[Class Rework] Warlock Unleashed

by SamuelWillmore

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Warlock Unleashed

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

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

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

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

Sworn and Beholden

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

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

Delvers into Secrets

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

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

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

Creating a Warlock

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

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

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

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

Quick Build

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

Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Pact Points Invocations Known Max Spell's Level
1st +2 Pact Magic, Otherworldly Patron 2 2 2 1st
2nd +2 Eldritch Invocations 2 3 4 2 1st
3rd +2 Pact Boon 2 4 6 2 2nd
4th +2 Ability Score Improvement 3 5 6 2 2nd
5th +3 3 6 10 3 3rd
6th +3 Otherworldly Patron feature 3 7 10 3 3rd
7th +3 3 8 12 4 4th
8th +3 Ability Score Improvement 3 9 12 4 4th
9th +4 3 10 14 5 5th
10th +4 Otherworldly Patron feature 4 10 14 5 5th
11th +4 Mystic Arcanum (6th level) 4 11 14 5 5th
12th +4 Ability Score Improvement 4 11 14 6 5th
13th +5 Mystic Arcanum (7th level) 4 12 21 6 5th
14th +5 4 12 21 6 5th
15th +5 Mystic Arcanum (8th level) 4 13 21 7 5th
16th +5 Ability Score Improvement 4 13 21 7 5th
17th +6 Mystic Arcanum (9th level) 4 14 28 7 5th
18th +6 4 14 28 8 5th
19th +6 Ability Score Improvement 4 15 28 8 5th
20th +6 Eldritch Master 4 15 28 8 5th

Class Features

As a Warlock, you gain the following class features:

Hit Points


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

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Equipment

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

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

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

Multiclassing

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
Ability Score Minimum: Charisma Score 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies:
Armor: light armor
Weapons: simple weapons

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 of PHB and chapter 3 of XGtE for the warlock spell lists.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Pact Points

The Warlock table shows how many pact points you have to cast your warlock spells of 1st through 5th level. The table also shows at what maximum level you are to cast spells;

To cast a Warlock spell you must spend appropriate amount of Pact Points to cast Warlock spell, shown in table below:

Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

For example, when you are 5th level, you have 10 pact points. To cast the 1st-level spell Witch Bolt, you must spend 2 pact points. Or you can cast it as 3rd-level spell, spending 5 Pact Points.

You regain all expended Pact Points when you finish a short or 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.

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

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level that you are able to cast. Also whenever you finish a long rest, you can replace one spell you learned from 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

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

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

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

A level prerequisite in an invocation refers to warlock level, not character level.

Pact Boon

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

Pact of the Blade

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

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

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

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

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

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

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

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 or pact points. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master

At 20th level, your patron significantly multiplies your inner reserve of mystical power, never leaving you drained out. When you roll for initiative and have no pact points remaining, you regain 7 pact points.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

The Archfey

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

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming

Fey Presence

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

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

Misty Escape

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

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

Beguiling Defenses

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

Dark Delirium

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

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

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

The 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.

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration

Bonus Cantrips

At 1st level, you learn the Sacred Flame and Light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light

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

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

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

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience

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

Searing Vengeance

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

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

Art - Tiefling Warlock by WotC

The Fiend

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

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Dark One's Blessing

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

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

Fiendish Resilience

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

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds.

The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard's black tentacles
5th dominate person, telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. 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.

Unchained Thoughts

At 6th level, you learn to magically empower your telepathic links. Your telepathic capabilities, granted by Awakened Mind feature further increases, providing with such benefits:

  • You can now telepathically communicate with amount of creatures up to your Charisma modifier at the same time.
  • The range of your telepathic link increased to 60ft.
  • As an action, you can attempt to perceive through telepathically connected creature's senses. If creature is unwilling to share them, target must succeed Wisdom saving throw against your Warlock spell save DC. creature, so long as they are on the same plane as you. While perceiving through creatures senses you are gaining the benefits of any special senses that the craeture has. During this time, you are deaf and blind with regard to your own senses. You must spend action on your subsequent turns to keep perceving through creature's senses.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

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

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

The Hexblade

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

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

Expanded Spell List

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.

Hex Warrior

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

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

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 Charisma modifier (minimum of +0).

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

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

Armor of Hexes

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

Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Lord of Shadowfell

You patron is a mysterious, powerful being who lives and rules the lands in Shadowfell. Lords of Shadowfell watches over the world, anticipating each creature's death, seeking forbidden or forgotten knowledge of mortal realm, to fufill their unknown plans and schemes.

As the lords of the Shadowfell, such beigns dwells in a decayed, dark reflections of the mortal world. Even though their abilities to reach into the world is limited, Thus, they turns to mortal warlocks to serve their will.

Warlocks sworn to the Lord of Shadowfell receive visions and whispers from them in their dreams or even nightmares, sending them on quests and warning them of impending dangers, as not that many would willingly pledge its loyalty to serve unpredictable, otherworldy embodiment of shadows and death. As a reward, Lord of Shadowfell conceived share in grains of sacred knowledge and power over death and shadows.

Your patron may be powerful lich, who hides within shadowfell, or perhaps echoes of powerful souls that are trapped within, or even Raven Queen itself, who rules over Shadowfell.

Expanded Spell List

The Lord of Shadowfell lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Lord of Shadowfell Spell List
Spell level Spells
1st Detect Evil and Good, Inflict Wounds
2nd Pass Without Trace, Spiritual Weapon
3rd Nondetection, Feign Death
4th Phantasmal Killer, Death Ward
5th Mislead, Raise Dead

Sentinel Spirit

Starting at 1st level, you gain the service of a spirit sent by the Lord of Shadowfell to watch over you. The spirit assumes the form and game statistics of any tiny beast, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.

You can see through the spirit's eyes and hear what it hears while it is within 100 feet of you. In combat, spirit acts right after your turn and you have total control how it acts. The spirit doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The spirit vanishes when it dies or if you die, or if the two of you are separated by different planes of existence.

As a bonus action, you can command spirit to merge with you or your shadow, providing you with such benefits:

  • While merged, you gain darkvision with range of 60 feet. If you already have darkvision, the range of it is increased by 30 feet
  • Your Wisdom (Perception) modifier is increased by your Charisma modifier and you can not be surprised.

While spirit is merged with you, it can't be targeted by any attack or other harmful effect, it can't take damage, and it is incapacitated.

Furthermore, if you pick Pact of Chain at 3rd level, the spirit is considered as your familiar for all warlock features, Spells and invocations, such as taking new forms as by Pact of Chain feature or Find Familiar spell.

At the end of a short or long rest, you can call the spirit back to you no matter where it is or whether it died, and it reappears within 5 feet of you.

One with Darkness

At 6th level you feel more comfortable while being in darkness and shadows. While in dim light or darkness, you can take the Hide action as a bonus action. If Sentinel Spirit is merged with you, while attempting to Hide in dim light or darkness, you gain bonus to dexterity (Stealth) checks equal to your Charisma modifier.

Additionally, while Sentinel Spirit is merged with you, as an action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

You can teleport amount of times equal to your proficiency modifier. You recharge all expended uses upon finishing a long rest.

Lord's Blessing

At 10th level, the Lord of Shadowfell grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Chains of Shadowfell

At 14th level your patron teaches you how to bind those who oppose you by powers of Shadowfell itself.

Whenever you deal damage to a creature you can also chain it for 1 minute with chains made of pure darkness. While chained this way target is considered restrained and also suffers 1d10 necrotic damage at the start of each of its turn as it is getting tighten up by them. If creature is in bright light, as an action it can make Strength Saving Throw against your warlock spell save DC, freeing itself on success.

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

Raven Queen Art by @msmeridianskies (twitter)

The Eternal Hunter

Your patron is a being of great power and ferocity known only as the Eternal Hunter. Promoting savage and primal actions from his followers, he stalks the planes, hunting only strongest of beasts, his hunting pack not far behind. Many hunters pay tribute to him. These hunters might set aside a portion of their kill as an offering to him, or whisper his name as they make their kill. While he isn't a benevolent being, the Eternal Hunter respects prowess and skill from his followers, and rewards those that please him during their hunts.

Expanded Spell List

The Eternal Hunter lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Eternal Hunter Expanded Spells
Spell Level Spell
1st Ensnaring Strike, Hail of Thorns
2nd Cordon of Arrows, Pass without Trace
3rd Conjure Barrage, Nondetection
4th Locate Creature, Dominate Beast
5th Conjure Volley, Commune with Nature

Bonus Proficiency

Starting at 1st level, you gain proficiency in Wisdom (Survival) skill. You also gain proficiency in one martial ranged or thrown weapon of your choice.

Tracker's Sense

Starting at 1st level, you're able to draw on your connection to your patron to gain access to information on the land around you. You can spend 1 minute meditating and focusing on the land within 500 feet of you. At the end of this ritual, you gain following effects:

  • You know if there are any sort of a tracks within range. You also gain bonus equal to your Charisma Modifier for any Wisdom (Survival) checks made to interact founded tracks.
  • If there is edible forage or clean drinking within range, you know it and where to find it.

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

Tools of a Hunt

Also at 1st level, the influence of your patron allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon with ranged or thrown property that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

if you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter of the weapon’s type.

Steed of a Hunter

Starting at 6th level, you learn to summon a loyal steed from the Huntsman’s stable. You gain Find Steed spell that count as warlock spell for you but doesn’t count against your number of spells known. You can cast this spell without expending a spell slot. When cast in this way, its casting time is one action, and you can choose to have the steed appear underneath you, moving you instantly to its saddle.

While you are mounted on the summoned creature, you can choose to redirect any damage that it would take to yourself. Summoned creature does not recover hit points whenever you cast the spell again, but does recover all lost hit points whenever you finish a short or a long rest.

If your steed has been reduced to 0 hit points, it can't be summoned again using this feature until you finish a long rest. At 14th level, you can re-summon a fallen creature after you finish a short rest.

One With The Wild

Starting at 10th level, your patron have honed your senses and body to act purely on instinct preparing you to any condition, that hunt may lead.

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Also, you gain advantage on any saving throws against any plants that are magically created or manipulated to impede your movement, for example, those that was created by the entangle spell.

In addition, whenever you use Predator's Chase to summon a steed, you now can cast Find Greater Steed instead. Attacks of the summoned creature are also considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Apex Predator

At 14th level, your patron gifts you with a spark of his own brilliance. As an action you can transform yourself into a representation of the perfect hunter. For 1 hour you gain the following benefits:

  • You gain darkvision with a range of 120 feet and you can see through any magical darkness
  • you gain blightsight with a range of 30 feet.
  • you can hold your breath indefinitely.
  • Your movement speed is increased by 15ft and you gain a climbing and swimming speed equal to your walking speed.
  • You gain immunity to damage as a result of falling.
  • Your jump distance is doubled.

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

Undying

Your patron is a powerful creature with enormous necromantic powers. These beings seek complete mastery over life and death, and see the corpses of the fallen as tools to be used for their own gain. Such patrons can be Myrkul, fallen God of Death, Archliches or Liches, such as Vecna, demon lords like Orcus, Raven Queen from Shadowfell or other mystical beings from negative planes of existence.

Warlocks that makes a pact with such beings seeks power or knowledge over life and death, commonly becoming a powerful necromancers.

Expanded Spell list

Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Undying Expanded Spells

Spell Level Spells
1st Inflict Wounds, Ray of Sickness
2nd Blindness/Deafness, Gentle Repose
3rd Speak with Dead, Feign Death
4th Death Ward, Phantasmal Killer
5th Contagion, Antilife Shell

Howl Of The Dead

Starting at 1st level, your patron endows you with a shadow if its own might, teaching you how to release the howl of lost souls, trapped in the domain of your patron.

You learn Toll of the Dead cantrip, and add it to your spell list. It is count as a warlock cantrip for you, but not towards your total number of cantrips known. You can add Charisma Modifier to the damage roll of this cantrip.

Also, whenever you cast Toll of the Dead instead of a dreadful bell, creature hears harrowing howl of many souls. You can make howl more intensive, forcing creature to make Wisdom saving throw against your warlock spell save DC or be frightened until the start of your next turn.

You can intensify the howl once per short rest.

Unholy Servants

Starting at 6th level, your patron grants you the ability to rise undead creatures, that will loyaly serve you, while you serve loyaly as well...

You can spend 1 minute to reanimate one medium size pile of bones or corpse into a undead servant, using the Skeleton or Zombie monster statblocks

Servants are loyal to you, and will carry out your bidding. It lasts until it dies, or you use action to dispel your magic from it. You can have a number of servants animated this way equal to your proficiency bonus.

Your patron strengthens your servants by infusing them with it's eldritch powers. Their maximum hit points increased by amount equal to your warlock level. They also use your proficiency bonus instead of their own.

In combat, servants roll for initiative and acts as a group. You can use a bonus action to mentally command your servants, if the servant is within 60 feet of you. If you issue no commands, the servant only defends itself against hostile creatures. Once given an order, the servant continues to follow it until its task is complete.

Blessing of the Grave

Starting at 10th level, your closeness to your patron begins to permeate your very being, partially transforming to a semi-undead form, strengthening your connection with your patron. Your skin turns pale, heartbeat slows down, hair turns gray, pupils turns unnaturally black, gaining such benefits:

  • You gain resistance to necrotic damage
  • You can hold your breath indefinitely,
  • 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.

Avatar of Undeath

At 14th level, your manipulations with the essences of life and death reaches a point where you able to create truly terrifying creature of undeath which will bring down the will of your patron.

Whenever you have 4 or more servants within 30 feet, you can use your action to tear apart the veil between you and your patron's domain. Your servants breaks up and reassemble as a Grave Titan within 10 feet of you. It acts immediately after your turn and you can issue orders to it in the same way, as you control your servants per Unholy Servants feature. Grave Titan Exists for 1 minute, after wich it crumbles into pile of bones and rotten flesh.

Once you use this feature, you must finish a long rest before you can do so again.

Undead Minions Stat Blocks

You can find Zombie, Skeleton and Grave Titan monster stat block at the end of this document


Skeleton

Medium undead, Lawful Evil


  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8+4)
  • Speed 30ft

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 1/4 (50 XP)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Zombie

Medium undead, neutral evil


  • Armor Class 8 (rotten flesh)
  • Hit Points 22 (3d8+9)
  • Speed 20ft

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Art - Minotaur Skeleton by WotC

Grave Titan

Huge undead, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 115 (10d12 + 50)
  • Speed 30ft

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 20 (+5) 4 (-3) 6 (-2) 6 (-2)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Understands summoner's language, but can't speak
  • Challenge 7 (2,900 XP)

Magic Resistance. Grave Titan has advantage on saving throws against spells and other magical effects.

Necrotic Weapons. Grave Titan's weapon attacks are considered magical against any living creature.

Turn Immunity. Grave Titan is immune to effects that turn undead.

Actions

Multiattack. Grave Titan makes two Bone Greatsword attacks.

Bone Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage.

Art - Rage Wraith by PAIZO

Eldritch Invocations

Any Level

Agonizing Blast

Prerequisites: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Aspect of the Moon

Prerequisites: Pact of 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.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Book of Ancient Secrets

Prerequisites: Pact of Tome

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

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Devil's Sight

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

Eldritch Spear

Prerequisites: Eldritch Blast cantrip
When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

As an action, you can infuse yourself with otherwordly vigor, gaining 1d4 + your Charisma modifier temporary hitpoints.

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.

Gift of the Ever-Living Ones

Prerequisites: Pact of 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.

Grasp of Hadar

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

Improved Pact Weapon

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

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

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

Lance of Lethargy

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

Repelling Blast

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

Voice of the Chain Master

Prerequisites: Pact of Chain
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Winged Fall

You learn Feather Fall spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 1 Pact Point to cast it without any material components.

Sigils of Power

Prerequisites: Pact of Tome
Your tome becomes infused with eldritch sigils of your Patron. Whenever you are casting warlock spells, you can consider your tome as a spellcasting focus.

Also, you can add Charisma Modifier to damage rolls made by cantrips granted by Pact of Tome that does not already have Charisma modifier bonus.

Armor of Shadows

You learn Mage Armor spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 1 Pact Point to cast it without any material components.

Beast Speech

You learn speak with animals spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 1 Pact Point to cast it.

Eldritch Sight

You learn Detect magic spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 1 Pact Point to cast it.

Mask of Many Faces

You learn Disguise Self spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 1 Pact Point to cast it.

Misty Visions

You learn Silent Image spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 1 Pact Point to cast it.

Thief of Five Fates

You learn Bane spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell only once. You can't do so again until you finish a long rest.

5th Level

Cloak of Flies

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

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

Gift of the Depths

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

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

Maddening Hex

Prerequisites: 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 Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma 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.

Mire the Mind

You can cast Slow spell spending 5 pact points once. You can't do so again until you finish a long rest.

One with Shadows

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Sign of Ill Omen

You can cast Bestow Curse spell spending 5 pact points once. You can't do so again until you finish a long rest.

Thirsting Blade

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

Tomb of Levistus

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. 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.

Eldritch Smite

Prerequisites:Pact of the Blade
Once per turn when you hit a creature with your pact weapon, you can spend 5 pact points to deal an extra 4d8 force damage to the target, and you can knock the target prone if it is Huge or smaller. You can spend extra pact points at certain warlock levels to deal extra 1d8 damage for each extra points spend: 1 pact point at 7th and 2 pact points at 9th level.

7th Level

Bewitching Whispers

You can cast Compulsion spell spending 6 pact points once. You can't do so again until you finish a long rest.

Dreadful Word

You can cast Confusion spell spending 6 pact points once. At 9th level you can spend 7 pact points to cast it as 5th level spell instead. You can't do so again until you finish a long rest.

Ghostly Gaze

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

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

Relentless Hex

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

Trickster's Escape

You can cast Freedom of Movement spell once on yourself without expending pact points. You regain the ability to do so when you finish a long rest.

Sculptor of Flesh

You can cast Polymoprh spell spending 6 pact points once. You can't do so again until you finish a long rest.

9th Level

Pages of Forbidden Knowledge

Prerequisites:Pact of Tome
Spells granted by Patron's Expanded Spell List appears magically written in your Tome. While you have your tome, you are considered to know these spells and they doesn't count against the number of warlock spells known.

Ascendant Step

You learn Levitate spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 2 Pact Point to cast it.

Minions of Chaos

You can cast conjure elemental spell spending 7 pact points once. You can't do so again until you finish a long rest.

Otherworldly Leap

You learn Jump spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 2 Pact Point to cast it.

Whispers of the Grave

You learn Speak with Dead spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 3 Pact Point to cast it.

12th Level

Lifedrinker

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

15th Level

Chains of Carceri

You can cast Hold Monster spell at will, targeting a celestial, fiend, or elemental—without expending a pact points or material components. You must finish a long rest before you can use this invocation on the same creature again.

Wings of Icarus

You gain magical flying speed, equal to your movement speed. You can not fly higher than 15 feet above the surface. Whenever you enter anti-magical zones, such as created by Antimagic Field spell or you are targeted by dispelling effects, such as from Dispel Magic spell, you can not use this invocation until you will finish a short or a long rest.

Master of Myriad Forms

You learn Alter Self spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 2 Pact Point to cast it.

Shroud of Shadow

You learn Invisibility spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 2 Pact Point to cast it.

Visions of Distant Realms

You learn Arcane Eye spell. It is a Warlock spell for you, but it doesn't count against your number of warlock spells known. You can cast this spell at it's base level, spending only 4 Pact Point to cast it.

Witch Sight

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.

What Was Reworked

In this homebrew rework features\elements of class that are listed below where tweaked\redone\added:

Pact Casting

Changed magic system of warlock to be more of full caster that gains power from powerful patron. Added Spell Versatility (Unearthed Arcana: Class Features Variants)

Eldritch Invocations

Changed At-Will/Spell Slot spells to be known spells that requires Pact Points to cast (with less or same amount of points). Also, added\tweaked couple of Invocations, mostly Quality-of-Life changes.

Eldritch Master

While other classes receive some nice features that describes them as powerful "Class_Name", Warlock had more of "Negative" narrative description of a feature(Begging your Eldritch Daddy as 20th level character to have your spell slots back is so depressingly bad). So i've changed feature to be more of "Big Bad Warlock"

Patrons

Great Old One patron received new 6th level feature to be more of "Abberantish" and "Psionic". Now this archetype should provide with proper, psionic feelings when played.Fully reworked Undying Patron, to be more of Necromancer-type. Added couple of my own-made archetypes.

Art - Tiefling Warlock by WotC
 

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