Base Class: Fighter
These fighters make a pact with a Patron to augment their fighting capabilities. At third level, they make a pact and receive certain evocations and spells. They get more access and evocations as they level up.
Contract of Power
You make a deal with an entity and sign a contract to receive strange new powers in battle
Level | Cantrips Known |
Spells Known |
Spell Slots |
Slot Level |
Invocations Known |
3rd | 2 | 2 | 2 | 1st | 1 |
4th | 2 | 3 | 2 | 1st | 1 |
5th | 2 | 4 | 2 | 2nd | 2 |
6th | 2 | 5 | 2 | 2nd | 2 |
7th | 2 | 6 | 2 | 2nd | 2 |
8th | 2 | 7 | 2 | 2nd | 2 |
9th | 2 | 8 | 2 | 3rd | 2 |
10th | 2 | 9 | 2 | 3rd | 2 |
11th | 3 | 10 | 3 | 3rd | 3 |
12th | 3 | 11 | 3 | 4th | 3 |
13th | 3 | 12 | 3 | 4th | 3 |
14th | 3 | 12 | 3 | 4th | 3 |
15th | 3 | 13 | 3 | 4th | 3 |
16th | 3 | 13 | 3 | 5th | 4 |
17th | 3 | 14 | 4 | 5th | 4 |
18th | 3 | 14 | 4 | 5th | 4 |
19th | 3 | 15 | 4 | 5th | 4 |
20th | 3 | 15 | 4 | 5th | 5 |
Soul Bonded Weapon
At 3rd level, you learn a ritual that creates a magical soul bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the soul bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have one bonded weapon, and can summon it at a time with your bonus action. If you attempt to bond with a second weapon, you must break the bond with the other one first.
Eldritch Invocations
At 3rd level, you gain one eldritch invocation of your choice. Your invocation options are detailed at the end of the class description. When you gain certain Fighter levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Eldritch Horror Knight table.
Additionally, 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.
Eyes of the Rune Keeper
You can read all writing.
Improved Soul Bonded Weapon
You can use any weapon you are soul bonded to as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
You can cast levitate on yourself at will, without expending a spell slot or material components.
Beast Speech
You can cast speak with animals at will, without expending a spell slot
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest
Cloak of Flies
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dreadful Word
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eldritch Smite
Once per turn when you hit a creature with your soul bonded weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Eldritch Spear
When you cast eldritch blast, its range is 300 feet.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Gift of the Depths
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Grasp of Hadar
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you
Lance of Lethargy
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Lifedrinker
When you hit a creature with your soul bonded weapon, the creature takes extra necrotic damage equal to your Charisma modifier(minimum 1)
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Master of Myriad Forms
You can cast alter self at will, without expending a spell slot.
Minions of Chaos
You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.
Mire the Mind
You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components
One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
You can cast jump on yourself at will, without expending a spell slot or material components.
Repelling Blast
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Sculptor of Flesh
You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.
Shroud of Shadow
You can cast invisibility at will, without expending a spell slot.
Sign of Ill Omen
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.
Thief of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.
Tomb of Levistus
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can’t use it again until you finish a short or long rest
Trickster's Escape
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Visions of Distant Realms
You can cast arcane eye at will, without expending a spell slot.
Whispers of the Grave
You can cast speak with dead at will, without expending a spell slot.
Witch Sight
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Soul Bonded Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
Cantrips
You know one cantrip 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.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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.
For 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.
Spells Known
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the table shows when you learn more warlock spells of your choice of 1st level and 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.
Additionally, 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.
Spellcasting Ability
Charisma 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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Patron's Ward
At 7th level, your patron gives you the ability to 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 impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Soul bond's Protection
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Improved Soul Bond
Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action
Push through the Planes
Starting at 18th level, when you hit a creature with your Soul Bonded Weapon, you can use this feature to instantly transport the target through all the planes. The creature disappears and hurtles through all of reality, mind, body, and soul.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 10d10 psychic damage as it's form has been torn through all realities.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Previous Versions
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same here - guess i'm trying to create it myself since they are not responding :/
Hey mate, can't add spells