Warlock
Base Class: Warlock

You have made your pact with a mysterious entity— a force that manifests in sentient magic weapons carved from the stuff of legends. The magical force behind these weapons can offer power to warlocks who form pacts with it. Many Arcane Weapon Warlocks create weapons that emulate those formed of the mysterious entity. Others forgo such arms, content to weave the magic of that plane into their spellcasting.

Entities of this type include Raven Queen; Bahamut, the Platinum Dragon; Vecna; Tiamat, the Scaled Tryant; Great Cthulhu; and other beings and Deities.

 

Expanded Spell List

The Arcane Weapon 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.

The Arcane Weapon Expanded Spells

Arcane Strike

At 1st level, you learn to unleash special magical effects with your weapon strikes. When you gain this feature, you learn two Arcane Strike options of your choice (see “Arcane Strike Options” below).

Once per turn when you make a weapon attack as part of the Attack action using your pact weapon, you can apply one of your Arcane Strike options to that Weapon. You decide to use the option when the weapon hits a creature. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain one additional Arcane Strike uses when you reach certain levels in this class: 3rd, 6th, 10th, 14th level.

You gain an additional Arcane Strike option of your choice when you reach certain levels in this class: 3rd, 6th, 10th, 14th level. Each option also improves when you’ve reached 10th and 18th-level Warlock.

Arcane Strike Options

The Arcane Strike feature lets you choose options for it at certain levels. The options are presented here in order. They are all magical effects, and each one is associated with one type of patron or warlock ability. You may use an Arcane Strike feature once per turn. At 10th level, you may use two different Arcane Strike features per turn. At 18th level, you may use three different Arcane Strike features per turn. 

 If an option requires a saving throw, your Arcane Strike  save DC equals 8 + your proficiency bonus + your Charisma modifier.

Agathys Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional cold damage equal to your Charisma modifier (minimum of 1). In addition, ice begins to form on your body like a suit of armor. For one round, any time a creature hits you with a melee attack, the creature must succeed on a Constitution saving throw. On a failed save, the creature takes 2d6 cold damage, and half as much on a successful save. This feature does not stack.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier cold damage. At 18th level, the damage increases by 1d8.

All Mighty Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional 2d8 force damage. You may use this feature once per turn. You may expend another use of an Arcane Strike use to add an additional 2d6 force damage. You may only use this feature and expend one additional Arcane Strike use once per turn. 

At 10th level, the damage increases and becomes 3d8 force damage. At 18th level, the damage increases by 1d8.

Archfey Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal additional force damage equal to your Charisma modifier (minimum of 1). In addition, target that was hit must succeed Wisdom saving throw. On a failed save, the target becomes charmed or frightened of you (Your Choice) until the end of your next turn. At the end of the targets turn, they can make a Wisdom saving throw. On a successful save, the target is no longer affected.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier force damage. At 18th level, the damage increases by 1d8.

Banishing Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to attempt to send the creature you hit to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there for one minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

You may only use this feature once per hour.

Eldritch Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal additional force damage equal to your Charisma modifier (minimum of 1). In addition, you can make an attack on another target within 10 feet of you. On hit, the target suffers force damage equal to your Charisma modifier. You can target an additional target at 10th, and 14th level. 

 At 10th level, the damage increases and becomes 1d8 + Charisma modifier force damage. At 18th level, the damage increases by 1d8. The damage on hit for the additional attack on hit increases by 1d8 at 10th level.

Elemental Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target you hit must succeed on a Constitution saving throw or be affected by this feature for one minute. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 3d8 damage of that type. Moreover, the target loses any resistance to that damage type until the end of this feature. The target at the end of its turn can make a Constitution saving throw. On a successful save, the target is no longer affected.

You may only use this feature once per hour.

Enfeeblement Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to make the target deal only half damage with either ranged or melee attacks (Your Choice) until the end of your next turn. This feature does not stack.

You may only use this feature once per minute.

Guided Strike

When you choose to take the Attack action with your pact weapon, you can expend the use of an Arcane Strike to use a Guided Strike. During your turn when you take the attack Attack action, you may choose one attack you make and give it advantage. You may use this feature once per round.

Hadar’s Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional necrotic damage equal to your Charisma modifier (minimum of 1). In addition, after being hit, the target must make a Strength saving throw. On a failed save, dark tendrils appear on the target, the target can’t take reactions and their melee attacks are made with disadvantage for one round. This feature does not stack.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier necrotic damage. At 18th level, the damage increases by 1d8. 

Hellish Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional fire damage equal to your Charisma modifier (minimum of 1). In addition, after you hit the creature, the creature begins to be drained of its life force. You regain hit points equal to your warlock level. At 10th level, you instead regain hit points equal to 2x your warlock level.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier fire damage. At 18th level, the damage increases by 1d8.

Hex Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional necrotic damage equal to your Charisma modifier (minimum of 1). In addition, after being hit, the target must make a Constitution saving throw, on a successful save the target is unaffected. On a failed save for one minute, for the duration the target is [Tooltip Not Found]. While cursed, the target suffers an additional 1d4 necrotic damage when hit with your pact weapon. This feature works with the Maddening Hex and Relentless Hex Eldritch Invocations. This feature does not stack.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier necrotic damage. At 18th level, the damage increases by 1d8.

Hypnotic Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to make a hypnotic illusion only the target you hit can see. Drawing on the deepest fears of that creature, you create illusory creatures in their minds, visible only to them. The creature must make a Wisdom saving throw. On a failed save, the creature then becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw. On a successful save, the illusion ends for that creature. 

You may only use this feature once per minute.

Immobilized Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use, then the target must make a Wisdom saving throw, on a successful save the target is unaffected. On a failed save, the target is paralyzed and movement speed is reduced to 0 until the end of their next turn. This feature does not stack.

You may use this feature once per minute.

Misty Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to briefly surround yourself in mist, then you teleport up to 30 feet to an unoccupied space that you can see within range.

You may use this feature once per turn.

Old Ones Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional psychic damage equal to your Charisma modifier (minimum of 1). In addition, after being hit, the targets must make a Wisdom saving throw. On a failed save, the target is coated in psychic energy. For one minute, each time the target hits you or allies of yours with an attack roll, the target suffers an additional 1d4 psychic damage. At the end of the targets turn, they can make a Wisdom saving throw. On a successful save, the target wards off this the psychic energy. This feature does not stack.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier psychic damage. At 18th level, the damage increases by 1d8.

Sacred Holy Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional radiant damage equal to your Charisma modifier (minimum of 1). In addition, after you hit the target, your pact weapon emits a burst of radiance energy. The creature you hit with your pact weapon must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of each of its turns, the blinded creature can make a Constitution saving throw, ending the effect on itself on a success. This feature does not stack.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier radiant damage. At 18th level, the damage increases by 1d8.

Shadowfell Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional necrotic damage equal to your Charisma modifier (minimum of 1). In addition, the target must succeed on a Constitution saving throw. On a failed save, the target is [Tooltip Not Found] for one minute. Whenever you hit the target with your pact weapon while they are still cursed by this feature, you can add your Proficiency modifier to damage rolls. At the end of the target’s turn, they can make a Constitution saving throw. On a successful save, the target is no longer cursed. This feature does not stack. In addition, this feature works with the Maddening Hex and Relentless Hex Eldritch Invocations.

 At 10th level, the damage increases and becomes 1d8 + Charisma modifier necrotic damage. At 18th level, the damage increases by 1d8.

Shocking Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional lightning damage equal to your Charisma modifier (minimum of 1). In addition, after you hit the target, they must make a Strength saving throw. On success, the target is unaffected, on a failed save, the target loses half of its walking speed. The speed reduction last until the end of your next turn. This feature does not stack.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier lightning damage. At 18th level, the damage increases by 1d8. 

Sub Zero Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional cold damage equal to your Charisma modifier (minimum of 1). In addition, the target must make a Constitution saving throw. On a successful save the target is unaffected, on a failed save the target is coated in frostbiting cold. For one round, the target has disadvantages on Strength and Dexterity saving throws. This feature does not stack.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier cold damage. At 18th level, the damage increases by 1d8. 

Synaptic Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional psychic damage equal to your Charisma modifier (minimum of 1). In addition, to the target must make an Intelligence saving throw. If the target has an Intelligence score of 2 or lower, the target can’t be affected by this feature. On a failed save, the target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. You may only use this feature once per short rest.

At 18th level, the damage increases and becomes 1d8 + Charisma modifier psychic damage.

Thunderous Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use so you can teleport yourself to an unoccupied space you can see within range of 60 feet. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 2d8 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry.

You may only use this feature once per minute.

Undying Strike

When an attack with your pact weapon hits, you can expend one Arcane Strike use to deal an additional necrotic damage equal to your Charisma modifier (minimum of 1). In addition, after being hit, the targets must make a Constitution saving. On a failed save, the target suffers one point of exhaustion for one minute. The exhaustion points stack up to three times. At the end of the their turn, the target can make an Constitution saving throw. On a successful save, the target loses any exhaustion points and becomes unaffected by this feature for one hour.

At 10th level, the damage increases and becomes 1d8 + Charisma modifier necrotic damage. At 18th level, the damage increases by 1d8.

Arcane Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Frenzy Strike

Starting at 6th level, arcane energy flows threw your pact weapon as you strike your foes with it. When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Arcane Warriors Defense

At 10th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against The Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Arcane Weapon Master

Starting at 14th level, you have master your Arcane Strikes and you can now utilize them with greater potencies. When you roll a 18, 19 or 20 on a D20, you regain the use of an Arcane Strike use.

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