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	<id>https://wiki.kevkus.fun/index.php?action=history&amp;feed=atom&amp;title=Warlock%2FSubklassen</id>
	<title>Warlock/Subklassen - Versionsgeschichte</title>
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	<updated>2026-05-27T23:15:01Z</updated>
	<subtitle>Versionsgeschichte dieser Seite in Onos Wiki</subtitle>
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		<id>https://wiki.kevkus.fun/index.php?title=Warlock/Subklassen&amp;diff=210&amp;oldid=prev</id>
		<title>Admin: Bulk class-family migration from WikiJS markdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Warlock/Subklassen&amp;diff=210&amp;oldid=prev"/>
		<updated>2026-04-24T13:47:17Z</updated>

		<summary type="html">&lt;p&gt;Bulk class-family migration from WikiJS markdown&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Warlock|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Warlock/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Warlock/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Warlock/Eldritch_Invocations|Eldritch Invocations]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Warlock/Liste_der_Patrons|Liste der Patrons]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Vanilla =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Archfey=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Archfey Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Archfey Spells table. These spells count as warlock spells for you, but they don&amp;#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Faerie Fire || Sleep&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Misty Step || Phantasmal Force&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Blink || Plant Growth&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Dominate Beast || Greater Invisibility&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Dominate Person || Seeming&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Steps of the Fey ===&lt;br /&gt;
Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you cast that spell, you can choose one of the following additional effects.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Refreshing Step.&amp;#039;&amp;#039;&amp;#039; Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Taunting Step.&amp;#039;&amp;#039;&amp;#039; Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Misty Escape ===&lt;br /&gt;
You can cast Misty Step as a Reaction in response to taking damage.&lt;br /&gt;
In addition, the following effects are now among your Steps of the Fey options.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disappearing Step.&amp;#039;&amp;#039;&amp;#039; You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dreadful Step.&amp;#039;&amp;#039;&amp;#039; Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Beguiling Defenses ===&lt;br /&gt;
Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.&lt;br /&gt;
&lt;br /&gt;
In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can&amp;#039;t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Bewitching Magic ===&lt;br /&gt;
Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
|-|Celestial=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Celestial Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Celestial Spells table. These spells count as warlock spells for you, but they don&amp;#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| Cantrip || Light || Sacred Flame&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Cure Wounds || Guiding Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Aid || Lesser Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Daylight || Revivify&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Guardian of Faith || Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Greater Restoration || Summon Celestial&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Healing Light ===&lt;br /&gt;
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.&lt;br /&gt;
&lt;br /&gt;
As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll&amp;#039;s total. Your pool regains all expended dice when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Radiant Soul ===&lt;br /&gt;
Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell&amp;#039;s damage against one of the spell&amp;#039;s targets.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Celestial Resilience ===&lt;br /&gt;
You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Searing Vengeance ===&lt;br /&gt;
When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&amp;#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
|-|Fiend=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron&amp;#039;s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Fiend Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Fiend Spells table. These spells count as warlock spells for you, but they don&amp;#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Burning Hands || Command&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Scorching Ray || Suggestion&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Fireball || Stinking Cloud&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Fire Shield || Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Geas || Insect Plague&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Dark One&amp;#039;s Blessing ===&lt;br /&gt;
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Dark One&amp;#039;s Own Luck ===&lt;br /&gt;
You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll&amp;#039;s effects occur.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Fiendish Resilience ===&lt;br /&gt;
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Hurl Through Hell ===&lt;br /&gt;
&lt;br /&gt;
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn&amp;#039;t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&amp;#039;t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
|-|Great Old One=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god — a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you&amp;#039;ve learned nevertheless allow you to draw strange magic from it.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Great Old One Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Great Old Ones Spells table. These spells count as warlock spells for you, but they don&amp;#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Dissonant Whispers || Tasha&amp;#039;s Hideous Laughter&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Detect Thoughts || Phantasmal Force&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Clairvoyance || Hunger of Hadar&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Confusion || Summon Aberration&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Modify Memory || Telekinesis&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Awakened Mind ===&lt;br /&gt;
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.&lt;br /&gt;
&lt;br /&gt;
The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Psychic Spells ===&lt;br /&gt;
When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Clairvoyant Combatant ===&lt;br /&gt;
&lt;br /&gt;
When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can&amp;#039;t use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Eldritch Hex ===&lt;br /&gt;
&lt;br /&gt;
Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.&lt;br /&gt;
=== Level 10: Thought Shield ===&lt;br /&gt;
Your thoughts can&amp;#039;t be read by telepathy or other means unless you allow it. You also have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Create Thrall ===&lt;br /&gt;
When you cast Summon Aberration, you can modify it so that it doesn&amp;#039;t require Concentration. If you do so, the spell&amp;#039;s duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
= Homebrew =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Timekeeper=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Your pact draws from a being aligned with the concept of time. There are various beings capable of manipulating time, such as Areos, the Lord of Time; the demon embodying the concept of time, Tempus, or even the Primordial Ae who is responsible for time itself. Whoever your patron is, they are likely to be beyond human understanding and without form, being past, present, and future in one, thus requiring agents to their bidding.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Timekeeper Spells ===&lt;br /&gt;
The magic of your patron ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Timekeeper Spells table. These spells count as warlock spells for you, but they don&amp;#039;t count against the number of warlock spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Longstrider || Magic Missile&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Blur || Hold Person&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Haste || Slow&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Banishment || Phantasmal Killer&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Hold Monster || Raise Dead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Curse of Time ===&lt;br /&gt;
Whenever a creature takes damage or is affected by one of your spells, you may choose to inflict them with the Curse of Time. Creatures under the Curse of Time take 1d4 force damage at the start of their turn for the next minute. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus before you need to finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 6: Time Shift ===&lt;br /&gt;
When you take damage but aren&amp;#039;t knocked unconscious, you can use your reaction to slip into the gaps between past, present, and future, negating any damage and effects you would normally take. You are considered banished until the start of your next turn.&lt;br /&gt;
After you use this feature, you can&amp;#039;t use it again until you complete a short rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 10: Accelerate ===&lt;br /&gt;
As a bonus action, you can briefly accelerate a willing creature within 30 ft. that you can see. The creature gains the benefits of the Haste spell until the end of their next turn; however, they do not become incapacitated or have their speed reduced to 0 when this effect ends.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus before you need to finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 14: Time Warp ===&lt;br /&gt;
You may choose to warp time for yourself, granting you an additional action and bonus action during your turn.&lt;br /&gt;
&lt;br /&gt;
Once you use this feature you must finish a long rest before you can use it again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Warlock]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
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