The Warlock

by Vin

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Warlock

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron. infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Sworn and Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Creating a Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? is it friendly, antagonistic. uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Quick Build

You can make a warlock quickly by following these suggestions. First, Charisma or Intelligence should be your highest ability score, followed by Constitution. Second, choose the charlatan or sage background. Third, choose the Eldritch Blast and Chill Touch cantrips, along with the 1st-level spells Charm Person and Hex.

The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherwordly Patron, Pact Magic 2 2 1 1st
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Agonizing Cantrips, Pact Boon 2 4 2 2nd 2
4th +2 ASI/Feat, Prof. Versatility 3 5 2 2nd 2
5th +3 Eldritch Cantrips 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 - 3 8 2 4th 4
8th +3 ASI/Feat, Prof. Versatility 3 9 2 4th 4
9th +4 - 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 ASI/Feat, Prof. Versatility 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 ASI/Feat, Prof. Versatility 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 - 4 14 4 5th 8
19th +6 ASI/Feat, Prof. Versatility 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Class Features

As a warlock, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per warlock level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma (or Intelligence)
  • 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) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice from the list below:

  • The Archfey
  • The Archmage
  • The Celestial
  • The Coven
  • The Elder Sphinx
  • The Fiend
  • The Great Old One
  • The Great Wyrm
  • The Kraken
  • The Reaper of Souls
  • The Titan
  • The Undying

Additionally, the The Compendium of Forgotten Secrets homebrew expansion is allowed. Each of the patrons are explained at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the warlock spell list.

Cantrips

You know the Eldritch Blast cantrip plus two other 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.

Cantrip Versatility

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the warlock spell list.

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 Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.

Spellcasting Ability

You chose either Charisma or Intelligence as your spellcasting ability for your warlock spells, so you use your Charisma or Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Charisma or Intelligence 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 or Intelligence modifier

Spell attack Bonus = your proficiency bonus + your Charisma or Intelligence modifier

Patron Spells

Each patron has a list of associated spells. You gain access to these spells at the levels specified in the patron description. Once you gain access to a patron spell, you always have it prepared. Patron spells don't count against the number of spells you know.

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

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your warlock spells.

Archetype Variants

Whenever the class description mentions the warlock spell list, you can instead use the druid or cleric spell list. You must chose warlock, cleric, or druid when you first take a level in this class.

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.

Agonizing Cantrips

Starting at 3rd level, you can add your spellcasting ability modifier to damage rolls you make with any warlock cantrip, except for damage rolls that already add your spellcasting ability modifier.

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 gain proficiency with medium armor, shields, and martial weapons.

You can use your 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 and uses your Charisma or Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

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 artifact 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 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: cackler, crawling claw, flumph, gazer, gray ooze, imp, neogi hatchling, pseudodragon, quasit, servitor thrull, sprite or winged thrull.

Unlike usual familiars, your familiar can attack like a normal creature.

Pact of the Chalice

Your patron has bestowed upon you a vessel for the creation of potions and poultices. As an action, you can create a pact chalice in your empty hand. Each time you summon it, it takes the form of a tiny object of your choice that is capable of holding liquid, and it can be used as a spellcasting focus by you. Moreover, your chalice counts as either a herbalism kit or a set of alchemist's supplies (your choice), and you can add double your proficiency bonus to any check you make with that tool while your pact chalice is summoned.

At the end of each short or long rest, you can use your pact chalice to conjure a vial of the following liquids: alchemist's fire, acid, holy water, a potion of healing, or a potion of climbing. The liquid retains its potency until the end of your next long rest, at which point it becomes inert and unusable.

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

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known.

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 / Feat

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.

Alternatively, you can chose to take a Feat from one of the options found here.

Proficiency Versatility

Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Eldritch Cantrips

At 5th level, your patron twists the gift of magic within you. Whenever you cast a warlock cantrip that deals damage and requires a spell attack roll or a saving throw you can choose to split the cantrip among multiple targets. At 5th level you can target up to two creatures, at 11th level you can target up to three creatures, and at 17th level you can target up to four creatures. When you use this feature the cantrip deals its lowest number of damage die and additional affects (such as the movement speed reduction from Ray of Frost) do not affect a creature more than once.

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.

Your Pact Boon

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it.

Pact of the Blade. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.

Pact of the Tome. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.

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 favors 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 were 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 Features
Warlock Level Feature
1st Patron Spell List, Fey Presence
6th Misty Escape
10th Beguiling Defenses
14th Dark Delirium

Patron Spells

The Archfey grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Seeming

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 Defenses

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.

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 Archmage

For those with the willpower and time, arcane magic can be a path to great power. Those who ascend to these lofty heights of arcane power are known as Archmages, masters of the weave. So wondrous is their power, and so strange are their goals, these masters of magic will sometimes enlist warlocks to help with, what appear to the Archmage, to be trivial tasks.

What drove you into the service of an Archmage? Was it a desire for their power, or a simpler path to arcane mastery?

Archmage Features
Warlock Level Feature
1st Patron Spell List, Arcane Apprentice
6th Astral Slip, Arcane Savant
10th Spell Ward
14th Banishing Shunt

Patron Spells

The Archmage grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Magic Missile, Shield
2nd Magic Weapon, Rope Trick
3rd Lightning Bolt, Tiny Servant
4th Arcane Eye, Resilient Sphere
5th Arcane Hand, Wall of Force

Arcane Apprentice

When you make your pact with the Archmage at 1st level, they impart to you a mote of their immense arcane ability. Your spellcasting ability for warlock spells and class features becomes Intelligence, and anytime you gain a warlock feature that is Charisma-based, it becomes Intelligence-based for you. You can cast any warlock spell you know as a ritual if it has the ritual tag, and add any Wizard spell with the ritual tag to your Warlock spell list to chose from.

In addition, you gain proficiency in the Arcana skill, and you learn one cantrip of your choice from the wizard spell list. It counts as a warlock cantrip for you, but doesn't count against your total number of Cantrips Known.

Astral Slip

You can draw on the arcane power of your patron to save you from harm. Beginning at 6th level, when you are hit by an attack, you can use your reaction to instantly teleport through the Astral Plane, causing the triggering attack to miss. You then immediately reappear in an unoccupied space of your choice within 30 feet of where you disappeared.

Once you use this reaction to evade an attack, you must finish a short or long rest before you can use it again.

Arcane Savant

Your patron grants you enhanced insight into the theories of arcane magic. Starting at 6th level, each time you finish a long rest you can replace one warlock spell you know of 1st-level or higher with another warlock spell of your choice. Your patron has gifted you with expanded knowledge, allowing you a glimpse of the arcane knowledge possible with decades of study. Whenever you gain a level in this class your spell list is expanded to include the Wizard list.

You may only know one wizard spell that is not on your warlock spell list at a time.

Spell Ward

Your knowledge of the weave allows you to resist arcane effects. At 10th level, you gain resistance to force damage, and when you are forced to make a saving throw to resist the effects of a spell, you can use your reaction to make an Intelligence saving throw in place of the normal saving throw.

You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Banishing Shunt

Starting at 14th level, when you hit a creature with an attack, you can force them to make a Charisma saving throw in place of dealing damage. On a failed save, the target is instantly transported to a demiplane of your patron's creation for up to 1 minute, or until you lose concentration on this ability.

When this feature ends, the banished creature returns to the space that it was previously occupying (or the nearest unoccupied space) and must make an additional Charisma saving throw, taking 5d10 force damage on a failed save.

Once you use this feature to banish a creature you must finish a long rest before you can use it again.

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 Features
Warlock Level Feature
1st Celestial Blast, Patron Spell List, Bonus Cantrips, Healing Light
6th Radiant Soul
10th Celestial Resilience
14th Searing Vengeance

Celestial Blast

Your patron gifts you with radiant powers. You can choose to have your Eldritch Blast cantrip deal either radiant or force damage.

Patron Spells

The Celestial grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Cure Wounds, Guiding Bolt
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Divination
5th Flame Strike, Greater Restoration
6th Heal
7th Divine Word
8th Holy Aura
9th True Resurrection

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 spellcasting ability 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 Soul

Starting at 6th level, your link to the Celestial 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 or fire damage, you can add your spellcasting ability modifier to one radiant or fire damage roll of that spell against one of its targets.

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 spellcastsing ability 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 spellcasting ability 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 spellcasting ability 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 Coven

Grandmother, auntie, wood witch, medicine woman, crone; the strange creatures known as hags go by many names. Their motivations are often sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven's unorthodox magic?

Coven Features
Warlock Level Feature
1st Patron Spell List, Weird Magicks
6th Deviant Recovery
10th Vile Resilience
14th Shared Spellcasting

Patron Spells

The Coven grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Bane, Ray of Sickness
2nd Alter Self, Enhance Ability
3rd Bestow Curse, Nondetection
4th Dominate Beast, Polymorph
5th Insect Plague, Skill Empowerment

Weird Magicks

When you enter this pact at 1st level, the Coven you serve grants you knowledge of their unorthodox spellcasting. When you cast a warlock spell of 1st-level or higher, you can replace its damage type with a damage type from another warlock spell you know, altering the spell for this casting only.

Spells cast in this way resemble the strange magic of hags, and may be unrecognizable to traditional spellcasters.

Deviant Recovery

Upon reaching 6th level, you have been granted rare insights into the magic of Covens. At the end of a short rest, in place of regaining one of your expended Pact Magic spell slots, you can impart that magical energy to a friendly spellcaster who completed the short rest with you. They immediately regain expended spell slots that have a combined level equal to or less than the level of your Pact Magic spell slot.

Once you impart magical energy with this feature you must finish a long rest before you can do so again.

Vile Resilience

You have served your Coven well and they have rewarded you with a strange magical ward. Beginning at 10th level, when you take damage from a spell or other magical effect, you can use your reaction to grant yourself resistance to the damage from the triggering spell or magical effect.

You can use this reaction a number of times equal to your Charisma modifier spell casting ability modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Shared Spellcasting

Starting at 14th level, you have grown powerful enough to form a Coven of your own. At the end of a long rest, choose up to two other willing spellcasters to form your Coven with. While all members of the Coven are within 30 feet of one another, they can all cast any spell known or prepared by another member of the Coven in addition to their own spells. They must still expend their own spell slots to do so.

All members of a Coven are always aware of the direction and distance between them and the other members of their Coven, so long as they are on the same plane of existence.

When you form a Coven, the bond remains in place until you complete 1d6 long rests, or a Coven member dies. You can then form a new Coven at the end of your next long rest.

Forming Your Coven

Each warlock may have different requirements for others to enter their Coven. Some take any who provide their power freely, while others require embers to swear loyalty to their own patron Coven.

The Elder Sphinx

Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten gods. They are masters of riddles and other trials that reveal the true nature of those they test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.

You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather then perish you opted to serve them with your life?

Elder Sphinx Features
Warlock Level Feature
1st Patron Spell List, Guardian's Ward
6th Time Slip
10th Inscrutable, Eternal Guardian
14th Power of the Ancients

Patron Spells

The Elder Sphinx grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Command, Detect Evil and Good
2nd Lesser Restoration, Zone of Truth
3rd Clairvoyance, Slow
4th Divination, Freedom of Movement
5th Dispel Evil and Good, Greater Restoration
9th Time Stop

Guardian's Ward

The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. Starting at 1st level, you can use an action to project a small but powerful ward outward from yourself, with a radius in feet equal to five times your proficiency bonus.

When a creature enters the area of your ward, or starts its turn within it, it must succeed on a Strength saving throw in order to move. On a successful save, it can move, but it treats the area within your ward as difficult terrain. On a failed save, the creature cannot move into, or within, the area.

You must concentrate on your ward as if concentrating on a spell. Your ward lasts for 1 minute, unless you choose to end it early (no action required). Once you use your ward you must finish a short or long rest before you can use it again.

Time Slip

Beginning at 6th level, you can manipulate time, much like your patron. As an action, you can pause time and move up to twice your movement speed without provoking opportunity attacks. You can only use your movement while time is stopped, you cannot use actions, bonus actions, or reactions. Time resumes when you finish your movement.

Once you use this action you must finish a short or long rest before you can use it again.

Inscrutable

Your patron shields you from divination magic, much like they are shielded from such spells. Beginning at 10th level, you are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Additionally, any Wisdom (Insight) checks made to ascertain your intentions or sincerity are made at disadvantage.

Eternal Guardian

The Sphinx you serve has blessed you with a semblance of their immortality. Starting at 10th level, you no longer require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from both short and long rests.

In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic.

Power of the Ancients

Starting at 14th level, you gain an empowered mastery over time, but only in your sphere of influence. As an action, while your Guardian's Ward is active, you can cast a limited version of time stop. However, you may only interact with creatures and objects within the radius of your Guardian's Ward.

When the time stop spell ends, your Guardian's Ward ends as well. Once you use this feature you must finish a long rest before you can use it again.

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose 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 Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Fiend Features
Warlock Level Feature
1st Patron Spell List, Dark One's Blessing
6th Dark One's Own Luck
10th Fiendish Resilience
14th Hurl Through Hell

Patron Spell List

The Fiend grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow

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 spellcasting ability 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 favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the rolls effects occur.

Once you use this feature, you can't use it again until you finish a short or 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 Features
Warlock Level Feature
1st Patron Spell List, Awakened Mind
6th Entropic Ward
10th Thought Shield
14th Create Thrall

Patron Spells

The Great Old One grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
2nd Detect Thoughts, Phantasmal Force
3rd Clairvoyance, Sending
4th Dominate Beast, Evard's Black Tentacles
5th Dominate Person, Telekinesis

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, while doing so you can alter your voice to sound however you wish. 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. The creature can respond to you mentally if you wish.

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 would hit you with an attack, you can use your reaction to impose disadvantage on that roll make the creature reroll the attack using the lower of the two rolls. If the attack misses you, your next attack roll against the creature has advantage if you make it before 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.

Thought Shield

Starting at 10th level, your thoughts, emotions, or intentions can't be read by telepathy or other means and creatures can't determine if you are lying 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 of 5th level or higher is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. Once per day you can use your action to cast the Suggestion spell on the enthralled creature no matter its range from you, doing so require no components and does not expend a spell slot. The creature makes the required saving throw with disadvantage if you are visible to the creature. If the creature fails the saving throw it carries out the Suggestion as instructed, even if the suggestion would be considered unreasonable.

The Great Wyrm

Inherently magical creatures with incredibly long lifespans, dragons hoard not only wealth and material possessions, but servants and slaves as well. Benevolent and malicious, kind and terrible, good and evil, ancient dragons of all types have motivations beyond comprehension to most mortal beings.

What sort of bargain did you enter into in order to access the overwhelming elemental power of an ancient dragon?

Great Wrym Features
Warlock Level Feature
1st Patron Spell List, Draconic Spark
6th Elemental Potency
10th Imposing Presence
14th Dragon Wings

Patron Spells

The Great Wyrm grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Chromatic Orb, Command
2nd Dragon's Breath, Scorching Ray
3rd Fireball, Lightning Bolt
4th Vitriolic Sphere, Wall of Fire
5th Dominate Person, Cone of Cold

Draconic Spark

When you form your pact at 1st level, the Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient dragons can impart any element, but they most often bestow one that matches their breath weapon. Choose either acid, cold, fire, lighting, or poison for your Draconic Spark.

You gain resistance to your Draconic Spark damage type, and any time you cast a warlock spell that deals damage, you can change the damage type to match your Draconic Spark.

In addition, the power of your Draconic Spark allows you to speak, read, and write Draconic.

Elemental Potency

The power of your Spark grows, increasing the power of your spells. Starting at 6th level, when you cast a spell of 1st-level or higher that deals your Draconic Spark damage type, you gain a bonus to one damage roll of the spell equal to 1d8.

Imposing Presence

Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. Beginning at 10th level, you cannot be charmed or frightened while you are conscious.

Dragon Wings

Starting at 14th level, you can use a bonus action on your turn to manifest a pair of leathery dragon wings from your back, which grant you a flying speed equal to your movement speed, and last until you use a bonus action to dismiss them.

You cannot manifest your wings while wearing armor unless the armor is specifically made to accommodate them. Any clothes you are wearing that do not accommodate your wings may be destroyed when you manifest them.

The Kraken

Deep beneath the crashing waves and storming winds rests a titanic creature from before the dawn of time. An ancient creature that has slept through the rise and fall of hundreds of civilizations, it now calls to you, promising power and gifts should you simply carry out its will.

Your patron is a creature both ancient and unknowable, and though you may struggle or fight against it, this entity desires only the ruination of all things.

Kraken Features
Warlock Level Feature
1st Patron Spell List, Grasp of the Kraken
6th Inky Escape
10th Scion of the Depths
14th Unleash the Kraken
Patron Spells

The Kraken grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Fog Cloud, Ensnaring Strike
2nd Blindness/Deafness, See Invisibility
3rd Lightning Bolt, Stinking Cloud
4th Control Water, Evard's Black Tentacles
5th Maelstrom, Rary's Telepathic Bond

Grasp of the Kraken

Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point you can see within 60 feet of you. A horde of grasping tendrils appears at that point. Choose a number of creatures equal to your spell casting ability modifier that are within 10 feet of that point to make a Strength saving throw against your warlock spell save DC. Creatures that fail their saving throw are grappled for 1 minute. The spectral tentacle’s Strength (Athletics) bonus is equal to your spell attack bonus and its reach is 10 feet.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Inky Escape

At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction, when you take damage, you can cast darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no affect on your vision.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Scion of the Depths

Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to breathe water and a swim speed equal to your normal speed. You gain immunity to lightning damage. When your immunity reduces the damage from an effect to 0, as a reaction you can cause creatures of your choice that you can see within 30 feet of you to take lightning damage equal to your Charisma modifier spell casting ability modifier + your proficiency bonus.

Unleash the Kraken

At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 feet of you and choose one of the following effects as tentacles emerge from the portal:

Transport. You and up to 5 willing creatures of your choice that you can see are grasped by the tentacles. A second portal opens at a point of your choice within 100 miles that you have visited within the past 24 hours, depositing you and your chosen allies there.

Fury. The tentacles slam into your foes. Pick up to 5 creatures you can see within 30 feet of the portal. Those creatures must make a Dexterity saving throw against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Creatures that succeed on their saving throw take half damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition.

The Reaper of Souls

You have made a pact with an entity that presides over the line between life and death. You pact with this being grants you access to some of the forces that govern that line.

Unburdened by the concepts of law and chaos, good and evil, this entity pulls the strings across time and fate to maintain the balance of life and death, as one cannot exist without the other.

Some entities that may fill this role would be; the Grim Reaper, Kelemvor, Hades, Anubis, or Death itself.

Reaper of Souls Features
Warlock Level Feature
1st Patron Spell List, Grim Curse
6th Accursed Specter
10th Armor of Curses
14th Master of Curses
Patron Spells

The Reaper of Souls grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Bane, Bone Storm*
2nd Ray of Enfeeblement, Silence
3rd Soul Chains*, Phantom Steed
4th Compulsion, Phantasmal Killer
5th Antilife Shell , Contagion

* Homebrew spell

Grim Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if 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 spellcasting ability modifier (minimum of 1 hit point).

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

Accursed Specter

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 spellcasting ability 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

Armor of Curses

At 10th level, your curse grows more powerful. If the target cursed by your Grim 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 Curses

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

At the dawn of creation the world was dominated by massive creatures; powerful giants bound together by the Ordning, hulking elementals that would become the landscape itself, and legendary titans, like the Tarrasque, that slumber beneath the earth. In remote places of the material plane these ancient beings slumber, their power dormant, waiting for an opportunity to remind the world of their existence.

Why were you chosen by a titan? Are they trapped, needing someone to be their representative in the world, or do you carefully draw power from an ancient slumbering giant?

Titan Features
Warlock Level Feature
1st Patron Spell List, Elder Soul, Colossal Form
6th Titanic Endurance
10th Stalwart Blood
14th Legendary Behemoth

Patron Spells

The Patron grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st Catapult, Earth Tremor
2nd Enlarge/Reduce, Spike Growth
3rd Erupting Earth, Protection from Energy
4th Stoneskin, Stone Shape
5th Transmute Rock, Wall of Stone

Elder Soul

Your Titanic patron greatly enhances your durability. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

You also learn to speak, read, and write Primordial or Giant (your choice). Whenever you make a Charisma check when interacting with elementals (if you chose Primordial) or giants (if you chose Giant), your proficiency bonus is doubled.

Colossal Form

Also beginning at 1st level, you can channel your patron's power to grow in size. As a bonus action on your turn, you can activate your Colossal Form, gaining temporary hit points equal to your warlock level and increasing your size by one category, for example, from Medium to Large. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma modifier spell casting ability modifier (minimum of +1):

  • All Strength ability checks and Strength saving throws.
  • All damage rolls for melee weapon attacks using Strength.

Your Colossal Form lasts for 1 minute, but ends early if you are incapacitated or you end it as a bonus action. Once you use your Colossal Form, you must finish a short or long rest before you can use it again.

Titanic Endurance

Beginning at 6th level, you can channel the resilience of your patron to reduce incoming damage. You have a pool of d8s that you spend to fuel this damage reduction. The number of dice in the pool is equal to 1 + your warlock level.

As a reaction, when you take damage, you can roll a number of dice from this pool, reducing the damage by an amount equal to your roll + your Charisma modifier spell casting ability modifier. Your pool regains all expended dice at the end of each long rest.

Stalwart Blood

Your connection to your gargantuan patron has deepened. Starting at 10th level, when you make a Constitution check or Constitution saving throw, you gain a bonus to your roll equal to your Charisma modifier spell casting ability modifier (minimum of +1).

Legendary Behemoth

You have mastered the magic of the titans, and can you wield their power with ease. Starting at 14th level, when you adopt your Colossal Form, you can choose to grow by two size categories, for example, from Medium to Huge. When you hit a creature with a weapon attack while transformed, you can roll one of the weapon's damage dice an additional time.

In addition, once you adopt your Colossal Form, it lasts until you are incapacitated or end it as a bonus action.

The Undying

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize -like all power- comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

The Undying Features
Warlock Level Feature
1st Patron Spell List, Life through Death
6th Defy Death
10th Undying Nature
14th Indestructible Life
Patron Spells

The Undying grants you patron spells at the warlock levels listed in the Patron Spell List table. See the Patron Spells class feature for how patron spells work.

Patron Spell List
Spell Level Spells
1st False Life, Ray of Sickness
2nd Blindness/Deafness, Silence
3rd Revivify, Speak with Dead
4th Aura of Life, Death Ward
5th Contagion, Legend Lore

Life through Death

Starting a 1st level, you can push your physical form beyond its normal limits as your ability to cling to animation of life is bolstered by your vague knowledge of undeath. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class and you learn the spare the dying cantrip.

In addition, you can drain the life of nearby dying creatures. When a creature of at least CR 1 dies within 30 feet of you, you can use your reaction to consume part of its soul, transforming it into a warlock spell slot at a level equal to the creatures CR up to spell level 5.

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

Defy Death

Beginning at 6th level, when you are reduced to 0 hit points by an effect that does not cause radiant damage and is not a critical hit, you instead drop to 1 hit point.

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

Undying Nature

At 10th level, your patron grants you some of the benefits of undeath. You have resistance to necrotic and poison damage, and for every 10 years that pass, your body ages only 1 year.

Additionally, you no longer need to eat, drink, or sleep, and you can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend the regular duration of a long rest doing light activity, such as reading and keeping watch.

Indestructible Life

When you reach 14th level, you can offer your soul to your master for safekeeping. If you die, roll 1d20. On a roll of your warlock level or lower, you are able to accept revival from your patron, and will revive in 1d10 days. However, this feature will not activate if you were killed by radiant damage, if your patron does not care enough to revive you, or if your patron loses the power to revive you — or dies themselves.

On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

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

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.

Aberrant Metamorphosis

Prerequisites: Pact of the Chain, Great Old One patron

Otherworldly magic touches your familiar. Your familiar gains additional hit points equal to your warlock level, its creature type becomes aberration, and you can use your bonus action to make its appearance alien, or revert it to normal.

While your familiar appears alien, it has advantage on Charisma (Intimidation) checks, and you can use your action to make it do something unnatural, such as gibber in maddening voices. A creature within 10 feet of the familiar that sees this must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of the familiar for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you've made your familiar do something unnatural, you can't do so again until you finish a short or long rest.

Alchemical Restoration

Prerequisite: 15th-level, Pact of the Chalice feature

As an action on your turn, you can cast the reincarnate spell without expending a spell slot or material components. Once you cast reincarnate in this way, you must finish 1d4 long rests before you can cast the spell in this way again.

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material component.

Ascendant Step

Prerequisite: Warlock 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material component.

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.

Bewitching Whispers

Prerequisite: Warlock 7th level

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

Bolstered Familiar

Prerequisite: 5th level, Pact of the Chain feature

When you summon a familiar using your Pact of the Chain feature, it gains the following benefits:

  • Its maximum hit points increase by an amount equal to twice your warlock level.
  • It adds your spellcasting ability modifier to its AC, to its saving throws, to ability checks using skills with which it is proficient, and to its attack rolls.
  • When you use your familiar to cast a spell, you can do so as long as you are on the same plane of existence.

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 class's spell list. These rituals need not be from the same class 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.

Chains of Carceri

Prerequisite: Warlock 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 Flies

Prerequisite: Warlock 5th level

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.

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 spell casting ability modifier (minimum of 0 damage).

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

Cup of Protection

Prerequisite: 9th-level, Pact of the Chalice feature

As an action, a creature of your choice can drink from your pact chalice, gaining the effects of the death ward spell. Once used, you must finish a long rest to use this feature again.

Cup of Recovery

Prerequisite: 5th-level, Pact of the Chalice feature

Using your pact chalice as a spellcasting focus, you can use an action to cast lesser restoration without expending a spell slot. You can't do so again until you finish a short or long rest.

Defile the Dead

Prerequisite: Warlock 5th level

You can cast the Animate Dead spell using a Warlock spell slot. You can use this invocation a number of times equal to one half your proficiency modifier (rounded down), and regain the expended uses when you finish a long rest.

Devil's Sight

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

Dreadful Word

Prerequisite: Warlock 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 Eidolon

Prerequisite: Warlock 9th level, Pact of the Chain feature

When you finish a long rest, you can expend up to half of your Hit Dice if your familiar is on the same plane of existence as you. When you do so, your hit point maximum is reduced by the total and the familiar's hit point maximum and current hit points are increased by it. This change ends when you finish a long rest.

Additionally, you can cast spells using your familiar as the source or casting point of the spell as long as the familiar is within 100 feet of you.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot.

Eldritch Smite

Prerequisite: Warlock 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.

Eldritch Spear

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

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 proficiency bonus.

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 it.

Fiendish Vigor

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

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.

Ghostly Gaze

Prerequisite: Warlock 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.

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

Gift of the Depths

Prerequisite: Warlock 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast Water Breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Grasp of Hadar

Prerequisite: Eldritch Blast cantrip

Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to you.

Grasp of the Deep

Prerequisite: Pact of the Blade feature, The Kraken patron

Your pact weapon extends into a dark, sinuous tentacle, increasing its reach by 5 feet. When you hit a creature smaller than Large with your pact weapon, you can choose to grapple the target with the weapon. You can have one creature grappled with this feature at a time, and until the grapple ends you can't use that weapon to attack a target other than the one you are grappling with it.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Investment of the Chain Master

Prerequisite: Pact of the Chain feature

When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Lance of Lethargy

Prerequisite: Eldritch Blast cantrip

Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Lifedrinker

Prerequisite: Warlock 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 spellcasting ability modifier (minimum 1).

Maddening Hex

Prerequisite: 5th level, Hex spell or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Grim Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your spellcasting ability modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: Warlock 15th level

You can cast Altar Self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: Warlock 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.

Mire the Mind

Prerequisite: Warlock 5th level

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

Mirror of Fates

Prerequisite: Pact of the Chalice feature

Filling your pact chalice with clear liquid, you can peer into the uncertain future. Using your pact chalice as a spellcasting focus, you can cast the augury spell at-will, without expending a spell slot or material components.

Misty Visions

You can cast Silent Image at will, without expending a spell slot of material components.

Mount of the Rein Master

Prerequisite: 5th-level warlock, Pact of the Chain feature

Once per long rest you can cast the Find Steed spell once without expending a spell slot. Instead of summoning a spirit, you must target the familiar you gained from casting Find Familiar, transforming it into a steed described in the Find Steed spell. In addition to gaining any benefit from other invocation, the creature also has the features of both Find Familiar and Find Steed for 8 hours before reverting back to being just your familiar.

When you reach 11th level you can cast the Find Greater Steed spell instead of Find Steed in this way.

One with Shadows

Prerequisite: Warlock 5th level

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.

Otherworldly Leap

Prerequisite: Warlock 9th level

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

Paper Boat

Prerequisite: Pact of the Tome feature, The Kraken patron

Your book of shadows becomes filled with sea charts and navigational maps. You gain proficiency with navigator’s tools and cartographer’s tools, and your Book of Shadows is able to act as both. You can’t become lost as long as you have your Book of Shadows.

By performing a 1 minute ritual with your Book of Shadows, you can transform it into a paper boat large enough to carry one Medium creature or object. The boat is impervious to water and damage, but lacks any means of propulsion. The boat can hold up to 500 pounds, instantly turning back into a book if more weight is placed onto it. You can transform the boat back into a book through the same ritual.

Pod Leader

Prerequisite: The Kraken patron

Your swimming speed increases by 10 feet. While in water, friendly creatures within 30 feet of you gain a swimming speed equal to their movement speed.

Relentless Hex

Prerequisite: 7th level, Hex spell or a warlock feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Grim Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

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.

Sculptor of Flesh

Prerequisite: Warlock 7th level

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

Secrets of Khirad

Prerequisites: Great Old One patron

You use long forgotten knowledge to alter your magics, casting them with nothing but a thought. You can ignore the verbal component of a warlock spell if it also has a somatic component. If the spell is on your Patron Spell List, it instead requires no components.

Shroud of Shadow

Prerequisite: Warlock 15th level

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

Sign of Ill Omen

Prerequisite: Warlock 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.

Terror from the Deep

Prerequisite: Pact of the Chain feature, The Kraken patron

You can add the deep urchin to the list of available familiars you can summon with the Find Familiar spell.

If your familiar takes the form of a deep urchin, it can make opportunity attacks, its maximum hitpoints are increased by twice your warlock level, and it adds your proficiency bonus to its AC, damage rolls, attack rolls, ability checks, and saving throws.

While carrying a deep urchin, you can throw it as a bonus action instead of an action. When you do so, you can propel the urchin with a jet of water, doubling the range of the throw.

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.

Thirsting Blade

Prerequisite: Warlock 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: Warlock 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 Tharizdun

Prerequisites: Pact of the Blade, Great Old One patron

Your pact weapon becomes capable of carving through both flesh and mind. Once per turn, when you hit a creature with a weapon attack made with your pact weapon, you can cause the attack to deal psychic damage instead of its regular type. If you do so, the creature has disadvantage on the next attack roll it makes before the end of its next turn.

Additionally, when you hit a creature with a weapon attack made with your pact weapon, you can glimpse into its mind. You immediately learn if the creature is under any mind influencing effects and what those effects are, such as a Geas spell, and learn the creature's greatest fears and desires.

Once you glimpse a creature's mind, you can't do so again until you finish a long rest.

Trickster's Escape

Prerequisite: Warlock 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.

Unfathomable Understanding

Prerequisites: 9th level, Pact of the Tome, Great Old One patron, Contact Other Plane spell

Your Book of Shadows becomes linked to an aspect of your patron you can call upon for knowledge, at the risk of your sanity. You can cast Contact Other Plane as a ritual. When you cast contact other plane, you make a saving throw using your warlock spellcasting ability instead of Intelligence, and the aspect writes its answers in your Book of Shadows, in arcane script only you can understand. The first time you fail your saving throw against the spell each day, you become insane for 1 minute instead of until the end of a long rest.

Additionally, you can unerringly recall any information written in your Book of Shadows.

Visions of Distant Realms

Prerequisite: Warlock 15th level

You can cast Arcane Eye at will, without expending a spell slot.

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 at will, requiring no action as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Voice of Ulban

Prerequisites: Great Old One patron

Your ability to touch the minds of other creatures expands dramatically. When you use your Awakened Mind feature to communicate telepathically, the range increases to 120 feet, you can communicate with a number of creatures equal to your Charisma modifier spell casting ability modifier (minimum 1) simultaneously, and creatures without telepathy can respond to your telepathic messages, but can't initiate or terminate contact.

Whispers Beyond the Veil

Prerequisites: 3rd level, Great Old One patron

You can draw your consciousness close to the veil between worlds, listening to whispers from the denizens of the Far Realm. You can cast augury without spending a spell slot, and without material components. When cast this way, you can gain advantage on one attack roll or ability check of your choice that you make in the next hour, if it relates to the course of action you received an omen for.

Once you cast augury this way, you can't do so again until you finish a short or long rest.

Whispers of the Grave

Prerequisite: Warlock 9th level

You can cast Speak with Dead at will, without expending a spell slot.

Witch Sight

Prerequisite: Warlock 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.

Warlock Spell List

Cantrips (0 Level)
  • Aural Decoy
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Chilling Blade
  • Create Bonfire
  • Cursing Touch
  • Eldritch Blast
  • Flashbolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Infestation
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Age
  • Armor of Agathys
  • Arms of Hadar
  • Bad Blood
  • Bones Storm
  • Cause Fear
  • Charm Person
  • Comprehend Languages
  • Expeditious Retreat
  • Hellish Rebuke
  • Hex
  • Illusory Script
  • Protection from Evil and Good
  • Starsee
  • Stone Fist
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Chilling Scythe
  • Cloud of Daggers
  • Crackle
  • Crown of Madness
  • Darkness
  • Earthbind
  • Enthrall
  • Eruption
  • Flame Blade
  • Hold Person
  • Invisibility
  • Knock
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Misty Warding
  • Poison Dart
  • Ray of Enfeeblement
  • Shadow Blade
  • Shatter
  • Smouldering Chains
  • Spider Climb
  • Suggestion
3rd Level
  • Aether Lance
  • Blade Storm
  • Counterspell
  • Dispel Magic
  • Electrocute
  • Enemies Abound
  • Fear
  • Flame Tether
  • Fly
  • Gaseous Form
  • Hand of Hadar
  • Hunger of Hadar
  • Hypnotic Pattern
  • Iron Maiden
  • Life Transference
  • Magic Circle
  • Major Image
  • Remove Curse
  • Soul Chains
  • Spider Bite
  • Summon Lesser Demons
  • Thunder Step
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Dimension Door
  • Elemental Bane
  • Hallucinatory Terrain
  • Iron Nemesis
  • Poison Fog
  • Shadow of Moil
  • Shooting Star
  • Sickening Radiance
  • Summon Greater Demon
5th Level
  • Black Fireball
  • Contact Other Plane
  • Danse Macabre
  • Dream
  • Enervation
  • Entomb
  • Far Step
  • Field of Stars
  • Hold Monster
  • Infernal Calling
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Planar Binding
  • Scrying
  • Synaptic Static
  • Teleportation Circle
  • Walk of Ungoliant
  • Wall of Light
6th Level
  • Arcane Gate
  • Circle of Death
  • Conjure Fey
  • Create Homunculus
  • Create Undead
  • Deconstruction
  • Eyebite
  • Flesh to Stone
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Scatter
  • Soul Cage
  • True Seeing
7th Level
  • Create Revenant
  • Crown of Stars
  • Etherealness
  • Finger of Death
  • Forcecage
  • Plane Shift
  • Power Word Pain
  • Project Image
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Blackfire
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Maddening Darkness
  • Power Word Stun
9th Level
  • Astral Projection
  • Energy Drain
  • Foresight
  • Imprisonment
  • Gate
  • Power Word Kill
  • Psychic Scream
  • Shapechange
  • True Polymorph
  • Weird

Homebrew Changes

Saving Throws

  • Saving throw proficiency is either Charisma or Intelligence, based on spellcasting ability chosen by player.

Otherworldly Patron

  • Added the following patrons:

  • Allowed the patrons from The Compendium of Forgotten Secrets homebrew supplement.

  • Modified the Celestial patron as follows:

    • Changed Patron Spell List
    • Added 6th, 7th, 8th, and 9th level spells to Expanded Spells list
  • Modified the Great Old One patron as follows:

    • Changed the level 1 feature
    • Changed the level 6 feature
    • Changed the level 10 feature
    • Changed the level 14 feature
  • Modified the Hexblade as follows:

    • Changed name to Reaper of Souls
    • Changed thematic
    • Changed Patron Spell List
    • Removed Hexwarrior level 1 feature
  • Modified the Undying patron as follows:

    • Changed Patron Spell List
    • Changed level 1 feature
    • Changed level 6 feature
    • Added resistances to level 10 feature
    • Added revive mechanic to level 14 feature

Pact Magic

  • Added Eldritch Blast as free cantrip.
  • Changed spell casting ability to be player choice between Charisma and Intelligence.
  • Added the Patron Spells feature, which replaces the Expanded Spell List feature with a feature that functions similar to the Paladin Oath Spells feature
  • Added Cantrip Versatility and Spell Versatility from Class Feature UA

Spell List

  • See the table above; bolded items are spells that do not appear on this class's Player's Handbook Spell list, italicized items are homebrew spells.

Eldritch Invocations

  • Added the following Homebrew invocations:
    • Bolstered Familiar
    • Defile the Dead
  • Added the following invocation from the Class Features UA:
    • Eldritch Eidolon
  • Added the following invocations from the Leviathan Patron by u/caelreader
    • Grasp of the Deep
    • Paper Boat
    • Pod Leader
    • Terror from the Deep
  • Added the following invocations from the Great Old One Tweaks pdf by u/SargeBriar
    • Aberrant Metamorphosis
    • Secrets of Khirad
    • Touch of Tharizdun
    • Unfathomable Understanding
    • Voice of Ulban
    • Whispers Beyond the Veil
  • Added the following invocation from reddit user u/Phylea
    • Mount of the Rein Master
  • Added the following invocations from Laserllama's Otherworldly Patrons
    • Alchemical Restoration
    • Cup of Protection
    • Cup of Recovery
    • Mirror of Fates
  • Voice of the Chain Master - Allows the Warlock to perceive through the familiars senses at will, no longer requiring an action.

Pact Boon

  • Added functionality of Hexwarrior from Hexblade patron to Pact of the Blade pact boon.
  • Allowed Pact of the Chain familiar to attack like a regular creature.
  • Expanded Pact of the Chain familiar options to include creatures from; Guildmasters Guide to Ravnica and Volo's Guide to Monsters
  • Added the Pact of the Chalice from Laserllama's Otherworldly Patrons

Ability Score Increase / Feat

 

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