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dd5:warlock

Warlock

Hit Points

  • Hit Dice: 1d8 per bard level
  • 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

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Multi-class Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Features

Otherworldly Patron

Archfey

Your patron is a lord of 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 striving for greater magical power or the settling of age-old grudges.

Expanded Spell List

The 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.

  1. Faerie Fire, Sleep
  2. Calm Emotions, Phantasmal Force
  3. Blink, Plant Growth
  4. Dominate Beast, Greater Invisibility
  5. Dominate Person, Seeming
Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of hte 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. Once you use this feature, you can't use it again until you finish a short or long rest.

Misty Escape

Starting 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.

Beguiling Defenses

Beginning 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 DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting 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.

Until 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.

You must finish a short or long rest before you can use this feature again.

Celestial

Fiend

Great Old One

Hexblade

Undying

Spellcasting

Your 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.

Cantrips

You 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.

Spell Slots

The Warlock table shows how many spell slots you have. 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.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The 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.

Additionally, 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.

Spellcasting Ability

Charisma 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.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.

Invocations

Agonizing Blast

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

Ascendant Step

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

Bewitching Whispers

Book of Ancient Secrets

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster at will — targeting a celestial, fiend, or elemental—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.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Spear

Eyes of the Rune Keeper

Fiendish Vigor

Gaze of Two Minds

Lifedrinker

Mask of Many Faces

Master of Myriad Forms

Minions of Chaos

Mire the Mind

Misty Visions

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Repelling Blast

Sculptor of Flesh

Sign of Ill Omen

Thief of Five Fates

Thirsting Blade

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Witch Sight

dd5/warlock.txt · Last modified: 2018/01/14 18:09 by mark