Warlock Buffs

by TheTranMan

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Warlock Buffs:

Warlock Cantrips

At 1st-Level, you gain the Eldritch Blast cantrip.

Warlock Spell Slots

Your amount of Spell Slots have increased to the following at said levels:

1-4: 2 Slots

5-11: 3 Slots

11-17: 4 Slots

18-20: 5 Slots

Additional Warlock Invocations

The following Eldritch Invocation options have been added:

Arcane Gunslinger

Pre-requisite: Pact of the Blade feature


You can create a pact weapon that is a Renaissance or Industrial firearm, and you can transform any firearm into your pact weapon. Additionally, you also ignore any Loading or Reload properties it has.

Eldritch Armor

Pre-requisite: Pact of the Blade feature


As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed.

Warlock Changes:

Hexblade Warlock Changes

Hexblade Warlock loses this portion from their 1st-Level Hex Warrior Class Feature:

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Warlocks with Pact of the Blade instead gain this feature:

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. 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 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.

The influence of your patron also allows you to mystically channel your will through a particular weapon. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long 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.

Warlock Invocations

Any instance where an Invocation reads:

You can cast Spell once using a warlock spell slot. You can't do so again until you finish a long rest.

Like Bewitching Whispers, Dreadful Word, or Mire the Mind, instead the Invocation is re-worded to be:

You can cast Spell once using--without expending a spell slot or material components, at your Warlock Spell Level. You can't do so again until you finish a long rest.

Pact of the Tome

Book of Ancient Secrets - Invocation

This Invocation cannot be used to acquire the Ritual Spell Find Familiar. The only way to acquire a familiar as a Warlock should be Pact of the Chain.

Pact of the Chain

The entire Pact is re-written.

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 make one attack with its reaction.

To:

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: gazer, imp, pseudodragon, quasit, sprite, or tressym.

This pact familiar in service to you is proficient in all the skills you are proficient in.

This pact familiar can also make attacks of its own, which you can command it to do (no action required). It also has the maximum HP you could roll for its statistics.

 

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