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Become a Patron!
## Warlock Patron: The Crystal (Ver. 4) The Crystal chooses those who have the ability to fight back against the Darkness the seeps into the planes. Those chosen are given the power in order to do what it cannot. ### Expanded Spell List | Spell Level | Spells | |:---:|:-----------:| | 1 | Silent Image | | 2 | Levitate | | 3 | Call Lightning, Fireball | | 4 | Ice Storm, Guardian of Faith | | 5 | Holy Weapon | ___ ### Pact Weapon Starting at 1st level, you gain proficiency with Medium Armor, Shields and Martial Weapons. The Crystal's power allows you to bind yourself with a weapon. You may send your bound weapon to a pocket dimension or recall it as a Bonus Action. To bind with a weapon you must spend an hour to perform a ritual, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. If you try to bind to another weapon whilst already being bound to another, you will lose the link to the first weapon replacing it with the new weapon you are binding yourself too. You may bind yourself to an additional weapon at 6th, 10th and 14th level. Once you have two or more weapons you may switch between bound weapons as a Bonus Action. ___ ### Warp-Strike At 1st level, you learn how to warp-strike. As an Bonus Action, you can make a special attack with a bound weapon by throwing it and making a ranged attack with a range up to 30 feet. You are proficient with it, and you add your Strength or Dexterity modifier to its attack rolls. On a hit, you teleport to the creature, placing yourself to the closest unoccupied space adjacent to that creature. When you teleport the weapon returns to your hand. On a miss, you do not teleport. Warp Strike’s damage deals 1d4 + Str or Dex modifier force damage. This damage die changes to 1d6 when you reach 5th level, 2d4 at 11th level and 2d6 at 17th level. **Warp Charge** You can use your Warp-Strike ability a number of times equal to half your Warlock level (rounded down) before needing a long rest. At 10th level, whenever you attempt to Warp-Strike a creature and miss, you may choose to teleport anywhere within 5 feet of the creature. Also, you may switch between your bound weapons freely. ___ ### Point-Warp Beginning at 6th level, you can now attempt to warp to places you can see. As an Bonus action, you can throw a bound weapon at a point you can see within 30 feet. If you throw you weapon to a wall, the blade can phase into the wall as much as you would like it to, however the handle of the weapon cannot be in the wall. When warping to your weapon, you are hanging with one hand from the handle of your weapon. If your weapon is warped into a tough structure, recalling the weapon will be the only way to retrieve your weapon back. Damage cannot be dealt this way. **Warp Charge** This ability shares it number of uses with Warp-Strike. ___ ### Warp Factor At 10th level, weapons now have different effects depending on their properties: **Thrown Weapons** Double the minimum and maximum range of weapons with the thrown property. This do not affect you Warp-Strike Range with these weapons. **Light Weapons** You may summon and de-summon two light weapons in a single bonus action together. **Heavy Weapons** When you hit a creature with your Warp-Strike ability using a weapon with the Heavy property, you may choose to push the creature up to 10 ft back and teleport to the closest unoccupied space adjacent to the creature. ___ ### Armiger Beginning at 14th level, you have the ability to summon all your weapons at once. When activating this ability all your bound weapons float around you. As an action and with the cost of 2 **Warp Charges**, you summon all your weapons and you may target a number of creatures up to the number of weapons you are currently bound to. You can roll to attack those creatures with your bound weapons and can choose to teleport to any of your weapons. You must declare which weapon is striking which creature and you must roll separate attack rolls for each weapon. Your Warp-Strike and Point-Warp range increases to 60 feet. ___ ### Eldritch Invocations #### Crystal Connection *Prerequisite: Pact Of The Tome, 14th Level* You may cast *Divination* but speak with the one you have made a Pact with rather than a God. You may do this once before needing to take a long rest to do it again. \pagebreak #### Phoenix Down *Prerequisite: Pact Of The Chain* Your familiar can bring one creature to 1 HP when they have to make a Death Saving Throw for the cost of the familiar's action and your reaction. You can do this once per long rest. Using this ability will break your familiar's invisibility. #### Empowered Warp-Strike *Prerequisite: Pact Of The Blade* You may use your Cha modifier rather than your Str or Dex modifier for you Warp-Strike attacks and damage rolls. #### Warp Decoy *Prerequisite: 7th Level* After Warp-Striking, you leave behind a illusion of yourself from where you originally where. It lasts until the beginning of your next turn. The image is only visual. If anything passes through it, it's revealed to be an illusion. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. #### Warp-Punish As a reaction when you have been hit by a Ranged Spell Attack or a Ranged Weapon Attack, you may Warp-Strike to the creature that attacked you. Warp Factors bonuses do not work with this Invocation. #### Iron Armiger When you use the Armiger ability and hit a creature, you may gain temp HP equal to the damage you have dealt to one creature. #### Elemancy *Prerequisites: Eldritch Blast, 7th level* During a long rest, you may change the damage type of your Eldritch Blast to Fire, Cold or Lightning. #### Elemental Warp *Prerequisite: 10th Level* Once per long rest, you can choose between Fire, Cold or Thunder damage for your Warp-Strike damage type, replacing force.
### Change Log ##### Eldritch Invocations Phoenix Down - Changed form number of charges equal to Prof bonus to once per long rest. -
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