Karios
Short Rest    Long Rest
Half-Elf
- Ability Score Increase: Your Charisma Score increases by 2, and two other abilities scores of your choice increase by 1.
- Size: Medium
- Speed: 30 feet
- Darkvision: 60 feet
- Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Language: You can speak, read, and write Common, Elvish, and one other language of your choice.
- Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
-
Eldritch Invocations:
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, 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.
A level prerequisite in an invocation refers to warlock level, not character level.- 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: You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
- Aspect of the Moon: (Prerequisite: Pact of the Tome feature)
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. - Beast Speech: You can cast Speak with Animals at will, without expending a spell slot.
- Beguiling Influence: You gain proficiency in the Deception and Persuasion skills.
- Book of Ancient Secrets: (Prerequisite: Pact of the Tome feature)
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't 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't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. - Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Eldritch Sight: You can cast Detect Magic at will, without expending a spell slot or material components.
- Eldritch Spear: (Prerequisite: Eldritch Blast cantrip)
When you cast Eldritch Blast, its range is 300 feet - Eyes of the Rune Keeper: You can read all writing.
- Fiendish Vigor: You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
- Gaze of Two Minds: You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
- Gift of the Ever-Living Ones: (Prerequisite: Pact of the Chain feature_
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. - Grasp of Hadar: (Prerequisite: Eldritch Blast cantrip)
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself. - Improved Pact Weapon: (Prerequisite: Pact of the Blade feature)
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. - Lance of Lethargy: (Prerequisite: Eldritch Blast cantrip)
Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn. - Mask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.
- Misty Visions: You can cast Silent Image at will, without expending a spell slot or material components.
- Repelling Blast: (Prerequisite: Eldritch Blast cantrip)
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line. - Thief of Five Fates: You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.
- 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. - Eldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
- Investment of the Chain Master: (Prerequisite: Pact of the Chain feature)
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
* The familiar gains either a flying speed or a swimming speed (your choice)of 40 feet.
* As a bonus action, you can command the familiar to take the Attack action.
* The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
* If the familiar forces a creature to make a saving throw, it uses your spell save DC.
* When the familiar takes damage, you can use your reaction to grant it resistance against that damage. - Rubuke of the Talisman: (Prerequisite: Pact of the Talisman feature)
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you. you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
- Agonizing Blast: (Prerequisite: Eldritch Blast cantrip)
-
Pact Boon:
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
- Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your 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.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short 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. - Pact of the Chain: You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, 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. - Pact of the Tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
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. - Pact of the Talisman: Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer 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. If 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.
- Pact of the Blade: You 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. 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.
-
Ability Score Improvement:
When you reach 4th level you can gain a feat, 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't increase an ability score above 20 using this feature.
- Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
-
Eldritch Versatility (optional):
Whenever 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:
* Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
* Replace the option you chose for the Pact Boon feature with one of that feature's other options.
* If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
- 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.
-
Fey Presence:
Starting 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.
Once you use this feature, you can't use it again until you finish a short or long rest.