Usage: 1/Long Rest. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space.
You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there, but any creatures, other than you, are ejected when you leave.
Usage: 1/Short or Long Rest. As a bonus action, you surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Usage: 1/Short or Long Rest. As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Usage: Once per turn. When you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
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.
This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Usage: Proficiency Bonus / Long Rest.
As a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover.
You gain resistance to bludgeoning damage.
Increase your Strength or Constitution score by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
You withdraw into your shell. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Cost: 2 Sorcery Points. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll **1d4** and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do this after the creature rolls but before any effects of the roll occur.
Cost: 2 Sorcery Points. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
Cost: Spell Level (1 for Cantrip). When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell.
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
Always on the lookout for danger, you gain the following benefits:
- You gain a **+5 bonus to initiative**.
- You can't be surprised while you are conscious.
- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
The black blood that is a sign of your people’s connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
You have sorcery points equal to your class level, and you regain all spent sorcery points when you finish a long rest.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The cost is as follows:
- 1st Level: 2 points
- 2nd Level: 3 points
- 3rd Level: 5 points
- 4th Level: 6 points
- 5th Level: 7 points
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.