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Introduction
Warlock
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Sworn and Beholden
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
Delvers into Secrets
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.
Creating a Warlock
As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?
Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.
What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important 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.
The Warlock
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic, Magic Versatility | 2 | 2 | 1 | 1st | - |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement, Eldritch Versatility | 3 | 5 | 2 | 2nd | 3 |
5th | +3 | Pact Boon feature | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 3 | 3rd | 4 |
7th | +3 | - | 3 | 8 | 3 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 3 | 4th | 4 |
9th | +4 | - | 3 | 10 | 3 | 5th | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 3 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 4 | 5th | 6 |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 4 | 5th | 6 |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 4 | 5th | 6 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 4 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 4 | 5th | 7 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18th | +6 | Pact Boon feature | 4 | 14 | 5 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 5 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 15 | 6 | 5th | 8 |
Class Features
As a warlock, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per warlock level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) a dungeoneer's pack
- Leather armor, any simple weapon, and two daggers
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, 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.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus 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 two 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. Choose between Pact of the Chain, Pact of the Blade, or Pact of the Tome, described bellow. Your choice grants you features at 3rd level and again at 6th, and 18th level.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: deep urchin, Gazer, imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.
Pact of the Blade
You gain proficiency with medium armors. Whenever you finish a short or a long rest, you can touch a weapon and turn it into your pact weapon. When you attack with that weapon, you are considered proficient with it, and you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Additionally, you can use a bonus action to dismiss the weapon to a extradimensional space, or to summon up to two weapons from it to your free hand(s).
The weapons cease being your pact weapons 24 hours after you die, or if you use a 1-hour ritual to break your bond to any number of your bonded weapons. The unbonded weapons appears at your feet if they are in the extradimensional space when the bond breaks.
All of your pact weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, but you may only have one magical weapon set as your pact weapon at a time. Setting another magical weapon as your pact weapon ends the bond on the current one.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the 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.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die
Pact of the Oracle
Your patron embeds you with an Oracle. This item replaces a part of your body such as an eye, a finger or an ear.
You gain the guidance cantrip. This doesn't count against your number of cantrips known.
Additionally, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
Once per short or long rest, you can invoke your patron's power to gain advantage on an Intelligence check while you are embedded with an Oracle.
If you lose your Oracle, you can perform a 1-hour ceremony to receive a replacement from your patron. The ceremony can be performed during a short or long rest, and it destroys the previous oracle. The oracle disappears in a flash of light when you die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Eldritch Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
• Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
• If you're 1 2th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
Pact Boon Feature
At 5th level, you get an additional feature based on the Pact Boon you chose at 3rd level.
Pact of the Chain
Your connection to your familiar has deepened. You no longer need to use an action to see through your familiar's senses, instead you can choose to do it at the beginning of each of your turns
Additionally, your familiar becomes proficient in two skills of your choice, and it's proficiency bonus increases by 1, meaning that you add 1 to any attack rolls, saving throws, and skills it is proficient in. Whenever your proficiency bonus increases by 1, so does your familiar's. Imps, Quasits, and Pseudodragons have a proficiency bonus of +2 when you first obtain them. As the knowledge is a gift from your patron, these chosen proficiencies remain the same, even if you obtain a new familiar. Your familiar can now take the following additional forms: Spined Devil, Meenlock, Will-o'-Wisp
Pact of the Blade
Your martial prowess increases as your body is infused with your patron's power. You can use your pact weapon as a focus for your spells and you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Pact of the Talisman
Your talisman has gotten stronger as your magic improves. Infusing it with even more of your patrons power, granting you the ability to cast spells through the Talisman. When you do so, the spells origin comes from the talisman, but you still require sight if the spell requires it and the range of the spell is calculated from the talismans location when cast through it.
Pact of the Tome
You have acquired greater control over the magic granted by your patron. You can cast a warlock spell you know at its lowest level without expending a warlock spell slot. This spell can't be of a level equal to or higher than your pact magic slot's level. Once you use this feature, you must finish a short or long rest before you can use it again.
Pact of the Oracle
You're able to link your mind to one willing creature of your choice. This is done when you two touch each others palms in a ritual that takes an hour. After the ritual is complete, you always see, hear, smell, taste and feel what your linked servant sees, hears, smells, tastes and feels.
You can only have one linked servant at once and if you link to another creature, your current link breaks.
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 the end of a long rest, you may swap out your arcanum spells out with a different spell for that level, acting as prepared spells.
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.
Pact Boon Feature
At 18th level, you get an additional feature based on the Pact Boon you chose at 3rd level.
Pact of the Chain
Your familiar has become a more durable and competent servant when performing its services. Your familiar's hp now increases by your warlock level and it adds your charisma bonus to it's Armor class. In addition, your familiar can now take the following forms: Hell Hound, Flameskull, Spectator
Pact of the Blade
You have learned how to better mix arcane and martial prowess. When you use an action to cast a spell, you can make a weapon attack using your Pact Weapon as a bonus action.
Pact of the Talisman
Your talisman starts brimming with power, whenever you cast a spell targeting yourself you can cast the spell on the target wearing the talisman as well. If the spell requires concentration, you roll a concentration check each time you or the wearer of your talisman takes damage. If you lose concentration on the spell, the spell ends for both of you.
Pact of the Tome
Your research has awarded you with a deeper understanding of your connection to your patron. Using your tome, you can cast each of its Patron Spells of 3rd level and below at their lowest level once every long rest without using a spell slot.
Pact of the Oracle
While you are embedded with your Oracle, you can cast the scrying spell at will. When you do so, you can choose for your linked servant to see and hear through the sensor same as you.
Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
At the end of every long rest, you may change your invocations as you have mastered the powers given by your patron.
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. A level prerequisite refers to your level in this class.
Agonizing Blast
Prerequisite: any damage dealing cantrip
When you cast a Warlock cantrip without a range of Self, add your Charisma modifier to the damage it deals on a hit.
Arcane Firearm
Prerequisites: Pact of the Blade
You can bind firearms as your pact weapons and they benefit from other associated invocations and features like Improved Pact Weapon.
Arcane Visions
Prerequisite: Pact of the Oracle feature
You can cast the identify spell at will with a range of 10 feet.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Aspect of the Moon
Prerequisites: Pact of the Tome
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Beast Speech
You can cast speak with animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once, without expending a spell slot. You can't do so again until you finish a long rest.
Bond of the Talisman
Prerequisites: 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.
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will—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.
Cloak of Flies
Prerequisites: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can't use it again until you finish a short or long rest.
Cosmic Seer
Prerequisite: 12th level, Pact of the Oracle
When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll is made.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dreadful Word
Prerequisite: 7th level
You can cast confusion once, without expending a spell slot. You can't do so again until you finish a long rest.
Dual Focus
Prerequisite: 9th level, Pact of the Chain feature
You are no longer blinded to your own senses while seeing through your familiar's senses, and you can use your own special senses if your familiar's form is physically capable of using them.
Additionally, you can use a bonus action to take the Search action through your familiar's senses, using your own ability scores.
Eldritch Barrier
You can use your Charisma modifier in place of your Dexterity modifier for armor class calculations, as long as you are not already adding your Charisma modifier to it
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eldritch Smite
Prerequisites: 5th level, Pact of the Blade
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Eldritch Spear
When you cast a warlock cantrip that has a range other than self or touch, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Far Scribe
Prerequisites: 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 proficiency bonus.
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Gift of the Depths
Prerequisites: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Gift of the Ever-Living Ones
Prerequisites: Pact of the Chain
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Gift of the protectors
Prerequisites: 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 is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
Grasp of Hadar
Prerequisites: any damage dealing cantrip
Once on each of your turns when you hit a creature with a cantrip, you can move that creature in a straight line 10 feet closer to you.
Grasp of the Deep
Prerequisite: 7th level, Pact of the Blade feature
Your pact weapon extends into a dark, sinuous tentacle, increasing its reach by 5 feet when you make an attack. When you hit a creature smaller than Large with your pact weapon, you can choose to grapple the target with the weapon. You can have one creature grappled with this feature at a time, and until the grapple ends you can't use that weapon to attack a target other than the one you are grappling with it.
Improved Pact Weapon
Prerequisites: Pact of the Blade feature
You can use any weapon bound with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the pact weapons you bind can be ranged weapons that are not firearms.
Investment of the Chain Master
Prerequisites: Pact of the Chain feature
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- As a bonus action, you can command the familiar to take the Attack action.
- The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Lance of Lethargy
Prerequisites: any damage dealing cantrip Once on each of your turns when you hit a creature with a cantrip, you can reduce that creature's speed by 10 feet until the end of your next turn.
Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Maddening Hex
Prerequisites: 5th level, hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Mire the Mind
Prerequisite: 5th level
You can cast slow once, without expending a spell slot. You can't do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.
Pact Blades
Prerequisite: Pact of the Blade feature
You can have one additional magical weapon as your pact weapon. You can engage in two-weapon-fighting with them if neither has the two-handed property and at least one is light.
Additionally, when you engage in two-weapon fighting with your pact weapons, you make the additional attack as part of the Attack action, instead of as a bonus action, and add your ability modifier to the damage of this attack. You can't make a weapon attack as part of a bonus action on the same turn you engage in two-weapon fighting as part of the Attack action.
Pact Shield
Prerequisite: Pact of the Blade feature
Whenever you finish a short or a long rest, you can touch a shield, turning it into your pact shield. You are considered proficient with your pact shield and can summon or dismiss it to an extradimensional space ---as with your pact weapon--- as a bonus action. When you summon your pact shield, you can choose to don it as a part of the same action, or have it appear in an unoccupied space within 5 feet of you.
The shield ceases being your pact shield 24 hours after you die, if you use this feature on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks. If your shield is magical it does not count against the number of magical weapons you can be binded to (a shield is not concidered a weapon)
Paper Boat
Prerequisite: Pact of the Tome feature
Your book of shadows becomes filled with sea charts and navigational maps. You gain proficiency with navigator’s tools and cartographer’s tools, and your Book of Shadows is able to act as both. You can’t become lost as long as you have your Book of Shadows.
By performing a 1 minute ritual with your Book of Shadows, you can transform it into a paper boat large enough to carry one Medium creature or object. The boat is impervious to water and damage, but lacks any means of propulsion. The boat can hold up to 500 pounds, instantly turning back into a book if more weight is placed onto it. You can transform the boat back into a book through the same ritual.
Path Unobscured
Prerequisite: 7th level, Pact of the Oracle
Your patron bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
Pod Leader
Prerequisite: 7th level
Your swimming speed increases by 10 feet. While in water, friendly creatures within 30 feet of you gain a swimming speed equal to their movement speed.
Protection of the Talisman
Prerequisites: 7th level, Pact of the Talisman
When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Rebuke of the Talisman
Prerequisites: 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 proficiency bonus and push it up to 10 feet away from the talisman's wearer.
Relentless hex
Prerequisites: 7th level, hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Repelling Blast
Prerequisite: any cantrip that can hit
When you hit a creature with a warlock cantrip, you can push the creature up to 10 feet away from you in a straight line.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Shroud of Shadow
Prerequisites: 15th level
You can cast invisibility at will, without expending a spell slot.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Thief of Five Fates
You can cast bane once, without expending a spell slot. You can't do so again until you finish a long rest.
Tomb of Levistus
Prerequisites: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Tricker's Escape
Prerequisites: 7th level
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Undying Servitude
Prerequisites: 5th level
You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
Unique Connection
Prerequisite: 12th level, Pact of the Chain feature
A patron gives many gifts, but few of them can form a true connection with their master. Your familiar's maximum hitpoints are increased by twice your warlock level, and it adds your proficiency bonus to its AC, damage rolls, attack rolls, ability checks, and saving throws.
While the familiar is within 60 feet of you, you can use your bonus action to magically teleport it in an unoccupied space within 5 feet of you.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Otherworldly Patrons
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
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Patrons
Name | Source | Page |
---|---|---|
Archfey | Player's Handbook | 7-8 |
Celestial | Xanathar's Guide to Everything | 9 |
Fantomless | Tasha's Cauldron of Everything | 10 |
Fiend | Player's Handbook | 13 |
The Genie | Tasha's Cauldron of Everything | 13 |
Great Old One | Player's Handbook | 15 |
Hexblade | Xanathar's Guide to Everything | 11 |
Undying | Sword Coast Adventurer's Guide | 12 |
Undead | Revised UA by Strawberry Drugcake#6692 | 12 |
Junsui | Lost#9753 | 12 |
Raven Queen | Revised UA by Strawberry Drugcake#6692 | 13 |
Seeker | Revised UA by Strawberry Drugcake#6692 | 14 |
Leviathan | CaelReader | 15 |
The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Expanded Spell List
The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Archfey Spells
Spell Level | Spells |
---|---|
1st | faerie fire, sleep |
2nd | calm emotions, phantasmal force |
3rd | blink, plant growth |
4th | dominate beast, greater invisibility |
5th | dominate person, seeming |
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expanded uses when you finish a long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
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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.
Expanded Spell List
The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Celestial Spells
Spell Level | Spells |
---|---|
1st | cure wounds, guiding bolt |
2nd | flaming sphere, lesser restoration |
3rd | daylight, revivify |
4th | guardian of faith, wall of fire |
5th | flame strike, greater restoration |
Bonus Cantrips
At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Radiant Soul
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Celestial Resistance
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and 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.
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The Fantomless
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 Leviathan 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.
You serve as this creature’s eyes and ears, watching the world beyond its domain and reporting your findings. With a patron like this, you have only two options. Sink, or swim...
The Fantomless Spells
Spell Level | Spells |
---|---|
1st | Create or Destroy Water, Thunderwave |
2nd | Gust of Wind, Shatter |
3rd | Lightning Bolt, Sleet Storm |
4th | Control Water, Summon Elemental |
5th | Cone of Cold, Maelstrom |
Gift of the Sea
Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.
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 or lightning damage (your choice when it takes the 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 Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Oceanic Soul
At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
Guardian Coil
At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
Grasping Tentacles
Starting at 10th level, You learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.
Unleash the Depths
Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can’t use this feature again until you finish a long rest.
-
Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron’s realm. The tentacles teleport you and the chosen creatures to a point of your choice within 1 mile that you have visited within the past 24 hours. The tentacles then vanish.
-
Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.
The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Expanded Spell List
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Fiend Spells
Spell Level | Spells |
---|---|
1st | burning hands, command |
2nd | blindness/deafness, scorching ray |
3rd | fireball, stinking cloud |
4th | fire shield, wall of fire |
5th | flame strike, hallow |
Dark One's Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Dark One's Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
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The Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on 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 turn,ing 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.
d4 | Kind | Element |
---|---|---|
1 | Dao | Earth |
2 | Djinni | Air |
3 | Efreeti | Fire |
4 | Marid | Water |
Expanded Spell List
The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Genie spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells |
---|---|---|---|---|---|
1st | detect evil and good | sanctuary | thunderwave | burning hands | fog cloud |
2nd | phantasmal force | spike growth | gust of wind | scorching ray | blur |
3rd | create food and water | meld into stone | wind wall | fireball | sleet storm |
4th | phantasmal killer | stone shape | greater invisibility | fire shield | control Water |
5th | creation | wall of stone | seeming | flame strike | cone of cold |
9th | wish | - | - | - | - |
Genie's Vessel
Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.
Genie's Vessel
d6 | Vessel |
---|---|
1 | Oil lamo |
2 | Urn |
3 | Ring with a compartment |
4 | Stoppered bottle |
5 | Hol low statuette |
6 | Ornate lantern |
While you are touching the vessel, you can use it in the following ways:
-
Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
-
Genie's Wrath. . Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Elemental Gift
At 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sanctuary Vessel
At 10th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you. As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
Limited Wish
At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
Once you use this feature, you can't use it again until you finish ld4 long rests.
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.
Expanded Spell List
The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Great Old One Spells
Spell Level | Spells |
---|---|
1st | dissonant whispers, tasha's hideous laughter |
2nd | detect thoughts, phantasmal force |
3rd | clairvoyance, sending |
4th | dominate beast, evard's black tentacles |
5th | dominate person, telekinesis |
Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can 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, your next attack roll against the creature has advantage if you make it before the end of your next turn.
You can use this feature a number of times equal to your proficiency modifier, regaining all uses when you finish 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 resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. When you reach 16th level, you gain immunity to psychic damage, and whenever a creature would deal psychic damage to you, that creature takes the same amount of damage you would have taken.
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.
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The Hexblade
You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
Expanded Spell List
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Hexblade Spells
Spell Level | Spells |
---|---|
1st | shield, wrathful smiter |
2nd | blur, branding smite |
3rd | blink, elemental weapon |
4th | phantasmal killer, staggering smite |
5th | banishing smite, cone of cold |
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
-
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
-
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
-
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you bind with that feature, no matter the weapon's type and you can summon the weapon as part of your attack action instead of as a bonus action. If you don't have a particular weapon bound as your pact of the blade weapon, you can use a bonus action to conjure a temporary version of it that lasts for one minute or until you are no longer holding it in your hands. You can't create the same weapon again until one hour has passed.
Accursed Specter
Starting at 6th level, 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 modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Master of Hexes
Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Expanded Spell List
The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Undying Spells
Spell Level | Spells |
---|---|
1st | false life, ray of sickness |
2nd | blindness/deafness, silence |
3rd | feign death, speak with dead |
4th | aura of life, death ward |
5th | contagion, legend lore |
Among the Dead
Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Defy Death
Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expanded uses upon finishing a long rest.
Undying Nature
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Indestructible Life
When you reach 14th level, you partake some of the true secrets of the Undying. You can cast Soul Cage. While you have a soul captured in this way, you gain the following benefits:
- You have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the cage.
- The soul is trapped until you use it for the sixth time, or until you finish a long rest, instead of it's normal duration.
After you cast the spell with this feature, you can't do so again until you finish a long rest.
![](https://i.pinimg.com/originals/60/93/65/609365dafb029d8ba0bd9b37818ee903.jpg)
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.
Expanded Spell List
The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Undead Spells
Spell Level | Spells |
---|---|
1st | bane, false life |
2nd | blindness/deafness, phantasmal force |
3rd | speak with dead, phantom steed |
4th | death ward, greater invisibility |
5th | antilife shell, cloudkill |
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 1d10 + your Charisma modifier.
-
When a creature you can see within 30 feet of you deals damage to you, you can use your reaction to force it to make a Wisdom saving throw. On a failure, the creature is frightened of you until the end of your next turn.
-
You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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.
Additionally, you can use a bonus action to turn the damage of your next spell or attack to deal necrotic damage instead of its normal type.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expanded uses upon finishing a long rest.
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.
In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hitpoint instead.
Once you use this feature, you can't use it again until you finish a short or a long rest.
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 your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice). While projecting your spirit, you gain the following benefits:
-
Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage from non magical weapons.
-
When you cast a spell of the necromancy school, the spell doesn’t require verbal or somatic 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 long rest.
![](https://i.pinimg.com/564x/d8/93/96/d893969c8cd192de8ef617847f311b9b.jpg)
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 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.
Expanded Spell List
The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Raven Queen Spells
Spell Level | Spells |
---|---|
1st | false life, sanctuary |
2nd | silence, spiritual weapon |
3rd | feign death, speak with dead |
4th | ice storm, locate creature |
5th | commune, come 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 100 feet of you.
While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack 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.
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. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.
Raven's Shield
At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
Audience with the Queen
Starting at 14th level, you can grant audiences with the Raven Queen. As an action, choose a creature you can see within 60 feet of you. The target is instantly transported to a space directly in front of the Raven Queen's throne.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target is frightened of you and suffers an additional effect based on its current hit points:
- 100 hit points or fewer: blinded
- 80 hit points or fewer: blinded and deafened
- 60 hit points or fewer: binded, deafened, and stunned
- 40 hit points or fewer: killed instantly and cannot become undead
At the end of each of its turns until the effects end, the target can make a Wisdom saving throw. On a successful save, the effects end. Undead make this saving throw with disadvantage.
Once you use this feature, you can't use it again until you finish a long rest.
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.
Expanded Spell List
The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Seeker Spells
Spell Level | Spells |
---|---|
1st | feather fall, jump |
2nd | levitate, locate object |
3rd | clairvoyance, sending |
4th | arcane eye, locate creature |
5th | legend lore, passwall |
Mind and Soul
At 1st level, your patron gifts your mind as well as your soul. You gain proficiency in Intelligence saving throws and can add your Charisma modifier to Intelligence checks.
Additionally, you gain proficiency in one Intelligence skill or your choice.
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 are always under the effects of the comprehend languages spell.
Astral Sequestration
Starting 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 complete a long rest.
The Leviathan
You have made a pact with a great sea monster, a leviathan. Known as destroyers of ships and bringers of storms, these creatures — such as Krakens, Dragon Turtles, and Sea Serpents — lurk in the deepest depths of the oceans, pursuing their own inscrutable ends. These beings are destructive by their very nature, but reward those who serve them on the surface, extending their influence beyond their watery domain.
Expanded Spell List
The Leviathan lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Leviathan Spells
Spell Level | Spells |
---|---|
1st | create or destroy water, fog cloud |
2nd | augury, gust of wind |
3rd | call lightning, water breathing |
4th | control water, evard's black tentacles |
5th | maelstrom, control wind |
Acolyte of the Deep
At 1st level, you gain a swimming speed of 30 feet, and you learn the shape water cantrip, which counts as a warlock cantrip for you and don't count against your number of cantrips known.
Curse of the Sea
Starting at 1st level, you can curse your opponents with the ire of your patron. Once per turn when you deal damage to a creature, you can impose one of the following effects, each of which lasts until the end of your next turn:
Sinking Feeling. The target's speed is reduced by 10 feet, and if they are prone, standing up uses all of their movement.
Rolling Fog. The target's vision is occluded by ethereal fog. They have disadvantage on attack rolls and Wisdom (Perception) checks against targets more than 15 feet away from them.
Calm Before the Storm. The first time the target takes lightning or thunder damage during the duration, it takes an additional 1d8 damage.
Dark Escape
Beginning at 6th level, the inky depths of the abyss defend you from harm. As a reaction when you take damage, you can cast darkness centered on yourself, without requiring concentration, with a duration of 1 minute.
Once you use this feature, you can't do so again until you complete a short or long rest.
Pelagic Scion
Starting at 10th level, you can breathe air and water, you have resistance to cold and thunder damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Leviathan's Wake
At 14th level, you gain the ability to conjure the wrath of your patron as an action. When you do so, an aura of murky water extends in a 15 foot radius around you for 1 minute, forming a puddle on the ground. The radius is difficult terrain for hostile creatures, and when a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw against your Warlock spell save DC. On a failed save, the creature takes 4d12 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Any hostile creature that falls prone in the radius is also grappled (escape DC equals your Warlock spell save DC).
Once you use this feature, you can't do so again until you complete a long rest.
Junsui
Your patron is a wild entity whose nature is to spread chaos and disarray so no one would ever know a boring day. Once an powerful monk who was enraptured with the world of the Toon Isles and what it was, but was sealed away by the gods Avery and Nilea. His time in the Chaos Well allowed him to learn how to harness its power to become one of the strongest beings. Regardless of your nature, you were given this power by Junsui because somewhere deep inside you is an interest in causing such chaos regardless of being good, neutral, or evil.
Junsui Expanded Spells
Junsui lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Junsui Expanded Spells
Spell Level | Spell |
---|---|
1st | Absorb Elements, Magic Missile |
2nd | Alterself, Nystul’s Magic Aura |
3rd | Haste, Protection From Energy |
4th | Death Ward, Stoneskin |
5th | Maelstrom, Transmute Rock |
Arcane Chaos
Starting at 1st level, your patron has taught you to harness the magic comes from a plane of unfiltered chaos. You've learned to embrace it for better or for worse as you weave the unstable energy. When you cast a warlock spell that is a cantrip or casted using a spell slot, you roll a d20. If you roll a 1 or a 20, roll on the Arcane Chaos Sweep table to create a random magical effect. If you roll a 1 you roll a negative effect, but if you roll a 20 you roll a positive effect.
Mage Kata
At 1st level, you acquired the ability to mix martial arts and magic together into a ferocious combination all its own. Your unarmed attacks deal 1d6 bludgeoning damage and are considered a weapon that you are proficient with for the purpose of Pact of the Blade. At 6th level, when you use an action to cast a cantrip, you can make one unarmed attack or attack with a weapon that you are proficient with as a Bonus action. At level 14, you can take this bonus action after casting a leveled spell.
Sweeping Force
Starting at 6th level, you can make others experience the unstable energy of the Chaos Well. When you see a creature within 60 feet of you deal damage, you can use a reaction to make roll a Charisma save equal to your spell DC or they roll on the Arcane Chaos Sweep table to create a random Negative Effect on them. On a success, they can roll for a Positive Effect on the Arcane Chaos Sweep table.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a short or long rest, you regain all expended uses.
Blindsense
Starting at 10th level, you can sense the energy of other creatures around you. If you are conscious, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Lesser Regeneration
Starting at 14th level, your body feeds off the chaotic energy so you can keep fighting. At the start of each of your turns, you regain hit points equal to your Charisma modifier if you have no more than half if your hit points left. Your don't gain this benefit if you have 0 hit points.
Arcane Chaos Sweep
d12 Positive Effect | d12 Negative Effect |
---|---|
(1) Your skin and hair turns into vibrant shade of colors that you choose. A remove curse spell can end this effect. | (1) Roll twice on this table and take the effects; reroll 1s. |
(2) Your fists and feet are enlarged to a comedic size. For 1 minute, you deal an extra 1d6 to melee attacks. | (2) For the next minute, you see colorful ghosts everywhere. Any creature you see within 30ft of you is under the spell mirror image, but only to you. |
(3) An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | (3) If you take damage before the start of your next turn, your next attack deals 1d6 less damage (minimum of 1). |
(4) If you die within the next minute, you immediately come back to life as if by the reincarnate spell. | (4) You cast stinking cloud 5 feet behind you. |
(5) You become energetic. You gain the effects of the haste spell until the end of your next turn, ignoring the lethargy. | (5) You suddenly feel tired and hungry. You gain one stage of exhaustion. |
(6) Roll a d10. Your age goes down by a number of years equal to the roll (minimum 1 year old). | (6) Roll a d10. Your age goes up by a number of years equal to the roll. |
(7) Everyone begins looking to you for wisdom for the next minute. For the Duration, each creature you choose within 30 feet of you (including you) gain the effects of the guidance spell, the effects end after it has been used. | (7) You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
(8) You regain hit points equal to your level (or the challenge rating, if it doesn’t have a level). | (8) You take damage equal to your level (or the challenge rating, if it doesn’t have a level); damage cannot be reduced or negated in anyway. |
(9) For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | (9) Your body is covered in glowing scars, causing any form of healing to be negated. The scars has hit points equal to your level (or the challenge rating, if it doesn’t have a level) and can only go away if they are healed by that amount or a long rest. |
(10) A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. | (10) A creature with a CR of 5 of the DM's choice appears in a space within 5 feet of you and is controlled, then disappears 1 minute later. The creature is under the spell confusion regardless of any immunities. |
(11) Six butterflies appear and flutter in the air within 5 feet of you for the next minute. If a creature within 30 feet of you hits you with an attack, you can use your reaction to send one at the attacker and deal 1d4 fire damage. | (11) Six jack-o'-lanterns appear and float around in the air within 5 feet of you for the next minute. If you hit a creature with an attack, a jack-o'-lantern flies into you and deals 1d4 necrotic damage. |
(12) Roll twice on this table and take the effects; reroll 12s. | (12) Your skin and hair turns into vibrant shade of colors that the DM chooses. A remove curse spell can end this effect. |
The Hexblade Update
Due to this warlock's Pact of the Blade already able to use medium armor and their Charisma modifier to attack and damage rolls, two of the following features have been replaced.
Instead of using your Charisma modifier to attack and damage rolls, you can add your Charisma modifier to your death saving throws.
You also gain proficiency in heavy armor.
Your Pact Boon
Each Pact Boon option produces a special creature or an object that reflects your patron's nature.
Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One's nature is inscrutable, any familiar form is suitable for it.
Pact of the Blade. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.
Pact of the Tome. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.
Multiclassing
The following additional rules apply if you use the multiclass rules:
Extra Attack: If you gain the Extra Attack feature from other sources, you don't gain additional attacks from Pact of the Blade's 5th level boon.
Two Weapon Fighting fighting style: If you have the 'Two Weapon Fighting' fighting style and the 'Pact Blades' invocation, you still only add your ability modifier once to the damage of the additional attack.
Deep Urchin
Tiny monstrosity, unaligned
- Armor Class 15 (natural armor)
- Hit Points 12 (3d4+6)
- Speed 5ft., climb 5ft.
STR DEX CON INT WIS CHA 1 (-5) 12 (+1) 14 (+2) 1 (-5) 8 (-1) 1 (-5)
- Skills Stealth +3
- Damage Resistances cold, thunder, lightning
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, frightened, poisoned
- Senses Blindsight 30ft. (blind beyond this radius), passive Perception 9
- Languages —
- Challenge 1/2 (100 XP)
Amphibious. The urchin can breathe air and water.
Innate Spellcasting. The urchin’s spellcasting ability is Charisma. It can innately cast light and dancing lights at will, requiring no components.
Magic Resistance. The urchin has advantage on saving throws against spells and other magical effects.
Underfoot. The urchin can occupy another creature's space and vice versa. Other creatures provoke an opportunity attack from the urchin when they enter its space. The urchin has advantage on Dexterity (Stealth) checks as long as it remains stationary.
Sticky. The urchin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The urchin has advantage on checks and saving throws to avoid falling prone or being moved against its will.
Deployable. The urchin is able to be picked up and placed by friendly creatures, as well as thrown. A friendly creature that's carrying the urchin can throw it at a creature within 20 feet of them as an action. The target must succeed on a Dexterity saving throw (DC equals 8 + the thrower's proficiency bonus + the thrower's Dexterity modifier) or be hit with a Spine attack, and the urchin sticks to the target, gaining advantage on attack rolls against it until it is removed. The urchin can be removed with a successful Shove or other forced movement.
Actions
Spine. Melee Weapon Attack: +3 to hit, reach 0ft., one creature. Hit: 4 (1d6 + 1) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of its next turn.
Added to the spell list
Cantrips (0 Level)
- Booming blade
- Green-flame blade
- Lightning lure
- Mind sliver
- Sword burst
3rd Level
- Intellect fortress
- Spirit shroud
- Summon fey
- Summon shadowspawn
- Summon undead
4th Level
- Summon aberration
5th level
- Mislead
- Planar binding
- Teleportation circle
6th level
- Summon fiend
- Tasha's otherworldly guise
7th level
- Dream of the blue veil
9th level
- Blade of disaster
- Gate
- Weird
Credits
Wizards of the Coast for making this amazing game.
The amazing people of the Discord of Many Things for general balance help and inspiration.
Izzy for many insights and also the wording of the 'Pact Blades' invocation.
The original person for making this, with only some buffs on the boons.
Art
Wizard, by Dong geon Son aka boota17
Summoning. by Remarin
Eistibus, Angel Of Divination, by Peter Mohrbacher
Tibalt, the Fiend-Blooded (Avacyn Restored), by Peter Mohrbacher
Mad Priestess at the Edge of Time, by Ashley Hankins
Death Priestess, by Zhihui Su
Jace - Shadows Over Innistrad, by Wizards of the Coast