{"name":"Great Old One Warlock (REWORKED)","overview":"","hit_dice":"1d8","hit_points_at_1st_level":"8 + your Constitution Modifier","hit_points_at_higher_levels":"1d8 + your Constitution Modifier per level after 1st","armor_proficiencies":"Light Armor","weapon_proficiencies":"Simple Weapons","tools":"None","saving_throws":"Wisdom, Charisma","skills":" Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion","starting_equipment":"[b][h1]Equipment\r\n[br][\/h1]\r\n[\/b]\r\nYou start with the following equipment, in addition to the equipment granted by your background:\r\n[br]\r\n\r\n(a) a light crossbow and 20 bolts or (b) any simple weapon\r\n[br]\r\n(a) a component pouch or (b) an arcane focus\r\n[br]\r\n(a) a scholar's pack or (b) a dungeoneer's pack\r\n[br]\r\nLeather armor, any simple weapon, and two daggers\r\n[br]","spellcasting":"[h1]Pact Magic[\/h1]\r\n[br]\r\nYour arcane research and the magic bestowed on you by your patron have given you facility with spells.\r\n[br]\r\n\r\n[h3]Cantrips[\/h3]\r\n[br]\r\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.\r\n[br]\r\n\r\n[h3]Spell Slots[\/h3]\r\n[br]\r\nThe Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.\r\n[br]\r\n\r\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.\r\n[br]\r\n\r\n[h3]Spells Known of 1st Level and Higher[\/h3]\r\n[br]\r\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.\r\n[br]\r\n\r\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.\r\n[br]\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.\r\n[br]\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\n[br]\r\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.\r\n[br]\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier\r\n[br]\r\n\r\nSpell attack modifier = your proficiency bonus + your Charisma modifier\r\n[br]\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\n[br]\r\nYou can use an arcane focus as a spellcasting focus for your warlock spells.\r\n[br]","class_features":"[h1]Eldritch Invocations[\/h1]\r\n[br]\r\nIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\r\n[br]\r\n\r\nAt 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.\r\n[br]\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.\r\n[br]\r\n\r\nA level prerequisite in an invocation refers to warlock level, not character level.\r\n[br]\r\n\r\n[h1]Pact Boon[\/h1]\r\n[br]\r\nAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\r\n[br]\r\n\r\n[h3]Pact of the Blade[\/h3]\r\n[br]\r\nYou 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.\r\n[br]\r\nYour 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.\r\n[br]\r\nYou 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.\r\n[br]\r\nYou 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.\r\n[br]\r\n[h3]Pact of the Chain[\/h3]\r\n[br]\r\nYou learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.\r\n[br]\r\nWhen 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.\r\nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.\r\n[br]\r\n[h3]Pact of the Tome[\/h3]\r\n[br]\r\nYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.\r\n[br]\r\nIf you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.\r\n[br]\r\n[h3]Pact of the Talisman[\/h3]\r\n[br]\r\nYour patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.\r\n[br]\r\nIf you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.\r\n[br]\r\n[h3]Pact of the Star Chain (UA)\r\n[br][\/h3]\r\nPrerequisite: Seeker Patron\r\n[br]\r\nThe Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the Augury spell and can cast it as a ritual. The spell doesn\u2019t count against your number of spells known.\r\nAdditionally, you can invoke the Seeker\u2019s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.\r\n[br]\r\nIf you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.\r\nThe exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.\r\n[br]\r\n[h1]Ability Score Improvement[\/h1]\r\n[br]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n[br]\r\n\r\n[h1]Eldritch Versatility (Optional)[\/h1]\r\n[br]\r\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:\r\n[br]\r\n\r\nReplace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.\r\n[br]\r\nReplace the option you chose for the Pact Boon feature with one of that feature's other options.\r\n[br]\r\nIf you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.\r\n[br]\r\nIf this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.\r\n[br]\r\n\r\n[h1]Mystic Arcanum[\/h1]\r\n[br]\r\nAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\r\n[br]\r\n\r\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\r\n[br]\r\n\r\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.\r\n[br]\r\n\r\n[h1]Eldritch Master[\/h1]\r\n[br]\r\nAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.\r\n[br]","subclass_options":"[h1][b]Great Old One[\/b]\r\n[br][\/h1]\r\n[h2]Expanded Spell List[\/h2]\r\n[br]\r\nAt 1st level, The Great Old One 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.\r\nGreat Old One Expanded Spells\r\n[br]\r\nSpells\r\n[br]\r\n1st| Dissonant Whispers, Tasha\u2019s Hideous Laughter\r\n[br]\r\n2nd| Detect Thoughts, Phantasmal Force\r\n[br]\r\n3rd| Clairvoyance, Sending\r\n[br]\r\n4th| Dominate Beast, Evard\u2019s Black Tentacles\r\n[br]\r\n5th| Dominate Person, Telekinesis\r\n[br]\r\n[h2]Awakened Mind[\/h2]\r\n[br]\r\nStarting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 60 feet of you. You don\u2019t Need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.\r\n[br]\r\nYou also gain resistance to psychic damage and your mind cannot be read by any means unless you allow it.\r\nAt 8th level, any creature that tries to deal psychic damage to you takes the same amount of damage themselves.\r\n[br]\r\n\r\n[h2]Scholar of Forbidden Knowledge[\/h2]\r\n[br]\r\nAlso at 1st level, your exploration of unknowable truths begins to bear fruit. You gain proficiency in Arcana and Religion if you do not have it already. Your proficiency bonus is doubled for any ability check you make that uses either of these skills\r\n[br]","table_data":"","source":"Homebrew","jsondata":"","tags":"","templateId":"5460","blockId":"796248","world":"","isShared":"on"}