Faction Boons
A Dark Gift
You gain the Eldritch Sight invocation and may use it normally. If you are a warlock you may instead choose a single invocation of your choice that is available at level 1.
Agonizing Blast is taken instead
Blessings of the Patrons
Prerequisite: 5 Loyalty
Members of the Great Coven learn two Warlock Cantrips of their choice. These cantrips cannot be retrained, and are lost when leaving the Great Coven, or when falling out of favor of the Witches’ Council. These cantrips use the Witch or Warlock’s highest mental stat.
Mage Hand and Prestidigitation are taken
Eldritch Invocations
Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Improved Pact Weapon
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Cloak of Flies
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can't use it again until you finish a short or long rest.
Pact of the Blade
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
You gain an exotic proficiency with only the first type of exotic weapon you create with this class feature, not any other exotic weapons created afterward.
Hexblade Bonuses
Expanded Spell List
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spells
1st: Shield, Wrathful Smite
2nd: Blur, Branding Smite
3rd: Blink, Elemental Weapon
4th: Phantasmal Killer, Staggering Smite
5th: Banishing Smite, Cone of Cold
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Sorcerer's Origin Bonuses
Shadow Sorcerer Quirk
Hazer constantly has various bugs crawling around his body, and gives off a barely noticeable stench of rot
Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Sorcerer Metamagics
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Feats
Warcaster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Resilient (Con)
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
Human (Variant)
+1 Charisma/Dexterity
Feat: WarCaster
Skill: Perception
Doltenian
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.
A Doltenian has a strong mind. +1 Wisdom
Ward of Witchtown
You gain a +2 bonus to passive perception and passive investigation.
You gain proficiency in the Investigation skill, and with Brewer's Supplies.
You gain a +1 bonus to your Constitution score.
You do not trust anyone completely, you cannot benefit from allies performing the help action.
Stat Numbers
The Madman (11,15,14,10,11,15)
+1 Dex(Race)
+1 Cha(Race)
+1 Wis(Origin)
+1 Con(Sub-Origin)
+1 Con(Resilient Feat)
(11,16,16,10,12,16)
ASIs
Level 4 Warlock: Resilient Con
Level 4 Sorcerer: +2 CHA
Short Rest
Regain all Spell Slots
Regain Hexblade's Curse
Long Rest
Regain all Spell Slots
Regain Hexblade's Curse
Select a Weapon to be Affected by Charisma Mod Instead of Dex or Str
Class/Racial Features & Traits