Punti Ferita
Competenze
Warlock
| Livello | Bonus di Competenza | Caratteristiche | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Otherworldly Patron Pact Magic | 2 | 2 | 2 | 1st | 0 |
| 2 | + 2 | Otherworldly Patron Pact Magic | 2 | 3 | 3 | 1st | 2 |
| 3 | + 2 | Otherworldly Patron Pact Magic | 2 | 4 | 4 | 2nd | 2 |
| 4 | + 2 | Otherworldly Patron Pact Magic | 3 | 5 | 5 | 2nd | 2 |
| 5 | + 3 | Otherworldly Patron Pact Magic | 3 | 6 | 5 | 3rd | 3 |
| 6 | + 3 | Otherworldly Patron Pact Magic | 3 | 7 | 6 | 3rd | 3 |
| 7 | + 3 | Otherworldly Patron Pact Magic | 3 | 8 | 6 | 4th | 4 |
| 8 | + 3 | Otherworldly Patron Pact Magic | 3 | 9 | 7 | 4th | 4 |
| 9 | + 4 | Otherworldly Patron Pact Magic | 3 | 10 | 7 | 5th | 5 |
| 10 | + 4 | Otherworldly Patron Pact Magic | 3 | 10 | 8 | 5th | 5 |
Caratteristiche di Classe
Livello 1
Livello 10
Livello 2
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Livello 9
Competenze
light
simple
Equipaggiamento Iniziale
Caratteristiche di Classe
Otherworldly Patron (Level 1)
You have made a pact with an otherworldly patron, a mighty inhabitant of another plane of existence—not a god, but almost godlike in its power.
Patrons grant you access to eldritch powers and invocations, but they expect significant favors in return—woe betide the warlock who dares to turn their back on their patron's demands.
Whatever your craving, this chapter introduces a variety of patrons for you to strike a bargain with. Make your pact and gain eldritch power.
Choose an Otherworldly Patron. You gain features from your Otherworldly Patron at 1st, 2nd, 6th, and 10th-level.
Demands
Each patron has a set of three guiding agendas—its demands—that help to direct you in the service of your patron. Honor these demands to gain—and maintain—the favor of your patron.
Eldritch Favor:
If you make a notable sacrifice in the service of a demand, your patron may bless you with eldritch favor. You can hold a maximum number of eldritch favors at one time equal to your Intelligence modifier (minimum 1). On your turn, as a free action, you may spend one eldritch favor to do one of the following:
Gain Stamina: Regain 1 expended hit die.
Gain Power: Regain 1 expended 1st-level spell slot.
Twist Fate: Reroll 1 ability check, attack roll, or saving throw. You must accept the second result.
Cause Pain: Reroll all damage dice of an attack you have just made. You may accept either result.
Forgiveness: Forgive one transgression you have made.
Transgression:
If your patron decides that you have actively broken or rejected a demand, some of your eldritch power may be stripped away for a time.
Roll a d6 and check the Transgression table below to find out which class feature you lose access to, rerolling any result that doesn't fully apply to you.
| d6 | Feature Lost |
|---|---|
1 | Patron Spells |
2 | Sacrificial Bargain |
3 | 1 Invocation |
4 | 1d4 spell slots |
5-6 | Another Feature |
Penance:
If you have transgressed, you will have to perform a penance to regain your patron's favor. The scale of this penance may vary depending on the severity of your transgression, but some common forms include:
Offering: You make an offering of goods, knowledge, coin, or time in your patron's name.
Confess: You confess your transgression to a higher-ranking agent of your patron and are forgiven.
Worship: You spend a period of time in dedicated worship of your patron.
Serve: You undertake an eldritch quest in the service of your patron and their agenda.
Sacrifice: You give up something of significant personal value.
If your penance is accepted, you regain one lost feature.
Patron Spells
Your patron offers you a unique list of spells—its patron spells. You may add these the list of warlock spells you can learn.
Pact Boon
To mark the initiation of your pact bargain, you are rewarded with a boon from your patron—an eldritch weapon, a book of forbidden secrets, a trinket that summons a bound familiar, a wand of destructive power, etc. You may choose one boon from the list of Pact Boons.
Spellcasting Focus:
For as long as you are holding or wearing it, your pact boon acts as a spellcasting focus for your warlock spells.
Pact Magic (Level 1)
The pact you have struck with your patron has given you the ability to cast spells.
Cantrips
You know two cantrips of your choice from the warlock spell list.
Learning New Cantrips:
You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Class Features (Warlock) table.
Replacing Known Cantrips:
When you gain a level in this class, you can choose one of the warlock cantrips you know and replace it with another cantrip from the warlock spell list.
Spell Slots
The Class Features (Warlock) table shows how many spell slots you have. 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 long rest.
For example, when you are 5th-level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st-level and Higher
At 1st-level, you know two 1st-level spells of your choice from the warlock spell list.
Learning New Spells:
The Spells Known column of the Class Features (Warlock) 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 your maximum Slot Level.
When you reach 6th-level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd-level.
Replacing Known Spells:
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, which also must be no higher than your maximum Slot Level.
Spellcasting Ability
Intelligence is your spellcasting ability for your warlock spells. Use your Intelligence modifier to determine the saving throw DC or attack modifier for a warlock spell you cast.
Spellcasting Ability
Spell
Spell
Spellcasting Focus
You use an arcane focus or your pact boon item as a spellcasting focus for your warlock spells.
Eldritch Versatility
When you finish a long rest, you may replace one of your known warlock spells (including cantrips) with another spell from the warlock spell list. The new spell must be of the same spell level as the spell you replace.
Sacrificial Bargain (Level 2)
When you cast a warlock spell of 1st-level or higher, you may spend a number of hit die equal to your warlock spell level to cast the spell without expending a spell slot. If the spell can't be cast at a higher level, you may instead spend a number of hit die equal to the spell's maximum casting level.
You can use this feature up to three times. You regain expended uses when you finish a long rest.
Eldritch Invocations (Level 2)
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 Class Features (Warlock) table.
Replacing Invocations:
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.
Patron Invocations
You gain access to six unique invocations from your Otherworldly Patron. Add these to your list of Eldritch Invocation options.
Otherworldly Patron Feature (Level 2)
At 2nd level, you gain a feature from your Patron.
Pact Boon Feature (Level 3)
At 3rd level, you gain an additional feature from your Pact Boon.
Ability Score Improvement (Level 4)
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Pact Boon Feature (Level 5)
At 5th level, you gain an additional feature from your Pact Boon.
Otherworldly Patron Feature (Level 6)
At 6th level, you gain a feature from your Patron.
Pact Boon Feature (Level 7)
At 7th level, you gain an additional feature from your Pact Boon.
Greater Ability Score Improvement (Level 8)
At 8th-level, you gain another ability score improvement.
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Pact Boon Feature (Level 9)
At 9th level, you gain an additional feature from your Pact Boon.
Mystic Arcanum (Level 10)
You gain a spell of formidable power from your patron—choose one of the following as your mystic arcanum.
You may cast your mystic arcanum as a 6th-level spell without expending a spell slot or material components. You can't do so again until you finish a long rest.
| d100 | Spell |
|---|---|
01-05 | |
06-10 | |
11-15 | |
16-20 | |
21-25 | |
26-30 | |
31-35 | |
36-40 | |
41-45 | |
46-50 | |
51-55 | |
56-60 | |
61-65 | |
66-70 | |
71-75 | |
76-80 | |
81-85 |
Otherworldly Patron Feature (Level 10)
At 10th level, you gain a feature from your Patron.
Multiclasse
Requisiti Multiclasse
{"int":13}
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
The Cosmic Terror
The Cosmic Terror (Level 1)
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Cosmic Terror might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Demands
Magic drawn from the Cosmic Terror is incomprehensibly traumatic for the mind to endure. To maintain sanity you've developed a number of coping mechanisms to give your mind an edge.
Maintain Constant Pursuit of Knowledge. Gather information and use it to your advantage. Surpass psychological barriers to uncover what is concealed and discover even the most unspeakable, unfathomable truths. Better to know too much than to go insane while wondering.
Expand your Circle of Influence. Seek power, wealth, alliances, etc. Arm yourself with anything you can control and keep on it an iron grasp.
Fear the Void. Know that nowhere is truly safe from your patron and teach others to know it too. Shining a light on the inevitability of impending doom with others diminishes the loneliness of apodictic insignificance.
Patron Spells
Add the following pact spells to the warlock spell list.
| Warlock Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Psychic Leak
Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Additionally, you can use a bonus action to force a target of your telepathy to make a Wisdom save against your spell save DC or become frightened of you for 1 minute. They can repeat the save at the start of every subsequent turn. You regain the use of this ability on a long rest.
Patron Invocations (Level 2)
Add the following invocations to your list of Eldritch Invocation options.
Curator of Terror (Level 6)
You have learned horrid methods of amplifying existing fears, and expose fears in people they did not know they had. You can use a free action to prevent a creature with the frightened condition from taking the attack, grapple, disarm, cast a spell, or dodge action while it remains frightened. You can use this ability a number of times equal to your spellcasting ability modifier.
Additionally, creatures within 10 feet of you have disadvantage on saving throws against spells and abilities you cast that apply the frightened condition, and you can use an action instead of a bonus action to target an additional creature with Psychic Leak.
Dominate Xenophobe (Level 10)
You gain the ability to infect a humanoid's psyche with the mind-melting magic of your patron, a witness to the same existential torment you've endured up to this point. You can use your action to touch an incapacitated humanoid who is hostile towards you. That creature must make a charisma saving throw or be charmed by you until you use this feature again. Once this ability ends, the creature knows it was charmed, but cannot intuit who charmed it of its own volition.
While you and your thrall are on the same plane of existance, you can both communicate telepathically and gain immunity to psychic damage.
Once you use this feature, you cannot use it again until you finish a long rest.
The Cult
The Cult (Level 1)
Tireless efforts and peerless ambition; the untimely demise of the former cult leader; coincidence, happenstance or luck. The Cult cares not how you came to lead them. The only thing that matters now is you. You are their guiding voice. Their sheath. Their dagger.
You have made a pact with The Cult, and its followers—your followers—are everywhere. They work in secret, never revealing themselves—even to each other. Nobody knows which guard, merchant, or adventurer may be one of your cultists. One would be foolish to try and find out.
As a Warlock of The Cult, you gain the following features:
Demands
The Cult draws power from the link between its cultists and is always hungry for more. As all good cultists do, you must play your part to sate this hunger. It is for the greater good.
Gather Information. Hidden knowledge, ancient lore, and whispered secrets often reveal deep fonts of power. Seek them out and acquire them for The Cult.
Keep to the Shadows. Many people don't yet understand the serenity that The Cult can offer. Many will try to break you. They won't be able to if they don't know who you are.
Assimilate, Sacrifice, Grow. Welcome the willing into The Cult with open arms then sway them into sacrifice with the promise of power. The Cult will flourish beautifully.
Patron Spells
Add the following pact spells to the warlock spell list.
| Warlock Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Silver Tongue
You have advantage on Charisma (Deception) and Charisma (Persuasion) checks when interacting with a creature that hasn't met you before.
Cultists
As the leader of The Cult, you have a circle of cultists willing to channel power to you at a moment's notice. They are represented by a Cultists die—a cascading die that can be 'upgraded' or 'downgraded' to the next larger or smaller size in the following cascading chain:
d4 ~ d6 ~ d8 ~ d10 ~ d12
The size of your Cultists die represents the magnitude of how many cultists follow your deeds, the influence that The Cult has on the world, and how much power you are able to siphon from your cultists at a moment's notice.
Rolling High & Low
When you roll your Cultists die, your roll is considered high if the result is one of the highest two numbers on the die or low if the result is a 1 or a 2.
Assimilation & Sacrifice
Your Cultists die is upgraded to the next larger size when a feature tells you to assimilate new cultists. Conversely, it is downgraded to the next smaller size when a feature tells you to sacrifice some cultists. Your Cultists die starts as a d4 (the minimum size of the die), and cannot be upgraded above a d12.
Sigil Conduit
All cultists are marked with The Cult's unique, eldritch sigil. This sigil is a conduit that allows each cultist to share their power with one another—willingly or otherwise. Describe the sigil, where it marks your form, and what the initiation ritual was to receive it.
Cult Rituals
During a long rest in a town, you may sneak away from your companions to perform an Assimilation or Sacrificial ritual. Choose which you want to perform, roll your Cultists die, and refer to the Ritual table to see what happens.
| Roll Result | Assimilation Ritual | Sacrificial Ritual |
|---|---|---|
High | Assimilate new cultists | Gain eldritch power |
Low | Townsfolk become wary | Sacrifice cultists |
If you gained eldritch power, you can two effects from the enhance ability spell. Otherwise, if your roll was neither high nor low, you gain one effect. These effects replace any other similar effects and last for 24 hours.
There are only so many people that you can assimilate in one town, but people tend to forget with time. Once you have assimilated cultists in a town, you cannot do so again until you leave that town for a while. Your DM will say how long.
You've Betrayed Our Trust... For Now.
Talk with your DM about how townsfolk might react to you when they are wary. Perhaps they will increase their prices, mistrust your actions, act fearful toward you, or become quick to alert guards when you are nearby.
Patron Invocations (Level 2)
Add the following invocations to your list of Eldritch Invocation options.
Strange Mask (Level 2)
You realise that you have a strange mask in your possession. It is branded with The Cult's sigil but you can't quite recall ever picking it up or where it came from.
The Strength and Power of Flesh (Level 6)
Requires at least d10 cultists
As an action, you can sacrifice some cultists to perform a Cult Ritual. You can't use this feature again until you finish a long rest.
I'm Not Me... You Are (Level 10)
Requires d12 cultists
When you are killed, you didn't die—it was one of your cultists. The body disintegrates in a wreathe of eldritch flames. Which one of you is even real any more?
Roll your Cultists die once to determine how much of an impact this death has on The Cult.
| d12 | Impact on the Cult |
|---|---|
1-2 | Calamitous. Your soul disintegrates along with your body, you cannot be revived. |
3-4 | Huge. Sacrifice until your Cultists die is a d4. |
5-6 | Significant. Sacrifice until your Cultists die is a d6. |
7-8 | Moderate. Sacrifice until your Cultists die is a d8. |
9-10 | Minimal. Sacrifice until your Cultists die is a d10. |
11-12 | None. The Cult is strong. |
Swap one of your language or skill proficiencies for a new one, then change one superficial, physical aspect about your character (such as the colour of your eyes, hair, or skin, the size of your nose, your stature, a scar on your face, and so on).
When your party reaches another village, town, or city, "you" may rejoin them.
The Fey
The Fey (Level 1)
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
As a Warlock of the Fey, you gain the following features:
Demands
The Fey has an agenda in the world, and you are a small piece of it. To be worthy of your patron's power, you must honor their demands.
Listen attentively: You are my eyes and ears in the mortal world. Pay attention, learn much, and gather for me secrets.
Everything has a price: Never give anything away for free, the multiverse demands balance, if you give you must also be empowering yourself to take.
Your word is your bond: Do not give your word recklessly, if you swear an oath or make a promise and fail to fulfill it, it reflects poorly on me. And you will know my displeasure.
Patron Spells
Add the following pact spells to the warlock spell list.
| Warlock Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Step Away
When an attack misses you, you may use your reaction to teleport to any location within 5 ft. that you can see.
Patron Invocations (Level 2)
Add the following invocations to your list of Eldritch Invocation options.
Beguiling Defenses (Level 6)
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Walker of the Ways (Level 10)
As an action you may teleport up to 60 ft. to a location you can see.
The Fiend
The Fiend (Level 1)
You have made a pact with a fiend from the lower planes of existence—a being whose aims are evil, even if you yourself struggle against those aims. Fiends seek to corrupt, dominate, or destroy all things—including you.
Demands
The Fiend has an agenda in the world, and you are a small piece of it. To be worthy of your patron's power, you must honor their demands.
Worship No Other: Your patron is not the sharing type. Don't worship any other power, and subvert the influence of those that do.
Seek Power and Position: Gain influence so that you can better serve your patron's agenda. Take power when you can, and never give up power willingly.
Convert or Control: Convert others into the service of your patron. Those you can't convert you should manipulate into serving your patron unknowingly.
Patron Spells
Add the following pact spells to the warlock spell list.
| Warlock Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Dark One's Blessing
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your warlock level (minimum of 1).
Patron Invocations (Level 2)
Add the following invocations to your list of Eldritch Invocation options.
Dark One's Own Luck (Level 6)
When you make an ability check or a saving throw, you can add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
You can use this feature up to three times. You regain expended uses when you finish a long rest.
Fiendish Resilience (Level 10)
Choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
The Greater Dead
The Greater Dead (Level 1)
As a Warlock of the Greater Dead, you gain the following features:
Demands
All Life Must End. Do not work to extend the life of others. Slay your foes without mercy.
Waste Not. The dead are tools to be used. No sense letting them rot in the ground.
Consolidate Power. The meek shall inherit nothing.
Patron Spells
Add the following pact spells to the warlock spell list.
| Warlock Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Greater Skeleton
You can spend 1 minute to reanimate one corpse or pile of bones into a greater skeleton. It is loyal to you and it obeys your commands. The greater skeleton lasts until it dies or you spend an action to dispel the magic animating it. See this creature's game statistics in the greater skeleton stat block. You can have a number of greater skeletons equal to your proficiency bonus minus 1. If you attempt to raise another greater skeleton while at your limit, the oldest immediately collapses into a pile of bones.
In combat, the greater skeleton shares your initiative count, but it takes its turn immediately after yours. On each of your turns, you can use a bonus action to mentally command any greater skeleton you made with this feature if the greater skeleton is within 100 feet of you (if you control multiple greater skeletons, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the greater skeleton will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the greater skeleton only defends itself against hostile creatures. Once given an order, the greater skeleton continues to follow it until its task is complete.
Patron Invocations (Level 2)
Add the following invocations to your list of Eldritch Invocation options.
Death Mark (Level 6)
When you deal damage to a creature with a weapon attack or spell, you can use your reaction to mark the creature for death. The next time one of your greater skeletons deals damage to the marked creature, that creature takes an additional 2d6 necrotic damage.
Unholy Mastery (Level 10)
You and your greater skeletons ignore resistance to necrotic damage and treat immunity as resistance. Additionally, when you roll damage for a spell you cast that deals necrotic damage, you can treat any 1 on a damage die as a 2.
The Huntress
The Huntress (Level 1)
As a Warlock of the Huntress, you gain the following features:
Demands
Pursue. Never let your prey escape.
Show Restraint. To kill meaninglessly leads only to instability, both in nature and society.
Steel your Resolve. Retreat when advantageous but never let fear overtake your nerves..
Patron Spells
Add the following pact spells to the warlock spell list.
| Warlock Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Unnatural Calm
Starting at 1st level, your parton bestows you with a calmed state and heightened awareness. You can use a Bonus Action to enter Unnatural Calm which lasts for 1 minute. It ends early if you are Incapacitated.
While your Unnatural Calm is active, you gain the following benefits:
When you make a ranged attack roll, the range is doubled
You have advantage on Wisdom (Perception) checks
You gain a bonus to any Constitution saving throw you make to maintain your concentration. This bonus equals your Intelligence modifier (minimum of +1).
You have advantage on saving throws against the Frightened condition
Once you use this feature you can't do so again until you finish a short or long rest.
Patron Invocations (Level 2)
Add the following invocations to your list of Eldritch Invocation options.
Preternatural Precision (Level 6)
Starting at 6th level, your patron grants you increased accuracy in exchange for your vitality. When you miss a ranged attack, you may spend a Hit Die and add it to the attack roll, potentially changing the result. Additionally, you may use your Unnatural Calm twice between rests.
Unerring Shot (Level 10)
Starting at 10th level, as an action you mark a creature you can see. The mark is removed if the creature is on a different plane, the creature dies, or you lose concentration (as if concentrating on a spell). Your next ranged attack against the marked creature automatically scores a critical hit. The projectile magically follows the target changing trajectory if needed and piercing through any barrier that can not be avoided.