Warlock: The Hero 2.0

by Gannoh2

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Warlock: The Hero

You have made a pact with a hero of legend. Seeing in you the seeds of greatness, they grant you the power to overcome impossible odds and inspire others to victory. Potential patrons include Artoria Pendragon, Drizzt Do'Urden, and Minsc.

Expanded Spell List

The Hero lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hero Expanded Spell List
Level Spells
1st Heroism, Shield
2nd Calm Emotions, Enhance Ability
3rd Beacon of Hope, Protection from Energy
4th Aura of Purity, Freedom of Movement
5th Dispel Evil and Good, Skill Empowerment

Battle-Ready

At 1st level, your patron tutors you in the art of combat. You gain proficiency with martial weapons, medium armor, and shields.

You also know the Eldritch Blade cantrip. For you, it is a warlock spell, and it doesn't count against the number of cantrips you know.

Moment of Greatness

Starting at 1st level, you can call upon your patron for inspiration. As a bonus action, you gain the following benefits.

  • You have advantage on all attack rolls and ability checks until the beginning of your next turn.
  • You gain temporary hit points equal to your warlock level + your Charisma modifier for 1 minute.

You can’t use this feature again until you finish a short or long rest.

Inspiration

At 6th level, your presence bolsters your allies. When another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add a d6 to their roll as long as they can see or hear you. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.

Heroic Endurance

Starting at 10th level, your patron blesses you with remarkable resilience. You have advantage on death saving throws. In addition, when you use your Moment of Greatness feature, you have advantage on saving throws until the beginning of your next turn.

Hour of Triumph

Beginning at 14th level, you can truly invoke your patron and lead your companions to victory. When you use your Moment of Greatness feature, you can choose any number of creatures within 60 feet of you that can see or hear you. Until the beginning of your next turn, they have advantage on attack rolls, ability checks, and saving throws.

Once you use this feature, you can't use it again until you finish a long rest.

Eldritch Blade

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You summon what appears to be a melee weapon in your hand. When you first learn this cantrip, choose whether it deals bludgeoning, piercing, or slashing damage, as it takes a distinct form. When you gain a warlock level, you may change the type.

You choose the exact appearance of the weapon. It may appear mundane or fantastic. The weapon lasts indefinitely or until you dismiss it (no action required). However, it disappears if it is not in your possession at the end of your turn.

You can take the Attack action while wielding the weapon to make a single melee spell attack against a creature or object within 5 feet of you. It deals 1d10 damage on a hit, or 1d12 if you use both hands.

You can cast warlock spells requiring somatic components while wielding the weapon. Using the weapon, you can make opportunity attacks and perform maneuvers from the Battle Master archetype of the fighter class. However, for all other purposes, it does not count as a melee weapon.

The spell lets you perform multiple attacks with the weapon when you use the Attack action on your turn as you reach higher levels in the warlock class: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. If you are wielding a shield, you can substitute any attacks with a shove attempt.

New Eldritch Invocations

Enchanted Blade

Prerequisite: Eldritch Blade cantrip

Choose one type of damage other than bludgeoning, piercing, or slashing. When you hit with Eldritch Blade, it deals additional damage of that type equal to your Charisma modifier. This additional damage ignores a creature's resistance and immunity unless it has resistance or immunity to all damage. When you gain a warlock level, you can change the type of damage.

Extend Blade

Prerequisite: Eldritch Blade cantrip

As a bonus action, you can grant the weapon made with Eldritch Blade the reach property or remove it.

Favored Servant

Choose one type of damage associated with your patron other than bludgeoning, piercing, or slashing. When you cast a warlock cantrip or a 1st level warlock spell (even one cast at a higher level) which deals damage, you can change the damage type to that type of damage.

If you change the damage type of Eldritch Blade, it ignores a creature's resistance and immunity unless it has resistance or immunity to all damage.

Heavy Blade

Prerequisite: Eldritch Blade cantrip

When you cast Eldritch Blade, you can summon a weapon which can only be wielded with two hands. It scores a critical hit on a 19 or 20.

Heroic Guardian

Prerequisite: Heroism spell

When you cast Heroism, it has a range of 30 feet, and the target immediately gains temporary hit points equal to your spellcasting modifier. You also can cast it as a reaction when you or a creature you can see within 30 feet of you would take damage or become frightened.

Signature Move

Prerequisite: Enchanted Blade invocation

As an action while wielding the weapon you have from Eldritch Blade, you can perform a special attack. When you first gain this invocation, choose what form this attack takes. You can choose this invocation multiple times. If you do, using one special attack does not expend the use of any others.

Attack Forms

Burst. The attack affects all other creatures and objects within 5 feet of you.

Cone. The attack affects all creatures and objeccts in a 15-foot cone emanating from you.

Line. The attack affects all creatures and objects in a line 30 feet long and 5 feet wide emanating from you.

Single Target. The attack affects one creature or object within reach of you. Before making the attack, you can move up to 15 feet without provoking opportunity attacks. The damage is half the type that your Eldritch Blade does and half the type that you deal with your Enchanted Blade invocation.

Affected creatures must make a Dexterity saving throw against your spell save DC. Creatures that fail take a number of d6s damage equal to half your warlock level rounded up or half as much on a success. Unless otherwise specified, the damage is of the same type you deal with your Enchanted Blade invocation, and it similarly ignores a creature's resistance and immunity unless it has resistance or immunity to all damage.

When you use this invocation, you can expend a warlock spell slot or Mystic Arcanum. If you do, the attack does extra damage equal to three multiplied by the level of the warlock spell slot or Mystic Arcanum expended.

Once you use this invocation, you must finish a short or long rest before you can use it again.

Transform Blade to Bow

Prerequisite: Eldritch Blade cantrip, Eldritch Blast cantrip, Enchanted Blade invocation

If you cast Eldritch Blast while wielding the weapon(s) made with Eldritch Blade with both hands, its damage is affected by Enchanted Blade as if you were attacking with Eldritch Blade, and it deals d12s instead of d10s. This invocation does not stack with Agonizing Blast.

Twin Blades

Prerequisite: Eldritch Blade cantrip

When you cast Eldritch Blade, you can summon two different weapons. Each does only 1d6 damage and is wielded in one hand. You can draw or stow both at the same time. While wielding both, when you take the Attack action on your turn, you can make one extra attack. The damage increases to 1d8 at 11th level and 1d10 at 17th level.


Drake

Large dragon, any good


  • Armor Class 12
  • Hit Points 59 (7d10 +21)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 10 (+0) 15 (+2) 15 (+2)

  • Saving Throws Dex +2, Wis +4, Cha +4
  • Skills Perception +4
  • Damage Resistances Choose any one except: bludgeoning, piercing, or slashing (if poison, the drake also has advantage on saving throws against being poisoned)
  • Senses Darkvision 60 Ft., passive Perception 14
  • Languages Common, Draconic
  • Challenge 2 (450 XP)

Actions

Multiattack. The drake makes two attacks: one with its bite and one with its claws.

Breath (Recharge 5-6). The drake exhales energy in a line 30 feet long and 5 feet wide. Each creature in that area must make a DC l3 Dexterity saving throw, taking 18 (5d6) damage on a failed save, or half on a success. The damage is the same type that the drake has resistance to.

If you have the Hero's Legendary Steed invocation and the drake is Huge, the line becomes 60 feet long, and it deals 23 (5d8) damage on a failed save, or half on a success.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 4) slashing damage.

Steely Negotiator

You gain proficiency in the Insight and Persuasion skills.

Superb Athleticism

You gain proficiency in the Acrobatics and Athletics skills.

Tactical Commander

You learn one of the following maneuvers of your choice from the Battle Master archetype of the fighter class: Commander's Strike, Commanding Presence, Rally, Tactical Assessment.

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. You can select this invocation multiple times.

Hero's Steed

Prerequisite: 5th level

You can cast Find Steed once. Casting it does not expend a spell slot. The summoned creature has additional hit points equal to your warlock level and a +2 bonus to all its ability scores. Once you use this invocation, you must finish a long rest before you can do so again.

Loyal Steed

Prerequisite: 7th level, Hero's Steed invocation

When you activate your Hero's Steed invocation, the summoned creature is immune to the charmed and frightened conditions and has advantage on Wisdom saving throws.

Swift Steed

Prerequisite: 7th level, Hero's Steed invocation

When you activate your Hero's Steed invocation, the summoned creature's movement speeds are increased by 5 feet, and it has advantage on Dexterity checks and Dexterity saving throws.

Hero's Mighty Steed

Prerequisite: 12th level, Hero's Steed invocation

When you activate your Hero's Steed invocation, instead of casting Find Steed, you can cast Find Greater Steed.

In addition to the benefits from the Hero's Steed invocation, the summoned creature's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you cast Find Greater Steed, you may summon a drake.

Hero's Legendary Steed

Prerequisite: 18th level, Hero's Mighty Steed invocation

When you activate your Hero's Steed invocation, the summoned creature has an additional +2 bonus to all its ability scores, regains 1 hit point at the start of its turn, and can be size Huge. Huge creatures have a reach of 10 feet with their attacks.

Noble Phantasm

Prerequisite: 15th level, Enchanted Blade invocation

You can unleash an exceptionally powerful attack. To use this invocation, you must first spend an action to gather power while wielding the weapon you have from Eldritch Blade. This is obvious to onlookers, even if you are invisible. While gathering power, you are treated as if you are concentrating on a spell, and you cannot move or use your bonus action or reaction. If you lose concentration, this invocation fails.

On your next turn, if you still maintain concentration, you can spend a Mystic Arcanum of at least 7th level to release the attack as an action. Alternatively, you can continue to gather power by spending your action. You can continue gathering power for up to 1 minute. At the end of the minute, you must either use your action to release the attack, or this invocation fails.

When you first gain this invocation, choose what form this attack takes. If you expend an 8th or 9th level Mystic Arcanum, the base damage is increased by 2d6 for each level above 7th.

Attack Forms

Burst. The attack affects all other creatures and objects within 30 feet of you.

Column. The attack affects all creatures in a 20-foot radius, 60-foot-high cylinder centered on a point you can see within 150 feet of you.

Cone. The attack affects all creatures in a 90-foot cone emanating from you.

Line. The attack affects all creatures and objects in a line 100 feet long and 10 feet wide emanating from you.

Single Target. The attack affects one creature or object you can see within 150 feet of you. You can move without provoking opportunity attacks to an unoccupied space putting the target within your reach when you unleash this attack. If you do so, the damage is half the type that your Eldritch Blade does and half the type that you deal with your Enchanted Blade invocation.

Affected creatures must make a Dexterity saving throw against your spell save DC. Creatures that fail take 10d6 damage plus an additional 1d6 for each additional turn you spent gathering power or half as much on a success. Unless otherwise specified, the damage is of the same type you deal with your Enchanted Blade invocation, and it similarly ignores a creature's resistance and immunity unless it has resistance or immunity to all damage.

New Familiar Option for Pact of the Chain Warlocks


Musteval

Tiny celestial, neutral good


  • Armor Class 13
  • Hit Points 10 (3d4+3)
  • Speed 30 ft., burrow 10 ft., climb 20 ft.

STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 12 (+1) 11 (+0) 14 (+2) 13 (+1)

  • Skills Animal Handling +4, Perception +4 Persuasion +3, Stealth +5
  • Damage Resistances Acid, Cold, Poison
  • Damage Immunities Electricity
  • Condition Immunities Petrified
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Common, Celestial
  • Challenge 1 (200 XP)

Celestial Resilience. The musteval has advantage on saving throws against spells, other magical effects, disease, and poison.

Focused Movement. The musteval can Dash or Disengage as a bonus action.

Keen Hearing. The musteval has advantage on Wisdom (Perception) checks that rely on hearing.

Superior Tongues. The musteval understands beasts and any spoken language it hears. Moreover, when the musteval speaks, any beast and creature that knows at least one language and can hear the musteval understands what it says.

Actions

Bite. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 5 (1d4 +3) piercing damage.

Invisibility. The musteval magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the musteval wears or carries is invisible with it.

Although the least powerful of the animalistic celestials known as guardinals, mustevals nevertheless are unstinting foes against evil. They serve greater celestials as spies, and they often aid humanoid heroes by delivering information about powerful evil creatures.

Pact of the Shield

You can use your action to create a pact shield in your empty hand. You can choose the exact form that it takes each time you create it. You are proficient with it while you wield it.

Your pact shield 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 shield (no action required), or if you die.

You can transform one magic shield into your pact shield by performing a special ritual while you hold the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can't affect an artifact or a sentient shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.

New Eldritch Invocations

Elemental Shield

Prerequisite: Pact of the Shield feature

You know the Absorb Elements spell. For you, it is a warlock spell, and it doesn't count against the number of spells you know. You can cast it once without using a spell slot. Once you do so, you must finish a long rest before you can cast it again this way.

Improved Pact Shield

Prerequisite: Pact of the Shield feature

You can use any shield you summon with your Pact of the Shield feature as a spellcasting focus for your warlock spells.

In addition, the shield gains a +1 bonus to its AC, unless it is a magic shield that already has a bonus to its AC.

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Shield Bash

Prerequisite: 5th level, Pact of the Shield

Your pact shield is a simple one-handed melee weapon that deals 1d4 bludgeoning damage on a hit. You can use your Charisma modifier instead of Strength for the attack and damage rolls. While wielding it, you can make a Charisma (Athletics) check to shove.

If the shield has a magic bonus to its AC, it gets an equal bonus to its attack and damage rolls.

Shield Toss

Prerequisite: 7th level, Shield Bash invocation

As an action, you can hurl your pact shield like a boomerang. Make a ranged spell attack against up to two targets you can see within 30 feet of you. If it hits, it deals 3d4 + your Charisma modifier bludgeoning damage. If you roll a 19 or 20 on the d20, and the target is size Large or smaller, it must succeed on a Strength saving throw against your spell DC or be knocked prone.

The shield returns to your grip after you throw it. At 11th level and 17th level, you can target an additional creature with this invocation.

Bastion

Prerequisite: 9th level, Pact of the Shield

When you are subjected to an effect that would move you at least 5 feet or knock you prone, you can steady yourself ( no reaction required). You are then neither moved nor knocked prone. Once you use this invocation, you must finish a short or long rest beore you can use it again.

Bulwark

Prerequisite: 15th level, Pact of the Shield

As a reaction when you or an ally within 10 feet of you is attacked or forced to make a Dexterity or Constitution saving throw for half or no damage, you can project a broad shield. Until the end of your next turn, you and your allies receive a +2 bonus on such saving throws and to AC as long as they remain within 10 feet of you. Once you use this invocation, you must finish a short or long rest before you can use it again.

Pact of the Shield Descriptions

Archfey

These lovely wooden bucklers are often covered in vines or leaves that change with the seasons. They might feature an ever-blooming flower in the center.

Celestial

These beautiful shields are usually made of precious metal or stone such as marble. They generally bear glowing Celestial runes that ward the wielder.

Fathomless

Always dripping wet, these shields could be constructed from pure elemental water held together as a solidified whirlpool. They might also feature tentacles or crustacean-like elements.

Fiend

These shields vary as much in their appearance as their creators do in their depravity. For example, warlocks with Baphomet as their master carry shields carved of horn and fur, while those devoted to Asmodeus have designs subtle and cunning that hint at their maker's vast power.

Genie

These opulent shields are designed to show off the patron's incalculable wealth.

Art Credit: Saber by wlop, Forging the Tyrite Sword by Kieren Yanner, Swiftblade Vindicator by Victor Titoy, Dragon Knight by Oliver Liu,

Great Old One

These shields might be covered in inscrutable, ever-shifting runes, show a panorama of stars or the Far Realm, or be a literal eye of your patron, watching everything you do.

Hero

These shields bear designs closely related to the patron's life as a mortal. For example, warlocks with Minsc as their patron have shields prominently featuring Boo.

Hexblade

These massive shields are angular, metal, and menacing.

Raven Queen

These bucklers seem to be constructed from nothing but dark feathers.

Seeker

These plain but well-made shields always come with some helpful device attached, perhaps an in-built compass.

Undead

These gruesome bulwarks are carved from undead flesh and bone.

Undying

These ancient-looking shields are decorated in imagery of death.

Excalibur by elvafirste, Musteval by Ginger Kubic, Shield of Faith by Steve Goad, Hylian Shield by Nintendo
 

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