{"name":"Warlock","overview":"","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per warlock level after 1st level","armorproficiencies":"Light armor","weaponproficiences":"Simple weapons","tools":"None","savingthrows":"Wisdom, Charisma","skills":"Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature and Religion.","equipment":"You start with the following items, plus anything provided by your background.\r\n[ul]\r\n[li]a) light crowwbow and 20 bolt or b) any simple weapon[\/li]\r\n[li]a) a component pouch or b) an arcane focus[\/li]\r\n[li]a) a scholar's pack or b) a dungeoneer's pack[\/li]\r\n[li]Leather armor, any simple weapon and two daggers[\/li]\r\n[\/ul]\r\nAlternatively, you may start with 4d4 x 10 gp to buy your own equipment.","spellcasting":"Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing 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\u2019s shown in the table\u2019s 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\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Charisma modifier\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.","features":"[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. A level prerequisite refers to your level in this class.\r\n\r\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. 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\nAgonizing Blast\r\n[br]\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.\r\n\r\nArmor of Shadows\r\n[br]\r\nYou can cast mage armor on yourself at will, without expending a spell slot or material components.\r\n\r\nAscendant Step\r\n[br]\r\nPrerequisite: 9th level\r\n\r\nBeast Speech\r\n[br]\r\nYou can cast levitate on yourself at will, without expending a spell slot or material components.\r\n\r\nYou can cast speak with animals at will, without expending a spell slot.\r\n\r\nBeguiling Influence\r\n[br]\r\nYou gain proficiency in the Deception and Persuasion skills.\r\n\r\nBewitching Whispers\r\n[br]\r\nPrerequisite: 7th level\r\n\r\nYou can cast compulsion once using a warlock spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\nBook of Ancient Secrets\r\n[br]\r\nPrerequisite: Pact of the Tome feature\r\n\r\nYou can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class\u2019s spell list (the two needn\u2019t be from the same list). The spells appear in the book and don\u2019t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can\u2019t cast the spells except as rituals, unless you\u2019ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.\r\n\r\nOn 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\u2019s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.\r\n\r\nChains of Carceri\r\n[br]\r\nPrerequisite: 15th level, Pact of the Chain feature\r\n\r\nYou can cast hold monster at will \u2014 targeting a celestial, fiend, or elemental \u2014 without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.\r\n\r\nDevil\u2019s Sight\r\n[br]\r\nYou can see normally in darkness, both magical and nonmagical, to a distance of 36 meters.\r\n\r\nDreadful Word\r\n[br]\r\nPrerequisite: 7th level\r\n\r\nYou can cast confusion once using a warlock spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\nEldritch Sight\r\n[br]\r\nYou can cast detect magic at will, without expending a spell slot.\r\n\r\nEldritch Spear\r\n[br]\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, its range is 90 meters.\r\n\r\nEyes of the Rune Keeper\r\n[br]\r\nYou can read all writing.\r\n\r\nFiendish Vigor\r\n[br]\r\nYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.\r\n\r\nGaze of Two Minds\r\n[br]\r\nYou 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\u2019s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.\r\n\r\nLifedrinker\r\n[br]\r\nPrerequisite: 12th level, Pact of the Blade feature\r\n\r\nWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).\r\n\r\nMask of Many Faces\r\n[br]\r\nYou can cast disguise self at will, without expending a spell slot.\r\n\r\nMaster of Myriad Forms\r\n[br]\r\nPrerequisite: 15th level\r\n\r\nYou can cast alter self at will, without expending a spell slot.\r\n\r\nMinions of Chaos\r\n[br]\r\nPrerequisite: 9th level\r\n\r\nYou can cast conjure elemental once using a warlock spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\nMire the Mind\r\n[br]\r\nPrerequisite: 5th level\r\n\r\nYou can cast slow once using a warlock spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\nMisty Visions\r\n[br]\r\nYou can cast silent image at will, without expending a spell slot or material components.\r\n\r\nOne with Shadows\r\n[br]\r\nPrerequisite: 5th level\r\n\r\nWhen 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 or a reaction.\r\n\r\nOtherworldly Leap\r\n[br]\r\nPrerequisite: 9th level\r\n\r\nYou can cast jump on yourself at will, without expending a spell slot or material components.\r\n\r\nRepelling Blast\r\n[br]\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you hit a creature with eldritch blast, you can push the creature up to 3 meters away from you in a straight line.\r\n\r\nSculptor of Flesh\r\n[br]\r\nPrerequisite: 7th level\r\n\r\nYou can cast polymorph once using a warlock spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\nSign of Ill Omen\r\n[br]\r\nPrerequisite: 5th level\r\n\r\nYou can cast bestow curse once using a warlock spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\nThief of Five Fates\r\n[br]\r\nYou can cast bane once using a warlock spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\nThirsting Blade\r\n[br]\r\nPrerequisite: 5th level, Pact of the Blade feature\r\n\r\nYou can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nVisions of Distant Realms\r\n[br]\r\nPrerequisite: 15th level\r\n\r\nYou can cast arcane eye at will, without expending a spell slot.\r\n\r\nVoice of the Chain Master\r\n[br]\r\nPrerequisite: Pact of the Chain feature\r\n\r\nYou can communicate telepathically with your familiar and perceive through your familiar\u2019s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar\u2019s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.\r\n\r\nWhispers of the Grave\r\n[br]\r\nPrerequisite: 9th level\r\n\r\nYou can cast speak with dead at will, without expending a spell slot.\r\n\r\nWitch Sight\r\n[br]\r\nPrerequisite: 15th level\r\n\r\nYou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 9 meters of you and within line of sight.\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\nPact of the Blade\r\n[br]\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 the Weapons section 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 1,5 meters 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\u2019t 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\nPact of the Chain\r\n[br]\r\nYou learn the find familiar spell and can cast it as a ritual. The spell doesn\u2019t 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 make one attack with its reaction.\r\n\r\nPact of the Tome\r\n[br]\r\nYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class\u2019s spell list (the three needn\u2019t be from the same list). While the book is on your person, you can cast those cantrips at will. They don\u2019t count against your number of cantrips known. If they don\u2019t appear on the warlock spell list, they are nonetheless warlock spells for you.\r\n\r\nIf 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. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\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\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: 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 (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\nAt 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.\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\nYou regain all uses of your Mystic Arcanum when you finish a long rest.\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.","subclasses":"[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[table]\r\n[tr]\r\n[th]Spell level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Faerie Fire, Sleep[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]Calm Emotions, Phantasmal Force[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Blink, Plant Growth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Dominate Beast, Greater Invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Dominate Person, Seeming[\/td]\r\n[\/tr]\r\n[\/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 3-meter 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 18 meters 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 18 meters 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.\r\n\r\n[h1]The Celestial[\/h1]\r\nYour patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.\r\nBeing connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.\r\n\r\n[h2]Expanded Spell List[\/h2]\r\nThe Celestial 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[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Cure Wounds, Guiding Bolt[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]Flaming Sphere, Lesser Restoration[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Daylight, Revivify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Guardian of Faith, Wall of Fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Flame Strike, Greater Restoration[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]Bonus Cantrips[\/h2]\r\nAt 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don\u2019t count against your number of cantrips known.\r\n\r\n[h2]Healing Light[\/h2]\r\nAt 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.\r\n\r\nAs a bonus action, you can heal one creature you can see within 18 meters of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.\r\n\r\nYour pool regains all expended dice when you finish a long rest.\r\n\r\n[h2]Radiant Soul[\/h2]\r\nStarting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.\r\n\r\n[h2]Celestial Resistance[\/h2]\r\nStarting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.\r\n\r\n[h2]Searing Vengeance[\/h2]\r\nStarting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 9 meters of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[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\u2019Urb-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[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]burning hands, command[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]blindness\/deafness, scorching ray[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]fireball, stinking cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]fire shield, wall of fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]flame strike, hallow[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]Dark One\u2019s 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\u2019s 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\u2019s effects occur.\r\n\r\nOnce you use this feature, you can\u2019t 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\u2019t use it again until you finish a long rest.\r\n\r\n[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.\r\nEntities 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[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Dissonant Whispers, Tasha's Hideous Laughter[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]Detect Thoughts, Phantasmal Force[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Clairvoyance, Sending[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Dominate Beast, Evard's Black Tentacles[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Dominate Person, Telekinesis[\/td]\r\n[\/tr]\r\n[\/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 communicate telepathically with any creature you can see within 9 meters 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.\r\n\r\n[h1]The Hexblade[\/h1]\r\nYou have made your pact with a mysterious entity from the Shadowfell \u2013 a 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\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[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Shield, Wrathful Smite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]Blur, Branding Smite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Blink, Elemental Weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Phantasmal Killer, Staggering Smite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Banishing Smite, Cone of Cold[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\nHexblade's Curse\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 9 meters 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[ul]\r\n[li]You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.[\/li]\r\n[li]Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.[\/li]\r\n[li]If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).[\/li]\r\n[\/ul]\r\nYou can\u2019t 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 in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. 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\u2019s Curse hits you with an attack roll, 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 9 meters 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.\r\n\r\n[h1]The Undying[\/h1]\r\nDeath holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize \u2013 like all power \u2013 comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.\r\nIn the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.\r\n\r\n[h2]Expanded Spell List[\/h2]\r\nThe Undying 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[table]\r\n[tr]\r\n[th]Spell Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]False Life, Ray of Sickness[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]Blindness\/Deagness, Silence[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Feign Death, Speak with Dead[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Aura of Life, Death Ward[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Contagion, Legend Lore[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\nAmong the Dead\r\nStarting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.\r\n\r\nAdditionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.\r\n\r\n[h2]Defy Death[\/h2]\r\nStarting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h2]Undying Nature[\/h2]\r\nBeginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.\r\n\r\nIn addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.\r\n\r\n[h2]Indestructible Life[\/h2]\r\nWhen you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.","tabledata":"Level|Proficiency Bonus|Features|Cantrips Known|Spells Known|Spell Slot|Slot Level|Invocations Known\r\n1|+2|Otherworldly Patron, Pact Magic|2|2|1|1st|\/\r\n2|+2|Eldritch Invocations|2|3|2|1st|2\r\n3|+2|Pact Boon|2|4|2|2nd|2\r\n4|+2|Ability Score Improvement|3|5|2|2nd|2\r\n5|+3|\/|3|6|2|3rd|3\r\n6|+3|Otherworldly Patron Feature|3|7|2|3rd|3\r\n7|+3|\/|3|8|2|4th|4\r\n8|+3|Ability Score Improvement|3|9|2|4th|4|\r\n9|+4|\/|3|10|2|5th|5\r\n10|+4|Otherworldly Patron Feature|4|10|2|5th|5\r\n11|+4|Mystic Arcanum (6th level)|4|11|3|5th|5\r\n12|+4|Ability Score Improvement|4|11|3|5th|6\r\n13|+5|Mystic Arcanum (7th level)|4|12|3|5th|6\r\n14|+5|Otherworldly Patron Feature|4|12|3|5th|6\r\n15|+5|Mystic Arcanum (8th level)|4|13|3|5th|7\r\n16|+5|Ability Score Improvement|4|13|3|5th|7\r\n17|+6|Mystic Arcanum (9th level)|4|14|4|5th|7\r\n18|+6|\/|4|14|4|5th|8\r\n19|+6|Ability Score Improvement|4|15|4|5th|8\r\n20|+6|Eldritch Master|4|15|4|5th|8","tags":"Warlock, Metric System","isShared":"on","templateId":"25","blockId":"351867"}