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religion:oldgod:lost:class [2020/06/02 14:10] – ↷ Page moved from npc:oldgod:lost:class to religion:oldgod:lost:class Kylereligion:oldgod:lost:class [2024/01/23 12:11] (current) – removed Cinder
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-======Sorcerer of Shadows====== 
- 
-**Hit Points** \\ 
-Hit Dice: 1d6 per sorcerer level \\ 
-Hit Points at 1st Level: 6 + your Constitution modifier \\ 
-Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st 
- 
-**Proficiencies** \\ 
-Weapons: Daggers, darts, slings, quarterstaffs, light crossbows \\ 
-Saving Throws: Constitution, Charisma \\ 
-Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion \\ 
- 
-**Cantrips** \\ 
-At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. 
- 
-**Spell Slots** 
- 
-7 Spells Known 
- 
-Five  1st level Slots \\ 
-Seven 2nd Level Slots \\ 
-Four  3rd Level Slots \\ 
-Three 4th Level Slots \\ 
-Three 5th Level Slots \\ 
- 
- 
- 
-====Spell List==== 
- 
-**Fear** \\ 
-3rd-level illusion \\ 
-Casting Time: 1 action \\ 
-Range: Self (30-foot cone) \\ 
-Components: V, S, M (a white feather or the heart of a hen) \\ 
-Duration: Concentration, up to 1 minute \\ 
-You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. \\ 
-While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. 
- 
-**Slow** \\ 
-3rd-level transmutation \\ 
-Casting Time: 1 action \\ 
-Range: 120 feet \\ 
-Components: V, S, M (a drop of molasses) \\ 
-Duration: Concentration, up to 1 minute \\ 
-You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. \\ 
-An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. \\ 
-If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. \\ 
-A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. 
- 
-**Fireball** \\ 
-A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. \\ 
-The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried. \\ 
-At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. 
- 
-**Counterspell** \\ 
-3rd-level abjuration \\ 
-Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell \\ 
-Range: 60 feet \\ 
-Components: S \\ 
-Duration: Instantaneous\\ 
-You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. \\ 
-At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. 
- 
- 
-**Dominate Person** \\ 
-5th-level enchantment \\ 
-Casting Time: 1 action \\ 
-Range: 60 feet \\ 
-Components: V, S \\ 
-Duration: Concentration, up to 1 minute \\ 
-You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. \\ 
-While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. \\ 
-You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. \\ 
-Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. 
- 
-At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. 
- 
- 
- 
- 
-**Spellcasting Ability** \\ 
- 
-Spell save DC = 8 + 5 + 5 
- 
-Spell attack modifier = 5 +5 
- 
-=====Level 1 Sorcerer===== 
----- 
- 
-**Quirk** \\ 
-You have darkvision with a range of 120 feet. 
- 
-**Strength of the Grave** \\ 
-Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. \\ 
-After the saving throw succeeds, you can't use this feature again until you finish a long rest. 
- 
-=====Level 2 Sorcerer===== 
----- 
- 
-**Sorcery Points** \\ 
-You have 6 Sorcery Points \\ You regain all spent sorcery points when you finish a long rest. 
- 
-**Flexible Casting** \\ 
-Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest. \\ 
-Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. 
- 
-1st Level = 2 Points \\ 
-2nd Level = 3 Points \\ 
-3rd Level = 5 Points \\ 
-4th Level = 6 Points \\ 
-5th Level = 7 Points \\ 
- 
-=====Level 3 Sorcerer===== 
----- 
- 
-**Metamagic** \\ 
-At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. \\ 
-You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. 
- 
- 
-• Distant Spell \\ 
-When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. \\ 
-When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. 
- 
-• Quickened Spell \\ 
-When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. 
- 
-**Shadow Bonus** \\ 
-When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. 
- 
-=====Level 4 Sorcerer===== 
----- 
- 
-**Ability score increase** 
- 
-Int +2 
- 
-=====Level 5 Sorcerer===== 
----- 
- 
-=====Level 6 Sorcerer===== 
----- 
- 
-**Hound of Ill Omen** \\ 
-At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes: 
- 
-• The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. 
- 
-• It appears with a number of temporary hit points equal to half your sorcerer level. 
- 
-• It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. 
- 
-• At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. 
- 
-The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. 
- 
-======Bard Of Whispers====== 
- 
- 
- 
-**Hit Points** \\ 
-Hit Dice: 1d8 per bard level \\ 
-Hit Points at 1st Level: 8 + your Constitution modifier \\ 
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st \\ 
- 
-**Proficiencies** \\ 
-Armor: Light armor \\ 
-Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords \\ 
-Tools: Three musical instruments of your choice \\ 
-Saving Throws: Dexterity, Charisma \\ 
-Skills: Choose any three \\ 
- 
- 
-**Cantrips** \\ 
- 
-**Prestidigitation** \\ 
-Transmutation cantrip \\ 
-Casting Time: 1 action \\ 
-Range: 10 feet \\ 
-Components: V, S \\ 
-Duration: Up to 1 hour \\ 
- 
-This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: \\ 
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. \\ 
-You instantaneously light or snuff out a candle, a torch, or a small campfire. \\ 
-You instantaneously clean or soil an object no larger than 1 cubic foot. \\ 
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. \\ 
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. \\ 
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. \\ 
-If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 
- 
-**Mage Hand** \\ 
-Conjuration cantrip \\  
-Casting Time: 1 action \\ 
-Range: 30 feet \\ 
-Components: V, S \\ 
-Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. \\ 
-You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. \\ 
-The hand can't attack, activate magic items, or carry more than 10 pounds. 
- 
-**Spell Slots** \\ 
- 
-Two 1st Level slots \\ 
-Two 2nd Level SLots \\ 
-Two 3rd Level Slots \\ 
- 
-**Spell List** 
- 
-5 Spells Known 
- 
-**Unseen Servant** \\ 
-1st-level conjuration (ritual) \\ 
-Casting Time: 1 action \\ 
-Range: 60 feet \\ 
-Components: V, S, M (a piece of string and a bit of wood) \\ 
-Duration: 1 hour \\  
-This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. \\ 
-Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. 
-If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. 
- 
-**Silence** \\ 
-2nd-level illusion (ritual) \\ 
-Casting Time: 1 action \\ 
-Range: 120 feet \\ 
-Components: V, S \\ 
-Duration: Concentration, up to 10 minutes \\ 
-For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. 
- 
-**Shatter** \\ 
-2nd-level evocation \\ 
-Casting Time: 1 action \\ 
-Range: 60 feet \\ 
-Components: V, S, M (a chip of mica) \\ 
-Duration: Instantaneous \\ 
-A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. \\ 
-A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. \\ 
-At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. 
- 
-**Detect Thoughts** \\ 
-2nd-level divination \\ 
-Casting Time: 1 action \\ 
-Range: Self \\ 
-Components: V, S, M (a copper piece) \\ 
-Duration: Concentration, up to 1 minute \\ 
-For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. \\ 
-You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. \\ 
-Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. \\ 
-You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. 
-Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. 
- 
-Speak with Dead \\ 
-3rd-level necromancy \\ 
-Casting Time: 1 action \\ 
-Range: 10 feet \\ 
-Components: V, S, M (burning incense) \\ 
-Duration: 10 minutes \\ 
-You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. \\ 
-Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. 
- 
-**Shield** \\ 
-level 1 spell \\ 
-Until the start of your next turn, you have a +2 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. 
- 
-Ritual Casting 
-You can cast any bard spell you know as a ritual if that spell has the ritual tag. 
- 
-=====Level 1 Bard===== 
----- 
- 
-**Bardic Inspiration** \\ 
-You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. 
- 
-Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. 
- 
-You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. 
- 
-Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 
- 
-=====Level 2 Bard===== 
----- 
- 
-**Jack of All Trades** \\ 
-Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. 
- 
-**Song of Rest** \\ 
-Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. 
- 
-=====Level 3 Bard===== 
----- 
- 
-**Expertise** \\ 
-At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. \\ 
-At 10th level, you can choose another two skill proficiencies to gain this benefit. 
- 
-**Psychic Blades** \\ 
-When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind. \\ 
-When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. \\ 
-The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. 
- 
-**Words of Terror** \\ 
-At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. \\ 
-If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. \\ 
-If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. \\ 
-Once you use this feature, you can’t use it again until you finish a short rest or long rest. 
- 
-=====Level 4 Bard===== 
----- 
- 
-Ability Score Improvement 
-When you reach 4th level, and again at 8th, 12th, 16th, and 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. 
- 
-=====Level 5 Bard===== 
----- 
- 
-**Font of Inspiration** \\ 
-Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. 
- 
-=====Level 6 Bard===== 
----- 
- 
-**Countercharm** \\ 
-At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). 
- 
- 
-**Mantle of Whispers** \\ 
-At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. \\ 
-You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. \\ 
-While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. \\ 
-Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. \\ 
-Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest. 
- 
-======Undying Warlock====== 
- 
-Hit Points \\ 
-Hit Dice: 1d8 per warlock level \\ 
-Hit Points at 1st Level: 8 + your Constitution modifier \\ 
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st 
- 
-**Proficiencies** \\ 
-Armor: Light armor \\ 
-Weapons: Simple weapons \\ 
-Saving Throws: Wisdom, Charisma \\ 
-Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion \\ 
- 
- 
-**Cantrips** \\ 
- 
-**Eldritch Blast** \\ 
-A beam of crackling energy streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage. \\ 
-The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam. 
- 
-**Chill Touch** \\ 
-ou create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target. \\ 
-If you hit an Undead target, it also has disadvantage on Attack rolls against you until the end of your next turn. \\ 
-This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 
- 
-**Spell Slots** \\ 
- 
-Two 2nd Level Slots 
- 
- 
-**Spell List** \\ 
- 
-3 Spells Known 
- 
-At 1st level, you know two 1st-level spells of your choice from the warlock spell list. \\ 
-Undying Expanded Spells \\ 
-Spell Level Spells \\ 
-1st False Life, Ray of Sickness \\ 
-2nd Blindness/Deafness, Silence \\ 
-3rd Feign Death, Speak with Dead \\ 
-4th Aura of Life, Death Ward \\ 
-5th Contagion, Legend Lore \\ 
-Among the Dead 
- 
-=====Level 1 Warlock===== 
----- 
- 
-Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. 
- 
-Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. 
- 
-=====Level 2 Warlock===== 
----- 
- 
-**Eldritch Invocations** \\ 
-In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. 
-At 2nd level, 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 Warlock table. \\ 
-Additionally, 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. 
- 
-**Aspect of the Moon** \\ 
-Prerequisite: Pact of the Tome feature \\ 
-You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch 
- 
-**Gift of the Depths** \\ 
-Prerequisite: 5th level \\ 
-You can breathe underwater, and you gain a swimming speed equal to your walking speed. \\ 
-You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest. 
-=====Level 3 Warlock===== 
----- 
- 
-Pact Boon 
-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. 
- 
- 
-• Pact of the Chain 
-You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. 
- 
-When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. 
- 
-Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own. 
- 
-=====Level 4 Warlock===== 
----- 
-**Ability Score Improvement** 
- 
-Charisma +1, Wisdome +1 
- 
  
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