Warlock: The Raven Queen
Original Source: Unearthed Arcana: Warlock and Wizard
Patron Spells
You learn additional spells when you reach certain levels in this class, as shown on the Raven Queen Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Spell Level | Spells |
---|---|
1st | ice knife, sanctuary |
2nd | frost fingers, locate object |
3rd | feign death, spirit guardians |
4th | ice storm, locate creature |
5th | commune, cone of cold |
Queen's Gift
At 1st level, you learn to speak, read, and write Elvish, Sylvan, or Undercommon, and learn two of the following cantrips: dancing lights, guidance, message, spare the dying, thaumaturgy. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Sentinel Raven
Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. You gain the benefits of the Pact of the Chain feature, and can cast it without material components. Your familiar always assumes the form and game statistics of a raven.
While the raven is perched on your shoulder, you gain darkvision with a range of 60 feet (or increase your existing darkvision by 30 feet) and a bonus to your and to Wisdom (Perception) checks equal to your spellcasting ability modifier. While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.
If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
Soul of the Raven
As in Unearthed Arcana: Warlock and Wizard
Queen's Embrace
Also at 6th level, your link to the Raven Queen allows you to gift your foes with the touch of the Shadowfell. When you cast a spell that deals cold or necrotic damage, you can empower the spell with fell magics. A spell empowered in this way ignores resistance to cold and necrotic damage, and creatures with immunity to cold or necrotic damage take half damage instead.
Additionally, choose one of the following effects:
- You regain hit points equal to half the necrotic damage taken by one target of the spell.
- One creature who took cold damage from the spell is chilled for a number of rounds equal to the level of the spell (minimum 1). A creature immune to cold instead has its movement speed reduced by 10 feet for the same duration.
You can use this feature a number of times equal to your spellcasting ability modifier (minimum once), and you regain all expended uses when you finish a long rest.
Raven's Shield
As in Unearthed Arcana: Warlock and Wizard except you also get resistance to cold damage in addition to necrotic.
Queen's Right Hand
At 14th level, you gain the ability to pull memories from both the living and the dead. As an action, you can touch a creature or a corpse of a creature that has been dead for no more than 10 days. If the creature's Charisma is (or was) 4 or less, the ability fails.
A creature may make a Wisdom saving throw against your spell save DC. On a failure, or when you use this ability on a willing or dead creature, you pull a memory of Despair, Fear, or Fury from the creature. The memory solidifies into an object called a memory token, which also counts as a Devotion Token of the appropriate form if you are a member of the Raven Circle. A creature can cast detect magic or encode thoughts to view the memory.
When you use this ability on a creature, you may choose to remove the memory from the creature, or copy it. When used on a dead creature, the memory is always copied. If you remove a memory, it cannot be restored while the token exists. You choose whether the memory is restored or lost when the memory is released from the token. A remove curse or greater restoration spell cast on the target restores a lost memory released from a memory token.
Once you use this feature, you can't use it again until you finish a long rest.
You can carry a number of these tokens equal to your proficiency bonus. If you create a token in excess of this number, you must release the memory from one of your existing tokens, though it still counts as a Devotion Token.
If you die, the memories contained within your tokens are released. Otherwise, they last until given to your patron, or until you destroy a memory token as an action. When you do, it produces an effect based on the type of memory contained in the token, and then releases the memory. The DC for the effect equals your warlock spell save DC.
- Despair. A creature within 30 feet of you must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature any creature with harmful abilities, spells, or other magic effects. The creature can make another Charisma saving throw at the end of each of its turns. On a successful save, the effect ends.
- Fear. A creature within 30 feet of you must make a Wisdom saving throw. On a failed save, it becomes frightened of you for 1 minute. While frightened, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends.
- Fury. A creature within 30 feet of you must make a Wisdom saving throw. On a failed save, it becomes enraged for 1 minute. While enraged, the creature must use its action each round to attack the creature nearest to it. If it can make more than one attack, it must use them, moving to attack the next nearest creature if one is felled. If the creature has multiple possible targets, it attacks one at random. The creature can make another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends. The effect also ends if the creature starts its turn with no creatures within 60 feet of it that it can see or hear.