Warlock. Eldritch Invocations. Pact Magic

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1 Prof. Bonus 0th s Knwn Slots Slot Invocations Known + Otherworldly Patron, Pact Magic 1 nd rd + Eldritch Invocations + Pact Boon nd th + nd + rd th + th + Features rd Otherworldly Patron feature th th + 9 th 9th th + Otherworldly Patron feature 10 11th + Mystic Arcanum (th level) 11 1th th + Mystic Arcanum (th level) 1 1th + Otherworldly Patron feature Mystic Arcanum (th level) 1 1th + 1 1th Mystic Arcanum (9th level) 1 1th 1 19th 1 0th Eldritch Master 1 Warlock Hit Points Hit Dice: 1d per Warlock Hit Points at : + your Constitution modifier Hit Points at Higher s: 1d (or ) + your Constitution modifier per Warlock level after Proficiencies Armor: Light Armor Weapons: Simple Weapons Saving Throws: Wisdom, Charisma Skills: Two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Equipment You start with the following equipment: (a) a Light Crossbow and 0 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 Pact Magic Cantrips At level, you know two cantrips from the Warlock spell list. You learn additional cantrips as you level up, as per the Warlock table. Slots The Warlock Table shows how many spell slots you have, and what level they all are. To cast one of these spells, you must expend a spell slot. You regain all spell slots when s Known of and Higher The Warlock Table shows how many spells you know. Each of these spells must be of a level no higher than your current spell slots. Additionally, when you gain a level in this class, you may replace a spell you know with another from the Warlock spell list. casting Ability Charisma is your spellcasting ability for Warlock spells. save DC = + your Proficiency bonus + your Charisma modifier attack modifier = your Proficiency bonus + your Charisma modifier casting Focus You use an arcane focus as a spellcasting focus for your Warlock spells. Eldritch Invocations At nd level, you gain two eldritch invocations of your choice. When you gain certain levels, you gain additional invocations, as shown in the Warlock table. Additionally, when you gain a level in this class, you can replace an invocation you know. If an invocation has prerequisities, you must meet them to learn them. You can learn the invocation at the same time that you meet its prerequisities. prerequisities refer to Warlock level, not character level. Agonizing Blast Prerequisite: Eldritch Blast (PHB.) cantrip When you cast Eldritch Blast (PHB.), add your Charisma modifier to the damage it deals on a hit. Armor of Shadows You can cast Mage Armor (PHB.) on yourself at will, without expending a spell slot or material components. PAGE

2 Ascendant Step Prerequisite: 9th You can cast Levitate (PHB.) on yourself at will, without expending a spell slot or material components. Beast Speech You can cast Speak with Animals (PHB.) at will, without Beguiling Influence You gain proficiency in Deception and Persuasion. Bewitching Whispers Prerequisite: th You can cast Compulsion (PHB.) once using a Warlock spell slot. You can t do so again until you take a long rest. Book of Ancient Secrets Prerequisite: Pact of the Tome feature Choose two level spells with the ritual tag from any class s spell list. They are now inscribed inside your Book of Shadows, and don t count against the number of spells you know. You can cast the chosen spells as rituals. You can t cast them otherwise, unless you learn them by other means. You may also cast other Warlock spells you know as a ritual if it has the ritual tag. If you find other ritual spells in your adventures, you can add it to the book if the spell s level is equal to or less than half your Warlock level (rounded up). For each level of the spell, it takes hours and 0gp in rare ink to transcribe into the book. Chains of Carceri Prerequisite: 1 level, Pact of the Chain feature You can cast Hold Monster (PHB.1) 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 that creature again. Devil s Sight You can see normally in darkness, both magical or otherwise, to a distance of 10 ft. Dreadful Word Prerequisite: th level You can cast Confusion (PHB.) once using a Warlock spell slot. You can t do so again until you finish a long rest. Eldritch Sight You can cast Detect Magic (PHB.1) at will, without Eldritch Spear Prerequisite: Eldritch Blast (PHB.) cantrip When you cast Eldritch Blast (PHB.), its range is 00 ft. Eyes of the Rune Keeper You can read all writing Fiendish Vigor You can cast False Life (PHB.9) on yourself as a 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 eyes until the end of your next turn. As long as you are on the same plane, you can use your action on each subsequent turn to maintain this connection. While perceiving through the other creatures senses, you are blinded and deafened to your own surroundings. Lifedrinker Prerequisite: 1th level, Pact of the Blade feature When you hit a creature with your pact weapon, they take extra necrotic damage equal to your Charisma modifier (Min 1). Mask of Many Faces You can cast Disguise Self (PHB.) at will, without Master of Myriad of Forms Prerequisite: 1 level You can cast Alter Self (PHB.11) at will, without Minions of Chaos Prerequisite: 9th level You can cast Conjure Elemental (PHB.) once using a Warlock spell slot. You can t do so again until you finish a long rest. Mire the Mind Prerequisite: You can cast Slow (PHB.) once using a Warlock spell slot. You can t do so again until you finish a long rest. Misty Visions You can cast Silent Image (PHB.) at will, without expending a spell slot or material components. One with Shadows Prerequisite: level When in dim light or darker, you can use your action to become invisible until you move or take an action or reaction. Otherworldly Leap Prerequisite: 9th You can cast Jump (PHB.) on yourself at will, without expending a spell slot or material components. Repelling Blast Prerequisite: Eldritch Blast (PHB.) cantrip When you hit a creature with Eldritch Blast (PHB.), you can push them up to 10 ft away from you in a straight line. Sculptor of Flesh Prerequisite: th You can cast Polymorph (PHB.) once using a Warlock spell slot. You can t do so again until you take a long rest. Sign of Ill Omen Prerequisite: You can cast Bestow Curse (PHB.1) once using a Warlock spell slot. You can t do so again until you finish a long rest. Thief of Five Fates You can cast Bane (PHB.1) once using a Warlock spell slot. You can t do so again until you finish a long rest. Thirsting Blade Prerequisite:, Pact of the Blade feature You can attack twice with your pact weapon, instead of once, when you take the Attack action on your turn. Visions of Distant Realms Prerequisite: 1 level You can cast Arcane Eye (PHB.1) at will, without PAGE

3 Voice of the Chain Master Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and perceive through its senses as long as you are on the same plane. Additionally, while perceiving through its senses, you can speak through it with your own voice, even if its normally incapable of speech. Ability Score Increase Whispers of the Grave Prerequisite: 9th level You can cast Speak with Dead (PHB.) at will, without At 11th level, you can choose one th level spell from the Warlock spell list. You can cast this spell once without You must finish a long rest before you cast it again. At higher levels, you gain more Warlock spells that can be cast this way. One th level spell at 1th level, one th level spell at 1 level, and one 9th level at 1th level. You regain all uses of Mystic Arcanum when you finish a long rest. Witch Sight Prerequisite: 1 level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while its within 0 ft of you and within line of sight. Pact Boon At rd level, your patron bestows a gift of your choice of the following. Pact of the Chain You learn the Find Familiar (PHB.0) and can cast it as a ritual. This doesn t count against your spells known. When you cast this spell, you can choose one of the normal forms for a familiar, or as a sprite, imp, pseudodragon, or quasit. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make an attack of its own. 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. Your pact weapon disappears if it is more than ft away from you for 1 minute or more. It also disappears if you use this feature again, dismiss the weapon, 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 it over an hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and appears whenever you create your pact weapon thereafter. You can t affect an artifact or sentient weapon in this way. The weapon ceases to be your pact weapon if you die, if you perform the ritual on another weapon, or if you use another ritual to break the bond. It appears at your feet if its in the extradimensional space when the bond breaks. Pact of the Tome Your patron gives you a book 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 don t count against the number of cantrips you know. If you lose your Book of Shadows, you can perform a 1 hr ceremony to receive a replacement from your patron. It can be performed during a short or long rest, and destroys the previous book. The book turns to ash if you die. At th, th, 1th, 1th, and 19th level, you can increase one ability score by, or two ability scores by 1. You can t bring an ability score above 0 using this feature. Mystic Arcanum Eldritch Master At 0th level, you can spend 1 minute and regain all your expended spell slots. Once you use this feature, it can t be used again until you finish a long rest. Otherworldly Patron At level, you struck a bargain with an otherworldly being of your choice: The Archfey, the Fiend, the Great Old One, The Undying (SCAG). This choice grants you features at, th, 10th, and 1th level. The Archfey Expanded List s Faerie Fire (PHB.9), Sleep (PHB.) nd Calm Emotions (PHB.1), Phantasmal Force (PHB.) rd Blink (PHB.19), Plant Growth (PHB.) th Dominate Beast (PHB.), Greater Invisibility (PHB.) Dominate Person (PHB.), Seeming (PHB.) Fey Presence At level, as an action, you can cause each creature in a 10 ft cube around you to make a Wisdom saving throw against your spell save DC. Those that fail are charmed or frightened (your choice) until the end of your next turn. Misty Escape At th level, when you take damage, you can use your reaction to turn invisible and teleport up to 0 ft 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. PAGE

4 Beguiling Defenses At 10th level, you become immune to being charmed, and when another creature attempts to charm you, you can use your reaction to reverse the charm back on them. They must succeed on a Wisdom saving throw versus your spell save DC or be charmed by you for 1 minute or until the creature takes damage. Dark Delirium At 1th level, as an action, choose a creature you can see within 0 ft. It must make a Wisdom saving throw against your 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. 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 is as you choose. It can see and hear only itself, you, and the illusion. You must finish a short or long rest before using this feature again. The Fiend Expanded List s Burning Hands (PHB.0), Command (PHB.) nd Blindness/Deafness (PHB.19), Scorching Ray (PHB.) rd Fireball (PHB.1), Stinking Cloud (PHB.) th Fire Shield (PHB.), Wall of Fire (PHB.) Flame Strike (PHB.), Hallow (PHB.9) Dark One s Blessing At level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Warlock level (min 1). Dark One s Own Luck At th level, when you make an ability check or 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 effects occur. The Great Old One Expanded List s Dissonant Whispers (PHB.), Tasha s Hideous Laughter (PHB.0) nd Detect Thoughts (PHB.1), Phantasmal Force (PHB.) rd Clairvoyance (PHB.), Sending (PHB.) th Dominate Beast (PHB.), Evard s Black Tentacles (PHB.) Dominate Person (PHB.), Telekinesis (PHB.0) Awakened Mind At level, you can communicate telepathically with any creature you can see within 0 ft. You don t need to share a language, but it must be able to understand at least one language. Entropic Ward At th level, when a creature makes an attack roll against you, you can use your reaction to impose disadvantage. If the attack misses, your next attack roll against that creature has advantage if you make it before the end of your next turn. Thought Shield At 10th level, your thoughts can t be read by telepath or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, it takes the same amount of damage. Create Thrall At 1th level, you can use your action to touch an incapacitated humanoid. They are then charmed by you until a Remove Curse (PHB.1) spell is cast on it, if the charmed condition is removed, or you use this feature again. You can communicate telepathically with the charmed creature as long as you on the same plane. Fiendish Resilience At 10th level, you can choose one damage type when You gain resistance to that damage type until you choose a different one with this feature. Damage from magical or silver weapons ignore this resistance. Hurl Through Hell At 1th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. They disappear and hurtle through a nightmare landscape. At the end of your next turn, it returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage. you finish a long rest. PAGE

5 The Undying (scag) Expanded List s False Life (PHB.9), Ray of Sickness (PHB.1) nd Blindness/Deafness (PHB.19), Silence (PHB.) rd Feign Death (PHB.0), Speak with Dead (PHB.) th Aura of Life (PHB.1), Death Ward (PHB.0) Contagion (PHB.), Legend Lore (PHB.) Among the Dead At level, you learn the Spare the Dying (PHB.) cantrip, which doesn t count against the number of Warlock cantrips you know. You also have advantage on any saving throws against disease. Additionally, if an undead targets you directed with an attack or harmful spell, it must make a Wisdom saving throw against your spell save DC (unless the spell is an area of effect spell). On a failed save, they must choose a new target, or forfeit the spell. On a successful save, they are immune to this effect for hrs. They are also immune to this effect for hrs if you target it with an attack or harmful spell. Defy Death At th level, you regain hit points equal to 1d + your Constitution modifier (min 1) when you succeed on a death saving throw or when you use Spare the Dying (PHB.) on another creature. you finish a long rest. Undying Nature At 10th level, you can hold your breath indefinitely, and don t require food, water, or sleep. You still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at 1/10th the normal rate, and are immune to being magically aged. Indestructible Life At 1th level, you can use your bonus action to regain hit points equal to 1d + your Warlock level. Additionally, you can reattach severed limbs at this time. PAGE

6 Warlock s Cantrips (0 ) Blade Ward PHB.1 Booming Blade SCAG.1 Chill Touch PHB.1 Create Bonfire EE.1 Eldritch Blast PHB. Friends PHB. Frostbite EE.1 Green-Flame Blade SCAG.1 Lightning Lure SCAG.1 Mage Hand PHB. Magic Stone EE.0 Minor Illusion PHB.0 Poison Spray PHB. Prestidigitation PHB. Sword Burst SCAG.1 Thunderclap EE. True Strike PHB. Armor of Agathys PHB.1 Arms of Hadar PHB.1 Charm Person PHB.1 Comprehend Languages PHB. Expeditious Retreat PHB. Hellish Rebuke PHB.0 Hex PHB.1 Illusory Script PHB. Protection from Evil and Good PHB.0 Unseen Servant PHB. Witch Bolt PHB.9 nd Cloud of Daggers PHB. Crown of Madness PHB.9 Darkness PHB.0 Earthbind EE.1 Enthrall PHB. Hold Person PHB.1 Invisibility PHB. Mirror Image PHB.0 Misty Step PHB.0 Ray of Enfeeblement PHB.1 Shatter PHB. Spider Climb PHB. Suggestion PHB.9 rd Counterspell PHB. Dispel Magic PHB. Fear PHB.9 Fly PHB. Gaseous Form PHB. Hunger of Hadar PHB.1 Hypnotic Pattern PHB. Magic Circle PHB. Major Image PHB. Remove Curse PHB.1 Tongues PHB. Vampiric Touch PHB. th th level Banishment PHB.1 Etherealness PHB. Blight PHB.19 Finger of Death PHB.1 Dimension Door PHB. Forcecage PHB. Elemental Bane EE.1 Plane Shift PHB. Hallucinatory Terrain th level PHB.9 Demiplane PHB.1 Dominate Monster Contact Other Plane PHB. PHB. Feeblemind PHB.9 Dream PHB. Glibness PHB. Hold Monster PHB.1 Power Word Stun Scrying PHB. PHB. th Arcane Gate PHB.1 Circle of Death PHB.1 Conjure Fey PHB. Create Undead PHB.9 Eyebite PHB. Flesh to Stone PHB. Investiture of Flame 9th Astral Projection PHB.1 Foresight PHB. Imprisonment PHB. Power Word Kill PHB. True Polymorph PHB. EE.19 Investiture of Ice EE.19 Investiture of Stone EE.19 Investiture of Wind EE.0 Mass Suggestion PHB. True Seeing PHB. PAGE

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