The Warlock - Revised

by Frootbat

Search GM Binder Visit User Profile

The Warlock: Revised

The 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.

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 Toll the Dead and Minor Illusion cantrips, along with the 1st-level spells Hellish Rebuke and Hex. Finally, choose Ranged spell attack and Force damage as your eldritch onslaught options.

The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level 6th level 7th level 8th level 9th level Invocations Known
1st +2 Otherworldly Patron, Pact Magic, Eldritch Onslaught 2 2 1 1st - - - -
2nd +2 Eldritch Invocations 2 3 2 1st - - - - 2
3rd +2 Pact Boon 2 4 2 2nd - - - - 2
4th +2 Ability Score Improvement 3 5 2 2nd - - - - 2
5th +2 Dark Bargain 3 6 2 3rd - - - - 3
6th +3 Otherworldly Patron Feature 3 7 2 3rd - - - - 3
7th +3 - 3 8 2 4th - - - - 4
8th +3 Ability Score Improvement 3 9 2 4th - - - - 4
9th +4 - 3 10 3 5th - - - - 5
10th +4 Otherworldly Patron Feature 4 11 3 5th - - - - 5
11th +4 - 4 12 3 5th 1 - - - 5
12th +4 Ability Score Improvement 4 13 3 5th 1 - - - 6
13th +5 - 4 14 3 5th 1 1 - - 6
14th +5 Otherworldly Patron Feature 4 15 3 5th 1 1 - - 6
15th +5 - 4 16 3 5th 1 1 1 - 7
16th +5 Ability Score Improvement 4 17 3 5th 1 1 1 - 7
17th +6 - 4 18 4 5th 1 1 1 1 7
18th +6 - 4 19 4 5th 1 1 1 1 8
19th +6 Ability Score Improvement 4 20 4 5th 1 1 1 1 8
20th +6 Eldritch Trance 4 21 5 5th 1 1 1 1 8

Class Features

As a warlock, you gain the following class features.

Hit Points


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

Proficiencies


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

Equipment

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

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

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

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

Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

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

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

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 as a spellcasting focus for your warlock spells.

Eldritch Onslaught

Also at 1st level, your patron lends you their power, which you can hurl at your foes in a barrage of destruction. As an action, you can unleash a torrent of energy at a creature or object you can see within range. When you gain this feature, you choose the form this energy takes, from the table below, if it uses a spell attack, it uses your warlock spell attack modifier, and if it calls for a saving throw, the creature must make the appropriate Saving throw against your warlock spell save DC. Some forms require certain level in this class, as shown below. You can choose an additional form for this energy to take when you reach 7th and 15th level in this class, When you take this action, all bursts must take the same form.

Form of Assault Range
Melee Spell Attack 5 feet
Ranged Spell Attack 120 feet
Strength Saving Throw 60 feet
Constitution Saving Throw 60 feet
Dexterity Saving throw (7th level) 60 feet
Wisdom Saving Throw (15th level) 60 feet
Intelligence Saving Throw (15th level) 60 feet
Charisma Saving Throw (15th level) 60 feet

On a hit, the target takes 1d10 + your Charisma modifier damage. You choose the damage type from the table below when you gain this feature. You gain an additional damage type when you reach 7th and 15th levels in this class. Each burst you make as part of the same action must deal the same damage type. You must provide a verbal and somatic component as if casting a spell.

Damage Type
Acid
Bludgeoning
Cold
Fire
Force
Lightning
Necrotic
Damage Type
Piercing
Poison
Psychic
Radiant
Slashing
Thunder

You create more than one bursts as you gain more warlock levels: two bursts at 5th level, three bursts at 11th level, and four bursts at 17th level. You can direct the burst at the same target or at different ones. Make a separate attack roll or saving throw for each burst.

Eldritch Invocations

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. 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 are proficient with it while you wield it, when you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage roll. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, while you are holding your pact weapon and you are not holding a shield, you gain a +2 bonus to your AC.
  • 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 Shroud

  • Your patron gives you a cloak which can protect you with distracting darkness. While wearing the cloak, your armor class equals 10 + your Dexterity Modifier + your Charisma Modifier, and you gain a bonus to any Dexterity (Stealth) check equal to your Charisma modifier.
  • If you lose the shroud, 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 shroud. The shroud turns to ash when you die.

Pact of the Tome

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

Pact of the Talisman

  • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. The dice used changes at certain levels in this class, becoming a d6 at 5th level, a d8 at 11th level and a d10 at 17th level in this class.
  • If you lose the talisman, 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 amulet. The talisman turns to ash when you die.

Gifted Arcana

Starting at 5th level, you become more in tune with your patron, allowing you to better harness their favorite magicks. As an action, you can cast any spell from your patron expanded spell list at the level of your pact slots, without expending a spell slot or material components.
Once you've used this feature, you cannot do so again until you finish a long rest.

Spells of 6th level or higher

When you reach 11th level, you gain one 6th level spell slot, at 13th level you gain one 7th level spell slot, at 15th level you gain one 8th level spell slot, and at 17th level you gain 1 9th level spell slot. Once you have expended these spell slots, you do not regain them until you finish a long rest.

Eldritch Trance

Starting at 20th level, you are a master at siphoning your patrons power, unleashing it with reckless abandon. As an action, you can enter an otherworldly trance for 1 minute or until you are incapacitated. While in this state, you regain one expended pact magic slot at the start of each of your turns. When this trance ends, you gain one level of exhaustion. Once you have used this feature, you cannot do so again until you finish a long rest.

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.

If a patron is not mentioned here, it has been left the same as it's published version.

Otherworldy Patron: The Great Old One (Revised)

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.

Great Old One Expanded Spells
Spell level Spells
1st bane, dissonant whispers
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th phantasmal killer, evard's black tentacles
5th dominate person, telekenesis

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 120 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.

Abhorrent Knowledge

Also at 1st level, your patron whispers terrible secrets in your ear. Whenever you make an intelligence check, you gain a bonus equal to your Charisma modifier.





Gift of Eyes

Starting at 6th level, your patron lets you see the universe as it really is. as an action, you can touch a creature within 5 feet of you, causing them to manifest eyes all over their body. For 1 hour or until the creature ends the effect as an action, the creature gains a bonus to any Investigation, Insight or Perception check it makes. This bonus is equal to your Charisma modifier (minimum of +1).
Once you use this feature, you cannot do so again until you finish a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can't be read and any creature who attempts to read your thoughts must roll on the long term madness table.

Additionally, those who strike at you are attacked by their own pysche. Whenever a creature damages you with an attack or spell, that creature takes psychic damage equal to your Charisma modifier (minimum of 1).

Create Thralls

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 or charmed humanoid. That creature is then charmed by you until a remove curse spell is cast on it, or the charmed condition is removed from it. When the effect ends, the target has no recollection of the time it spent as a thrall. You can have 3 thralls created in this way. If you try to go over this limit, one of your thralls of your choice is freed.

You can communicate telepathically with your thralls as long as both of you are on the same plane of existence.

Otherworldy Patron: The Fiend (Tweaked)

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.

Fiend Expanded Spells
Spell level Spells
1st burning hands, command
2nd blindness/deafness, heat metal
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th geas, immolation

Dark One's Blessing

Starting at 1st level, you gain the ability to siphon the souls of the fallen. Whenever a creature within 60ft of you is reduced to 0 hitpoints, you can use your reaction to 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.

Dark One's Wrath

Also at 6th level, you can channel your siphoned power back into your destructive prowess. Whenver you roll for damage on a spell or attack, you can expend any temporary hitpoints gained by Dark One's Blessing, immediatly losing them and adding force damage to the spell equal to the temporary hitpoints lost.

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.

Otherwordly Patron: Archfey (Revised)

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.

Archfey Expanded Spells

Spell level Spells
1st entangle, faerie fire
2nd calm emotions, summon beast
3rd blink, plant growth, summon fey
4th greater invisibility, polymorph
5th mislead, seeming

Tricksters Boon

At 1st level, you gain a mystical connection to the Feywild. You become proficient in the Deception skill if you are not already, and you learn the Druidcraft cantrip. This counts as a warlock cantrip for you, but doesn't count against the amount of cantrips you know.

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. Once per turn, when you hit a creature with an attack, you can choose to deal no damage. If you do so, the target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target is charmed or frightened by you (your choice) until the start of your next turn.
Once a creature succeeds on it's saving throw against this ability, it cannot be targeted by it for 1 hour.

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.

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 or frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the charm or terror back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you or frightened 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 hour 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.

Otherwordly Patron: The Undying (Revised)

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.

Expanded Spell list

Drawing from the Undying, you can now choose from an expanded list of spells to learn as warlock spells.

Undying Expanded Spells

Spell level Spells
1st false life, inflict wounds
2nd blindness/deafness, gentle repose
3rd feign death, spirit guardians
4th aura of life, death ward
5th contagion, raise dead

Amongst the Dead

Starting at 1st level, you are permanently affected by the sanctuary spell against only undead. If you make an attack or cast a spell that affects an undead creature, that creature is not affected by the spell for the next 24 hours. Any undead that makes the Wisdom saving throw are also immune to it for 24 hours.

Resilient Form

As the Undying ushers you into your new existence, your body toughens against all those seeking to cut your long life short . At 1st Level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, you have a pool of d8's equal to your 1 + your warlock level. Whenever you take damage, you can use your reaction to expend dice from this pool, rolling them and adding your Charisma modifier (minimum of +1). You then reduce the damage taken by the number rolled.

Defy Death

Starting at 6th level, you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw.

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

Undying Nature

Starting at 10th level, your body prepares for the vast lifetime ahead, you gain the following benefits:

  • You stop aging , and you cannot be magically aged.
  • 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.
  • If you put a severed body part back in place, it reattaches.
  • You gain advantage on Death Saving Throws.
  • You gain resistance to Necrotic damage.

Indestructible Being

When you reach 14th level, your patron imbues you with the powers to become an everlasting worshipper. If you are killed, you may choose at any time within the next 10 minutes to regain 1 hitpoint and gain temporary hitpoints equal to half your hitpoint maximum, and then you stand up if you so choose. While you have these temporary hitpoints, you regain an amount of hitpoints equal to your charisma modifier whenever you damage a creature, and are considered undead for the purposes of spells. You can dismiss these temporary hitpoints as a bonus action.

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

The Celestial (Tweaked)

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 to 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, 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 spelllist for you.

Celestial Expanded Spells
Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, healing spirit
3rd dawn, revivify
4th guardian of faith, wall of fire
5th flamestrike, greater restoration

Divine Infusion

At 1st level, you can speak, read and write Celestial, 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 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 whenever you cast a spell, you gain a bonus to the roll. That roll must restore hit points or be a damage roll that deals radiant or fire damage, and the bonus equals your Charisma modifier (minimum of +1).

Celestial Resistance

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 your 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 3d8 + your Charisma modifier, and 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 Dark Powers

Your patron is a mysterious being that lords over the Shadowfell, siphoning off it's negative emotions for their own goals. These goals, much like the powers themselves, are a complete mystery to all. These beings are known to grant powers to those who commit acts of unfathomable evil, to the extent that the gods must seal them away for all time. This is not a setback for the Dark Powers however, as they use these prisoners as fuel for their own needs. Many warlocks who take this pact either serve their masters using the powers siphoned from these wretched souls, or spend an eternity in a dread domain of their own.

Expanded Spell List

The Dark Powers let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spelllist for you.

Dark Powers Expanded Spells
Spell Level Spells
1st fog cloud, inflict wounds
2nd blindness/deafness, blur
3rd blink, bestow curse
4th phantasmal killer, private sanctum
5th contagion, creation

Shadow Sentinel

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

While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.

You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.

In combat, the raven shares your initiative, and you control how it acts.

The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.

The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

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

Dread 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 weapon damage rolls against the cursed target. The bonus equals your proficiency bonus.

  • Any weapon attack 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.

Blended Darkness

At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.

Armor of Hexes

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

Master of Hexes

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







The Fathomless (Tweaked)

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Expanded Spell List

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

Fathomless Expanded Spells
Spell Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, silence
3rd call lightning, sleet storm
4th control water, watery sphere
5th Bigby's hand, maelstrom

Tentacle of the Deep

At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d6 + your proficiency bonus cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases by 1d6.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Sea

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.



Guardian Coil

At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d6 + your proficiency bonus. When you reach 10th level in this class, the damage reduced by the tentacle increases by 1d6.

Grasping Tentacles

Starting at 10th level, You learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Unleash the Depths

Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can’t use this feature again until you finish a long rest.

Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron’s realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.

Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 10d6 cold damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.

Eldritch Invocations

Armor of Shadows

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

Ascendant Step

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

Aspect of the Moon

Prerequisite: Pact of the Tome feature You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Beast Speech

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

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills, and your proficiency bonus for any check you make with them is doubled.

Bewitching Whispers

Prerequisite: 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.

Bond of the Talisman

Prerequisite: 12th level, Pact of the Talisman feature While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals 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.

Chains of Carceri

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

Cloak of Flies

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

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

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

Devil's Sight

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

Dreadful Word

Prerequisite: 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 feature As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

Eldritch Mind

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

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot or material components and without concentration.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Spear

When you use Eldritch Onslaught, its range is doubled.

Eyes of the Rune Keeper

Prerequisite: Pact of the Tome feature You can read all writing.

Far Scribe

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

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

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

Fiendish Vigor

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

Gaze of Two Minds

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

Ghostly Gaze

Prerequisite: 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. During that time, you perceive objects as ghostly, transparent images.

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

Gift of the Depths

Prerequisite: 5th level You can breathe underwater, and you gain a swimming speed equal to your walking speed.

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

Gift of the Ever-Living Ones

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

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome feature A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

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, that creature cannot benefit from it until you finish a long rest.

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

Grasp of Hadar

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

Improved Pact Weapon

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

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

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

Investment of the Chain Master

Prerequisite: Pact of the Chain feature When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

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

Lance of Lethargy

When you hit a creature with your Eldritch Onslaught, you can reduce that creature’s speed by 10 feet until the end of your next turn. A creature can only be slowed this way once per turn

Lifedrinker

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

Maddening Hex

Prerequisite: 5th level, Hex spell or a warlock feature that curses As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice 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.

Mask of Many Faces

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

Master of Myriad Forms

Prerequisite: 15th level You can cast Alter Self at will, without expending a spell slot or requiring concentration.

Minions of Chaos

Prerequisite: 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

Prerequisite: 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 or requiring concentration.

One with Shadows

Prerequisite: 5th level, Pact of the Shroud Feature When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

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

Protection of the Talisman

Prerequisite: 7th level, Pact of the Talisman feature When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. The dice used changes at certain levels in this class, becoming a d6 at 5th level, a d8 at 11th level and a d10 at 17th level in this class.

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Talisman die + your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

Relentless Hex

Prerequisite: 7th level, Hex spell or a warlock feature that curses Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Onslaught

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

Sculptor of Flesh

Prerequisite: 7th level You can cast Polymorph once without using a warlock spell slot. You can't do so again until you finish a long rest.

Shroud of Shadow

Prerequisite: 12th level, Pact of the Shroud Feature 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 warlock spell slot. You can't do so again until you finish a long rest.

Terrifying Tenacity

Prerequisite: 9th level Once per turn when you use Eldritch Barrage, you can choose to grant them temporary hitpoints instead of damaging them.

Thief of Five Fates

You can cast Bane once at the level of your pact slots without using a warlock spell slot. You can't do so again until you finish a long rest.

Thirsting Blade

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

Tomb of Levistus

Prerequisite: 5th level As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

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

Trickster's Escape

Prerequisite: 7th level You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Visions of Distant Realms

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

Voice of the Chain Master

Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and perceive through your familiar's senses 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.

Wail of Orpheus

Once per turn when you damage a creature with your pact weapon or Eldritch Barrage, you can use your bonus action to cause it to make an Intelligence saving throw. On a failure, it cannot take reactions until the start of your next turn.

Welcoming Shadows

Prerequisite: Pact of the Shroud feature While wearing your shroud, you can take the hide action as a bonus action.

Whispers of the Grave

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

Witch Sight

Prerequisite: 15th level You are always under the effect of a Truesight spell, requiring no concentration.

Reworked 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. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack or damage it with your Eldritch Onslaught. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Danse Macabre

3rd-level necromancy


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 8 hours

Threads of dark power leap from your fingers to pierce one Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate up to two additional corpses for each slot level above 3rd.
Spell Lists. Warlock

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.