Alternate Warlock 2014 (Final)

by cyri16

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Warlock Class Changes

Ability Score

You gain a +1 to your Charisma or Constitution Score.

(Updated) Hit Die

Your hit die is a d6 instead of a d8.

Starting Equipment Starting Wealth

You start the game with 100gp or 4d4 x 10 gp which you can spend on equipment and supplies.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Patron Spells

Each patron has a list of spells that you gain at the warlock levels noted in the patron description. These spells don't count against the number of spells you know.

Playable Patrons
Archfey
Celestial
Fiend
Great Old One
Undead

(Updated) Otherworldy Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Additionally, you you know the Eldritch Blast cantrip, and it does not count against your cantrips known.

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 Pact of the Armory

You can use your action to create a magical pact weapon in your empty hand. You choose the form that this weapon takes each time you create it; it can take the form of any simple or martial weapon. You are proficient with your pact weapon while you wield it, and you can use your spellcasting ability modifier, instead of Strength or Dexterity, for your attack and damage rolls with it.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more, if you use this action 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 1-hour long special ritual while you hold the weapon. The ritual counts as light activity while you are resting. You gain the ability to dismiss the weapon (no action required), shunting it into an extradimensional space. You can cause it to reappear whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the ritual on another weapon, or if you perform a 1-hour ritual to break your bond to it. The weapon appears at your feet if it's shunted away when the bond breaks.

Also, you can use your action to touch a suit of light or medium armor, which can include a shield, that isn't being worn or carried. Until you use this feature again on another set of equipment, while you wear this equipment, it is magical, and you are proficient with it.

Additionally, your hit die becomes a d8 and you can recalculate you total hit points using a d8.

(New) Liminal Cantrips

At 5th level, when you cast a warlock cantrip, you may choose to instead of dealing extra damage from your level, you can cast the cantrip additional times as part of the same action. The cantrip must deal damage, and it must make a spell attack or require a saving throw. You can cast it two times at 5th level, three times at 11th level, and four times at 17th level. When you do, the cantrip can deal its damage more than once, but its other effects aren't applied to the same target again.

(New) Contact Patron

In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; begining at 9th level you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.

Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

(New) Vault of Knowledge

At 18th level, you learn the secret to tapping the depths your patron's otherworldly knowledge and power. You can replace one of your invocations with another option when you finish a short or long rest.

(New) Eldritch Master Mystic Feedback

At 20th level, whenever you use your Mystic Arcanum feature, you can gain one additional spell slot. This additional spell slot lasts until you take a long rest.

Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

(Updated) Eldritch Awakening

When you enter your Pact at 1st level, the hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60 feet. You don’t need to share a language, but the target must speak at least one language in order to respond to you. You can only use this feature to communicate with one creature at a time.

In addition, you learn the mage hand cantrip, but it doesn't count against your total number of Cantrips Known. When you cast mage hand, you don't need to provide the verbal or somatic components, and your mage hand is invisible.

(Updated) Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to roll a d4 and add it to your Armor Class against the triggering attack. If the attack misses you, all hostile creatures within 10 feet of you are frightened of you until the end of their next turn.

(Updated) Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Additionally, you have advantage on any saving throw you make to resist both the charmed and the frightened condition.

(Updated) Create Thrall Mindslave

Beginning at 14th level, you can use your action to touch an incapacitated humanoid, causing it to be charmed by you.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. You can issue the creature commands using your telepathy, which it does its best to obey. It will not follow any commands that cause itself immediate harm or death.

The creature remains charmed until a remove curse spell is used on it, the charmed condition is removed, or you use this feature to charm another creature.

Pact Boons

At 3rd level, a warlock gains the Pact Boon feature. The following additional Pact Boons are available to a warlock in addition to the Pact Boons in the Player's Handbook:

Pact of the Flesh

Your Patron twists your body, enhancing your physicality in a way that reflects their own physical form. While you are not wearing armor or using a shield, your Armor Class is equal to 10 + your Constitution modifier + your Charisma modifier.

In addition, your hands become savage claws that count as simple melee weapons that deal 1d6 slashing damage on hit.

Additionally, your hit die becomes a d8 and you can recalculate you total hit points using a d8.

New Eldritch Invocations

Listed here are additional Eldritch Invocations available to warlocks. If an Eldritch Invocation has prerequisites, you must meet them to learn it, and you can learn an Eldritch Invocation at the same time that you meet its prerequisites.

Agonizing Blast, Eldrtich Spear, Grasp of Hadar, Lance of Lethargy, Repelling Blast

Choosing any of these invocations apply the effects to all of your cantrips, not just Eldritch Blast.

Spellcasting Invocations

Any invocation that allows you to cast a spell once using a warlock spell slot once per long rest, no longer uses a warlock spell slot.

Iron Grip

Prerequisite: 5th-level, Pact of the Flesh feature

While you have your claws manifested, you gain a climbing speed equal to your movement speed, and you can climb difficult surfaces, including scaling walls and upside down on ceilings, without needing to make an ability check.

Thirsting Claws

Prerequisite: 5th-level, Pact of the Flesh feature

You can attack with your claws twice, instead of once, each time you take the Attack action on your turn. Your claw attacks also count as magical for the sake of overcoming resistance and immunity to non-magical damage.

Cursed Flesh

Prerequisite: 9th-level, Pact of the Flesh feature

As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier (minimum of 1).

Eldritch Flight

Prerequisite: 15th-level, Pact of the Flesh feature

As a bonus action, you can manifest (or dismiss) wings reminiscent of your Patron's physical form, granting you a flying speed equal to your walking speed.

 

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