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A CANE KNIGHT SPELLCASTING
MA TIAL A CHETYPES Fighter Cantrips
At 3rd level, a fighter gains the Martial Archetype feature. The Level Known Spells Known 1st 2nd 3rd 4th
following options are available to a fighter, in addition to those 3rd 2 3 2 — — —
offered in the Player’s Handbook: the Arcane Knight and the Eldritch
4th 2 4 3 — — —
Warrior.
5th 2 4 3 — — —
A CANE KNIGHT 6th 2 4 3 — — —
The archetypal Arcane Knight combines the martial mastery 7th 2 5 4 2 — —
common to all fighters with a careful study of magic. Arcane Knights
8th 2 6 4 2 — —
use magical techniques similar to those practiced by wizards. They
focus their study on two of the eight schools of magic. These knights 9th 2 6 4 2 — —
learn a comparatively small number of spells, committing them to 10th 3 7 4 3 — —
memory instead of keeping them in a spellbook. 11th 3 8 4 3 — —
A CANE KNIGHT FEATURES 12th 3 8 4 3 — —
Fighter Level Feature 13th 3 9 4 3 2 —
3rd Spellcasting, Residual Magic 14th 3 10 4 3 2 —
7th War Magic 15th 3 10 4 3 2 —
10th Arcane Charge 16th 3 11 4 3 3 —
15th Rift Strike 17th 3 11 4 3 3 —
18th Deflective Mantle 18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
SPELLCASTING 20th 3 13 4 3 3 1
When you reach 3rd level, you augment your martial prowess with
the ability to cast spells. See chapter 10 for the general rules of Spell save DC = 8 + your proficiency bonus +
spellcasting and chapter 11 for the wizard spell list. your Intelligence modifier
Cantrips. You learn two cantrips of your choice from the wizard
spell list. You learn an additional wizard cantrip of your choice at Spell attack modifier = your proficiency bonus +
10th level. your Intelligence modifier
Spell Slots. The Arcane Knight Spellcasting table shows how
many spell slots you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the spell’s level
or higher. You regain all expended spell slots when you finish a long
rest.
For example, if you know the 1st-level spell shield and have a 1st-
level and a 2nd-level spell slot available, you can cast shield using
either slot.
Spells Known of 1st-Level and Higher. Choose two schools of
magic (detailed in the Player's Handbook, Chapter 10: Spellcasting,
page 203, The Schools of Magic sidebar) which become your arcane
specialties. You know three 1st-level wizard spells of your choice, two
of which must be spells of the same school as either of your arcane
specialties.
The Spells Known column of the Arcane Knight Spellcasting table
shows when you learn more wizard spells of your choice of 1st level
or higher. Each of these must be spells of the same school as either
of your arcane specialties, and must be of a level for which you have
spell slots. For instance, when you reach 7th level in this class, you
can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any
school of magic.
Whenever you gain a level in this class, you can replace one of the
wizard spells you know with another spell of your choice from the
wizard spell list. The new spell must be of a level for which you have
spell slots, and it must be a spell of the same school as either of your
arcane specialties, unless you’re replacing the spell you gained at
3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Intelligence is your spellcasting ability for
your wizard spells, since you learn your spells through study and
memorization. You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a wizard spell you cast
and when making an attack roll with one.
MA TIAL A CHETYPE:
1 A CANE KNIGHT
RESIDUAL MAGIC ELDRITCH WARRIOR
At 3rd level, you can harness the shed magic from your spells to The archetypal Eldritch Warrior sees otherworldly knowledge as a
transform your attacks. When you cast a spell that deals damage on means to exceed and transcend their mortal limits. As a way to
your turn, you can choose one of the damage types that was dealt by unlock their hidden potential, these fighters perform an ancient rite
the spell. Until the end of your next turn, you can cause your weapon which forges a link from their mind and body to an otherworldly
attacks to deal damage of the chosen type, instead of their normal entity. They utilize the resulting knowledge and magical power to
damage type. great effect, but not without cost; such a forceful method exacts its
toll on them. Such fighters believe that the key to progress lies in
WAR MAGIC harnessing the power hidden in these eldritch rites, and they are
At 7th level, when you take the Attack action on your turn, you can willing to bear the burden required for their discoveries.
replace half of the attacks (rounded up) to cast a cantrip with a
casting time of 1 action as part of the same action. ELDRITCH WARRIOR FEATURES
Fighter Level Feature
A CANE CHA GE
3rd Otherworldly Rite, Rite Magic
At 10th level, you gain the ability to teleport up to 30 feet to an
unoccupied space you can see when you use your Action Surge. You 7th Rite Invocations, Rite of the Armory
can teleport before or after the additional action. 10th Crackling Surge
15th Leeching Strike
RIFT STRIKE
18th Seal-breaking Sigil
At 15th level, you learn how to make your weapon strikes undercut a
creature’s resistance to your spells. When you hit a creature with a
weapon attack, that creature has disadvantage on the next saving OTHE WORLDLY RITE
throw it makes against the next spell you cast before the end of your At 3rd level, you have completed an ancient rite, creating a link
next turn. between yourself and an otherworldly being. This link provides the
smallest drip of mental influence, and as such, the being's strongest
DEFLECTIVE MANTLE emotion seeps through this link along with its knowledge.
At 18th level, you weave protective magics around a creature, Choose one option from the "Rite Links" detailed below. Your
increasing its ability to deflect blows. As an action, you touch a choice grants you an ability, gained through the link, as well as a
creature and cause any damage that creature takes to be reduced by debilitation, which is a cost of absorbing knowledge you aren't
your Intelligence modifier unless the damage type is psychic. The equipped to comprehend.
effect lasts for 1 minute.
Once you have used this feature, you can't use it again until you RITE MAGIC
finish a short or long rest. The magic bestowed by your rite, and your understanding of its
magical knowledge, have given you facility with spells. See the
Player's Handbook: chapter 10 for the general rules of spellcasting
and chapter 11 for the warlock spell list.
Cantrips. You know the eldritch blast cantrip and one other
cantrip of your choice from the warlock spell list. You learn another
warlock cantrip of your choice at 10th level.
ELDRITCH WARRIOR
Fighter Cantrips Spells Spell Slot Invocations
Level Known Known Slots Level Known
3rd 2 2 2 1st —
4th 2 3 2 1st —
5th 2 3 2 1st —
6th 2 3 2 1st —
7th 2 4 2 2nd 2
8th 2 4 2 2nd 2
9th 2 4 2 2nd 2
10th 3 5 2 2nd 2
11th 3 5 2 2nd 2
12th 3 5 2 2nd 2
13th 3 6 2 3rd 3
14th 3 6 2 3rd 3
15th 3 6 2 3rd 3
16th 3 7 2 3rd 3
17th 3 7 2 3rd 3
18th 3 7 2 3rd 3
19th 3 8 2 4th 4
20th 3 8 2 4th 4
MA TIAL A CHETYPE:
ELDRITCH WARRIOR 2
Spell Slots. The Eldritch Warrior table shows how many spell slots You can transform up to two magic weapons into your rite weapons;
you have. The table also shows what the level of those slots is; all of if you perform the special 1-hour ritual again while you already have
your spell slots are the same level. To cast one of your warlock spells two, then one of your current rite weapons ceases to be a rite
of 1st level or higher, you must expend a spell slot. You regain all weapon for you. The weapon appears at your feet if it is in the
expended spell slots when you finish a short or long rest. extradimensional space when the bond breaks.
For example, when you are 7th level, you have two 2nd-level spell A rite weapon of yours disappears if it is more than 5 feet away
slots. To cast the 1st-level spell thunderwave, you must spend a spell from you for 1 minute or more. It also disappears if you use this
slot, and you cast it as a 2nd-level spell. feature again, if you dismiss the weapon, or if you die.
Spells Known of 1st Level and Higher. The Spells Known
Column of the Eldritch Warrior table shows how many spells you
CRACKLING SU GE
know. You can choose each 1st spell of 1st level or higher from the At 10th level, your surges of energy imbue your attacks with crackling
warlock spell list. A spell you choose must be of a level no higher eldritch power.
than what's shown in the table's Slot Level column for your level. Whenever you hit with an attack made via your Action Surge's
When you reach 16th level, for example, you learn a new warlock additional action, you can deal extra force damage to the target equal
spell, which can be 1st, 2nd, or 3rd level. to your Charisma modifier.
Additionally, when you gain a level in this class, you can choose
one of the warlock spells you know and replace it with another spell
LEECHING STRIKE
from the warlock spell list, which also must be of a level for which At 15th level, when you score a critical hit, you can use your reaction
you have spell slots. to regain hit points equal to the extra damage dealt by the hit.
Spellcasting Ability. Charisma is your spellcasting ability for your SEAL-BREAKING SIGIL
warlock spells, so you use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma modifier At 18th level, you carve into your body a specialized sigil which can
when setting the saving throw DC for and when making an attack roll expand your rite link for a fleeting burst of power and speed.
with a warlock spell. On your turn, you can invoke this sigil, causing it to glow a faint
blue color and crackle with power. Until the end of your turn, you have
Spell save DC = 8 + your proficiency bonus + one additional action and one additional eldritch warrior spell slot of
your Charisma modifier 5th level. At the end of the turn, you must make a DC 15 Charisma
saving throw. On a failed save, you take 35 necrotic damage, which
Spell attack modifier = your proficiency bonus + cannot be reduced by any means.
your Charisma modifier
Once you have used this feature, you can't use it again until you
RITE INVOCATIONS finish a long rest.
As you harness more power through your rite, you gain the ability to RITE LINKS
draw out rite invocations, fragments of forbidden knowledge that The rite links are listed in alphabetical order.
imbue you with an abiding magical ability. Compassion. Your otherworldly being is compassionate, which
At 7th level, you gain two Rite Invocations of your choice. When grants you the ability to sense the most prevalent emotion of one
you gain certain fighter levels, shown in the Eldritch Warrior table, you creature of your choice within 30 feet of you as a bonus action.
gain additional invocations of your choice. You cannot gain an However, you have disadvantage on Wisdom (Insight) checks to
invocation with the same name more than once, even if another determine if a creature is lying.
class feature allows you to, unless the invocation's description Disdain. Your otherworldly being is a hateful thing. You can deal
specifically says you can.
an extra 2 necrotic damage to one of the targets whenever you make
Additionally, when you gain a level in this class, you can choose a damage roll. However, you must succeed 4 death saving throws,
one of the invocations you know and replace it with another rather than 3, to stabilize.
invocation that you could learn at that level. A level prerequisite in an
Fury. Your otherworldly being emits ceaseless fury. When you
invocation refers to fighter level, not character level. make an attack roll with advantage, you can add a +2 bonus to the
RITE OF THE ARMO Y attack roll. However, you make initiative rolls with disadvantage.
Also at 7th level, your rite's magic manifests as the ability to Honor. Your otherworldly being imparts a fierce sense of honor.
manipulate your weapons, or even to create new ones. You can cast compelled duel without expending a spell slot once per
short or long rest. However, you have disadvantage on saving throws
You can use your bonus action to create a rite weapon in one or
against being charmed.
both of your empty hands. You can choose the form that each of
these weapons take each time you create them (see Player's Intuition. Your otherworldly being is sharp, seeing through deceit.
Handbook: chapter 5 for weapon options). The weapons count as You can use your action to see the true form of any creature or object
magical for the purpose of overcoming resistance and immunity to concealed by an illusion as long as that creature is hostile to you.
nonmagical attacks and damage. However, you have disadvantage on Charisma checks made as part
of a lie.
Once per turn when you hit a creature with one of your rite
weapons, you can spend an eldritch warrior spell slot to deal an extra Knowledge. Your otherworldly being craves knowledge. You have
1d8 force damage to the target, plus another 1d8 per level of the spell advantage on Intelligence checks. However, whenever you fail an
slot, and you can knock the target prone if it is Huge or smaller. Intelligence check, you cannot add your proficiency bonus to further
Intelligence checks until you finish a short or long rest.
You can transform one magic weapon into one of your rite
weapons by performing a special ritual while you hold the weapon. Mercy. Your otherworldly being abhors violence. You can cast the
You perform the ritual over the course of 1 hour, which can be done
spare the dying cantrip at will. However, whenever you kill a creature,
during a short rest. You can then dismiss the weapon (no action the first ability check or attack roll you make within the next minute is
required), shunting it into an extradimensional space, and it appears made with disadvantage.
whenever you create your rite weapon thereafter. You can't affect an Paranoia. Your otherworldly being's influence exudes paranoia.
artifact or a sentient weapon in this way. The weapon ceases being You gain 2 temporary hit points at the start of each of your turns if no
your pact weapon if you die or if you use a 1-hour ritual to break your ally is within 30 feet of you. However, any healing you receive from
bond to it. sources other than yourself is reduced by 1, to a minimum of 1.
MA TIAL A CHETYPE:
3 ELDRITCH WARRIOR
RITE INVOCATIONS Hex Pursuit
If a rite invocation has prerequisites, you must meet them to learn it. Prerequisite: 19th level, hex spell
A level prerequisite in an invocation refers to fighter level. You can As a bonus action, you can magically teleport up to 30 feet to an
learn the invocation at the same time that you meet its prerequisites. unoccupied space you can see within 5 feet of the target cursed by
your hex spell. To teleport in this way, you must be able to see the
Armor of Shadows cursed target.
You can cast mage armor on yourself at will, without expending a
spell slot or material components. Insidious Nerves
Prerequisites: 19th level
Break Prowess
You can cast bane once using an eldritch warrior spell slot. You can't You can cast confusion once using an eldritch warrior spell slot. You
can't do so again until you finish a long rest.
do so again until you finish a long rest.
MA TIAL A CHETYPE:
ELDRITCH WARRIOR 4
WARLOCK
With a pseudodragon curled on his shoulder, a young elf in golden
robes smiles warmly, weaving a magical charm into his honeyed
words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened human whispers
the secret name of her demonic patron. infusing her spell with
fiendish magic. Shifting his gaze between a battered tome and the
odd alignment of the stars overhead, a wild-eyed tiefling chants the
mystic ritual that will open a doorway to a distant world.
Warlocks are seekers of the knowledge that lies hidden in the
fabric of the multiverse. Through pacts made with mysterious beings
of supernatural power, warlocks unlock magical effects both subtle
and spectacular. Drawing on the ancient knowledge of beings such
as fey nobles, demons, devils, hags, and alien entities of the Far
Realm, warlocks piece together arcane secrets to bolster their own
power.
5 WARLOCK
WARLOCK
Spell Slot Invocations
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Level Known
1st +2 Otherworldly Patron, Pact Magic 2 2 2 1st ─
2nd +2 Eldritch Invocations, Pact Boon 2 3 2 1st 1
3rd +2 Agonizing Spellcasting 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 ─ 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 ─ 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 3 4th 4
9th +4 ─ 3 10 3 5th 5
10th +4 Otherworldly Patron feature 4 10 3 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 6
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron feature 4 12 3 5th 7
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 4 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 8
18th +6 ─ 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 9
WARLOCK 6
SPELLCASTING ABILITY PACT OF THE EFFIGY
Your spellcasting ability for warlock spells is Charisma. It is your You have a doll whose surface is constantly shifting, like the surface
spellcasting ability for your warlock spells. In addition, you use of water. Using it, you can weave magic into an inexorable link
Charisma when setting the saving throw DC for a warlock spells and between you and other creatures. You can use your action and
making an attack roll with warlock spells. choose a creature you can see within 60 feet of you to magically
steal a tiny sliver of their essence, cursing them and storing the
Spell save DC = 8 + your proficiency bonus + essence in your doll. Casting remove curse on the creature or the doll
your Charisma modifier returns the essence.
Spell attack modifier = your proficiency bonus + The target can notice this theft by making a successful Wisdom
your Charisma modifier (Insight) check against your spell save DC, which gives it an
unplaceable sense of being watched.
SPELLCASTING FOCUS While you have the essence of a creature, that creature has
You can use an arcane focus (see the Adventuring Gear section) as a disadvantage on Wisdom (Insight) checks against you, as well as
spellcasting focus for your warlock spells. saving throws against being charmed by you.
You can only have one essence at a time. When you steal a
ELDRITCH INVOCATIONS creature's essence while you already have one, you can choose to
In your study of occult lore, you have unearthed eldritch invocations, replace your existing essence.
fragments of forbidden knowledge that imbue you with an abiding PACT OF THE GAUNTLET
magical ability.
At 2nd level, you gain one eldritch invocation of your choice. Your Your hands become covered in a thin layer of eerie, unearthly metal.
With these gauntlets, you can use Charisma in place of Strength for
invocation options are listed at the end of the class description and
ability checks and saving throws. You can also choose to use
on patron's page. At certain warlock levels, you gain new invocations
of your choice, as shown in the Invocations Known column of the Charisma for the attack and damage rolls of your unarmed strikes.
Warlock table. Additionally, when you cast eldritch blast, you can choose to split
Additionally, when you gain a level in this class, you can choose one of the beams into two beams, each of which must target
different creatures. If you do, make a separate attack roll for each
one of the invocations you know and replace it with another
beam. On a hit, a split beam does 1d6 force damage.
invocation that you could learn at that level.
7 WARLOCK
MYSTIC A CANUM
At 11th level, choose one 6th-level spell from the warlock spell list as
an arcanum. You can cast your arcanum spell once without
expending a spell slot. You must finish a long rest before you can do
so again. At higher levels, you gain more warlock spells of your
choice that can be cast in this way: one 7th-level spell at 13th level,
one 8th-level spell at 15th level, and one 9th-level spell at 17th level.
You regain all uses of your Mystic Arcanum when you finish a long
rest.
ELDRITCH MASTER
At 20th level, you can spend 1 minute entreating your patron for aid
to regain all your expended spell slots from your Pact Magic feature.
Once you regain spell slots with this feature, you must finish a long
rest before you can do so again.
THE CELESTIAL
Your patron is a powerful being of the Upper Planes. You have bound
yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity
that resides in the planes of everlasting bliss. Your pact with that
being allows you to experience the barest touch of the holy light that
illuminates the multiverse.
Being connected to such power can cause changes in your HEALING LIGHT
behavior and beliefs. You might find yourself driven to annihilate the
At lst level, you gain the ability to channel celestial energy to heal
undead, to defeat fiends, and to protect the innocent. At times, your
wounds. You have a pool of d8s that you spend to fuel this healing.
heart might also be filled with a longing for the celestial realm of your
The number of dice in the pool equals 2 + half of your warlock level
patron, and a desire to wander that paradise for the rest of your days.
(minimum of 0).
But you know that your mission is among mortals for now, and that
your pact binds you to bring light to the dark places of the world. As a bonus action, you can heal one creature you can see within
60 feet of you, spending dice from the pool. The maximum number of
CELESTIAL FEATURES dice you can spend at once equals your Charisma modifier
Warlock (minimum of one die). Roll the dice you spend, add them together,
Level Feature and restore a number of hit points equal to the total.
Expanded Spell List, Bonus Cantrips, Your pool regains all expended dice when you finish a long rest.
1st
Healing Light RADIANT SOUL
6th Radiant Soul Starting at 6th level, your link to the Celestial emblazons your soul
10th Celestial Reinforcement with radiant energy, protecting you.
14th Searing Vengeance You have resistance to radiant damage. Additionally, when you fail
a saving throw against an effect that would charm or frighten you,
EXPANDED SPELL LIST you can choose to succeed instead. You can't do so again until you
finish a short or long rest.
The Celestial lets you choose from an expanded list of spells when
you learn a warlock spell. The following spells are added to the CELESTIAL REINFO CEMENT
warlock spell list for you. Starting at 10th level, the Celestial magic you use gently circulates
CELESTIAL EXPANDED SPELLS through you, reinforcing your Celestial abilities.
Spell Level Spells You can add a +2 bonus to each d8 rolled for your Healing Light
feature. Additionally, you and up to 5 creatures of your choice that
1st cure wounds, guiding bolt you can see gain temporary hit points equal to half your warlock level
2nd flaming sphere, lesser restoration + your Charisma modifier whenever you finish a short or long rest.
3rd daylight, revivify SEARING VENGEANCE
4th guadian of faith, wall of fire
Starting at 14th level, the radiant energy you channel allows you to
5th flame strike, greater restoration resist death. When you have to make a death saving throw at the
start of your turn, you can instead spring back to your feet with a
BONUS CANTRIPS burst of radiant energy. You regain hit points equal to half your hit
At 1st level, you learn the light and sacred flame cantrips. They count point maximum, and then you stand up if you so choose. Each
as warlock cantrips for you, but they don’t count against your creature of your choice that is within 30 feet of you takes radiant
number of cantrips known. damage equal to your warlock level + your Charisma modifier, and it
is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a
long rest.
WARLOCK:
ELDRITCH INVOCATIONS 10
ELDRITCH DOOM GHOSTLY GAZE
Prerequisite: 17th level, Pact of The Gauntlet feature Prerequisite: 7th level
As an action, you can expend a warlock spell slot and choose a point As an action, you gain the ability to see through solid objects to a
that you can see within 120 feet of you. An explosion of crackling range of 30 feet. Within that range, you have darkvision if you don't
energy erupts from that point, filling a 20-foot radius around it. already have it. This special sight lasts for 1 minute or until your
Creatures in the area must make a Dexterity saving throw. On a failed concentration ends (as if you were concentrating on a spell). During
save, a creature takes damage as if it were hit by three beams of your that time, you perceive objects as ghostly, transparent images.
eldritch blast, plus 1d6 force damage for each level of the spell slot Once you use this invocation, you can't use it again until you finish
above 1st. On a successful one, a creature takes half as much a short or long rest.
damage.
Once you use this invocation, you can't use it again until you finish GIFT OF THE DEPTHS
a short or long rest. Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal
ELDRITCH REAVER to your walking speed.
Prerequisite: 11th level, Pact of the Armory feature You can also cast water breathing once without expending a spell
When you take the Attack action on your turn and attack with your slot. You regain the ability to do so when you finish a long rest.
pact weapon, you can cast eldritch blast as a bonus action. When
cast in this way, you can only fire one of the spell's beams, and it GIFT OF THE EVER-LIVING ONES
doesn't have disadvantage on the attack roll due to being within 5 Prerequisite: Pact of The Chain feature
feet of a hostile creature. Whenever you regain hit points while your familiar is within 100 feet
ELDRITCH SIGHT of you, treat any dice rolled to determine the hit points you regain as
having rolled their maximum value for you.
You can cast detect magic at will, without expending a spell slot.
GLIMPSE OF ANCIENT KNOWLEDGE
ELDRITCH SPEAR
Prerequisite: Pact of the Symbol feature, 5th level
When you cast eldritch blast, its range is doubled.
Instead of knowing spells, you now prepare a number of spells equal
ELDRITCH WAVE to the Spells Known column of the warlock table from the warlock
spell list. A spell you choose must be of a level no greater than what's
Prerequisite: 5th level, Pact of The Gauntlet feature
shown in the Warlock table's Slot Level column for your level. You
As an action, you can expend a warlock spell slot to create a beam of can change any number of your prepared spells whenever you finish
crackling energy 5-feet long and 30-feet wide. Creatures in the area a long rest.
must make a Dexterity saving throw. On a failed save, a creature
takes damage as if it were hit by one beam of your eldritch blast, plus GRASP OF HADAR
1d10 force damage for each level of the spell slot above 1st. On a Once on each of your turns when you hit a creature with your eldritch
successful one, a creature takes half as much damage. blast, you can move that creature in a straight line 10 feet closer to
Once you use this invocation, you can't use it again until you finish you.
a short or long rest.
HIDEOUS BLOW
EYES OF THE RUNE KEEPER Prerequisite: Pact of The Gauntlet feature
You can read all writing.
When you cast eldritch blast, you can replace any number of the
FATE'S VICE beams with unarmed strikes. If you hit with one of these unarmed
strikes, the attack's damage type is converted to force, and you can
Prerequisite: 17th level, Pact of the Effigy feature, hex spell or a use a d10 for the damage roll (add any modifiers as normal).
warlock feature that curses
When you deal damage with a curse, you can choose to deal psychic IMP OVED PACT WEAPON
damage instead of the curse's normal damage type. Additionally, Prerequisite: Pact of the Armory feature
once per turn, when a creature takes damage from one of your
You can use any weapon you summon with your Pact of the Armory
curses, you can deal psychic damage equal to your Charisma
feature as a spellcasting focus for your warlock spells.
modifier to the creature you have cursed with your Pact of the Effigy,
Additionally, once per turn when you hit a creature with your pact
as long as they are on the same plane of existence as you.
weapon, you can expend a warlock spell slot to deal an extra 1d8
FIENDISH VIGOR 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.
You can cast false life on yourself at will, without expending a spell
slot or material components. LANCE OF LETHA GY
GAZE OF TWO MINDS Once on each of your turns when you hit a creature with your eldritch
You can use your action to touch a willing humanoid and perceive
blast, you can reduce that creature's speed by 10 feet until the end of
through its senses until the end of your next turn. As long as the your next turn.
creature is on the same plane of existence as you, you can use your LIFEDRINKER
action on subsequent turns to maintain this connection, extending
the duration until the end of your next turn. While perceiving through
Prerequisite: 17th level, Pact of the Armory feature
the other creature’s senses, you benefit from any special senses When you hit a creature with your pact weapon, the creature takes
possessed by that creature, and you are blinded and deafened to extra necrotic damage equal to your Charisma modifier (minimum 1).
your own surroundings.
WARLOCK:
11 ELDRITCH INVOCATIONS
LOREMASTER'S BA GAIN SHEPHERD OF THE OCCULT
Prerequisite: 5th level, Pact of the Tome feature Prerequisite: 11th level, Pact of the Effigy feature
Whenever you finish a long rest, you can replace any number of the You can cast scrying at will, without expending a spell slot or
cantrips gained via your Pact of the Tome feature with new choices. providing material components. When you do, you must target the
creature cursed by your Pact of the Effigy feature. Your curse counts
MADDENING HEX as a body part for the purposes of calculating the save for the spell.
Prerequisite: 5th level, hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the
SH OUD OF SHADOW
target cursed by your hex spell or by a warlock feature of yours, such Prerequisite: 14th level
as Sign of Ill Omen. When you do so, you deal psychic damage to the You can cast invisibility at will, without expending a spell slot.
cursed target and each creature of your choice that you can see
within 5 feet of it. The psychic damage equals half your warlock level. SIGN OF ILL OMEN
To use this invocation, you must be able to see the cursed target, and Prerequisite: 5th level
it must be within 30 feet of you. You can cast bestow curse once without expending a spell slot. You
can’t do so again until you finish a long rest.
MASK OF MANY FACES
You can cast disguise self at will, without expending a spell slot. THIEF OF FIVE FATES
You can cast bane once without expending a spell slot. You can’t do
MASTER OF MYRIAD FORMS so again until you finish a long rest.
Prerequisite: 14th level
You can cast alter self at will, without expending a spell slot. THIRSTING BLADE
Prerequisite: 5th level, Pact of the Armory feature
MINIONS OF CHAOS Whenever you take the Attack action on your turn, you can make one
Prerequisite: 9th level additional attack with your pact weapon as part of the same action.
You can cast conjure elemental once without expending a spell slot.
You can’t do so again until you finish a long rest. TOMB OF LEVISTUS
Prerequisite: 5th level
MIRE THE MIND As a reaction when you take damage, you can entomb yourself in ice,
Prerequisite: 5th level which melts away at the end of your next turn. You gain 10
You can cast slow once without expending a spell slot. You can't do temporary hit points per warlock level, which take as much of the
so again until you finish a long rest. triggering damage as possible. Immediately after you take the
damage, you gain vulnerability to fire damage, your speed is reduced
MISTY VISIONS to 0, and you are incapacitated. These effects, including any
You can cast silent image at will, without expending a spell slot or remaining temporary hit points, all end when the ice melts.
material components. Once you use this invocation, you can't use it again until you finish
a short or long rest.
ONE WITH SHADOWS
Prerequisite: 5th level TRICKSTER'S ESCAPE
When you are in dim light or darkness, you can use your action to Prerequisite: 7th level
become invisible until you move, take an action, or take a reaction. You can cast freedom of movement once without expending a spell
slot. You regain the ability to do so when you finish a long rest.
OTHE WORLDLY LEAP
Prerequisite: 7th level VISIONS OF DISTANT REALMS
You can cast jump on yourself at will, without expending a spell slot Prerequisite: 14th level
or material components. You can cast arcane eye at will, without expending a spell slot.
OTHE WORLDLY WHISPERS VOICE OF THE CHAIN MASTER
You gain proficiency in the Arcana and Religion skills. If you’re Prerequisite: Pact of the Chain feature
already proficient in either skill, your proficiency bonus is doubled for You can communicate telepathically with your familiar and perceive
any check you make with that skill. through your familiar's senses as long as you are on the same plane
RELENTLESS HEX of existence. Additionally, while perceiving through your familiar's
senses, you can also speak through your familiar in your own voice,
Prerequisite: 7th level, hex spell or a warlock feature that curses even if your familiar is normally incapable of speech.
As a bonus action, you can teleport up to 30 feet to an unoccupied
space you can see within 5 feet of the target cursed by your hex spell WHISPERS OF THE GRAVE
or by a warlock feature of yours, such as Sign of Ill Omen. To teleport Prerequisite: 9th level
in this way, you must be able to see the cursed target. You can cast speak with dead at will, without expending a spell slot.
REPELLING BLAST WITCH SIGHT
When you hit a creature with eldritch blast, you can push the creature Prerequisite: 14th level
up to 10 feet away from you in a straight line.
You can see the true form of any shapechanger or creature
SCULPTOR OF FLESH concealed by illusion or transmutation magic while the creature is
within 30 feet of you and within line of sight.
Prerequisite: 7th level
You can cast polymorph once without expending a spell slot. You
can’t do so again until you finish a long rest.
WARLOCK:
ELDRITCH INVOCATIONS 12
A Powerful
QUESTIONS? FEEDBACK?
Thank you for taking the time to read, review and enjoy
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reddit: /u/devikyn with your comments and
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CREDITS
In this document, I have referred to the Player's
Handbook and Xanathar's Guide to Everything. Click
on the links to find where you can buy a copy of them,
so you can fill in any missing knowledge.
This brew started as a simple effort to make an As art is added to this document, so too will the artists
be credited for their work. The art credits are below.
Eldritch Knight that is more eldritch, and Front Cover - Odobenus
Arcane Knight - Pinterest Sekigan
blossomed into an entire revamp of the 1/3 caster Eldritch Warrior - Pinterest Yunchan Choi
archetypes, the Warlock class, and the Warlock Class Symbol Pinterest (Wizards)
Warlock - Pinterest - original by Merek Medej (promo
Otherworldly Patrons from Xanathar's Guide to art for Witcher 3)
Warlock Backdrop - Pinterest Puyoakira
Everything. I hope you find that these changes
Celestial Warlock - Pinterest Evian171
make the classes more fun to play, eliminate the Hexblade Warlock - Pinterest boldador
logical issues that they had, and that all Warlock Finally, check out the website used to create this
document! It's a fantastic resource for homebrew.
patrons become equally appealing again. Enjoy! GM Binder