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Become a Patron!
The Promised Warlock
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\pagebreak # The Promised Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power. ### Sworn and Beholden A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons. ### Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure. ### Creating a Warlock As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you? Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron? How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.
> #### Quick Build > You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. > > Second, choose the charlatan background. > > Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.
#### Table of Contents
| Topic | Page | |:------|-----:| | [Class Features](#classfeatures) | 2 | | [Class Table](#classTable) | 2 | | [Pact Promises](#promises) | 4 | | [Authority](#authority) | 4 | | [Knowledge](#knowledge) | 4 | | [Might](#might) | 5 | | [Eldritch Invications](#invocations) | 5 | | [Otherworldly Patrons](#patrons) | 8 | | [The Soulmonger](#soulmonger) | 8 |
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## Class Features As a warlock, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per warlock level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (*a*) a simple weapon or (*b*) a martial weapon (if proficient) - (*a*) a dungeoneer's pack, (*b*) an explorer’s pack, or (*c*) a scholar’s pack - Leather armor, any simple weapon, and a component pouch \columnbreak
### Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice, each of which is detailed at the end of the class description. Your choice grants you additional features at 1st level and again at 6th, 10th, and 14th level. You also learn one language corresponding to your chosen patron. Consult with your DM which language is most appropriate. ### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. #### Cantrips At 1st level, you know three cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
##### The Promised Warlock | Level | Proficiency
Bonus | Features | Cantrips
Known | Spells
Known | Spell
Slots | Slot
Level | Invocations
Known | |:---: |:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Otherworldly Patron, Pact Magic, Pact Promise | 3 | 2 | 1 | 1st | — | | 2nd | +2 | Eldritch Invocations | 3 | 3 | 2 | 1st | 2 | | 3rd | +2 | Pact Boon | 3 | 4 | 2 | 2nd | 2 | | 4th | +2 | Ability Score Improvement | 4 | 5 | 2 | 2nd | 2 | | 5th | +3 | Pact Boon | 4 | 6 | 2 | 3rd | 3 | | 6th | +3 | Otherworldly Patron feature | 4 | 7 | 2 | 3rd | 3 | | 7th | +3 | — | 4 | 8 | 2 | 4th | 4 | | 8th | +3 | Ability Score Improvement | 4 | 9 | 2 | 4th | 4 | | 9th | +4 | Contact Patron | 4 | 10 | 2 | 5th | 5 | | 10th | +4 | Otherworldly Patron feature | 5 | 10 | 2 | 5th | 5 | | 11th | +4 | Mystic Arcanum (6th-level) | 5 | 11 | 3 | 5th | 5 | | 12th | +4 | Ability Score Improvement | 5 | 11 | 3 | 5th | 6 | | 13th | +5 | Mystic Arcanum (7th-level) | 5 | 12 | 3 | 5th | 6 | | 14th | +5 | Otherworldly Patron feature | 5 | 12 | 3 | 5th | 6 | | 15th | +5 | Mystic Arcanum (8th-level) | 5 | 13 | 3 | 5th | 7 | | 16th | +5 | Ability Score Improvement | 5 | 13 | 3 | 5th | 7 | | 17th | +6 | Mystic Arcanum (9th-level) | 5 | 14 | 4 | 5th | 7 | | 18th | +6 | — | 5 | 14 | 4 | 5th | 8 | | 19th | +6 | Ability Score Improvement | 5 | 15 | 4 | 5th | 8 | | 20th | +6 | Eldritch Mastery | 5 | 15 | 4 | 5th | 8 |
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\pagebreakNum #### Spell Slots The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 6th level, you have two 3rd-level spell slots. To cast the 1st-level spell *thunderwave*, you must spend one of those slots, and you cast it as a 3rd-level spell. #### Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level or for which you possess a Mystic Arcanum (see below). When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have warlock spell slots or for which you possess a Mystic Arcanum. #### Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus +
your Charisma modifier ___ **Spell attack modifier** = your proficiency bonus +
your Charisma modifier
### Pact Promise When you made your pact with your otherworldly patron, you pledged your service in exchange for a promise in return. At 1st level, you choose the nature of this promise, each of which is detailed at the end of the class description. This choice grants you a special benefit at 1st level, and additional Pact Boons at 3rd and 5th level. ### Eldritch Invocations In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. \columnbreak ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Contact Patron Beginning at 9th level In the past, you can directly contact your Patorn. 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 again until you finish a Long Rest. ### Mystic Arcanum At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. ### Eldritch Mastery At 20th level, you can draw on your inner reserve of mystical power while entreating your patron for aid. When you spend your entire turn (taking your action, movement, and bonus action) in silent meditation, you gain all the benefits of a short rest, however, you cannot spend hit dice to regain hit points. Once you use this feature, you must finish a long rest before you can do so again.
###
#### Eldritch Blast (revised) *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous ___ A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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## Pact Promises No matter which patron answers a warlock’s calls, the reason a warlock is agreeing to serve that patron is the promise of some sort of power. The nature of this power may vary from warlock to warlock, depending on their deepest (and possibly darkest) desires. Some strive for hidden or forbidden knowledge, others wish to impose their will on the world, and yet others seek to gain strength and might. Whatever the desired power, it often roots in a very emotional and possibly scarring experience in the past. Maybe they lost their loved ones to brigands or monsters, were subjugated and exploited by a cruel lord or a tyrannical parent, or they were shunned or expelled by their peers or their community for reasons the warlock seems unfair. No matter which path to power they walk, their choice deeply shapes the way they interact with their environment.
### Authority Warlocks that seek the power of authority often come from a place of tyranny or are feeling a sense of insignificancy. By seeking power over other creatures, they wish to escape their past and shape the world as they see fit. #### Eldritch Influence You gain proficiency in two of Deception, Intimidation, and Persuasion. If you are already proficient in one or more of the chosen skills, you gain Expertise with that skill instead. #### Obedient Minion At 3rd level, you gain the service of an Obedient Minion, granting the following benefits:
- You can cast the *find familiar* spell at will without expending a spell slot or material components. - When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: gazer, imp, mephit (any), pseudodragon, quasit, sprite, or any other creature that the DM seems fit. A good guideline would be any tiny creature with CR 1 or lower. - Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. - While perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. - You can use your Obedient Minion as a spellcasting focus for your warlock spells, as long as it is within 5 feet of you. #### Master’s Right Hand Beginning at 5th level, the connection between you and your Obedient Minion strengthens, lending the following benefits:
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. - The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. - As a bonus action, you can command the familiar to take the Attack action or any other action listed in its stat block. - The familiar’s attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. - If the familiar forces a creature to make a saving throw, it uses your spell save DC. - When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
### Knowledge Warlocks striving for the power of knowledge often seek lost or forbidden wisdom to breach the realms of possibility. Not few of them were aspiring wizards or clerics that were expelled for performing forbidden research and practices. #### Eldritch Knowledge You gain proficiency in the Arcana, History, Nature, and Religion skills. If you are already proficient in one or more of the chosen skills, you gain expertise with that skill instead. This knowledge often feels alien and strange to you as it is often accompanied by nebulous memories of a person or entity unbeknownst to you. #### Tome of Secrets At 3rd level, your patron gifts you a grimoire called a Tome of Secrets, granting the following benefits:
- When you gain this feature, choose three cantrips from across any classes’ spell lists. These cantrips are considered warlock spells for you and don't count against your number of cantrips known. - You can use a bonus action to conjure your Tome of Secrets in your empty hand. Your Tome of Secrets disappears if you use this feature again, if you dismiss the tome as a bonus action, or if you fall unconscious. - While you hold your Tome of Secrets, you can use an action to regain one of your expended warlock spell slots. You can't use this feature again until you finish a short or long rest. - Finally, you can use your Tome of Secrets as a spellcasting focus for your warlock spells. #### Master of Rites Beginning at 5th level, you can now perform magical rituals with your Tome of Secrets.
- Choose two 1st-level spells that have the ritual tag from across any classes’ spell lists. The spells appear in the Tome of Secrets, are considered warlock spells for you and don't count against your number of spells known. - Whenever you learn a new warlock spell, you can also choose a spell that has the ritual tag from any classes’ spell lists appearing in your Tome of Secrets. The level of that spell cannot exceed your current slot level. - You can cast any warlock spell you know as a ritual if it has the ritual tag. With your Tome of Secrets in hand, you can cast the spells within as rituals. You can cast these spells only as rituals unless you've learned them by some other means.
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\pagebreakNum ##### Inscribing Rituals On your adventures, you can add other ritual spells to your Tome of Secrets. When you find such a spell, you can add it to the tome if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Once a spell is transcribed into your Tome of Secrets it becomes a permanent part of it or any replacement you might conjure.
### Might Warlocks driven by the pursuit of physical might were often lacking the very same before forging their pact. They wish to achieve physical prowess in order to dominate the world and never be dominated again. #### Eldritch Vigor At 1st level, your patron has bestowed upon you the power necessary to effectively defend yourself in battle. You gain proficiency with medium armor, shields, and martial weapons. In addition, you can add your Warlock level to your hit point maximum. #### Wrath Blade At 3rd level, you can transform any one weapon into the embodiment of your wrath by performing a special ritual. You perform the ritual over the course of 1 hour, which can be done during a short rest, holding the weapon the entire time. Your wrath blade grants the following benefits:
- You can use a bonus action to summon your wrath blade into your hand or dismiss it into an extradimensional space. - The wrath blade counts as a magic weapon for the purpose of overcoming resistance and immunity to non-magical attacks and damage. - The wrath blade gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. That bonus increases when you reach 9th (+2) and 17th level (+3) as a warlock. - You can use your wrath blade as a spellcasting focus for your warlock spells, and you can perform the somatic components of your warlock spells while holding your wrath blade. The weapon ceases being your wrath blade if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. If you enter an antimagic field, your wrath blade loses its benefits while within the field. #### Thirsting Blade Beginning at 5th level, you can attack with your wrath blade twice, instead of once, whenever you take the Attack action on your turn. In addition, when you cast a warlock spell, you can use a bonus action to make a single weapon attack with your wrath blade. \columnbreak
## Eldritch Invocations At 2nd level, a warlock gains the Eldritch Invocations feature. You must be of a certain warlock level (or higher) in order to choose more powerful invocations. Here are all options for that feature, replacing those in the Player’s Handbook and the ones from Xanathar's Guide to Everything.
### 2nd level invocations #### Agonizing Blast When you cast a damage-dealing cantrip that requires you to make a spell attack roll or the target to make a saving throw to prevent the damage, add your Charisma modifier to the damage it deals. #### Armor of Shadows You can cast *mage armor* on yourself at will, without expending a spell slot or material components. #### Aspect of the Moon You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch. #### Beast Speech You can cast *speak with animals* at will, without expending a spell slot. #### Devil’s Sight You can see normally in dim light and darkness — both magical and nonmagical — to a distance of 120 feet. #### Eldritch Mind You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. #### Eldritch Reach When you cast a damage-dealing cantrip that requires you to make a spell attack roll or the target to make a saving throw to prevent the damage, it's range is doubled. A range of touch remains unaffected. #### Eldritch Sight You can cast *detect magic* at will, without expending a spell slot. #### Eternal Watcher You can cast *alarm* at will, without expending a spell slot or material components. #### Eyes of the Rune Keeper You can read all languages. You still need to make ability checks to understand arcane writings or secret cyphers. #### Fiendish Vigor You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components.
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\pagebreakNum #### Gaze of Two Minds You can use a bonus action to touch a willing humanoid and perceive through its senses until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature. As long as the creature is on the same plane of existence as you, you can use a bonus action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. #### Grasp of Hadar Once on each of your turns, when you hit a creature with an attack, that creature must succeed on Strength saving throw against your warlock spell save DC or you can move that creature in a straight line, up to 10 feet closer to yourself. This movement doesn't provoke opportunity attacks. #### Lance of Lethargy Once on each of your turns when you deal damage to a creature, that creature must succeed on Wisdom saving throw against your warlock spell save DC or reduce its speed by 10 feet until the end of your next turn. #### Mask of Many Faces You can cast *disguise self* at will, without expending a spell slot. #### Misty Visions You can cast *silent image* at will, without expending a spell slot or material components. #### Repelling Strike Once on each of your turns, when you hit a creature with an attack, that creature must succeed on Strength saving throw against your warlock spell save DC or you can push the creature up to 10 feet away from you in a straight line. This movement doesn't provoke opportunity attacks. #### Sylph's Embrace You can cast *feather fall* on yourself at will, without expending a spell slot or material components. #### Thief of Five Fates You can cast *bane* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots.
### 5th level invocations #### Eldritch Mantle As a bonus action, you can surround yourself with a magical aura that takes the look of buzzing flies, crackling arcane energy, or another visible effect of your choice. 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 with 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 psychic damage equal to your Charisma modifier (minimum of 0 damage). Once you use this invocation, you can’t use it again until you finish a short or long rest. \columnbreak #### Eldritch Smite Once on each of your turns, when you hit a creature with an attack, that creature must succeed on Strength saving throw against your warlock spell save DC or be knocked prone. #### Gift of the Depths You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast *water breathing* once without expending a spell slot. You regain the ability to do so when you finish a long rest. You can still cast it using your spell slots. #### Gift of the Ever-Living Ones Whenever you regain hit points, any die rolled to determine the hit points you regain generates at least a number of hit points equal to your Charisma modifier. #### Lessons of the First Ones You have received knowledge from an elder entity of the multiverse, allowing you to gain one feat of your choice. You still must meet the feat's prerequisites. #### Maddening Curse As a bonus action, you cause a psychic disturbance around the target cursed by your *hex* spell or by a warlock feature of yours, such as Soulmonger's Mark and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and must be within 30 feet of you. #### Mire the Mind You can cast *slow* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots. #### One with Shadows When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action, a bonus action, or a reaction. #### Sign of Ill Omen You can cast *bestow curse* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots. #### Tomb of Levistus 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. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest. #### Trickster's Key You can cast either *arcane lock* or *knock* once without expending a spell slot or material components. You can’t do so again until you finish a long rest. You can still cast either spell using your spell slots.
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\pagebreakNum #### Trickster's Step You can cast *misty step* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots. #### Undying Servitude You can cast *animate dead* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots.
### 7th level invocations #### Bewitching Whispers You can cast *compulsion* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots. You can still cast it using your spell slots. #### Dreadful Word You can cast *confusion* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots. You can still cast it using your spell slots. #### Ghostly 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. #### Relentless Curse Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your *hex* spell or by a warlock feature of yours, such as Soulmonger’s Mark and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. #### Sculptor of Flesh You can cast *polymorph* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots. #### Trickster’s Escape You can cast *freedom of movement* once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. You can still cast it using your spell slots.
### 9th level invocations #### Ascendant Step You can cast *levitate* on yourself at will, without expending a spell slot or material components. #### Minions of Chaos You can cast *conjure elemental* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots. \columnbreak #### Otherworldly Leap You can cast *jump* on yourself at will, without expending a spell slot or material components. #### Leash of the Chain Master You can cast *dominate person* once without expending a spell slot. You can’t do so again until you finish a long rest. You can still cast it using your spell slots. #### Master of Myriad Forms You can cast *alter self* at will, without expending a spell slot. #### Whispers of the Grave You can cast *speak with dead* at will, without expending a spell slot.
### 12th level invocations #### Lifedrinker When you hit a creature with a weapon attack, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1) and you gain an equal amount of temporary hit points. The creature's resistance, immunity, or vulnerability to necrotic damage also affects the amount of temporary hit points you gain. #### Poltergeist's Touch You can cast *catapult* at will, without expending a spell slot. #### Voice of the Chain Master You can cast *command* at will, without expending a spell slot. You must finish a long rest before you can use this invocation on the same creature again.
### 15th level invocations #### Chains of Carceri You can cast *dominate monster* once without expending a spell slot. You must finish a long rest before you can do so again. #### Lure of the Seelie Court You can cast *charm person* at will, without expending a spell slot. You must finish a long rest before you can use this invocation on the same creature again. #### Shroud of Shadow You can cast *invisibility* at will, without expending a spell slot. #### Visage of Terror You can cast *cause fear* at will, without expending a spell slot. You must finish a long rest before you can use this invocation on the same creature again. #### Visions of Distant Realms You can cast *arcane eye* at will, without expending a spell slot. #### Witch Sight You have *Truesight* with a range of 30 feet.
{footnote} ([@GMBinder](https://www.gmbinder.com/profile/dracodruid) | [@Reddit](https://www.reddit.com/user/DracoDruid/))
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# New & Revised Otherworldly Patrons
### The Soulmonger You have made your pact with a powerful entity from the Shadowfell, that is hungering for the souls of the living and both you and your patron grow stronger as you consume the life essence of your victims. ***This is replacing the Hexblade from XGtE*** #### Expanded Spell List The Soulmonger lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Soulmonger Expanded Spells
| Spell Level | Spells | |:-----------:|:-------| | 1st | *false life, inflict wounds* | | 2nd | *blindness/deafness, phantasmal force* | | 3rd | *animate dead, bestow curse* | | 4th | *death ward, phantasmal killer* | | 5th | *antilife shell, dominate person* |
#### Resilient Soul At 1st level, you have learned to resist the Soulmonger's pull on your soul and how to cling to the threads of your life. You can add your Charisma modifier to your death saving throws. In addition, the time period for resurrection spells targeting you is doubled (e.g. *revivify* could be cast within 2 minutes of your demise, instead of just 1 minute). #### Soulmonger's Mark Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if you or the target dies. Until the curse ends, you gain the following benefits:
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. - You gain a bonus to damage rolls against the cursed target. The bonus is considered necrotic damage and equals your proficiency bonus. - If the cursed target dies, you regain hit points equal to the target's maximum hit dice plus it's Charisma modifier (minimum 1 hit point).
You can’t use this feature again until you finish a short or long rest. \columnbreak #### Accursed Specter Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When the creature cursed by your Soulmonger's Mark dies, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. The specter takes its turn on your initiative. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum +0). The specter remains in your service until the end of your next long rest, at which point it vanishes. Once you bind a specter with this feature, you can't do so again until you finish a long rest. #### Armor of Souls At 10th level, you learn to use the power of your victim’s soul to protect you. When the creature cursed by your Soulmonger's Mark dies, you can choose to gain a bonus to your AC equal to the creature's Charisma modifier (minimum +1). This bonus lasts for 1 minute, or until you use this feature again. #### Master of Souls Starting at 14th level, you can spread your Soulmonger's Mark from a slain creature to another creature. When the creature cursed by your Soulmonger's Mark dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
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From a Fan For Fans
I hope you will enjoy playing ***The Promised Warlock***.
*Created by DracoDruid
[[@GMBinder](https://www.gmbinder.com/profile/dracodruid) | [@Reddit](https://www.reddit.com/user/DracoDruid/)]* Cover Art ['Warlock' by Oana-D](https://www.deviantart.com/oana-d/art/Warlock-509495425) *Format:* DIN A4
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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## Additional Brews
#### [The Focused Ranger](https://www.gmbinder.com/share/-LAS-3LfFFAV5IZeI0Fy) Always loved to play Rangers but were utterly disappointed by the way 5e treated them? #### [The Indomitable Fighter](https://www.gmbinder.com/share/-LDlvmc79-jxp2O_cGkE) Always wanted to have use Superiority Dice and Combat Maneuvers with any subclass? #### [The Spellblade](https://www.gmbinder.com/share/-LeLYk_t27HFgsMF5DRR) Always thought that there was a true gish class missing? #### [The Sorcerer Revisited](https://www.gmbinder.com/share/-Le4Q2IwP9c42Bu6n9tf) Always thought that the pact magic and invocation mechanics would work perfectly for a sorcerer? #### [The Zealous Paladin](https://www.gmbinder.com/share/-LvkKGEXu7k5CZo5Totf) Always thought that Smite shouldn't use spell slots, but rather have you choose between healing the brave or smiting the wicked? #### [The Blood Hunter Revisited](https://www.gmbinder.com/share/-LeLYk_t27HFgsMF5DRR) Always thought the blood hunter could be a little better?
#### [The Soulmonger](https://www.gmbinder.com/share/-LrmjW0_4ZSZ1KNRHiTf) Always thought the Hexblade was just an obvious patch for the pact blade and rather wished for a less on the nose Patron from the Shadowfell? #### [Circle of Primal Might](https://www.gmbinder.com/share/-MIAjn3o6oT_Iw-QPMK6) Always dreamed of turning into giant dinosaurs and devour your enemies? #### [Path of the Stormbringer](https://www.gmbinder.com/share/-LNijVOePG7mJPz0IpSC) Always wished you could become Thor - God of Thunder and Lightning? #### [Way of the Radiant Soul](https://www.gmbinder.com/share/-MlAwQn25947R65Y6wYw) Always wanted to live out your Super Saiyan fantasy?
#### [Untamed Orcs](https://www.gmbinder.com/share/-LIapOM3cNnB_kBJk_cn) Always loved Orcs and wished they were portrayed as a more complex race? #### [Dragonborn Reborn](https://www.gmbinder.com/share/-LNil4tjKXp7XZJ31Yr0) Always loved the Dragonborn but felt a little disappointed? #### [Humans](https://www.gmbinder.com/share/-MCx8guSGUtSP3RTohWt) Always felt that Humans got the short end of the creative stick in 5e? #### [Warforged Reforged](https://www.gmbinder.com/share/-La9xStwyQG6NoTpNm_w) Always loved the Warforged but felt a little disappointed?