Životy
Odbornosti
Samurai
| Úroveň | Bonus odbornosti | Vlastnosti | Challenges |
|---|---|---|---|
| 1 | + 2 | Challenge Iajutsu | 1 |
| 2 | + 2 | Challenge Iajutsu | 1 |
| 3 | + 2 | Challenge Iajutsu | 1 |
| 4 | + 2 | Challenge Iajutsu | 1 |
| 5 | + 3 | Challenge Iajutsu | 1 |
| 6 | + 3 | Challenge Iajutsu | 1 |
| 7 | + 3 | Challenge Iajutsu | 1 |
| 8 | + 3 | Challenge Iajutsu | 2 |
| 9 | + 4 | Challenge Iajutsu | 2 |
| 10 | + 4 | Challenge Iajutsu | 2 |
| 11 | + 4 | Challenge Iajutsu | 2 |
| 12 | + 4 | Challenge Iajutsu | 2 |
| 13 | + 5 | Challenge Iajutsu | 2 |
| 14 | + 5 | Challenge Iajutsu | 2 |
| 15 | + 5 | Challenge Iajutsu | 2 |
| 16 | + 5 | Challenge Iajutsu | 3 |
| 17 | + 6 | Challenge Iajutsu | 3 |
| 18 | + 6 | Challenge Iajutsu | 3 |
| 19 | + 6 | Challenge Iajutsu | 3 |
| 20 | + 6 | Challenge Iajutsu | 6 |
| Úroveň | Bonus odbornosti | Vlastnosti | Challenge Damage |
|---|---|---|---|
| 1 | + 2 | Challenge Iajutsu | {@dice 1d6} |
| 2 | + 2 | Challenge Iajutsu | {@dice 1d6} |
| 3 | + 2 | Challenge Iajutsu | {@dice 1d6} |
| 4 | + 2 | Challenge Iajutsu | {@dice 1d6} |
| 5 | + 3 | Challenge Iajutsu | {@dice 2d6} |
| 6 | + 3 | Challenge Iajutsu | {@dice 2d6} |
| 7 | + 3 | Challenge Iajutsu | {@dice 2d6} |
| 8 | + 3 | Challenge Iajutsu | {@dice 2d6} |
| 9 | + 4 | Challenge Iajutsu | {@dice 2d6} |
| 10 | + 4 | Challenge Iajutsu | {@dice 3d6} |
| 11 | + 4 | Challenge Iajutsu | {@dice 3d6} |
| 12 | + 4 | Challenge Iajutsu | {@dice 3d6} |
| 13 | + 5 | Challenge Iajutsu | {@dice 3d6} |
| 14 | + 5 | Challenge Iajutsu | {@dice 3d6} |
| 15 | + 5 | Challenge Iajutsu | {@dice 4d6} |
| 16 | + 5 | Challenge Iajutsu | {@dice 4d6} |
| 17 | + 6 | Challenge Iajutsu | {@dice 4d6} |
| 18 | + 6 | Challenge Iajutsu | {@dice 4d6} |
| 19 | + 6 | Challenge Iajutsu | {@dice 4d6} |
| 20 | + 6 | Challenge Iajutsu | {@dice 4d6} |
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 13
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Úroveň 9
Odbornosti
light
medium
heavy
simple
martial
Počáteční vybavení
Vlastnosti třídy
Challenge (Level 1)
The Samurai is able to hone their focus and unleash a new level of destructive swordplay in combat. The Samurai may activate Challenge against a single creature of choice within 60ft. Against that creature, for the next minute, they gain the following features:
• Advantage on Attack Rolls against them.
• When you would deal damage with a weapon against them, once per round, deal an additional 1d6 damage. This increases by 1d6 at levels 5 and 10 and 15.
• Once per round, you may treat your AC as 3 higher against any attack they make. Alternatively, gain this bonus on any Saving Throw they would force you to make.
If you would reduce a creature to 0 Hit Points, you may transfer your Challenge to a different creature within range with either a Bonus Action or Reaction, increasing the duration of your Challenge by 2 rounds.
You have one use of this ability, and regain it on a Short Rest. As you progress in this class, you gain additional uses.
Iajutsu (Level 1)
Additionally at level 1, you have advantage on Initiative Checks. During the first round of combat, you gain the following benefits:
• You have an additional action you may use to either make one weapon attack or use the Detect, Dash or Disengage action.
Fighting Style (Level 2)
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Sacrificial Surge (Level 2)
You have learnt to push your body beyond its normal capiblities with pure mental power, exchanging your energy for sheer focus. As a bonus action you may give yourself advantage on the following skills: Acrobatics, Athletics, Intimidation, Perception or Stealth. As a result, you take 1d4 Necrotic Damage, which cannot be reduced or ignored by any means. This damage increases with your Character Level, at levels 6, 12 and 18, to a maximum of 5d4.
Alternatively, if you would reduce a creature to 0 Hit Points during a Challenge, you may use Sacrificial Surge to transfer it to a new target, rather than using a Bonus Action or Reaction.
Samurai Honor (Level 3)
At level 3, you tie yourself to a path known as an Honor. An Honor dictates the path you walk, the abilities you gain, and what lies in your future. The subclasses are listed after class features.
Ability Score Improvement (Level 4)
When you reach 4th level, you can 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Honor Feature (Level 6)
At 6th level, you gain a feature from your Samurai Honor.
Resolve (Level 7)
At level 7, when you would fail an Intelligence, Wisdom or Charisma saving throw, you may roll again as a reaction. You regain use of this feature on a Short Rest. At levels 14 and 18 you gain an additional use.
Ability Score Improvement (Level 8)
When you reach 8th level, you can 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Parry (Level 9)
At level 9, your training with weaponry has allowed you to deflect incoming attacks from foes. When a creature would deal damage to you with a melee weapon, provided you are holding a weapon you are proficient in, as a reaction you may reduce the damage by 1d10+Your Strength or Dexterity modifier. If you reduce the damage to 0, you may choose one of the following results:
• The creature is disarmed.
• The creature takes 4 damage from your weapon.
If you parry a creature that is larger than you, for every size category difference between you, gain a -3 penalty on your Parry roll. Small sized Samurai are treated as if they are Medium Sized for this ability.
Tradition (Level 10)
At level 10, your Path has led you to a cross roads between Combat Supremeacy and Mental Fortitude. You must choose one of the the following abilities, and cannot change this afterwards:
• Unyielding Spirit. You gain proficiency in Wisdom Saving Throws, and cannot suffer disadvantage on them.
• Oppressive Form. Your attacks become a constant beatdown. When you hit a creature with an attack, they become marked until the end of your next turn. When you strike a marked creature, you deal an additional dice of your weapons damage. You can only mark a creature once per round.
Honor Feature (Level 11)
At 11th level, you gain a feature from your Samurai Honor.
Ability Score Improvement (Level 12)
When you reach 12th level, you can 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Precise Strike (Level 13)
At level 13, when making attack rolls with weapons you are proficient in, you treat your Critical Range as if it was 19-20.
Focus (Level 14)
At level 14, you become immune to the Frightened and Charmed conditions.
Clean Cut (Level 15)
At level 15, when you score a Critical Strike against a Challenged creature, you deal an additional 2d6 damage, matching the type of your weapon. If you score a Critical Strike on a creature that is under 50% of their maximum Hit Points, this increases to 4d6.
Ability Score Improvement (Level 16)
When you reach 16th level, you can 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Restful Meditation (Level 17)
Come level 17, you are able to quietly and calmly rest your mind, allowing for efficient resting. When you would take a Long Rest, you may instead choose to Meditate. A Meditation is 4 hours instead of 8 - Reduced to 2 hours for a creature that can already Meditate, such as an Elf.
When you Meditate, you are still keenly aware of the goings on around you. You do not suffer from disadvantage on Perception Checks.
Alternatively, you may clear your mind from harm. By spending the full 8 hours Meditating, you may cast Greater Restoration on yourself.
Honor Feature (Level 18)
At 18th level, you gain a feature from your Samurai Honor.
Ability Score Improvement (Level 19)
When you reach 19th level, you can 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
True Challenge (Level 20)
At level 20, your Challenge applies to all creatures as long as it is active, and you gain three additional uses of Challenge.
Multitřídy
Požadavky multitříd
- DEX: 13 nebo STR: 13
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Honor of the Juggernaut
Honor of the Juggernaut (Level 3)
Those who find themselves on the path of the Juggernaut are powerful, unstoppable warriors who break away at the enemy with their immense Strength and stature. Their attacks break down the defense of their foe, while keeping their own defense resolute.
Iron Stance (Level 3)
At 3rd level, you are trained in taking a slow but durable stance that you may only enter when wearing Medium or Heavy Armor. With your Bonus Action, you may enter the Iron Stance. The Iron Stance has no duration, and it takes a free action at the start of your turn to exit it. Whilst you are within this stance, gain the following features:
• Your AC increases by 3.
• You gain Advantage on Strength Saving Throws.
• Your Speed is halved.
Posture Break
Additionally at 3rd level, whilst you are within the Iron Stance, your attacks are harsh and brutal. When you deal damage with a melee weapon using your strength you are proficient in, the target has their AC lowered by 1. This reduction lasts until the end of their next turn. The reduction may stack up to 2.
At level 11, the amount you reduce a targets AC by per damage is 2, up to a maximum of 3.
Wisdom of the Juggernaut (Level 6)
Your doctrine teaches practice in utter control of the mind. At level 6, during a Challenge you add half your Proficiency Modifier to all Wisdom, Charisma and Intelligence Saving Throws.
Mighty Parry (Level 11)
At level 11, your Parry is a powerful force. Whilst within the Iron Stance, gain a +3 bonus to Parry Rolls. Furthermore, if the damage is reduced to at least 5 or lower, you may choose to push the creature back 10ft or knock them Prone. This can only be used on creatures your size or one larger.
Unstoppable (Level 18)
At level 18, even death struggles to claim your body. When you are reduced to 0 Hit Points whilst in the Iron Stance, you instead remain conscious. You still make Death Saving Throws as normal. If you succeed all 3, you automatically stabalise at 1 Hit Point. If you roll a Natural 20, you stabalise at 10 Hit Points.
Honor of the Oni
Honor of the Oni (Level 3)
Those who walk the path of the Oni have either been born, or taken it upon themselves to become huge, terrifying monsters. Often shunned by those around them and prone to walking a cruel and evil path, most Oni Samurai are felled by their peers...
Yōkai (Level 3)
At 3rd level, your form permanently changes, whether from your own inherent power or some chemical process you undergo. Your appearance changes, becoming slightly more like a demonic Oni. You may grow horns, your pupils may be slit, or your skins have scales. You gain the following features:
• You gain Proficiency in Athletics and may use Strength instead of Charisma for Intimidation.
Oni Unleashed
Also at 3rd level, you are able to unleash your true might. When you would issue a challenge, you transform into a near lifelike visage of a true Oni, growing sharp teeth, menacing glowing eyes and a large stature. You gain the following benefits until your Challenge ends:
• A number of Temporary Hit Points equal to your Character Level x 1.5.
• Your Size increases by one step, and your reach by 5ft.
• When you would roll below a 6 on a Strength Saving Throw or Check, treat your roll as a 6.
• You may take the Shove Action as a Bonus Action.
Brutish Strike (Level 6)
At level 6, when you would make a melee attack roll, you may instead make a Brutish Strike. Make an attack roll with disadvantage that deals an additional die of damage of your weapon, and knocks the target back 5ft.
If you would use this ability when within Oni Unleashed, once per round, they also must make a Charisma Saving Throw or gain the Frightened Condition until the end of their turn.
Aura of Hate (Level 11)
At Level 11, whilst you are within your Oni Unleashed state, your presence alone eminates fear and terror. This manifests as a 20ft Aura that causes all creatures inside to have disadvantage on Saving Throws against the Frightened condition from you. Furthermore, as a Bonus Action, you may force a creature within this Aura to make a Charisma Saving Throw or take 2d4 Psychic Damage, half on a success. A creature that is Frightened of you instead takes 3d4 Psychic Damage. This is treated as a Saving Throw against Fear.
Omen of Doom
Once per Long Rest, when you would succeed on a Wisdom or Charisma Saving Throw, you may force the creature that caused it to make a Charisma Saving Throw or become Frightened of you until the end of their next turn.
Icon of Fear (Level 18)
Come level 18, when you would roll Initative, you may instantly issue a Challenge at a target of choice. When you do this, every creature within 60ft of you must make a Charisma Saving Throw or become Frightened of you for 1 Minute. They may attempt the saving throw at the start of each of their turns after.
Honor of the Rabbit
Honor of the Rabbit (Level 3)
The Honour of the Rabbit is the path of agility, speed and deft dodging. A Rabbit Samurai knows how to move around the field quickly and use their fast movements to avoid the full impact of every strike that comes their way. Unpredictable and speedy, a Rabbit Samurai can survive for extended periods of time.
Art of Evasion (Level 3)
At 3rd level, when wearing no armour and wielding no shield, your AC is calculated as 13+Dexterity Modifier.
Furthermore, you are able to turn cuts and bruises into grazes as you move around. As long as you are able to move and are not Blinded, you reduce all Bludgeoning, Slashing, Piercing, Fire, Cold, Lightning and Acid damage you would take by 2. At levels 7 and 18, this increases by 1.
Quickstep
You may take the Dash Action as a Bonus Action.
Spin and Piourette (Level 6)
Your Speed increases by 5ft, and by another 5ft at level 11.
Additionally, once per round, when you would make an attack roll against a creature, you may move up to 10ft in any direction you can.
Artful Defense (Level 11)
At level 11, twice per Short Rest, you may use the Parry feature even when you are out of reactions.
Deft Movement (Level 18)
At level 18, as long as you can move, you have advantage on Dexterity Saving Throws.
Burst of Speed (Level 18)
Additionally at level 18, once per Short Rest, you may unleash a true demonstration of skill and speed. When you activate this ability as an Action, you gain the following benefits:
• Your Speed doubles, and you cannot be targeted by an Opportunity Attack.
• You may make a single attack roll against each creature you move within 15ft of this turn. The attack deals two additional dice of your weapon's damage.
Honor of the Revenger
Honor of the Revenger (Level 3)
Those who walk the path of revenge find themselves consumed by a burning hatred that rots them from the inside slowly. Despite it all, very few show any care for the harm they cause themselves as they unleash their truest hatred on their foes.
Hatred (Level 3)
You live to kill those in your way. At 3rd level, when you would Challenge a creature, you may choose to Hate them. If you do, you gain the following benefits:
• When you would deal damage from your Challenge, increase the dice to a d10. Your Challenge Dice deal a minimum of 3 damage.
However:
• You cannot deal Non-Lethal damage to them
• If you do not spend a turn dealing or taking damage from them, your Challenge ends.
When you transfer your Challenge to another creature whilst in Hate, you may choose to stop the Hate or continue it.
Bloody Conquest (Level 6)
At level 6, when you would kill a challenged creature and extend your challenge to a new target, they must succeed a Wisdom Saving Throw (DC 8+Proficiency+STR or DEX Modifier) or become Frightened of you until the end of their next turn.
Rend (Level 11)
At level 11, when attacking a creature you Hate that is below 50% of its Hit Points, increase your Critical Range by 2. Furthermore, your Critical Deals deal minimum 3 damage per dice
True Hatred (Level 18)
At level 18, when you Hate a creature, the damage die of your Challenge are instead d12s, and deal a minimum of 4 damage. Furthermore, when you would Parry them, deal an amount of damage equal to half of your Parry Roll.
At level 20, you may choose to Hate all creatures when initiating a Challenge.
Honor of the Slayer
Honor of the Slayer (Level 3)
The Slayers are an ancient order of Samurai that once fought against monsters and undead alike, stopping their domination of the world to protect humanity. While that order has long since died, remnants of their skills and traditions remain alive, most notably 'The Breath'. 'The Breath' is a powerful ability that allows a user to regulate their breathing to such a level of precise tuning they can output feats far greater than normally possible for their kind to do.
The Breath (Level 3)
As a bonus action, or as part of issuing a challenge, you may begin The Breath. You gain the following benefits:
• Your Strength, Dexterity or Constitution (your choice) increases by +2.
• Your Speed increases by 10ft.
• You have advantage on Constitution saving throws, except for when attempting to maintain The Breath.
• Your Weight Capacity doubles.
If you have any exhaustion, the time you can use The Breath for is halved.
The Breath takes up your Concentration slot, if you would be able to cast any spells, though does not require Saving Throws to maintain.
You may end The Breath as a free action on your turn.
You can maintain The Breath for a number of rounds equal to your 2+Your Constitution Modifier (Minimum 1). Once you pass this limit, you must begin making DC 8 Constitution Saving Throws at the end of each of your turns. On a failure, you gain 1 rank of exhaustion. On a success, you maintain The Breath, though the DC increases by +2. If you would fail the save, you may use Sacrificial Surge as a reaction to attempt once more.
After using The Breath, you must wait at least a minute to use it again. For each time you use The Breath after the first, the amount of rounds you can maintain it for free is lowered by 1. This resets on a Long Rest.
Breath Evolution
At Level 6, The Breath improves:
• You may treat the damage die of your weapon as if it was one step higher (d4>d6>d8>d10>d12>2d6>2d8).
• Your Speed increases by an additional 5ft.
Breath Evolution
At level 11, The Breath improves:
• You may apply the stat boost bonus to two of the stats.
• You gain a +2 bonus on Strength and Dexterity saving throws.
• You count as one size larger for the Parry class feature.
Breath Evolution
At level 18, The Breath is mastered.
• Select one Score from Strength, Dexterity and Constitution. It increases by 4, to a maximum of 24. The two non selected scores increase by 2.
Miraculous Feint (Level 6)
At level 6, you are capable of unleashing bursts of speed to avoid imminent harm. When an attack roll would be made against you or you would be forced to make a Strength, Dexterity or Constitution Saving Throw, you may trigger this ability as a reaction. Either you impose disadvantage on the attack roll, or gain advantage on the saving throw. If the attack misses, or your save succeeds, you may move up to half your speed.
Focused Breathing (Level 11)
You have learnt to maximise the efficiency of maintaining The Breath. At level 11, the duration of The Breath is increased by 2 rounds, and you have advantage on all saving throws against maintaining The Breath.
Constant Breathing Technique (Level 18)
At level 18, you have learnt to always focus on The Breath, enhancing your strength and limits tenfold. You always benefit from the level 3 aspect of The Breath, though must enter the traditional form of this ability to use the higher level functions. If you have more than half than the maximum ranks of Exhaustion, or are Bloodied, you cannot benefit from this feature.
Honor of the Sparrow
Honor of the Sparrow (Level 3)
Those who follow the Honor of the Sparrow find that a bow is their trusted friend, companion, and dispatcher of both peace and death. Their shots are precise and almost never miss. Their ability to perceive the unseen and make out tiny details with crystal clarity is where its namesake came from.
Sparrow's Eyes (Level 3)
At 3rd level, you gain proficiency in Perception, or expertise if you were already proficient. The distance you can see is up to 3 Miles, rather than 2.
Furthermore, when wielding a Bow, increase its range increments by 30 and 60 respectively.
Sureshot (Level 3)
Additionally, you can convert your damage into pure precision. When you would make an Attack Roll against a Challenged Target with a Bow, you may expend up to half of the die. When you do, instead add a 1d4 to your Attack Roll, per Challenge Die expended. This permanently reduces how many d6s your Challenge deals until the start of your next turn.
A number of times equal to your Proficiency Modifier per Short Rest, you may use this feature against a creature you have not Challenged, though you cannot add any Challenge Damage.
Acute Senses (Level 6)
At 6th level, your vigilance heightens, increasing your Passive Perception by 5. You can detect even the slightest movements, negating disadvantage on Perception Checks in Dim Light and against Invisible creatures. Once per long rest, you can track the smallest of movements using environmental cues and gain the benefits of See Invisibility, though it does not count as a spell and only lasts for 1 Minute.
Archer's Riposte (Level 11)
At 11th level, you gain the ability to deflect incoming ranged attacks. When targeted by a crossbow bolt or arrow, you can use your reaction to reduce the attack roll by 1d8, even after the roll is made. If the attack misses, as part of this reaction you may load and fire the same projectile back at the attacker, if they are within range. If the attack hits, you may willingly take the damage from your Sacrificial Surge ability to load and fire the projectile back either way.
Headshot (Level 18)
At 18th level, your precision has reached its peak. Once per Short Rest, make an Attack Roll with a bow against a creature you have Challenged, adding 5d4 to hit from your Sureshot ability. If you hit and roll above a 30, your attack adds your full Challenge Damage, and is a Critical Strike that cannot be negated.
Honor of the Spellbound
Honor of the Spellbound (Level 3)
Those who worship this Honour have innate magical abilities, able to call forth magic. Honing this alongside the disciplined nature of the Samurai, they wield both steel and spell with diligence and precision.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Spellbound Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st through 4th level. 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 7th level, you have one 2nd-level spell slot. To cast the 1st-level spell Arms of Hadar, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st-Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list. The spells must be of the evocation or conjuration schools.
The Spells Known column of the 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 whats shown in the tables Slot Level column for your level. When you reach 10th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you reach 8th, 13th, and 18th level, you can choose one spell of any school of magic.
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, following the school restrictions, 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
Spell
Flow (Level 6)
At level 6, when you take the Attack Action, once per round, you may replace one of your attacks with the casting of a Spell. However, cantrips are cast at one scale lower, and spells at one level lower, to a minimum of 1. You may only cast Spells that have an Upcast feature with this ability. If the spell would add a dice when increased in level, remove one dice if cast below its normal level.
Arcane Parry (Level 11)
At level 11, you are able to cut through magic itself, thanks to your own study. When you would take damage from a Spell or Magical Ability, as a reaction you may reduce its damage by 2d8+Your Charisma Modifier. If you reduce the damage to 0, you may cast a single beam of Eldritch Blast back at the creature that cast the spell. provided they are within range.
This Is Power (Level 18)
At level 18, once per Long Rest, you may cast any 7th Level Warlock Spell.