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| character:elisia:stats [2026/06/16 16:12] – [Warlock Introduction] Cinder | character:elisia:stats [2026/06/16 16:33] (current) – [Warlock Introduction] Cinder | ||
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| **Pact Boon** ++ [1] | //Source: Player' | **Pact Boon** ++ [1] | //Source: Player' | ||
| At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. | At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. | ||
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| **Pact of the Blade** ++ [1] | //Source: Player' | **Pact of the Blade** ++ [1] | //Source: Player' | ||
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| 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 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 extradimensional 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 extradimensional space when the bond breaks. | *You can then dismiss the weapon, shunting it into an extradimensional 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 extradimensional space when the bond breaks. | ||
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| **Feat: Observant** ++ [1] | //Source: Player' | **Feat: Observant** ++ [1] | //Source: Player' | ||
| Quick to notice details of your environment, | Quick to notice details of your environment, | ||
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| *If you can see a creature' | *If you can see a creature' | ||
| *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | ||
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| **Invocation: | **Invocation: | ||
| As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. \\ | As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. \\ | ||
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| **Oceanic Soul** ++[3] | // | **Oceanic Soul** ++[3] | // | ||
| At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, You learn Primordial. | At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, You learn Primordial. | ||
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| **Guardian Coil** ++[3] | // | **Guardian Coil** ++[3] | // | ||
| At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. | At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. | ||
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| **Inky Escape** ++[5] | //WotC Affiliate Homebrew - ThinkDM// ++ \\ | **Inky Escape** ++[5] | //WotC Affiliate Homebrew - ThinkDM// ++ \\ | ||
| At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast Darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no effect on your vision. Once you use this ability, you cannot use it again until you complete a short or long rest. | At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast Darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no effect on your vision. Once you use this ability, you cannot use it again until you complete a short or long rest. | ||
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| **Invocation Improved Pact Weapon** \\ | **Invocation Improved Pact Weapon** \\ | ||
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| **Feat: Tough** ++ [1] | //Source: Player' | **Feat: Tough** ++ [1] | //Source: Player' | ||
| Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points | Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points | ||
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| **Grasping Tentacles** ++[3] | // | **Grasping Tentacles** ++[3] | // | ||
| Starting at 10th level, You learn the spell Evard' | Starting at 10th level, You learn the spell Evard' | ||
| Whenever you cast this spell, your patron' | Whenever you cast this spell, your patron' | ||
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| **Scion of the Depths** ++[5] | //WotC Affiliate Homebrew - ThinkDM// ++ \\ | **Scion of the Depths** ++[5] | //WotC Affiliate Homebrew - ThinkDM// ++ \\ | ||
| Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to summon multiple of your spectral tentacles. | Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to summon multiple of your spectral tentacles. | ||
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| **Mystic Arcanum** ++ [1] | //Source: Player' | **Mystic Arcanum** ++ [1] | //Source: Player' | ||
| At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. \\ | At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this 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. \\ | 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. | 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. | ||
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| **Invocation: | **Invocation: | ||
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| *When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). | *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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| **Feat: Spell Sniper** ++ [1] | //Source: Player' | **Feat: Spell Sniper** ++ [1] | //Source: Player' | ||
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| *Your ranged spell attacks ignore half cover and three-quarters cover. | *Your ranged spell attacks ignore half cover and three-quarters cover. | ||
| *You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard. | *You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard. | ||
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| **Fathomless Plunge** ++[3] | // | **Fathomless Plunge** ++[3] | // | ||
| When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. | When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. | ||
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| Once you use ones of these features, you can't use either of them again until you finish a short or long rest. | Once you use ones of these features, you can't use either of them again until you finish a short or long rest. | ||
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