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. You regain all expended dice from your pool when you finish a long rest.In the Unearthed Arcana: Wizard and Warlock article, the warlock class received additional Eldritch Invocation options specific to individual Otherworldly Patrons. Subtract the dice you use with each touch from that total. You have a total pool of 15d6 you can expend. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). As a bonus action, you can touch a creature and heal it. Healing LightĪt 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. These temporary hit points equal your warlock level + your Charisma modifier. Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. Once you use this feature, you can’t use it again until you finish a long rest. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. They don't count against your number of cantrips known. Additionally, you know the Light and Sacred Flame cantrips and can cast them at will. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. The following spells are added to the warlock spell list for you. The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. Putting it down is an unbearable thought. In a dark area, you always carry a lit torch or lantern. You fidget and are irritable when you can’t see the sun. You have an overwhelming hatred of undead creatures. You have a compulsion to enter and illuminate dark areas. You have a nervous compulsion to keep a bright light in even the barest shadow. You are afraid of the dark, and must always have a light source at hand. Source: Unearthed Arcana 10 - Light, Dark, Underdark! Undying Light Flaws
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