The Warlock, Remastered

by drognbork

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The Warlock

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 are you to your patron? What is your part 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, Intelligence or Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the chill touch and prestidigitation cantrips, along with the 1st-level spells armor of agathys and hellish rebuke.

The Warlock
Level Proficiency Bonus Features Unrelenting Curse Cantrips Known Spells Known Spell Slots Spell Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Boon, Pact Magic, Unrelenting Curse 1d4 2 3 1 1st
2nd +2 Eldritch Invocations 1d4 2 4 2 1st 2
3rd +2 Pact Boon Feature 1d4 2 5 2 2nd 2
4th +2 Ability Score Improvement 1d4 3 6 2 2nd 2
5th +3 Pact Boon Feature 1d6 3 7 2 3rd 3
6th +3 Otherworldly Patron feature 1d6 3 8 2 3rd 3
7th +3 Pact Boon Feature 1d6 3 9 2 4th 4
8th +3 Ability Score Improvement 1d6 3 10 3 4th 4
9th +4 1d8 3 11 3 5th 5
10th +4 Otherworldly Patron feature 1d8 4 13 3 5th 5
11th +4 Mystic Arcanum (6th level) 1d8 4 13 3 5th 6
12th +4 Ability Score Improvement 1d8 4 14 3 5th 6
13th +5 Mystic Arcanum (7th level) 1d8 4 15 3 5th 6
14th +5 Otherworldly Patron feature 1d10 4 15 3 5th 7
15th +5 Mystic Arcanum (8th level) 1d10 4 15 3 5th 7
16th +5 Ability Score Improvement 1d10 4 15 4 5th 8
17th +6 1d10 4 15 4 5th 8
18th +6 Arcane Feedback 1d12 4 15 4 5th 9
19th +6 Ability Score Improvement 1d12 4 15 4 5th 9
20th +6 Eldritch Mastery 1d12 4 15 4 5th 9

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.

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Persuasion, 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) leather armor or (b) scale mail (if proficient)
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Two daggers

    Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Celestial, the Fiend, the Great Old One, the Radiant Storm, the Shadowforce, the Stars, the Undying, or the Warrior-Saint. Your choice grants you features at 1st level and again at 6th level, 10th level, and 14th level.

Patron Spells

Your Patron has granted you access to certain spells. You gain access to these spells at their corresponding Warlock level (1st, 3rd, 5th, 7th, 9th). Once you gain a patron spell, you always know it, and it doesn't count against the number of spells you know. If you gain a 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 the Spells chapter of the Player's Handbook for the general rules of spellcasting and for the warlock spell list.

The pact you have struck with your patron has given you the ability to cast spells.

Cantrips

You know two cantrips of your choice from the warlock spell list.

Learning New Cantrips:

You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Class Features (Warlock) table.

Replacing Known Cantrips:

When you gain a level in this class, you can choose one of the warlock cantrips you know and replace it with another cantrip from the warlock spell list.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 do not regain any pact magic spell slots upon completing a short or long rest. Additionally, you may only use your pact magic spell slots to cast Warlock spells or use other Warlock features. 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.

You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. You may use this feature a number of times equal to your Spellcasting Ability modifier (maximum of three, minimum once) before completing a long rest.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

Learning New Spells:

The Spells Known column of the Class Features (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.

Replacing Known Spells:

When you gain a level in this class, you can replace any and all of your warlock spells, substituting them with ones appropriate for your level.

Spell Versatility

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

Spellcasting Ability

Choose either Intelligence or Charisma when you gain this feature. Your choice determines your spellcasting ability for your warlock spells. You use the chosen ability score when setting the saving throw DC and when making attack rolls with warlock spells you cast. Also, you gain proficiency in saving throws using the chosen ability.

Spell Save DC = 8 + your proficiency bonus +

your Spellcasting Ability modifier

Spell attack modifier = your proficiency bonus +

your Spellcasting Ability modifier

Pact Boon

When you make a pact with a patron, you are rewarded with a boon — a special artifact that symbolizes the eldritch bargain that has been struck.

This section introduces four pact boons for you to choose from — blade, chain, tome, and wand.


Spellcasting Focus: For as long as you are holding or wearing it, your pact boon acts as a spellcasting focus for your warlock spells.

Choosing your Pact

Choose your pact from one of the following options:

  • Pact of the Blade: You want physical power, and you are rewarded with an eldritch weapon.

  • Pact of the Chain: You want to control others, and you are rewarded with a familiar-summoning trinket.

  • Pact of the Tome: You want forbidden knowledge, and you are rewarded with an eldritch spellbook.

  • Pact of the Wand: You want to destroy your enemies, and you are rewarded with a wand of destruction.

Your pact boon artifact bears the unmistakable mark of your patron—fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc. You may decide how your artifact is branded by your patron.

Sealing your Pact

You gain your pact boon artifact once you seal your pact—traditionally by means of making a promise or sacrifice to your patron. Choose one of the following, or define your own sealing ritual:

  • I made a promise: You have sworn to perform a particular service in the name of your patron. Your promise should be (a) achievable and (b) narrow enough in scope so that it can be reasonably addressed during gameplay.

  • I made a sacrifice: You sacrificed something of great value to your patron.

Describe how you sealed your pact with your patron, or pick a random suggestion (if appropriate) from the Promises and Sacrifices tables.

Renewing your Pact

If you lose your pact boon artifact, you can perform a 1-hour ceremony to receive a replacement artifact from your patron.

This ceremony can be performed during a short or long rest, and it destroys the previous boon item.

A New Seal

Depending on the circumstances in which you lost your artifact, your patron may demand that you renew your pact with a fresh seal. This may require you to make a new promise or sacrifice.

Promises
d100 I will...
01-06 ...kill an ancient dragon and eat its heart.
07-12 ...convert the high priest of Emerset to betray his deity and serve you.
13-18 ...visit the realm of Nazirun and burn the sacred Book of Ascension.
19-24 ...obey every demand and serve you without question for the next 10 years.
25-30 ...serve you forever in death.
31-36 ...capture the souls of 1,000 people.
37-42 ...get the Queen of Rendeburg to pose for a portrait that I paint.
43-48 ...make 1,000 people all sing your name during the Winter Festival.
49-54 ...free the Dream Stalker from the depths of the Feywitch Prison.
55-60 ...build a temple to you in the capital city.
61-66 ...find a way to summon you into this world.
67-72 ...let you take possession of my body during the night of the full moon.
73-78 ...find and complete the secret puzzle box of Lamenchard's Lament.
79-84 ...kill the archon of the cult that opposes you.
85-90 ...recruit 1,000 new people into your service.
91-100 ...create a new festival in your name that is celebrated in all Seven Kingdoms of Thendrae.
Sacrifices
d100 I give you...
01-06 ...my family's vast wealth.
07-12 ...the memories of my childhood.
13-18 ...20 years of my remaining lifespan.
19-24 ...one of my eyes.
25-30 ...the life of my precious pet.
31-36 ...the life of an innocent.
37-42 ...my ability to paint.
43-48 ...my ability to laugh.
49-54 ...two of my fingers.
55-60 ...my soul.
61-66 ...my sanity.
67-72 ...my sense of taste.
73-78 ...my sense of aesthetics.
79-84 ...the beating heart of a unicorn.
85-90 ...my ability to write.
91-100 ...my ability to feel strong emotions.

Pact of the Blade

You gain a unique, eldritch weapon from your patron. This weapon is honed and shaped by your own mind — the stronger your ability, the sharper your blade.

In addition, you gain proficiency with medium armor, shields, and martial weapons.

Pact Weapon

Item, Weapon


You can spend one action to summon your pact weapon into your empty hand. You can choose the form that this weapon takes each time you summon it — a dagger, a sword, a bow, etc — though it must be a form you are proficient with.

Your weapon bears the unmistakable mark of your eldritch patron — fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc.

  • Eldritch Strike: When you attack with this weapon, you can use your warlock spellcasting ability modifier instead of Strength or Dexterity, for the attack and damage rolls.

  • Magical Origin: This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Ephemeral: This weapon disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

  • Greater Pact Weapon: Starting at 5th-level, you can attack with your pact weapon twice — instead of once — whenever you take the Attack action on your turn

Blade Adept

Beginning at 3rd level, you can transform a magic weapon into your pact weapon by performing a special, eldritch ritual. The ritual takes 1 hour, during which you must be holding the weapon. You can then dismiss the weapon, shunting it into an extradimensional space.

The weapon 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.

Additionally, any weapon you summon with your Pact of the Blade feature gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Eldritch Brand

At 5th level, when you hit a creature with your Pact Weapon, you may expend one spell slot to brand the creature and deal an extra 1d6 force damage per spell slot level. This brand lasts for 1 minute. A creature can only be affected by one brand at any one time.

While the creature is branded, your pact weapon attacks deal extra force damage to that creature equal to your spellcasting ability modifier (minimum of 1). The creature also cannot benefit from the invisible condition until the mark expires.

Translocate

At 7th level, if your pact weapon is within 300 feet of you, you can spend a bonus action to teleport to its location - or to the nearest unoccupied space if that location is occupied.

You can use this feature a number of times equal to your spellcasting ability modifier (minimum of 1), and you regain expended uses when you finish a long rest.

Pact of the Chain

You ask your patron for the ability to control others, and are rewarded with a bound familiar.

Chained Familiar

You gain a special trinket from your patron which allows you to summon a familiar and bind it to your will.

CHAIN TRINKET

Item, Trinket


An eldritch trinket — such as a ring, bracelet, earring, or a diadem. While you are wearing this trinket, you can cast the Find Familiar spell as a ritual without spending material components.

Your trinket bears the unmistakable mark of your patron — fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc.

  • Chain Master: When you take the Attack action, you can forgo one of your attacks, or use your bonus action to allow your familiar to spend its reaction and make one attack of its own.

  • I Remember: The Companion or Familiar that is summoned by this trinket is always the same one.

  • I Serve: Your familiar has a personality of its own— it may or may not be happy to serve you. But whatever its attitude, the familiar must obey the command of whomever wears the trinket.

Chained Companion

Starting at 3rd level, you learn to summon a servant of your patron, a being known as a Chained Companion. Your familiar gained from find familiar is replaced by this Companion. With 5 hour of work and the expenditure of 30 gp worth of rare incense, you call forth your Companion from whichever plane it comes from.

At the end of the 1 hour, your chained companion appears and gains all the benefits of your Servant's Bond ability. You can have only one chained companion at a time The companion obeys your commands as best it can.

If your companion is ever slain, the magical bond you share allows you to return it to life. With 1 hours of work and the expenditure of 15 gp worth of rare incense, you call forth your companion's spirit and use your magic to create a new body for it. You can return it to life in this manner even if you do not possess any part of its body, but you require the trinket.

Forging the Companion

You can find the rules for creating a chained companion here

Servant's Bond

Your Chained Companion gains a variety of benefits while it is accompanying you

  • It acts on your initiative, and you determine its actions, decisions, attitudes, and so on (no action required by you). If you are incapacitated or absent, your Companion acts on its own.
  • Your Chained Companion has abilities and game statistics determined in part by your level. Your Companion uses your proficiency bonus rather than its own.
  • Whenever you gain the Ability Score Improvement class feature, your Companion’s abilities also improve. Your Companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your Companion can’t increase an ability score above 20 using this feature.
  • During the course of a short rest, you can shape and meld your Companion's body, causing them to take a different form. You can transform them into one of the forms given in the find familiar spell
Chain Mind

Starting at 3rd level, while your companion is on the same plane of existence, you can communicate with it telepathically. Additionally, as an action, you can see through your companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses. Lastly, while perceiving through your companion’s senses, you can also speak through your servant in your own voice, even if it is normally incapable of speech. When looking through your companion’s eyes, if you have any of the following invocations, your companion gains the benefit of them as well: devil’s sight, eldritch sight, eyes of the rune keeper, witch sight.

Servant to the Master

Starting at 5th level, your companion's attacks counts as magical. Additionally, your companion gains additional hit points equal to your warlock level. It gains a bonus to attack and damage rolls equal to half your proficiency bonus, and the DC for any saving throws it uses increases by an equal amount.

Bound By Blood

At 7th level, whenever your companion is reduced to 0 hit points, you can spend one hit die to reduce your familiar to 1 hit point instead. Additionally, choose Strength, Dexterity, Constitution, Intelligence or Wisdom. whenever your companion is subjected to an effect that would allow it to make a saving throw of the chosen ability score to take half damage, it instead takes no damage on a success and half damage on a failure.

Pact of the Tome

You ask your patron for forbidden knowledge, and are rewarded with a tome of eldritch secrets.

Book of Erudition

Starting at 1st level, you gain a book of forbidden knowledge from your patron, granting you more power over the arcane.

Adding Rituals: When you find a ritual 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).

For each level of the spell, you must spend 2 hours and 50 gp for the rare inks needed to inscribe it.

Book of Erudition

Item, Book


An eldritch book of forbidden knowledge. While you are holding your Book of Erudition, you can cast your warlock spells as a ritual if they have the ritual tag.

Your book bears the unmistakable mark of your patron — fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc.

  • Forbidden Cantrip: Choose one cantrip from any class spell list. While the book is on your person, you can cast that cantrip at will. It doesn't count against your number of cantrips known.

  • Forbidden Ritual: Choose one 1st-level spell that has the ritual tag from any class spell list. The spell appears in the book and doesn't count against the number of spells you know. While the book is in your hand, you can cast that spell as a ritual.

Eldritch Pages

Beginning at 3rd level, add two additional cantrips and one additional 1st-level spell that has the ritual tag to your Book of Erudition. These spells can be from any class spell list (and needn't be from the same list).

Forbidden Knowledge

At 5th level, you can now inscribe magical spells in your Book of Erudition. Choose two spells of 1st-level or higher of your choice. These spells must be of a level you can cast. Choose one of the following classes: bard, cleric, druid, sorcerer, or wizard. You must choose your spells from that class's spell list. (the two need to be from the same list). The spells appear in the book and don't count against the number of spells you know.

Additionally, when your Pact Magic feature lets you learn or replace a warlock cantrip or a warlock spell of 1st level or higher, you can choose the new spell from your selected class's spell list or the warlock spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a warlock spell for you. Whenever you gain a level, you may trade one of these selected spells for a new one so long as it is of a level which you can cast.

With your Book of Erudition in hand, you can cast the chosen spells as if they are warlock spells. On your adventures, you can add other spells to your Book of Erudition (if they are from your chosen spell list or warlock spells). When you find a warlock spell of 1st level or higher, you can add it to your Book of Erudition if it is of a level which you can cast, 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. If the spell is from your chosen list, the time and cost is double the normal amount.

Arcane Inscription

At 7th level, you learn the secrets of transferring spells, granting your allies powers beyond belief. You visibly inscribe the flesh of the creature with a warlock spell of 1st level or higher that you know, expending a spell slot appropriate to cast the spell.

While the spell is inscribed, you cannot cast the inscribed spell. During your turn, you can use your bonus action to force the creature to use its reaction to immediately cast the spell in a manner of your choosing, selecting targets or effects as you desire. If the creature can’t cast the spell, your bonus action is wasted. The creature uses its Intelligence or Charisma score (Whichever is higher) as its spellcasting ability for this spell.

Once the creature successfully casts the spell, or after 1 week, the inscription vanishes. You can maintain a number of inscriptions equal to your Spellcasting Ability modifier (minimum 1) at a time. Inscribing another beyond this limit causes an inscription of your choosing to vanish.

Pact of the Wand

You gain a sinister wand from your Patron, through which you can harness their limitless, destructive power.

Wand of Devastation

At first level, while you are holding your pact wand, you can cast eldritch blast at will.

ELDRITCH BLAST

Pact Feature (Pact of the Wand)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

Greater Eldritch Blast. Starting at 3rd level, when you hit a creature with eldritch blast, you can add your Spellcasting Ability modifier to the damage.

Superior Eldritch Blast. Starting at 5th level, you can choose to attack twice. This increases to three attacks at 11th level, and four attacks at 17th level. You can attack the same target or different ones. Make a separate attack roll for each target.

Eldritch Substitution

Choose two of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, thunder. Whenever you cast eldritch blast or a spell that requires a ranged spell attack, you can change the damage type to one of your chosen types.

Wand Adept

Starting at 3rd level, you can transform one magic wand or rod, such as wand of magic missiles or a rod of the pact keeper, into your pact wand by performing a special ritual while you hold the wand.

You perform the ritual over the course of 1 hour, which can be done during a short rest. The wand ceases being your pact wand if you die, if you perform the 1-hour ritual on a different wand, or if you use a 1-hour ritual to break your bond to it.

Eldritch Essence

At 3rd level, you prepare the list of wand powers that are available for you, choosing from the wand power list. When you do so, choose up to three powers. You must meet all prerequisites for a wand power in order to prepare it. You can change your list of prepared powers when you finish a long rest. Preparing a new list of wand powers requires time spent in focus and meditation: at least 1 minute per wand power for each power on your list. Additionally, you gain another damage type of your choice. Wand Powers can be found below

Wand Master

At 5th level, you can prepare five Wand Powers of your choice. Additionally, whenever you deal a damage type from your chosen list, you ignore resistance to damage of the chosen type. When you roll damage for a warlock spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Eldritch Eruption

Starting at 5th level, when casting eldritch blast, instead of making an attack roll, select a point within the range. Every creature within a 20-foot radius of that must make a Dexterity saving throw or take eldritch blast damage equal to the number of beams available, as well as any invocations and wand powers on a failed save, or half as much with no additional effects on a successful one. You can use this ability a number of times equal to 1 plus your spellcasting ability modifier

Eldritch Destruction

At 7th level, while you are holding the wand, you can spend an action to channel the ruinous energies of your Patron through your wand. Scattering beams of destructive force erupt from your wand. Each creature in a 60 foot cone must make a Dexterity saving throw. A creature takes 9d6 force damage on a failed save, or half as much damage on a successful one.

Any creature that is reduced to 0 hit points by this spell is disintegrated.

You can use this feature twice, and you regain expended uses when you finish a long rest.

Changes

With this Warlock variant, the eldritch blast spell is removed from the game, as is the agonizing blast invocation. All invocations that affect eldritch blast are considered Pact of the Wand invocations

Wand Powers

Brutal Blast

Prerequisite: 8th level

Once per turn, when you hit a creature with eldritch blast, you can exploit its weaknesses. If the target is missing any of its hit points, the damage dice for that attack become d12s


Chilling Blast

When you hit a creature with eldritch blast, you can chill it. That creature's speed is reduced by 10 feet (to a minimum of 5 feet) until the end of its next turn.


Deafening Blast

When you hit a creature with eldritch blast, you produce a concussive blast of energy. The creature is deafened until the end of its next turn.


Decaying Blast

When you hit a creature with eldritch blast, you can leave a lingering decay. That creature can't regain hit points until the end of your next turn.

Distracting Blast

Once per turn, when you hit a creature with eldritch blast, you can confuse it. The creature has disadvantage on the next attack roll it makes before the end of its next turn.


Disturbing Blast

When you hit a creature with eldritch blast, you force an eerie sense of fear into their mind. The first time the target makes an ability check, attack roll, or saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the roll.


Ensnaring Blast

When you hit a creature with eldritch blast, you can choose to deal no damage, and instead for a creature to make a Dexterity saving throw or be restrained until the end of your next turn as the eldritch energy surrounds and traps it. If you do this, you cannot use any of the extra beams provided by eldritch blast.


Mage-Killing Blast

Prerequisite: 6th level

Once per turn, when you hit a creature with eldritch blast, you can disrupt their spells. If the target is concentrating on a spell or effect, any concentration saving throws made due to this attack are made at disadvantage.


Marking Blast

When you hit a creature with eldritch blast, you can mark it with arcane energy. Until the end of your next turn, the target has disadvantage on Dexterity (Stealth) checks and can't benefit from being invisible.


Sapping Blast

Once per turn, when you hit a creature with eldritch blast, you can steal portions of the target's life force. The target's hit point maximum is reduced by an amount equal to the damage it took. The target's hit point maximum returns to normal after 10 minutes.


Seeking Blast

When you attack a creature with eldritch blast, you can ignore the effects of half and three-quarters cover.


Shifting Blast

When you hit a creature with eldritch blast, you can force their body to move. The target moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.


Siphoning Blast

Once per turn, when you hit a creature with eldritch blast, you can consume their life force to strengthen your own. You gain half the damage dealt in temporary hit points. These fade at the end of your next turn.


Shocking Blast

When you hit a creature with eldritch blast, you can shock it. That creature can't take reactions until the end of its next turn.

Ravaging Blast

Prerequisite: 6th level

If you roll a 10 on any damage die with eldritch blast, you can roll an additional d10 and add its damage to the total, rolling again if this die it also a 10, and so on. Effects which would increase the damage die size of a spell have no effect. If you do this, you cannot use any of the extra beams provided by eldritch blast.


Twinned Blast

When you hit a creature with eldritch blast, you can split some of the energies. A different creature of your choice within 5 feet takes damage equal to your spellcasting ability modifier

Unrelenting Curse

Beginning at 1st level, you can focus your senses onto a creature, cursing it with the fell ire of your patron. As a bonus action, you can mark one creature you can see within 90 feet of you. The target is marked until it drops to 0 hit points, you finish a long rest, or you use this feature again to target another creature. While a creature is marked, you gain the following benefits:

Cursed Body. Choose one ability when you use this feature. The target has disadvantage on ability checks made with the chosen ability.

Warlock's Ire. Whenever you hit the target with an attack, you deal an additional die of damage as shown in the Unrelenting Curse column of the Warlock table. This extra damage is of one associated with your Patron:

Archfey. Psychic

Celestial. Radiant

Fiend. Fire

Great Old One. Psychic

Radiant Storm. Lightning or Thunder

Shadowforce. The weapon or spell damage type.

Soulborn Warrior. The weapon or spell damage type.

Stars. Radiant

Undying. Necrotic

Warrior-Saint. Force

You can use this feature a number of times equal to your Spellcasting Ability modifier (a minimum of once). If your current mark drops to 0 hit points, you can use a bonus action on a susequent turn of yours to mark another creature as long as you do so within one minute. You regain all expended uses when you finish a long rest.

Changes

With this Warlock variant, the Hex spell is removed from the game.

Eldritch Invocations

At 2nd level, through your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain two eldritch invocations of your choice from the options listed below the class description. At certain warlock levels, you gain new invocations of your choice, as shown in the Invocations Known column of the Warlock table. You can replace one of the eldritch invocations you know with another invocation whenever you finish a long rest. When you gain a level in this class, you can replace any and all invocations you know with ones appropriate for your level.

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, choose a 6th-level spell from the warlock spell list as an 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.

Arcane Feedback

At 18th level, whenever you use your Mystic Arcanum feature, you can regain one expended spell slot from your Pact Magic feature.

Eldritch Mastery

At 20th level, whenever you roll initiative, you restore two expended spell slots from your Pact Magic feature.

Otherworldly Patrons

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.

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 Patron Spells

Warlock Spells
1st faerie fire, sleep
3rd calm emotions, phantasmal force
5th blink, plant growth
7th dominate beast, greater invisibility
9th 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.

Sylvan Magic

At 1st Level, you become proficient in the Nature skill and Druidic language, and you learn the druidcraft and thorn whip cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

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.

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 Patron Spells

Warlock Level Spells
1st burning hands, command
3rd blindness/deafness, scorching ray
5th fireball, stinking cloud
7th fire shield, wall of fire
9th flame strike, hallow

Fiend-touched Soul

Beginning at 1st level, you learn to mimic both the bearing and magic of your Patron. You can speak, read and write Infernal and Abyssal. In addition, you gain proficiency with deception or persuasion. Finally, choose two of the following damage types: acid, cold, lightning, poison or necrotic. Whenever you deal fire damage with a warlock spell or a warlock feature, you can change it to one of the chosen damage types.

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 roll's 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 two damages type when you finish a short or long rest. You gain resistance to these damage types until you choose different ones with this feature. Damage from silvered 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.

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

Warlock Spells
1st cure wounds , guiding bolt
3rd healing spirit, scorching ray
5th mass healing word, revivify
7th aura of life, wall of fire
9th greater restoration, mass cure wounds

Celestial-Touched Bearing

When you choose this patron at 1st level, At 1st Level, you become proficient in the Religion skill and Celestial language, and 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 Radiance

At lst level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d8s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level (minimum of one). 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.

Burning Soul

Starting at 6th level, your link to the Upper Planes emblazons your soul with radiant energy, protecting you. You have resistance to radiant damage, and you are immune to poison and disease. Additionally, whenever you or a creature within 60 feet that can see you restores hit points, they add your spellcasting ability modifier to the result.

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 spellcasting 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 4d8 + 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 Stars

You are a warlock who has uncovered power in the readings of the stars. You know their secret names and can call upon their power. This is how your pact works; you draw from the power of unseen truths, ever drawing fate to your favor.

Star Patron Spells

Warlock Level Spells
1st guiding bolt, bless
3rd augury, enhance ability
5th beacon of hope, clairvoyance
7th banishment, divination
9th dispel evil and good, legend lore

Star-Bound Curse

Beginning at 1st level, you can call upon the fickle nature of the stars to curse a creature you see. Three times per short or long rest, you can curse a creature as a bonus action, allowing you to govern its fate instead of the stars. While a creature is under your star-bound curse, a creature suffers the following debilitations for 1 minute:

  • Guiding Light. Glittering starlight guides attacks to this creature. The first attack each turn that hits this creature deals an additional 1d10 + half your Warlock level radiant or cold damage.

  • Cursed Fate. The creature has a d4 penalty to its first attack roll or saving throw each turn.

Stellar Manifestation

At 1st level, you can cause the light within you to shine forth. As an action, you can emanate a light from any point on your body, or materialize it as a wispy, star-like entity that you have control over. The light creates bright light in a radius of 30 feet, and dim light for another 30 feet. You can have the star follow you at a set distance, or use a bonus action to move it up to 30 feet. If the star goes beyond 30 feet from you, it fades out.

The light lasts until you fall unconscious, or until you dismiss it (no action required).

Additionally, you learn the twinkle cantrip

Astral Insight

At 6th level, your examinations of the night sky grant you brief flashes of insight. You gain fate dice, which are a number of d6’s equal to 1 + your spellcasting ability modifier. Whenever you roll an attack roll, ability check or saving throw, you may add any amount of fate dice to the roll, potentially bending fate to your favor. You regain all fate dice at the end of a long rest.

Stellar Arcanum

At 10th, you gain more control over the magic your patron brought into being at the beginning of the world, which both empowers and protects you. When you take damage from a spell, you may use your reaction to gain resistance to that damage. Additionally, until the end of your next turn, the spell level of your pact magic spell slots increases by 1. Once you use this feature, you may not do so again until you finish a short or long rest.

Prophet of the Night Sky

At 14th level, your understanding of the stars has revealed a deeper knowledge, one that has shown you how to utter words that pluck at the twines of fate itself. When you see a creature make an ability check, saving throw, or attack roll, you can use your reaction to cause that creature not to roll for that ability check, instead giving it a roll of either a 1 or 20. You regain this ability at the end of your next long rest.

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

Warlock Level Spells
1st dissonant whispers, Tasha's hideous laughter
3rd detect thoughts, phantasmal force
5th clairvoyance, sending
7th Evard's black tentacles, phantasmal killer
9th 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 communicating telepathically, 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 Weight of
the Space In Between

Also at 1st level, you can open the minds of your enemies to the terrifying vistas of reality, causing them to go mad from the revelation. When you hit a creature with an attack or a creature fails a saving throw against one of your spells, you can force the creature to make an intelligence saving throw against your spell save DC. If they fail, they are frightened of you until the end of your next turn.

You can use this feature twice, and you regain all expended uses when you complete a short or long rest.

At 6th level, if the creature fails the saving throw, you gain a choice of two afflictions that you can choose to impart unto the creature, in place of the creature being frightened of you. Alternatively, you can inflict the stunned condition instead.

Bleeding Mind. The creature takes 1d10+ half your warlock level as psychic damage.

Shattered Mind. The creature rolls on the short term madness table. They are afflicted with the madness until the end of your next turn.

Visions of Horror

At 6th level, you can flood the minds of those who assault you with terrifying, incomprehensible images from your patron's realm. When a creature within 60 feet damages you, you can use your reaction to force the creature to make an Intelligence saving throw against your warlock spell save DC.

On a failed save, the creature takes psychic damage equal to 1d10 + half your warlock level and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature takes half as much damage and isn't frightened.

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

Labyrinthine Conundrum

At 10th level, the outer layers of your mind become alien in scope - becoming indecipherable to those who would plunder it, while revealing the true nature of the world around you. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it.

Additionally, you can use your action to open your mind to the truth of the world. For 10 minutes, you gain truesight out to 60 feet. Once you do so, you can't do so again until you finish a short or long rest.

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. The charmed creature regards you as a trusted friend to be heeded and protected. Although the creature isn't under your control, it takes your requests or actions in the most favorable way it can.

Radiant Storm

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Radiant Storm Patron Spells

Warlock Level Spells
1st guiding bolt, thunderwave
3rd blur, skystrikeCOFSA
5th call lightning, lightning bolt
7th guardian of faith, storm sphere XGE
9th control windsXGE, dawnXGE

Majesty of the Cloud Ruler

Starting at 1st level, as a bonus action you can summon powerful winds to move a creature of size Large or smaller that you can see within 30 feet of you. The creature must succeed on a Strength Saving throw against your spell save DC or be moved 5 feet in any direction you choose. If this movement would place them in a space without solid ground (over a cliff's edge, into a river, etc), the target has advantage on it's saving throw.

Everstorm

Starting at 1st level, you can channel the might of storms through a magical art called Everstorm, provided you aren't wearing heavy armor or using a shield. The Everstorm creates rain and streaks of lightning that swirl around you and occupy your space, and it grants you enhanced defences, movement and arcane strength.

You can use a bonus action to start the Everstorm, which lasts for 1 minute. It ends early if you are incapacitated, or if you don heavy armor. You can also dismiss the Everstorm at any time you choose (no action required).

While you Everstorm is active, you gain the following benefits:

  • You gain resistance to lightning and thunder damage
  • Your movement speed increases by 10 feet
  • Whenever you hit a creature with an attack, you can deal extra lightning or thunder damage (your choice) equal to your spellcasting ability modifier.

You can use this ability three times. You regain all expended uses at the end of a long rest.

Lightning Surge

By 6th level, you've learned how to move as fast as lightning. Whenever you roll for initiative, you add your spellcasting ability modifier to the roll. You also learn the thunderstep spell, which doesn't count against your number of known spells. When you cast thunder step, you can cast it as a bonus action, and you can choose for thunderstep to deal lightning or radiant damage instead.

Tempest

Starting at 10th level, the storm becomes a part of you and lightning pumps through your veins. Your Everstorm benefits are increased:

  • You gain resistance to lightning, thunder and radiant damage
  • Your movement speed is doubled.
  • Whenever you hit a creature with an attack, you can deal extra lightning, thunder or radiant damage (your choice) equal to your spellcasting ability modifier + half your proficiency bonus (rounded down).

Additionally, whenever you cast the call lightning spell whilst your Everstorm is active, your Everstorm counts as an existing storm for the purposes of the spell's increased damage.

Storm caller

Starting at 14th level you can summon your patrons’ weapon to aid you in battle. As an action, a giant bright lightning bolt crashes down through the sky, piercing the ground at a point of your choice within 100 feet. Each creature in a 1000-foot-tall cylinder with a 40-foot radius centered on that point must make a Dexterity saving throw. A target takes 6d8 lightning damage and 6d8 radiant damage on a failed save, or half as much damage on a successful one.

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

The Shadowforce

You have made your pact with a mysterious entity — a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. These warlocks - sometimes called curse-binders - can weave this powerful dark magic into the world.

Shadowforce Patron Spells

Warlock Level Spells
1st shield
3rd blur
5th blink
7th phantasmal killer
9th cone of cold
Shadowforce Pact of the Tome Spells
Spell Level Spells
1st magic missile
3rd nystul's magic aura
5th bestow curse
7th otiluke's resilient sphere
9th rary's telepathic bond
Shadowforce Pact of the Blade Spells
Spell Level Spells
1st zephyr strike
3rd branding smite
5th haste
7th staggering smite
9th fell onslaught
Shadowforce Pact of the Chain Spells
Spell Level Spells
1st bane
3rd flock of familiars
5th tiny servant
7th charm monster
9th animate objects

Shadowforce Curse

Also at 1st level, you can imbue your weapons with a curse that seals victims' abilities. While you wield a weapon or arcane focus, you can emblazon it with intricate runes that form a wicked, sealing curse, the Shadowforce Curse. While you have this emblazoned item, you can force a creature you hit with a weapon or spell attack to succeed on a Charisma saving throw against your spell save DC or be cursed with the Shadowforce Curse for 1 minute. A creature can only be forced to make this saving throw once per turn. As powerful hexes hamper its abilities, the creature cursed by your Shadowforce Curse must roll a d4 and subtract it from any ability checks, attack rolls, or saving throws it makes. Once you have successfully cursed a creature with this feature three times, you can't do so again until you finish a short or long rest.

Umbral Shroud

At 6th level, you weave shadowy magic around your body, protecting you from attacks. When you are hit with an attack, you can use your reaction to activate your protective shroud, which lasts until the start of your next turn. If you do, roll a d6 whenever an attack hits you, including during the triggering attack; on a 4 or higher, the attack instead misses you. Once you have used this feature, you can't use it again until you finish a short or long rest.

Accursed Specter

Starting at 10th level, you can bind the souls of the slain to your service, weaving them into a shadowy form. When you slay a creature, 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 takes the form of a shadowy, panther-like creature, and it gains temporary hit points equal to twice your warlock level plus your spellcasting ability modifier. Roll initiative for the specter, which has its own turns. The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. It obeys your verbal commands (no action required by you), and it gains a special bonus to its AC and saving throws, as well as to its attack and damage rolls. This bonus is equal to your spellcasting ability modifier (minimum of +0). Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Shadowforce Master

Starting at 14th level, your curse becomes more persistent and grants you further benefits. You can now curse other creatures with your Shadowforce Curse while the curse is in effect. If you do, the curse ends on the previous creature, and the curse's remaining duration carries over. Additionally, you gain the following benefits against creatures afflicted by your Shadowforce Curse:

  • Once per turn when you deal damage to the cursed target, you can inflict 3d10 extra damage of the same type.
  • 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.

The Soulborn Warrior

You share a far closer bond with your patron that most warlocks dream of. You have either bound yourself to a single mighty spirit of a long-dead warrior, or to a gestalt force of mighty warriors. You are guided by your patron and instructed in the ways of war and combat, especially single combat.

Soulborn Warrior Patron Spells

Warlock Level Spells
1st shield of faith, wrathful smite
3rd branding smite, find steed
5th blinding smite, crusader's mantle
7th death ward, find greater steed
9th banishing smite, holy weapon

Awesome Blow

Starting at 1st level, spiritual power from your patron lends you the ability to land decisive hits. Once per turn, when you hit a creature with a weapon attack, it must succeed on a Constitution saving throw against your warlock spell save DC or suffer your choice of one of the following effects:

  • Its speed is reduced to 0 and it can't take reactions until the start of its next turn.
  • It becomes frightened of you until the end of its next turn.
  • It becomes deafened until the end of its next turn and has disadvantage on the next saving throw that it makes before the end of its next turn.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. Starting at 10th level, you can use this feature once per turn, with no other limitations on how many times you can use it per short or long rest.

Warrior of Destiny

At 1st level, the spirit of a mighty warrior fights alongside you. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Dance of Death

Starting at 6th level, your magic shields you even as it speeds your weapon. While you are concentrating on a spell of 1st level or higher, your movement doesn't provoke opportunity attacks and you can use a bonus action to make a melee weapon attack.

Turn the Tides

At 10th level, you can deflect the worst of attacks with the momentum of your own weapon. If you make a weapon attack on your turn, you have resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

Soul-fueled Resilience

At 10th level, your body is reinforced by the influence of your warrior spirit, granting you immense strength and resilience. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Incarnate Hero

At 14th level, you can summon forth the martial spirit of a mighty hero in time of need, sweeping lesser warriors aside as you move through the battlefield. As an action, you gain the following benefits for 10 minutes:

  • You gain a number of temporary hit points equal to three times your warlock level.
  • You gain advantage on attack rolls.
  • You gain advantage on all Strength and Dexterity saving throws and ability checks.
  • While you are concentrating on a spell, you can treat a d20 roll of 9 or lower as a 10 on saving throws made to maintain concentration.

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

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

Undying Patron Spells

Warlock Level Spells
1st false life, inflict wounds
3rd blindness/deafness, silence
5th vampiric touch, speak with dead
7th death ward, shadow of moil
9th danse macabre, enervation

Unearthed Bones

Starting at 1st level, your patron grants you the power to draw on the remains of the ancient dead to shred your foes. As a bonus action you can temporarily draw ancient bone fragments from the ground to swirl around you. The gyre of bones collapses within 1 minute or if it moves more than 60 feet from you. As apart of the initial bonus action, you can have the bone shards move up to 60 feet and make a melee spell attack against a creature within 5 feet, dealing 1d8 + your spellcasting ability modifier necrotic damage on a hit.

You can use this feature twice before taking a short or long rest.

Among the Dead

At 1st level, you learn the toll the dead cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Phylactery Ring

Starting at 6th level, your patron grants you a magical ring that can serve to revive you from death. Whenever a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction to temporarily tether its soul to your body. If you would be reduced to 0 hit points while you a have a soul tethered to you, the soul is bound to the ring, empowering it, before you fall unconscious. If you die while wearing the empowered ring, you are revived 24 hours later with 1 hit point, your body fully restored at the location of the ring. If you instead get up from unconsciousness, the soul is removed from the ring and re-tethers to your body.

If you ever lose the ring, you can request your patron to grant you a replacement during a long rest.

Aspect of Undeath

At 10th level, your patron gifts you with some aspects of undeath. You become immune to disease and the frightened condition. You also gain resistance to necrotic and poison damage.

In addition, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Right Hand of Death

Starting at 14th level, your patron bestows upon you the ability to channel the power of undeath to slay your enemies and bind their spirits to you. You can use your action to cast finger of death. After you cast the spell with this feature, you can't do so again until you finish a long rest.

The Warrior-Saint

You’ve made a pact with the Warrior-Saint, one of the great champions of the multiverse. This ancient being acts as an enforcer of the cosmic balance – law and chaos, good and evil. It is the agent of the forces of creation and destruction that act upon the world and is more akin to a supernatural phenomenon than a god or demon. The Warrior-Saint grants objects and boons of terrible power crafted during the creation, as well as the strength to enforce your own morality and philosophy in the eternal conflict that spans the planes. In exchange, it watches through the eyes of its servants and uses them as guardians of its treasures

Warrior-Saint Patron Spells

Warlock Level Spells
1st defiant smite,COFSA detect evil and good
3rd enhance ability, enlarge/reduce
5th irreversible smite,COFSA protection from energy
7th mark of objection,COFSA stoneskin
9th angelic rebuke,COFSA punishing smiteCOFSA

Blind Justiciar

At 1st level, your connection to the Warrior-Saint has granted you the ability to see through the imbalance of both order and chaos. Whenever you would normally make an attack roll, ability check, or saving throw with advantage, you can choose to twist the scales of reality. Roll three d12’s. The die roll result equals the sum of the two highest d12 rolls. You cannot critically hit when you do this.

Treasures of Past Ages

At 6th level, your Pact Boon is granted power from the Warrior-Saint. You gain one of the following benefits depending on your Pact Boon feature. This feature may be used twice, and you regain all expended uses when you finish a short or long rest.

  • Pact of the Blade: Whenever you are targeted with a spell while wielding your Pact weapon, you can use your reaction to make a Charisma saving throw against the caster’s spell save DC. If you succeed, the caster must choose a different valid target or lose the spell. This does not protect you from spells that target an area, like fireball.
  • Pact of the Chain: At the start of your turn or at the start of your familiar’s turn, you can use your reaction to magically teleport, switching places with your familiar or moving one of you to a location within 5 feet of the other.
  • Pact of the Tome: If you are the target of an attack, you can use your reaction to cast a spell or cantrip with a range of “self” before the result of the attack is revealed. If you would no longer be a valid target for the attack, the attack is wasted.

Hands of the Saint

Starting at 10th level, two ethereal arms of the Warrior-Saint manifest from your back at your whim. These hands can perform somatic components for spells, but cannot wield weapons, equip shields, or grapple creatures. Additionally, you have resistance to damage from spells and magical effects.

Guardian of Balance

At 14th level, your patron accepts you as a disciple of the eternal law, and gifts you a treasure of its own creation. You gain one of the following benefits depending on your Pact Boon feature:

  • Pact of the Blade: Whenever you cast a cantrip while wielding your Pact weapon, you can make a single attack with it as a bonus action.
  • Pact of the Chain: Your familiar takes half as much damage from all sources. You can use your bonus action to enable your familiar to make an attack using its reaction, and if you also use your action, it can make two additional attacks as part of the same reaction.
  • Pact of the Tome: When you finish a long rest, choose 3 spells of 3rd level or lower that you know. You can cast them as 3rd level spells without expending a spell slot. Once you cast three times using this feature, you can’t do so again until you finish a long rest.

Eldritch Invocations

The following invocations are revised from their official counterparts. In addition to these revised invocations, the following invocations are removed from the game:

Agonizing Blast, Thirsting Blade, Voice of the Chain Master, Book of Ancient Secrets, Improved Pact Weapon, Eldritch Smite

All Else Equal

Prerequisites: 7th level, Soulborn Warrior Patron, Warrior-Saint Patron, Pact of the Blade


Whenever you cast a spell with the word “smite” in the name, you can choose to have it function with cantrips that require an attack roll, and any weapon attack, rather than only melee weapon attacks. A cantrip benefiting from a “smite” spell deals damage as if a 1st-level character had cast it.

Armor of Shadows

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

Ascendant Step

Prerequisites: 9th level


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

Aspect of the Moon

Prerequisites: Pact of the Tome


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.

Awakened Weapon

Prerequisite: Archfey patron. Pact of the Blade


You can choose to create a weapon from polished black wood and wicked spines using your Pact of the Blade feature. While you maintain concentration on a spell cast using a warlock spell slot while wielding this weapon, dense foliage covers your skin, causing your AC to equal 17 if it would normally be lower.

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. If you are already proficient with either or both of those skills, your proficiency bonus is doubled for any ability check you make that uses that proficiency.

Bewitching Whispers

Prerequisites: 7th level


You can cast compulsion once without using a warlock spell slot. You can't do so again until you finish a long rest.

Blade Empowerment

Prerequisites: Pact of the Blade


As a bonus action, you can empower your pact weapon with eldritch energy. The first time you hit a creature with an empowered pact weapon before the start of your next turn, it takes additional force damage equal to half your warlock level and if the attack was a critical hit, the target is knocked prone.

Broken God’s Blade

Prerequisites: Warrior-Saint Patron, Pact of the Blade feature

You can create a weapon of polished starsteel capped with arcane runes etched into the blade using your Pact of the Blade feature. You can choose to deal force damage with this weapon. Whenever you strike a creature with this weapon, you can choose to unleash a wave of magical force to push the target up to 10 feet directly away from you.

Captured Heart

You gain advantage on attack rolls targeting creatures that you have charmed. If you attack a creature you have charmed, it can’t take reactions until the end of your next turn.

Chains of Carceri

Prerequisites: 15th level, Pact of the Chain


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.

Charmed Existence

Prerequisite: Archfey Patron, 5th Level


After you make an attack roll, saving throw, or ability check you may roll one additional die and choose whichever result you want. You cannot use this ability after you know the outcome of the roll. Once you use this additional roll you cannot use it again until you finish a long rest.

Cloak of Flies

Prerequisites: 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 Spellcasting ability modifier (minimum of 1 damage).

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

Curse Bringer

Preqrequisites: Shadowforce patron, Pact of the Blade


You can create a weapon forged from silver, with umbral runes etched into it, using your Pact of the Blade feature. When a creature affected by your Shadowforce's Curse would hit you with an attack, you can use your reaction to increase your AC against the attack by an amount equal to your spellcasting ability modifier. If the attack still hits, the attacker takes extra damage equal to half your warlock level. The extra damage is the weapon's damage type.

Devil's Sight

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

Dreadful Word

Prerequisites: 7th level


You can cast confusion once without using a warlock spell slot. You can't do so again until you finish a long rest.

Eldritch Armor

Prerequisite: Pact of the Blade


You can transform one magical or mundane armor into your pact armor by performing a special ritual while touching the armor. You're always proficient in your pact armor. When using an action to summon it, you can also choose to summon your pact weapon with the same action. You may use your Spellcasting Ability score instead of your Strength score for purposes of speed reduction and the usage of heavy armor.

Eldritch Mind

Prerequisite: Pact of the Tome feature


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 Spear

Prerequisites: Pact of the Wand


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 Erudition. 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 Spellcasting Ability 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.

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.

Flaywind Blade

Prerequisite: Radiant Storm Patron, Pact of the Blade


When you create a weapon with your Pact of the Blade feature, you can infuse it with silver mist and form it from stormscarred steel. You can choose to have this weapon deal lightning or thunder damage. When a ranged attack misses you while you are wielding this weapon, you can use your reaction to move up to 15 feet without provoking opportunity attacks, and you can move through spaces occupied by hostile creatures without spending additional movement.

Ghostly Gaze

Prerequisites: 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

Prerequisites: 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

Prerequisites: Pact of the Chain


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.

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome feature


A new page appears in your Book of Erudition. 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 Spellcasting Ability modifier (minimum of 1). When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching the name on it.

Grasp of Hadar

Prerequisites: Pact of the Wand


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.

Touch of the Ancient One

Prerequisite: Great Old One, Pact of the Blade


When you create a weapon property using your Pact of the Blade feature, you can make it from aberrant flesh, twitching with eyes and mouths. You can choose to deal psychic damage with this weapon. Once per turn, you can cause your attacks to become mentally toxic. If you do so, the creature has disadvantage on the next attack roll it makes before the end of its next turn. During the first round of combat, attacks with this weapon deal extra psychic damage equal to your Spellcasting Ability modifier plus half your warlock level. 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.

Hide of Cinders

Prerequisite: Fiend patron, Pact of the Blade


You can summon a coating of embers and ash to cover your skin, protecting you from harm. You can choose to have your AC equal 10 + your Dexterity modifier + your Spellcasting Ability modifier. If a creatures hits you with a melee attack while this armor is active, you can use your reaction to deal fire damage to the creature equal to your Spellcasting Ability modifier.

Lance of Lethargy

Prerequisites: Pact of the Wand


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

Prerequisites: 12th level, Pact of the Blade


When you hit a creature with your pact weapon, the creature takes extra force damage equal to your Spellcasting Ability modifier (minimum of 1).

Limitless Weapon

Prerequisite: Pact of the Blade


While you have this invocation, you gain the ability to modify your pact weapon with greater ease. If your pact weapon is an attuned magic weapon, rather than one you’ve created, you can shift its form to any weapon you could normally create using your Pact of the Blade feature when you summon it. Additionally, you can apply the benefits of any invocation that requires you to create your pact weapon, such as Scorched Blade, as long as it is in the appropriate form to meet that invocation’s requirements.

Maddening Hex

Prerequisites: 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 Shadowforce 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

Prerequisites: 15th level


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

Minions of Chaos

Prerequisites: 9th level


You can cast conjure elemental once without using a warlock spell slot. You can't do so again until you finish a long rest.

Mire the Mind

Prerequisites: 5th level


You can cast slow once without using a warlock spell slot. You can't do so again until you finish a long rest.

Misty Visions

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

One with Shadows

Prerequisites: 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

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

Relentless Hex

Prerequisites: 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 Shadowforce Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Prerequisites: Pact of the Wand


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

Revealer of Secrets

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

Scorched Weapon

Prerequisite: Fiend patron, Pact of the Blade


You can create a wickedly barbed weapon made from embers and molten steel using your Pact of the Blade feature. You can choose to have this weapon deal fire damage. Whenever a creature within your reach takes damage directly due to hitting you with an attack, such as from the effect of the fire shield spell, you can use your reaction to make an opportunity attack against your attacker using this weapon. If the spell or feature that would deal damage to the attacker requires a reaction, such as the Hide of Cinders invocation, you can make the opportunity attack as part of the same reaction. Once you do so, you can’t do so again until you finish a short or long rest.

Scepter of the Eldritch Seeker

Prerequisite: 6th level, Pact of the Wand


When you miss with an eldritch blast attack, it still deals half damage to the target.

Sculptor of Flesh

Prerequisites: 7th level


You can cast polymorph once without using a warlock spell slot. You can't do so again until you finish a long rest.

Shroud of Shadow

Prerequisites: 15th level


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

Sign of Ill Omen

Prerequisites: 5th level


You can cast bestow curse once without using a warlock spell slot. You can't do so again until you finish a long rest.

Sorrowfield

Prerequisite: Shadowforce Patron, 9th Level


When you activate your Shadowforce's Curse you may expend a warlock spell slot and target a number of creatures equal to your Spellcasting Ability modifier (minium of one) you can see within 30 feet. Each creature is now affected by your Shadowforce's Curse. When you use this ability, you only regain hit points from the first cursed creature that dies.

The Silver Tongue

Prerequisite: Archfey patron, Pact of the Blade


You can create a weapon made of silver and bone using your Pact of the Blade feature. This weapon deals psychic damage instead of its normal damage type. When hit a creature with this weapon, you can choose to deal no damage. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are charmed or frightened by you until the start of your next turn and will not take hostile actions against you, but may target your companions.

Thief of Five Fates

You can cast bane once without using a warlock spell slot. You can't do so again until you finish a long rest.

Tomb of Levistus

Prerequisites: 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.

Trickster's Escape

Prerequisites: 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.

Twinned Blades

Prerequisite: Pact of the Blade


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 bonus attack.

Visions of Distant Realms

Prerequisites: 15th level


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

Weapon of Dawn

Prerequisite: Celestial patron, Pact of the Blade feature


You can create a weapon from worked stone infused with golden metal using your Pact of the Blade feature. At creation, you can choose to have this weapon deal radiant damage. A target hit by this weapon cannot make opportunity attacks targeting creatures other than you until the start of your next turn.

Weapon of the Lifetaker

Prerequisite: Undying patron, Pact of the Blade feature

You can create a weapon of polished bone and golden metal using your Pact of the Blade feature. This weapon deals necrotic damage instead of its normal damage type. On a hit, you can cast dread as a bonus action using a warlock spell slot.

Whispers of the Grave

Prerequisites: 9th level


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

Will of the Saint

Prerequisites: Warrior-Saint Patron


You can choose to have your AC equal 13 + your Strength modifier, as the robes of the Warrior-Saint cover your armor and flesh to protect you from harm. Additionally, you can bypass the effects of the nondetection spell as the Saint’s impartial gaze comes more easily to you.

Witch Sight

Prerequisites: 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.

Spells

Angelic Rebuke

5th-level evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

With a word, you invoke the searing radiance of the higher planes to strike down your attacker. The creature must make a Charisma saving throw. If they fail, they are blinded until the start of your next turn and take 5d10 radiant damage. If they succeed, they take half as much damage and are not blinded.


Classes: Cleric, Paladin

Defiant Smite

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, wrathful energy rushes through your weapon. The attack deals an extra 1d6 force damage to the target. Additionally, if the target is a creature, its ability to attack is hindered. Until the spell ends, the creature must make a Charisma saving throw at the start of each of its turns. If it fails, the first time it hits with an attack before the end of its turn, it is knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d6 per spell slot level above 1st.


Classes: Paladin

Dread

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (petrified eye of a rabbit)
  • Duration: Concentration, up to 1 minute

You speak an augury against a creature that you can see within range, filling them with a sense of trepidation. On a failed Wisdom saving throw, the target suffers disadvantage on all attack rolls. The target can make a Wisdom check against your spell save DC at the end of each of their turns, ending the effect on a success.

A remove curse spell cast on the target ends this effect.


Classes: Warlock, Wizard

Irreversible Smite

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, cruel shadows creep down your weapon and into your target’s wounds. The attack deals an extra 3d6 necrotic damage to the target. Additionally, if the target is a creature, its flesh festers and refuses to repair. Until the spell ends, the target cannot regain hit points.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 per spell slot level above 3rd.


Classes: Paladin

Punishing Smite

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, radiant fire and chilling shadow pours forth from opposite sides of your weapon. The attack deals an extra 2d10 necrotic damage and 2d10 radiant damage to the target. Additionally, if the target is a creature, a terrible judgment descends upon them, leaving them vulnerable to attack. Whenever the target takes damage from an attack before the spell ends, they take an additional 1d10 force damage.


Classes: Paladin

Fell Onslaught

5th-level evocation


  • Casting Time: 1 free action, while taking the Attack action
  • Range: Self
  • Components: V, S, M (a martial melee weapon)
  • Duration: 1 minute

The first time you take the Attack action during your turn, you can cast this spell to make your weapon glow with eldritch power and cleave the fabric of reality with every swing. The first time you hit during this turn, your attack inflicts an additional 2d10 force damage, and the target becomes afflicted by a malignant curse. Until the spell ends, whenever you take the Attack action, you can choose to attack the cursed creature regardless of distance or obstacles, and these attacks deal an additional 1d10 force damage, ignore cover, and cannot suffer disadvantage.


Classes: Warlock

Twinkle

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You create or manipulate lights you can see within range and that fit within a 5-foot cube:

  • You create a small burst of light, providing bright light in a 5-foot radius and dim light for an additional 5 feet until the start of your next turn.
  • You cause a nonmagical light to dim until the start of your next turn. An object that usually casts dim light no longer casts light, and an object that casts bright light now casts dim light.
  • You change the color of a light for 1 minute.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.