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Calamity studied becoming a warlock

Health is 1 D8 + Constitution per Warlock level.
Proficiency in light armour.
Disadvantaged on all weapons due to racian traits.
Saves on Wisdom & Charisma.
Proficent in Investigation and Intimidation

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts
(a) an explorer's pack
(a) Leather armor
(a) an arcane focus

Warlock Pact The Undying
One thing Calamity fears most is her untimely death be by blade or time, she took a pact with the undying to stave off deaths cold grasp as long as possible.

The following spells are added to the warlock spell list for you.
Spell Level
1st False Life, Ray of Sickness
2nd Blindness/Deafness, Silence
3rd Feign Death, Speak with Dead
4th Aura of Life, Death Ward
5th Contagion, Legend Lore

Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Nothing above 5th level spells

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus (6) + your Charisma modifier (5) = 19

Spell Attack modifier = your proficiency bonus (6) + your Charisma modifier (5) = 11

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.


Among the Dead
Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
Additionally, if an undead targets you directly with an attack or a harmful spell that is not an AoE that happens to include you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Cantrip: Spare the Dying
1 action
Range Touch
Components V, S
Duration Instantaneous
You use your action to touch a creature who is alive but at 0 hit points. It becomes stable. This spell has no effect on undead and constructs.

Cantrip: Eldritch Blast
Range 120ft
Insentanious
You use your action to create a beam of magical energy and hurl it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d10 force damage.
The spell creates more beams as you level. At 5th, it makes two beams; at 11th, it makes three; and at 17th, it makes four. The beams can be directed at the same target or different ones. Each beam gets its own attack roll.[

Cantrip: Toll of the Dead
Range 60ft
Insentanious
A creature you can see must pass a Wisdom save or take necrotic damage. If it's missing any hit points, the damage die is 1d12; otherwise, it's 1d8.
The damage increases by one die when you reach 5th, 11th, and 17th level

Lv1 Spell: Cause Fear
Casting Time 1 action
Range 60 feet
Components V
Duration Conc. Up to 1 minute
The target must succeed on a Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns. This spell has no effect on undead or constructs.
At Higher Levels: You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Lv1 Spell: Healing Elixir
Casting Time 1 minute
Range Self
Components V S M (Alchemist's supplies)
Duration 24 hours
You create a healing elixir that appears in your hand. The elixir retains its potency for the duration or until it's consumed. As an action, a creature can drink it or feed it to another creature. It restores 2d4+2 hit points.


Eldritch Invocations
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
You gain 2 invocations

Invocation: Agonising Blast
Calamity can add her Charisma bonus to the damage of Eldritch blast.

Invocation: Aspect of the moon
Calamity dose not need sleep and cannot be forced into it by other means.
She gains the same benifits from rests spending that time doing light activities such as keeping watch or reading.

Lv1 Spell: Hex
Casting Time 1 bonus action
Range 90 feet
Components V S M (Petrified newt eye)
Duration Conc. Up to 1 hour
Until the spell ends, you deal an extra 1d6 necrotic damage to the target when you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can concentrate on the spell for up to 8 hours. With a slot that's 5th level or higher, you can concentrate for up to 24 hours.


Pact of the tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Choose 3 cantrips

Cantrip: Produce Flame
Casting Time 1 action
Range Self
Components V, S
Duration 10 minutes
You use your action to conjure a small flame in your hand that harms neither you nor your equipment. It sheds 10 feet of bright light and an additional 10 feet of dim light. The spell ends if you use an action to dismiss the flame or cast this spell again.
As part of your action on the turn that you cast this spell, or on a later turn, you can throw the fire at a creature you can see within 30 feet of you. Make a ranged spell attack. On hit, the target takes 1d8 fire damage, and the spell ends.
The spell's damage die increases by one at levels 5, 11, and 17

Cantrip: Control Flames
Casting Time 1 action
Range 60 feet
Components S
Duration Instantaneous or 1 hour (see below)
Using your action, you transmute a nonmagical flame you can see that is no larger than a 5-foot cube in one of the following ways
You spread the fire 5 feet in a direction, provided kindling material is present in the new location.
You extinguish the flames.
You double or halve the radius of the bright/dim light cast by the flame, change its color, or both. The effect lasts for 1 hour.
You cause simple shapes flicker in the flames. The effect lasts for 1 hour.
You can have three durational effects active at a time, and you can dismiss a single effect as an action

Cantrip: Thorn Whip
Casting Time 1 action
Range 30 feet
Components V S M (Stem of a thorned plant)
Duration Instantaneous
Make a melee spell attack on a creature in range. On hit, the target takes 1d6 piercing damage, and if it's Large or smaller, you pull it up to 10 feet closer to you.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.


Feat: Alert
Always on the lookout for danger, you gain the following benefits
You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Cantrip: Prestidigitation
Range 10ft
Instantaneous
Description You create one of the following effects
You create a harmless sensory effect.
You light or put out a small fire.
You clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a small mark appear on an object or surface for 1 hour.
You create a non-magical trinket or a hand-sized illusory image. It lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.

Lv2 Spell: Unseen Servant
Casting Time: 1 action
Range: 60 feet
Components: V S M (A piece of string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.


Invocation: Mire of Mind
Calamity can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest
Casting Time: 1 action
Range: 120 feet
Components: V S M (A drop of molasses)
Duration: Up to 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Lv3 Spell: Summon Lesser Demons
Casting Time 1 action
Range 60 feet
Components V S M (Vial of blood from humanoid killed in past 24hrs)
Duration Conc. Up to 1 hour
You summon demons from the Abyss. Roll to determine what appears.

d6 Demons Summoned
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower
The DM chooses the demons and you choose where they appear from spaces you can see. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to everyone, including you. Roll initiative for the demons as a group. The demons pursue and attack the nearest non-demons.
As part of casting, you can make a circle on the ground with the material blood. The circle encompasses your space. The demons can't cross or harm the circle, or target anyone in it. Using the blood this way consumes it.
At Higher Levels: You summon twice as many demons with a 6th or 7th-level slot. With 8th or 9th level, you summon three times as many.


Defy Death
Starting at 6th level,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.
Once you use this feature, you can't use it again until you finish a long rest.

Lv3 Spell: Fear
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V S M (A white feather or the heart of a hen)
Duration: Up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.


Invocation: Devil’s Sight
Calamity can see normally in darkness up to 120ft.

Lv4 Spell: Summon Greater Demon
Casting Time 1 action
Range 60 feet
Components V S M (Vial of blood from humanoid killed in past 24hrs)
Duration Conc. Up to 1 hour
You summon a demon from the nine hells. You choose the demon. It must be of challenge rating 5 or lower. It appears in an empty space you can see, and it disappears when it drops to 0 hit points.
Roll initiative for it. When you summon it and on each of your turns, you can issue a verbal command for its next turn without using any action. If you issue no command, it attacks any creature in reach that's attacked it.
At the end of the demon's turns, it makes a Charisma save. It has disadvantage if you say its true name. On a success, your control of the demon ends and it spends its turns attacking the nearest non-demon. If you stop concentrating, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of casting, you can make a circle on the ground with the material blood. The circle encompasses your space. The demons can't cross or harm the circle, or target anyone in it. Using the blood this way consumes it.
At Higher Levels: The challenge rating increases by 1 for each slot level above 4th.


Ability Score Inprovment
Constitution +2


Invocation: Otherworldly Leap
Calamity can cast the jump spell at will.
Casting Time 1 action
Range Touch
Components V S M (Grasshopper's hind leg)
Duration 1 minute
The target's jump distance is tripled until the spell ends.


Undying Nature
Beginning 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.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Lv5 Spell: Infernal Calling

4 Cantrips at 10th Level
Choose your fourth Cantrip


Mystic Arcanum
At 11th level, choose one 6th-level spell from the warlock spell list as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Gain a 6th spell
Casting Time: 1 action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:

You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
You have advantage on attack rolls that you make with simple and martial weapons. When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
You have proficiency with all armor, shields, simple weapons, and martial weapons.
You have proficiency in Strength and Constitution saving throws.
You attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after this spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

13th level gain a 7th level spell

15th level gain a 8th Level spell


Ability score Improvement
Charisma +2

Invocation: Eldrich Spear
Eldritch Blast gains range up to 300ft



Indestructible Life
When you reach 14th level,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.
Once you use this feature, you can't use it again until you finish a short or long rest.


Invocation: Relentless Hexer
Calamity can teleport to a cursed foe


Feat: Spell Sniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.



Invocation: Grasp of Hadar Calamity can pull foes she hits with Eldritch blast by 10ft towards her.


Ability score improvment or feat
Feat: Tough Max HP increased by 38. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


Eldritch Master
At 20th level, you can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

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