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character:valefor:class [2023/05/23 09:19] – [Level 2 Warlock] Cindercharacter:valefor:class [2023/05/23 10:20] – [Level 8 Warlock] Cinder
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-**Feat: ** +**Feat: Gift of the Chromatic Dragon** Source: Fizban's Treasury of Dragons \\ 
 +You’ve manifested some of the power of chromatic dragons, granting you the following benefits: 
 +  ***Chromatic Infusion** As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 
 +  ***Reactive Resistance** When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 =====Hexblade Warlock Introduction===== =====Hexblade Warlock Introduction=====
  
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 You have struck a bargain with an otherworldly being of your choice. Your choice grants you special features. You have struck a bargain with an otherworldly being of your choice. Your choice grants you special features.
  
-**Eldrich Invocations** \\ +
-lv 2 = 2 Invocations \\ +
-lv 5 = 3 Invocations \\ +
-lv 7 = 4 Invocations \\ +
-lv 9 = 5 Invocations \\ +
-lv 12 = 6 Invocations \\+
  
  
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-**Hex Warrior: Long Rest** \\+**Hex Warrior: ** ++[1] | //Player's Handbook// ++ \\ 
 At 1st level, you gain proficiency with medium armor, shields, and martial weapons. \\ At 1st level, you gain proficiency with medium armor, shields, and martial weapons. \\
-Additionally, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.+Additionally, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property.  
 +  *When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
  
  
  
-**Pact of the Blade: 1 Action** \\+**Pact of the Blade** ++[1] | //Player's Handbook// ++ \\ 
 You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
  
 You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks.
  
-**Hexblade's Curse: Bonus Action** \\ +**Hexblade's Curse** ++[1] | //Player's Handbook// ++ \\  
-Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits \\ +Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits  
-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. \\ +  *You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.  
-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. \\ +  *Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.  
-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. \\ +  *If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.  
-You can't use this feature again until you finish a short or long rest. \\+You can't use this feature again until you finish a short or long rest. 
  
  
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 ====Level 4 Warlock==== ====Level 4 Warlock====
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-**Feat: Polearm Master** \\ +**Feat: Eldrich Adept ** ++ [3] | Source: Tasha's Cauldron of Everything ++ \\ 
-When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weaponThis attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is d4, and it deals bludgeoning damage. \\ +//Prerequisite: Spellcasting or Pact Magic feature// \\ 
-While you are wielding glaivehalberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. +Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock classIf the invocation has prerequisiteyou can choose that invocation only if you're a warlock and only if you meet the prerequisite. \\ 
 +Whenever you gain levelyou can replace the invocation with another one from the warlock class.
  
 +  ***Invocation: Eldritch Smite** \\
 +  *Prerequisite: Pact of the Blade feature \\
 +    *Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
  
  
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-**Invocation: Thirsting Blade** \\ **Swap when available** \\ 
-Prerequisite: 5th level, Pact of the Blade feature \\ 
-You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn 
- 
-SWAP FOR 
 **Invocation: Otherworldly Leap** \\ **Invocation: Otherworldly Leap** \\
 You can cast The Jump Spell at will, without expending a spell slot or materials. You can cast The Jump Spell at will, without expending a spell slot or materials.
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-**Accursed Specter** \\ +**Defy Death** Homebrew 
-Starting at 6th level, when you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier +4 (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind specter with this feature, you can't use the feature again until you finish a long rest.+Starting at 6th level, you can give yourself vitality when you cheat death. You can use one of your hit dice to regain hit points your Constitution modifier (minimum of 1 hit pointwhen you succeed on death saving throw. 
  
 ====Level 7 Warlock==== ====Level 7 Warlock====
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-**Invocation: Eldritch Smite** \\ 
-Prerequisite: 5th level, Pact of the Blade feature \\ 
-Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. 
  
 +**Eldrich Invocation: Relentless Hex** Source: Xanathar's Guide to Everything \\
 +//Prerequisite: 7th level, hex spell or a warlock feature that curses//
 +
 +Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
 ====Level 8 Warlock==== ====Level 8 Warlock====
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-**Ability score** \\ Charisma +2+**Feat: Mobile** Source: Player's Handbook \\ 
 + 
 +You are exceptionally speedy and agile. You gain the following benefits: 
 +  *Your speed increases by 10 feet. 
 +  *When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. 
 +  *When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  
 ====Level 9 Warlock==== ====Level 9 Warlock====
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-**Invocation: **+ 
 +**Eldrich Invocation: Lifedrinker** \\ 
 +Prerequisite: Pact of the Blade feature \\ 
 +When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
  
  
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-level 12: 6 Invocations \\ 
- 
-**Lifedrinker** \\ 
-Prerequisite: 12th level, Pact of the Blade feature \\ 
-When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). 
  
 **Feat or ASI** **Feat or ASI**
 +
 +**Eldrich Invocation: Shroud of Shadow** Source: Xanathar's Guide to Everything \\
 +
 +You can cast invisibility at will, without expending a spell slot.
  
  
  • character/valefor/class.txt
  • Last modified: 12 months ago
  • by Cinder