Yet Another Warlock Rewrite

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Yet Another Warlock Rewrite v0.1.5.1: Emergency Hotfixing

This particular revision of the warlock may require some explanation before the class itself, to help forstall knee-jerk reactions. Basically, I was thinking about the different kinds of resource management in 5e. There are resources like spell slots which (except for the warlock) must be managed between long rests. There are resources like Superiority Dice and Ki which must be managed between short rests. But there really aren't any resources which have to be managed on a shorter-term basis than a short rest. The closest thing is the Rogue's Sneak Attack, which works only once per round, but that's not really a resource. It was, however, an inspiration for this class. This, then, is a version of the warlock that has a dice pool which, similar to Sneak Attack, can be poured into a single attack, but which can also be used to fuel other features on a round-to-round basis.

Eldritch Dice

Eldritch Dice are that round-to-round feature. The simplest use of them is to fuel Eldritch Blast, dealing damage. Sneak Attack was my primary guideline for how many Eldritch Dice you should have, with the scaling originally being based directly on sneak attack (beginning 1d6 higher because you're not adding it to the damage of a weapon). I have since revised this scaling to be slightly faster, as this warlock lacks the damage-dealing features of a rogue (such as Cunning Action being used to Hide, or Uncanny Dodge) without cutting their damage - by giving them slightly more Eldritch Dice than a rogue has Sneak Attack dice, they should be able to maintain a similar amount of damage while also keeping themself alive, or sink farther in one direction or the other as they choose.

The Warlock
Level Proficiency Bonus Features Eldritch Dice Invocations Known
1st +2 Eldritch Dice, Otherworldly Patron 2d6
2nd +2 Invocations 2d6 3
3rd +2 Pact Boon 3d6 3
4th +2 Ability Score Improvement 36 4
5th +3 Improved Eldritch Blast 4d6 4
6th +3 Otherworldly Patron feature 4d6 5
7th +3 Arcane Evasion 5d6 5
8th +3 Ability Score Improvement 5d6 6
9th +4 Eldritch Vigor 6d6 6
10th +4 Otherworldly Patron feature 6d6 7
11th +4 Empowered Eldritch Blast 7d6 7
12th +4 Ability Score Improvement 7d6 8
13th +5 Improved Pact Boon 8d6 8
14th +5 Otherworldly Patron feature 8d6 9
15th +5 Improved Eldritch Vigor 9d6 9
16th +5 Ability Score Improvement 9d6 10
17th +6 Eldritch Reactions 10d6 10
18th +6 Otherworldly Patron feature 10d6 11
19th +6 Ability Score Improvement 11d6 11
20th +6 Eldritch Master 11d6 12

Class Features

As a Warlock, you gain the following class features

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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus.
  • (a) a scholar’s pack or (b) a dungeoneer’s pack • Leather armor, any simple weapon, and two daggers

Eldritch Dice

At 1st level, you are granted access to a store of eldritch power cultivated by your patron. Your access to this energy is represented by a number of Eldritch Dice, which are d6s. Your warlock level determines the number of Eldritch Dice you have, as shown in the Eldritch Dice column of the Warlock table.

You can spend these dice to fuel various eldritch features. You start knowing two such features, Eldritch Blast and Arcane Armor. You learn more features as you gain levels in this class.

Your eldritch features count as magic, and thus cannot be used in an antimagic field or similar effect. For the purpose of effects which work on spell level such as counterspell, an eldritch feature's spell level is equal to half the amount of eldritch dice spent on the feature. Eldritch features may require somatic or verbal components, which are noted in parentheses at the end of their description.

When you spend an Eldritch die, it is unavailable until the beginning of your next turn, when you recover all expended Eldritch Dice.

Some of your features require your target to make a saving throw to resist the eldritch feature's effects, or require you to make an attack throw to determine if your eldritch feature succeeds.

Eldritch Save DC = 8 + your proficiency bonus +

your Charisma modifier

Eldritch attack modifier = your proficiency bonus +

your Charisma modifier
Eldritch Blast

You may expel eldritch energy in a ray to attack your foes. As an action, choose a single target within 120 feet and spend any number of Eldritch Dice. Make a ranged spell attack against the target, using your Eldritch attack modifier. On a hit, the target takes force damage equal to the expended dice plus your Charisma modifier. (s)

Arcane Armor

You may armor yourself with eldritch energy. When you are targetted by an attack, as a reaction you may expend one Eldritch Die to reduce the attack roll by an amount equal to the expended die. You may do so after you see the roll, but before the DM announces the result. (s)

Otherwordly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, the Archfey, the Celestial, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.

Invocations

At 2nd level, you gain 3 invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations 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.

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 Blade

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 (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical 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 magical melee 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.

Pact of the Chain

You learn the find familiar spell and can cast the spell as a ritual.

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 make one attack of its own.

Your familiar adds your proficiency bonus to the attack and damage of its attacks, and adds twice your level to its health.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list that don't deal damage. While the book is on your person, you can cast those cantrips at will. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

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.

Improved Eldritch Blast

Beginning at 5th level, when you use Eldritch Blast, you may select additional targets for your blast. You must expend Eldritch Dice separately for each target. The maximum number of targets you may select is equal to your proficiency bonus.

Arcane Evasion

Beginning at 7th level, the eldritch power flowing through your body can protect you from others' spells. You gain a new eldritch feature, Arcane Evasion.

Arcane Evasion

When you make a saving throw against a magical effect, you can expend 1 Eldritch Die as a reaction to increase your saving throw by the expended die. You may do so after you see the roll, but before the DM announces the result. (s)

Eldritch Vigor

Beginning at 9th level, you can infuse yourself with eldritch energy to restore your health. You gain a new eldritch feature, Eldritch Vigor.

Eldritch Vigor

As a bonus action, expend up to 2 Eldritch Dice. You gain temporary hit points equal to the expended dice. These temporary hit points expire at the end of your next turn.

Empowered Eldritch Blast

Beginning at 11th level, when you attack multiple creatures with Eldritch Blast, you deal an additional 1d6 damage to each creature who takes damage as a result of the attack.

Improved Pact Boon

Beginning at 13th level, the boon granted to you by your patron improves in the following way.

Pact of the Chain

You gain a new eldritch feature, Protective Instincts

Protective Instincts

If your familiar takes damage, you can spend any number of Eldritch Dice as a reaction to protect it. The damage it would have taken is reduced by an amount equal to the expended dice. (s, v)

Pact of the Blade

Whenever you deal damage with your pact weapon, you deal 1d6 additional force damage.

Pact of the Tome

Pick three additional cantrips from any class's spell list that don't deal damage. You can cast those cantrips at will while the book is on your person.

Improved Eldritch Vigor

Beginning at 15th level, when you use Eldritch Vigor, you may add your Charisma modifier to the temporary health gained.

Eldritch Reactions

Beginning at 17th level, when you spend Eldritch Dice as a reaction, you may spend 2 Eldritch Dice to regain your reaction at the end of the current turn.

Eldritch Master

Beginning at 20th level, your eldritch power is inexhaustible. Once per turn after expending 2 or more Eldritch Dice on an eldritch feature, you regain 1 Eldritch Die.

Otherworldly Patrons

The Fiend

Precise Blast

Starting at 1st level, your patron teachers you to ration your power. You gain a new eldritch feature, Precise Blast.

Precise Blast

When you deal damage with Eldritch Blast, you may choose to spend any number of Eldritch Dice and deal additional force damage equal to the expended dice to that creature. (s, v)

Burn Through Power

Starting at 6th level, your patron teaches you to increase the efficiency of your power. You gain a new eldritch feature, Burn Through Power.

Burn Through Power

Once per turn after using an eldritch feature, you can spend 1 Eldritch Die to reroll any number of Eldritch Dice spent in the triggering feature a single time. You must use the second result. (s)

Fiendish Vigor

Starting at 10th level, your patron teaches you to spend more power at once. When you use Eldritch Vigor, you may expend up to your proficiency bonus in Eldritch Dice.

Consumptive Power

Starting at 14th level, your patron teaches you to spend your own bodily health as power. You may expend one Hit Die per turn as though it was an Eldritch Dice. Whenever you do so, take psychic damage equal to the result of the spent Hit Die. This damage cannot be reduced by resistances or immunities. Temporary health is ignored by this feature.

Master of Power

Starting at 18th level, your patron has taught you enough to make your power go farther than that of others. When you expend only 1 Eldritch Die on an eldritch feature, you regain it at the end of the next turn.

The Archfey

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. You gain a new eldritch feature, Fey Presence.

Fey Presence

As an action, you expend a number of Eldritch Dice equal to or less than your proficiency bonus and choose a number of creatures within 30 feet of you equal to the number of dice expended. The chosen creatures must made a Wisdom saving throw against your Eldritch Save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the beginning of your next turn. (v)

Dominating Power

Starting at 6th level, your control over the minds of others become stronger. You gain a new feature, Dominating Power.

Dominating Power

If a creature that is charmed or frightened by you is the target of an attack roll or must make a saving throw, you can expend 1 Eldritch die as a reaction to add that die to the attack roll or subtract that die from the saving throw. (s)

Beguiling Defenses

Starting at 10th level, your patron teaches you how to resist the mind effecting magics of your enemies. You gain a new feature, Beguiling Defenses.

Beguiling Defense

When you make a saving throw against an effect which would charm or frighten you, you may spend 1 Eldritch Die to add that die to your saving throw. (s)

Fey Domination

Starting at 14th level, you can seize hold of a creature's mind. You gain a new eldritch feature, Fey Domination.

Fey Domination

As an action, you may spend 8 Eldritch Dice to attempt to dominate a creature that is currently charmed by you. They must make a Wisdom saving throw against your Eldritch Save DC, or be controlled by you as described by the Dominate Monster spell for as long as you maintain concentration. In order to continue concentrating on this feature, you must expend 8 Eldritch Dice as a bonus action on each of your turns following the first turn. A creature that makes its save against this effect or that this effect ends on is immune to this feature for 24 hours. (s, v)

Master of Charms

Starting at 18th level, your patron has taught you enough to make you a master of mind-affecting magics. You gain a new eldritch feature, Master of Charms.

Master of Charms

When a creature within 60 feet of you that you can see makes a saving throw against an effect which would charm or frighten them, you may spend up to 2 Eldritch Die as a reaction to add or subtract that die from their saving throw. You may do so after you see the roll, but before the DM announces the result. (s)

The Celestial

Divine Favor

Starting at 1st level, your patron allows you to share their blessings with your allies. You gain a new eldritch feature, Divine Favor.

Divine Favor

As a bonus action, choose any number of creatures within 30 feet and expend an equal number of Eldritch Dice. Each creature chosen adds 1d6 to the first attack roll, saving throw, or skill check they make on their next turn. (v)

Healing Hands

Starting at 6th level, your patron gives you the power to heal, for a time. You gain a new eldritch feature, Healing Hands.

Healing Hands

As an action, expend a number of Eldritch Die equal to or less than your proficiency bonus. A creature within 5 feet of you, or of your familiar if you have one, gains temporary HP equal to the die. (s, v)

Divine Wrath

Starting at 10th level, your patron's possible blessings expand. When you use Divine Favor, the chosen creatures may choose to add 1d6 to the first damage roll they make on their next turn instead of the first attack roll, saving throw, or skill check they make. They must make this decision when you choose them.

Improved Healing Hands

Staring at 14th level, your healing powers improve. When you use Healing Hands, the temporary hit points granted are increased by your charisma modifier. Additionally, you may use Healing Hands on a number of creatures up to your Charisma modifier as part of the same action. You must expend Eldritch Dice separately for each creature.

Improved Divine Favor

Starting at 18th level, your ability to channel your patron's power improves. When you use Divine Favor, you may may expend up to 2 Eldritch Dice for each creature chosen. If you expend 2 Eldritch Dice, they add your Charisma modifier to their attack roll, saving throw, skill check, or damage as well as 1d6.

The Great Old One

Awakened Mind

Starting at 1st level, 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 may choose one willing creature and form a mental link with them during a short or long rest. You may communicate telepathically with them from any distance. You remain bonded to that creature until either of you severs the bond, or until you form a new bond.

Additionally, when you use Arcane Armor, you regain your reaction at the end of the current turn.

Eldritch Ward

Starting at 6th level, your patron has taught you to magically ward yourself against attack and turn an enemy's failed strike into good luck for yourself. You can use Arcane Armor when the creature you are bonded to is attacked as well as when you are attacked, and you may expend up to 2 Eldritch Dice on the feature. Additionally, if the attack misses, your next attack roll against that creature has a bonus equal to 1d6 per expended die.

Eldritch Evasion

Starting at 10th level, you may use Arcane Evasion when the creature you are bonded to makes a saving throw as well as when you make a saving throw, and you may expend up to 2 Eldritch Dice on the feature. Additionally, you can then spend any number of Eldritch Dice to reduce damage you would still take by an amount equal to the expended dice. If both you and the creature that you are bonded to must make saves against the same effect, you must spend Eldritch Dice separately for each of you, but you may do so as part of the same reaction.

Eldritch Resilience

Starting at 14th level, your patron has taught you to magically defend yourself. You gain the following feature, Eldritch Resilience.

Eldritch Resilience

Once per turn when you or the creature that you are bonded to takes damage, you can spend a number of Eldritch Dice equal to or less than your proficiency modifier to reduce the damage by an amount equal to the expended dice. (s)

Spacial Bond

Starting at 18th level, your bond is strong enough that it transcends space. You gain a new eldritch feature, Spacial Bond.

Spacial Bond

You may magically teleport to the position of the creature that you are bonded to, or they may teleport to you. Either of you may choose to do so as an action on your turn, or as a reaction when you would have taken damage. Whenever you or your bonded creature teleports, the other may choose to teleport to the position that the other is teleporting from. Using this feature requires you to expend 3 Eldritch Dice. (s)

Invocations

Sorted according to availability, then alphabetically.

Aspect of the Moon

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.

Armor of Shadows

Your AC when you are not wearing armor is equal to 10 + your Dexterity Modifier + your Charisma modifier.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills. If you already had proficiency in either skill, you gain expertise in it instead. Additionally, you learn the friends cantrip if you do not already know it and the message cantrip if you do not already know it.

Bewitching Blast (requires Great Old One patron)

When you use Eldritch Blast, you may choose to have it deal psychic damage instead of force damage. If you do so, instead of making an attack roll, your target must make an Intelligence saving throw.

Brimstone Blast (Requires Fiend patron)

When you use Eldritch Blast, you may choose to deal Fire damage instead of Force damage. When you do so, your target catches on fire, and takes fire damage equal to your Charisma modifier at the end of each turn until they or a creature within five feet of them takes an action to extinguish the flames.

Devil's Sight

You gain a new eldritch feature, Devil's Sight.

Devil's Sight

Immediately after regenerating expended Eldritch Dice at the beginning of your turn, you can expend 1 Eldritch Die to be able to see normally in darkness, both magical and nonmagical, to a distance of 120 feet until the beginning of your next turn. If you use Devil's Sight in successive turns, you do not lose this vision between the beginning of your turn and using Devil's Sight. (s)

Divine Aura (Requires Celestial patron)

You gain proficiency in either the Persuasion skill or the Religion skill. If you already had proficiency in the skill, you gain expertise in it instead. You shed bright light in a 10 foot radius and dim light in a 30 foot radius. You can shut off or restore the light as an bonus action. Additionally, you learn the thaumaturgy cantrip if you did not already know it.

Drawn by Death

You gain proficiency in either the Medicine skill or the Medicine skill. If you already had proficiency in the skill, you gain expertise in it instead. You learn the spare the dying cantrip if you did not already know it. Additionally, you gain a new eldritch feature, Drawn by Death.

Drawn by Death

When you or a creature within 60 feet of you makes a death saving throw, you can expend 1 Eldritch Die to add or subtract that die to their saving throw. If their result is 21 or higher, they regain an amount of health equal to the expended die. (s, v)

Eldritch Spear

When you use Eldritch Blast, its range is 300 feet.

Frightful Blast (Requires Fey patron)

When you deal damage with Eldritch Blast, you may spend an Eldritch Die to force the damaged creature to make a Wisdom save. If they fail, they are frightened of you until the end of your next turn.

Gift of the Depths

You gain a new eldritch feature, Gift of the Depths.

Gift of the Depths

Immediately after regenerating expended Eldritch Dice at the beginning of your turn, you may spend 1 Eldritch Dice. Until the beginning of your next turn, you gain a swimming speed equal to your walking speed, and can breath underwater. If you use Gift of the Depths in successive turns, you do not lose your swim speed or ability to breath underwater between the beginning of your turn and using Gift of the Depths. (s)

Hellrime Blast

When you use Eldritch Blast, you may choose to have it deal cold damage instead of force damage. If you do so, instead of making attack rolls, your targets must make Constitution saving throws.

Lance of Lethargy

You gain a new eldritch feature, Lance of Lethargy.

Lance of Lethargy

When you deal damage with Eldritch Blast, you can expend any number of Eldritch Dice to reduce the damaged creature's speed by 5 feet per Eldritch die spent.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Radiant Blast (Requires Celestial patron)

When you use Eldritch Blast, you may choose to deal Radiant damage instead of Force damage. When you do so, instead of making an attack roll, your target must make a Constitution saving throw.

Sylvan Understanding (requires Fey patron)

You gain proficiency in either the Nature skill or the Deception skill. If you already had proficiency in the skill, you gain expertise in it instead. You are always considered to be under the effect of the beast speach spell. Additionally, you learn the druidcraft cantrip if you did not already know it.

Unearthly Insight (Requires Great Old One patron)

You gain proficiency in either the Insight skill or the Arcana skill. If you already had proficiency in the skill, you gain expertise in it instead. When you telepathically speak to a creature, as a bonus action you can force them to make a Wisdom save or take psychic damage equal to your Charisma modifier. Additionally, you learn the prestidigitation cantrip if you did not already know it.

Unholy Knowledge (requires Fiend patron)

You gain proficiency in either the Intimidation skill or the Deception skill. If you already had proficiency in the skill, you gain expertise in it instead. You gain resistance to fire damage. Additionally, you learn the thaumaturgy cantrip if you did not already know it,

Book of Ancient Secrets (requires Pact of the Tome)

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book. With your Book of Shadows in hand, you can cast any spell in the book as a rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Eyes of the Rune Keeper (requires Pact of the Tome)

As long as your Pact Tome is on your person, you are fluent in all languages.

Force of Personality (requires Pact of the Blade)

You gain a new eldritch feature, Force of Personality.

Force of Personality

When you make an attack roll using your pact weapon, you may expend 1 Eldritch Die as a reaction to increase your attack roll by an amount equal to the expended die. You may do so after you see the roll, but before the DM has announced the result. (s)

Gift of the Ever-Living Ones (requires Pact of the Chain)

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value.

Hideous Blow (requires Pact of the Blade)

You gain a new eldritch feature, Hideous Blow.

Hideous Blow

When you strike a target using your pact weapon, you may channel arcane energy into the blow. Expend any number of Eldritch Dice and deal additional force damage equal to the expended dice. (s, v)

Voice of the Chain Master (requires Pact of the Chain)

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Eldritch Bomb (requires 3rd level)

When you use Eldritch Blast, you may channel it as a blast instead of as rays. Spend any number of Eldritch Dice and choose a point within 60 feet of you. All creatures within 10 feet of the point must make Dexterity saves. On a failure, each creature takes damage equal to half the expended dice plus your charisma modifier.

Eldritch Beam (requires 3rd level)

When you use Eldritch Blast, you may channel it as a single large beam instead of as rays. Spend any number of Eldritch Dice. All creatures in a line 60 feet long and 5 feet wide, originating from you, must make Dexterity saves. On a failure, each creature takes damage equal to half the expended dice plus your charisma modifier.

Eldritch Cone (requires 3rd level)

When you use Eldritch Blast, you may channel it as a wave of arcane force instead of as rays. Spend any number of Eldritch Dice. All creatures in a 15 foot cone, originating from you, must make Dexterity saves. On a failure, each creature takes damage equal to half the expended dice plus your charisma modifier.

Eldritch Sight (requires 3rd level)

You may cast the detect magic or identify spells at will, without expending a spell slot.

Telekinetic Blast (requires 3rd level)

When you hit a creature with Eldritch Blast, you can expend any number of Eldritch Dice to push the creature 5 feet in any direction per Eldritch die spent. (s, v)

Eldritch Expertise (requires 5th level)

You gain a new eldritch feature, Eldritch Expertise.

Eldritch Expertise

When you gain this feature, choose 2 skills that you are proficient in. As a reaction when you make a check with one of those skills, you may spend 1 Eldritch Die to add the die to the result of the check. You may do so after you see the roll, but before the DM announces the result. (s)

Devour Magic (requires 5th level)

You gain a new eldritch feature, Devour Magic.

Devour Magic

As an action, you may attempt to dispel a non-instantaneous spell or magical effect within 30 feet of you. If you attempt to do so, you must expend a number of Eldritch Dice equal to the number of Eldritch Dice equal to the spell level it is cast at plus 1. If you are able to expend enough dice, the spell is dispelled. If you do so, gain temporary health equal to the expended dice + the spell level of the countered spell. For the purpose of this eldritch feature, a cantrip counts as spell level 0. If you are not able to expend enough dice, all of your dice are expended and you take psychic damage equal to the number of dice spent plus the spell level of the spell. (s)

One with Shadows (requires 5th level)

You gain a new eldritch feature, One with Shadows.

One with Shadows

Immediately after regenerating expended Eldritch Dice at the beginning of your turn, you can spend 2 Eldritch Dice as an action to become invisible until you move, or take an action or a reaction, or until the beginning of your next turn, whichever comes first. If you use One with Shadows in successive turns, you do not become visible between the beginning of your turn and using One with Shadows. (s)

Sickening Blast (requires 5th level)

When you hit a creature with Eldritch Blast, you may expend any number of Eldritch Dice to force that creature to make a Constitution saving throw against your Eldritch Save DC. On a failure, they take poison damage equal to the expended dice and are Poisoned until the beginning of your next turn.

Spiderwalk (requires 5th level)

You can cast the Spider Climb spell on yourself at will without expending a spell slot or material components.

Voracious Counter (requires 5th level)

You gain a new eldritch feature, Voracious Counter.

Voracious Counter

As a reaction when a spell is cast within 60 feet of you, you may attempt to counter it. If you attempt to do so, you must expend a number of Eldritch Dice equal to the spell level it is cast at plus 1. If you are able to expend enough dice, the spell is countered. If you do so, deal necrotic damage to the caster of the spell equal to the number of Eldritch Dice expended + the level of the spell countered. For the purpose of this eldritch feature, a cantrip counts as spell level 0. If you are not able to expend enough dice, all of your dice are expended and you take psychic damage equal to the number of dice spent plus the spell level of the spell. (s)

Astral Step (requires 7th level)

You gain a new eldritch feature, Astral Step.

Astral Step

You may spend any number of Eldritch Dice as a bonus action to teleport to any location within range. The range of the teleportation is 5 feet for each Eldritch Die expended. If you would teleport into a solid object, take 4d6 force damage and appear in the nearest unoccupied space. If you teleport into a creature, they must make a Constitution saving throw against your Eldritch Save DC or take damage equal to the expended dice plus your Charisma modifier. (s, v)

Hellish Retribution (requires Fiend patron, requires 7th level)

You gain a new eldritch feature, Hellish Retribution.

Hellish Retribution

When a creature that you can see damages you with a melee attack, you may expend any number of Eldritch Dice as a reaction. The attacking creature must make a Dexterity save. On a failure, they take fire damage equal to the expended dice plus your charisma modifier. On a success, they take fire damage equal to your charisma modifier. (s, v)

Mental Rebound (requires Fey patron, requires 7th level)

You gain a new eldritch feature, Mental Rebound.

Mental Rebound

When you successfully save against an effect which would charm or frighten you, you may spend 2 Eldritch Die as a reaction. If you do so, the creature which created the effect must make the same type of save against your Eldritch Save DC or be charmed or frightened by you until the end of their next turn. If you would have been charmed, they are charmed - if you would have been frightened, they are frightened. (v)

Psychic Revenge (Requires Great Old One Patron, requires 7th level)

You gain a new eldritch feature, Psychic Vengeance.

Psychic Vengeance

When you fail a saving throw, you may spend any number of Eldritch Dice as a reaction. The creature that triggered the effect must make an Intelligence save. On a failure, they take psychic damage equal to the expended dice plus your charisma modifier. (s)

Shining Rebuke (Requires Celestial patron, requires 7th level)

You gain a new eldritch feature, Shining Rebuke.

Shining Rebuke

When a creature that you can see makes an attack roll against you, you make spend 2 Eldritch Dice as a reaction to require them to make a Constitution saving throw. If they fail, they are blinded until the end of their next turn. This takes place before the attack roll resolves. (v)

Voidsense (requires 7th level)

You gain a new eldritch feature, Voidsense.

Voidsense

Immediately after regenerating expended Eldritch Dice at the beginning of your turn, you can expend 2 Eldritch Dice to gain blindsight with a range of 60 feet until the beginning of your next turn. If you use Voidsense in successive turns, you do not lose your blindsight between the beginning of your turn and using Voidsense. (s)

Chains of Carceri (requires 9th level)

You can cast hold person at will, without expending a spell slot. If a creature passes its saving throw, you cannot use this feature against them for 24 hours.

Devil's Whispers (requires 9th level)

You can cast suggestion at will, without expending a spell slot.

Fell Flight (requires 9th level)

You gain a new eldritch feature, Fell Flight.

Fell Flight

Immediately after regenerating expended Eldritch Dice at the beginning of your turn, you may expend any number of Eldritch Dice to gain a flight speed until the beginning of your next turn. Your flight speed is 10 feet per Eldritch die expended. Additionally, when you would take fall damage, you can spend a number of Eldritch Dice equal to 1 die per 10 feet fallen as a reaction to negate the falling damage. If you use Fell Flight in successive turns, you do not lose your flight speed between the beginning of your turn and using Fell Flight. (s)

Master of Myriad Forms (requires 9th level)

You can cast alter self at will, without expending a spell slot.

Whispers of the Grave (requires 9th level)

You can cast speak with dead at will, without expending a spell slot.

Serpent's Tongue (requires 13th level)

When you make a charisma check, you may treat any result of a 10 or fewer as an 11. You automatically pass saves for effects which would force you to tell the truth, and any effect which would determine whether or not you are telling the truth reads as though you are telling the truth.

Shaper of Flesh (requires 13th level)

You may cast polymorph at will on any willing target, without expending a spell slot. When you do so, you may expend any number of Eldritch Dice to grant the target temporary health equal to the expended dice.

The Dead Walk (requires 13th level)

You gain a new eldritch feature, The Dead Walk.

The Dead Walk

When you reduce a humanoid creature to 0 HP, you may expend any number of Eldritch Dice as a reaction to raise the creature as a zombie with HP equal to the expended dice, which acts on your initiative. Additionally, the zombie has a Vitality score equal to the number of dice spent on this feature. The zombie loses 1 Vitality at the end of each of your turns, and also loses 1 Vitality when it uses is Undead Fortitude feature. When the zombie reaches 0 Vitality, it is destroyed even if it has health remaining. (s, v)

Fueled by Death (requires 15th level)

You gain a new eldritch feature, Fueled by Death.

Fueled by Death

When you reduce a creature to 0 HP, you regain health equal to the number of unexpended Eldritch Dice you have remaining. (s, v)

Witch Sight (requires 15th level)

You gain a new eldritch feature, Witch Sight.

Witch Sight

Immediately after regenerating expended Eldritch Dice at the beginning of your turn, you can expend 3 Eldritch Dice to have truesight with a range of 30 feet until the beginning of your next turn.

Word of Death (requires 15th level)

You gain a new eldritch feature, Word of Death.

Word of Death

As an action, you can speak a word which disrupts the souls of the living. Expend any number of Eldritch Dice. All creatures within 60 feet of you (including yourself) whose health total is equal to or less than twice the total of the expended dice die immediately. Those whose health total is greater than twice the total of the expended dice have their current and maximum health reduced by 2 per expended die. Anyone who cannot hear is immune to this feature. If you cannot hear, you cannot use this feature. (v)

Changelog

v0.1

  • Initial release

v0.1.1 Celestials can have Warlocks too!

  • Added the Celestial option for Otherworldly Patrons.
  • Reordered the Otherworldly Patrons section to put Fiend at the beginning, as the Fiend is the "Default" patron which enhances your core class features rather than adding new features.
  • Added the Brimstone Blast invocation for Fiendlocks.
  • Added the Divine Aura invocation for Celestial warlocks.
  • Added the Frightful Blast invocation for Feylocks.
  • Added the Radiant Blast invocation for Celestial warlocks.
  • Added the Unearthly Knowledge invocation for GOOlocks.

v0.1.2 Now incorporating Feedback!

  • Nerfed Pact of the Blade.
  • Buffed Eldritch Vigor.
  • Buffed Improved Pact of the Chain.
  • Nerfed Fey Presence.
  • Buffed Beguiling Defenses
  • Changed Fiendish Vigor to allow you to reroll spend Eldritch Dice rather than convert them to d8s.
  • Reworded Entropic Ward to give you a 1d6 bonus rather than a bonus equal to the previous Eldritch Die.
  • Reworded Entropic Ward, and Entropic Evasion to match PBH wording.
  • Buffed Spacial Bond.
  • Buffed Beguiling Influence invocation. Cut Unmatched Influence invocaiton.
  • Nerfed Eldritch Expertise invocation.
  • Buffed Gift of the Depths invocation.
  • Added missing reaction requirement to Hellish Retribution invocation.
  • Cut Mystic Armor and Mystic Evasion invocations.
  • Combined Eyes of the Run Keeper invocation and Tongue of the Wanderer invocation.

v0.1.3 Balancing and Editing

  • Removed Thirsting Blade as it made Pact of the Blade too strong.
  • Reformatted eldritch features to make it more clear when you receive a new one.
  • Added a new eldritch feature at level 1, Eldritch Armor.
  • Changed the Eldritch Master feature to make your capstone more exciting.
  • Changed the Master of Power feature to make the Fiend capstone it more exciting.
  • Corrected wording on all subclass capstones which incorrectly stated that they were available at level 17.
  • Reordered invocations according to availability.
  • Turned Eldritch Understanding into the Eldritch Sight invocation.
  • Replaced Improved Eldritch Blast (III) with Eldritch Reactions.
  • Changed Improved Eldritch to allow you to strike up to your proficiency bonus in targets immediately.
  • Added Improved Eldritch Blast (II) to increase damage when you spread your Eldritch Dice between multiple targets.
  • Aspect of the Moon no longer requires Pact of the Tome.
  • Reworded all at-beginning-of-turn eldritch features to clarify that they are triggered after regenerating expended Eldritch Dice.
  • Added the Slyvan Understanding invocation for Fey warlocks.
  • Added the Unholy Knowledge invocation for Fiend warlocks.
  • Added the Force of Personality invocation for Pact of the Blade.
  • Eldritch Bomb, Eldritch Beam, and Eldritch Bone now require warlock level 3.
  • Hellish Retribution now requires warlock level 7.
  • Added the Mental Rebound invocation for Fey warlocks.
  • Added the Psychic Revenge invocation for GOO warlocks.
  • Added the Shining Rebuke invocation for Celestial warlocks.
  • General wording fixes to make intent more clear.

v0.1.4 Ready for Playtesting

  • Adjusted scaling of Eldritch Dice to increase the speed at which they are acquired.
  • Warlocks now get 3 invocations at level 2, and continue to acquire invocations as normal from there.
  • Buffed GOO warlocks by letting them get back the reaction spent on Arcane Armor from level 1.
  • Fiendish Vigor no longer has a limit on how many hit die can be spent in a turn.
  • Buffed out-of-turn options by making several features which required a reaction into once-per-turn actions instead. Features affected include Improved Pact of the Chain, Burn Through Power, and Eldritch Resilience.
  • Nerfed the Devour Magic and Voracious Counter invocations by making them deal damage to you if you don't have enough Eldritch Dice to match the spell level of the effect being countered.
  • Merged the Shroud of Shadow invocation with One with Shadows.
  • General wording fixes to make intent more clear.

v0.1.5 More Invocations

  • Made it more clear that eldritch effects count as magic (and are affected by anti-magic).
  • Added somatic and/or verbal component requirements for all eldritch features.
  • Added the Drawn by Death invocation.
  • Added the Chains of Carceri invocation.
  • Added the Devil's Whispers invocation.
  • Added the Serpent's Tongue invocation.
  • Added the Shaper of Flesh invocation.
  • Added The Dead Walk invocation.
  • Added the Fueled by Death invocation.
  • Added the Word of Death invocation.
 

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