Kriv

Short Rest    Long Rest
Dragonborn
Bronze Dragonborn Warlock
  • add_circle_outline bookmark_add Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
  • add_circle_outline 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_addAspect 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.
    • 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_addBook 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.
    • bookmark_addCloak of Flies: (Prerequisite: 5th level)
      As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

      The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

      Once you use this invocation, you can’t use it again until you finish a short or long rest.
    • 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 Smite: (Prerequisite: 5th level, Pact of the Blade feature)
      Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
    • 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_addGift of the Depths: (Prerequisite: 5th level)
      You can breathe underwater, and you gain a swimming speed equal to your walking speed.

      You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
    • bookmark_addGift 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.
    • 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_addImproved 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.
    • 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_addMaddening Hex: (Prerequisite: 5th level, Hex spell or a warlock feature that curses)
      As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
    • bookmark_addMask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.
    • bookmark_addMire the Mind: (Prerequisite: 5th level)
      You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.
    • bookmark_addMisty Visions: You can cast Silent Image at will, without expending a spell slot or material components.
    • bookmark_addOne 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.
    • 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_addSign of Ill Omen: (Prerequisite: 5th level)
      You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.
    • 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_addThirsting Blade: (Prerequisite: 5th level, Pact of the Blade feature)
      You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
    • bookmark_addTomb of Levistus: (Prerequisite: 5th level)
      As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

      Once you use this invocation, you can’t use it again until you finish a short or long rest.
    • bookmark_addVoice 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.
    • bookmark_addEldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
    • bookmark_addFar Scribe: (Prerequisite: 5th-level warlock, Pact of the Tome feature)

      A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
      As an action, you can magically erase a name on the page by touching it.
    • 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_addUndying Servitude: (Prerequisite: 5th-level warlock)

      You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
  • add_circle_outline bookmark_add 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.
    • bookmark_addPact 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.
    • bookmark_addPact 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.
    • bookmark_addPact 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.
    • bookmark_addPact 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.
  • add_circle_outline bookmark_add 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.
  • add_circle_outline bookmark_add 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.
The Hexblade
  • add_circle_outline bookmark_add Expanded Spell List: The 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.
  • add_circle_outline bookmark_add Hexblade's Curse: Starting 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 30 feet 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:

    -You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    -Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    -If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

    You can’t use this feature again until you finish a short or long rest.
  • add_circle_outline bookmark_add Hex Warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

    The 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.
  • add_circle_outline bookmark_add Accursed Specter: Starting 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).

    The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

    Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Urchin
  • add_circle_outline bookmark_add City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
< ⚅