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 o f 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 armour 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 traveller 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.
You think me mad? I think true insanity is being content to live a life of mortal drudgery when knowledge and power is there for the taking in the realms beyond.
-Xarren, herald of Acamar
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 favours 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.
Patron's Attitude
Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.
When you determine the attitude your warlock character holds toward your patron, also consider how things look from the patron's perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power because you forced a pact upon it?
d6 | Attitude |
---|---|
1 | Your patron has guided and helped your family for generations and is kindly toward you. |
2 | Each interaction with your capricious patron is a surprise, whether pleasant or painful. |
3 | Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to influence the world. |
4 | Your patron is a strict disciplinarian but treats you with a measure of respect. |
5 | Your patron tricked you into a pact and treats you as a slave. |
6 | You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear. |
Special Terms of the Pact
A pact can range from a loose agreement to a formal contract with lengthly, detailed clauses and lists of requirements. The terms of the pact—what a warlock must do to receive a patron’s favor—are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.
Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn’t imposed such a duty on you already, that’s not to say it couldn’t still happen.
d6 | Term |
---|---|
1 | When directed, you must take immediate action against a specific enemy of your patron. |
2 | Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants. |
3 | At least once a day, you must inscribe or carve your patron’s name or symbol on the wall of a building. |
4 | You must occasionally conduct bizarre rituals to maintain your pact. |
5 | You can never wear the same outfit twice, since your patron finds such predictability to be boring. |
6 | When you use an eldritch invocation, you must speak your patron’s name aloud or risk incurring its displeasure. |
Binding Mark
Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A binding mark makes it clear—to those who know about such things—that the individual in question is bound to the patron’s service. A warlock might take advantage of such a mark, claiming it as proof of one’s pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.
If your warlock’s pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?
d6 | Mark |
---|---|
1 | One of your eyes looks the same as one of your patron’s eyes. |
2 | Each time you wake up, the small blemish on your face appears in a different place. |
3 | You display outward symptoms of a disease but suffer no ill effects from it. |
4 | Your tongue is an unnatural color. |
5 | You have a strange set of marks that slowly crawl up from your dominant hand for every day that you've had your pact, you don't know what will happen if it reaches your heart. |
6 | Your nose glows in the dark. |
Warlock
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Spell Level | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Pact Magic, Otherworldly Patron | 3 | 2 | 2 | 1st | — |
2nd | +2 | Eldritch Invocations | 3 | 3 | 2 | 1st | 3 |
3rd | +2 | Pact Boon, Patrons Teachings | 3 | 4 | 2 | 2nd | 3 |
4th | +2 | Ability Score Improvement | 4 | 5 | 2 | 2nd | 3 |
5th | +3 | Eldritch Strength | 4 | 6 | 3 | 3rd | 4 |
6th | +3 | Otherworldly Patron Feature | 4 | 7 | 3 | 3rd | 4 |
7th | +3 | ─ | 4 | 8 | 3 | 4th | 5 |
8th | +3 | Ability Score Improvement | 4 | 9 | 3 | 4th | 5 |
9th | +4 | ─ | 5 | 10 | 4 | 5th | 6 |
10th | +4 | Otherworldly Patron Feature | 5 | 11 | 4 | 5th | 6 |
11th | +4 | Mystic Arcanum (6th level) | 5 | 11 | 4 | 5th | 6 |
12th | +4 | Ability Score Improvement | 5 | 12 | 4 | 5th | 7 |
13th | +5 | Mystic Arcanum (7th level) | 5 | 12 | 5 | 5th | 7 |
14th | +5 | Otherworldly Patron Feature | 5 | 13 | 5 | 5th | 7 |
15th | +5 | Mystic Arcanum (8th level) | 5 | 13 | 5 | 5th | 8 |
16th | +5 | Ability Score Improvement | 5 | 14 | 5 | 5th | 8 |
17th | +6 | Mystic Arcanum (9th level) | 5 | 14 | 6 | 5th | 8 |
18th | +6 | Transcendent Presence | 5 | 15 | 6 | 5th | 9 |
19th | +6 | Ability Score Improvement | 5 | 15 | 6 | 5th | 9 |
20th | +6 | Eldritch Master | 5 | 16 | 6 | 5th | 9 |
Quick Build
You can make a warlock quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the charlatan background. Third, choose the eldritch blast, chill touch, and prestidigitation cantrips, along with the 1st-level spells hellish rebuke and ray of sickness.
Class Features
As an 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
Armour: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: One tool set of your choice
Saving Throws: Wisdom and Intelligence or 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 armour, any simple weapon, and two daggers
Alternatively, you can purchase your starting equipment with a starting wealth of 4d4 x 10gp.
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: , each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Patron Spells
Your connection to your patron has given you the ability to cast spells associated with your patron. At 3rd, 5th, 7th, and 9th level you gain access to Patron Spells. Once you gain access to Patron spells, you always know them, and they don’t count against the number of Spells known. If you gain access to a spell that doesn’t appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips
You know three 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 a single expended spell slot upon rolling initiative, and you regain all expended spell slots upon finishing a rest.
For example, when you are 5th level, you have three 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you level up you can choose up to two of the warlock spells you know and replace them with other spells from the warlock spell list, which must also be of a level that you can cast.
Spellcasting Ability
Charisma or Intelligence is your spellcasting ability for your warlock spells, so you use your choice of Charisma or Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast a Warlock spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spell Versatility
Whenever you finish a long rest, you can replace three spells you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
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 three eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
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 bonus 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 can use your Charisma or Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. 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 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. The weapon ceases being your pact weapon if you die, if you perform the ritual on a another weapon, or if you use an action to break your bond. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Brand
Your patron marks your body with a symbol or feature indicative of their influence, called a Pact Mark, used to channel yours and your patron's power through your body. Your mark is a symbol, like a tattoo or a blemish, or even a physical feature, such as a unique eye, a wound, or a warped limb, and cannot be removed unless the body part it is on is also removed. Your mark, and by extension your body, counts as a spell focus for spells you can cast, you take half damage from spells and magical effects. Also you can remove the Verbal and Somatic components of spells you cast a number of times equal to your Intelligence or Charisma modifier (minimum of once).
If you lose your mark, you can spend a 1-hour ritual to create a new brand in a new location of your body. This ritual can be performed during a short or long rest, and it destroys the previous mark.
Pact of the Chain
You learn the find familiar spell and can cast it without spending a spell slot. 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. And your familiar gains a number of extra hit points equal to twice your warlock level.
Additionally, in combat you control your familiar and they take their turn after yours and your familiar can make attacks of its own and can cast one of your cantrips as a bonus action. When you're familiar makes an attack they can add your proficiency bonus to the damage roll.
Pact of the Cloak
You can use your bonus action to conjure a pact cloak around yourself. The cloak has six different forms, with each form corresponding to one of the six saving throws, and you can choose which form it takes each time you conjure it.
As long as you are wearing the cloak and not wearing heavy armor, your walking speed is increased by 15 feet. Also, when you or another creature within 30 feet of you that you designate as an ally, fails the save associated with your cloak’s current form, you can choose to add your proficiency bonus to that save even if you or the designated creature is already proficient in that saving throw.
Also, while you wear your cloak, you add your Charisma or Intelligence modifier to Dexterity checks and add your Dexterity modifier to spell attack rolls made from hiding, and you can take the hide action as a bonus action.
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, attack roll, or tool check, they can add a 1d4 + 1 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 short or long rest.
If you lose your Talisman or it's destroyed, you can perform a 1-hour ceremony to teleport your Talisman back to you or to make a new one. This ceremony can be performed during a short or long rest. The talisman 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, your Book of Shadows acts as a spell focus for spells you cast, and you can choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.
Also, choose one spell from your spells known, you can cast this chosen spell once per long rest without expending a warlock spell slot as long as your Book of Shadows is on your person. At 5th level, you can choose a second spell to cast once per long rest, or you can choose the same spell to cast it twice per long rest.
If you lose your Book of Shadows or it's destroyed, you can perform a 1-hour ceremony to teleport your Book of Shadows back to you or to make a new one. This ceremony can be performed during a short or long rest. The book turns to ash when you die.
Patrons Teachings
Also at 3rd level, the teachings of your patron and the source of their knowledge has become clearer. You can cast detect magic at will without expending a spell slot. And you can select two of the following skills: Arcana, History, Nature, or Religion. You can add your proficiency bonus to the associated skill check even if you already have proficiency in the skill.
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.
Eldritch Strength
At 5th Level, the seed of magical power bestowed upon you by your patron has granted you proper strength befitting of a bearer of your patrons power. You gain a bonus to your damage rolls equal to your Charisma or Intelligence modifier.
Mystic Arcanum
At 11th level, your patron bestows upon you a Magical Secret called an arcanum. Choose one 6th-level spell from the Warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a Long Rest before you can do so again.
At higher levels, you gain more Warlock Spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a Long Rest.
When you reach 20th level, you can cast your 6th-level arcanum spell twice per long rest, instead of once.
If you learn a spell of 6th-level or higher, you can cast that spell in place of an arcanum spell of appropriate level.
Transcendent Presence
At 18th level, your mind, body, and soul have been granted greater fortitude that you can lend to even your allies. You and every creature you deem an ally within a 30-foot radius of you gain the following benefits; you have a bonus to attack rolls equal to half your Charisma or Intelligence modifier (rounded down), you have advantage on all ability checks and saving throws, your memories cannot be altered, your soul cannot be taken, and your name cannot be stolen.
Eldritch Master
At 20th level, the mystical power that you patron imprinted within your soul has finally take proper root, and now you can draw upon it to it's fullest potential. Pick three of your spells known of 5th level or lower that don't have a material component that is consumed, you can now cast these spells at will instead of expending spell slots to cast them. However, when you cast them in this way, they are cast at their base level.
Otherworldly Patron: 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.
Patron Spells
Warlock Level | Spells |
---|---|
1st | Entangle, Faerie Fire |
3rd | Summon Beast, Phantasmal Force |
5th | Blink, Plant Growth |
7th | Grasping Vine, Greater Invisibility |
9th | Seeming, Wrath of Nature |
Fey Presence
Starting at 1st level, you can speak, read, and write Sylvan. And your patron has bestowed upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 30-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.
You can use this feature a number of times equal to twice your proficiency bonus. You regain all uses when you finish a short or long rest.
Tricksters Boon
Also 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.
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 remain invisible until the start of your next turn.
You can use this feature a number of times equal to your Charisma or Intelligence modifier. You regain all uses when you finish a short or long rest.
Trickle Down
Also at 6th level, your fey power grants you some strength. You have resistance to poison and psychic damage, and when you deal damage, you can deal an extra 1d12 poison or psychic damage.
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 frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the charm or frighten 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
Finally 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 10 minutes. Whenever the creature takes damage, it can repeat the saving throw, ending the effect on a success.
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.
Once you use this feature, you can't use it again until you finish a short or long rest, or until you spend a spell slot to use it again.
Otherworldly Patron: 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 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.
Patron Spells
Warlock Level | Spells |
---|---|
1st | Cure Wounds, Guiding Bolt |
3rd | Flaming Sphere, Lesser Restoration |
5th | Daylight, Revivify |
7th | Guardian of Faith, Wall of Fire |
9th | Flame Strike, Greater Restoration |
Bonus Cantrips
At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. And you can speak, read, and write Celestial.
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 2 + 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 3 expended dice when you finish a short rest, and 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 fire and radiant damage (immunity at 17th level), and when you cast a spell that deals radiant or fire damage, you add your Charisma or Intelligence modifier to the damage roll of the spell.
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 and Intelligence modifiers.
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 and Intelligence modifiers.
Searing Vengeance
Finally 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 target of your choice that is within 30 feet of you takes radiant damage equal to 4d12 + your Warlock level, 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.
Otherworldly Patron: The Elder Dragon
Vrassimara, the elder dragon, bowed her head.
"I grant you my power, Thaldir the Golden, you will rule the skies and make the earth shake with my power. You will freeze your enemies and rend their flesh with your claws. You will have the power of a dragon. Use it."
A Warlock Patron
Dragons that are more than 1000 years old, called elder dragons or great wyrms, are immensely powerful and magical creatures. They can choose to lend some of their power to a mortal, though they rarely choose to do so. Mortals who gain this power begin manifesting dragon like attributes and great magical power as well.
Patron Spells
Warlock Level | Spells |
---|---|
1st | Chromatic Orb, Thunderwave |
3rd | Dragon's Breath, Melf's Acid Arrow |
5th | Fireball, Lightning Bolt |
7th | Ice Storm, Wall of Fire |
9th | Cloudkill, Summon Draconic Spirit |
Draconic Majesty
Starting at 1st level, you can speak, read, and write Draconic, and you are imbued with magical draconic power. This power is represented by your Draconic Majesty dice, which are each a d8. You have a number of these dice equal your Proficiency Bonus plus your warlock level.
Your powers expend the Draconic Majesty dice they use, as specified in a power's description. You regain four expended Draconic Majesty die whenever you finish short rest and all of them after a long rest. Your draconic damage type is the type of damage associated with your patron's breath weapon. If an ability using Draconic Majesty dice requires a saving throw, the DC is equal to you Spell Save DC. The powers below use your Draconic Majesty dice.
Destructive Breath. As an action, you may expend any number of Draconic Majesty dice, rolling each one. Each creature in a 15 foot cone must make a Dexterity saving throw. On a failed save, the creature takes damage equal to the total rolled + your Charisma modifier of your draconic damage type. On a successful save, it takes half as much damage. The size of this cone increases to 30 feet at level 11.
Elemental Power. Whenever you hit a creature with a melee or spell attack, you may expend a Draconic Majesty die, rolling it. The attack deals extra damage of your draconic damage type equal to the number rolled.
Great Resilience. As a reaction whenever you take damage, you may expend a Draconic Majesty die, rolling it. You prevent an amount of damage equal to the result.
Attributes of the Wyrmling
Additionally at 1st level, you can gain draconic attributes for short amounts of time. Whenever you expend one or more Draconic Majesty dice, you may choose to gain one of the attributes of the wyrmling described below. If one of these is already active, you may not choose to gain another.
Claws. You may make an unarmed strike as a bonus action until the end of this turn. If it is not your turn, you may do so during your next turn. This unarmed strike deals 1d12 slashing damage, and you may use your Charisma instead of strength for its attack and damage rolls.
Scales. Your AC increases by 3 until the beginning of your next turn.
Wings. You gain a flying speed equal to 10 + your walking speed for one minute.
Majestic Mind
Starting at 6th level, as an action you may expend a Draconic Majesty die to briefly gain the presence and mind of a dragon. You may add the expended die to all Intelligence, Wisdom and Charisma ability checks you make for the next minute.
Attributes of the Young Dragon
Starting at 10th level, you can now gain the attributes of a young dragon. Whenever you expend one or more Draconic Majesty dice, you may choose to gain up to two different benefits from your Attributes of the Wyrmling feature at the same time.
Legendary Majesty
Starting at 14th level, you gain legendary abilities and resilience, similar to those of an elder dragon.
Whenever you fail a saving throw, you may choose to succeed instead. Once you've done so, you must complete a long rest to do so again.
Whenever a creature ends its turn within 30 feet of you, you may use your reaction to move, cast a spell with a casting time of 1 action or use your destructive breath feature. Once you've cast a spell using this feature, you may not do so again until you finish a short or long rest.
Otherworldly Patron: The Fathomless
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.
Patron Spells
Warlock Level | Spells |
---|---|
1st | Create or Destroy Water, Thunderwave |
3rd | Gust of Wind, Silence |
5th | Call Lightning, Sleet Storm |
7th | Control Water, Summon Elemental |
9th | Bigby's Hand, Cone of Cold |
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 1d8 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 to 2d8.
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. You regain 2 uses of this feature when you finish a short rest, and all uses when you finish a long rest.
Gift of the Sea
Also at 1st level, you can speak, read, and write Abyssal, Celestial, Infernal, and Primordial, and you gain a swimming speed of 60 feet, and can breathe underwater.
Oceanic Soul
At 6th level, you are now even more at home in the depths. You gain resistance to acid and cold (immunity at 17th level) 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 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
Grasping Tentacles
Also 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.
Fathomless Plunge
When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
Once you use this feature, you can't use it again until you finish a short or long rest.
Otherworldly Patron: 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.
Patron Spells
Warlock Level | Spells |
---|---|
1st | Burning Hands, Command |
3rd | Blindness/Deafness, Scorching Ray |
5th | Fireball, Stinking Cloud |
7th | Fire Shield, Wall of Fire |
9th | Flame Strike, Hallow |
Dark One's Blessing
Starting at 1st level, You can speak, read, and write Abyssal, and Infernal, and when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma or Intelligence modifier + your warlock level (minimum of 2).
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, or until you spend a spell slot to use it again.
Fiendish Resilience
Starting at 10th level, you gain advantage on saving throws against the poisoned condition, and you can choose three of the following damage types when you finish a short or long rest: acid, cold, fire, lightning, necrotic, poison, or thunder. You gain resistance to that damage type until you choose a different one with this feature. In addition, spells you cast ignore resistance of the damage type you choose.
Hurl Through Hell
Finally at 14th level, when you hit a creature with an attack or spell, you can use this feature to instantly transport the target through the lower planes. The target 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 5d10 force damage and 5d10 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.
Otherworldly Patron: The Noble Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs of the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
You choose your patron's kind or determine it randomly, using the Genie Kind table shown below
Genie Kind
d4 | Kind | Element | Language | Damage Types |
---|---|---|---|---|
1 | Dao | Earth | Terran | Bludgeoning & Slashing |
2 | Djinni | Air | Auran | Lightning & Thunder |
3 | Efreeti | Fire | Ignan | Fire & Radiant |
4 | Marid | Water | Aquan | Acid & Cold |
Patron Spells
When choosing this Otherworldly Patron, you gain one of the below sets of spells related to your Genie Kind alongside the base spells.
Warlock Level | Base Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells |
---|---|---|---|---|---|
1st | Detect Evil and Good | Sanctuary | Thunderwave | Burning Hands | Fog Cloud |
3rd | Phantasmal Force | Spike Growth | Gust of Wind | Scorching Ray | Rime's Binding Ice |
5th | Create Food and Water | Meld into Stone | Wind Wall | Fireball | Tidal Wave |
7th | Phantasmal Killer | Stone Shape | Storm Sphere | Fire shield | Control Water |
9th | Creation | Wall of Stone | Control Wind | Flame Strike | Cone of Cold |
17th | Wish | — | — | — | — |
Genie’s Vessel
Also at 1st level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine it randomly by rolling on the Genie's Vessel table.
Genie's Vessel
d4 | Vessel |
---|---|
1 | Oil Lamp |
2 | Ring with a Compartment |
3 | Stoppered Bottle |
4 | Ornate Lantern |
While you are touching the vessel, you can use it in the following ways:
- Bottled Respite: As an action, you and/or held items and a choice of six willing creatures that you can see in 30 feet of you, are drawn into your vessel, leaving your vessel in the space you left. As a bonus action, you can eject or summon any number of creatures or items from the vessel. The interior of the vessel is an extradimensional space in the shape of a 30-foot-radius, 20-foot high cylinder, resembling your vessel. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. Anyone who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there, you can gain this benefit once per day. You exit the vessel if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, everyone and everything stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space.
- Genie’s Wrath: When you damage a target, you can deal extra damage to your target equal to your Charisma or Intelligence modifier. The type of this damage is determined by choosing one of the damage types of your patron's Genie Kind.
The vessel's AC equals your spell save DC. Its hit points equal twice your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to craft or receive a replacement. This ceremony can be performed during a short or long rest, the previous vessel is transported to you if it still exists. The vessel vanishes in a flare of elemental power when you die.
Elemental Gift
At 6th level, you begin to take on characteristics of your patron's kind. You gain a magical flying hover speed equal to your walking speed. And you now learn the language of and have resistance (immunity at 17th level) to the damage types determined by your patron's Genie Kind.
Genie’s Entertainment
At 10th level, once per rest, you can cast Banishment on a target of your choice without material components and concentration. Instead of being sent to a harmless demiplane or their home plane, they're sent to your patrons court for 1 minute and can repeat their saving throw at the start of each of round. For every failed save, the target takes 1d12 damage of each damage type from your patron's Genie Kind.
Limited Wish
At 14th level, once per day, as an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower. The spell can be from any class's spell list, and doesn't require components, the spell simply takes effect as part of this action despite casting time.
Otherworldly Patron: 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.
Patron Spells
Warlock Level | Spells |
---|---|
1st | Dissonant Whispers, Tasha's Hideous Laughter |
3rd | Detect Thoughts, Phantasmal Force |
5th | Clairvoyance, Sending |
7th | Dominate Beast, Evard's Black Tentacles |
9th | Dominate Person, Telekinesis |
Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can speak read and write Deep Speech, and you can telepathically speak to 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.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, you can choose to make an attack against the opposing creature with advantage.
You can use this feature a number of times equal to twice your proficiency bonus. You regain 2 uses on a short rest and all uses on a long rest.
Thought Shield
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have immunity to psychic damage, and whenever a creature attempts to deal psychic damage to you, that creature takes twice the amount of damage that you would take if you didn't have immunity.
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.
Otherworldly Patron: The Raven Queen
Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.
The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.
Patron Spells
Warlock Level | Spells |
---|---|
1st | False Life, Sanctuary |
3rd | Silence, Spiritual Weapon |
5th | Feign Death, Speak with Dead |
7th | Ice Storm, Locate Creature |
9th | Commune, Cone of Cold |
Sentinel Raven
Starting at 1st level, you gain the service of a spirit sent by the Raven Queen 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 1000 feet of you.
While the raven is perched on your shoulder, you gain darkvision with a range of 120 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 500 feet of you.
- In combat, you roll initiative for the raven and control how it acts, and you can cast your cantrips through the raven. If it is slain by a creature, you gain advantage on all rolls against the killer for the next 24 hours.
- 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 for 1 hour.
- 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.
Soul of the Raven
At 6th level, you gain the ability to merge with your raven spirit into a giant raven-like beast. As a bonus action when your raven is perched on your shoulder, your bodies merge forms. While merged, you become Large, your Strength becomes 19 if it's less than that, you gain a 50ft. flying speed, weapons you're using have double dice for their damage rolls, you can use your bonus action to Dash, Help, or Hide, and you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.
Raven's Shield
At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the charmed and frightened conditions, and immunity to cold and necrotic damage.
Queen's Right Hand
Finally at 14th level, you can channel the Raven Queen’s power to claim a creatures soul. You can cast Soul Cage. After you cast the spell with this feature, you can’t do so again until you finish a short or long rest.
Otherworldly Patron: The Seeker
Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker.
Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role.
Patron Spells
Warlock Level | Spells |
---|---|
1st | Feather Fall, Jump |
3rd | Levitate, Locate Object |
5th | Clairvoyance, Sending |
7th | Arcane Eye, Locate Creature |
9th | Legend Lore, Passwall |
Shielding Aurora
Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain temporary hit points equal to twice your warlock level, and if a hostile creature ends its turn within 10 feet of you, it takes force or radiant damage equal to your warlock level + your Charisma or Intelligence modifier.
You can use this feature a number of times equal to your proficiency bonus. You regain 2 uses of this feature when you finish a short rest, and all uses when you finish a long rest.
Additionally, you learn to speak, read, and write, any three languages of your choice.
Star Chain
Also at 1st level, the Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury and identify spells and can cast them as rituals without the required spell components. The spells don't count against your number of spells known.
Additionally, you can invoke the Seeker’s power to gain advantage on Intelligence and Wisdom checks or saving throws for one hour while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.
If you lose your Star Chain, you can perform a 1-hour ceremony to teleport it back to you or create a new one. The ceremony can be performed during a short or long rest. The chain disappears in a flash of light when you die.
The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.
Astral Refuge
At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.
Far Wanderer
At 10th level, you no longer need to breathe, and you gain resistance to three damage types of your choice that you can change at the end of each long rest. Also, you gain true sight out to a range of 30 feet (60 feet at 17th level).
Astral Sequestration
Finally at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane.
By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.
During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.
Once you use this ability, you cannot use it again until you expend a spell slot or complete a short or long rest.
Otherworldly Patron: The Undead
The Undead is an entity that resides in the dark corners of the multiverse. Your patron could be Acererak, Azalin, Lord Soth, Strahd, or some other ancient undead being. You may seek to gain knowledge from your patron’s countless lifetimes of experience, while it may see you as a piece of a centuries long plan.
Patron Spells
Warlock Level | Spells |
---|---|
1st | Bane, False Life |
3rd | Blindness/Deafness, Phantasmal Force |
5th | Speak with Dead, Animate Dead |
7th | Death Ward, Greater Invisibility |
9th | Antilife Shell, Raise Dead |
Form of Dread
At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 2d12 + your warlock level.
- Once during each of your turns, when you hit a creature with an attack, you can deal necrotic damage equal to twice your warlock level.
- You are immune to the charmed and frightened conditions.
You can use this feature a number of times equal to your proficiency bonus. You regain 2 uses of this feature when you finish a short rest, and all uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron.
Grave Touched
At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
In addition, when you hit a creature with an attack and roll damage against the creature, you can deal an extra 1d10 necrotic damage (increasing to 2d10 at 10th level). While you are using your Form of Dread, you can roll one additional damage die per target when determining the necrotic damage the target takes.
Mortal Husk
At 10th level, Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.
When you are reduced to 0 hit points or lower, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d12 + your warlock level. You then revive with 10 hit points, along with your gear, and you gain 1 level of exhaustion.
Spirit Projection
At 14th level, your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.
Your spirit can remain outside a vessel for up to 1 hour or you choose to return to your vessel early. When your projection ends, your spirit returns to your vessel or your vessel magically teleports to your spirit’s space (your choice).
While projecting your spirit, you gain the following benefits:
- Your spirit and vessel gain immunity to nonmagical bludgeoning, piercing, and slashing damage, and resistance to magical bludgeoning, piercing, and slashing damage.
- When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal, somatic, or material components.
- You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Otherworldly Patron: The Undying Light
Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more. and you would be instantly incinerated by its energy.
Contact with the Positive Plane causes subtle changes to your behavior beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.
As an optional way to add more flavor to your character, you can pick from or roll on the following table of quirks associated with warlocks of the Undying Light.
d6 | Quirk |
---|---|
1 | You are afraid of the dark, and must always have a light source at hand. |
2 | You have a nervous compulsion to keep a bright light in even the barest shadow. |
3 | You're so confident in yourself that when you meet someone new, it's even better for them to meet you. |
4 | You have an overwhelming hatred of undead creatures |
5 | You fidget and are irritable when you can’t see the sun. |
6 | In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought. |
Patron Spells
Warlock Level | Spells |
---|---|
1st | Burning Hands, Cure Wounds |
3rd | Aid, Flaming Sphere |
5th | Crusader's Mantle, Daylight |
7th | Fire Shield, Wall of Fire |
9th | Flame Strike, Mass Cure Wounds |
Radiant Soul
Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you deal damage, you deal extra radiant damage equal to your Charisma or Intelligence modifier.
Additionally, you know the sacred flame and light cantrips and can cast them at will. They don’t count against your number of cantrips known.
Searing Vengeance
Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma or Intelligence modifier radiant damage and are blinded until the end of your turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Radiant Resilience
Starting at 10th level, you recover a number of hit points equal to your Proficiency Bonus + 1d6 when you're reduced below your hit point maximum. If you're missing any limbs or have any lingering injuries, they heal following the rules of the Ring of Regeneration item.
Additionally, choose up to twenty creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma or Intelligence modifier.
Healing Light
Finally at 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 20d6 you can expend. Subtract the dice you use with each touch from that total.
You regain five expended dice from your pool when you finish a short rest and all expended dice from your pool when you finish a long rest.
Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.
First Tier Invocations
Agony Grip
As a bonus action, you reach your hand out to a target of your choice with a gripping motion within 30 feet of you that you can see. The target must make a Constitution saving throw, taking 1d12 + your warlock level in fire damage on a fail.
Antecedent of Materials
As an action, you can view an inanimate object and see any number of previous versions of that object up to a number of years ago equal to six times your Proficiency Bonus. This appearance looks grey, colourless, and ethereal to you. For example, if a message was written on a note, erased, and written over, you would see the old text instead. You can end this effect as an action.
Armour of Shadows
You can cast and end mage armor at will, without expending a spell slot.
Aspect of the Moon
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 books, taking notes, and keeping watch.
Beast Speech
You can cast speak with animals at will, without expending a spell slot or material components.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills. If you already have proficiency in those skills, then your proficiency bonus is doubled in those skills.
Blade Hex
Prerequisite: Pact of the Blade
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 or Intelligence modifier (minimum of 4 hit point).
You can’t use this invocation again until you finish a short or long rest, or until you spend a spell slot to use it again.
Bond of the Blade
Prerequisite: Pact of the Blade
Your pact weapon is connected to your body. If your pact weapon has the throwing property and you make an attack roll to throw it, you can will the weapon to return to your hand at the end of the attack, no action required.
Book of Ancient Secrets
Prerequisite: Pact of the Tome
You can now inscribe magical rituals in your Book of Shadows. Choose two spells of a level you can cast that have the ritual tag from any classes’ 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 even if it doesn't have 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.
Curse Bringer
Prerequisite: Hex spell or a warlock feature that curses
You can create black runes etched into the skin of your target, as a bonus action for 1 hour. If a target cursed by you is reduced to 0 hit points, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
When you hit a creature cursed by you, you can expend a spell slot to deal an additional 2d8 damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
Once you use this invocation, you can do so again until you complete a short or long rest.
Devil’s Sight
You can see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet.
Discontent Knowledge
You gain proficiency in the Arcana, History, and Religion skills. When you make a check an Intelligence skill check, you can add 1d6 to the roll before the result is determined. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Eldritch Armor
Prerequisite: Pact of the Blade
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 Beacon
Prerequisite: Pact of the Talisman
You are aware of the nature of any creature carrying your talisman as if it were under the effect of the detect evil and good spell. In addition, you know if your talisman is being carried by a creature you have met before, and if you are strongly familiar with them (such as a companion or ally) you know their exact identity.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Smite
Prerequisite: Pact of the Blade
Once per turn, when you successfully 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, knocking the target prone if it is Huge or smaller.
Eldritch Spear
Cantrips you cast have their range increased by 300 feet.
Extraplanar Awareness
Prerequisite: Pact of the Brand
When you roll for Initiative, you can choose for the result of the d20 roll to become equal to 8 + your Charisma or Intelligence modifier.
Everlasting Shroud
Prerequisite: Pact of the Cloak
While your pact cloak is dawned, your AC equals 10 + your Dexterity modfier + your Charisma or Intelligence modifier.
Eyes of the Rune Keeper
You can read all writing. If you read writing that you do not know, you can speak and write in that language for 1 hour.
Fiendish Vigor
You can cast false life on yourself at will, without expending a spell slot or material components.
Fervor of the Dead
You can cast inflict wounds once without expending a warlock spell slot. You can’t do so again until you finish a long rest.
Gaze into Mortal Hearts
Prerequisite: Pact of the Brand or Tome
You can spend an action to learn the nature of a creature you can see within 120 feet with an Intelligence of 6 or higher. You learn its alignment and its most prevalent moral or behavioral tendency (violent, altruistic, aloof, etc.).
For 1 minute after doing this, if the d20 roll for a Wisdom (Insight) check against the creature is an 11 or lower, you treat the roll as a 12 instead. After the minute ends, the target is immune to this ability for 24 hours.
You can use this feature a number of times equal to your Charisma or Intelligence modifier, and regain all uses when you complete a short rest.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Grasp of Hadar
Once on each of your turns when you hit a creature with a cantrip that deals damage, you can move that creature in a straight line 10 feet closer to yourself.
Hypnotic Cloak
Prerequisite: Pact of the Cloak
Once per short rest, You can dance for 1 minute, using a Performance skill check to captivate creatures within 30 ft. of you that can see you. The creatures must make a WIS saving throw against your Performance check. Each creature that fails their save becomes charmed by you for up to 1 hour after the performance. Creatures that succeed at their saving throw are unaffected.
Improved Pact Weapon
Prerequisite: Pact of the Blade
The weapons you can conjure have been expanded to firearms, hand crossbows, heavy crossbows, light crossbows, longbows, or shortbows.
Also, your pact weapon gains a +1 bonus to attack and damage rolls at 5th level, and again at 11th level this bonus increases to +2, and at 17th level it increases to +3. You ignore this bonus if your transformed weapons bonus is higher than the invocations bonus.
Investment of the Chain Master
Prerequisite: Pact of the Chain
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
Once on each of your turns when you hit a creature with a cantrip that deals damage, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot or material components.
Might of Limbo
Whenever you cast a warlock spell that deals damage, you can choose for the damage type to be acid, cold, fire, lightning, poison or thunder (your choice).
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
Otherworldly Agility
You are permanently under the effects of the jump and longstrider spells.
Otherworldly Blade
Prerequisite: Pact of the Blade
Once per turn, when a weapon attack made with your pact weapon misses, you can choose to deal half the weapon's damage to the target of the attack.
Planar Resilience
Prerequisite: Pact of the Chain
Creatures summoned using warlock spell slots have their hit point maximum increased by an amount equal to your warlock level + your Charisma or Intelligence modifier.
Cross Planar Ally
You can cast find familiar at will, without expending a spell slot or material components.
Reality Tear
Prerequisites: Pact of the Talisman
You may teleport your talisman to a location you can see within 120 feet of you as an action.
If you teleport your talisman into the inventory of an unwilling creature, it must succeed a Wisdom (Perception) check contested by your Dexterity (Sleight of Hand) check to notice, as if you were pick pocketing the creature. On a success the creature will avoid the teleportation effect and your talisman will drop to the ground in its space.
Once you use this feature, you can't use it again until you finish a short or long rest.
Rebuke of the Talisman
Prerequisite: Pact of the Talisman
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 Charisma modifier + Proficiency Bonus and push it up to 10 feet away from the talisman's wearer.
Repelling Blast
When you hit a creature with a cantrip that deals damage, you can push the creature up to 10 feet away from you in a straight line.
Sanguine Blast
When you hit a creature with a cantrip that deals damage, you can choose to roll a d6 and add it to your damage roll. If you choose to roll, you lose a number of hit points equal to the number rolled. If the target is rendered below half health, unconscious, or outright killed by this invocation, you recover hit points equal to twice the damage dealt.
Shadow Aegis
Prerequisite: Pact of the Talisman
You may cast the shield spell on the creature holding your talisman without expending a spell slot if they are within your line of sight using your reaction. You can't do so again until you finish a short or long rest.
Supernatural Cunning
Prerequisite: Pact of the Chain
Your familiar can take the Disengage or Hide actions as a bonus action on each of its turns.
Tales of the Crimson Tome
Prerequisite: Pact of the Tome
When you kill a creature, your Book of Shadows gains a blood stained page, for each blood stained page you have you gain a +1 bonus to damage rolls for warlock cantrips that you cast. You can have a number of these blood stained pages equal to half your warlock level.
Thief of Five Fates
You can cast Bane once without expending a warlock spell slot. You can’t do so again until you finish a long rest.
Twinned Blades
Prerequisite: Pact of the Blade
You gain access to a second pact weapon, and you can summon both whenever you would summon one of them. When you engage in two-weapon fighting using both your pact weapons, you can add your ability modifier to the attack and damage rolls of the second attack.
Voice of the Chain Master
Prerequisite: Pact of the 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, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Additionally, since you can speak through your familiar, you can always cast spells that require verbal components as long as your familiar is within 60 feet, conscious, and is not under the effects of the silence spell.
Whispering Temptations
Prerequisites: Pact of the Talisman
Any creature carrying your talisman has disadvantage on saving throws against all mind affecting spells cast by you, and you may also cast the suggestion spell on this creature through your talisman without expending a warlock spell slot as long as it is on the same plane of existence. You can't cast this spell with this feature again until you finish a long rest.
The creature must also make a Wisdom saving throw against your warlock spell save DC in order to recognise your talisman as the source of any spells cast through it that do not directly cause any damage, on a failure it will ignore any obvious clues that your talisman was the source of the spell. Creatures that are immune to being charmed ignore this effect.
Wayfarers Walk
When you deal damage with a spell, you grant every nonhostile creature except yourself a number of temporary hit points equal to your warlock level. You can do this twice per short or long rest.
Second Tier Invocations
Accursed Specter
Prerequisite: 5th level, Hex spell or a warlock feature that curses
You can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter.
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 or Intelligence modifier (minimum of +1).
The specter remains in your service until the end of your next rest, at which point it vanishes to the afterlife.
Once you bind a specter with this Invocation, you can't use the Invocation again until you finish a short or long rest.
Binding Chain
Prerequisite: 5th level, Pact of the Chain
As an action, you must make a spell attack roll, on a hit you conjure a magical chain around your target and can pull them 30 feet towards you as an action or to the right or left as a bonus action. This chain last for 1 minute, until you die, or you spend your action to do anything else.
Bound by Death
Prerequisite: 5th level
You bind yourself to a number of creatures of your choice equal to your Proficiency Bonus, you know what plane this creature is on, and you know if they're alive. If they die, you can choose to reduce your maximum hit points by half for 1d12 days to resurrect them. If this reduction kills you, you cannot be resurrected.
When resurrected in this manner, they are treated as if they finished a long rest, but their hit point maximum is reduced by half until they finish a long rest.
Carceri Bomb
Prerequisite: 5th level
Once per turn, when you hit a target with a cantrip, you can deal an extra 1d12 + your warlock level in cold damage to your target and all creatures within 10 feet of them.
Covenant of the Pact Keeper
Prerequisite: 5th level, Pact of the Brand, Talisman, or Tome
Your Book of Shadows/Pact Mark/Talisman acts as a magic item. Choose one of the following magic items: Amulet of Proof against Detection and Location, Brooch of Shielding, Cloak of Elvenkind or Gloves of Missile Snaring. While attuned to the mark, you gain the benefits of the chosen item. Additionally, you gain a fourth attunement slot.
Cunning Cowl
Prerequisite: 5th level, Pact of the Cloak
Your cloak obscures your movements at a moment’s notice. When you take the hide action, you can teleport to an equally obscured location within 30 feet of you.
Dark Seal
Prerequisite: 5th level, Pact of the Talisman
You may use your talisman as a glyph, casting the glyph of warding spell at your warlock spell slot level. The seal will end if it is triggered or if you remove your talisman.
Once you use this feature, you can't use it until you finish a long rest.
Eldritch Ally
Prerequisite: 5th level, Pact of the Chain
When you forgo one of your attacks to allow your familiar to make an attack with its reaction, the damage it deals is increased by 2d10 force damage.
Eldritch Empowerment
Prerequisite: 5th level, Pact of the Blade
While you are wielding your pact weapon, you can use a bonus action to empower it. Choose one of your cantrips that deal damage, you can add half that cantrips damage dice to your attacks that land for 1 minute. After 1 minute is up, the magic fades and you must empower your weapon again.
Eldritch Fighter
Prerequisite: 5th level
You can attack twice instead of once, whenever you take the attack action. Moreover, you can cast one of your cantrips in place of one of those attacks.
Eldritch Wave of Fate
Prerequisite: 5th level
As an action, you can create a wave of magical energy that manipulates the strings of fate in a 30 foot cone. Every enemy target in the cone takes your warlock level in force damage.
Once you use this feature, you can't use it again until you finish a rest.
Exorcist of Ill Omens
Prerequisite: 5th level
You can cast remove curse at will, without expending a spell slot or material components.
Far Scribe
Prerequisite: 5th level, Pact of the Tome
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 Charisma or Intelligence modifier (minimum of 1).
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 10 minutes.
As an action, you can magically erase a name on the page by touching the name on it.
Flesh Puppet
Prerequisites: 5th level, Pact of the Talisman
You may place your talisman on the remains of a medium or smaller humanoid and cause it to rise again as if under the effect of the animate dead spell cast at 3rd level without expending a warlock spell slot.
If the talisman is separated from the undead creature's person or is used to cast another spell, the effect will end and the creature will immediately drop dead.
Once you use this feature, you can't use it again until you finish a 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.
Ghost-Iron Chains
Prerequisite: 5th level, Pact of the Chain
Your familiar becomes ghostly in appearance and gains the ability to become incorporeal. Your familiar can move through other creatures and objects as if they were difficult terrain, but if it ends its turn inside an object it is immediately dismissed to its pocket dimension.
Lingering Energies
Prerequisite: 5th level
When you cast a warlock spell, your next attack that hits deals an extra 1d8 force damage + 1d8 per spell level of 5th level or lower.
Additionally, if a creatures movement provokes opportunity attack from you, you can as a reaction, deal the extra force damage to the creature provoking opportunity attack.
Lots of Pockets
Prerequisite: 5th Level, Pact of the Cloak
Your pact cloak now acts like that of a bag of holding without risk of breaking, but can hold twice the size and double the weight. Your cloak still weights nothing regardless of its contents. Retrieving an item from your cloak requires an action.
Mage Bomb
Prerequisite: 5th level
You can grab the magic in the air, and condense it into a ball of raw magic. Once per turn, as an action or bonus action, you can throw this ball as a ranged spell attack, and all creatures in a 10-foot radius of where the ball lands must Charisma saving throw taking 3d10 + your warlock level in force damage on a failed save, and half as much on a successful save.
You can do this a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
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, that marks a target in some way. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
March of the Restless
Prerequisite: 5th level
You can cast animate dead twice without expending a spell slot and regain all expended uses when you complete a long rest.
Medicinal Sight
Prerequisite: 5th level
You can cast detect poison and disease at will, without expending a spell slot or material components.
Mire the Mind
Prerequisite: 5th level
You can cast slow once without expending a warlock spell slot. You can’t do so again until you finish a long rest.
Occult Suffusion
Prerequisite: 5th level, Pact of the Brand
You can cast enhance ability on yourself twice without expending a spell slot and regain all expended uses when you complete a long rest.
Otherworldly Intelligence
Prerequisite: 5th level, Pact of the Tome
You open up a means of communication with your patron. You may write down one question in your Book of Shadows and seek answers from your patron, as if casting the commune spell. Your patron will be truthful in whatever answer they give. Once you have used this invocation, you can't use it again until you've finished a long rest.
Protection of the Talisman
Prerequisite: 5th level, Pact of the Talisman
When the wearer of your talisman fails a saving throw, they can add a 1d4+1 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 short or long rest.
Sacrificial Demise
Prerequisite: 5th level, Pact of the Chain
As an action, you can cause your familiar to sacrifice itself in an explosion of eldritch power. Choose any damage type that the familiar can inflict with an attack. Creatures within 20 feet of your familiar must make a Dexterity saving throw against your warlock spell save DC.
If they fail, they take 1d8 damage per two warlock levels you possess of the chosen damage type, or half as much damage if they succeed. Your familiar is instantly slain by this sacrificial attack but can be summoned again by casting find familiar as normal.
Shroud of Death
Prerequisite: 5th Level, Pact of the Cloak
As a bonus action, you can surround yourself with a magical aura that looks deathly in nature. The aura extends 10 feet from you in every direction. It lasts until you’re incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma checks. Any other creature that starts its turn in the aura takes necrotic and poison damage equal to your Charisma or Intelligence modifier (minimum of 1 damage each).
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse equal to your warlock spell level, twice without expending a spell slot and regain all expended uses when you complete a long rest.
Strength of the Scribe
Prerequisite: 5th level, Pact of the Brand or Tome
You can cast your warlock cantrips as a bonus action.
Strength of the Outsider
Prerequisites: 5th level, Pact of the Chain
You can choose for the damage dealt by your familiar's attacks deal 1d10 + your Charisma or Intelligence modifier damage instead of their normal damage. Additionally, your familiar can attack twice, instead of once.
Swift as the Four Horsemen
Prerequisite: 5th level, Pact of the Blade or Cloak
You can take the Dash or Disingage actions as a bonus action. When you take the Dash or Disengage action in this way, opportunity attack are made with disadvantage.
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.
Touch of the Elders
Prerequisite: 5th level
Once per turn, when you make a spell attack as a part of casting a warlock cantrip, you can choose to make an attack with a weapon instead. On a hit, the target suffers the weapon attack's normal effects and the spell automatically hits.
Third Tier Invocations
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once without expending a warlock spell slot. You can’t do so again until you finish a long rest.
Book of Vile Arts
Prerequisite: 7th level, Pact of the Tome
You can cast a warlock spell you know once without using a warlock spell slot. When you do so, you lose 1d6 hit points per level of the spell slot expended.
Once you have used this invocation, you cannot do so again until you complete a short or long rest.
Dreadful Word
Prerequisite: 7th level
You can cast confusion once without expending a warlock spell slot. You can’t do so again until you finish a long rest.
Eldritch Harmony
Prerequisite: 7th level, Pact of the Tome
When you use your action to cast a warlock cantrip, you can make cast a spell of 1st level or higher as a bonus action and vice versa.
Eldritch Prison
Prerequisite: 7th level, Pact of the Chain
When you reduce a creature of CR 1 or lower to 0 hit points, you can use your reaction to attempt to imprison the creature.
The target must make a Charisma saving throw against your warlock spell save DC. A creature that is not native to the Material Plane has disadvantage on this saving throw, and humanoid creatures have advantage instead. On a failure, the target disappears into a harmless demiplane, suspended in time.
While you have a creature imprisoned in this way, you can use your bonus action to summon the creature to an unoccupied space within 30 feet of you. You can use another bonus action to have it disappear to the demiplane again. An imprisoned creature regards you as an ally, although it acts independently of you. It rolls its own initiative in combat and follows commands given to it by you or creatures you designate. When you finish a short or long rest, the imprisoned creature receives the same benefits.
When the imprisoned creature is reduced to 0 hit points, it disappears back to the demiplane. Until you finish a long rest, the imprisoned creature cannot be summoned again. You can only have one creature imprisoned at a time. If you imprison another creature using this invocation, the previously imprisoned creature appears in an unoccupied space within 30 feet of you and is no longer bound to you.
Endurance of the Jeweler
Prerequisite: 7th level, Pact of the Talisman
When you make a saving throw that fails, you can spend one use of your pact talisman to reroll gaining advantage on the reroll, potentially turning a failure into a success.
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 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.
Improved Pact Casting
Prerequisite: 7th level, Pact of the Brand or Tome
Your Book of Shadows/Pact Mark gains a +1 bonus to spell attacks and your spell save DC, at 11th level this bonus increases to +2, and at 17th level it increases to +3. You ignore this bonus if your wielding a spell focus with a bonus that's higher than the invocations bonus.
Spell Betrayal
Prerequisite: 7th level, Pact of the Blade or Cloak
When hit or damage by a spell, you have advantage on all attacks against the spellcaster until the start of their next turn. Also, if you have advantage on an attack roll of any kind, you deal an extra 2d12 force damage.
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.
Rift Maker
Prerequisite: 7th level, Pact of the Cloak
As a bonus action, you can conjure a medium sized portal from your cloak within 5 feet of you at any angle, to a location within 60 feet of you, you can close any of your portals with a reaction. You can do this a number of times equal to twice your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once without expending a warlock spell slot. You can’t do so again until you finish a long rest.
Serpent’s Tongue
Prerequisite: 7th level
You gain proficiency in the Deception skill and triple your proficiency bonus for it. Creatures can’t automatically detect your lies if they have such a feature.
Walking Desert
Prerequisite: 7th level
You can cast blight once without expending a warlock spell slot. You can’t do so again until you finish a long rest.
Fourth Tier Invocations
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Binding Magics
Prerequisite: 9th level, Pact of the Chain
You can cause each creature hit by your spells to become restrained and blinded for up to 1 minute. Each creature can make either a Strength saving throw or a Constitution saving throw against your spell save DC during each of their turns. On a successful Strength save, the creature is no longer restrained. On a successful Constitution save, the creature is no longer blinded. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Gift of the Protectors
Prerequisite: 9th level, Pact of the Tome
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 dies, the creature magically drops to 1 hit point instead. Once this magic is triggered, that creature cannot benefit from it again until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
Life Ripper
Prerequisite: 9th level
Once per turn when you hit a creature with an attack of some kind, you heal for twice the damage dealt from that attack.
Also, your pact provides you with life energy to fulfill you and your patrons wishes till your dying days, you regain 1d8 + your Constitution modifier Hit Points every 10 minutes, provided that your alive. If you lose a body part, it will not regrow, but you can reattach it. You suffer none of the frailty of old age, and you can't be aged magically. However, you can still die of old age.
March of the Ravanous
Prerequisite: 9th level
You can cast create undead without expending a warlock spell slot. You can do so twice, and regain both uses when you complete a long rest.
Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental without expending a warlock spell slot. You can do so twice, and regain both uses when you complete a long rest.
Occult Murmurings
Prerequisite: 9th level
You can cast detect thoughts at will. When you cast detect thoughts in this way, you can only read the surface thoughts, and cannot probe deeper into another creature's minds.
Shroud of the Deceiver
Prerequisites: 9th level, Pact of the Cloak or Talisman
You may cast Nystul's magic aura from your cloak or talisman at will, affecting the creature or object carrying it. This will also conceal the talisman's magical aura. This does not consume a warlock spell slot or any magical components.
Spell Thief
Prerequisite: 9th level, Pact of the Tome
You can cast the spell counterspell without expending a warlock spell slot. You can’t do so again until you finish a long rest. If you successfully counter the spell, and it is of a level that you can cast, you can cast it once using a warlock spell slot. The countered spell is forgotten upon casting it.
Thieves Hush
Prerequisite: 9th level
You can cast silence at will, without expending a spell slot or material components.
Veil of the Underworld
Prerequisite: 9th level, Pact of the Cloak
Once per rest, you can use your action to dawn the hood of your cloak to become invisible to all sight and sense for a number of rounds equal to your Proficiency Bonus.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot or material components.
Fifth Tier Invocations
Aura of the High
Prerequisite: 12th level
You and all allies within 30 feet of you gain +1 bonus to all saving throws.
Bond of the Talisman
Prerequisite: 12th level, Pact of the Talisman
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.
Cloak of the Bat
Prerequisite: 12th level, Pact of the Cloak
You can use a bonus action on your turn to cause large, bat-like wings to sprout out of your cloak. While you wear the winged cloak, you gain a flying speed equal to your current walking speed. You can dismiss the wings using another bonus action.
Dimension Step
Prerequisite: 12th level, Pact of the Cloak
You can cast misty step at will, without expending a spell slot.
Master of Puppets
Prerequisite: 12th level, Pact of the Chain
The duration of any of your conjuration spells is doubled. While you are concentrating on conjuration spell, you add your proficiency bonus to any Constitution saving throw made to maintain your concentration. Additionally, you have advantage on these.
Power in Reserve
Prerequisite: 12th level, Pact of the Brand
You can use your action to cast a spell with a casting time of 1 action or 1 bonus action using a Warlock spell slot into your Pact Brand, storing it for later. You can cast that spell once as a reaction to an action a creature you can see takes. You can only have 1 spell stored in this way, and you cannot store another until you complete a short rest, and when you complete one the stored spell leaves the mark.
Otherworldly Physics
Prerequisite: 12th level
You can cast reverse gravity using a warlock spell slot. You must complete a long rest to do so again.
Reverberating Form
Prerequisite: 12th level
You can cast blur on yourself at will, without expending a spell slot or material components.
Rift Master
Prerequisite: 12th level, Pact of the Cloak
You can cast the spell dimension door twice without expending a spell slot and regain all expended uses when you complete a long rest.
Shroud of Shadow
Prerequisite: 12th level
You can cast invisibility at will, without expending a spell slot.
Trickster's Escape
Prerequisite: 12th level
You can cast freedom of movement twice without expending a spell slot and regain all expended uses when you complete a long rest.
Witch Sight
Prerequisite: 12th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 60 feet of you and within line of sight.
Writer's Step
Prerequisite: 12th level, Pact of the Tome
You can teleport through your Book of Shadows to an unoccupied space within 5 feet of any paper or parchment as an action on your turn. You must know the location of the paper or parchment you're teleporting to, either by memory or line of sight, and it must be within 120 feet of you.
Sixth Tier Invocations
Blade of Ego
Prerequisite: 15th level
You can cast spiritual weapon at 4th level at will, without expending a spell slot.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain
You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Grand Executioner's Blade
Prerequisite: 15th level, Pact of the Blade
Whenever you summon your pact weapon, you can use a bonus action to cast a spell of 1st level or higher with a casting time of one action. When you do so, you gain advantage on your next attack made with your pact weapon.
Grandmasters Cloak
Prerequisite: 15th level, Pact of the Cloak
While your cloak is summoned, your bonus is doubled on the saving throw of the corresponding cloak. Also, you can cast the Teleport spell without expending a spell slot. You can’t cast it again with this invocation until you finish a long rest.
Grand Occultist's Brand
Prerequisite: 15th level, Pact of the Brand
Once per turn, you add your Warlock Level to the damage roll of a spell that you cast through your pact brand.
Grand Occultist's Tome
Prerequisite: 15th level, Pact of the Tome
Whenever you cast a cantrip, you can use a bonus action to empower yourself with a defensive aura. Until the start of your next turn, you have advantage on saving throws against spells and magical effects.
Grand Summoner's Chain
Prerequisite: 15th level, Pact of the Chain
Your control over your familiar increases. You can choose to instantly cast find familiar without expending a spell slot immediately after you finish a short or long rest, and you do not need material components for this spell.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
Whispers Beyond Space
Prerequisite: 15th level
You can cast sending at will, without expending a spell slot or material components.
Extra Spells
Blink Strike
Conjuration Cantrip
- Casting Time: 1 action
- Range: Self (5-feet radius)
- Components: S, M (A melee weapon)
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
As a part of an action used to cast this spell, make a melee spell attack with a weapon against one creature within the spells or your weapons range. On a hit, the target suffers the attacks normal effects, and an ethereal copy of your weapon follows your attacks movement dealing an extra 1d8 force damage.
The spell creates more ethereal weapons when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. You can direct the weapons at the same target or at different ones. Make a separate attack roll for each ethereal weapon outside of the first one.
Cannon Hand
Transmutation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: S, M (Your empty fist)
- Duration: Instantaneous
- Classes: Bard, Cleric, Sorcerer, Warlock
You momentarily augment the strength of your arm dealing an excessive amount of damage. Make a melee spell attack against the target. On a hit, the target takes 1d12 bludgeoning damage, and is disarmed.
The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)
Cold Brand
Transmutation Cantrip
- Casting Times: 1 action
- Range: Self (5-feet radius)
- Components: S, M (a melee weapon worth at least 1sp)
- Duration: 1 minute
- Classes: Bard, Cleric, Sorcerer, Warlock
You sheathe your weapon in branding frostbite magic. Make a weapon attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you brand the target with frostbite. At the start of the targets next turn, and every subsequent turn for the duration of the spell, the target takes 1d6 cold damage.
The spell creates more than one brand when you reach higher levels: two brands at 5th level, three brands at 11th level, and four brands at 17th level. You can direct the brands at the same target or at different ones. Make a separate attack roll for each brand, however you only use your weapon for the initial attack.
Shift Blade
Conjuration Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Warlock
You summon a shard of vile planar energy and plunge it into a nearby foe. You teleport to an unoccupied location in range and make a melee spell attack at a creature within in reach, dealing 1d8 force damage on a hit. After your attack you immediately teleport back to your original location.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Healing Elixir
1st-Level Conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (Alchemist’s supplies)
- Duration: 24 hours
- Classess: Artificer, Sorcerer, Warlock, Wizard
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.
As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 10 hit points, or they are cured of the following conditions (drinkers choice): Blinded, Charmed, Deafened, Diseased, Poisoned, and Invisible.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the potions healing increases by 1d4 hit points for each slot level above 1st level.
Dazzling Spark
1st-level Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Warlock
You fire a streak of flickering light towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage and has disadvantage on attack rolls and ability checks requiring sight until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d8 for each slot level above 1st.
Blade Yard
2nd-Level Conjuration
- Casting Time: 1 action
- Range: Self (30-feet-circle)
- Components: S, M (A bladed weapon)
- Duration: Instantaneous
- Classes: Paladin, Ranger, Sorcerer, Warlock
You stab your weapon into the ground and cause a burst of magical copies of your weapon to stab up from the ground striking all creatures within the radius. All creatures within the spells range (except you) takes 2d6 piercing damage and 2d6 slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the piercing damage or the slashing damage (your choice) increases by 1d6 for each slot level above 2nd.
Cold and Hot
2nd-Level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: S, M (A glass rod with mercury inside it)
- Duration: 1 hour
- Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
You strike a creature with opposing elements. Make a melee spell attack, on a hit, the creature become vulnerable to cold damage, but becomes immune to fire damage for the spells duration. Alternatively, you can instead make them vulnerable fire damage and immune to cold damage.
If the creature has immunity to cold or fire damage, this spell fails and the spell slot is lost.
Spirit Blade
3rd-Level Conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 10 minutes
- Classes: Cleric, Sorcerer, Warlock
You conjure a blade which embodies your nature that lasts until the spell ends, unless you dismiss it as a bonus action. It counts as a simple melee weapon with which you are proficient and cannot be disarmed, and uses your spellcasting ability type depends on your alignment; radiant damage for good, force damage for neutral, and necrotic damage for evil. On a hit, the target takes 3d8 of the relevant damage type + your spellcasting ability modifier.
Slashing with this spell cuts through objects and terrain like walls. All nonmagical items or objects in the area that aren't being worn or carried are cut as well.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Temporal Redux
3rd-Level Transmutation
- Casting Time: 1 reaction which you take when you fail an ability check, attack, or saving throw
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Warlock
When you fail to pull something off, you can rewind time to redo your action. When you fail an ability check, attack roll, or saving throw, you can reroll it and must use the new roll. If a saving throw involved taking half damage on a successful save, you instead take no damage on a success and half damage on a fail.
Blast of the Elders
4th-Level Conjuration
- Casting Time: 1 action
- Range: Self (100-foot cone)
- Components: V, S, M (An occult talisman worth 100gp)
- Duration: Instantaneous
- Classes: Warlock
You rip forth the interplanar energies of the multiverse and unleash the eldritch energy onto the battle field. Everything in a 100-foot cone must make a Charisma saving throw. A target takes 5d10 force damage and has their movements speed reduced by half until the start of your next turn on a failed save, or half as much damage without a movement speed reduction on a successful one.
Creatures reduced to 0 hit points by this spell becomes frozen in time for 1d100 years. Nonmagical objects and structures are destroyed by this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force damage increases by 1d10 for each slot level above 4th.
Trigger
4th-Level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A vial of the casters blood and a diamond worth 150gp)
- Duration: 1 minute
- Classes: Sorcerer, Warlock
Until the spell ends, your speed is doubled, you cannot provoke opportunity attack, you have advantage on Strength checks, and saving throws, and your jump distances are doubled, and if you're missing any hit points you regain 3d12 hit points at the start of each of your turns until the spell ends or until you reach you hit point maximum.
Astral Projection
5th-Level Necromancy
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (For each creature you affect with this spell, you must provide one jacinth worth at least 100 gp and one ornately carved bar of silver worth at least 100 gp)
- Duration: Special
- Classes: Cleric, Sorcerer, Warlock, Wizard
You project your astral body into the Astral Plane (the spell projects your body to the material plane if you are already on the astral plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age, it's immune to psychic damage, and resistant to all other forms of damage.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing your physical body instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you when you use your action to dismiss it. When the spell ends, you return to your physical body, and you awaken.
The spell might also end early for the caster. A successful dispel magic spell used against an astral or physical body ends the spell for that caster. If a caster’s original body or its astral form drops to 0 hit points, the spell ends for the caster. If the spell ends and the silver cord is intact, the cord pulls the caster’s astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, you cannot cast this spell again until after you finish a rest.
Spell Blades Bond
5th-Level Conuration
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (A weapon that the caster is proficient in, and a gem worth 300 gp, which the spell fuses together)
- Duration: Until dispelled
- Classes: Artificer, Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard
The caster performs a ritual over the course of an hour to bond a single weapon to their soul or person. When this ritual is complete they gain the following benefits after the ritual is over.
-
The weapon is considered magical for the purposes of overcoming resistance if it wasn't before.
-
The caster gains a +3 bonus to Attack and Damage Rolls made with this weapon.
-
The caster can teleport the weapon to their hand as an action or bonus action if it's on the same plane of existence or there's a portal that links it to your current plane.
-
The caster always knows the location of this weapon.
-
The caster can use their spellcasting ability Modifier, instead of Strength or Dexterity for this weapon.
-
The caster can use this weapon as an arcane focus, and if the weapon is within 30 feet of the caster they can cast spells through this weapon as if they were there.
-
While the weapon is on their person, they also gain a +1 bonus to their AC and saving throws.
-
While the caster wields this weapon they can add their spellcasting ability Modifier to any Constitution saving throw they make to maintain their concentration on a spell.
If this spell is dispelled at an equal level to the spell slot used to cast this spell, then the weapon and gem defuses and teleports back to the caster no matter the location and loses all listed benefits.
Mass Astral Projection
8th-Level Necromancy
- Casting Time: 1 Hour
- Range: Self (10-feet radius)
- Components: V, S, M (For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp)
- Duration: Special
- Classes: Cleric, Sorcerer, Warlock, Wizard
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age, it's immune to psychic damage, and resistant to all other forms of damage.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing your physical body instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Why I
Made
This
I really like the warlock, but I'm disappointed by the normal one, so like most people I made this. Nothing else, just felt like making it.
If you want me to give credit, then give me the source to the artists page.
Front Cover Art: Antti Hakosaari