gain one of the following features\r\nof your choice:\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\r\nspell doesn\u2019t count against your number of spells known.\r\nWhen you cast the spell, you can choose one of the normal\r\nforms for your familiar or one of the following special forms:\r\nimp, pseudodragon, shadow, or void ooze. Additionally, when\r\nyou take the Attack action, you can forgo one of your own\r\nattacks to allow your familiar to make one attack of its own.\r\n\r\n[h3]Pact of the Armament[\/h3]\r\nYou can use your action to create a pact weapon in your\r\nempty hand. You can choose the form that this weapon takes\r\neach time you create it (a ranged weapon does not come with\r\nammo, you must have ammo for the weapon). You are\r\nproficient with it while you wield it. This weapon counts as\r\nmagical for the purpose of overcoming resistance and\r\nimmunity to nonmagical attacks and damage. Your pact\r\nweapon disappears if it is more than 5 feet away from you for\r\n1 minute or more. It also disappears if you use this feature\r\nagain, if you dismiss the weapon (no action required), or if\r\nyou die. You can transform one magic weapon into your pact\r\nweapon by performing a special ritual while you hold the\r\nweapon. You perform the ritual over the course of 1 hour,\r\nwhich can be done during a short rest. You can then dismiss\r\nthe weapon, shunting it into an extradimensional space, and\r\nit appears whenever you create your pact weapon thereafter.\r\nYou can\u2019t affect an artifact or a sentient weapon in this way.\r\nThe weapon ceases being your pact weapon if you die, if you\r\nperform the 1-hour ritual on a different weapon, or if you use\r\na 1-hour ritual to break your bond to it. The weapon appears\r\nat your feet if it is in the extradimensional space when the\r\nbond breaks.\r\n\r\n[h3]Pact of the Tome[\/h3]\r\nYour patron gives you a grimoire called a Book of Shadows.\r\nWhen you gain this feature, choose three cantrips from any\r\nclass\u2019s spell list. While the book is on your person, you can\r\ncast those cantrips at will. They don\u2019t count against your\r\nnumber of cantrips known. If you lose your Book of Shadows,\r\nyou can perform a 1-hour ceremony to receive a replacement\r\nfrom your patron. This ceremony can be performed during a\r\nshort or long rest, and it destroys the previous book. The\r\nbook 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\r\n19th level, you can increase one ability score of your choice\r\nby 2, or you can increase two ability scores of your choice by\r\n1. As normal, you can't increase an ability score above 20\r\nusing this feature.\r\n\r\n[h2]Mystic Arcanum[\/h2]\r\nAt 11th level, your patron bestows upon you a magical secret\r\ncalled an arcanum. Choose one 6th-level spell from the\r\nWarlock spell list as this arcanum. You can cast your\r\narcanum spell once without expending a spell slot. You must\r\nfinish a long rest before you can do so again. At higher levels,\r\nyou gain more warlock spells of your choice that can be cast\r\nin this way: one 7th-level spell at 13th level, one 8th-level spell\r\nat 15th level, and one 9th-level spell at 17th level. You regain\r\nall uses of your Mystic Arcanum when you finish a long rest.\r\n\r\n[h2]Black Magic[\/h2]\r\nby 20th level, you can increase the power of your spells by\r\nletting in more of your patron\u2019s power and overcharging\r\nyourself with your patron\u2019s magical energy. When you cast a\r\nWarlock spell that deals damage and uses one of your spell\r\nslots, you can deal maximum damage with that spell. The\r\nfirst time you do so, you suffer no adverse effect. If you use\r\nthis feature again before you finish a long rest, you take 10d6\r\nnecrotic damage immediately after you cast the spell. Each\r\ntime you use this feature again before finishing a long rest,\r\nthe necrotic damage increases by 8d6. This damage ignores\r\nresistance and immunity.","subclasses":"[h1]Otherworldly Patron[\/h1]\r\nA Warlock\u2019s choice of patron is the first and most important\r\nchoice that they will make. Patrons are beings of great power\r\nthat will lend that power to those they see fit. This first choice\r\nis so important because it defines the power the Warlock will\r\nreceive depending on the type of patron. Even among the\r\nsame kind patron, the patron\u2019s identity and expectations are\r\nvery important to how a Warlock will act.\r\n\r\nEach patron is unique in their own way, despite how their\r\npacts often have similar effects with patrons of the same type.\r\nSome patrons seek to further their own goals through\r\nwhatever means including living emissaries. Some are\r\nunknowable and inscrutable, their true intentions hidden\r\nfrom all views except those they find necessary to know.\r\nThere are those that are collectors; whether that be\r\nknowledge, various arcane secrets, physical objects, or even\r\nWarlocks themselves. There exists those that aren\u2019t in these\r\ncategories and to go through them all would take far too long,\r\nas patrons are as diverse as the warlocks they employ.\r\n\r\n[h1]The Devil[\/h1]\r\n[i]Deals in the infernal[\/i]\r\n\r\n[h2]Deal with the Devil[\/h2]\r\nAt 1st level, the deal with your devil has afforded you some\r\nkind of exceptional ability. Choose a skill or tool of your\r\nchoice that you are not proficient in and you gain proficiency\r\nin it, you then also choose a skill or tool (it can be the same\r\nskill or tool this feature gave you proficiency in) Your\r\nproficiency bonus is doubled for any ability check you make\r\nwith the skill or tool you\u2019ve chosen.\r\n\r\n[h2]Shrewd Minded[\/h2]\r\nAt 1st level, the pact with your devil makes it so being\r\ncharmed by other lesser beings is much harder. You gain\r\nadvantage on all rolls made against being charmed.\r\n\r\n[h2]Light Bearer[\/h2]\r\nBy 6th level, the pact you\u2019ve made with your patron has given\r\nyou insight into to better use of the tools your devil has given\r\nyou. When you use a spell that does fire or radiant damage\r\nyou may add your Charisma modifier to the damage roll.\r\n\r\n[h2]Fiendish Resilience[\/h2]\r\nStarting at 10th level, you can choose one damage type when\r\nyou finish a short or long rest. You gain resistance to that\r\ndamage type until you choose a different one with this\r\nfeature. Damage from magical weapons or silvered weapons\r\nignores this resistance.\r\n\r\n[h1]The Eldritch Remnant[\/h1]\r\n[i]Deals in ancient lost arcane[\/i]\r\n\r\n[h2]Spell Recharge[\/h2]\r\nStarting at 1st level, your patron\u2019s power overflows within\r\nyou, allowing you to regain magic without even resting. You\r\nregain a Warlock Spell Slot for every 8 - your Charisma\r\nmodifier hours since you\u2019ve finished your last short or long\r\nrest. If you already have your maximum number of warlock\r\nspell slots you can not regain a spell slot until one has been\r\nused.\r\n\r\n[h2]Arcane Aura[\/h2]\r\nBy 6th level, the magic that your patron has bestowed upon\r\nyou is seeping out and is creating a magical aura. This aura\r\nallows you to always perceive magic around you and cut\r\ndown the magical defenses of those that oppose you. Your\r\nArcane Aura\u2019s range is a 15 feet radius from you. Within that\r\nradius, all creatures have disadvantage on saving throws\r\nagainst your Warlock spells. Additionally, you are always\r\nunder the effects of detect magic within that 15 feet radius.\r\nThe radius of your aura increases to 30 feet at 14th level.\r\n\r\n[h2]Eldritch Vitality[\/h2]\r\nStarting at 10th level, you have learned to bolster your arcane\r\ndefenses immensely. As a bonus action, you can gain\r\nresistance to all magical damage. But doing so leaves you\r\nvulnerable to physical attacks. While you use this feature, you\r\nhave vulnerability to all non-magical bludgeoning, piercing,\r\nand slashing damage. You can stop use of this feature as a\r\nbonus action.\r\n\r\n[h2]Magical Discharge[\/h2]\r\nAt 14th level, you gain the ability create a reactive magical\r\nexplosion when you are damaged by a spell. Whenever you\r\ntake magical damage, you can use your reaction to make\r\nevery creature within 30 feet of you make a Dexterity Saving\r\nThrow. The DC for the Saving Throw is equal to your\r\nWarlock Spell Save DC. On a success, a creature takes\r\ndamage equal to Warlock level + your Charisma modifier, on\r\na fail they take double that damage. Once you use this feature\r\nyou must finish a long rest before you regain use of this\r\nfeature.\r\n\r\n[h1]The Loa[\/h1]\r\n[i]Deals in Spirits[\/i]\r\n\r\n[h2]Luck of the Spirits[\/h2]\r\nStarting at 1st level, you can call on your patron to alter fate\r\nin your favor. When you make an ability check, attack roll, or a\r\nsaving throw, you can use this feature to add 1d10 to your\r\nroll. You can do so after seeing the initial roll but before any of\r\nthe roll\u2019s results occur. Once you use this feature, you can\u2019t\r\nuse it again until you finish a long rest.\r\n\r\n[h2]Voodoo Doll[\/h2]\r\nBy the time you\u2019ve reached 6th level, you\u2019ve learned how to\r\nimbue a doll with the likeness and essence of another\r\ncreature. As an action, you can turn your voodoo doll into one\r\nthat resembles a creature that you can see within 60 feet, a\r\ncreature you have met and associated with for at least 30\r\nminutes, or a creature you have observed for at least 4 hours.\r\nThe voodoo doll has hit points equal to 4 times your Warlock\r\nlevel. While you have the voodoo doll you have advantage on\r\nattack rolls made against that creature and advantage\r\nWisdom (Perception) checks involving that creature. The\r\nvoodoo doll ceases to function if it is farther than 1 mile from\r\nthe target. You can cast spells and attack the doll as if you\r\nwere attacking the creature in question and any attack rolls\r\nor saving throws for damaging spells the creature would\r\nmake the doll automatically fails. Non-damaging spells cast\r\non the doll act as if the spell was cast on the creature the doll\r\nwas made to resemble. Every time you damage the doll, the\r\ncreature who it resembles make a Constitution saving throw\r\nand on a failure they take full damage done to the doll on a\r\nsuccess they take half the damage done. The doll dissipates\r\nwhen its hit points drop to 0 and any excess damage is not\r\ncarried over.\r\n\r\n[h2]Hoodoo, Heals, and Hexes[\/h2]\r\nStarting at 10th level, after you finish a long rest you can take\r\na short amount of time to construct hoodoo bags that you can\r\nexpend to do multitude things. You can construct a number of\r\nbags equal to your Charisma modifier. As an action, you can\r\nuse it to cast nondetection spell without expending a spell\r\nslot, you may cast bestow curse without expending a spell\r\nslot, or you can heal a creature of your choice within touch\r\nrange for 3d6 plus your Charisma modifier. As a bonus\r\naction, you may cast hex as a 3rd level spell without\r\nexpending a spell slot.\r\n\r\n[h2]Friends from the Other Side[\/h2]\r\nBy 14th level, you\u2019ve found a way to bring forth some of the\r\nfriends you\u2019ve made on the ethereal plane. As a bonus action\r\nyou can summon a number of spirits. You have 20 points to\r\nselect a number of spirits to summon that equal to or less\r\nthan the number of points you have.\r\n[ul][li]Zombies and Skeletons = 1 point[\/li][\/ul]\r\n[ul][li]Shadows = 2 points[\/li][\/ul]\r\n[ul][li]Specters and Ghouls = 4 points[\/li][\/ul]\r\n[ul][li]Will-o\u2019-Wisps and Ghasts = 8 points[\/li][\/ul]\r\n[ul][li]Wights = 12 points[\/li][\/ul]\r\n[ul][li]Ghosts = 16 points[\/li][\/ul]\r\n[ul][li]Wraiths = 20 points.[\/li][\/ul]\r\nOn your turn you can use your action to command the\r\nspirits you summon and the spirits last for 10 minutes or\r\nuntil their HP drops to 0 at which point they disappear. You\r\ncan not use this feature again until you finish a long rest.\r\n\r\n\r\n[h1]The Void[\/h1]\r\n[i]Deals in the Unkown[\/i]\r\n \r\n[h2]Bleak Emptiness[\/h2]\r\nAt 1st level, you can plunge a creature into an illusory realm.\r\nAs an action, choose a creature that you can see within 60\r\nfeet of you. It must make a Wisdom saving throw against your\r\nWarlock spell save DC. On a failed save, it is frightened by\r\nyou for 1 minute or until your concentration is broken (as if\r\nyou are concentrating on a spell). This effect ends early if the\r\ncreature takes any damage. Until this illusion ends, the\r\ncreature thinks it is lost in the dark emptiness of the void\r\nwhich you can detail to your choosing. The creature can see\r\nand hear only itself, you, and the illusion. You must finish a\r\nlong rest before you can use this feature again.\r\n\r\n[h2]Crushing Aura[\/h2]\r\nAt 6th level, you gain the ability crush and stun your foes with\r\nthe aura of the void as an action. When you take this action,\r\neach creature within 10 feet of must succeed on a\r\nConstitution saving throw or be stun until the end of your\r\nnext turn. This effect also ends if the creature takes damage.\r\n\r\n[h2]Crushing Force[\/h2]\r\nBy 10th level you\u2019ve learned how to add the crushing force of\r\nthe void to your spells. When you roll a 1 or 2 on a damage\r\ndie for a spell you cast that deals force damage, you can reroll\r\nthe die and must use the new roll, even if the new roll is a 1 or\r\na 2.\r\n\r\n[h2]One with the Void[\/h2]\r\nStarting at 14th level you gain the ability to transform\r\nyourself into a shadow form as a bonus action. In this form,\r\nyou have resistance to all damage and immunity to force\r\ndamage, and you can move through other creatures and\r\nobjects as if they were difficult terrain. You take 5 force\r\ndamage (ignoring any immunity) if you end your turn inside\r\nan object. You remain in this form for 1 minute or until your\r\nconcentration is broken (as if you are concentrating on a\r\nspell). You can not use this feature again until you finish a\r\nlong rest.","tabledata":"Level| Proficiency Bonus| Features|Cantrips Known|Spells Known|Spell Slots| Slot Level| Invocations|Known\r\n1st |+2 |Spellcasting, Otherworldly Patron, Pact Magic| 2| 2| 1| 1| \u2500\r\n2nd| +2| Eldritch Invocations| 2 |3 |2 |1 |2\r\n3rd |+2 |Pact Boon |2 |4 |2 |2 |2\r\n4th |+2 |Ability Score Improvement| 3| 5| 2| 2| 2\r\n5th |+3 |\u2500 |3 |6 |3 |3 |3\r\n6th |+3| Otherworldly Patron feature |3 |7 |3 |3 |3\r\n7th |+3 |\u2500 |3 |8 |3 |4 |4\r\n8th |+3 |Ability Score Improvement |3 |9 |3 |4 |4\r\n9th |+4 |\u2500 |3 |10 |4 |5 |5\r\n10th| +4 |Otherworldly Patron feature| 4| 10| 4| 5| 5\r\n11th |+4 |Mystic Arcanum (6th level) |4 |11 |4 |5 |5\r\n12th |+4 |Ability Score Improvement |4 11 |4| 5| 6\r\n13th |+5 |Mystic Arcanum (7th level) |4 12| 5| 5| 6\r\n14th |+5 |Otherworldly Patron feature| 4 12 |5 |5| 6\r\n15th |+5 |Mystic Arcanum (8th level) |4| 13 |5 |5| 7\r\n16th |+5 |Ability Score Improvement |4| 13 |6| 5| 7\r\n17th |+6 |Mystic Arcanum (9th level) |4| 14| 6 |5| 7\r\n18th |+6 |\u2500 4 |14| 6| 5| 8\r\n19th |+6 |Ability Score Improvement| 4| 15| 7| 5| 8\r\n20th |+6| Black Magic| 4| 15| 7| 5| 8\r\n[hr][br]\r\nThe Devil\r\nSpell Level |Spell\r\n1st| burning hands, command\r\n2nd| scorching ray, suggestion\r\n3rd| fireball, compulsion\r\n4th |fire shield, wall of fire\r\n5th |flame strike, hallow\r\n[hr][br]\r\nThe Eldritch Remnant\r\nSpell Level| Spell\r\n1st| identify, magic missile\r\n2nd| levitate, magic mouth\r\n3rd |counterspell, dispel magic\r\n4th| arcane eye, dimension door\r\n5th| legend lore, telekinesis\r\n[hr][br]\r\nThe Loa\r\nSpell Level |Spell\r\n1st| hex, unseen servant\r\n2nd| blindness\/deafness, hold person\r\n3rd |animate dead, speak with the dead\r\n4th |fabricate, polymorph\r\n5th |cloudkill, contagion\r\n[hr][br]\r\nThe Void\r\nSpell Level Spell\r\n1st |inflict wounds, sleep\r\n2nd |darkness, silence\r\n3rd |fear, hunger of hadar\r\n4th |banishment, otiluke\u2019s resilient sphere\r\n5th |anti-life shell, wall of force","tags":"Snakes and Saloons","isShared":"1","templateId":"25","blockId":"183757"}