dauntless/content/Classes/Warlock/*Playing a Warlock*.md
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Though magic courses through all things, some people are so intrinsically tied to it that they can command magic through force of will. These spellcasters, called sorcerers, feel magic coursing through them just as they might feel their own heartbeat.

Sorcerer is a class that revolves around manipulating the game mechanics of spells, changing up timing, distance, targets, and effects. Your class doesnt give you a variety of spells, but this is not a hard limit on your play options.


Consider: Browse for a Patron in Cosmology.

SORCERERS AS ADVENTURERS

Sorcerers command a masterful control over a small reservoir of magic. No god, patron, book, or instrument holds sway over a sorcerers magical abilities. They are versatile, reliable spellcasters capable of harnessing extremely potent magic as a part of their being.

Though most sorcerers embrace a life of adventure, they must rely on the skills, abilities, and equipment of others to truly thrive. Those who travel with the sorcerer must watch them closely, for the allure of power can overtake an otherwise amenable nature

Continued in the ToV - Players Guide.pdf; Chapter 2, pg 82.

Eldritch Invocations

When you choose Eldritch Invocations, you can choose from the following additional options. 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 the warlock class.

Aegis of the Eldest 

Prerequisite: 5th Level 

You can cast the protection from the void* spell without expending a spell slot or material components. You cant do so again until you finish a long rest. 

Chaotic Aegis 

Prerequisite: 5th level, Wyrdweaver patron 

The pact with your patron offers protection from the powers of entropy. When you or a creature targeting you with an effect must roll a die or dice and consult a table to determine the outcome of the effect, such as with the confusion spell, you can use your reaction to force a reroll of the die or dice. You must use the new result. You must finish a short or long rest before you can use this invocation again.

Chaotic Luck 

Prerequisite: 3rd level, Wyrdweaver patron 

The tumbling dice of fate sometimes fall in your favor. When you are hit by an attack, you can use your reaction to force the attacker to reroll the damage dice. You must accept the new damage roll. You must finish a short or long rest before you can use this invocation again.

Dispersion Siphon 

Prerequisite: 7th Level 

When a spell within 60 feet of you is countered (via counterspell) or dispelled (via dispel magic), you use your reaction to consume the threads of power lingering from the disrupted energy. You regain one spell slot equal to or less than the circle of the countered or dispelled spell. You cant do so again until you finish a long rest. 

Earthblood Geyser 

Prerequisite: 15th level

Tapping the living mind of the world, you call forth retribution from the ground. You can cast magma spray at will, without expending a spell slot or material components.

Entangling Blast 

Prerequisite: Elder Wood Patron  

When you use your Eldritch Blast feature, you can entangle one of the creatures you hit in roots, vines, and other vegetation. The creature must succeed on a DEX save or be grappled until the end of its next turn. The DC for this save and to escape this grapple is your spell save DC.

Extinguishing Blast 

Prerequisite: Hunter in Darkness Patron

When you use your Eldritch Blast feature, you can reduce the light surrounding one of the creatures you hit until the start of your next turn. If the creature is in bright light, the area within 10 feet of it becomes dim light. If the creature is in dim light, the area within 10 feet of it becomes non-magical darkness.

Green Thumb 

Prerequisite: 5th Level, Elder Wood Patron  

You can cast plant growth once without expending a spell slot or material components. You cant do so again until you finish a long rest.

Hunting Hound

Prerequisite: Pact of the Chain Feature, Hunter in Darkness Patron 

In addition to the forms your familiar can normally take, you can choose for it to take the form of a death dog or dire wolf.

When you reach 9th level, you can use a bonus action to transform your familiar into a winter wolf for 1 minute. Once you have transformed your familiar, you must finish a short or long rest before you can do so again. 

Knowledge of the Wood

Prerequisite: 15th Level, Elder Wood Patron  

When you are within 5 feet of a body of water in a forest, you can cast scrying on any creature in that forest at will without expending a spell slot or material components. You must remain within 5 feet of the body of water for the duration or the spell ends. 

Lurker in Gloom

Prerequisite: 7th Level, Hunter in Darkness Patron 

As a reaction when you take damage while in dim light or darkness, you wrap shadows around yourself and halve that instance of damage. Once you use this invocation, you cant use it again until you finish a short or long rest.

Natures Armor

Prerequisite: Elder Wood Patron  

You can use your action to sprout hard thorns across your skin for 1 hour. For the duration, your AC becomes 14 + your CHA modifier, and when a creature hits you with a melee weapon attack while within 5 feet of you, it takes piercing damage equal to half your warlock level (rounded down). Once you use this invocation, you cant use it again until you finish a short or long rest. 

Parasitic Leech 

Prerequisite: Parasite patron

When you score a critical hit with your parasitic weapon or reduce a creature to 0 hit points with it, you gain a number of temporary hit points equal to the number rolled on the weapons damage dice . If you later gain the Pact of the Blade feature, you gain this benefit to critical hits scored with your pact weapon.

Patient Hunter

Prerequisite: Pact of the Tome Feature, Hunter in Darkness Patron 

When you identify a creatures tracks using your tome, you have advantage on WIS (Perception) and WIS (Survival) checks to find and track the creature for the next 24 hours.

Ravenous Transplant 

Prerequisite: 9th Level

When you successfully hit a creature with a beam created by your Eldritch Blast, you can implant a psychic thorn into the target. The thorn remains within the creature for 1 minute, until you use this feature to implant a thorn into a different creature, or until you become incapacitated. 

While the creature is implanted with the thorn, if it recovers hit points (HP) by means of a spell, potion or other magical effect, it instead recovers no HP. You immediately recover HP equal to the amount the target would have received. The psychic thorn is then destroyed and the effect ends. Once the effect ends on a target, that creature is immune to your Ravenous Transplant feature for 24 hours.

You can use this feature a number of times equal to your PB. You regain all uses when you finish a long rest.

Shadow Arrow

Prerequisite: 12th Level, Pact of the Blade Feature, Hunter in Darkness Patron 

When you hit a creature with an arrow shot from your pact weapon, you can fire a second, shadow arrow at the creature as a bonus action. If it hits, the shadow arrow deals necrotic damage equal to the damage dealt by the first arrow.

Speaker for the Trees 

Prerequisite: 9th Level, Elder Wood Patron  

You can cast speak with plants as often as you wish, without expending a spell slot or material components. 

Tethered Soul 

Prerequisite: 15th Level 

You can affix a mystical tether to a point you can see within 120 feet. The tether remains affixed for 1 minute or until you become incapacitated.

While you have a tether affixed, you can use a bonus action to magically teleport to an unoccupied space you can see up to 120 feet from the tethered point. However, as long as the tether is affixed, you cant move more than 120 feet from the tether in any direction. Any move or effect which causes you to pass beyond this radius inflicts 1d10 psychic damage per 10 feet you travel.

Touch of the Forest 

Prerequisite: 13th Level, Elder Wood Patron  

You can cast awaken once without expending a spell slot or material components. You cant do so again until you finish a long rest.

Parasitic Leech 

Prerequisite: Parasite patron

When you score a critical hit with your parasitic weapon or reduce a creature to 0 hit points with it, you gain a number of temporary hit points equal to the number rolled on the weapons damage dice . If you later gain the Pact of the Blade feature, you gain this benefit to critical hits scored with your pact weapon.

Void Blast 

Prerequisite: None 

When you deal damage with your Eldritch Blast feature, you can choose for the damage type to be psychic instead of force.

Vortex Blast 

Prerequisite: 5th level 

When you successfully hit a target with two or more beams created by your Eldritch Blast feature during the same turn, all creatures within 15 feet of your target are pulled up to 5 feet per beam toward the target in a straight line (the triggering Eldritch Blast also deals damage as normal). If this movement is interrupted by the creature encountering a solid surface (such as being pulled into a low stone wall), the creature also takes 1d6 bludgeoning damage for each 5-foot increment it moved.