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Updated about 19 hours ago
Your spellcasting DC increases by half your proficiency bonus(rounded down), if you have one.
Whenever you cast a spell from an item, you can use your own spellcasting DC instead of the one specified in the item's description.
You are counted as a cleric, bard, druid, sorcerer, warlock, wizard for the purposes of attuning to magical items.
Whenever you use an item, and choose to use the item's DC, you can increase that DC by a number equal to your bonus for making checks with a tool used in the item's creation.,
Once per day as a bonus action, you can restore 1d4+1 charges to an item that you are attuned to.
Once per week, you may attempt a crafting check. This is independant from the regular daily crafting checks.(Weeks are counted starting from Monday and ending on Sunday).
You gain the benefits of the Pact of the Chain feature, as if granted by the Eldritch Invocation of the same name.
You can mentally communicate with any creature you have summoned or created, and you can issue commands to it for its next turn without using an action. If such a creature has a different initiative count than your own, you can have it instead act on your turn.
At Level 9: Once per day, when you cast a spell that summons or creates a creature, you can regain the spell slot expended to cast that spell.
At Level 17: When a creature you summoned or created makes an attack roll, it can add your proficiency bonus to it's attack roll.
Whenever you make an attack roll, you can choose to add a bonus to the attack and damage roll of that attack. This bonus equal half your proficiency bonus (rounded down).
At level 17, whenever you take the Attack action, you may make one additional attack.
At character creation, choose one damage type out of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder. You gain resistance to that damage type.
At level 5, damage you deal from the chosen type ignores resistances.
At level 9, you gain immunity to that damage type instead of resistance.
At level 13, damage you deal from the chosen type ignores resistances and immunities.
At level 17, you lose the immunity to that damage type, but whenever you are subjected to damage of that type, you instead heal for the amount of damage you would have received.
Whenever you are attacked by a creature within range of your melee weapons, and are missed, you can use your reaction to make an opportunity attack against the triggering creature.
Your walking speed increases by 10ft.
At level 5, after being hit by an attack, you can use your reaction to move up to half your movement speed.
At level 13, your movement no longer provokes opportunity attacks.
At level 17, you gain an additional reaction.
Whenever you affect an allied creature with an effect or a spell, you can imbue them with one of the following benefits:
The target can use their reaction to make a single attack, or to cast a cantrip. At level 9, the target can use their reaction to make single attack, or to cast a spell of 3rd level or lower. At level 17, the target can use their reaction to make 2 attacks, or cast a spell of 7th level or lower.
The target gains temp HP equal to three times your Proficiency Bonus.
The target has one negative condition removed from it from the following: grappled, prone, blinded, deafened, poisoned. At level 9, this list also includes: restrained, charmed, frightened. At level 17, this list also includes paralyzed, petrified, stunned. You then roll your hit die, add your CON modifier to it, and lose that much HP. This damage does NOT trigger concentration checks.
Your max HP increases by 10 times your Proficiency Bonus.
When a creature within your reach misses you with a melee attack, you can make an opportunity attack against that creature.
At Level 5: You can use your action to enter a defensive stance that lasts until the start of your next turn. While in this stance, you can make opportunity attacks without using your reaction.
At Level 13: You can enter your defensive stance as a bonus action instead of an action.
At Level 17: While in your defensive stance, your AC becomes 25, unless it is already higher. Your AC can’t be reduced below 25 while in the stance.
Once per day, whenever you summon, create or call upon a creature, you may designate it as your companion. If you do, you cannot summon, create, call upon or reassert control over other creatures, other than your companion. You may only have 1 companion at any given point. You can remove your companion as a free action, which kills the creature and severs your connection to it.
Your companion's max HP increases by 20. Once per day, if your companion has been reduced to 0 HP within the last combat round, you may use an action to revive it with full hit points in an unoccupied space closest to you.
At level 5, once per turn, whenever you take the Attack action or cast a spell, your companion may move up to it's speed without provoking opportunity attacks.
At level 13, whenever your companion takes the Attack action, it may make another attack as part of the same action.
At level 17, while you are attuned to a magical item, your companion also gains it's benefits. Your companion can use it's action to activate the properties of magic items you are wielding, as if it was wielding them.
Whenever you make an attack roll with a weapon, you can choose to become proficient with it, and use a statistic of your choice for the roll.
Whenever you make an attack with a thrown weapon, you can have the weapon instantly returns to your hand after the attack, regardless if it hit or miss.
Your weapon's reach increases by 5ft if its a melee weapon, and if it wasn't a thrown weapon, it gains the thrown(10ft / 30ft) property. The weapon's regular, long and thrown range are then doubled.
When you roll initiative, you can choose a number of creatures equal to your proficiency bonus.
Whenever one of the chosen creatures takes damage, that damage is reduced by an amount equal to your Constitution modifier, and you take the same amount instead.
At Level 5: Your hit point maximum increases by an amount equal to 10 × your Proficiency Bonus
At Level 11: The reduction equals half your Constitution score, and you take that amount of damage.
At Level 17: The reduction equals your full Constitution score, but you take half of the reduced damage instead.
At the start of your turn in combat, you regain hit points equal to your PB, if you have at least 1 hit point. This effect increases to twice your PB at level 17.
At level 5, as an action you can touch a willing creature. That creature regains hit points equal to half your hit point maximum. You lose hit points equal to half your hit point maximum, and this damage cannot be reduced in any way. You can use this feature half your PB(rounded down) times per day.
At level 9, whenever you regain hit points from an innate effect(effect not derived from a spell, magic item, or external magical effect), you regain twice as much.
At level 17, for the purposes of spells and effects, you can choose to be at any amount of hit points. In addition, whenever you restore hit points to another creature, you can increase the amount restored by twice your PB.
When you hit a creature with an unarmed strike, you can choose to grapple the target (no separate check required).
A grappled creature can only escape by succeeding on a contested Athletics or Acrobatics check against your Athletics check at the end of its turn. It can also use it's action to attempt the check.
At Level 9: You can use your bonus action to impose the Restrained condition on a creature you are grappling, provided it is no more than one size larger than you. Doing so grants advantage on all attacks against you. Both effects end at the start of your next turn or when the grapple ends.
At Level 17: Whenever you would try impose the restrained condition on a target, you can choose to instead reveal weakpoints in the enemy. If you do so, the target is not restrained. Instead, until the start of your next turn, any creature that hits it with an attack deals extra damage to it equal to your Constitution score. This extra damage is of the same type as the attack's damage. A target can only take this extra damage ten times per use of this feature.
Every time you use an effect that refers to "you" as the caster of the effect, you may extend that effect so that it also applies to an ally within 60ft of you(as if the effect instead said "you and your chosen ally"). This ability only works on effects that target only you. An ally can choose to not receive this effect. The ability always works for spells that target only you, regardless of their wording.
This ability only works on effects that target only you. An ally can choose to not receive this effect.