CLASS TRAITS
Eldritch Curses:
Channelling the malicious and violent nature of your patrons power, you summon forth magical curses to plague your target. At the cost of 6 AP on your turn, you can curse one creature of your choice that is within 60 ft of you and that you can see or otherwise sense.
Curse of Decay: You summon forth decay and corruption, cursing your target with sickness and rot. The target receives 1d6 necrotic damage, on your next turn and the turn after, you can spend 4 AP to deal this damage again.
Curse of Lethargy: You summon forth a foul curse of weakness and frailty. The target receives 1d6 necrotic damage and has the Poisoned condition until the end of your next turn.
Curse of Agony: You summon forth eldritch might to inflict agony and damage to your target. The target receives 1d10 necrotic damage.
Sacrifice of Blood:
You offer your patron a part of your body in exchange for more of their power, you lose a number of hit points equal to twice your Warlock level, in exchange, you can pick one from a number of the following Sacrifice options you take. You unlock more Sacrifice choices from your subclass.
Sacrifice of Horror: You call out for your patron’s terrifying presence, bringing fear and terror unto your foes. All creatures within 30 ft of you receive the Frightened condition for one minute and take 4d10 Necrotic damage.
Sacrifice of Destruction: You bring about ruin and destruction to all around you, all creatures within 30 ft of you take 5d10 Necrotic damage.
Sacrifice of Chaos: You unleash a blast of your patron’s power, pushing all creatures within 30 ft of you away from you by 10 ft and dealing 4d10 Necrotic damage.
Pact Boon:
You have formed a pact with an otherworldly entity that has bestowed magical powers upon you. You always have the Eldritch Blast and Hex spells prepared and have a pact boon:
PACT BOON SWORD
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.
ELDRITCH INVOCATIONS
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.
Great Lord's Gift
The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
Moonbow
You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
Bewitching Whispers
You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
SUBCLASS FEATURES:
Fey Presence
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Misty Escape
You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
HUMAN FEATURES
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.