Powers and Spells

Eldritch Invocations (Warlock)

Aberrant Blast

You can emit from your Pact Weapon an energy shot. Using Attack Action you can hit at 120 feet range with your normal Pact Weapon attack and damage. Damage Type is Force.

If you have Thirsting Blade you can shoot two times. The second attack is made with Disadvantage.

Devil Sight

You can see normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself.

Eldricht Sight

You obtain Arcane Sense.

Eyes of the Rune Keeper

You can read all writing

Gostly gaze

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Pact of the Blade

As a Bonus Action, you can conjure a pact weapon in your hand - a Simple or Martial Melee weapon of your choice with which you bond - or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Radiance Soul

Starting at 1st level, your connection to the Crystals allows you to channel radiant energy through your body.

You are resistant to Radiance damage, and when you use spells that deal Radiance or Fire damage, you can add your Charisma modifier to the damage.

Thirsting Blade

You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.

Spells (Warlock)

Cantrip

Eldritch Blast

Evocation

Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Source: Warlock

Mage Hand

Conjuration

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Source: Bard, Sorcerer, Warlock, Wizard

Minor Illusion

Illusion

Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Source: Wizard

Radiance Blast

Evocation

Casting Time: 1 Action
Range: 5 feet
Components: V,M
Duration: Istantaneous

You are enveloped in a luminous halo and burning radiance erupts from you. Each creature within range must succeed on a Constiution saving throw or take 2d4 radiant damage.

The spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4)

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Radiance Vitality

Necromancy

Casting Time: Action
Range: touch
Components: V, S
Duration: Instantaneous

When you touch a creature that has 0 HP but is not dead, it stabilizes and gains 1 temporary HP.

Cantrip Upgrade. The temporary HP increases when you reach levels 5 (3 HP), 11 (5 HP), and 17 (8 HP).

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Level 1

Comprehend Languages

Divination (ritual)

Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

Source: Bard, Sorcerer, Warlock, Wizard

Hellish Rebuke

Evocation

Casting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
Range: 60 feet
Components: V, S
Duration: Instantaneous

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Source: Warlock

Radiance Shield

Abjuration

Casting Time: Bonus Action
Range: self
Components: V, S
Duration: Concentration, up to 10 minutes

A shimmering field surrounds you, granting it a +2 bonus to AC and Constitution ST for the duration.

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Radiance Tempering

Evovation

Casting Time: 1 Bonus action
Range: Self
Components: V,S
Duration: Concetratio up to 1 minute

You create a coating of Radiance energy around your weapons. All your attacks deal an extra 1d4 radiant damage.

Using a Higher-Level Spell Slot. You can target one additional creature wiyhin 10 feet radius for each spell slot level above 1.

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Level 2

Darkness

Evocation

Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.

Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Source: Sorcerer, Warlock, Wizard

Invisibility

Illusion

Casting Time: Action
Range: Touch
Components: V, S, M (an eyelash in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Source: Bard, Sorcerer, Warlock, Wizard

Mirror Image

Illusion

Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Source: Bard, Sorcerer, Warlock, Wizard

Mistify Aura

Illusion

Casting Time: Action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours

With a touch, you infond radiance on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below.

Mask (Creature). Choose a creature type, alignment, or class other than the target's actual one. Spells and other magical effects treat the target as if it were a creature of the chosen type, alignment or class. When spell expires creature targeted must make a Constitution saving throw or take 1d10 radiant damage and loss temporary 1 Constitution Point. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. but target must make a Constitution ST versus your castig ability or take 5d10 radiant damage, lost temporary 5 point of Constitution and vanish the illusion.

False Aura (Object). You change the way the target appears to spells and magical effects. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose. You can also change type of weapon (Great axe detected like simple weapon) damage (A long sword detected as a Bludgeoning weapon), armor (full plate detected like a light armor) or magical object (wand of Power detected like a ring). When spell expires object targeted has 25% chance to take 1d10 radiant damage and 1% chance of physic alteration (DM discretion) . If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. but target has 30% chance to take 5d10 radiant damage, and 5% of greater alteration (DM discretion) .

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

See the Flux

Transmutation

Casting Time: Action
Range: Self
Components: V, S
Duration: 8 hours

you can use Radiance energy field to delineate object and lanscape. You obtain Darkvision with a range of 150 feet and you can sense the presence of Radiance concentration (Soul Crystals. Radiance Receptacle or Greater Radiance Magic)

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Level 3

Bless of the Radiance

Evocation

Casting Time: action
Range: self (30-foot radius)
Components: V
Duration: Concentration up to 1 minute

Radiance emnate from you in a 30-foot radius. Every round you can use bonus action to affect a creature in the radius curing 1d8+2 HP or causing 1d8+2 radiant damage (Constitution ST to ignore)

Using a Higher-Level Spell Slot. The spell's cure or damage increases by 1d8+2 for each spell slot level above 3.

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Fly

Transmutation

Casting Time: Action
Range: Touch
Components: V, S, M (a feather)
Duration: Concentration, up to 10 minutes

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Source: Sorcerer, Warlock, Wizard

Gaseous Form

Transmutation

Casting Time: Action
Range: Touch
Components: V, S, M (a bit of gauze)
Duration: Concentration, up to 1 hour

A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.

While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.

The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Source: Sorcerer, Warlock, Wizard

Shine of the Radiance

Evocation

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 hour

For the duration, radiance sunlight bight spreads from a point within range and fills a 30-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 30 feet.

Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.

If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

Every spell cast within the 30-foot-radius Sphere has his DC implemented by 1 point and all spell attack have +1 to hit.

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Level 4

Dimension Door

Conjuration

Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous

You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward to the northwest at a 45-degree angle."

You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.

If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

Source: Bard, Sorcerer, Warlock, Wizard

Doom Radiance

Evocation

Casting Time: action
Range: 120 feet
Components: V,S
Duration: Concentration up to 1 minute

Dim, greenish light spreads within a 30—foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d8 radiant damage, suffer one level of exhaustion and loss temporary 1 Constitution point. It also emits a dim, greenish light in a 5-foot radius.

This light makes it impossible for the creature to benefit from being invisible. The light, Constitution damage and any levels of exhaustion caused by this spell go away when the spell ends.

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Overturn the Fate

Abjuration

Casting Time: Action
Range: Touch
Components: V, S
Duration: 8 hours

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead regain 2d10 Hit Point, and the spell ends. Target must make a Constitution ST or loss 1 temporary Constitution point.

If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, it became immune to that effect for 24 hours and the spell ends. Target must make a Constitution ST or loss 1 temporary Constitution point.

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Level 5

Call Upon Radiance

Evocation (ritual)

Casting Time: 1 minute
Range: self
Components: V, S,M (Soul Crystal, optional)
Duration: 10 minutes per level

You infuse yourself with the power of the Rad, granting 1 Rad point per wizard or sorcerer level.

You can store a number of Rad equal to your wizard level in your receptacle when the spell expires. Your receptacle can never hold more Rad than your wizard or sorcerer levels.

The spell expires at the end of the duration or when all charges are spent.

This spell is rare, casting it in public, especially in Glantri or Alphatia will draw all sorts of unwanted attention.

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Contact Other Plane

Divination (ritual)

Casting Time: 1 minute or Ritual
Range: Self
Components: V
Duration: 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.

Source: Warlock, Wizard

Far Step

Conjuration

Casting Time: 1 bonus action
Range: self
Components: V
Duration: Concentration up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Source: Sorcerer, Warlock, Wizard

Manifestation of the Radiance

Evocation

Casting Time: action
Range: 60 feet
Components: V,S
Duration: Cocentration up to 1 minute

The light of dawn shines down on a location you specifyvwithin range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is like sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw.

On a failed save it take 4d8 radiant damage, 1 level of exaustion and loss of 1 Constitution point.

On a successful one it take half as much damage and loss of 1 temporary Constitutiion point.

A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Source: Sorcerer, Wizard, Warlock (Radiance Crystals Patron); Radiance

Wall of Light

Evocation

Casting Time: 1 action
Range: 120 feet
Components: V,S,M (a hand mirror)
Duration: Concentration up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Source: Sorcerer, Warlock, Wizard

Class (Warlock)

Contact Patron

In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.

Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

Magical Cunning

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.

Feats

Actor (Impersonation)

Skilled at mimicry and dramatics, you gain the following benefits:

Actor (Mimicry)

Skilled at mimicry and dramatics, you gain the following benefits:

Defensive Duelist (Parry)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Parry. If you're holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add Proficiency Degree (Base, Proficient or Master) Bonus of your weapon attack to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.

Class-Subclass (Radiance Crystals Patron)

"Radiance Contamination"

(03rd lev) Call of the Radiance

From Level 3 your connection with the Crystals allows you to sense the presence of Radiance energies. You gain Radiance Sensitivity .

(03rd lev) Radiance Soul

Starting at 1st level, your connection to the Crystals allows you to channel radiant energy through your body.

You are resistant to Radiance damage, and when you use spells that deal Radiance or Fire damage, you can add your Charisma modifier to the damage.

(06th lev) Radiance Reversion

Starting at 6th level, the radiant energy you channel allows you to resist even a mortal wound. When you have to make a saving throw vs. Death, you can instead emit a burst of radiance energy that allows you to remain conscious. If you decide to use this option, you immediately expend and roll half of your Hit dice and regain a number of HP equal to the rolls. All creatures within 10feet of you must also make a Charisma saving throw as if you were casting a Warlock spell. If they don't pass the saving throw, they take 10+ Charisma Modifier radiant damage and are blinded until the end of your turn; otherwise, they only take half damage.

This ability can only be used once per Long Rest

(09th lev) Mark of the Radiance

At 9th level, the source of Radiance desires to be known; it fills your mind with the knowledge of how to use it and adapt it to your needs. You gain the knowledge to use Radiance Abilities.

Using these abilities requires Radiance Points (Rad). You can initially gain Rad by using the Call upon the Radiance spell.

Over the course of days or weeks, the instructions for building a Vessel are also revealed to your mind, though they are presented in a cryptic and difficult-to-interpret manner. Applying them will require a long period of study and deciphering (at the DM's discretion).

For use of the radiance see Mystaran Magic-The Radiance chapter

(10th lev) Gifts of the Radiance

At 10th level, your connection to the Radiance amplifies, allowing you greater control over its energies.

You can choose a Radiance Ability. This Ability don't need more Bonus action to be used and you have Advantage in Constitution ST to avoid Exaustion. You can also subtract your Charisma bonus to the Rad cost of this ability (minimum 1 Rad).

$Rod of the Pact Keeper (+2)

"Rod of the Pact Keeper (+2)"

While holding this rod, you gai n a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

The bonus is derermined by the rod's rarity.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you lìnish a long rest.