Warlock
Base Class: Warlock

🌗 Subclass Features – Warlock: The Forgotten Light

Warlock Level

Feature

1st

Radiant Veil, Guiding Embers

6th

Shadowflame Halo

10th

Light Beyond the Grave

14th

Dawn Unforgotten

🔹 Level 1: Radiant Veil

The Forgotten Light infuses your soul with veiled brilliance.

  • You learn the Sacred Flame cantrip. It counts as a Warlock cantrip for you, and does not count against your number of cantrips known.
  • When you cast a Warlock cantrip or spell that deals radiant or fire damage, you can cause it to deal additional damage equal to your Charisma modifier (minimum of 1) once per turn.
  • While in dim light or darkness, you can use a bonus action to sheath yourself in spectral light for 1 minute. During this time:
    • You emit bright light in a 10-foot radius and dim light for an additional 10 feet.
    • You gain resistance to necrotic damage.
    • Once during the effect, when a creature hits you with an attack, you may force it to make a Constitution saving throw (DC = your spell save DC) or be blinded until the end of its next turn.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

🔹 Level 1: Guiding Embers

When a creature you can see within 30 feet of you makes an attack roll or saving throw, you can use your reaction to grant them advantage by igniting a faint ember of your patron’s light within them.

You can use this reaction a number of times equal to your Charisma modifier per long rest.

🔹 Level 6: Shadowflame Halo

The light you channel now weaves between shadow and radiance.

  • When you take damage from a creature within 30 feet of you, you can use your reaction to unleash a pulse of shadowflame, dealing 2d10 radiant damage to the attacker and forcing it to succeed on a Wisdom saving throw or be frightened until the end of its next turn.
  • You also gain darkvision out to 120 feet. If you already have darkvision, it becomes true sight in dim light and darkness.

🔹 Level 10: Light Beyond the Grave

The Forgotten Light shields you from death’s grasp.

  • When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point and become wreathed in celestial flame. For 1 minute:
    • You have resistance to all damage except force.
    • At the start of each of your turns, you regain hit points equal to your Charisma modifier.
    • Any creature that hits you with a melee attack takes radiant damage equal to your proficiency bonus.

You can use this feature once per long rest, or expend 5 Pact Magic spell slots to use it again.

🔹 Level 14: Dawn Unforgotten

You become an avatar of the veiled sun, your soul igniting with reclaimed radiance.

As an action, you release the chained light of your patron in a 30-foot radius centered on you. For 1 minute, or until you end it as a bonus action, you gain the following benefits:

  • You shed sunlight in the area, and it moves with you.
  • Enemies in the light at the start of their turn take 3d8 radiant damage, and undead and fiends have disadvantage on attack rolls against creatures within the area.
  • You and allies in the area regain 1d8 hit points at the start of each of your turns.

Once you use this feature, you can’t use it again until you finish a long rest unless you expend 6 Pact Magic spell slots.

Radiant Veil

The Forgotten Light infuses your soul with veiled brilliance.

  • You learn the Sacred Flame cantrip. It counts as a Warlock cantrip for you, and does not count against your number of cantrips known.
  • When you cast a Warlock cantrip or spell that deals radiant or fire damage, you can cause it to deal additional damage equal to your Charisma modifier (minimum of 1) once per turn.
  • While in dim light or darkness, you can use a bonus action to sheath yourself in spectral light for 1 minute. During this time:
    • You emit bright light in a 10-foot radius and dim light for an additional 10 feet.
    • You gain resistance to necrotic damage.
    • Once during the effect, when a creature hits you with an attack, you may force it to make a Constitution saving throw (DC = your spell save DC) or be blinded until the end of its next turn.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Guiding Embers

When a creature you can see within 30 feet of you makes an attack roll or saving throw, you can use your reaction to grant them advantage by igniting a faint ember of your patron’s light within them.

You can use this reaction a number of times equal to your Charisma modifier per long rest.

Shadowflame Halo

The light you channel now weaves between shadow and radiance.

  • When you take damage from a creature within 30 feet of you, you can use your reaction to unleash a pulse of shadowflame, dealing 2d10 radiant damage to the attacker and forcing it to succeed on a Wisdom saving throw or be frightened until the end of its next turn.
  • You also gain darkvision out to 120 feet. If you already have darkvision, it becomes true sight in dim light and darkness.

Light Beyond the Grave

The Forgotten Light shields you from death’s grasp.

  • When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point and become wreathed in celestial flame. For 1 minute:
    • You have resistance to all damage except force.
    • At the start of each of your turns, you regain hit points equal to your Charisma modifier.
    • Any creature that hits you with a melee attack takes radiant damage equal to your proficiency bonus.

You can use this feature once per long rest, or expend 5 Pact Magic spell slots to use it again.

Dawn Unforgotten

You become an avatar of the veiled sun, your soul igniting with reclaimed radiance.

As an action, you release the chained light of your patron in a 30-foot radius centered on you. For 1 minute, or until you end it as a bonus action, you gain the following benefits:

  • You shed sunlight in the area, and it moves with you.
  • Enemies in the light at the start of their turn take 3d8 radiant damage, and undead and fiends have disadvantage on attack rolls against creatures within the area.
  • You and allies in the area regain 1d8 hit points at the start of each of your turns.

Once you use this feature, you can’t use it again until you finish a long rest unless you expend 6 Pact Magic spell slots.

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