![]() You can cast any cleric spell from a spell scroll as though it were on the warlock spell list. Prerequisites: Celestial patron, Pact of the Tome Upon doing so, your familiar loses the benefits of sanctuary until you finish a long rest. Your familiar permanently gains the benefits of the sanctuary spell, and can use an action to pass the spell's effects onto another creature for 1 minute. Prerequisites: 9th level, Celestial Patron, Pact of the Chain Once per long rest, you can cast holy weapon on your pact weapon using a warlock spell slot. Prerequisites: 9th level, Celestial patron, Pact of the Blade In addition, when you see the hexed or cursed creature make an attack and is within 60 feet of you, you can use your reaction to end the hex or curse and subtract your Charisma modifier from the attack roll. Your hex spell, in addition to any warlock feature you have that applies a curse such as Sign of Ill Omen, deals radiant damage instead of necrotic. Prerequisites: Celestial patron, hex spell or a warlock feature that curses Once per long rest, you can cast beacon of hope without expending a spell slot. Prerequisites: 5th level, Celestial patron Once per long rest, you can cast bless using a warlock spell slot. This document provides a handful of exclusive invocations for Celestial and Undying warlocks to harness. The Celestial and The Undying were the subclasses to be left behind: even The Hexblade, which was released alongside The Celestial in Xanathar's Guide to Everything, was treated to this addition. Once you use this feature, you can't use it again until you finish a short or long rest.In the Unearthed Arcana: Wizard and Warlock article, the warlock class received additional Eldritch Invocation options specific to individual Otherworldly Patrons. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. When you reach 14th level, you partake of some of the true secrets of the Undying. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. Undying Natureīeginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. Once you use this feature, you can't use it again until you finish a long rest. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. On a successful save, the creature is immune to this effect for 24 hours. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). ![]() You also have advantage on saving throws against any disease.Īdditionally, undead have difficulty harming you. Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. The following spells are added to the warlock spell list for you. The Undying lets you choose from an expanded list of spells when you learn a warlock spell. Source: Sword Coast Adventurer's Guide Expanded Spell List ![]()
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