The Warlock, Remastered

by drognbork

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The Warlock, Remastered
The Warlock, Remastered
The Warlock, Remastered
The Warlock, Remastered
The Warlock, Remastered
The Warlock, Remastered
The Warlock, Remastered

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.

Summary of a Warlock

Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes. However you came to your arcane knowledge, you need not accept the poor reputation warlocks sometimes endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak — some warlocks unfortunately are exactly that. The pacts are complete. The rites have concluded. The signs are drawn in blood, and the seals are broken. Your destiny beckons.

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 Cantrips Known Spells Known Spell Slots Spell Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Boon, Pact Magic, Eldritch Overflow (1d4) 2 3 1 1st
2nd +2 Eldritch Invocations 2 4 2 1st 2
3rd +2 Pact Boon Feature 2 5 2 2nd 2
4th +2 Ability Score Improvement 3 6 2 2nd 2
5th +3 Pact Boon Feature 3 7 2 3rd 3
6th +3 Otherworldly Patron feature 3 8 2 3rd 3
7th +3 Pact Boon Feature 3 9 2 4th 4
8th +3 Ability Score Improvement, Eldritch Overflow (1d6) 3 10 3 4th 4
9th +4 3 11 3 5th 5
10th +4 Otherworldly Patron feature 4 13 3 5th 5
11th +4 Mystic Arcanum (6th level)\ 4 13 3 5th 6
12th +4 Ability Score Improvement 4 14 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 15 3 5th 6
14th +5 Otherworldly Patron feature, Eldritch Overflow (1d8) 4 15 3 5th 7
15th +5 Mystic Arcanum (8th level) 4 15 3 5th 7
16th +5 Ability Score Improvement 4 15 4 5th 8
17th +6 Mystic Arcanum (9th level), Eldritch Overflow (1d10) 4 15 4 5th 8
18th +6 Arcane Feedback 4 15 4 5th 9
19th +6 Ability Score Improvement 4 15 4 5th 9
20th +6 Eldritch Mastery 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. 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, during which you do nothing more strenuous than eating, drinking, reading, and tending to wounds. You may use this feature twice 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
Multiclassing

Should you wish to multiclass into a warlock, the prerequisites and proficiencies gained are listed below.


Minimum Requirement: Charisma or Intelligence 13.


Proficiencies: Light armor, simple weapons.


Pact Boon: Choose your pact boon at 3rd-level, not 1st-level.

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.

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 ...convince 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 bonus 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. Alternatively, you can summon your pact weapon whenever you take the attack action - You must attack with the weapon you summon.

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. You can use your Eldritch Overflow feature when you damage a creature with a weapon attack that uses your pact weapon.

  • 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.

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. You can use your Eldritch Overflow feature when your familiar damages a creature.

  • 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.

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 Overflow

Starting at 1st level, your otherworldly power makes even your weakest spells formidable, adding a secondary burst of power to their impacts. When a creature takes damage from one of your warlock cantrips or class feature as a result of being hit by an attack or failing a saving throw, you can deal an additional 1d4 damage. You can only deal this damage once per turn.

The amount of the extra damage increases to 1d6 at 8th level, 1d8 at 14th level, and 1d10 at 17th level.

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.

Improved Pact Boon

Pact of the Blade

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.

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.

Translocate

At 5th 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 warlock spellcasting ability modifier (minimum of 1), and you regain expended uses when you finish a long rest.

Pact of the Chain

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 a list of Chained Companions here. All chained companions have the 'Might of the Master' trait.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the companions's skill and saving throw bonuses, the bonuses to hit and damage of its attacks, and two ability scores of your choice.

Servant's Bond

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

  • It acts on your initiative but it takes its turn immediately after yours. 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.

  • 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, uses your Warlock Spell Save DC instead.

Pact of the Tome

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 1 hour and costs 25 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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the Warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. Alternatively, you can use this feature to cast a lower level warlock spell or a spell an invocation allows you to cast as if it were cast using a spell slot of a level equal to the arcanum spell. 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.

Additionally, your patron grants you moments of unrestricted knowledge. Once per long rest, you can cast any spell of 5th-level or lower on the warlock spell list, without expending a spell slot.

Eldritch Mastery

At 20th level, you can entreat your patron to bestow an instantaneous surge of power upon you. As a bonus action, you can regain all your expended Pact Magic spell slots.

Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

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 warlock 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. Alternatively, you can regain a use of this feature by forgoing the temporary hit points granted by your Dark One's Blessing feature.

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 warlock 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 warlock spellcasting ability modifier to the result.

Celestial Reinforcement

Starting at 10th level, the Celestial magic you wield circulates through you,reinforcing your healing abilities. When the result of a Healing Light die you roll is below your proficiency bonus, you can replace the result with your proficiency bonus. Also, you and up to 5 creatures of your choice that can see you gain temporary hit points equal to your warlock level + your spellcasting ability modifier whenever you finish a long rest.

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 warlock 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. 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 on your that hits this creature deals an additional 1d6 + 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.

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

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 warlock 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 1d8 + half your warlock level psychic damage.

Shattered Psyche. 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.

Unfathomable Tear

At 14th level, you gain the ability to rip at the fabric between planes, unveiling the mysteries and majesty of your Patron. You can use your action to open a tear in the world, creating a one-way rift to or from the Far Realm for 1 minute. Choose an unoccupied 5-foot radius sphere that you can see and whether this portal should lead to, or come from the Far Realm. Creatures that end their turn within 30 feet of the sphere are inexplicably moved 5 feet toward it, as if pulled by an unseen force. If the portal leads to the Far Realm, creatures that enter it must make an Intelligence saving throw, or be flung to the far reaches of space, taking 8d10 psychic damage from the horrors they witness and are ejected from the far side of the portal 1 round later. On a success, they take 2d10 psychic damage, and remain unmoved.

If the portal leads from the Far Realm, creatures adjacent to it are restrained by tentacles, claws, or other monstrous appendages that reach through it, taking 3d8 psychic damage at the start of each of their turns while they are restrained in this way. Creatures so restrained can break free as an action by making a Strength saving throw against your Warlock spell save DC.

After using this ability, you cannot use it again until you complete a long rest.

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 warlock spellcasting ability modifier.

You can't use this feature again until you finish a short or 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 warlock 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 warlock 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.

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

Dreadlord

Deep in the pits of gloom-filled wastes of the Shadowfell, there lie accursed beings of unfathomable malice and melancholy. These creatures desire the demolition of positive emotion and the spread of the same misery that plagues them. These lords of shadow revel in the perpetual misery and gloom of the unsatiated dead. Dreadlords have even been known to be trapped for the amusement of Dark powers, the vestiges of dead gods that lurk in the Shadowfell. These dreadlords are trying to scheme a way out of these Domains of Dread they are caged within, and are using you as a means of escape.

Creatures powerful enough to be considered dreadlords include artifact-infused dracolich known as The Ghost King, Lord Soth, the vampire lord Strahd von Zarovich, and the head Nightshades in service to Shar, or maybe even Shar herself.

Dreadlord Expanded Spells

Spell Level Spells
1st cause fear, inflict wounds
2nd blindness/deafness, pass without trace
3rd blink, fear
4th greater invisibility, phantasmal killer
5th antilife shell, cone of cold

Shadowsight

At 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Curse of Gloom

At 1st level, gain the ability to place a baleful curse, a pall of ill luck that sustains you. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if you die or are incapacitated. Until the curse ends, the creature suffers the following effects:

  • Whenever the cursed creature takes damage from an attack or effect that targets only it, damage die results of 1 or 2 are rerolled. Whenever the cursed creature rolls a damage die and rolls the highest or second highest result, it must reroll that die. A given die can only be rerolled this way once.

  • Once each turn, if the creature rolls a 20 on an ability check, saving throw, or attack roll, it must reroll the result.

  • If the cursed target dies, you gain hit points equal to your warlock level + your warlock spellcasting ability modifier (minimum of 1 hit point).

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

When the creature cursed by your Curse of Gloom dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated.

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your warlock spellcasting ability modifier (minimum of +0).

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

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

Mantle of Shadow

At 10th level, your enemies' attacks harmlessly passes through your body as if it were shadow. When a creature hits you with an attack roll, you use your reaction to roll a d6. On a 6, the attack instead misses you, regardless of the roll. If the attacker is cursed by your Curse of Gloom the attack instead misses you on a roll of 4 or higher.

Withering Gloom

Starting at 14th level, you become a locus of negative energy and gloom by drawing in the vitality from the world around you. As an action, you unleash 20 tendrils of essence-stealing shadow energy. Choose any number of creatures within 60 feet of you, and divide 20 tendils among them (a creature can be targeted by a number of die equal to half your warlock level). Each creature must make a Charisma saving throw, taking 1d8 necrotic damage for each tendril targeted at it, or half as much on a successful save.

You gain temporary hit points equal to the amount of damage you deal, which last for 1 minute. While you have these temporary hit points, creatures within 15 feet of you can't regain hit points, and take 2d8 psychic damage every time they miss an attack roll, fail a saving throw, or fail an ability check. Plantlife in this area rapidly withers and dies.

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

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 warlock spellcasting ability 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 warlock spellcasting ability 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 warlock 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 World Eater

Far away from the demesne of mortals, out past the borders where civilization gives way to the great unknown, there dwell monsters titanic and unimaginable. Each of these mighty creatures, whatever they might be, have the power within them to end an empire and leave only rubble and ashes in their wake.

Forgotten by most, these colossal beasts live on in fables and legends of the dark times when they ruled all the land, and mortals were as insects before them. But some still remember their apocalyptic might. Few mortals, though others would think them mad or foolish, seek to master the cataclysmic potential of these creatures. Often this takes the form of drinking a specially enchanted tincture of the creature’s blood, infusing oneself with the creature’s magical energy, or consuming one of its eggs or offspring.

The rush of power these mortals wield can be immense and overwhelming, both to themselves and others, and many lose themselves in their quest to take on the mantle of monstrosities that would give even the gods pause. This power can be obtained from entities such as the tarrasque, a purple worm, a neothelid, a ha-naga, a behemoth or gargantuan creature (such as a gorilla, reptile, moth or similar), a tayellah, or Dendar the Night Serpent. Warlocks that tread this path almost always carry some mark of the power they have taken into themselves.

World Eater Patron Spells

Warlock Level Spells
1st inflict wounds, earth tremor
3rd enlarge/reduce, shatter
5th erupting earth, pulse wave
7th gravity sinkhole, stoneskin
9th destructive wave, ruin

Body of Ruination

The innate destructive power of your Patron has warped and changed your body. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, your skin has toughened to the point of being able to withstand weapon blows. When you aren't wearing armor, your AC equals 12 + your Constitution modifier.

Destructive Potential

Also at 1st level, you carry the destructive power of your patron within all that you do. Any of your spells or attacks deal double damage to structures and objects that are not worn or carried by a creature, and damage you deal ignores any damage thresholds that especially large objects (such as city walls or nautical vessels) may have. This includes creatures with the 'construct' creature type.

Terrifying Resilience.

At 6th level, you can attain the toughness and resilience of your patron. As a bonus action, you gain resistance to all damage, except psychic for 1 minute. After you use this ability, you must complete a short or long rest before you may use it again.

Unstoppable Endurance

Starting at 10th level, the rage of your patron pushes you onward, making you an unstoppable force of destruction. When you are in your normal form and would be reduced to 0 hit points, you may use your reaction to regain a number of hit points equal to your warlock level. Once you use this ability, you require a short or long rest before you may do so again.

Spawn of the World Eater

Once you reach 14th level, you can allow the might and fury of your patron to overwhelm your physical form, causing a horrifying transformation into a gigantic monster in their likeness.

You can use an action on your turn to undergo the transformation, which lasts for one minute, until you end it with another action, or until your new form reaches 0 hit points. For the duration, you replace all of your statistics with those of a monstrosity spawn, listed here. You are unable to speak while within this form, but you may still use your warlock spell slots to cast spells found on the World Eater patron spell list, using your normal form’s statistics for the purposes of casting those spells.

When you transform, choose whether any equipment and items you are holding or wearing become a part of this new form (vanishing from view), or drop to the ground at your feet. If you are in an area that is not big enough to contain your new form and that would not be immediately destroyed as a result of your transformation, this ability fails to function, expending the action you used, but not your usage of this ability.

When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. Once you use this ability, you require a long rest before you may use it again.



Monstrosity Spawn

Huge monstrosity (titan), unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed ​40 ft., burrow 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 12 (+1)

  • Saving Throws Con +11, Str +11, Wis +6
  • Skills Athletics +12,​Intimidation +11
  • Damage Vulnerabilities ​charmed, frightened, paralyzed
  • Damage Resistances ​Bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses ​blindsight 30 ft., tremorsense 60 ft., passive Perception 10
  • Languages understands any languages you know, but can't speak
  • Challenge 14 (11,500 XP)

Tunneler. ​The monstrosity spawn can burrow through solid rock at half its burrow speed, and leaves a 10-foot-diameter tunnel in its wake.

Magic Resistance. ​The monstrosity spawn has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. ​The monstrosity spawn makes two attacks, which may be bite, claw, or tail attacks in any combination. The monstrosity spawn may substitute a use of its Frightful Presence for one of these attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the monstrosity spawn can't bite another target.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) slashing or bludgeoning damage (your choice).

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Frightful Presence. ​Each creature hostile to the monstrosity spawn within 60 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the monstrosity spawn is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the monstrosity spawn's Frightful Presence for the next 24 hours.

Monstrous Variations

The colossal monstrosities that threaten the world are as varied as they are frightening, and have at their disposal many different methods of destruction. The monstrosity spawn presented here is intended to be a neutral mid-point between many various monstrosity patrons, and can be potentially modified (with your DM’s permission) to better represent your individual patron, using the following options. Once you decide upon the features of your monstrosity spawn form, you may not change them at a later time.

  • Climbing​ If your patron would have a climbing speed, your monstrosity spawn form may also gain a climbing speed equal to your normal movement speed. Doing so requires giving up one attack out of either your bite, claw, or tail attack. As an example, a behemoth gorilla patron could have a climbing speed, but would lack a tail attack.

  • Flying​ If your patron possesses a flying speed, you may similarly take on a flying speed of 60 feet when you transform into a monstrosity spawn. Doing so requires giving up your swimming, your burrow speed, and the Tunneler feature.

  • Psionics​ Few potential patrons, such as a neothelid, have the ability to utilize limited psionic magic. If your monstrosity spawn form takes on this property, it must give up two attacks out of either your bite, claw, or tail attacks. Doing so allows you to cast the confusion and telekinesis spells once each while you are within your monstrosity spawn form, without expending spell slots or material components. If you are concentrating on either of these spells when your monstrosity spawn form ends, that spell ends automatically.

  • Ray​ Some patrons, often those that fly, can perform a ranged ray attack that batters creatures with a concentrated ray of sound or magical force. This attack replaces one attack out of either your bite, claw, or tail attacks, and may be used as part of your form’s multiattack. Your ray attack is a ranged weapon attack made against one target within a range of 120 feet, which has a +14 to hit. On a hit, the target takes 22 (4d10) force or thunder damage (your choice).

  • Stinger​ Many insectoid or worm patrons come equipped with a large venomous stinger. If your monstrosity form has a stinger, you may gain a stinger attack that replaces two attacks out of either your bite, claw, or tail attack, and may be used as a part of your form’s multiattack. Your stinger attack is a melee weapon attack made against one target with a reach of 5 feet, that has a +12 to hit. On a hit, the target takes 13 (1d10+7) piercing damage and 11 (2d10) poison damage, and must succeed on a Constitution saving throw with a DC of 18 or become poisoned for 1 minute.

  • Tentacles​ Some particularly horrifying patrons have tentacles. If you emulate their tentacles in your monstrosity spawn form, replace one attack out of either your bite, claw, or tail attack with a tentacle attack, which may be made as part of your form’s multiattack. This tentacle attack is a melee weapon attack made against one target with a reach of 15 feet, that has a +14 to hit. On a hit, the target takes 18 (2d10+7) bludgeoning damage and, if it is a creature, becomes grappled by you.

The Deceiver

Many warlock patrons aren’t concerned with subtlety when it comes to displaying their powers. The Deceiver, though powerful, prefers to keep their machinations subtle, often even putting the blame on innocent bystanders. Warlocks who make a pact with the Deceiver do so with the understanding that it is in the nature of their Patron to lie and deceive but accept this tenuous relationship with the promise of great powers of illusion and manipulation.

The Deceiver can be a wide array of entities, ranging from treacherous fey nobles to lesser demons who must work quietly to not raise suspicion from higher ranking lords. Any powerful and ambitious entity who needs or desires to play the slow game with many pawns and puppets can become the Deceiver.

Deceiver Patron Spells

Warlock Level Spells
1st command, tasha's hideous laughter
3rd calm emotions, detect thoughts
5th nondetection, sending
7th arcane eye, greater invisibility
9th dominate person, modify memory

Dark Influence

Starting at 1st level, you have a pool of d4s that you can spend to influence the actions of your enemies. The number of dice in the pool is equal to your warlock spellcasting ability modifier plus half your warlock level (rounded up).

When a creature within 10 feet of you makes an attack, casts a spell, makes a saving throw, or makes a skill check, you can use your reaction to spend one die from your pool and roll it. Reduce their roll by that amount as they hesitate, flinch, or reconsider their actions.

Your pool regains spent dice when you finish a long rest.

Beguiling

Starting at 6th level, when you make a Charisma (Deception) or Charisma (Persuasion) check, you are considered proficient in this skill check and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

If you successfully deceive or persuade a target who means to harm you, you can choose to impose disadvantage on the next attack they make against you.

Mental Fortitude

Starting at 10th level, you are immune to being charmed, have resistance against psychic damage, and have advantage on saving throws against being deceived or persuaded.

Enthrall

Starting at 14th level, when you succeed a Charisma (Deception) or Charisma (Persuasion) check against a creature you can choose to enthrall them. You can communicate telepathically with them as long as they know at least one language, even if it is not one you know. They can communicate telepathically back to you. This effect lasts until you attack or target the creature with a harmful spell, the creature dies, or you choose to end the effect.

For the duration you can command the creature to do your bidding. They will follow any command you give them to the best of their ability even if it means putting themselves in danger, however they will not cause themselves direct harm. Once you use this feature you cannot use it again until you finish a long rest.

The Genie

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals who so love to bind genies into servitude, readily entering into pacts that expand their reach across the multiverse.

You choose your patron's kind or determine it randomly, using the Genie Kind table. Each kind of genie is associated with a particular element, as shown in the table.

Genie Kind
d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water
Genie Patron Spells
Warlock Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st detect evil and good sanctuary thunderwave burning hands fog cloud
3rd phantasmal force spike growth gust of wind scorching ray blur
5th create food and water meld into stone wind wall fireball sleet storm
7th phantasmal killer stone shape greater invisibility fire shield control water
9th creation wall of stone seeming flame strike cone of cold
17th wish

Genie's Vessel

Starting at 1st level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

Genie's Vessel
d6 Vessel
1 Oil Lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.

Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Elemental Gift

At 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sanctuary Vessel

Beginning at 10th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or the vessel is destroyed.

In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Limited Wish

At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

The Moon

A powerful entity who watches over the planet with every cycle. It inspires those who look up to it every night with its ability to illuminate the dark night sky without being able to shine itself - a similarity it and many warlocks share.

Moon Patron Spells

Warlock Level Spells
1st black lotus assault, starlight shroud
3rd moonbeam, moon blade
5th fox's fangs, starlight cloak
7th lunar sphere, guardian of the moon
9th destructive wave, dawn

Moonsight

Your Patron has given you the ability to see further than what most mortals perceive. You gain proficiency in the Insight and Nature skills, if you don't already have them. You can see perfectly in dim light, magical and non-magical darkness out to a range of 60 feet. If you have darkvision from your race, its range increases by 30 feet.

Ebb and Flow

The power of the moon flows through you in the same way as one would observe the tides changing. Starting at 1st level, you know when the time is right to strike and when it is better to fall back - just like the ebbing and flowing of the ocean.

As a bonus action, you may change your stance between Ebb and Flow. Outside of combat, your stance is considered neither.

Ebb. Just like how sometimes the waves retreat, you also feel the need to be cautious. When you use your bonus action to enter this stance, you gain a +2 bonus to your AC as water surrounds you in a protective shield. This effect lasts for one minute, or until you dismiss it by changing stances.

Flow. The magic flowing through your veins makes you as deadly as a tidal wave. When you use your bonus action to enter this stance, you infuse yourself with the wrath of the moon. Whenever you deal damage with a weapon attack, or a warlock cantrip, you deal an additional 1d4 damage. Additionally, all damage deal during this stance counts as silvered. This effect lasts for one minute, or until you dismiss it by changing stances.

Tidal Star

Starting at 6th level, your link to the Moon allows you to channel its innate power. You gain resistance to radiant and cold damage.

You can also call upon the brilliant light of the cosmos for defense. When a creature within 60 feet of you that you can see targets you with an attack or a spell, you can use your reaction to force the attacker to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature is blinded until the end of its next turn.

Once you use this feature, you can't use it again until you take a short or long rest, or expend a warlock spell slot.

Ocean's Call

Starting at 10th level, your connection to the Moon has granted you additional abilities. You gain the ability to breathe underwater, and you cannot be blinded. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Your Ebb and Flow feature is also enhanced, allowing you to use your reaction defend to yourself in different ways depending on which stance you are currently in.

You can use this feature a number of times equal to your warlock spellcasting ability modifier (minimum of 1), per short or long rest.

Ebb. When you are hit, you may use your reaction to have your watery shield lash out at your attacker. The target must succeed on a Dexterity saving throw against your spell save DC or be pushed 5 feet away from your, and take bludgeoning damage equal to your Warlock level. On a successful save, they are not pushed and take half the damage.

Flow. When you are hit, you may use your reaction to summon forth a minor ward. You add your warlock spellcasting ability modifier to your AC until the start of your next turn, including against the triggering attack.

Lumentide

Starting at 14th level, you fully serve as a conduit of the Moon's power. You gain a +3 to all attack and damage rolls whilst in your Flow stance.

As an action, you can create a 40-foot radius, 60-foot high cylinder of an artificial moonlit night sky centered on you. This artificial night sky lasts until the end of your next turn, during which time the area within the cylinder is considered magical darkness.

When the cylinder of the moonlit night sky first appears, all hostile creatures in it must make a Dexterity saving throw against your warlock spell save DC, taking 6d10 radiant damage on a failed, or half as much on a successful one as the moonlight descends from the sky to crash into them. A creature that fails the saving throw takes another 3d10 radiant at the beginning of its next turn, as the moon's energy continues to sear them.

Once you use this feature, you cannot use it again until you take 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, 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.

Bond of the Chain Master

Prerequisites: Pact of the Chain feature

Whenever you cast a warlock spell that targets you or has a range of self, you can have the spell also target your familiar if it is within 100 feet of you. Additionally, you can cast warding bond once on your familiar without expending a spell slot. You regain the ability to do so when you finish a long rest.

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.

Improved Pact Weapon

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. At 9th level, this bonus increases to +2, and at 15th level, +3.

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 warlock 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: Dreadlord 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 Curse of Gloom would hit you with an attack, you can use your reaction to increase your AC against the attack by an amount equal to your warlock 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 warlock 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


When you cast a warlock cantrip that requires a ranged spell attack, its range is increased to 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 warlock 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.

Vigor of the Lost

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

Additionally, when you fail a death saving throw, you can instead choose to succeed. If you do, you lose the benefits of this invocation until you finish a long rest.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

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 warlock 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


Once on each of your turns when you hit a creature with a warlock cantrip that requires a ranged spell attack, you can move that creature in a straight line 10 feet closer to you.

Otherworldly Training

Prerequisite: 5th level, Pact of the Blade


You gain one fighting style from the Fighter class. At the end of a long rest, you can change the fighting style you know with another available fighting style.

Touch of the Ancient One

Prerequisite: Great Old One, Pact of the Blade


When you create a weapon 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 warlock 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 warlock 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 warlock spellcasting ability modifier.

Lance of Lethargy


Once on each of your turns when you hit a creature with a warlock cantrip that requires a ranged spell attack, 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 warlock 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 have 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 Curse of Gloom 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 warlock 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 Dreadlord Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast


When you hit a creature with a warlock cantrip that requires a ranged spell attack, 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.

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.

When you cast polymorph this way, you can allow the creature to retain its mental ability scores. Additionally, you can use your action to change the form of the affected creature. If the new form has more hit points than the current one, the creature's hit points remain at their current value. Otherwise, you assume the beast's hit points as normal.

Shroud of Shadow

Prerequisites: 15th level


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

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once without using a spell slot, as if it was cast using one of your Pact Magic spell slots. You can't do so again until you finish a long rest. When you obtain your Mystic Arcanum feature, you can use it to cast bestow curse.

When you cast the spell this way, you can force the target to make a Charisma saving throw instead of a Wisdom saving throw. Additionally, you can sense the target's location and see them clearly for the duration of the spell, even through full cover and magical obscuration.

Sorrowfield

Prerequisite: Dreadlord Patron, 9th Level


When you activate your Curse of Gloom, you may expend a warlock spell slot and target a number of creatures equal to your warlock spellcasting ability modifier (minimum of one) you can see within 30 feet. Each creature is now affected by your Curse of Gloom. 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 you 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.

Thirsting Steel

Prerequisite: 5th level, Pact of the Blade feature

If you miss with an attack roll using your pact weapon on your turn, you can make an additional attack with it. You can use this feature only once on each of your turns.

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 inflict pain 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.

Alter Overflow: Backblast

Prerequisite: 5th level

When you hit a creature with an attack or cantrip and use your Eldritch Overflow feature, you can cause a backblast of arcane power. Every creature in a 15-foot cone directly behind the creature you hit must make a Dexterity saving throw. On a failure, they are treated as having been successfully affected by the attack or cantrip, and take additional damage equal to your Eldritch Overflow damage die.

You can only use one Alter Overflow effect on each of your turns. Once you use this invocation, you must finish a short or long rest before you can do it again.

Alter Overflow: Eldritch Beam

Prerequisite: 5th level

When you cast a damaging cantrip, you can release the spell's energy as a 5-foot wide, 100-foot long beam of arcane power originating from you. Each creature in the area must make a Dexterity saving throw. On a failure, they are treated as having been successfully affected by the cantrip, and take additional damage equal to your Eldritch Overflow damage die.

You can only use one Alter Overflow effect on each of your turns. Once you use this invocation, you must finish a short or long rest before you can do it again.

Revival of the Unhallowed

Prerequisite: 5th level

You can cast animate dead once using a warlock spell slot. When you cast this spell, you can animate dead and reassert control over existing undead at the same time. You can't cast this spell this way again until you finish a long rest.

Additionally, when you cast animate dead you can forgo animating three undead to instead animate the remains of one Large humanoid or giant. The resulting undead uses the statistics of a Minotaur Zombie if you target bones, or an Ogre Zombie if you target a corpse. You treat this creature as three corpses for the purpose of reasserting control over it.

Alter Overflow: Split Beam

Prerequisite: 5th level

On your turn, you can use your bonus action and forgo the use of your Eldritch Overflow feature to concentrate magical energy until the end of the turn. The next time you cast a cantrip in the duration, you can cast the same cantrip one more time as part of the same action.

You can only use one Alter Overflow effect on each of your turns.

Alter Overflow: Perfected Arcana

Prerequisite: 7th level

When you miss a creature with an attack that qualifies for your Eldritch Overflow feature, or a creature succeeds on saving throw against one of your warlock cantrips, you can force the attack to hit or the creature to fail the saving throw.

You can only use one Alter Overflow effect on each of your turns. Once you use this invocation, you must finish a short or long rest before you can do it again.

Grasp of the Fallen

Prerequisite: 9th level

You can cast Maximilian's earthen grasp at will, without expending a spell slot or material components. When a creature dies while in the hand's grasp, you can summon a second hand for the spell's duration. When you use your action to direct the hand, you direct only one hand at a time. When you command the hand to crush, you can command both hands at once.

Mastered Arcanum

Prerequisite: 15th level

You can pick an additional spell for your Mystic Arcanum.

Unearthly Alacrity

Prerequisite: Pact of the Blade feature

You can take the Dash action as a bonus action. Additionally, your movement speed increases by 5 feet, you learn the zephyr strike spell, and can cast it without expending a warlock spell slot once per long rest.

Moon-touched Armament

Prerequisite: Moon Patron, Pact of the Blade


You can create a weapon of polished mithral capped with a shining moonstone using your Pact of the Blade feature. You can choose for this weapon to deal radiant or cold damage. Whilst wielding this weapon, you have advantage on initiative checks.

Whenever you hit a creature with this weapon, you can unleash a blast of moonlight. The target and every creature of your choice within 10 feet of it, must succeed on a Dexterity saving throw against your Warlock Spell Save DC. A target takes damage equal to the weapon's damage + your warlock spellcasting ability modifier on a failed save, or half as much damage on a successful one.

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

Scribe of Ancient Knowledge

Prerequisite: 5th level, Pact of the Tome


Instead of knowing spells, you now prepare a number of spells equal to the Spells Known column of the warlock table plus your warlock spellcasting ability modifier from the warlock spell list. A spell you choose must be of a level no greater than what's shown in the Warlock table's Slot Level column for your level. You can change any number of your prepared spells whenever you finish a long rest

Bound By Blood

Prerequisite: 7th level, Pact of the Chain


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.

Arcane Inscription

Prerequisite: 7th level, Pact of the Tome


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 warlock spellcasting ability modifier (minimum 1) at a time. Inscribing another beyond this limit causes an inscription of your choosing to vanish.

Warlock Spells

Here are the list of spells you consult when you learn a warlock spell. The list is organized by spell level, not character level. These spells come from both the Player's Handbook and Xanathar's Guide to Everything. If a spell is marked with the word "NEW" it is detailed in the subsequent section.

Cantrips
  • blade ward
  • chill touch
  • create bonfire
  • eldritch blast
  • friends
  • frostbite
  • infestation
  • lightning lure
  • mage hand
  • magic stone
  • minor illusion
  • poison spray
  • prestidigitation
  • produce flame
  • sword burst
  • thunderclap
  • toll the dead
  • true strike
1st Level
  • armor of agathys
  • arms of hadar
  • cause fear
  • charm person
  • command
  • comprehend languages
  • dissonant whispers
  • expeditious retreat
  • hellish rebuke
  • hexCHANGED
  • illusory script
  • Nihal's writhing graspNEW
  • omen of ShothragotNEW
  • prophecy of ZhudunNEW
  • protection from evil and
        good
  • unseen servant
  • witch boltCHANGED
2nd Level
  • cloud of daggers
  • crown of madness
  • darkness
    earthbind
  • enthrall
  • fevered certainty of     CaiphonNEW
  • hold person
  • invisibility
  • mind spike
  • mirror image
  • misty step
  • ray of enfeeblement
  • shadow blade
  • shatter
  • suggestion
3rd Level
  • Caiphon's malicious     guidanceNEW
  • claws of AcamarNEW
  • conjure lesser elementals
  • counterspell
  • dispel magic
  • enemies abound
  • fear
  • fly
  • gaseous form
  • hunger of hadar
  • hypnotic pattern
  • light of Khirad NEW
  • metamorphosisNEW
  • magic circle
  • major image
  • remove curse
  • slow
  • summon lesser demons
  • thunder step
  • tongues
  • vampiric touch
4th Level
  • banishment
  • blight
  • charm monster
  • confusion
  • dimension door
  • elemental bane
  • freedom of movement
  • hallucinatory terrain
  • shadow of moil
  • sickening radiance
  • summon greater demon
5th Level
  • contact other plane
  • contagion
  • conjure elemental
  • danse macabre
  • dominate person
  • dream
  • doom of DelbanNEW
  • enervation
  • far step
  • hold monster
  • infernal calling
  • negative energy flood
  • planar binding
  • scrying
  • synaptic static
  • wall of light
6th Level
  • arcane gate
  • circle of death
  • conjure fey
  • create undead
  • eyebite
  • flesh to stone
  • investiture of flame
  • investiture of ice
  • investiture of stone
  • investiture of wind
  • mass suggestion
  • mental prison
  • reign of AtropusNEW
  • scatter
  • soul cage
  • true seeing
7th Level
  • crown of stars
  • etherealness
  • finger of death
  • forcecage
  • maw of AcamarNEW
  • plane shift
  • power word pain
8th Level
  • demiplane
  • dominate monster
  • feeblemind
  • glibness
  • light of GibbethNEW
  • maddening darkness
  • power word: stun
9th Level
  • astral projection
  • foresight
  • imprisonment
  • power word: kill
  • psychic scream
  • true polymorph

New or Changed Spells

Hex

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (the petrified eye of a newt)
  • Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. When you cast this spell, choose one of the following curses. Until the spell ends, they suffer the effects of curse you chose. A remove curse cast on the target ends this spell early.

Curse of Weak Legs. If the target moves further than half their speed on a turn, they take 1d10 necrotic damage.

Curse of the Marked. Choose a creature you can see. The first time the target damages that creature on a turn, they take 1d10 necrotic damage.

Curse of Forgetfulness. Choose an ability. The target has disadvantage on ability checks that use that ability score.

At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the Curse of Weak Legs and Curse of the Marked increases by 1d10 for each spell slot level above 1st. The duration of Curse of Forgetfulness increases to 8 hours if you cast this spell using a spell slot of 3rd level or higher, or 24 hours if you cast it using a spell slot of 5th level or higher.

Nihal's Writhing Grasp

1st-level conjuration


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, M (dried maggots)
  • Duration: Concentration, up to 1 minute

You call upon the maggot-infested rift that is the Serpent Star to birth new life. A creature of your choice within range must succeed on a Constitution saving throw, or it begins to to feel writhing underneath the surface of its skin. At the start of each of the creature's turns, it takes 1d10 psychic damage, and it must move at least half of its speed in a straight line on each of its turns. If it can't, it takes this damage again.

At the end of each of its turns, the creature can repeat this saving throw, ending this spell on a success. If the creature dies while under the effects of this spell, maggots emerge from the body.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d10.

Omen of Shothragot

1st-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

An apocalyptic portent enters the mind of the target and overwhelms them with a deep sense of futility. The target must succeed on an Wisdom saving throw or immediately make a single weapon attack against itself, with advantage.

You can attempt to use this spell on a target even if they have total cover from you. You must have seen the creature within the past minute to do so. If you target a creature and it is not in range, then this spell fails.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Prophecy of Zhudun

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You bestow the sight of the Corpse Star upon a creature within range, corrupting its grip on reality. The creature must succeed on an Intelligence saving throw or they take 1d10 psychic damage and their sight shifts into a far reality. Until the start of your next turn, all creatures are heavily obscured to the target.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, this spell's damage increases by 1d10 for every spell level above 1st.

Fevered Certainty of Caiphon

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You call upon the star-like Dream Whisperer to bestow upon you great knowledge. For the duration, you become proficient in a skill or tool of your choice.

Caiphon punishes those who tread too close to it, however. The first time you cast this spell, you suffer no adverse effect. If you cast this spell again before you finish a long rest, you must roll a d20. If the result is 10 or less, then you are afflicted with a random long-term madness effect (the DM has the Long-Term Madness table). This madness can be cured with a remove curse, lesser restoration or a similar effect.

Caiphon's Malicious Guidance

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes

The target must succeed on a Charisma saving throw or begin to glow with Caiphon's deceiving light. If the target saw you casting this spell, they believed the casting failed. For the duration, the target believes they are blessed by an all-powerful force, and have advantage on Charisma checks to convince its allies to fight alongside it. Additionally, while a creature friendly to the target is within 20 feet of it, that creature has disadvantage on all attack rolls, and all attack rolls made against it have advantage.

At the end of the target's turn, if one of its allies has taken damage since the end of its last turn, it can repeat the initial saving throw. On a success, it realizes what the effects of the spell are and knows you are the cause.

Claws of Acamar (by SgtBriar)

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You unleash black, crackling energies from the corpse-star Acamar that streak toward a creature in range, intent on drawing others into the star's soul devouring depths. The creature must make a Charisma saving throw. On a failed save, it takes 3d10 necrotic damage and is phased out for 1 minute, partially plunged into Acamar's realm. On a successful save, the target takes half as much damage, but suffers no other effect.

While phased out, the target deals half damage, has resistance to all damage except necrotic damage, and creatures have advantage on saving throws the target forces them to make. At the end of each of its turns, the target can repeat the saving throw, taking 2d10 necrotic damage on a failed save, and ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 for each slot level above 3rd.

Metamorphosis

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (the scale of a creature that has seen an unfathomable being)
  • Duration: Concentration, up to 1 hour

Calling upon the corrupting nature of the stars beyond, you briefly allow the power of the Far realms to course through your veins. Your body rips apart as your form bursts into a mass of writhing tentacles, milky white eyes, and pits of bottomless darkness. Your form stays this way for the spell's duration, granting you the following benefits:

  • Your speed increases by 20 feet. Your reach becomes 15 feet.
  • Whenever a creature starts its turn within 15 feet of you, it must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • As a bonus action, or as a reaction to when a creature tries to moves outside of your reach, you can make a melee spell attack against a target within reach. On a hit, they take 1d12 psychic damage and are pulled to the nearest unoccupied space within 5 feet of you. If they are frightened of you, you have advantage on this attack.
  • If a hostile creature is reduced to 0 hit points while within 15 feet of you, they are violently absorbed into your body as their body and mind are obliterated, and you gain temporary hit points equal to your spellcasting modifier.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the psychic increases to 2d12. When you use a spell slot of 7th level or higher, the damage increases to 3d12.

Transfusion

4th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

Your hands grow innumerable tiny red needles as you reach for a creature within range. Make a spell attack. On a hit, the creature takes 6d10 necrotic damage and a creature within 30 feet of you regains half of this amount, as a red strand connects the two creatures briefly. A creature, including yourself, can choose to be hit by this attack automatically. On a miss, the creature takes half as much damage and no hit points are regained.

Additionally, on a hit, you can choose to lose 5 hit points to offer the healed creature your own energy until the start of your next turn. The creature can arise from prone without expending any movement, and their movement does not provoke opportunity attacks.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell increases by 1d10 for every spell level above 4th.

Doom of Delban (by SgtBriar)

5th-level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a frozen telescope lens)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock

You call on Delban to destroy a creature in range, its inexorable hatred manifesting as a single shaft of utterly cold and eldritch starlight that clings to your foes. The target must make a Constitution saving throw, taking 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell is turned into a statue of brittle white ice.

On subsequent turns until the spell ends, you can use your action to shift and intensify the starlight, forcing a creature in range to make another Constitution saving throw. When you do so, the cold damage dealt increases by 2d8, plus another 2d8 for each time you've used your action this way during the spell's duration to a maximum of 12d8, and you take 2d8 necrotic damage, plus another 1d8 for each time you've used your action this way during the spell's duration to a maximum of 4d8, as direct contact with Delban saps your life essence. This necrotic damage ignores resistance and immunity, but doesn't force you to make Constitution saving throws to maintain concentration.

Reign of Atropus

6th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of a black meteorite)
  • Duration: Concentration, up to 10 minutes

You call upon the necromantic radiance of the World Born Dead and place a shard of its power on a creature within range. Constructs are immune to the effects of the spell.

If the target is undead, it gains 50 temporary hit points, which disappear when the spell ends. When these temporary hit points are depleted, the spell ends. While it has these temporary hit points, the undead has advantage on all of its attack rolls, and their weapon attacks deal an additional 1d12 necrotic damage.

If the target is not undead, their strength is sapped by the star's power and they are wracked with waking nightmares. For the duration, the target's speed is halved, and it has disadvantage on all of its attack rolls and ability checks. At the end of each of the creature's turns, it can make a Constitution saving throw. On a failure, they take 3d10 necrotic damage. On a success, the spell ends.

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.

Ruin

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

The words fallen from your lips resonate with a fell meaning that conveys the power of destruction, and ruin is left in their wake. Choose a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Constitution saving throw. On a failed save, the target takes 8d12 force damage, taking half damage on a success. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.


Classes: Sorcerer, Wizard

Light of Khirad

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a topaz, bleached by starlight over a decade)
  • Duration: Instantaneous

The light of the star of secrets opens unseen doorways in space for you. Choose two creatures within range that you can see, and that do not have total cover from each other. The two creatures must swap places, teleporting into each other's spaces. If there is not space for either of the targets where the other was standing, then that target is sent to the nearest unoccupied space within range that can fit them.

If a creature is unwilling, it can resist this effect by making a Charisma saving throw. On a failure, the target is teleported. On a success, this spell fails.

Witch Bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 80 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your bonus action to deal 1d12 lightning damage to the target automatically. On a miss, you can spend your action on following turns within the spell’s duration to make another ranged spell attack. The first time you hit within the spell’s duration, you deal the spell’s initial damage. You cannot deal damage on a round that your target is more than 30 feet away from you or has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Black Lotus Assault

1st-level illusion


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

The first time you take the Attack action during your turn, you can cast this spell to summon a swirl of black lotus petals to surround your weapon, distracting your foes and enabling you to strike with great power. Each successful hit you make with this weapon before the spell ends, the target must make a Wisdom saving throw or have a new effect apply. Once you've made three weapon attacks, the spell ends.

1st Hit. If the target fails their saving throw, their movement speed is halved until the end of their next turn.

2nd Hit. If the target fails their saving throw, they take 1d6 psychic damage and cannot take reactions until after the end of your next turn.

3rd Hit. If the target fails their saving throw, they take 2d6 psychic damage and cannot take bonus actions during their next turn.

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

Starlight Shroud

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

Ghostly starlight surrounds your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. The first time you take damage after casting this spell, the starlight explodes outward and the spell ends. Each creature within 10 feet of you, other than you, must make a Dexterity saving throw, taking 2d10 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Moon blade

2nd-level evocation


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

You infuse a weapon with solidified moonlight. The weapon's damage die is increased by 1 size (d4 → d6 → d8 → d10 → d12 → 1d12 + 1d4), and deals radiant damage. When you use the sword to attack a shapechanger, you have advantage on the attack roll. If you hit a shapechanger with your moon blade, it must succeed on a Charisma saving or instantly revert to its original form. An affected shapechanger can't assume a different form until it the end of their next turn. When you use the sword to attack an undead creature, you gain a bonus to your attack and damage rolls equal to your spellcasting ability modifier (minimum: 1).

Fox's Fangs

3rd-level illusion


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

You summon nine illusory blades of light and shadow to swirl behind you. Whenever you could make a weapon attack or unarmed strike, you can choose to attack with one of these blades instead. Make a ranged weapon attack or ranged spell attack (your choice) against a target within 60 feet. If you hit, the target takes 2d6 psychic damage, and you recover 3 hit points. After a blade is thrown, it vanishes. Once all nine blades are gone, the spell ends.

Moonlight Cloak

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V
  • Duration: 1 minute

The moon's power radiates from in an aura within a 15-foot radius, awakening hidden potential in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by one size, to a maximum of 1d12 (d4 → d6 → d8 → d10 → d12).

Lunar Sphere

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of moonstone)
  • Duration: Instantaneous

You point at a location within range, and a glowing 1-foot diameter ball of radiant energy streaks there and explodes in a 25-foot radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 12d6 radiant damage and cannot become invisible. On a successful save, a creature takes half the damage and can turn invisible.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.

Guardian of the Moon

4th-level transmutation


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

The Moon answers your call and transforms you into a powerful guardian. The transformation lasts until the spells ends.

Your eyes begin to glow and your hair appears as if under water, and you gain the following benefits:

  • You gain 10 temporary hit points.

  • You make Wisdom saving throws with advantage

  • You make attack rolls with advantage.

  • Your weapon attacks deal an additional 1d8 radiant damage on a hit.

Inflict Pain

1st-level necromancy


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

You touch a creature, inflicting them with negative energy and racking them with excruciating pain. The target must succeed on a Constitution saving throw or take 1d10 necrotic damage and become incapacitated with pain until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Changelog

  • Changed Spell slot recharge - No longer tied to rests

  • Restructured Pact Boons, improved and removed Invocation taxed - Pact Boons now scale

  • Number of Invocations known increased by 1 for high-tier class progression

  • New, Patron, Pact specific invocations

  • New Patrons added, older PHB Patrons revised to match.

  • Capstone revised.

  • Spell Versatility is added (from UA).

  • Choice of Spellcasting Ability modifier - Intelligence or Charisma.

  • Eldritch Overflow is added - Hex is revised to fit.

  • Spell list is revised, new spells are added.

Credits
  • Written by drogn#0797
  • Giffyglyph's Darker Dungeon's Wicked Warlock
  • Warlock+ written by Izzy, featuring spells by SgtBriar
The Pact has
been Made

A redesign of the Warlock class for Dungeons and Dragons Fifth Edition.