Warlock Subclass Changes
This article adds or changes abilties, features and others traits of the D&D 5e Subclasses of the Warlock Class.
Overarching Change to all Warlock Subclasses
Expanded Spell List (Changed)
The Spells are not only added to the Warlock Spell list, they are also added to the warlock's chosen spells, but do not count towards Spells known.
Archfey Level 10 Beguiling Defense (Changed)
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute. Level 14 Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You can, after the illusion ends or you end it early as a bonus action, deal physic damage equal to twice your Warlock level to the creature as the illusory world collapses around them.
You must finish a short or long rest before you can use this feature again.
Celestial Unchanged
Fathomless Unchanged
Fiend Level 6 Dark One's Own Luck (Changed)
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a 2d6 to your roll. 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.
Genie Unchanged
Great Old One Level 6 Entropic Ward
At 6th level, you learn to magically 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 ability check, attack roll or saving throw 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.
Hexblade Unchanged - However, the creation of a Hexblade Warlock is restricted, since it can only be unlocked by actually finding a Hexblade.
Undead Unchanged
Undying Level 6 Defy Death (Changed)
Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Charisma modifier(minimum of 1 hit point) when you are unconscious at the start of your turn or when you stabilize a creature with spare the dying. Once you use this feature, you can't use it again until you finish a short or long rest. Level 10 Eternal Foe (New)
You have died a few times, or at least came very close to it. Starting at 10th level, if you are at 0 hit points and regain any hit points during that time, then each hostile creature within 60ft. of you, that saw you being reduced to 0 hit points and that can still see you, has to make a Wisdom saving throw against your Warlock Spellcasting DC or become terrified of you until the start of your next turn. Level 14 Indestructable Life (Changed)
When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your Warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches, as long as the body part is not completely destroyed. In addition, you can control your severed body parts within one mile of you, as long as they are equal in size or bigger than an eyeball or finger, giving you immunity to bleed. Once you use this feature to heal yourself, you can't use it again until you finish a short or long rest.
The Spells are not only added to the Warlock Spell list, they are also added to the warlock's chosen spells, but do not count towards Spells known.
Archfey Level 10 Beguiling Defense (Changed)
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute. Level 14 Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You can, after the illusion ends or you end it early as a bonus action, deal physic damage equal to twice your Warlock level to the creature as the illusory world collapses around them.
You must finish a short or long rest before you can use this feature again.
Celestial Unchanged
Fathomless Unchanged
Fiend Level 6 Dark One's Own Luck (Changed)
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a 2d6 to your roll. 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.
Genie Unchanged
Great Old One Level 6 Entropic Ward
At 6th level, you learn to magically 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 ability check, attack roll or saving throw 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.
Hexblade Unchanged - However, the creation of a Hexblade Warlock is restricted, since it can only be unlocked by actually finding a Hexblade.
Undead Unchanged
Undying Level 6 Defy Death (Changed)
Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Charisma modifier(minimum of 1 hit point) when you are unconscious at the start of your turn or when you stabilize a creature with spare the dying. Once you use this feature, you can't use it again until you finish a short or long rest. Level 10 Eternal Foe (New)
You have died a few times, or at least came very close to it. Starting at 10th level, if you are at 0 hit points and regain any hit points during that time, then each hostile creature within 60ft. of you, that saw you being reduced to 0 hit points and that can still see you, has to make a Wisdom saving throw against your Warlock Spellcasting DC or become terrified of you until the start of your next turn. Level 14 Indestructable Life (Changed)
When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your Warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches, as long as the body part is not completely destroyed. In addition, you can control your severed body parts within one mile of you, as long as they are equal in size or bigger than an eyeball or finger, giving you immunity to bleed. Once you use this feature to heal yourself, you can't use it again until you finish a short or long rest.
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