Base Class: Warlock
Somehow, a mysterious card came into your possession. And in your moment of crisis, a offer was made: to form a pact with the Primal Beast residing inside of the card and obtain its powers. Now you are an Evoker - bound to the Arcarum that resides within your card. Created by The World from the Primal Beasts that were slain during the War, these Primal Beasts seek to gather data necessary to create a new world for themselves - and in the process, destroying the world that they were forsaken by. Will you join them in the new world, or use their power for your own ends instead?
Arcana: Evoker
The Arcarum do not form pacts with just anyone. You have been chosen as an exceptional soul, whether you know it or not. The form of their soul connects to yours, bringing out the true extent of your powers. This arcana is the form of your true person, and should in some aspect be a representation of you, or in some way tie into your life or struggles. This will dictate the features you obtain at 1st and 10th levels, and cannot be the same arcana as your Arcarum pact. (See the Optional Feature Manager for Wheel of Fortune and The World)
00 - The Fool
The Fool is ignorant, without care or restraint. Some say that this makes them a blank slate, one who is open to all the possibilities. You are ready to set out on an adventure and explore the mysteries of life.
01 - The Magician
The Magician is full of untapped potential, capable of anything. You have natural access to knowledge and power that only the highest mystics have learned. You are one with the mystic arts, able to tap into power untold - and awaken the same in others.
02 - The High Priestess
The High Priestess is mysterious, silently holding wisdom. You know more than you let on, hiding the true extent of your knowledge. Your counsel can be just what others need though, so choose your words wisely.
03 - The Empress
The Empress is creative and one to take initiative. You take charge and nurture the strength of others. You bring success to endeavors and truth to complicated matters.
04 - The Emperor
The Emperor is a figure of authority, standing strong in the face of adversity. Your conviction makes your will into reality. With it, you protect your allies and stymie your enemies.
05 - The Hierophant
The Hierophant is one who serves, offering support and inspiration to others. As a bridge between the divine and mortal, you are a conduit for good. Your mercy is what makes the bonds that shall see you through.
06 - The Lovers
The Lovers are partners, steadfast and true. You easily bond to others, yet those bonds are powerful. Your love shall see you through trials that cannot be passed alone.
07 - The Chariot
The Chariot is aggressive, charging toward victory. Whether you seek vengeance, triumph, or trouble, you charge towards it without hesitation. You cannot be stopped in your path forward, wherever it may lead you.
08 - Strength
Strength is indomitable, powerful and magnanimous. You are a force to be reckoned with, courageous and true. Your strength shall lead your hand to victory.
09 - The Hermit
The Hermit is prudent, aloof of worldly matters. Some may distrust your reclusive habits, but some things can only be seen by standing back. You know how to care for yourself, separating yourself from that which would do you harm.
11 - Justice
Justice is righteous, fair and true. You believe in equity and law, and act to see it carried out. Your sense of right and wrong is a shining light that will guide you through troubled times.
12 - The Hanged Man
The Hanged Man is wise and farseeing. You have made sacrifices to gain your knowledge, and are no stranger to trials. You can see further than any others, but at what cost?
13 - Death
Death is the one who brings the end. You have lost and will bring loss. You will see the end of the journey, one way or another.
14 - Temperance
Temperance is balanced, in all things moderate. You know how to manage your resources and keep a level head. You know that walking the middle path will lead you to your goals.
15 - The Devil
The Devil is violent, vehement and fatal. You burn and blind those that would oppose you. The flames of this realm are but lukewarm to you and nothing in comparison to the destruction you can bring.
16 - The Tower
The Tower is destructive and indiscriminate. Some say you are a herald of calamity and misfortune. You don't particular care, because no obstacles stand in your way for very long.
17 - The Star
The Star is aloof, above all the world. Some say this may be a ray of hope, while others say it represents abandonment. Your distance gives your perspective that others may not see.
18 - The Moon
The Moon is deceptive and illusory. You float in the dark of night, quiet and reflecting. Will you cast light through the darkness, or illusions of lunacy?
19 - The Sun
The Sun is self-confident and full of vitality. You bring fortune and warmth to those around you. Your positivity will lead to success for everyone.
20 - Judgement
Judgement is absolute, but not unforgiving. You are known for giving second chances, to those that deserve them. You are the rebirth at the journey's end.
Arcana: Arcarum
The Arcarum are Primal Beasts created by The World as its agents. Made from the fallen beasts that were slain during the war, they are the embodiment of those losses, killed by those of the Sky and left to die by those of the Stars. Now given new form, they bind mortal agents to their cause to destroy this world and create a new one for themselves. Each Arcarum is unique, representing a different aspect of The World, and they may seek a pactbearer that aligns to their interests or one who seems in every way different from them. This will dictate the features you obtain at 6th and 14th levels, and cannot be the same arcana as your Evoker nature. (See the Optional Feature Manager for Wheel of Fortune and The World)
00 - The Fool
The Fool is ignorant, without care or restraint. An avatar of folly and negligence, it leads you to excess and mania. Its mocking movements are the path to oblivion.
01 - The Magician
The Magician is full of untapped potential, capable of anything. An avatar of possible power, it only offers a taste. Will its teachings lead to realization or madness? (See the Optional Feature Manager and add the Spell Selection: The Magician Arcarum feature if you choose The Magician as your Arcarum Arcana.)
02 - The High Priestess
The High Priestess is mysterious, silently holding wisdom. An avatar of secrets and hidden truths, it whispers hints of the future to you. Its silent mystery tempts you towards the unknown.
03 - The Empress
The Empress is creative and diligent. An avatar of initiative and action, it drives you to remove obstacles and obfuscations. For better or worse, it pushes you ever forward.
04 - The Emperor
The Emperor is a figure of authority, standing strong in the face of adversity. An avatar of power and conviction, it refuses to bow to anyone. Will you be its vassal or its tool?
05 - The Hierophant
The Hierophant is one who serves, offering support and inspiration to others. An avatar of mercy and bonds, it connects this world to a better one. Its divine connection will lead you to a different realm.
06 - The Lovers
The Lovers are partners, steadfast and true. An avatar of love and beauty, it drives you to abandon reason for passion. Cling to the happiness it shows you with all your might lest it disappear like a dream.
07 - The Chariot
The Chariot is aggressive, charging toward victory. An avatar of war and triumph, it drives you forth into battle. Its endless battle cry allows neither peace nor defeat.
08 - Strength
Strength is indomitable, powerful and magnanimous. An avatar of courage and power, it drives you to further increase your ability. Will you use its power to save the weak or dominate them?
09 - The Hermit
The Hermit is prudent, aloof of worldly matters. An avatar of solitude, it stands alone from the rest of society. Its isolation offers respite, yet hides its true motives.
11 - Justice
Justice is righteous, fair and true. An avatar of equity and objectivity, it enforces its strict balance upon all. It shall guide you to the truth so long as you can abide by its absolute rules.
12 - The Hanged Man
The Hanged Man is wise and farseeing. An avatar of sacrifice and divination, it extracts a price for the knowledge it offers. The trials it puts you through may prove harsher than the obstacles it sees you through.
13 - Death
Death is the one who brings the end. An avatar of destruction, it thirsts endlessly for the end of all else. You will be the blade of its scythe, or be reaped by it.
14 - Temperance
Temperance is balanced, in all things moderate. An avatar of restraint, it abstains from all extremes. Its bindings keep both fortune and misfortune at bay.
15 - The Devil
The Devil is violent, vehement and fatal. An avatar of temptation and corruption, it instigates chaos and flame. Its limitless malice shall surely lead to inferno.
16 - The Tower
The Tower is destructive and indiscriminate. An avatar of catastrophe, its sole purpose is to bring about collapse and misfortune. Follow in its wake and you may find heaven or hell.
17 - The Star
The Star is aloof, above all the world. An avatar of distant glimmers, its light pierces the distant darkness. It will lead you down a path as dark and unknown as the night sky.
18 - The Moon
The Moon is deceptive and illusory. An avatar of lies and lunacy, it casts light upon hidden dangers. But are those lurking fears better left to sleep unnoticed?
19 - The Sun
The Sun is self-confident and full of vitality. An avatar of splendor and success, it bears good fortune to all under its rays. Beware its radiance does not blind you to the misfortunes and darker truths of the world.
20 - Judgement
Judgement is absolute, but not unforgiving. An avatar of rebirth, it heralds the return of the lost and the final weighing of their sins. Its trumpets will bring about the end of days.
Expanded Spell List
The Arcarum let you choose from an expanded list of spells when you learn a warlock spell. The Arcarum Expanded Spells table shows the spells associated in the table with your arcanas. The spells from both are added to the warlock spell list for you. (See the Optional Feature Manager to select your arcana and add their extended spell lists. You must enable optional features in the enabled content screen.)
The Evoker, Reversed
At 1st level, your pact has awakened the arcana inside you. You begin to manifest abilities related to it under the guidance of your Arcarum beast.
00 - The Fool, Reversed: Blank Face
The Fool is fearless, following along without regard for danger. You have advantage on saving throws against being frightened or any saving throw you saw another creature pass.
01 - The Magician, Reversed: Helping Hand
The Magician is clever, lending a hand to help or harm. You learn the mage hand cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known. You can control it as a bonus action, and perform the following additional tasks with it:
- You can take the Help action, as long as the target is within 5 feet of the hand.
- Detonate the hand, ending the spell. One creature within 5 feet of the hand makes a Dexterity saving throw against your spell save DC. On a failure, it takes 1d10 force damage. This damage increases to 2d10 at 10th level.
02 - The High Priestess, Reversed: Saving Grace
The High Priestess is graceful, offering counsel to troubled souls. As a bonus action, you can choose a creature that can hear you within 30 feet. The next time that creature would roll a saving throw in the next 1 minute, it rolls with advantage. This can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
03 - The Empress, Reversed: Blessing to Act
The Empress is magnanimous, granting protection and initiative. As a bonus action, you can give temporary hit points equal to your charisma bonus, minimum 1, to a creature within 30 feet of you for the next 10 minutes. That creature can spend those temporary hit points at any time to add that much to an ability check, attack roll or saving throw, after rolling but before knowing the results. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
04 - The Emperor, Reversed: Command to Act
The Emperor is commanding, compelling its allies to take action. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your Charisma bonus, minimum 1, to the attack roll. This can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
05 - The Hierophant, Reversed: Healing Flame
The Hierophant is merciful, shining a light to those lost in the dark. You learn the Sacred Flame cantrip. When you cast it, you can instead have it heal that many hit points instead of dealing fire damage. The target can choose to fail the saving throw. You can cast it this way a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
06 - The Lovers, Reversed: Fated Bond
The Lovers are faithful, supporting each other through hardship. When you finish a long rest, you can choose a creature within 20 feet of you to become paired with until you choose to end it or choose another creature. When you or the creature you are paired with are reduced to 0 hit points but not killed outright, if both of you are within 20 feet of each other, they can drop to 1 hit point instead. You can’t use this feature again until you finish a short or long rest.
07 - The Chariot, Reversed: Instrument of War
The Chariot is bold, charging into battle. You gain proficiency with medium armor, shields, and martial melee weapons.
As a reaction when you are dealt damage, you can reduce the damage by 1d8 + your Charisma bonus. This can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
08 - Strength, Reversed: Fortitude
Strength is indomitable, unwilling to fall. Whenever you cast a warlock spell of 1st level or higher that targets yourself, you gain +2 to your AC and have advantage on maintaining concentration for the next 1 minute or until you use this feature again.
09 - The Hermit, Reversed: Somnolent Solitude
The Hermit is composed, able to center itself at any time. As an action, you can fall unconscious for up to 10 minutes. You wake up if you take damage or someone uses an action to shake or slap you awake. If you remain unconscious for the full 10 minutes, you can roll hit dice as if you finished a short rest, you heal extra hit points equal to 1d6 + your Charisma modifier, and can remove one condition if the cause is no longer affecting you. You can’t use this feature again until you finish a short or long rest.
11 - Justice, Reversed: Even the Scales
Justice is fair, forever in balance. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
12 - The Hanged Man, Reversed: Ritual of Knowledge
The Hanged Man is dedicated, willing to sacrifice for knowledge. You can cast any spell you know as a ritual if that spell has the ritual tag.
You can also cast any spell you don't know as a ritual if that spell has the ritual tag and its level is not higher than your warlock spell slot level. If you do, you immediately take 1d6 necrotic damage per level of the spell, which can’t be reduced in any way, and your maximum hit points are reduced by the same amount. This penalty is reduced by 6 whenever you finish a long rest.
13 - Death, Reversed: Deadly Touch
Death is vicious, drawing all into its embrace. Whenever you deal damage with a cantrip, spell or attack, you can deal an additional 1d4 necrotic damage. If you do, you take 1 necrotic damage, which can't be reduced in any way.
14 - Temperance, Reversed: Balancing Act
Temperance is restrained, at peace when it is balanced. As long as your hit points are higher than twice your character level and at least twice your character level lower than your maximum hit points, you can use your reaction to add 1d6 to a saving throw you make or your AC against one attack.
15 - The Devil, Reversed: Enhanced Affliction
The Devil is nefarious, cunning and clinging. The save DC of spells you cast or abilities you use that inflict conditions is increased by +2. At 10th level, all allies within 30 feet of you also gain this bonus.
16 - The Tower, Reversed: Echoes of Destruction
The Tower is dangerous, bringing destruction wherever it treads. Whenever you cast a spell, it deals force damage equal to its level to each target and everything within 5 feet of them, or each creature within its area. Cantrips deal 1 force damage to one creature that falls within those criteria. You ignore damage this feature would deal to you.
17 - The Star, Reversed: Shooting Star
The Star is distant, streaking across the night sky. You gain proficiency in martial ranged weapons and firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you make an attack roll, you can add 1d4 to it after rolling but before knowing the result. When your reach 10th level, it becomes 1d6. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
18 - The Moon, Reversed: Lunar Illusion
The Moon is enigmatic, wrapping truth in illusions. You learn the spell silent image. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it without using a spell slot a number of times equal to your proficiency, and regain all expended uses when you finish a long rest.
Whenever you cast this spell using this feature or a spell slot, you may choose one of the following benefits:
- You may immediately take the hide action and add 1d4 to your Dexterity (Stealth) check.
- You regain hit points equal to 1d4 + your Charisma modifier.
- You can add 2d4 to the next saving throw or Charisma check you make in the next 1 minute.
19 - The Sun, Reversed: Glowing Radiance
The Sun is brilliant, bathing all in its radiance. You learn the fire bolt cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known. Whenever you or a creature within 10 feet of you casts a spell that deals fire or radiant damage, or restores hit points, you may roll a d4 and add the result to one damage or healing roll of the spell. When you reach 10th level, it affects any creature within 30 feet and becomes a d6.
20 - Judgement, Reversed: Otherworldly Abeyance
Judgement is resolute, staying the call to the other side. You learn the spare the dying cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known. If an aberration, celestial, elemental, fey, fiend, or undead would cause you to make a saving throw, you can use your reaction to automatically pass it instead of rolling. Once you use this feature, you can’t use it again until you finish a short or long rest.
The Arcarum, Reversed
Beginning at 6th level, your Arcarum beast manifests a concrete aspect of its ability for you to call upon, allowing you to directly tap into its arcana.
00 - The Fool, Reversed: Magical Mockery
The empty Fool mimics what it does not know. You can cast any spell you saw another creature cast since your last turn (or the last spell you saw cast in the last 1 minute, outside of combat) using a spell slot you have of the appropriate level. You can also do this once without a spell slot, as long as the spell is the same level or lower than your Pact Magic spell slots, and regain the ability to do so after completing a long rest. You must still provide the material components.
01 - The Magician, Reversed: Arcane Aptitude
The Magician mentors you in the way of the magical. You gain 3 1st level spell slots and learn a 1st level spell from the wizard spell list. You regain these expended spell slots when you finish a long rest. You gain an additional 1st level spell slot at 10th level, and another at 14th level. (See the Optional Feature Manager and select Spell Selection: The Magician Arcarum to choose the spell you learn.)
02 - The High Priestess, Reversed: Blessed Veil
The mysterious High Priestess offers passage and protection. As an action, you can give a creature within 60 feet that can hear you a number of temporary hit points equal to 1d8 + your Charisma modifier. That creature can spend them at any time to add that amount to a Dexterity (Stealth) or Charisma (Deception) check. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
03 - The Empress, Reversed: Demystify
The Empress fulfills, allowing no obstructions. You learn the dispel magic spell. It doesn’t count against the number of spells you know. You can also cast it once without expending a spell slot using this feature. You can’t do so again until you finish a long rest.
Whenever your dispel magic successfully ends at least one spell on a creature, you can either heal that creature or deal force damage to that creature. The amount is equal to 1d4 per level of the highest level spell ended.
04 - The Emperor, Reversed: Command to Halt
The Emperor refuses those who would raise a hand in rebellion. When a creature that can hear you would make an attack, you can use your reaction to command it to stop. It makes a Wisdom saving throw against your spell save DC. On a failed save, you impose disadvantage on the attack. You can also use this to target a group of identical creatures that share an initiative count, affecting up to a number of them equal to your warlock level, as long as their individual level or CR is equal to or lower than half your warlock level, rounded down. On a failed save, you impose disadvantage on the first attack they make this turn. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
05 - The Hierophant, Reversed: Merciful Touch
The Hierophant serves, alleviating the suffering of others. As an action, you can touch another creature and remove one condition from it. The condition can be blinded, charmed, deafened, or frightened. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
06 - The Lovers, Reversed: Moment's Engagement
The lonely Lovers reach out to one who would be their partner. As an action, choose a creature you can see within 20 feet of you. For the next 1 minute or until you use this feature again, you both gain +2 AC, your speeds increases by 10 feet, and you both have advantage on Charisma saving throws as long as you can see each other. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
07 - The Chariot, Reversed: Unbreakable
The Chariot cannot be stopped, getting back up even when felled. When you pass a death saving throw or become stable, you can immediately stand up, gaining a number of hit points equal to 1d10 + your proficiency bonus. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
08 - Strength, Reversed: Perpetual Power
Strength presses on, drawing power from action. You can charge your weapon as a bonus action. The next time you deal damage with it before your next turn, you regain that many hit points, up to a maximum of your Warlock level plus your Charisma bonus. You can regain hit points this way a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
09 - The Hermit, Reversed: Reject Presence
The Hermit isolates itself, from danger and contact. When a creature would move within 15 feet of you, you can use your reaction to have it make a Charisma saving throw against your spell save DC. On a failure, it cannot move within 15 feet of you this turn. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
11 - Justice, Reversed: Equity
Justice creates balance, righting inequality. As an action, you can touch two willing creatures and add their current hit points together. Their current hit points become equal to half the total + your Charisma modifier. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
12 - The Hanged Man, Reversed: Sight Beyond Sight
The Hanged Man sees even when blind. As a bonus action, you can gain truesight with a range of 30 feet until the beginning of your next turn. You can use this feature twice, and go blind in one eye each time you use it. (You have disadvantage on Wisdom (Perception) checks that rely on sight and on any attack roll against a target more than 30 feet away while blind in one eye and you are blinded while blind in both eyes, or whatever penalties your DM decides are appropriate.) You regain all expended uses and your eyesight when you finish a long rest.
13 - Death, Reversed: Decaying Realm
Death silently draws all into its final embrace. As a bonus action, you can create a deadly aura centered on yourself. Whenever any creature within 30 feet of you, including yourself, takes damage, it takes an additional 1d4 damage of that type. The aura lasts for 1 minute, until you decide to deactivate it on your turn, no action required, or you are incapacitated. At 14th level, it extends out to 60ft and the additional damage becomes 1d8. Once you use this feature, you can’t use it again until you finish a short or long rest.
14 - Temperance, Reversed: Restrict Movement
Temperance teaches restraint, stymieing aggressive action. As a bonus action, you can choose a creature you can see within 60 feet. It must succeed a Charisma saving throw against your spell save DC or become restrained until the beginning of your next turn. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
15 - The Devil, Reversed: Consuming Flame
The Devil prolongs the suffering of others, drawing out their debilitation. As an action, you can have a creature you can see within 30 feet make a Constitution saving throw. It takes 2d8 fire damage on a failed save, or half as much on a successful one. On a failed save, you can also choose any number of harmful conditions and/or spells currently on it and extend their duration by their original duration, to a maximum of an additional 1 minute. The target has disadvantage on any saving throws to end those conditions and spells until the end of its next turn. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
16 - The Tower, Reversed: Disaster Zone
The Tower leaves destruction in its wake with every step. Whenever you cast a spell of 1st level or higher, you can shatter the ground around you, making it into difficult terrain for the next 1 minute. This affects a radius of 5 feet per level of the spell cast. Each other creature within that area when it becomes difficult terrain must succeed a Strength saving throw against your spell save DC or fall prone. You can ignore the extra movement cost in this area.
17 - The Star, Reversed: Astral Escape
The Star shoots across the sky, ever in motion. As a reaction, when you take damage you can immediately move up to half your movement speed. This doesn't provoke opportunity attacks. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
18 - The Moon, Reversed: Lunar Eclipse
The Moon casts light that hides as much as it reveals. As a bonus action, if you are outside and it is nighttime, you can become invisible. The invisibility lasts for up to 1 minute, until you take damage, fail a saving throw, cast a spell or make an attack. If you are in moonlight, you also gain temporary hit points equal to 1d8 + your Charisma modifier. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
19 - The Sun, Reversed: Purifying Fire
The Sun shines bright, burning away all impurity. As an action, you can project a blast of purifying fire in front of you. Each creature in a 15-foot cone must make a Dexterity saving throw against your spell save DC. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, one disease or spell of 3rd level or lower on it ends, chosen at random. The damage increases to 4d6 at 14th level, and spells of 4th level or lower are ended. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
20 - Judgement, Reversed: Elemental Absolution
Judgement makes the final call, beyond the reach of mundane elements. As an action, you can grant one creature you touch resistance to one of the following damage types: acid, cold, fire, lightning, or thunder. The resistance lasts for 1 minute. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
The Evoker, Upright
When you reach 10th level, your inherent arcana manifests new, mystical abilities that reveal your true calling.
00 - The Fool, Upright: Worldly Reflection
The Fool is flexible, able to adapt to any adversity. Whenever another friendly creature would deal damage, you can use your reaction to gain resistance to that damage type for the next 1 minute. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
01 - The Magician, Upright: Magical Mentorship
The Magician is clever, unlocking the potential in others. You can use your bonus action to add 1d4 to your spell attack rolls and spell save DC this turn. You can also use your bonus action when controlling your mage hand to touch one creature and give it the same bonus until the end of its next turn.
02 - The High Priestess, Upright: Divine Dispensation
The High Priestess is enigmatic, offering help in mysterious ways. You have an additional 3rd level spell slot. It can only be used to cast spells that do not deal damage, and the spell cannot directly target a creature hostile to you. You regain the expended spell slot when you finish a short or long rest.
03 - The Empress, Upright: Invigorate
The Empress is bountiful, blessing those under its protection with more fruitful action. Whenever you cast a spell that directly targets one or more creatures other than yourself, you can choose a number of them up to your proficiency bonus. Those creatures each add a bonus equal to your proficiency bonus to the next ability check, attack roll, or saving throw it makes in the next 10 minutes.
04 - The Emperor, Upright: Imperial Directive
The Emperor is decisive, directing its subordinates to victory. As a reaction, you can choose a friendly creature who can see or hear you. You add 1d6 to the next attack roll it makes this turn.
05 - The Hierophant, Upright: Paradise Creed
The Hierophant is wise, offering counsel to those it serves. Whenever you use a spell or feature to restore the hit points of another creature or remove a condition from another creature, it gains a +2 bonus to its AC, adds 1d4 to ability checks, attack rolls and saving throws, and its speed increases by 10 feet until the end of its next turn.
06 - The Lovers, Upright: Entwined Lives
The Lovers are united, in sickness and in health. When you become paired with another creature using your Fated Bond feature, you both gain immunity to being charmed, frightened or magically blinded by sources other than each other, as long as you can see each other. As long as you are within 20 feet of each other, when one of you would take damage, the other can use its reaction to take half the damage for them, rounded down.
07 - The Chariot, Upright: Juggernaut
The Chariot is unbreakable, trampling any obstacle in its way. You have resistance to bludgeoning damage. Whenever you score a critical hit with a weapon, the creature you hit has disadvantage on the next attack roll it makes before the end of its next turn.
08 - Strength, Upright: Lone Power
Strength is formidable, even at its weakest, even alone. The first time you deal damage with a cantrip or weapon on your turn, you add one additional damage die to the roll. Then, if no friendly creatures are within 20 feet of you, you regain 1d4 hit points.
09 - The Hermit, Upright: Idyllic Isolation
The Hermit is serene, drawing strength from introspection. When you use your Somnolent Solitude feature, you can gain one of these additional bonuses upon waking if you remain unconscious for the full 10 minutes:
- You reduce your exhaustion level by one.
- You gain temporary hit points equal to your warlock level + your Charisma bonus.
- You gain inspiration.
- You regain one expended spell slot.
You can only choose each of these once until you finish a long rest.
11 - Justice, Upright: Universal Balance
Justice is fair, unswayed by forces of this world or the next. You can cast Protection from Evil and Good without using a spell slot or material components a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. Damage can’t break your concentration on this spell.
12 - The Hanged Man, Upright: All-Seeing Eye
The Hanged Man is wise, seeing beyond what mortal eyes perceive. You have advantage on Wisdom (Insight) checks and Wisdom saving throws. You cannot be blinded by magic and ignore magical darkness.
13 - Death, Upright: Final Embrace
Death is cloying, its scent lingering around those who deal and are dealt it. When you would make a death saving roll, you may instead become stable and have your soul leave your body, haunting one creature within 100 feet of your body or the creature whose spell, attack or ability caused you to drop to 0 hit points, as long as they are still on the same plane of existence as you. While haunting a creature, you can take the following actions on your turn:
- The haunted creature takes 3d4 necrotic damage.
- Its movement speed is reduced by 3d10 feet on its next turn.
- It can’t take reactions until the end of your next turn.
As a reaction, you can impose disadvantage on one attack roll or saving throw it makes, before it rolls it. This effect ends when 1 minute has passed, you are no longer stable or you regain consciousness, a remove curse or greater restoration spell is used on the target, the target leaves this plane of existence or dies, or you choose to end it. If it ends because the target dies, you immediately regain 3d4 hit points. Once you use this feature, you can’t use it again until you finish 1d4 long rests.
14 - Temperance, Upright: Balanced Mind
Temperance is calm, unshaken by failure, fear or temptation. You have advantage on saving throws against being charmed or frightened. You can ignore disadvantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, if you would roll with advantage, you instead ignore it and regain use of this feature.
15 - The Devil, Upright: Red Heat
The Devil is fiery, burning with a heat no mortal flame can match. You gain resistance against fire damage. Whenever you deal 15 or more fire damage to a creature in a single turn, that creature begins to burn with an unworldly flame. The flame deals deals fire damage to it at the end of its turn - 1d6 on the first turn, 1d8 on its next turn, then 1d10 on the third turn, before going out. A creature can have multiple flames burning them.
16 - The Tower, Upright: Destructive Urges
The Tower is indiscriminate, reigning destruction on all around it. You gain the eldritch blast cantrip if you don't already know it. It doesn't count against the number of cantrips you know. At the end of every round of initiative in combat, you can cast it, with a -4 penalty to each attack roll. Each beam must target a different creature or object.
17 - The Star, Upright: Unreachable
The Star is aloof, distancing itself from the world. Whenever you would be dealt more than 20 damage of a single type, you may use your reaction to reduce that damage to 20 instead. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
18 - The Moon, Upright: Mental Selenity
The Moon is inscrutable, mysterious and ever-changing. You gain resistance to psychic damage and have advantage on Charisma (Deception) checks. As a reaction, when you would make a Wisdom saving throw, you may use your reaction to roll Charisma (Deception) instead. Once you use this feature, you can’t use it again until you finish a short or long rest.
19 - The Sun, Upright: Blazing Solace
The Sun is radiant, warming all around it. You gain resistance to cold damage, and friendly creatures within 30 feet of you also gain resistance to cold damage. When you finish a short rest, if you or any friendly creatures regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d8 hit points.
20 - Judgement, Upright: Redeeming Reach
Judgement is merciful, offering a second chance to the deserving. As a reaction, after you or any friendly creature you can see makes a saving throw, you can have them reroll the die and they must use the new roll. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
The Arcarum, Upright
At 14th level, your Arcarum beast comes to unleash its full power at your command, twisting reality to suit its inherent arcana.
00 - The Fool, Upright: Obliviate
The Fool holds no knowledge and leaves behind only ignorance. As an action, you may touch a creature. That creature makes an Intelligence saving throw against your spell save DC. On a failure, you erase the last 6d6 minutes of its memory. Reroll any die that show a result of 6, and you erase that many hours of its memory too. Repeat this process for days, months, years and decades. The creature can repeat the saving throw at the end of every long rest, or at the end of every month if it lost 10 or more days of memories, regaining its memories on a success.
A remove curse or greater restoration spell cast on the target restores the creature's memories.
Once you use this feature successfully, you can’t do so again until you finish 1d6 long rests. If you use this feature and are not successful, you can use it again after you finish a short or long rest.
01 - The Magician, Upright: Mystic Mastery
The Magician connects this world and the world beyond, giving you access to its infinite possibilities. When you gain this feature or whenever you gain a level in this class, you can replace one of your Mystic Arcarnum spells with any spell of the appropriate level from the warlock or wizard spell lists. (See the Optional Feature Manager and select Spell Selection: The Magician Arcarum to choose spells from the wizard spell list.)
02 - The High Priestess, Upright: Holy Raiment
The High Priestess unveils the mysteries of the future, offering small blessings. As an action, you can choose a number of creatures, up to your Charisma modifier, within 10 feet to gain your blessing for the next 1 minute, represented by a d10. A creature cannot have more than one of these at a time. As a reaction, a creature can spend this d10 for one of the following effects:
- Prevent an amount of damage dealt to it, equal to 1d10 + your Charisma modifier.
- Add 1d10 to a saving throw.
- After taking damage, move half its movement speed +1d10, ignoring opportunity attacks.
This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
03 - The Empress, Upright: Vital Order
The Empress cares for those under her command, protecting them to the last. As an action, you can choose up to 5 friendly creatures you can see, including yourself. For each creature chosen this way, the next time it would be reduced to 0 hit points but not killed outright in the next 8 hours, it can drop to 1 hit point instead, then gains 1d10 temporary hit points. Once you use this feature, you can’t use it again until you finish a long rest.
04 - The Emperor, Upright: Eminent Presence
The Emperor inspires simply by existing, drawing out the best from those it commands. As an action, you give inspiring command to your allies. Until the beginning of your next turn, any other friendly creature that can see or hear you may add your Charisma modifier to any ability check, attack roll or saving throw it makes. Once you use this feature, you can’t use it again until you finish a long rest.
05 - The Hierophant, Upright: Healing Benediction
The Hierophant heals all through the bonds that connect them. As a bonus action, you can unleash a healing aura around you. Another friendly creature that ends its movement within 30 feet of you can regain hit points equal to 1d6 + your proficiency bonus. The aura lasts for 1 minute, or until you've healed a number of hit points equal to 5 times your warlock level. Once you use this feature, you can’t use it again until you finish a short or long rest.
06 - The Lovers, Upright: Dominate Heart
The Lovers ensnare each other in their romance, never letting the other escape. As an action, you can choose another creature you can see within 20 feet of you. An unwilling creature must make a Wisdom saving throw against your spell save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failure, it becomes charmed by you and you become charmed by it. You each gain temporary hit points equal to your warlock level whenever you finish a long rest within 20 feet of each other. You each add +3 to your saving throws and have immunity to being frightened as long as you can see each other. As an action, one of you can touch the other and give them half their current hit points. As an action, either of you can think about the other and immediately know where the other is if they are within 200 feet of you, or their general direction as long as they are within the same plane of existence.
These effects last until a remove curse spell is cast on the other creature, the charmed condition is removed from it, or you use this feature again. If the creature was unwilling, it can repeat the saving throw at the end of every long rest or whenever it takes damage, as long as it is not within 20 feet of you and cannot see you.
Once you use this feature, you can’t use it again until you finish a long rest.
07 - The Chariot, Upright: Dreadnought
The Chariot breaks down all obstacles, meeting force with even greater retaliation. Whenever a creature within 30 feet of you deals damage to you or a creature friendly to you, you can use your reaction to immediately move up to half your movement speed, ignoring opportunity attacks. You must end this movement closer to that creature than you started. You can then make one melee weapon attack if it is in range. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
08 - Strength, Upright: Indominus
Strength fortifies, regenerates and overcomes. As a bonus action, you can reduce your exhaustion level by one, gain temporary hit points equal to your warlock level + your charisma modifier, and the next time you cast a spell using one of your pact magic spell slots in the next 1 minute, you can cast it a second time without expending a spell slot (you must still provide any material components but can choose new targets). Once you use this feature, you can’t use it again until you finish a long rest.
09 - The Hermit, Upright: Mystic Fortress
The Hermit blocks all interference, no matter how arcane. As an action, you erect a 15 foot radius barrier around yourself. Creatures inside the barrier have advantage on saving throws against spells cast from outside of the barrier, have resistance to damage caused by any spell cast from outside the barrier, and can't be targeted by any divination magic or perceived through magical scrying sensors from outside of the barrier. The barrier lasts for 1 minute or until your concentration is broken (as if concentrating on a spell). Once you use this feature, you can’t use it again until you finish a long rest.
11 - Justice, Upright: Restore Balance
Justice enforces equality, complete and overwhelming. As an action, choose a number of willing creatures within 20 feet of you, up to your proficiency bonus. Their current hit points become equal to your current hit points. Any spell of 3rd level or lower on them ends. They can reroll the saving throw on any higher level spells currently on them and for any magical conditions currently affecting them. Once you use this feature, you can’t use it again until you finish a long rest.
12 - The Hanged Man, Upright: Infinite Knowledge
The Hanged Man grants knowledge to those who are willing to pay the cost for it. You can perform a 1 hour ritual to learn any spell of 5th level or less until you use this feature again. Once you use this feature, you can’t use it again until you finish a long rest, unless you also suffer one level of exhaustion after finishing the ritual. (See the Optional Feature Manager and select Spell Selection: The Hanged Man Arcarum to choose your spell.)
13 - Death, Upright: Thirsting
Death ever hungers, consuming all until it consumes itself. As a bonus action, you envelop yourself in the ravenous spirits of the dead for the next 1 minute or until you are incapacitated. While you are, whenever you deal damage with a melee weapon or necrotic damage, you deal an additional 1d8 necrotic damage and regain that many hit points. When you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead and this feature ends. Once you use this feature, you can’t use it again until you finish a long rest, unless you reduce your maximum hit points by twice your level until you finish a long rest.
14 - Temperance, Upright: Selfless Restraint
Temperance prevents extremes, holding back dangerous actions. As an action, you can choose a creature you can see within 120 feet of you. That creature makes a Charisma saving throw against your spell save DC. On a failure, it becomes restrained for 1 minute, until you are incapacitated, you choose to move, or you choose to end it, no action required. Each time the target takes damage, it makes a new Charisma saving throw, ending the effect on a success. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
15 - The Devil, Upright: Nightmare Scarlet
The Devil drags its victims into sweet burning embrace, wrapping them in the ecstasy of endless torture. As an action, choose a creature you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, it becomes charmed by you for the next 1 minute. Whenever it takes damage while charmed this way, for every 10 damage taken, rounded down, it takes an additional 1d4 damage of the same type. At the beginning of its turn, it rolls the saving throw again, ending the condition on a success. If the result is 10 or lower, it takes no actions this turn. Once you use this feature, you can’t use it again until you finish a long rest.
16 - The Tower, Upright: Crashing Crescendo
The Tower amplifies destruction, building to a climactic collapse. As a reaction, whenever you or another creature you can see within 60 feet of you casts a spell that deals damage, you can increase the size of its damage dice by one size, to a maximum size of d12. It also uses the new dice size the next time it is cast by the same caster within the next 1 minute, which can be further increased and extended to the next casting using this feature again. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
17 - The Star, Upright: Starfall
The Star rains down a shower of light, an onslaught from on high. On your turn, you can take two additional actions. These actions can only be used to dash, disengage, attack or cast cantrips. Once you use this feature, you must finish a long rest before you can use it again.
18 - The Moon, Upright: Lunatic Realm
The Moon shines on those below, driving them to madness. As an action, you create a divine representation of the moon in the sky above you. It lasts for 1 minute, or until you lose concentration (as if you were concentrating on a spell). The area in a 100 foot radius of you (or the room you are in if it is smaller) is covered in a darkened night sky, and treated as if it is nighttime, outside and under the full moon. While the moon is shining, you can take one of the following reactions:
- You give advantage or disadvantage to a Wisdom saving throw made by you or a creature you can see within this feature’s area.
- You impose disadvantage on one ranged attack roll made by a creature you can see within this feature’s area.
- You add 2d8 to the psychic damage dealt to a creature you can see within this feature’s area.
As an action, you can force a creature you can see within the area to make a Wisdom saving roll against your spell save DC. On a failure, it is charmed and frightened by you for the duration. It can reroll the saving throw at the end of each of its turns, ending both conditions on a success. Once you use this feature, you can’t use it again until you finish a long rest.
19 - The Sun, Upright: Coronal Strike
The Sun shines with celestial fury, filling those beneath with a burning power. As a bonus action, choose up to 3 creatures within 60 feet of you. Before the beginning of your next turn, the first time that creature takes the attack action, it can take the attack action an additional time. Once you use this feature, you can’t use it again until you finish a long rest.
20 - Judgement, Upright: Verdict Sphere
Judgement passes the final verdict, giving redemption to those who were taken. As an action, you can touch one creature with 0 hit points or that has died in the last minute. It returns to life and regains hit points equal to half its maximum hit points, rounded up. After it completes 1d6 turns, if has not been reduced to 0 hit points or killed since using this feature, it loses the same number of hit points it gained. This loss cannot be prevented or reduced. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
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