Tim Me

Short Rest    Long Rest
Warlock
  • bookmark_add Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
  • bookmark_add 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.
    • bookmark_addAgonizing Blast: (Prerequisite: Eldritch Blast cantrip)
      When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
    • bookmark_addArmor of Shadows: You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
    • bookmark_addBeast Speech: You can cast Speak with Animals at will, without expending a spell slot.
    • bookmark_addBeguiling Influence: You gain proficiency in the Deception and Persuasion skills.
    • bookmark_addDevil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
    • bookmark_addEldritch Sight: You can cast Detect Magic at will, without expending a spell slot or material components.
    • bookmark_addEldritch Spear: (Prerequisite: Eldritch Blast cantrip)
      When you cast Eldritch Blast, its range is 300 feet
    • bookmark_addEyes of the Rune Keeper: You can read all writing.
    • bookmark_addFiendish Vigor: You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
    • bookmark_addGaze 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.
    • bookmark_addGrasp 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.
    • bookmark_addLance 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.
    • bookmark_addMask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.
    • bookmark_addMisty Visions: You can cast Silent Image at will, without expending a spell slot or material components.
    • bookmark_addRepelling 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.
    • bookmark_addThief 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.
    • bookmark_addEldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
    • bookmark_addInvestment 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.
    • bookmark_addRubuke 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.
  • bookmark_add Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
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