[Class] Warlock

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The Warlock
Warlock | Introduction & Class Features

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 o f 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 armour 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 traveller 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 favours 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.

Warlock | Class Features
The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spells Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 3
4th +2 Ability Score Improvement 3 5 2 2nd 3
5th +3 3 6 2 3rd 4
6th +3 Otherworldly Patron Feature 3 7 2 3rd 4
7th +3 3 8 2 4th 5
8th +3 Ability Score Improvement 3 9 2 4th 5
9th +4 3 10 2 5th 6
10th +4 Otherworldly Patron Feature 4 10 2 5th 6
11th +4 Mystic Arcanum (6th Level) 4 11 3 5th 6
12th +4 Ability Score Improvement 4 11 3 5th 7
13th +5 Mystic Arcanum (7th Level) 4 12 3 5th 7
14th +5 Otherworldly Patron Feature 4 12 3 5th 7
15th +5 Mystic Arcanum (8th Level) 4 13 3 5th 8
16th +5 Ability Score Improvement 4 13 3 5th 8
17th +6 Mystic Arcanum (9th Level) 4 14 4 5th 8
18th +6 4 14 4 5th 9
19th +6 Ability Score Improvement 4 15 4 5th 9
20th +6 Eldritch Master 4 15 4 5th 9

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 ray of sickness and witch bolt.

Class Features

As an 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

Armour: Light armour
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts , or (b) any simple weapon
  • (a) aa component pouch, or (b) an arcane focus
  • (a) a scholar’s pack, or (b) a dungeoneer’s pack
  • Leather armour, any simple weapon, and two daggers

Alternatively, you can purchase your starting equipment with a starting wealth of 4d4 x 10gp.

Warlock | Class Features

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 features at 1st level and again at 6th, 10th, and 14th level.

Patron Spells

Each patron has a list of associated spells. You gain access to these spells at the levels specified in the patron description. Patron spells don’t count against the number of spells you know.

If you gain an patron spell that doesn’t appear on the warlock spell list, the spell is nonetheless a warlock spell for you.

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

You know two 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.

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 5th 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 o f a level no higher than what’s shown in the table's Slot Level column for your level. 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 o f a level for which you have spell slots.

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

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.

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.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artefact or a sentient weapon in this way. The weapon ceases being your pact weapon 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.

Pact of the Brand

Your patron marks your body with a symbol or feature indicative of their influence, called a Pact Mark, used to channel yours and your patron's power through your body. Your mark is a symbol, like a tattoo or a blemish, or a physical feature, such as a unique eye or a wound, and cannot be removed unless the body part it is on is also removed. Your mark, and by extension your body, counts as an arcane focus for your warlock spells. In addition, you ignore verbal components for spells that also have somatic components.

If you lose your mark, you can spend a 1-hour ritual to entreat your patron to give you another in a new location. This ritual can be performed during a short or long rest, and it destroys the previous mark.

Warlock | Class Features & Otherworldy Patrons

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

Pact of the Cloak

You can use your action to conjure a pact cloak around yourself. The cloak has six different forms, with each form corresponding to one of the six saving throws, and you can choose which form it takes each time you conjure it.

As long as you are wearing the cloak and not any medium or heavy armor, your walking speed is increased by 10 feet. Also, when you or another creature within 5 feet of you fails the save associated with your cloak’s current form, you can use your reaction to add your proficiency bonus to that save.

Pact of the Talisman

You are gifted a magical talisman symbolic of your patron; a mysterious trinket that may be used to channel your power. You may summon this talisman back to your hand as long as it is on the same plane of existence as a bonus action and you know its distance and direction at all times. If your talisman is lost or destroyed, you may reform it by performing a one hour ritual during a short or long rest.

Your talisman acts as a conduit for your magic; with the exception of spells that only affect the caster, you may cast any of your known warlock spells using a warlock spell slot, or any of your warlock cantrips, through your talisman as long as it is on the same plane of existence. When a spell is cast in this manner, the spell will be resolved as if originating from the talisman's location. This talisman will also double as a spell focus while you are holding it.

You may direct spells cast through your talisman if the target is within your line of sight. Unguided spells will be cast at the nearest valid target or area following the spell's behaviour, or the DM may choose the target. If an undirected spell has no valid targets, the spell is wasted.

You may also choose to let a creature carrying your talisman direct a spell using their reaction if they are aware of its eldritch nature. Only spells with a casting time of an action or less may be directed this way.

Your talisman may be subject to direct attack if it isn't being worn or carried. It has an AC of 10, 10 hit points and immunity to poison and psychic damage. It is also immune to any harmful effects caused by spells cast through it.

This talisman projects an aura strongly associated with your patron's magic that may be visible to a detect magic spell, and dimly glows with eldritch energy after it is used to cast a spell, making it immediately apparent as the source.

Your talisman will function properly regardless of whether it is being worn, held or carried in a creature's inventory.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose one spell from the warlock spell list of a level that you can cast. While the book is on your person, you can cast that spell using warlock spell slots. They don’t count against your number of spells known. You learn an additional spell of a level that you can cast at 3rd, 5th, 7th, or 9th levels.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

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.

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 Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Warlock | Otherworldy Patrons

Otherworldly Patron

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favours in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that w ere forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Archfey Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st sleep
3rd phantasmal force
5th blink
7th greater invisibility
9th dominate person

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Beguiling Defences

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Warlock | Otherworldy Patrons

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being w hose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as A smodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Fiend Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st burning hands
3rd scorching ray
5th fireball
7th infernal shackle
9th flame strike

Dark One’s Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One’s Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favour. When you make an attack roll, ability check or a saving throw, you can use this feature to add a 1d4 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your Charisma modifier, regaining expended uses after you finish a long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Great Old One Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st dissonant whispers
3rd detect thoughts
5th clairvoyance
7th Evard's black tentacles
9th dominate person

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to cause that attack to miss, regardless of the target's roll.

If the attack misses you, your attack rolls against the creature before the end of your next turn have advantage.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can’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 do.

Create Thrall

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

Warlock | Otherworldy Patrons

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

The Undying Light

Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.

Contact with the Positive Plane causes subtle changes to your behaviour and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.

As an optional way to add more flavour to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.

Undying Light Quirks

Many undying light warlocks have oddities about them that acts as a tell to others that they contain an otherworldy power. You can choose one or more options from the list below, or roll any number of d8s to determine your quirks.

Undying Light Quirks
d8 Quirk Type
1 You are afraid of the dark and must carry a light source at hand.
2 You have nervous compulsion to keep a light at hand even in the barest shadow.
3 You have a compulsion to enter and illuminate dark areas.
4 You have an overwhelming hatred of undead creatures.
5 You fidget and are irritable when you can’t see the sun.
6 Your skin seems to reflect light more than normal, making you almost glow in direct sunlight.
7 Your eyes change colour at random whilst you’re in the sun.
8 Whilst in the dark, you feel as if it is far colder than it actually is.

Undying Light Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st ray of light
3rd Auminair's luminous chains
5th daylight
7th shining force
9th hallow

Radiant Soul

Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage.

Additionally, you know the sacred flame and light cantrips and can cast them at will. They don’t count against your number of cantrips known.

Searing Vengeance

Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and must expend at least 1 hit die, regaining the value(s) rolled. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Radiant Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.

Healing Light

At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.

You regain all expended dice from your pool when you finish a long rest.

The Shadow

You have made a pact with a creature of shadow, a being who manipulates the fears of the living and who seeks to cover all of the planes in darkness. Most creatures of shadow are evil, wishing to extinguish all sources of life including the spark of life that exists in all living mortals, including yours. Some wish to do so to consume and to savour the taste of their souls, others collect souls as a sort of currency, and others wish to destroy and to dominate for secret purposes. Potent creatures of shadow frequently manipulate the fears of lesser beings by crafting terrifying illusions, dole out pain and torment in the form necromantic magic, and frustrate foes by slipping into the shadows, disappearing entirely.

Shadow Patron Spells

You gain patron spells at the warlock levels listed.

Warlock | Otherworldy Patrons
Warlock Level Spells
1st aura of shade
3rd darkness
5th umbral form
7th rend shadows
9th blast of darkness

Shadow Escape

Starting at 1st level, you can vanish in a swirl of shadows to escape harm. When a creature misses you with a melee attack, you can use your reaction to turn invisible and teleport up to 30 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

Dark Duplicates

Starting at 6th level, you can create illusory duplicates of yourself to protect you from harm. As a bonus action on your turn, you can create an illusory duplicate of yourself made of shadow. The duplicate acts as an image created by the mirror image spell. The AC for the illusion is however equal to 10 + your Dexterity modifier + your Charisma modifier. You can create a number of duplicates equal to your Charisma modifier. Once you have summoned all your duplicates, you cannot summon any more until you complete a Short rest.

You can have up to 4 duplicates at the same time.

Gloom Guard

At 10th level, you gain resistance to necrotic damage and cannot have your maximum hit points reduced by an attack that deals necrotic damage.

Shadow Prison

Starting at 14th level, your patron grants you the ability to bind your foes in a torturous ethereal prison composed of shadow energy. As an action, you can conjure a 10-foot radius sphere of magical darkness centred within 60 feet of you that lasts up to a minute. Creatures you designate within the area must make a Wisdom saving throw versus your spell save DC or become restrained, repeating the saving throw at the end of each of their subsequent turns. Creatures that start their turn restrained in this area take 3d10 necrotic damage, taking half damage if they succeeded the initial save.

The Glacial Monarch

Your patron is a mysterious and extremely powerful being of primal frost, a master of ice magic, ascended to new heights of magical power. Over thousands of years of life, the glacial monarch’s body has become melded with the ice that they have controlled and formed into their lair, giving them total omniscience over the frozen wasteland demi-planes they call home. This being’s motivations for taking on warlocks are completely unknown. Perhaps it wishes for even greater magical power, expand its icy domain, or simply add more creatures into its entourage.

Glacial Monarch Quirks

Many glacial monarch warlocks have oddities about them that acts as a tell to others that they contain an otherworldy power. You can choose one or more options from the list below, or roll any number of d8s to determine your quirks.

Glacial Monarch Quirks
d8 Quirk
1 Your skin has a slightly light blue tint to it.
2 You are always icy cold to the touch.
3 Your breath is cold enough that were you to breathe on a glass of water, it would chill.
4 Whenever you enter a room, a cold chill always follows you; sometimes blowing out candles.
5 Your eyes are so blindingly blue that people find it difficult to look you in the eye for any more than a few seconds.
6 Your skin seems to reflect light more than normal, making you almost glow in direct sunlight.
7 Your hair is stark white and shimmers in the light as if it was melting.
8 Were you to sleep near water, you would wake to find it slightly frosted over.
Warlock | Otherworldy Patrons

Glacial Monarch Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st ice knife
3rd Snilloc's snowball storm
5th sleet storm
7th ice storm
9th cone of cold

Glacial Monarch’s Blessing

Starting at 1st level, you learn the shape water cantrip, which counts as a warlock cantrip for you, and not against your number of cantrips known. You may cast this cantrip using your bonus action rather than your action, and you can use its effects on any area of ice within range, including using it to unfreeze that ice.

In addition, you gain resistance to cold damage.

Glacial Prison

At 6th level, you can call upon your patron to freeze your enemies.

Whenever you deal cold damage with a spell of 1st level or higher, you can force all enemies afflicted by the spell to make a Constitution saving throw. On a failure, a creature is restrained until the end of its next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Frozen Shield

At 10th level, your proficiency in ice magic gives you resistance to its effects. You gain immunity to cold damage, and whenever a creature deals cold damage to you gain temporary hit points equal to the damage that would have been dealt. These temporary hit points last until the end of your next turn.

Icy Tomb

Beginning at 14th level, when you hit a creature with an attack, you can use this feature to instantly encase that creature in ice. The creature becomes petrified by ice for 1 minute, after which the ice melts. At the start of each of their turns, the petrified creature can make a Strength saving throw if they have been dealt damage since the end of their last turn. On a success, the ice is broken and the creature can escape. Any creature encased in ice at the start of its turn takes 3d6 cold damage.

Once you use this feature, you can’t use it again until you finish a long rest.

The Keeper of the Depths

You've made a pact with an ancient, oceanic entity known as the Keeper of the Depths. As life teems within the seas, so do the secrets of the forgotten ages - sunken cities, ships lost at sea, and treasures unimaginable gone to the darkest currents that churn with horrible tentacles and creatures from nightmare. The Keeper watches over all of these, and guides them in its endless pursuit of knowledge. In the deepest crevices where sunlight has never been seen, all oceans are one to the Keeper of the Depths, and its desire is insatiable.

Keeper of the Depths Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st identify
3rd zone of truth
5th tidal wave
7th watery sphere
9th maelstrom

Secrets of the Depths

Starting at 1st level, your patron visits you in your dreams, learning what you've learned in exchange for hidden knowledge. Whenever you finish a long rest, you gain proficiency in two skills, languages, or tools of your choice. You remain proficient in these until you finish another long rest, at which point you can choose new ones to replace them.

Additionally, you gain a swim speed equal to your movement speed.

Strange Aeons

At 6th level, the Keeper shares the secret of false immortality with you. Whenever you have 0 hit points, you do not fall unconcious but still must make death saving throws until you are stabilized. However, you cannot personally take actions that would directly result in you recovering hit points.

You can benefit from this feature once per short or long rest.

Madness of the Deep

At 10th level, your patron allows you to call on its unspeakable secrets and inflict them on others. As an action, choose a creature within 60 feet. The target must make an Wisdom saving throw against your warlock spell save DC. If they fail, they are driven mad, and must use their action to make a melee attack against themselves during their turn. This lasts until they succeed a repeated saving throw made at the end of each of their turns.

Once you use this feature, you can't use it again until you finish a short or long rest.

Consumption of Mind and Soul

At 14th level, as an action, you can summon the terrible maw of the Keeper to appear before you. A massive beak surrounded by tentacles appears and attempts to grab a target of your choice within 30 feet. When a creature is targeted, it must make a Strength saving throw against your warlock spell save DC to shake off the grasp of the horror. If the target fails it is dragged into the beak and bitten, taking 6d10 piercing damage and 6d10 psychic damage. If this is enough to reduce the the target to 0 hit points, you can choose to have them be swallowed whole by the mouth, consuming them. Either way, the maw then immediately disappears. You can summon the maw once per long rest.

If you have a creature eaten using this feature, your patron visits you in your dreams during your next long rest and grants you a boon in return for the sacrifice. Choose any spell of 5th level or lower. You can cast this spell once using a warlock spell slot. If you do not cast this spell before killing another creature with this ability and resting, it is lost.

Warlock | Otherworldy Patrons

The Weaver of Lies

You've forged a pact with a creature known as the Weaver of Lies, who dwells in the lost places beyond the eyes of man. Its influence is felt each day, in the small comforts one tells oneself to the greatest of blasphemies against the divine concordant. Spiders great and small toil in service to the Weaver, spinning webs to catch the unwary. This question remains for you to answer - are you the spider, or the fly?

Weaver of Lies Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st ray of sickness
3rd web
5th nondetection
7th phantasmal killer
9th insect plague

Poisoned Mind

When you forge this pact at 1st level, your patron teaches you the first lie ever told.

You gain resistance to poison damage and advantage on saving throws made to resist poison.

Also, whenever you cast a spell of 1st level or higher that targets a single hostile creature, you can use a bonus action to force the target to make a Constitution saving throw. If it fails, it is poisoned for one round.

A Touch on the Web

At 6th level, you learn to summon the slaves of the Weaver to extract vengance. Whenever you take damage from a melee attack, you can use your reaction to summon a horde of spiders into squares adjacent to you. They have the same statistics as a Giant Spider (MM 328), except they are Small. You can summon up to one spider per two warlock levels, and they disappear when slain or after one minute has passed.

Once you use this feature, you can't do so again until you finish a short or long rest.

Trickster's Dance

At 10th level, you can decieve even the fabric of reality. You gain proficiency in Dexterity saving throws.

Additionally, you can cast blink without expending a spell slot once per short or long rest.

Step Into My Parlor

At 14th level, your blood flows with poison, yet your words are smooth as honey. You gain immunity to poison damage and the poisoned condition. As an action, you can attempt to charm a single target that speaks a language.

The target must make a Wisdom saving throw against your warlock spell save DC. If they are in combat, they have advantage on this saving throw. If they fail, they are charmed for one minute and must obey a single verbal command of your choosing that does not put them in visible danger. After they fail to resist once, they have disadvantage on subsequent attempts to resist. Whenever a creature succeeds on their Wisdom saving throw, all subesquent attempts to resist have advantage. A creature that succeeds their Wisdom saving throw is aware that you are attempting to manipulate them, but cannot detect the magical nature of the manipulation without additional senses or detection by magical means.

Whenever you finish a short or long rest, the saving throw for all creatures you've attempted to influence resets to normal.

The Storm Lord

You’ve made a pact with a great elemental lord, a Storm Lord. Massive and timeless, Storm Lords sails the winds of the void, through the darkest places between the skies of countless worlds. Its is perhaps the spirit that consumes the remains of the purified souls of heroes, its wings might cover the sky like the maelstroms he brings. This otherwordly entity brings thunder, lightning and howling gales.

Storm Lord Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st thunderwave
3rd gust of wind
5th call lightning
7th storm sphere
9th control winds

Majesty of the Cloud Ruler

At 1st level, you can cause other creatures to cower as you manifest a fraction of the awe-inspiring majesty of the Storm Lord.

Warlock | Otherworldy Patrons

As an action, you can cause creatures of your choosing within a 30-foot radius originating from you to make a Charisma saving throw against your warlock spell save DC. The creatures that fail their saving throws are knocked prone, and have their speed halved until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Breath of the Gale

At 6th level, you passively manifest a small tempest around you. Whenever you move at least 5 feet during your turn, you can use your bonus action to cause ranged attacks against you are made with disadvantage until the start of your next turn.

You can do this a number of times per short or long rest equal to your Charisma modifier.

Also, you have advantage on saving throws against dangerous gases, clouds, and forceful winds or other similar effects.

In addition, your vision is not obscured by fog or mist.

Rider of Lightning

Beginning at 10th level, your patron grants you a connection to the primal places that are heard in the thunder. Whenever you deal lightning or thunder damage or cast a spell granted by your patron’s extended spell list, you can use a bonus action to teleport to an unoccupied location within 5 feet of the target.

Slayer of the King

At 14th level, you discover the secrets of the unspoken heroes that sought the downfall of the Storm Lord.

As an action, you can cleave the air with a blade of purest wind. All targets within a line 300 feet long and 300 feet high must make a Dexterity saving throw against your warlock spell save DC. Those that fail take force damage equal to three times your warlock level, while those that succeed take half as much damage.

Once you use this feature, you cannot do so again until you finish a long rest.

The Ashen Hunter

You've made a pact with a primal spirit of fire and the hunt; a scourge of the forests and fields, and a harbinger of ill fate. This creature is wise and cunning, making deals with those who have the potential to bring ruin and change. Some consider the beast to be a native to the Plane of Elemental Fire; others call it a fiend from the darkest hells. Whatever the origin, the ember-eyed hunter often extracts payment in the form of wishes gone awry: a demand for power becomes a battle to retain one's humanity, while a request for peace often has the price of eternal war.

Ashen Hunter Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st longstrider
3rd pass without trace
5th haste
7th ashen pack
9th cloudkill

Breath of Smoke

Starting at 1st level, you can breathe smoke and ash without ill effect. Additionally, you can exhale a cone of blistering embers 15 feet long as an action. Creatures within the cone take fire damage equal to your warlock level + your Charisma modifier, and also must make a Constitution saving throw against your warlock spell save DC. Creatures that fail are poisoned for one minute, but can repeat their saving throw with advantage if they use an action to clear their lungs.

This action recharges when you finish a short or long rest.

Malevolent Retaliation

Beginning at 6th level, the Ashen Hunter empowers you with a fragment of its terrible fury. Whenever you are attacked, you can choose to unleash an explosive burst of smoke as a reaction. Creatures within 20 feet of you are thrown 10 feet directly away from you, and must make a Strength saving throw. If they fail, they are knocked prone and take 2d6 force damage.

The damage dealt by this feature increase as you gain warlock levels, increasing by 1d6 at 10th (3d6) and 14th (4d6) levels.

Once you use this feature, you can't use it again until you finish a short or long rest.

Endless Pursuit

At 10th level, your patron grants you a portion of its primal stamina. Whenever you finish a short rest, you can choose to reduce your level of exhaustion by one by performing a 10 minute ritual to draw strength from your patron. You can do this twice, and you recover these uses when you finish a long rest.

Additionally, you gain resistance to fire damage and your movement increases by 5 feet.

Hounds of Hell

At 14th level, you unlock the power to incarnate in the form of your patron. As an action, you assume the form of a medium or large canine creature wrapped in flame. Your statistics are unchanged, and your equipment merges into your new form but still functions as normal. For 1 minute, or until you exit this form as a bonus action, you gain the following benefits. You ignore your current level of exhaustion.

  • Your speed increases by 20 feet.
  • You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • You are immune to fire damage.

When you use this feature, two hell hounds (MM pg. 182) burst forth from your burning flesh into squares adjacent to you. They respond eagerly to your commands for the duration of the change, and are elementals, not fiends.

Warlock | Otherworldy Patrons

When you exit this form, you immediately attempt to reabsorb the hell hounds. The hell hounds instantly fall apart as ash and swirl back to you (up to 300 feet). If both hell hounds have died or cannot return due to distance, you gain 1 level of exhaustion and are stunned for 1 round. Once you use this feature, you cannot do so again until you finish a long rest.

The Archlich

You have made a pact with an archlich, a creature that has existed since the dawn of the last age and holds secrets of arcane magic that have been forgotten for thousands of years. Such a being desires only to expand its own power and influence, only using you as a pawn in its far larger scheme. Any lich powerful enough to form a pact has lived for many thousands of years, and many of them were involved in the invention of lichdom itself.

Archlich Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st inflict wounds
3rd spectral scythe
5th animate dead
7th beacon of false life
9th danse macabre

Bond of Unlife

At 1st level, you can use an action on your turn to create a sickening bond between yourself a creatures within 60 feet of you that you can see. The bond lasts for 1 minute, or until the creature ends its turn more than 60 feet away from you. As a bonus action on your turn, you can siphon health from the bonded creature. The target creature must succeed on a Constitution saving throw, or take 1d4 + your Charisma modifier necrotic damage. You regain hit points equal to the damage dealt.

The damage increases as you gain warlock levels: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.

Once you have used this feature, you cannot do so again until you complete a short or long rest.

Undead Resilience

Starting at 6th level, you can call upon your patron to bring you back from the brink of death. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Once you use this feature, you can’t use it again until you complete a short or long rest.

Undying Flesh

By 10th level, your body has taken on the attributes of undeath. You have resistance to necrotic damage, and you age at a slower rate. For every 10 years that pass, your body ages only 1 year.

Shared Fate

At 14th level, you can cause your bond of unlife to transfer your own agony to your target. When you subject a target to your bond of unlife, that creature must make a Wisdom saving throw against your Warlock spell save DC. On a failed save, the target’s life becomes tethered with your own. Whenever you take damage within the next minute, the tethered creature takes the same amount of damage. At the start of each of its turns, the creature can repeat the saving throw, ending the effect on a success.

The Scribes

Your pact has been made with a scribe from the worlds above. A purveyor of knowledge and guide to many a desire. The scribes are numerous, you may have forged a pact with one, or several. Each has their own goals and motivations, but each scribe is generally aligned with one another. Most scribes care only for the accumulation of knowledge, and guiding others down a path of their choosing.

Scribes Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st guiding bolt
3rd augury
5th revivify
7th freedom of movement
9th legend lore

Celestial Orb

Starting at 1st level, the Scribes reveal the instrument of their liberation. As a bonus action, you can call from the stars a celestial orb and bestow it upon one ally within 30 feet. The bearer of the orb gains the following benefit(s) until the end of its next turn:

  • The bearer's movement speed increases by 10 feet.
  • When the bearer takes an attack action, they gain temporary hit points equal to your warlock level plus your Charisma modifier (minimum 1).

The celestial orb is immaterial, and the bearer does not need free hands to gain these benefits.

You may conjure only one celestial orb at any given time. However, you may pass the orb to another allied creature as a bonus action. The new bearer gains the benefits of the orb as detailed above until the end of its next turn. You cannot pass the orb to a creature that already possesses it; you must choose a new bearer each time.

You can return the celestial orb to the heavens as a bonus action.

Aura Blast

Starting at 6th level, you grant your allies the wisdom to reveal their inner aura. When possession of the celestial orb is removed from one of your allies, their aura bursts forth. Creatures within 5 feet of the former orb-bearer that you choose take force damage equal to 5 plus your Charisma modifier.

Warlock | Otherworldy Patrons

Guardian Shield

At 10th level, you are gifted the wisdom to shape the auras of your allies for their own protection. After you cause a creature's aura to burst forth, you may choose for that creature to gain temporary hit points equal to your Warlock level until the end of its next turn.

Celestial Spike

At 14th level, the scribes share their most devastating practice. As an action, you may violently hurl the celestial orb upon a creature of your choice within 30 feet.

Make a ranged spell attack. On a hit, the target takes 6d10 radiant damage and is banished to a shadowy space between the worlds until the end of its next turn.

A banished creature is incapacitated. When the effect ends, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

When you use this ability, you must complete a short rest before you can do so again.

The Hexblade

You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexhlade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Hexblade Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st shield
3rd branding smite
5th blink
7th staggering smite
9th banishing smite

Hexblade's Curse

Starting at lst 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 the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Hex Warrior

Also at 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Warlock | Otherworldy Patrons

Accursed Spectre

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, 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. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.

Armour of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse 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.

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Celestial Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st cure wounds
3rd lesser restoration
5th revivify
7th guardian of faith
9th greater restoration

Bonus Cantrips

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light

At lst level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).

Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Sprite

Starting at 6th level, conjuring the radiant fires of the celestial manifests itself as a celestial sprite that fights alongside you in battle. When you use one of your warlock spell slots to cast a spell of 1st-level or higher that deals fire or radiant damage, you conjure a radiant sprite in an unoccupied space that you can see within 10 feet of you. The sprite acts on your turn, and continually attacks whatever creature you damaged with the spell that summoned it.

The stats of the radiant sprite are as follows:


Radiant Sprite

Tiny celestial, any good alignment


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 0 ft. fly 30 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 7 (-2) 10 (+0) 12 (+1)

  • Damage Immunities radiant
  • Condition Immunities charmed, exhaustion, frightened, petrified, prone
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Celestial

Actions

Radiant Pulse. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) radiant damage.

The sprite has the following alterations:

  • It's AC is equal to 10 + the level of spell that summoned it.
  • It's hit points are equal to your warlock level.
  • The damage that the sprites radiant pulse deals increases when you gain warlock levels. It increases to 2d4 at 10th level, and 3d4 at 14th level.
  • Its radiant pulse deals additional damage equal to the level of spell slot that summoned it, and has a bonus to hit equal to your warlock spell attack bonus.

The radiant sprite remains for 1 minute, or until killed, upon which its energy returns to the Upper planes.

Warlock | Otherworldy Patrons

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

Once you use this feature, you can’t use it again until you finish a long rest.

The Blood

You have made your pact with an ancient force of life and death, a force or being tied to the very life-force that runs through so many creatures of the multiverse. This entity has the untold power of pleasure and pain, elation and despair, life and death. Such a being of The Blood could be an age old vampire, a dead god of life or death, or perhaps even some aberrant creature from far-of realms.

The Blood Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spells
1st false life
3rd wyrd reconstruction
5th vampiric touch
7th crimson cloak
9th enervation

Exsanguinate

Starting at 1st level, the power of the blood draws the very life essence from those your strike. When you cast a warlock spell, you can choose to regain hit points equal to twice the spell’s level + your Charisma modifier.

Additionally, whenever an effect that restores your current hit points would cause you to reach your hit point maximum, you can choose for any remaining healing that would otherwise be lost to instead be gained as temporary hit points. Temporary hit points gained in this way last for 1 minute.

Macabre Liquor

When you reach 6th level, your allies may drink deep of your vigour, restoring their strength. Whenever you take damage that is not poison or psychic type, you can use your reaction to choose a creature you can see within 30 feet of you. The target creature regains hit points equal to your warlock level.

Once you have used this feature, you must complete a short or long rest before you may use it again.

Cruor Unsullied

Once you reach 10th level, the blood has perfected your life-essence, purifying its very essence. You gain immunity to poison damage and the poisoned condition.

Additionally, whenever you make a Constitution saving throw to maintain concentration on a spell you cast, you can reduce your current hit points by an amount equal to your warlock level to grant yourself advantage on the roll.

Herald of the Blood

Once you have reached 14th level, your power over the blood has allowed you to shape your very essence into a beast of virulent hunger and ferocity. As an action on your turn, you can reduce your hit point maximum by an amount equal to your warlock level to summon a bloodthrall in an unoccupied space within 15 feet of you.

The bloodthrall obeys your verbal commands, but otherwise fights only to protect itself. Whenever the bloodthrall would regain hit points, you can choose for you to gain those hit points instead, and vice versa. The bloodthrall remains for 1 minute, after which it dissolves into a pool of ichor.

Your hit point maximum returns to its original value after you complete a long rest. Additionally, once you have used this feature, you cannot use it again until you complete a long rest.

The Weave

The Weave was considered many things, including Mystra's body, the source of magic, all the studies of casters, arcane and divine alike, and the many energies and forces that existed around the planes. Many saw it as a "fabric" on which magic was "drawn". Some textbooks deliberately falsified the nature of the Weave, as an attempt to limit the knowledge associated with spellcasting.

Through knowledge gifted to you by your patron you are able to draw power from the weave through some form of item that you channel the power from.

Weave Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spell
1st shield
2nd Nystul's magic aura
3rd clairvoyance
4th dimension door
5th teleportation circle

Eldritch Focus

Starting when you choose this otherworldly patron at 1st level, you gain a form of focus doubles as an arcane focus for material components. Unlike an arcane focus, an eldritch focus is where you draw your magic from not something you channel your magic through. It is required to be be in hand to cast any spells that require material or somatic components.

Warlock | Otherworldy Patrons

If you lose the focus a new one can be created out of any item gilded in or created from silver or gold. This process can be done over a long rest by etching eldritch runes in a sequence like a key to grant you access to the well of magic that is the weave. Making a conduit of magic, a gift from your patron.

Raw Magic

Also at 1st level, during a short rest, you gain a mote of stored energy from the weave you can imbue in your eldritch focus in the form of a Rune. You etch a number of runes equal to your total number of Warlock spell slots.

As an action on your turn, you can unleash the raw power of the rune in a destructive display known as a Rune Burst. Your Rune Burst forces a creatures in the target area to make a Dexterity saving throw against your Warlock spell save DC. A creature that fails the saving throw takes 2d10 force damage, and a creature that succeeds the saving throw takes half damage.

The damage of your Rune Burst increases as you gain levels, increases by 1d10 at 3rd, 5th, 7th, and 9th level.

The area your Rune Burst creates is determined by its Form. You know one Rune Burst Form at 1st level, and learn an additonal one at 6th, 10th and 14th level.

Rune Burst Forms are listed below:


  • Blast. Your Rune Burst fills a line 30 feet long, and 5 feet wide extending from you.
  • Explosion. Your Rune Burst fills a 5-foot radius sphere centred on a point that you can see within 30 feet.
  • Shockwave. Your Rune Burst fills a 10-foot radius sphere centered on you.
  • Torrent. Your Rune Burst fills a 15-foot cone in front of you.

You regain expended runes when you complete a short rest.

Pact Focus

At 6th level, your connection to the weave strengthens your pact. Your pact now counts as an eldritch focus, and you gain the following additional benefits based on your chosen pact.


  • Pact of the Blade. For each rune etched into your eldritch focus, your weapon attacks deal an additional 1 point of force damage.
  • Pact of the Brand. You gain an additional etched rune that exists in the very center of your brand. This rune does not count against your maximum number of runes. This additional rune only reappears when you complete a long rest.
  • Pact of the Chain. When you use your Rune Burst, you can use your familiar as your point of origin, as if you were standing in its space. Additionally, casting the spell find familiar as a ritual only takes 10 minutes for you.
  • Pact of the Cloak. When you use your Rune Burst, you can teleport up to 30 feet to an unoccupied space you can see. You may teleport in this way before or after using Rune Burst.
  • Pact of the Talisman. When you use your Rune Burst, you can use your talisman as your point of origin, as if you were standing in its space. Additionally, gaining your talisman when lost or destroyed only takes 10 minutes for you.
  • Pact of the Tome. Instead of using Rune Burst, you can instead use your action to expend a rune to cast a Warlock spell of 1st level that you know at 1st level, or one of your Warlock cantrips. At 11th level, you can cast spells of 2nd level, or 1st level spells as if they were cast at 2nd level instead.

Spell Fire

Starting when you reach 10th level, when you are subjected to a spell or magical effect, you can try to suppress, dispersing its power into the weave. As a reaction, when you are subjected to a spell or magical effect, you can roll a d20, adding your Charisma modifier.

If your roll is equal to or greater than the spells level, or, in terms of a magical effect with no spell level, a DC that your DM decides, the spell or magical effect has no effect, and you regain an expended rune.

Once you have used this feature, you must complete a short or long rest before you may do so again.

Arcane Overload

Beginning when you reach 14th level, you can case the weave of magic to warp and twist in an area, creating a surge of magical energy. As an action on your turn, you cause a magical explosion at a point you can see within range. Each creature within 20 feet of the chosen point must make a Constitution saving throw. On a failure, a target creature suffers 3d10 force damage and cannot cast spells or activate magical items until the end of your next turn. On a success, the target suffers only half damage and can use magic as normal

The affected area becomes affected by the antimagic field spell for 1 hour.

Warlock | Otherworldy Patrons

The Progenitor Ooze

Your patron is a progenitor ooze, an originator of all ooze creatures, locked away on some far-flung plane. Such a being is alien in both form and desire, it’s consciousness either non-existent or on some higher plane of thought.

Such a being is unlikely to ever pay you much mind, often communicating through obscure signs or other ooze-creatures, remaining in its home as a monolith of power.

Progenitor Ooze Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spell
1st caustic killer
2nd corrode metal
3rd slow
4th vitriolic sphere
5th corrosive slime

Progenitor’s Residue

Starting at 1st level, you can summon an aspect of the progenitor ooze when you invoke its powers. You learn the acid splash cantrip, which does not count against the number of cantrips you know. When you cast acid splash, you may target any two creatures within 10 feet of each other.

Additionally, whenever you expend a warlock spell slot, you can create a volatile globule of the progenitor’s form at a point that you can see within range. If you target a point attached to a creature, the target can make a Dexterity saving throw against your Warlock save DC to avoid the globule, with it falling to the ground at the target’s feet on a success.

The globule stays attached to the chosen point and cannot be moved from its fixed point. At the start of your next turn, the globule explodes in a 10-foot radius. Each creature caught in the area must succeed on a Constitution saving throw against your Warlock save DC or suffer 2d6 acid damage.

The damage dealt by this feature increases as you gain levels, increasing by 1d6 at 6th level (3d6), 10th level (4d6), 14th level (5d6).

Child of Slime

When you reach 6th level, you have gained the ability to take the form of the progenitor’s children. As an action on your turn, you can transform into an ooze creature of CR 1 or lower as per the polymorph spell.

When you are transformed in this way, you maintain your Intelligence, Wisdom and Charisma scores.

The challenge rating of creature you can assume the form of increases as you gain levels, increasing by 1 at 6th and 14th level. Once you have used this feature, you must complete a long rest before you may do so again.

Melding Flesh

At 10th level, your connection to the progenitor ooze grows stronger, allowing you to partially meld your form with its. You gain resistance to acid damage.

Additionally, as a bonus action on your turn, you can move through a space as narrow as 1 inch wide without squeezing until the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier, regaining expended uses when you complete a long rest.

All is One

Once you have reached 14th level, you may invoke the progenitor’s power, summoning an aspect of it within yourself. As an action on your turn, you can unleash a storm of acid tentacles of slime in a 30-foot radius around you. Each creature you choose in the area must succeed on a Constitution saving throw or suffer 8d6 acid damage, taking half damage on a success.

A creature reduce to 0 hit points by this feature is killed, reduced to sludge and devoured by the tendrils, pouring into your body.

For each creature targeted by this feature, you gain 2 temporary hit point, plus 2 for each creature that failed its saving throw, plus 10 for each creature killed by this feature. These temporary hit points last for 1 minute.

Once you have used this feature, you cannot do so again until you complete a long rest.

Warlock | Otherworldy Patrons

The Collector

You have made a pact with a being of avarice. Something obsessed with a certain essence, that will go to any lengths to collect, consume or hoard such an essence. Some covet gold, others souls, but whatever they seek, they see you as a tool to gain more. Such a patron could be a soul-devouring entity from beyond the stars, an elder dragon, eons of wisdom and greed behind its eyes, or the devil lord of greed and wealth, Mamon himself.

Collector Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spell
1st charm person
2nd soulsever
3rd incite greed
4th illusory bounty
5th thoughtseize

Otherworldly Desire

Starting when you pledge yourself to this patron at 1st level, your patron sees that your desires are seen through. Whenever you expend a warlock spell slot, you gain a point of Want. As an action on your turn, you can expend one or more of your Want. When you do so, your patron grants you a gift in the form of a single non-magical item. This item must fit within a 5-foot cube and must cost no more than 5 times your warlock spell slot level + twice your warlock level in gold pieces per Want expended.

Items summoned are random in appearance, design and origin, and cannot fill specific criteria outside of being the requested item. For example, you cannot summon a document forged to allow you passage, nor can you summon a specific object you know.

Once you have gained a number of Want points equal to your maximum number of Warlock spell slots in-between long rests, you cannot gain additional Want until you complete a long rest.

Any items created with this feature last for 8 hours before dissolving into a pile of ash, as they return to your patron’s hoard. When you complete a long rest, you lose all remaining Want.

Fill the Void

When you reach 6th level, your desires bring completion to your soul. As a bonus action, you can expend a point of Want, choosing one of the following effects:

  • You gain temporary hit points equal to your Warlock level. These last for 1 minute.
  • You gain advantage on the next ability check or saving throw you make before the end of your next turn.
  • Choose an effect you are currently under that allows you to make periodic saving throws to end said effect. Make a saving throw against the chosen effect.

Paid in Blood

At 10th level, your enemies are forced to offer up their very essence to you and your patron. When you suffer damage that would reduce you to 0 hit points, you can expend a point of Want as a reaction to instead drop to 1 hit point. Once you have expended Want in this way, you cannot do so again until you complete a short or long rest.

Know Ruin

By the time you reach 14th level, the power over your desires granted to you by your patron has coalesced into the ability to show others their fate at the hands of your patron, stripping them of everything they know in a cruel, oppressive enchantment. As an action on your turn, you can force one creature you can see within 30 feet of you to make a Wisdom saving throw. On a failure, the target is struck by overpowering visions of loss, failure and ruination, the theft of all things they hold dear. The target suffers 6d12 psychic damage, and becomes stunned until the end of its next turn. On a successful saving throw, the target takes half damage and is not stunned.

Any creature damaged by this feature suffers terrible nightmares and remembrances of the soul-wrenching visions it saw, preventing it from properly resting. For this duration, the target regains half of any hit points it would regain during a rest, and cannot recover hit dice. A successful remove curse spell cast on the target ends this effect.

The Firemind

You have formed a pact with an entity of infinite energy and intellect. This pact manifests as a mental link with the Firemind's consciousness, allowing you to tap into its nigh omnificent. Linking with such a massive intelligence is not for the faint of the heart, or low minded, as swimming through an ancient beings mind is akin to traveling a sea of fire.

Firemind Patron Spells

You gain patron spells at the warlock levels listed.

Warlock Level Spell
1st burning hands
2nd dragon's breath
3rd zerthimon's focus
4th fire shield
5th immolation

Expanded Mind

When you pledge yourself to this patron at 1st level, you gain a fragment of the firemind's knowledge. You gain proficiency in two of the following skills that you choose: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability checks you make that use the chosen skills.

Additionally, you can speak, read and write in Draconic.

Warlock | Otherworldy Patrons

Spark of Genius

Also at 1st level, you have learned to tap into the Firemind's intellect, if only for a brief moment. When you damage a creature with a warlock spell on your turn, you can cause the spell to deal 1d6 additional damage to the creature. Whenever you deal this additional damage, roll a d6 and consult the following table to determine the type of this damage and any additional effects it creates.

⠀⠀d6⠀⠀ Type⠀⠀⠀⠀ Effect
1 Acid The target must succeed on a Constitution saving throw or become blinded until the end of their next turn.
2 Cold The target's speed is reduced by half until the start of your next turn.
3 Fire The target must succeed on a Constitution saving throw. On a failure, it takes half the damage again at the start of its next turn.
4 Force If the target is Large or smaller it is pushed 15 feet away from the spell's point of origin.
5 Lightning Each creature you choose within 5 feet of the target must succeed on a Dexterity saving throw. On a failure, a creature takes 1d6 lightning damage, or half on a success. The damage increases to 2d6 at 11th level.
6 Thunder The target and each creature within 10 feet of it is deafened until the start of your next turn.

The damage dealt by this feature increases as you gain warlock levels, increasing by 1d6 at 5th, 11th and 17th.

Once you have empowered a spell in this way, you cannot do so again until the start of your next turn.

If you cast a spell that targets multiple creatures and you use this feature, you may select only one target of the spell to be affected by spark of genius. Additionally, any saving throw made by a creature against this feature uses your warlock spells save DC.

You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses when you complete a long rest.

Leap of Flame

When you reach 6th level, spending so much time in the mind of greatness leaves you with a certain instinct that manifests itself in grand ways. When you reach 6th level, you may use a bonus action, expending one use of your spark of genius to sprout dragon-like wings of flame from your back, granting you a flying speed equal to your walking speed until the end of your next turn. You may use subsequent bonus actions to extend the use of this feature by expending further uses of spark of genius.

When you use this feature, each creature within a 5-foot radius around you must make a Dexterity saving throw against your warlock spell save DC or suffer damage as if it were affected by your spark of genius feature. Creatures that fail their saving throw also cannot make opportunity attacks against you this turn.

The duration of this feature increases as you gain warlock levels, increasing to 1 minute when you reach 10th level, and 10 minutes when you reach 14th level

Brainstorm

At 10th level, your constant voyages into the firemind have granted you a modicum of clarity when tapping into its intellect. When you roll on the effects table for your spark of genius feature you may roll twice, taking whatever result you choose.

Additionally, once per turn, whenever you make an ability check, attack roll or saving throw, you may expend a use of your spark of genius to add your Intelligence modifier to the roll. You can wait until after you roll the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails.

Enter the Infinite

By the time you reach 14th level, you can allow the firemind's supreme intelligence to flood into your own, creating a volatile connection between you and your patron. You may establish this connection as an action on your turn, manifesting it as lightning swirling around your body, flames engulfing your eyes or another magically charged appearance. Whenever you would use a feature that requires you to expend a use of your spark of genius, it does not expend a use.

Additionally, whenever you suffer damage from a spell or other magical effect, you can use your reaction to reduce that damage by an amount equal to a roll of your spark of genius damage dice.

This effect lasts for 1 minute, upon which it cannot be used again until you complete a long rest.

Warlock | Eldritch Invocations

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

Agonising Blast

Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Antecedent of Materials

As an action, you can view an inanimate object and see any number of previous versions of that object up to a number of years ago equal to twice your Warlock level. This appearance looks grey, colourless, and ethereal to you. For example, if a message was written on a note, erased, and written over, you would see the old text instead. You can end this effect as an action.

Armour of Shadows

You can cast mage armour on yourself at will, without expending a spell slot or material components.

Aspect of the Moon

Prerequisite: Pact of the Tome feature
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 your Book of Shadows and keeping watch.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bond of Blade

Prerequisite: Pact of the Blade feature
Your pact weapon is connected to your body. If your pact weapon has the throwing property and you make an attack roll to throw it, you can will the weapon to return to your hand at the end of the attack, no action required.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any classes’ spell list. The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book 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.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Beacon

Prerequisite: Pact of the Talisman feature
You are aware of the nature of any creature carrying your talisman as if it were under the effect of the detect evil and good spell. In addition, you know if your talisman is being carried by a creature you have met before, and if you are strongly familiar with them (such as a companion or ally) you know their exact identity.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Extraplanar Awareness

Prerequisite: Pact of the Brand
When you roll for Initiative, you can choose for the result of the d20 roll to become equal to 8 + your Charisma modifier.

Eye of the Ancients

Prerequisite: Pact of the Talisman feature
You are aware of the nature of any creature carrying your talisman as if it were under the effect of the detect evil and good spell. In addition, you know if your talisman is being carried by a creature you have met before, and if you are strongly familiar with them (such as a companion or ally) you know their exact identity.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigour

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze into Mortal Hearts

Prerequisite: Pact of the Brand
You can spend an action to learn the nature of a humanoid creature you can see within 120 feet with an Intelligence of 6 or higher. You learn its alignment and its most prevalent moral or behavioral tendency (violent, altruistic, aloof, etc.). For 1 minute after doing this, if the d20 roll for a Wisdom (Insight) check against the creature is an 11 or lower, you treat the roll as a 12 instead. After the minute ends, the target is immune to this ability for 24 hours.

You can use this feature a number of times equal to your Charisma modifier, and regain all uses when you complete a short rest.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration 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, and you are blinded and deafened to your own surroundings.

Warlock | Eldritch Invocations

Mantle of the Everlasting

Prerequisite: Pact of the Cloak feature
While you are wearing your pact cloak and no other armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Might of Limbo

Whenever you cast a warlock spell that deals damage, you can choose for the damage type to be acid, cold, fire, lightning, poison or thunder (your choice).

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Otherworldly Blade

Prerequisite: Pact of the Blade Once per turn, when a weapon attack made with your pact weapon misses, you can choose to deal half the weapon's damage to the target of the attack.

Planar Resilience

Prerequisite: Pact of the Chain Creatures summoned using warlock spell slots have their hit point maximum increased by an amount equal to your warlock level + your Charisma modifier.

Reality Tear

Prerequisites: Pact of the Talisman
You may teleport your talisman to a location you can see within 120 feet of you as an action. If you teleport your talisman into the inventory of an unwilling creature, it must succeed a Wisdom (Perception) check contested by your Dexterity (Sleight of Hand) check to notice, as if you were pick pocketing the creature. On a success the creature will avoid the teleportation effect and your talisman will drop to the ground in its space.

Once you use this feature, you can't use it again until you finish a short or long rest.

Repelling Blast

Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sanguine Blast

Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can choose to roll a d4 and add it to your damage roll. If you choose to roll, you lose a number of hit points equal to 1 + the number rolled.

Shadow Aegis

Prerequisite: Pact of the Talisman feature
You may cast the shield spell on the creature holding your talisman without using a spell slot if they are within your line of sight using your reaction. You can't do so again until you finish a short or long rest.

Supernatural Cunning

Prerequisite: Pact of the Chain feature
Your familiar can take Disengage or Hide actions as a bonus action on each of its turns.

Tales of the Crimson Tome

Prerequisite: Pact of the Tome feature
You can drop a pinch of humanoid blood into your book of shadows, and then ask one question aloud. Over the next minute, the blood manipulates itself into a language of your choice, answering your question in the process. The answer is provided using the knowledge of the humanoid that provided the blood, and is answered in less than 25 words. The blood must be from a living humanoid, and needs to be dropped into the book within 30 seconds of it leaving the body.

Thief of Five Fates

You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

Twinned Blades

Prerequisite: Pact of the Blade feature You gain access to a second pact weapon, and you can summon both whenever you would summon one of them. When you engage in two-weapon fighting using both your pact weapons, you can add your ability modifier to the damage of the second attack.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature
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. Additionally, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Additionally, since you can speak through your familiar, you can always cast spells that require verbal components as long as your familiar is within 60 feet, conscious, and is not under the effects of the silence spell.

Whispering Temptations

Prerequisites: Pact of the Talisman feature
Any creature carrying your talisman has disadvantage on saving throws against all mind affecting spells cast by you, and you may also cast the suggestion spell on this creature through your talisman without expending a warlock spell slot as long as it is on the same plane of existence. You can't cast this spell with this feature again until you finish a long rest.

The creature must also make a Wisdom saving throw against your warlock spell save DC in order to recognise your talisman as the source of any spells cast through it that do not directly cause any damage, on a failure it will ignore any obvious clues that your talisman was the source of the spell. Creatures that are immune to being charmed ignore this effect.

Cloak of Flies

Prerequisite: 5th Level, Pact of the Cloak feature
As a bonus action, you can 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.

Warlock | Eldritch Invocations

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).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Covenant of the Pact Keeper

Prerequisite: Pact of the Brand, 5th level
Your Pact Mark becomes a magic item that requires attunement. Choose one of the following magic items: Amulet of Proof against Detection and Location, Brooch of Shielding, Cloak of Elvenkind or Gloves of Missile Snaring. While attuned to the mark, you gain the benefits of the chosen item.

Dark Seal

Prerequisite: 5th level, Pact of the Talisman feature
You may use your talisman as a glyph, casting the glyph of warding spell at your warlock spell slot level, however the casting time is reduced to 10 minutes. The seal will end if it is triggered, if you remove your talisman or if it is used to cast another spell before it is triggered.

Once you use this feature, you can't use it until you finish a long rest.

Eldritch Ally

Prerequisite: 5th level, eldritch blast cantrip, Pact of the Chain feature When you forgo one of your attacks to allow your familiar to make an attack with its reaction, the damage is increased by 2d10 force damage.

Eldritch Empowerment

Prerequisite: Pact of the Blade feature, 5th level, eldritch blast cantrip
While you are wielding your pact weapon, you can use a bonus action to empower it with your eldritch blast. The first time you hit a creature with your pact weapon before the start of your next turn, it also takes damage and suffers any additional effects as though it were struck by a single beam from your eldritch blast. If you have the Agonizing Blast invocation, you can choose to add your Charisma modifier to the damage roll if you are at least 11th level.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature
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.

Far Scribe

Prerequisite: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching the name on it.

Flesh Puppet

Prerequisites: Pact of the Talisman feature, 5th level
You may place your talisman on the remains of a medium or smaller humanoid and cause it to rise again as if under the effect of the animate dead spell cast at 3rd level without expending a warlock spell slot.

If the talisman is separated from the undead creature's person or is used to cast another spell, the effect will end and the creature will immediately drop dead.

Once you use this feature, you can't use it again until you finish a long rest.

Ghost-Iron Chains

Prerequisite: 5th level, Pact of the Chain feature Your familiar becomes ghostly in appearance and gains the ability to become incorporeal. Your familiar can move through other creatures and objects as if they were difficult terrain, but if it ends its turn inside an object it is immediately dismissed to its pocket dimension.

Improved Pact Weapon

Prerequisite: 5th level, Pact of the Blade feature
Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.

Insane Coronation

Prerequisite: 5th level
You can cast crown of madness once per short rest; without expending a spell slot or material components.

Lingering Energies

Prerequisite: Pact of the Blade, 5th level
When you cast a spell using a warlock spell slot, the first weapon attack you make before the end of your next turn deals additional force damage on a hit. The amount of force damage is 1d4 per level of the spell slot.

March of the Restless

Prerequisite: 5th level You can cast animate dead using a warlock spell slot. You can do so twice and regain both uses when you complete a long rest.

Mire the Mind

Prerequisite: 5th level
You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

Occult Suffusion

Prerequisite: Pact of the Brand, 5th level
You can cast enhance ability on yourself twice without expending a spell slot and regain all expended uses when you complete a long rest.

Warlock | Eldritch Invocations

Otherworldly Leap

Prerequisite: 5th level
You are permanently under the effects of the jump spell.

Otherworldly Intelligence

Prerequisite: Pact of the Tome, 5th level
You open up a means of communication with your patron. You may write down one question in your Book of Shadows and seek answers from your patron, as if casting the commune spell. Your patron will be truthful in whatever answer they give. Once you have used this invocation, you can't use it again until you've finished a long rest.

Sacrificial Demise

Prerequisite: Pact of the Chain feature, 5th level
As an action, you can cause your familiar to sacrifice itself in an explosion of eldritch power. Choose any damage type that the familiar can inflict with an attack. Creatures within 20 feet of your familiar must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d8 damage per two warlock levels you possess of the chosen damage type, or half as much damage if they succeed. Your familiar is instantly slain by this sacrificial attack but can be summoned again by casting find familiar as normal.

Sign of Ill Omen

Prerequisite: 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

Strength of the Outsider

Prerequisites: Pact of the Chain, 5th level You can choose for the damage dealt by your familiar's attacks deal 1d10 + your Charisma modifier damage instead of their normal damage. Additionally, your familiar can attack twice, instead of once, when you forgo an attack to allow it to make one attack of its own.

Swift as the Four Horsemen

Prerequisite: 5th level, Pact of the Cloak feature
As long as you are wearing the cloak and not any medium or heavy armour, you can take the Dash action as a bonus action. When you take the Dash action in this way, opportunity attack are made with disadvantage.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tomb of Levistus

Prerequisite: 5th level
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.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Touch of the Elders

Prerequisite: 5th level, Pact of the Blade feature
Once per turn, when you make a spell attack as a part of casting a warlock cantrip, you can choose to make an attack with your pact weapon instead. On a hit, the target suffers the weapon attack's normal effects and the spell automatically hits.

Book of Vile Arts

Prerequisite: Pact of the Tome, 7th level
You can cast a warlock spell you know once without using a warlock spell slot. When you do so, you take 1d4 necrotic damage per level of the spell slot expended. This damage cannot be reduced in any way, ignoring both resistances and immunities.

Once you have used this invocation, you cannot do so again until you complete a long rest.

Dreadful Word

Prerequisite: 7th level
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Eldritch Harmony

Prerequisite: Pact of the Tome, 7th level
When you use your action to cast a warlock cantrip, you can make one weapon attack as a bonus action.

Eldritch Prison

Prerequisite: Pact of the Chain, 7th level
When you reduce a creature of CR 1 or lower to 0 hit points, you can use your reaction to attempt to imprison the creature. The target must make a Charisma saving throw against your warlock spell save DC. A creature that is not native to the Material Plane has disadvantage on this saving throw, and humanoid creatures have advantage instead. On a failure, the target disappears into a harmless demiplane, suspended in time.

While you have a creature imprisoned in this way, you can use your bonus action to summon the creature to an unoccupied space within 30 feet of you. You can use another bonus action to have it disappear to the demiplane again. An imprisoned creature regards you as an ally, although it acts independently of you. It rolls its own initiative in combat and follows commands given to it by you or creatures you designate. When you finish a short or long rest, the imprisoned creature receives the same benefits.

When the imprisoned creature is reduced to 0 hit points, it disappears back to the demiplane. Until you finish a long rest, the imprisoned creature cannot be summoned again. You can only have one creature imprisoned at a time. If you imprison another creature using this invocation, the previously imprisoned creature appears in an unoccupied space within 30 feet of you and is no longer bound to you.

Ghostly Gaze

Prerequisite: 7th level
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.

Warlock | Eldritch Invocations

    Once you use this invocation, you can’t use it again until you finish a short or long rest.

Improved Pact Mark

Prerequisite: Pact of the Brand, 7th level
Your Mark grants you a +1 bonus to spell attack rolls and the saving throw DCs of Warlock spells you cast through it. This effect is overridden by items like a rod of the pact keeper.

Sculptor of Flesh

Prerequisite: 7th level
You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

Serpent’s Tongue

Prerequisite: 7th level
You gain proficiency in the Deception skill and double your proficiency bonus for it. Creatures can’t automatically detect your lies if they have such a feature.

Trickster's Escape

Prerequisite: 7th level
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.

Walking Desert

Prerequisite: 7th level
You can cast blight once using a warlock spell slot. You can’t do so until you finish a long rest.

Ascendant Step

Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature. 9th level
Whenever you regain hit points while your familiar is within 30 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

March of the Ravanous

Prerequisite: 9th level
You can cast create undead using a warlock spell slot. You can do so twice, and regain both uses when you complete a long rest.

Minions of Chaos

Prerequisite: 9th level
You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.

Occult Murmurings

Prerequisite: 9th level
You can cast detect thoughts at will. When you cast detect thoughts in this way, you can only read the surface thoughts, and cannot probe deeper into another creature's minds.

Shroud of the Deceiver

Prerequisites: Pact of the Talisman feature, 9th level
You may cast Nystul's magic aura from your talisman at will, affecting the creature or object carrying it. This will also conceal the talisman's magical aura. This does not consume a warlock spell slot or any magical components.

Superior Pact Weapon

Prerequisite: 9th level, Pact of the Blade feature
Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.

Veil of the Night

Prerequisite: 9th level, Pact of the Cloak feature
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 or a reaction.

Whispers of the Grave

Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.

Master of Puppets

Prerequisite: 12th level, Pact of the Chain feature
The duration of any of your conjuration spells is doubled. While you are concentrating on conjuration spell, you add your proficiency bonus to any Constitution saving throw made to maintain your concentration. Additionally, you have advantage on these.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Power in Reserve

Prerequisite: Pact of the Brand, 12th level
You can use your action to cast a spell with a casting time of 1 action or 1 bonus action using a Warlock spell slot into your Pact Brand, storing it for later. You can cast that spell once as a reaction to an action a creature you can see takes. You can only have 1 spell stored in this way, and you cannot store another until you complete a short rest, and when you complete one the stored spell leaves the mark.

Otherworldly Physics

Prerequisite: 12th level
You can cast reverse gravity using a warlock spell slot. You must complete a long rest to do so again.

Writer's Step

Prerequisite: 12th level, Pact of the Tome feature
You can teleport through your Book of Shadows to an unoccupied space within 5 feet of any paper or parchment as an action on your turn. You must know the location of the paper or parchment you're teleporting to, either by memory or line of sight, and it must be within 120 feet of you.

Warlock | Eldritch Invocations & Multiclassing

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Cloak of the Bat

Prerequisite: 15th level, Pact of the Cloak feature You can use a bonus action on your turn to cause large, bat-like wings to sprout out of your cloak. While you wear the winged cloak, you gain a flying speed equal to your current speed. You can dismiss the wings using another bonus action.

Grand Executioner's Blade

Prerequisite: Pact of the Blade feature, 15th level
Whenever you summon your pact weapon, you can use a bonus action to cast a spell of 1st level or higher with a casting time of one action. When you do so, you gain advantage on your next attack made with your pact weapon.

Grand Occultist's Mark

Prerequisite: Pact of the Brand, 15th level
You add your Charisma modifier to one damage roll of a spell of 1st level or higher that you cast through your Otherworldly Mark. Additionally, you can use a bonus action to regain one expended spell slot, and regain the ability to do so when you complete a long rest.

Grand Occultist's Tome

Prerequisite: Pact of the Tome feature, 15th level
Whenever you cast a cantrip, you can use a bonus action to empower yourself with a defensive aura. Until the start of your next turn, you have advantage on saving throws against spells and magical effects.

Grand Summoner's Chain

Prerequisite: Pact of the Chain feature, 15th level Your control over your familiar increases. You can choose to instantly cast find familiar without expending a spell slot immediately after you finish a short or long rest, and you do not need material components for this spell.

Master of Myriad Forms

Prerequisite: 15th level You can cast alter self at will, without expending a spell slot.

Reverberating Form

Prerequisite: 15th level
You can cast blur on yourself at will, without expending a spell slot or material components.

Shroud of Shadow

Prerequisite: 15th level
You can cast invisibility at will, without expending a spell slot.

Ultimate Pact Weapon

Prerequisite: 15th level, Pact of the Blade feature
Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.

Visions of Distant Realms

Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.

Void Step

Prerequisite: Pact of the Brand, 15th level
You can cast misty step at will, without expending a spell slot.

Whispers Beyond Space

Prerequisite: 15th level
You can cast sending at will, without expending a spell slot or material components.

Witch Sight

Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Multiclassing

Ability Score Minimum. Charisma 13
Proficiencies Gained. Light armour, simple weapons

Jack Weighill's

Homebrew

Compendium

Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.

The second to last class in the players handbook, the warlock is a very polarising class to me. In places it seems amazingly awesome, but a lot of its core design features can render some warlocks painfully boring and uninteresting. This is likely something that I will address at some point, but we'll have to wait and see.

Almost a dozen additional patrons have been added since the PHB release, some is official material, whilst most of it is from Genuine.

 

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