```metadata
title: D&D - Arch - Warlock
description: 'Character as Archetype : LoL - WoW'
tags:
  - ''
systems:
  - 5e
renderer: legacy
theme: 5ePHB

```

<style>
  .phb{
    width : 210mm;
    height : 296.8mm;
  }
  .phb p{ text-align:justify }
  .phb table thead { display: table-row-group;}
</style>

# Dungeons & Dragons<br> Warlock Archetype

<div class='toc'>

### Table of Contents

- **[Warlock, offical D&D class](#p2)**

- **[Archetypes from League of Legends](#p6)**

- **[Archetypes from World of Warcraft](#p18)**

<br>
### Coming Soon
Actually, nothing...

</div>

```
```

## Disclaimer
Please note that many text descriptions and images have been taken or adapted from differents websites. 
___
As well, many ability descriptions have been taken or adapted from Wizards of the Coast's D&D 5th Edition Monster Manual, Player's Handbook, and Dungeon Master's Guide.
___
**Last Update**: 17.12.2019 <br>

<img 
  src='https://i.pinimg.com/564x/f2/59/c5/f259c570c4bc72d6c9995e2f2b1d8b0c.jpg' 
  style='position:absolute; bottom:70px; left:60px; width:670px' />

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# Warlock

<br>

<div class='classTable wide'>

| Level | Proficiency <br> Bonus | Features | Cantrips <br> Known | Spells <br> Known | Spell <br> Slots | Slot <br> Level | Invocations <br> Known |
|:--:|:--:|:--|:--:|:--:|:--:|:--:|:--:|
|  1st | +2 | Otherwordly Patron, Pact Magic | 2 | 2 | 1 | 1st | — |
|  2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
|  3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
|  4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
|  5th | +3 | — | 3 | 6 | 2 | 3rd | 3 |
|  6th | +3 | Otherwordly Patron feature | 3 | 7 | 2 | 3rd | 3 |
|  7th | +3 | — | 3 | 8 | 2 | 4th | 4 |
|  8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
|  9th | +4 | — | 3 | 10 | 2 | 5th | 5 |
| 10th | +4 | Otherwordly Patron feature | 4 | 10 | 2 | 5th | 5 |
| 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
| 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
| 14th | +5 | Otherwordly Patron feature | 4 | 12 | 3 | 5th | 6 |
| 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 | 
| 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
| 18th | +6 | — | 4 | 14 | 4 | 5th | 8 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
| 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
</div>

## Quick build
You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

## Class Features

### Hit Points
**Hit Dice**: 1d8 per level <br>
**Hit Points at 1st Level**: 8 + your Constitution modifier <br>
**Hit Points at Higher Levels**: 1d8 (or 5) + your 

Constitution modifier per level after 1st

```
```

### Proficiencies
**Armor**: Light armor <br>
**Weapons**: Simple weapons <br>
**Tools**: None <br>
<br>
**Saving Throws**: Wisdom, Charisma <br>
**Skills**: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

### Equipment
You start with the following equipment , in addition to the equipment granted by your background: <br>
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, and two daggers <br>

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### Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the w arlock spell list.

#### Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

#### 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 level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
___
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

#### Spells Known of 1st Level and Higher
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. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd 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.

#### 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 =<br>8 + your proficiency bonus + your Charisma modifier
___
Spell attack modifier =<br>your proficiency bonus + your Charisma modifier

#### Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.

```
```

### Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: all aore detailed at the end of the class description. 
___
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

### Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
___
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. 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.

### Pact Boon
At 3rd level, your otherworldly patron bestows a giftupon you for your loyal service. You gain one of the following features of your choice.

#### 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 (see chapter 5 for weapon options). 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.

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#### Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
___
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
___
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

#### 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. 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 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.

### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this 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.

### Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. 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.

```
```

## Eldritch Invocations
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.

#### Agonizing Blast
Prerequisite: eldritch blast cantrip <br>
When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit.

#### Armor of Shadows
You can cast *mage armor* on yourself at will, without expending a spell slot or material components.

#### Ascendant Step
Prerequisite: 9th level <br>
You can cast *levitate* on yourself at will, without expending a spell slot or material components.

#### Beast Speech
You can cast *speak with animals* at will, without expending a spell slot.

#### Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.

#### Bewitching Whispers
Prerequisite: 7th level <br>
You can cast *compulsion* once using a warlock spell slot. You can’t do so again until you finish a long rest.

#### Book of Ancient Secrets
Prerequisite: Pact of the Tome feature <br>
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don’t count against the number of spells you know. 
___
With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
___
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

#### Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature <br>
You can cast *hold monster* at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

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#### Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

#### Dreadful Word
Prerequisite: 7th level <br>
You can cast *confusion* once using a  arlock spell slot. You can’t do so again until you finish a long rest.

#### Eldritch Sight
You can cast *detect magic* at will, without expending a spell slot.

#### Eldritch Spear
Prerequisite: eldritch blast cantrip <br>
When you cast *eldritch blast*, its range is 300 feet.

#### Eyes of the Rune Keeper
You can read all writing.

#### Fiendish Vigor
You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components.

#### Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. 
___
As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
___
While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

#### Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature <br>
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

#### Mask of Many Faces
You can cast *disguise self* at will, without expending a spell slot.

#### Master of Myriad Forms
Prerequisite: 15th level <br>
You can cast *alter self* at will, without expending a spell slot.

#### Minions of Chaos
Prerequisite: 9th level <br>
You can cast *conjure elemental* once using a warlock spell slot. You can’t do so again until you finish a long rest.

#### Mire the Mind
Prerequisite: 5th level <br>
You can cast *slow* once using a warlock spell slot. You can’t do so again until you finish a long rest.

#### Misty Visions
You can cast *silent image* at will, without expending a spell slot or material components.

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```

#### One with Shadows
Prerequisite: 5th level <br>
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.

#### Otherworldly Leap
Prerequisite: 9th level <br>
You can cast *jump* on yourself at will, without expending a spell slot or material components.

#### Repelling Blast
Prerequisite: eldritch blast cantrip <br>
When you hit a creature with *eldritch blast*, you can push the creature up to 10 feet away from you in a straight line.

#### Sculptor of Flesh
Prerequisite: 7th level <br>
You can cast *polymorph* once using a warlock spell slot.You can’t do so again until you finish a long rest.

#### Sign of Ill Omen
Prerequisite: 5th level <br>
You can cast *bestow curse* once using a warlock spell slot. You can’t do so again until you finish a long rest.

#### Thief of Five Fates
You can cast *bane* once using a warlock spell slot. You can’t do so again until you finish a long rest.

#### Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature <br>
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

#### Visions of Distant Realms
Prerequisite: 15th level <br>
You can cast *arcane eye* at will, without expending a spell slot.

#### Voice of the Chain Master
Prerequisite: Pact of the Chain feature <br>
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. 
___
Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

#### Whispers of the Grave
Prerequisite: 9th level <br>
You can cast *speak with dead* at will, without expending a spell slot.

#### Witch Sight
Prerequisite: 15th level <br>
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

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<img 
  src='https://upload.wikimedia.org/wikipedia/en/7/77/League_of_Legends_logo.png' 
  style='position:absolute; top:40px; right:120px; width:200px' />
  
# Archetypes from<br>League of Legends

<div class='toc'>

### Table of Contents
- **[Anivia, the Cryophoenix](#p7)**
- **[Ezreal, the Prodigal Explorer](#p8)**
- **[Fiddlesticks, the Harbinger of Doom](#p9)**
- **[Kindred, The Eternal Hunters](#p10)**
- **[Lissandra, the Ice Witch](#p11)**
- **[Malzahar, the Prophet of the Void](#p12)**
- **[Rumble, the Mechanized Menace](#p13)**
- **[Swain, the Master Tactician](#p14)**
- **[Veigar, the Tiny Master of Evil](#p15)**
- **[Xerath, the Magus Ascendant](#p16)**
- **[Zoe, the Aspect of Twilight](#p17)**

</div>

```
```

## Disclaimer
Please note that many text descriptions and champion images have been taken or adapted from Riot Games' official champion information pages at : <br>http://gameinfo.na.leagueoflegends.com/en/game-info/champions/. 

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# Anivia, the Cryophoenix
### Flash Frost
At 1st level, you learn the *Eldritch Blast* cantrip, it doesn't count against the number of sorcerer cantrips you know and you can deal cold damage instead of force damage. 
___
In addition, each time you hit a hostile creature with a "cold" beam from the *Eldritch Blast* cantrip, its speed is reduced by 5 feet until the end of your next turn. 
___
If a creature has resistance against cold damage, the *Eldritch Blast* cantrip overcomes this resistance.

### Crystallize
At 6th level, when you take damage, you can use your reaction to create a wall made of ice. It is created between you and the attacking creature. 
___
You gain the three-quarter cover against ranged attack against creature on the other side of the wall. The wall is an object that can be damaged and thus breached.
___
It lasts for an number of rounds equal to your Proficiency bonus or until it is destroyed. 
___
Once you use this feature, you can't use it again until you finish a short or long rest.

### Rebirth
At 10th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. 
___
Once you use this ability, you can’t use it again until you finish a long rest.

### Glacial Storm
At 14th level, as an action, you summon a giant frost storm centered on you, for 1 minute or until you lose your concentration (as if your were concentrating on a spell). 
___
At the start of each of your turn, each creature in a 20-foot-radius sphere centered on you must make a Constitution saving throw. 
___
On a failed save, it takes 6d6 cold damage and its speed is halved, or half as much damage on a succes. 

```
```

___
> ## Wall of Ice
>*Large object (construct)*
> ___
> - **Armor Class** 14 + your Proficiency bonus
> - **Hit Points** 5 + your Warlock level <br> for each 5x10-feet-section
> - **Speed** Can't move
> - **Size** 15 feet lenght, 10 feet high and 1 foot thick
> ___
> - **Damage Vunerability** fire
> - **Damage Immunity** cold, poison, psychic

<img
src='https://www.mobafire.com/images/champion/skins/portrait/anivia-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Ezreal, the Prodigal Explorer
### Mystic Shot
At 1st level, when you cast a spell that expend a spellslot, as a bonus action, you can fire a mystic shot.
___
You can make a ranged spell attack against a creature within 60 feet of you that you can see. On a hit, you deal damage equal to the expended spellslot level + your Charisma modifier radiant damage.

### Arcane Shift
At 6th level, you can vanish in a flash in response to harm.
___
When you take damage, you can use your reaction to teleport up to 60 feet to an unoccupied space you can see. 
___
You can use this feature twice. You regain all expended uses when you finish a short or a long rest.

### Rising Spell Force
At 10th level, once per day, when you finish a short rest, a choosen friendly creature can recover expended spellslots. 
___
The spell slots can have a combined level that is equal to or less than half your Warlock level (rounded up), and none of the slots can be 6th level or higher.

### Trueshot Barrage
At 14th level, when you hit a creature with an attack or a spell, as a bonus action, you can use this feature to instantly hurl a powerful barrage of energy against the target.
___
The target takes 8d10 radiant damage. If it is a undead or a demon, it takes an extra 2d10 radiant damage.
___
Once you use this feature, you can’t use it again until you finish a long rest.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/Ezreal-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Fiddlesticks, the Harbinger of Doom
### Dark Wind
At 1st level, you learn the *Eldritch Blast* cantrip. If you already know this cantrip, you learn a different warlock cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
___
The beam from your *Eldritch Blast* cantrip takes a Raven's form and deal necrotic damage instead of force.
___
If a creature has resistance against necrotic damage, the *Eldritch Blast* cantrip overcomes this resistance.

### Dread
At 6th level, when a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. 
___
If the attack misses you, you can immediatly move up to half of your speed. This movement doesn't provoke any opportunity attacks.
___
Once you use this feature, you can’t use it again until you finish a short or long rest.

### Drain
At 10th level, you can sap the force life of creature. 
___
When you damage a creature with a cantrip, a spell, or a feature, you can cause it to deal an extra 1d4 + your Charisma modifier necrotic damage to one target. 
___
You regain some hit points equal to the necrotic damage dealt this way.

### Crowstorm
At 14th level, as an action, you teleport up to 30 feet to an unoccupied space you can see. 
___
For 1 minute, a summoned murder of crows flock wildly within 10 feet of you. Whenever an hostile creature starts its turn within 10 feet of you or enters for the first time in the area, it takes 10 necrotic damage.
___
Once you use this feature, you can’t use it again until you finish a long rest.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/fiddlesticks-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Kindred, the Eternal Hunters
### Mark of the Kindred
At 1st level, you learn the *Dance of Arrows* hunter's spell.
___
You can use this feature twice. You regain all expended uses when you finish a short or a long rest.

### Wolf's Frenzy
At 6th level, you learn the *Wolf's Frenzy* hunter's spell.
___
You can use this feature twice. You regain all expended uses when you finish a short or a long rest.

### Mounting Dread
At 10th level, you learn the *Mounting Dread* hunter's spell.
___
You can use this feature twice. You regain all expended uses when you finish a short or a long rest.

### Lamb's Respite
At 14th level, you learn the *Lamb's Respite* hunter's spell.
___
Once you use this feature, you can’t use it again until you finish a short or a long rest.

<br>
## Hunter's spells
#### Dance of Arrows
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Instant
___
You make a ranged spell attack against up to three creatures within range. On a hit, it takes piercing damage equal to 1d8 + your Charisma modifier.

#### Wolf's Frenzy
- **Casting Time:** 1 action
- **Range:** Self (15-feet radius)
- **Components:** V
- **Duration:** 1 minute
___
You summon a spectral Wolf to hunt with you. If you take damage from a hostile creature within 15 feet of you, your Wolf attacks it (no roll needed), dealing piercing damage equal to 1d8 + your Charisma modifier.

#### Mounting Dread
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** Instant
___
A hostile creature must save a Wisdom saving throw or be cursed for 1 minute.
___
If the cursed creature takes damage three time while it is cursed, when the third damage occur, it must make a Constitution saving throw. On a failed save, it is stun until the end of its next turn. On a succesful save, it resets the damage's counter at 0.

```
```

#### Lamb's Respite
- **Casting Time:** 1 action
- **Range:** Self (30-feet radius)
- **Components:** V, S
- **Duration:** Instant
___
Each creature within range regain hit points :
- Friendly creature: 2d8 + your Warlock level
- Hostile creature: 1d8 + half of your Warlock level
___
Undead and Construct are not affected.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/Kindred-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Lissandra, the Ice Witch
### Ice Shard
At 1st level, as an action, you can throws an spear of ice and make a ranged spell attack against a creature. On a hit, it takes 1d8 + your Warlock level cold damage. 
___
You can use this feature twice. You regain all expended uses when you finish a short or a long rest.

### Glacial Path
At 6th level, you can teleport and hurt with ice shard in response to harm. 
___
When you take damage, you can use your reaction to teleport up to 60 feet to an unoccupied space you can see, and the attacker must succed on a Dexterity saving throw or takes 2d8 cold damage.
___
Once you use this feature, you can't use it again until you finish a short or long rest.

### Iceborn
At 10th level, you gain immunity to cold damage and to extreme cold climat.

### Frozen Tomb
At 14th level, as a bonus action, immediately after you hit with your *Ice Shard* feature, you can cause the spear of ice to confine the creature in a huge shard of ice. 
___
The creature takes 4d8 extra cold damage and is subject to a condition, depending on its size.

- Large or smaller size: it is sealed in the shard of ice, paralyzed until the end of your next turn.

- Huge or larger size: it is partially sealed by the shard of ice, restrained until the end of your next turn.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/Lissandra-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Malzahar, the Prophet of the Void
### Call of the Void
At 1st level, when you cast a spell that expended a spellslot, you can summon a **Void Swarm**. You can have only one summoned fiend at a time.
___
A Void Swarm appears in an unoccupied space you can see within 30 feet. It disappears to it home plane if it is reduced to 0 hit points. This fiend is friendly to you and your companions. 
___
During a fight, Void Swarm's turn is just after yours. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the fiend, it defends itself from hostile creatures but otherwise takes no actions. 

### Malefic Visions
At 6th level, when you damage a creature with a cantrip or a spell, the summoned Void Swarm has the advantage on its next melee weapon attack against this creature.

### Void Shift 
At 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. 
___
You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

### Nether Grasp
At 14th level, as an action, you target a creature within 60 feet of you that you can see. It must succeed on a Constitution saving throw or be paralyzed for 1 minute.
___
The target can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success.
___
Once you use this feature, you can not use it again until you finish a short or a long rest.

```
```
___
> ## Void Swarm
>*Small fiend (demon), loyal evil*
> ___
> - **Armor Class** 15 + expended spellslot
> - **Hit Points** 5 + your Warlock level
> - **Speed** 20 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|
> ___
> ### Actions
> **Void Claw.** *Melee Weapon Attack* <br>
> ***Attack roll:*** +(expended spell slot)+(Prof) to hit, <br>
> reach 5ft., one target. <br>
> ***Damage roll:*** 8 (1d8+3) piercing damage & (expended spellslot) necrotic damage

<img
src='https://www.mobafire.com/images/champion/skins/portrait/Malzahar-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Rumble, the Mechanized Menace
### Junkyard Titan
At 1st level, you can use your bonus action to create a **Mystical Sphere**, that your Patron offers you, in your empty hand. You can use this Mystical Sphere as a spellcasting focus.
 ___
Your Mystical Sphere 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 Mystical Sphere (no action required), or if you die.
___
While you hold your Mystical Sphere, when you cast a spell that expend a spellslot, you gain a mystical charge.
___
When you cast a cantrip, you can expend one mystical charge. If you damage the creature, it takes extra damage equal to your Proficiency bonus.
___
You can store a number of mystical charges up to your Proficiency bonus. If you store more charge, the overlimit's charge is lost and you take damage equal to your Warlock level due to an overchanneling effect.

### Flamespitter
At 6th level, when you are targeted by a melee attack or melee spell, you can use your reaction and expend one mystical charge.
___
When you do so, after the creature's action, it must save on a Dexterity saving throw or takes fire damage equal to your Warlock level.

### Scrap Shield
At 10th level, when you are targeted by a ranged attack or ranged spell, you can use your reaction and expend one mystical charge.
___
When you do so, before the creature's action, you increase your AC by a +2 bonus and all your saving throw by a +2 bonus. These bonus vanish at the end of this turn.

### The Equalizer
At 14th level, when you are damaged by an attack or a spell, you can use your reaction and expend 2 mystical charges.
___
When you do so, after the damage calculation, the attacker takes as many damage as you take.
___
These damage ignore any hostile creature's resistances.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/Rumble-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Swain, the Master Tactician
### Ravenous Flock
At 1st level, when a creature within 60 feet of you die, you can use your reaction to absorb a **Soul Fragment**.
___
When you do so, you regain hit points equal to the dead creature's Challenge Rating (a minimum of one).
___
You can use this feature a number of time equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Death's Hand
At 6th level, when a creature within 60 feet of you die, you can use your reaction to hurl the necrotic power of the **Soul Fragment** against a creature within 30 feet of the dead creature.
___
When you do so, you make a ranged spell attack against this creature. On a hit, you deal necrotic damage equal to the dead creature's Challenge Rating (a minimum of one).
___
You can use this feature a number of time equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Vision of Empire
At 10th level, when a creature within 60 feet of you die, you can use your reaction to use the necrotic power of the **Soul Fragment** against a creature within 30 feet of the dead creature.
___
When you do so, the targeted creature must save on a Wisdom saving throw. On a failed save, the target is cursed a number of rounds equal to the dead creature's Challenge Rating (a minimum of one).
___
While cursed, you have the advantage on attack rolls against this creature, and it has disadvantage on saving throw against your spells.
___
You can use this feature a number of time equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Demonic Ascension
At 14th level, when a creature within 60 feet of you die, you can use your reaction to absord the necrotic power of the **Soul**.
___
When you do so, you transform yourself into a demon, for a maximum of 1 hour. You can act as usual.
___
Once you use this feature, you can not use it again until you finish a short or a long rest.

```
```
___
> ## Demonic Ascension
>*Medium fiend (demon)*
> ___
> - **Armor Class** your Warlock level
> - **Hit Points** 4 x your Warlock level
> - **Speed** 40 ft., flying 40 ft.
>___
> - **Statistics** You use your own statistics <br>
> - **Saving throws** All gain a +3 bonus
> - **Damage Resistance** Necrotic, psychic
> - **Senses** passive Perception 25
> ___
> ### Actions
> **Multiattack.** You can make three attacks using the *Demonflare*. <br>
> 
> **Demonflare.** *Ranged Attack* <br>
> ***Attack roll:*** +(half your Warlock level) to hit, <br> 
> reach 30ft., one target. <br>
> ***Damage roll:*** 15 (2d8+5) necrotic damage

<img
src='https://www.mobafire.com/images/champion/skins/portrait/Swain-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Veigar, the Tiny Master of Evil
### Phenomenal Evil Power
At 1st level, when you reduce a hostile creature to 0 hit points, your next spell damaging a creature deals extra damage equal to your Warlock level (minimum of 1).

### Baleful Strike
At 6th level, you can call on your patron to alter fate in your favor. 
___
When you make an attack roll, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
___
Once you use this feature, you can’t use it again until you finish a short or long rest.

### Dark Matter
At 10th level, when you cast a cantrip or a spell that damage a creature, you can choose to infuse it with the dark matter power.
___
When you do so, the spell deals damage that overcomes any immunity and resistance.
___
You can use this feature a number a time equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or a long rest.

### Primordial Burst
At 14th level, when you cast a single-target spell improved by your *Dark Matter* feature, you can deal maximum damage with that spell.
___
Once you use this feature, you can not use it again until you finish a short or a long rest.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/Veigar-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Xerath, the Magus Ascendant
### Mana Surge
At 1st level, you gain the ability to transform into a form of pure energy using your action, for a maximum of 1 hour. 
___
While you are transformed, you gain the following benefits : 

- You infuse energy into one weapon you are holding. You can use your Charisma modifier instead of the regular attack modifier.

- You gain temporary hit points equal to 5 + (5 time your Warlock level).

- Your Armor Class increases by a +2 bonus.
___
After 1 hour, you revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. 
___
You automatically revert if you fall unconscious, drop to 0 hit points, or die.
___
You can use this feature twice. You regain all expended uses when you finish a short or a long rest.

### Rite of the Arcane
At 6th level, your *Magus Ascendant* feature improves.

- You can transform yourself as a bonus action.

- While you are transformed, you can attack twice, instead of once, when you take the Attack action.

- While you are transfromed, your melee weapon attack gains the reach property.

### Arcanopulse
At 10th level, you can channel the energy of the Astral Plane through your spells. 
___
When you cast a spell that expend a spellslot, if the spell deals damage other than force, you can turn the damage into force damage.
___
While you are transformed, if you cast a spell modified this way, you deal 1d10 extra damage, once per spell.
___
You can use this feature a number of time equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

```
```

### Eye of Destruction
At 14th level, your *Magus Ascendant* feature improves.

- You can use your *Magnus Ascendant* now three times between rests.

- While you are transfromed, you gain a flying speed equal to your current speed, and you can hover.

- While you are transfromed, you can cast the *Magic Missiles* spell at will, as a 1st-level evocation spell.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/Xerath-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Zoe, the Aspect of Twilight
### Paddle Star
At 1st level, you learn the *Eldritch Blast* cantrip. If you already know this cantrip, you learn a different warlock cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
___
The beam from your *Eldritch Blast* cantrip takes a sparkle's form and deal radiant damage instead of force.
___
If a creature has resistance against radiant damage, the *Eldritch Blast* cantrip overcomes this resistance.

### Sleepy Trouble Bubble
At 6th level, you learn the *Counterspell* 3rd-level abjuration.
___
In addition, when you use the *Counterspell*, you can interrupt a spell one level higher.

- 3rd-level *Counterspell* can stop a 4th-level spell
- 4th-level *Counterspell* can stop a 5th-level spell
- 5th-level *Counterspell* can stop a 6th-level spell

### More Sparkles
At 10th level, you can choose one ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) when you finish a short or a long rest. 
___
You can add your Proficiency bonus when you must make a saving throw using the choosen ability.

### Spell Thief
At 14th level, your *Counterspell* spell improves. 
___
When you successfully interrupt a spell using your *Counterspell*, as part of the same reaction, you can recycle the interrupted spell and cast it as if you were the original caster, using your ability score.
___
Once you use this feature, you can not use it again until you finish a short or a long rest.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/Zoe-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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<img 
  src='https://upload.wikimedia.org/wikipedia/fr/thumb/e/e3/World_of_Warcraft_Logo.png/800px-World_of_Warcraft_Logo.png' 
  style='position:absolute; top:40px; right:120px; width:200px' />
  
# Archetypes from<br>World of Warcraft

<div class='toc'>

### Table of Contents

- **[Warlock - Affliction](#p19)**
- **[Warlock - Demonology](#p20)**
- **[Warlock - Destruction](#p21)**

</div>

```
```

## Disclaimer
Please note that many text descriptions and classes images have been taken or adapted from informations' pages at : <br>
https://www.wowhead.com. 

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# Warlock - Affliction
### Corrpution
At 1st level, whenever you damage a creature with a spell that require a spellslot, it takes extra necrotic damage at the start of its next turn equal to the level of the spellslot.

### Agony
At 6th level, a creature that takes the second damage from your *Corruption* feature, has disadvantage on any attack rolls until the end of its turn. 

### Unstable Affliction
At 10th level, your *Corruption* feature improves. 
___
The damage dealt at the start of the damaged target equals the level of the spellslot plus your Warlock level. 

### Drain Soul
At 14th level, if a creature dies before taking the second damage from your *Corruption* feature, you regain half of your maximum hit points instantly. 
___
If you restore more than your maximum hit points, half of the hit points over your limit is converted into temporary hit points. 

<img
src='https://i.pinimg.com/564x/29/b0/b8/29b0b82083cd96952b4e37c25de820a7.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Warlock - Demonology
### Summon Felguard
At 1st level, when you finish a long rest, you summon one Felguard. This demon follows you and obeys your orders. 
___
It acts during your turn and does not take any action without your permission. As an action, you can command it to move and take one weapon attack. 
___
As a bonus action and spending a spellslot, the Felguard regains hit points equal to 1d10 + your Charisma modifier.
___
If the Felguard drops to 0 hit point, it vanishes into the demonic plan, without any possiblity to call it back before the end of your next long rest. 

### Hands of Gul'dan
At 6th level, when you command your Felguard to attack, it can make two weapon attacks instaed of one. 

### Demonic Core
At 10th level, if you lose your Felguard, as an action and spending one spellslot, you can summon back your Felguard, but it has only half of its maximum hit points left. 

### Demonic Empowerment
At 14th level, the Felguard becomes more powerful. 
- Its AC base increases to 16 instead of 12.

- Its hit points multiplier increases to 4x instead of 3x. 

- Its damage roll increases to 1d12 instead of 1d8. 

```
```
___
> ## Felguard
>*Large demon (fiend), lawful evil*
> ___
> - **Armor Class** 12 + Proficiency
> - **Hit Points** 3 x your Warlock level
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10(+0)|10(+0)|10(+0)|10(+0)|10(+0)|10(+0)|
>___
> - **Senses** passive Perception 10
> - **Languages** common, abyssal
>
> ### Actions
> ***Claw.*** Weapon attack within 5 feet<br><br>
> Attack roll : 1d20 + Proficiency + Proficiency<br>
> Damage roll : 1d8 + Proficiency slashing damage

<img
src='https://i.pinimg.com/564x/da/d6/53/dad653952ac49d350bec5563c7a8f382.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Warlock - Destruction
### Incinerate
At 1st level, you learn the *Eldritch Blast* cantrip. If you already know this cantrip, you learn a different warlock cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
___
The beam from your *Eldritch Blast* cantrip takes a fiendish's form and deal fire damage instead of force.
___
If a creature has resistance against fire damage, the *Eldritch Blast* cantrip overcomes this resistance.

### Immolate
At 6th level, whenever you damage a creature with a spell that require a spellslot, it takes extra fire damage equal to twice the level of the spellslot. 

### Conflagrate
At 10th level, whenever you cast a cantrip or a spell that deals fire damage, as a bonus action, you can force the fate. 
___
If you make an attack roll, the spell hits. If the target must make a saving throw, it fails. A creature with legendary resistance may counter this feature by spending a use. 
___
After you use this feature, you can not use it against until you finish a long or a short rest. 

### Rain of Fire
At 14th level, you can cast your *Eldritch Blast* cantrip with a bonus action. 
___
This bonus use of the cantrip still deals fire damage instead of force damage, but it is not improved by any features nor any invocation. 

<img
src='https://i.pinimg.com/564x/33/23/17/33231785b54ccb61ab8c76496a47ec6b.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>