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The following invocations do not require a specific prerequisite, other than your warlock level.
You can cast web once, without expending a spell slot. You regain the use of this feature when you finish a short or long rest.
You are able to cast the entangle spell at will without expending a spell slot. When you are reduced to 0 hit points, a bed of magical tendrils within a cage of chains is summoned around your body, instantly stabilizing you and bringing you up to 1 hit point. While inside the cage, your speed is reduced to 0. At the start of your turn, you can choose to dismiss or remain inside the cage. If you remain inside the cage, you regain hit points equal to 2d8 + Charisma modifier but you are unable to take any actions or bonus actions. Upon dismissing the cage, it crumbles away and cannot be used further. If the cage is destroyed before while you are still inside it, you are dropped on the ground and are knocked prone.
The cage has an AC of 20, 40 hit points, and has vulnerability to radiant damage.
Once you use this invocation, you cannot use it again until you finish a long rest.
Prerequisite: 3rd level, good or neutral alignment
You can cast insect plague once using a warlock spell slot. You can't do so again until you finish a long rest.
You can choose wish or time stop as your 9th-level Mystic Arcanum. You do not risk the 33% chance of being unable to cast wish when using this invocation.
Choose one other class. You count as a member of that class for the purposes of determining which magic items you can attune to. You gain an additional magic item attunement slot.
You can cast revivify without expending material components or using a warlock spell slot. You can't do so again until you finish a long rest.
You may take another Pact Boon. If you switch this invocation for another as normal for gaining another warlock level, invocations that require this invocation or the Pact Boon it grants cease to function.
You can cast magic missile at will, at its lowest level without expending a spell slot. You may take this invocation more than once to increase the spell level by 1.
Your walking speed increases by 10 feet. You gain a climbing speed equal to your walking speed.
Each time you use a cantrip or spell that requires an attack roll, you can add your charisma modifier to the damage dealt. When you reach level 5 you add your Spellcasting modifier.
You can cast tongues on yourself at will, without expending a spell slot or material components.
Prerequisite: must not have the eldritch blast cantrip, 3rd level
You can take the disengage action as a bonus action.
You may use your action to phase, until the start of your next turn. When you do so you become semitransparent, you can move through walls, floors, objects, and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you are moved.
You can cast stoneskin without using a warlock spell slot. You can't do so again until you finish a long rest.
You may cast one additional spell with a concentration requirement for its duration while maintaining one other spell that requires concentration. You may never maintain more than two spells with a concentration requirement simultaneously. Additionally, if you are only maintaining one spell that requires concentration, you have advantage on saving throws to maintain concentration on that spell.
You can choose one fighting style available to the fighter.
You can cast telekinesis at will without expending a spell slot.
You can cast gaseous form on yourself at will, without expending a spell slot or material components.
You can cast barkskin on yourself at will, without expending a spell slot or material components. You need not maintain concentration on this spell while casting it through this feature.
When you choose your 7th-level Mystic Arcanum, you can choose reverse gravity. It counts as a warlock spell when you cast it in this way.
You can cast feather fall at will, without expending a spell slot.
You double your proficiency bonus for two skills you are already proficient in unless another feature has already doubled the proficiency bonus of those skills.
You may spend a spell slot of the appropriate level to cast any spell on your patron's extended spell list, even if you do not know it.
You can create an extradimensional dwelling similar to the magnificent mansion spell with this invocation which lasts until you create a new one and casting time is 1 action. Any creature who enters it regains 1 hit point for every minute it spends entirely within the mansion and is affected by the lesser restoration spell until it leaves. The unseen servants which populate your homestead you decide the visual appearance of these servants and their attire. The entire homestead is varied based on your patron. Patron's Homestead is permanent until a new one is created, in which case the old one is destroyed. Only creatures the caster allows are able to enter the homestead and see and sense the portal otherwise they cannot. Any personal belongings of the warlock that were stored in an old Patron's Homestead are transferred to the new one when it is created. You can create a new homestead or create and destroy portals to your homestead from any distance. If a caster casts dispel magic it'll destroy a portal but it will not destroy a homestead. You can use the homestead to travel between portals unless the portal is destroyed.
Your patron infuses your form with eldritch energy. Whenever you use your Dexterity modifier to calculate your AC or Dexterity saving throw you can instead use your Charisma modifier.
You can cast misty step without expending a spell slot.
You can cast see invisibility at will, without expending a spell slot.
You are always under the effect of the spider climb spell.
You cast the clone spell requiring no components, however, this uses up all warlock spell slots you have remaining and has an 8 hour cast time. A magical black sarcophagus is created out of an alien material. One cubic inch of the cloned target's flesh must be inserted in the sarcophagus before commencing the cloning. Destroying the sarcophagus will stop the spell and everything will evaporate in a black mist. The sarcophagus has AC 20, 50 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. A 1-hour ritual can be done to repair all damage done to the sarcophagus.
You can cast Hex at will, without expending a spell slot or material components. In addition you may choose for Hex to deal psychic damage instead of necrotic.
Prerequisite: 13th level, hex spell
Whenever you cast hex you can force the target to make a Wisdom saving throw. If the target fails its saving throw, this casting of hex does not require concentration. When used in this way, hex cannot be moved after the target is reduced to 0 hit points.
When you kill a humanoid creature that's under the effects of your hex spell, it rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
You can have a number of zombies equal to your Charisma modifier under your control with this invocation (a minimum of one). If you raise another zombie after that with this feature, a zombie chosen by the DM collapses into dust.
When you enter combat you may use your bonus action to cast hex. You may use this on your first turn whenever you enter combat. When the hexed creature dies you may select a new target, you can do this a number of times equal to your Charisma modifier.
Your familiar can maintain the concentration on a hex spell you have cast as long as you are not also maintaining concentration on hex as well.
The following invocations require eldritch blast cantrip as a prerequisite.
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose it's damage type.
Prerequisite: 5th level, eldritch blast cantrip
You can use your bonus action to make the next melee attack deal additional damage equal to your eldritch blast's damage on top of the existing weapon damage.
Prerequisite: 5th level, eldritch blast cantrip
When you cast eldritch blast you can choose to condense the beams into a single powerful melee burst, make a single melee spell attack against a creature within your melee range, if the attack is successful all beams hit the target, but if the attack fails all beams miss.
Prerequisite: 11th level, eldritch blast cantrip
As an action, you may unleash a 20ft cone of energy in front of you. Affected creatures must make a Dexterity saving throw versus your Warlock Save DC. They take damage equal to a single ray of your eldritch blast on a failed save and take half damage on a successful save.
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose to deal no damage, and instead for a creature to make a Dexterity saving throw or be restrained until the end of your next turn as the eldritch energy surrounds and traps it. If you do this, you cannot use any of the extra beams provided by eldritch blast.
Prerequisite: 10th level, eldritch blast cantrip
When you cast eldritch blast, you can choose to expend a Pact Magic spell slot. If you do this you can cast eldritch blast again as a bonus action.
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose to have it deal psychic damage. If you do so, it ignores a creature's resistance (but not immunity) to psychic damage.
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose to make a second attack roll against a target within 5 feet of the original target, as long as each beam strikes the same creature.
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can choose to either push the creature 10 feet away from you, or pull the creature 10 feet towards you.
Prerequisite: Pact of the Elements feature
When you cast eldritch blast, or any cantrip or spell that deals energy damage, you may change the type of damage that cantrip or spell does so that it matches the element you have currently attuned to with your Pact of the Elements. In addition, such cantrips or spells also deal an additional amount of energy damage equal to your Charisma modifier of a type associated to your current element even if you do not choose to convert the original spell to the same type. The associated types of damage are as follows: Air—Lightning, Earth—Bludgeoning, Fire—Fire, and Water—Cold.
You may not select this eldritch invocation if you already know Agonizing Blast, and vice-versa.
Note that some of these invocations may require another source of cantrips, such as Pact of the Tome, multiclassing, or the Magic Initiate feat.
A creature hit by your fire bolt cantrip is set on fire and takes 1d8 fire damage at the start of their turn and must take an action on their turn to put out the flames.
Prerequisite: spare the dying cantrip
When you cast spare the dying on a creature, they gain temporary hit points equal to your charisma modifier and gain advantage on their next roll.
When you hit a creature with a weapon affected by Shillelagh you can cast a touch cantrip through it as a bonus action.
When you casting Sword Burst while wielding a melee weapon, you can change the damage dice of the spell to the one of your weapon, and any magical effects from the sword are applied to the targets hit.
You can use the Light cantrip on a creature, forcing them to make a constitution saving throw, if they fail they are blinded until the end of their turn.
Prerequisite: Vicious Mockery cantrip
When you cast Vicious Mockery a number of creatures equal to your charisma modifier within 30 feet may use their reaction to mock or laugh at the target, adding an additional die of damage.
Prerequisite spare the dying cantrip
When casting spare the dying you gain advantage on an attacks or saving throw until the end of your next turn.
When rolling a 6 on the damage dice of your Frostbite cantrip, the target's AC is lowered by 1 for each for each additional 6 rolled. This reduction lasts for 1 minute or if the target takes 1 point of fire damage.
When casting fire bolt you can turn the mote of fire into a harmless ball of coal for up to 1 hour, after which it turns to dust. During this hour, you can use your bonus action to turn the ball back into a fire bolt, causing it to explode in a 5 foot sphere, dealing the spell's damage to any creature in range that fails a dexterity saving throw.
Using Shape Water you can target a creature and force them to make a constitution saving throw or take 1d10 necrotic damage as you extract the water from their body. This spells damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. Plant creatures affected by this spell additional necrotic damage equal to your level.
Soul Drain now lasts until dismissed by the caster. Until dismissed your melee attacks will deal an extra 1d4 necrotic damage, and you regain hp equal to the damage dealt.
At Higher Levels. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Using Mold Earth you can cause the excavated loose earth to form into a solid spike or pillar, you can cause a creature to make a dexterity saving throw or take 1d10 bludgeoning, slashing, or piercing damage, depending on the shape you create. The earth loses its solidity after 1 minute. The damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
Prerequisite: shocking grasp cantrip
When using a weapon made of metal, you can cast shocking grasp on it to deal 1d8 lightning damage when landing a hit using the weapon.
Prerequisite: friends cantrip, 5th level
When the friends spell ends, the targeted creature must succeed an intelligence saving throw in order to know that they had been affected by the spell.
Using acid splash, any creature within 5 feet of the two targets must also succeed on a dexterity saving throw or take the damage.
Prerequisite: minor illusion cantrip
You are able to create and maintain number of illusions equal to your charisma modifier with minor illusion.
Using the ­Mold Earth cantrip you can shape dirt or stone into the shape, weight, texture, and appearance of another object you can see or imagine. These effects last the duration of the spell, after which the object becomes normal dirt or stone, though can retain it's shape. You can shape a number of objects equal to your charisma modifier.
Prerequisite: Vicious Mockery cantrip, 8th level
When you cast Vicious Mockery and the target fails their saving throw, they must make another wisdom saving throw, if they fail they are frightened of you until the end of your next turn.
When you hit a creature using ray of frost, they must make a dexterity saving throw or take an additional 1d6 piercing damage as the ray of frost freezes the moisture in the air as it travels. This damage scales with the cold damage.
Using the Druidcraft cantrip you can command a single plant, or a mass of plants (such as roots) within a 5 foot cube to move. This can be used to form a bridge, hold down an object, or block a path. The plants move slowly at 10 feet per round, and is not strong enough to cause damage.
With the Druidcraft cantrip you can turn non-magical material weighing no more than 10 pounds into non-magical life, such as a bug, rodent, plant, etc. of the same weight.
Prerequisite: Primal Savagery cantrip
Using Primal Savagery you can use it and maintain concentration, during which you gain a climbing speed equal to your walking speed.
Using Druidcraft you choose to summon a moth, when summoning it you think of a location within 1 mile, and the moth will begin flying towards the location. If a bright light is within 10 feet of the moth, the moth will be distracted and seek the light source.
This Eldritch Invocation allows your Warlock to strengthen their mage hand. When you choose this invocation you gain the following benefits: when you cast the spell Mage Hand the hand can lift, push, and pull, an amount equal to 15 x your charisma statistic. your mage hand can also attack if given a weapon, replacing strength and/or dexterity modifiers with your charisma modifier, but you can only attack a creature you can see. You can choose to upcast this spell using a spell slot. If you do so, the spell's duration becomes "concentration, up to 1 minute", and you summon an additional hand for each level of the spell slot used. When using an action to control these hands(move, make attacks, and other such things), you can control every hand you've summoned with the same action.
Prerequisite: Create Bonfire cantrip
When casting Create Bonfire, each creature in a 15 foot circle centered on the bonfire must succeed on a dexterity saving throw or take 1d4 piercing damage as flaming stakes erupt towards them, at the start of their next turn if they have not moved they take an additional 1d6 fire damage. A creature that moves within the space of the stakes is unaffected.
Prerequisite: Produce Flame cantrip
You can now cast Produce Flame up to 60 feet away without vocal components, and casting it this way does not reveal your position. You can use it to target a creatures clothing, causing them to catch on fire.
Prerequisite Lightning Lure cantrip
When casting Lightning Lure any creature within 5 feet of the target will also be damaged and affected.
Prerequisite Prestidigitation cantrip, 5th level
You can now cast the spell Prestidigitation 8 times in one action, and can have up to 8 effects active for the dura
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