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# Warlock Reworked ## Minor changes to the class This document includes optional buffs to the warlock, change to hexblade, additional eldritch invocations, and invocation changes. ## Warlock Changes ### Pact Buffs Pact of Blade is the only pacts that is getting a direct changes in this document. Chain already has a great change made on GM Binder and includes a link to said document. Tomb is already in a good place and needs no changes in my eyes. #### Pact of Blade You can use your bonus 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 and when you attack with this weapon you can use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls long as the weapon lacks the two-handed weapon property. 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 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. #### Pact of Chain [Pact of Chain](https://www.gmbinder.com/share/-LGvaRqlGEbT0DNSVvlm) this is a good change for pact of chain. ### Hexblade Hexblade loses Charisma bonus to weapon attacks but gains a fighting style from this list #### Hex Warrior At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also teaches you a fighting style from the list below. In addition if you later gain the Pact of Blade feature, You can use Charisma for weapon attack and damage rolls made by every pact weapon conjured with the feature, no matter if the weapon is two handed or not. ##### Defense While you are wearing armor, you gain a +1 to AC. ##### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ##### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ##### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. you must be wielding a shield. ##### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Hex Change *3rd-level warlock feature* When you hit a creature with an attack roll, you can call on your patron to curse the target for 1 minute or until you lose concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the cursed target and deal damage to it, including when you curse it, you can increase that damage by 1d4. Using the below table that shows the damage type you deal with the curse, and the bonus effect you can cause the cursed target to be effected by. You can use this feature to curse a target a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. The curse lasts an hour until another target has been chosen or A target that has *Remove Curse* or *Dispel Evil and Good* cast on it, *Protection from Evil and Good* makes the target immune to the bonus curse effects. This feature's extra damage increases when you reach certain levels in this class; to 1d6 at 6th level and to 1d8 at 14th level. \pagebreakNum |Warlock Patron|Type|Effect Bonus| |:----:|:-------------|-----| |Archfey|*Psychic*|*Frightening Visage*| |Fiend|*Fire*|*Infernal Inferno*| |Great Old One|*Psychic*|*Outer Interference*| |Undying|*Necrotic*|*Draining Curse*| |Celestial|*Radiant*|*Branding Mark*| |Hexblade|*Necrotic*|*Curse of Sloth*| |Fathomless|*Cold*|*Curse of Binding*| |Genie|*Patron Element*|*Curse of the Elements*| #### Frightening Visage As a bonus action on every subsequent turn you can cause the cursed target to make a wisdom saving throw against your warlock spell save DC. On a failure the target is frightened by you until the start of your next turn. #### Infernal Inferno If you miss an attack against the cursed target you can use a bonus action to cause them to take the curse damage as if they have been hit. If you hit an attack against the cursed target you can cause the curse to also damage another target of your choice within 5ft with a bonus action. #### Outer Interference As a bonus action on every subsequent turn you can cause the cursed target to make a wisdom saving throw against your warlock spell save DC. On a failure the target must use the attack action against a target of your choice in range using the cursed targets reaction. #### Draining Curse Whatever you roll damage with this curse you can choose to gain Temporary Hit Points equal to the damage dealt to the target. If the target is undead they have disadvantage on the first attack roll against you on each turn until the cursed ends. #### Branding Mark As a bonus action on every subsequent turn you can cause the cursed target to light up with radiant light until the start of your next turn, the target sheds a dim light to 5ft and the next attack roll against the target has advantage. The target cannot benefit from being invisible while they are lit up. #### Curse of Sloth As a bonus action on every subsequent turn you can cause the cursed target be slowed by 10 ft and have disadvantage on the first attack roll it makes on its turn. #### Curse of Binding As a bonus action on every subsequent turn you can cause the cursed target be to make a strength saving throw against your warlock spell save DC. On a failure the targets speed is reduced to zero as it is grappled by spectral tentacles. \columnbreak #### Curse of the Elements As a bonus action on every subsequent turn you can cause the cursed target to take bonus damage equal to your Charisma modifier long on the next damage role it takes as it matches your patrons elemental type. ## Eldritch Invocations #### Eldritch Invocation changes Any Invocation that involves and changes *Eldritch Blast* now changes any damage dealing cantrip you know, any invocations used cannot stack with any similar affects. Examples of similar affects is Frosted Blast and the Frostbite cantrip. #### Improved Pact Familiar *Prerequisite: 5th level, Pact of the Chain* Your Familiars base Intelligence, Wisdom, and Charisma increases by your Charisma modifier to a max of 14. Your Familiar gains Hit Points equal to your Charisma modifier, and its AC is increased by your Charisma modifier to a max of 15. #### Shared Knowledge *Prerequisite: 5th level, Pact of the Tomb* You can give a person of your choice access to your Book of Shadows, they can cast the cantrips from the Book using your Charisma modifier for the spell DC and attack bonus. You cannot benefit from any ability from your book of shadows while someone else is holding it, and the creature holding it only benefits from this invocation. #### Beguiling Influence You gain proficiency in any combination of two skills, tools or languages of your choice, You can change these proficiencies after you complete a long rest. #### Blade Sneak Attack *Prerequisite: 5th level, Pact of the Blade* Once per turn you can roll 3d6 extra damage for an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it. that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. #### Chilling Blast *Prerequisite: Eldritch Blast* Once on each of your turns when you hit a creature with your *Eldritch Blast*, the target can't regain hit points until the start of your next turn. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. #### Frosted Blast *Prerequisite: Eldritch Blast* Once on each of your turns when you hit a creature with your *Eldritch Blast*, the target has disadvantage on the next weapon attack roll it makes before the end of its next turn.