Fighter
Base Class: Fighter

Knight of the Occult TBD

Spellcasting

When you reach 3rd level, you make a pact with The Fiend, your martial prowess increases with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots

The Knight of the Occult Spellcasting 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 Pact Magic 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 of 1st-Level and Higher

You know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Knight of the Occult Spellcasting 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. When you reach 9th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd 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

Knight of the Occult Spellcasting
Level Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Invocations
Known
3rd 2 2 2 1st 2
4th 2 3 2 1st 2
5th 2 4 2 2nd 2
6th 2 5 2 2nd 3
7th 2 6 2 2nd 3
8th 2 7 2 2nd 3
9th 2 8 2 3rd 3
10th 2 9 2 3rd 4
11th 3 10 3 3rd 4
12th 3 11 3 4th 4
13th 3 12 3 4th 4
14th 3 12 3 4th 5
15th 3 13 3 4th 5
16th 3 13 3 5th 5
17th 3 14 4 5th 5
18th 3 14 4 5th 6
19th 3 15 4 5th 6
20th 3 15 4 5th 6

Weapon Pact

At 3rd level, your patron bestows a gift upon you that creates a magical 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 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.

 

Eldritch Invocations

At 3rd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock 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.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

 

Invocation Description Prerequisite
Armor of Shadows You can cast mage armor 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.  
Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.  
Eldritch Mind You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.  
Eldritch Sight You can cast detect magic at will, without expending a spell slot.  
Eyes of the Rune Keeper You can read all writing.  
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.  
Improved Pact Weapon You can use any weapon you summon with your Pact of the Blade feature 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.  
Mask of Many Faces You can cast disguise self at will, without expending a spell slot.  
Misty Visions You can cast silent image at will, without expending a spell slot or material components.  
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.  
Agonizing Blast When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. Eldritch blast cantrip
Eldritch Spear When you cast eldritch blast, its range is 300 feet. Eldritch blast cantrip
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. Eldritch blast cantrip
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. Eldritch blast cantrip
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. Eldritch blast cantrip
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. 5th level
Eldritch Smite Once per turn when you hit a creature with your pact 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. 5th level
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. 5th level
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. 5th level
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. 5th level
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. 5th level
Thirsting Blade You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. 5th level
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. 5th level
Undying Servitude You can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest. 5th level
Maddening Hex As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. 5th level, hex spell or a warlock feature that curses
Bewitching Whispers You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest. 7th Level
Dreadful Word You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. 7th Level
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. 7th Level
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. 7th Level
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. 7th Level
Relentless Hex Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. 7th level, hex spell or a warlock feature that curses
Ascendant Step You can cast levitate on yourself at will, without expending a spell slot or material  9th level
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. 9th level
Otherworldly Leap You can cast jump on yourself at will, without expending a spell slot or material components. 9th level
Whispers of the Grave You can cast speak with dead at will, without expending a spell slot. 9th level
Lifedrinker When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). 12th Level
Master of Myriad Forms You can cast alter self at will, without expending a spell slot. 15th Level
Shroud of Shadow You can cast invisibility at will, without expending a spell slot. 15th Level
Visions of Distant Realms You can cast arcane eye at will, without expending a spell slot. 15th Level
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. 15th Level

The Fiends Help

Starting at 7th level, your patron gives you the ability to ward yourself against an attack. You can use your reaction to minus a d10 to an attack roll against 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.

Fiendish Resilience

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.

Eldritch Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Eldritch Horrors

Starting at 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

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