Warlock, Revised
T rapped among burning rubble as embers rain, the Elven scholar calls out to the universe - and the universe answers her, in distant tongues and screams of agony...
The lantern that illuminates the isolated cabin flickers, dims and snuffs - as the Human woman, knelt down on the wooden floor, begins to chant in the strange language she barely understands. She hears whispers slowly grow in the back of her mind...
Upon the Alter of the Black Goat, the cloaked Dragonborn of silver drives a blade through the palm of their hand, dark ichor slowly dripping onto the pages of a dusty tome. The walls of the chamber shake, water drips from above...
Round about the cauldron go; In the poison’d entrails throw. Toad, that under cold stone Days and nights has thirty-one Swelter’d venom sleeping got, Boil thou first i’ the charmed pot.
Warlocks are those that seek the knowledges found only beyond the pages of tomes, the forgotten and the foretold, the subtle and the spectacular.
They serve themselves before a patron, a being of great power from another world, whose influence fills those that call themselves into such servitude, chariots of their patron's desires upon the worlds they venture.
Creating a Warlock
When creating your Warlock, the most important element to decide is the nature and interaction with your patron:
- Are you aware of the being you made the pact with, and if so, what or who are they?
- How was this pact made? Was it made willingly? What did the patron ask or take in return?
- How was the relationship when the pact was made? How is it now? Friendly, antagonistic... romantic?
- Do you chafe against burdens or act as willing servant?
Quick Build
You can make a warlock quickly by following these suggestions.
Firstly, choose either Intelligence or Charisma as your highest ability score, and choose that as your Spellcasting Ability.
Second, choose either the Charlatan, Hermit or Sage background. Thirdly, choose spells such as Cause Fear, Charm Person, Hex & Protection from Evil and Good.
Eye of newt and toe of frog, Wool of bat and tongue of dog, Adder’s fork and blind-worm’s sting, Lizard’s leg and owlet’s wing, For a charm of powerful trouble, Like a hell-broth boil and bubble.
Warlock
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Spellcasting, Eldritch Blast | 2 | — | — | — | — |
2nd | +2 | Otherworldly Patron Feature | 2 | — | — | — | — |
3rd | +2 | Otherworldly Patron Feature | 3 | 2 | ─ | — | — |
4th | +2 | Ability Score Improvement | 3 | 2 | ─ | — | — |
5th | +3 | Eldritch Blast Improvement | 4 | 3 | 2 | — | — |
6th | +3 | Otherworldly Patron Feature | 4 | 3 | 2 | — | — |
7th | +3 | — | 4 | 3 | 3 | 1 | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 1 | — |
9th | +4 | — | 4 | 3 | 3 | 2 | 1 |
10th | +4 | Otherworldly Patron Feature | 4 | 3 | 3 | 2 | 1 |
11th | +4 | Mystic Arcanum (6th Level), Eldritch Blast Improvement | 4 | 3 | 3 | 3 | 2 |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
13th | +5 | Mystic Arcanum (7th Level) | 4 | 3 | 3 | 3 | 3 |
14th | +5 | Otherworldly Patron Feature | 4 | 3 | 3 | 3 | 3 |
15th | +5 | Mystic Arcanum (8th Level) | 4 | 3 | 3 | 3 | 3 |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 |
17th | +6 | Mystic Arcanum (9th Level), Eldritch Blast Improvement | 4 | 3 | 3 | 3 | 3 |
18th | +6 | Otherworldly Patron Feature | 4 | 3 | 3 | 3 | 3 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 |
20th | +6 | Avatar | 4 | 3 | 3 | 3 | 3 |
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
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: none
- Saving Throws: Wisdom, your Spellcasting ability
- Skills: Choose 2 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 (b) an arcane focus
- (a) a scholar's pack or (b) a dungeoneer's pack
- Leather armor, any simple weapon & two daggers.
Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
Multiclassing
Ability Score Minimum: Intelligence or Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies:
Armor: Light armor
Weapons: Simple weapons
Otherworldly Patron
You strike a bargain with an otherworldly being from the list of available patrons.
Your choice grants you further features at higher levels, and affects how your Eldritch Blast, Mystic Arcanum and Avatar features behave.
Patron | Page |
---|---|
The Fey | 5 |
The Fiend | 7 |
The Other | 9 |
Spellcasting
As an agent of your patron’s will, you can cast warlock spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and the end of this document for the Warlock spell list.
Spell Slots
The Warlock table shows how many spell slots you have to cast your Warlock spells. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known
You know a number of spells equal to your Spellcasting ability modifier + your Warlock level. Each of these spells must be of a level for which you have spell slots. 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.
Spellcasting Ability
Choose either Intelligence or Charisma to be your Spellcasting ability for your Warlock spells.
You use that ability modifier when setting the saving throw DC for a Warlock spell you cast, and when making an attack roll with one.
In addition, you gain proficiency in saving throws with your Spellcasting ability.
Ritual Casting
You can cast any Warlock spell you know as a ritual if it has the ritual tag.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Warlock spells.
Eldritch Blast
You are able to channel the energies of your patron into a concentrated attack. You gain a new attack option that you can use with the Attack action or when making an opportunity attack.
You loose a beam of energy that strikes towards a creature within 120 feet. Make a ranged spell attack against the target. On a hit, the target suffers the effect listed under your Otherworldly Patron.
When you reach 5th level this produces 2 beams, then 3 beams at 11th level and 4 beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Ability Score Improvement
When you reach 4th 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 twenty using this feature.
If your DM allows the use of feats, you may instead take a feat.
You gain this feature again at 8th, 12th, 16th and 19th level.
Mystic Arcanum
Starting at 11th level, your patron bestows upon you a way to cast the more powerful magics as listed in your subclass.
You gain a way to be able to cast 6th level spells, then gaining access to higher level spells at future levels:
7th level spells at 13th level, 8th level spells at 15th level and 9th level spells at 17th level.
Avatar
Starting at 20th level, as an action, you become a vessel for your patron in your world.
You gain a number of temporary hit points equal to your Warlock level, and for 1 minute, you benefit as listed in your subclass.
Once you use this feature, you can’t use it again until you finish a long rest.
Otherworldly Patrons
The Fey
From the paradise beyond the veil comes your patron: kings and queens, lords and ladies of the fey; those creatures of legend and dreams who hold those secrets forgotten before the mortal races were born.
Level | Feature |
---|---|
1st | The Words of the Wold |
2nd | Fey Spirit |
3rd | First Blessings |
6th | The Mind Breaker |
10th | Inner Blessings |
14th | An Enthralling Air |
18th | Final Blessing |
Eldritch Blast: The Fey
Your Eldritch Blast deals 3d4 psychic damage.
On a critical hit, the target is charmed until the end of your next turn.
The Words of the World
You learn the Sylvan language, and have the ability to communicate with beasts and plants.
They can understand the meaning of your words, though you have no special ability to understand them in return, and you have advantage on all Charisma checks you make to influence them.
Additionally, you can use a druidic focus as a spellcasting focus for your Warlock spells.
Fey Spirit
At 2nd level, your fey patron assigns a spirit of the feywild to accompany you in the mortal world.
To summon your fey spirit, you must spend eight hours of meditation within nature. When your fey spirit drops to 0 hit points, it leaves behind no physical form and returns to your patron, awaiting resummoning.
The first time your spirit is summoned, its form is chosen based on the environment in which you meditate, such as a stag in forest or a wolf in tundra. Although its appearance and colour will change as you move to new environments and level up, it will retain its basic form.
Your spirit is friendly to you and obeys your commands as best as it can. In combat, your spirit acts on your turn and follows your commands. It can move and take reactions, but can only take the dash, disengage, dodge, help, hide and search actions unless you use your bonus action to command it to take an action from its stat block.
If you are incapacitated, your spirit can take any action of its choice.
In addition, creatures charmed by you are also charmed by your Fey Spirit, and creatures charmed by your Fey Spirit are also charmed by you.
When you summon your fey spirit for the first time, it gains one of the following boons:
-
Flight: Your Fey Spirit is small size and gains a hover speed equal to its walking speed.
-
Fight: Your Fey Spirit is medium size and gains the Fight action.
Fey Spirit
Fey, Chaotic
- Armor Class your Spell Save DC
- Hit Points your Proficiency bonus x your Spellcasting Ability modifier
- Speed 30 ft.
STR DEX CON 3 (-4) 13 (+1) 10 (+0)
- Senses darkvision 60 ft.
- Languages Sylvan
- Proficiency Bonus your Proficiency bonus
Features
Extension. Your Fey Spirit has an Intelligence, Wisdom and Charisma score equal to six or your own, whichever is higher.
Fey Ancestry. Magic cannot put the fey spirit to sleep.
Incorporeal Movement. Your Fey Spirit can move through other creatures and Objects as if they were Difficult Terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Fey Step. Your fey spirit magically teleports up to 30 feet to an unoccupied space it can see.
Your Fey Spirit can potentially gain the following additional actions through subclass features:
-
Fight. Your Fey Spirit makes a melee weapon attack using your spell attack bonus against a creature within 5 feet of it. On a hit, it deals a d6 force damage.
-
Prime. Your Fey Spirit makes a melee spell attack against a creature it shares a space with. On a hit, the target has disadvantage on saving throws against your spells until the start of their next turn.
-
Charm. Your Fey Spirit makes a melee spell attack against a creature within 5 feet of it. On a hit, the target is charmed until the end of your next turn. If the target is already charmed, the current charm effect’s duration is extended by one round.
First Blessings
At 3rd level, the next time you summon your fey spirit, it permanently gains one of the following boons:
-
Magus: You can cast spells and use your Eldritch Blast feature as though you were in your spirit’s space. Additionally, you can command your spirit to take the prime action.
-
Nexus: You can communicate with your spirit telepathically. Additionally, as an action, you can see through your spirit's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
-
Aegis: When you take damage, your spirit can use its reaction to take the damage instead. When your spirit takes damage, you can use your reaction to take the damage instead.
The Mind Breaker
Starting at 6th level, when you or your spirit damage a creature that is charmed by you, you can choose to end the charm.
If you break the charm in this way, the creature takes 4d6 psychic damage. This damage increases by 2d6 when you reach 11th Level (6d6), and 17th Level (8d6).
Inner Blessings
Starting at 10th level, the next time you summon your fey spirit, it permanently gains one of the following boons:
-
Guardian: Your spirit gains a +2 bonus to its armor class and 20 additional maximum hit points. If it does not know the fight action, it gains it. If it does, it deals an extra d6 force damage.
-
Disciple: Your spirit gains the charm action.
Mystic Arcanum: The Fey
Starting at 11th level, you are able to commune with the natural world to gain access to powerful magic.
Over the course of an hour-long ritual of meditation, you gain one use of a spell from the fey warlock spell list.
You can only have one spell in this way at any one time.
When you reach higher levels and perform the meditation in suitable locations, you gain access to higher level spells:
Warlock Level | Meditation Location | Spells Available |
---|---|---|
13th | A vista of natural beauty | Up to 7th |
15th | A fey-touched forest | Up to 8th |
17th | A portal into the feywild | Up to 9th |
An Enthralling Air
Starting at 14th level, when you would charm a creature that is immune to being charmed, it instead gains the entranced condition.
If being charmed would lead to other effects, such as the dominate person spell, any additional effects fail. The entranced conditions lasts as the charmed condition would have. You can break the entranced condition with The Mind Breaker feature.
An entranced creature must succeed on a Wisdom saving throw when it targets you with an Attack of a harmful spell. On a failed save, the creature must choose a new target or lose the Attack or spell.
In addition, creatures you charm have disadvantage on saving throws to end the condition.
Final Blessings
Starting at 18th level, the next time you summon your fey spirit, you permanently gain one of the following boons:
-
Bulwark: While you are within 15 feet of your spirit, you both have advantage on saving throws against spells and other magical effects.
-
Distribute: When a spell is cast on you or your spirit, you can choose to have it also effect the other if you are within 60 feet.
Avatar: The Fey
When you use your avatar feature, you are able to use your Eldritch Blast feature as a bonus action.
If you then cast a spell as an action on the same turn, you do not have to expend a spell slot if it is of a level equal to or less than the number of beams of Eldritch Blast that dealt damage.
Additionally, your spirit also gains the same temporary hit points that you do.
The Fiend
From the depths of the dead planes comes your power: not a world of evil, but born of evil, from primal malevolence. An agreement has been made: either with an archdevil in writing, or with a demon lord in blood.
Level | Feature |
---|---|
1st | The Terms and Conditions |
2nd | Flame Ward |
3rd | Desolation |
6th | Devastation |
10th | Embers of Life |
14th | Fire Wave |
18th | Decimation |
Eldritch Blast: The Fiend
Your Eldritch Blast deals 2d6 fire damage.
On a critical hit, the target takes 2d6 fire damage at the start of each of their turns until they, or a creature within 5 feet of them, spends an action to douse the flames.
The Terms and Conditions
You learn the Abyssal and Infernal languages, and you have advantage on Charisma checks against fiends of a challenge rating lower than your level.
Flame Ward
Starting at 2nd level, through the magical blessings of your firelord, you can create a ward of flame that surrounds your body, and lasts until you finish a short rest.
Your flame ward has a temperature between 0 and 5, which represents the heat of the flame that surrounds you and its ability to protect you from harm.
When you expend a spell slot of a higher level than your current temperature, your temperature is raised to the level of the spell slot expended.
While your temperature is above zero, you are resistant to damage you take except cold.
When you take damage while your temperature is above zero, your temperature is reduced by the number of damage dice taken. Cold damage reduces the temperature by twice the number of damage dice.
Desolation
Starting at 3rd level, you gain proficiency with martial weapons, medium armor and shields.
In addition, you can use a holy symbol as a spellcasting focus for your Warlock spells.
Devastation
Starting at 6th level, you can exchange any number of beams of Eldritch Blast for melee weapon attacks.
Embers of Life
Starting at 10th level, when you are reduced to 0 hit points and your flame ward’s temperature is above zero, you can spend your reaction to reduce your temperature to 0 to drop to 1 hit point instead.
This happens after your temperature is reduced by the damage.
Mystic Arcanum: The Fiend
Starting at 11th level, you are able to sacrifice life to cast the most powerful spells. You can cast a spell of 6th level from the fiend warlock spell list by reducing your hit point maximum by a number of d8s equal to the spell’s level. This reduction lasts until you finish a long rest, and cannot be restored through magic such as greater restoration.
At higher levels, you can cast more powerful spells this way: 7th level spells at 13th Level, 8th level spells at 15th Level, and 9th level spells at 17th Level.
You can reduce the number of d8s you have to roll through ritual sacrifice. You can build up a pool of life by sacrificing living creatures with an Intelligence of at least three. You gain an amount of life equal to the sacrifice’s number of hit dice up to your Spellcasting ability modifier. You can have a total amount of life up to half of your level, rounded down.
When you cast a spell through this feature, you can reduce the number of d8s you have to reduce your hit point maximum by spending life, one less d8 per life spent.
A Worthy Sacrifice...
As a DM, come up with certain requirements as to what constitutes a suitable sacrifice - just killing alone isn’t enough!
Perhaps their demon patron requires the flesh of the sacrifice to be consumed, or their devil patron requires the sacrifice in front of a statue of their form during the hours of night.
Fire Wave
Starting at 14th level, as a bonus action, you can spend temperature to bathe the area around you in flame.
Creatures within five feet of you succeed on a Constitution saving throw against your Spell save DC or take a d10 fire damage for each temperature spent, or half as much on a success.
Creatures five feet further away must make the same saving throw or take a d10 less damage.
For example, spending three temperature would deal 3d10 to creatures at five feet, 2d10 to creatures at ten feet, and a d10 to creatures at fifteen feet - or half as much on a success.
Decimation
Starting at 18th level:
- When you hit a creature with Eldritch Blast or a melee weapon attack, your temperature is increased by one.
- When your temperature is above zero, you are immune to fire damage.
- When you roll initiative, your temperature is set to five.
Try Another Flavour
Not all fiends use fire! You can swap fire & cold to make this subclass into an instant Stygia or Cania worshipping substitute!
Discuss with your DM for alternative and more creative swaps to suit the fiendish entity with which you have formed your pact.
Avatar: The Fiend
When you use your avatar feature, you gain a flying speed of 60 feet, and your Eldritch Blast and melee weapon attacks deal an additional number of d6s of fire damage equal to your temperature.
The Other
From the maddening realm come alien minds, those malignant beings beyond our fabrics of reality and beyond our comprehension, whose elder influence corrupts mortal minds with forbidden knowledge and horrific nightmares.
Level | Feature |
---|---|
1st | Form Beginning |
3rd | Form Beginning |
6th | Form Beginning |
10th | The Transformation of the Beyond |
14th | The Transformation of the Beyond |
18th | The Transformation of the Beyond |
Eldritch Blast: The Other
Your Eldritch Blast deals a d12 force damage.
On a critical hit, you regain a d12 Hit Points.
Form Beginning
Your great patron beyond begins to remove the limitations of your mundane form.
You gain one of the three boons below, choose one of the remaining two at 3rd level and gain the last at 6th level.
-
Mind: You can speak telepathically to any creature you can see within 90’, can learn the surface thoughts of creatures within 60’, and can detect the presence of thinking creatures within 30’ with a search action.
-
Vision: You can see an aura around any visible creature or object that bears magic, and you can read all writing.
-
Form: You do not need to eat, drink, sleep or breathe.
The Transformations of the Beyond
Starting at 10th level, your mundane form is truly giving way to the power of your patron.
You gain one of the three boons below, choose one of the remaining two at 14th level and gain the last at 18th level.
-
Cerebrum: You can cast telekinesis at will, and the range of each of Mind’s features increase by 30’.
-
Aspectum: You can cast true seeing at will, and can see through solid objects up to 1 foot thick.
-
Corpus: You can use your action to transform into any small or medium humanoid.
Mystic Arcanum: The Other
Starting at 11th level, through dreams & visions, your patron grants you choices, danger, and powerful magic. When you take a long rest, roll a d6.
If your roll is greater than your number of dream spells, you dream. When you awaken from your dream, you gain a spell of the DMs choice as a dream spell.
If your roll is less than your number of dream spells, you forget the oldest one.
A dream spell is a spell of 6th level which you can cast once without expending a spell slot. When you cast a dream spell, you must succeed on a DC 8 Wisdom saving throw or gain an Insanity.
At higher levels, you gain access to higher level dream spells: 7th level spells at 13th level, 8th level spells at 15th level, and 9th level spells at 17th level.
Sleep Tight...
As a DM, try to invent dreams which can guide a character’s story and development, and to give spells which may be useful in future events and situations.
A dream cannot fail to grant a spell, but you may wish to affect the quality or nature of the spell given based on the character’s actions during the dream, and the patron’s reaction to them.
Insanity
When a character gains an Insanity, the GM can make an appropriate selection or roll a d20:
d20 | Feature |
---|---|
1 - 5 | Phobia |
6 - 8 | Obsession |
9 - 11 | Erratic Behaviour |
12 - 13 | Hallucinations |
14 - 15 | Paranoia |
16 - 17 | Delusions |
18 - 19 | Dissociations |
20 | Irrational Hatred |
An Insanity has a save DC that represents its strength, which starts at DC 15. Once every 10 days, a character with an Insanity can attempt a Wisdom saving throw against the Insanity’s DC.
On a success, the Insanity’s DC is reduced by a d6. As long as the Insanity has a DC of at least 1, the character continues to suffer the full effects of the Insanity.
Once the Insanity reaches a DC of 0, the character’s Insanity is removed.
Greater restoration cures one Insanity. If a target creature has multiple insanities, the spell only affects the Insanity with the lowest DC
Avatar: The Other
When you use your avatar feature, when a creature within 60 feet of you that can see you starts its turn, you can force it to succeed on a Wisdom saving throw of a DC equal to your Spell save DC or become frightened until the end of their next turn.
If the saving throw fails by 5 or more, the creature also takes 4d10 psychic damage.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn.
If the creature does so, it has disadvantage on attack rolls against you until the start of its next turn. If the creature looks at you in the meantime, it must immediately make the saving throw.
Warlock Spell List
Your spell list is made up of the Base, plus the spell list for your Otherworldly Patron: |
First Level
Base
Cause Fear
Charm Person
Comprehend Languages
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Fey
Disguise Self
Entangle
Faerie Fire
Fog Cloud
Silent Image
Sleep
Fiend
Bane
Burning Hands
False Life
Hellish Rebuke
Magic Missile
Shield
Other
Armor of Agathys
Arms of Hadar
Chromatic Orb
Command
Hideous Laughter
Inflict Wounds
Second Level
Base
Crown of Madness
Darkness
Earthbind
Enthrall
Hold Person
Invisibility
Mind Spike
Mirror Image
Misty Step
Phantasmal Force
Ray of Enfeeblement
See Invisibility
Shadow Blade
Shatter
Spider Climb
Suggestion
Fey
Animal Messenger
Barkskin
Enhance Ability
Find Steed
Gust of Wind
Moonbeam
Fiend
Aganazzar’s Scorcher
Blur
Cloud of Daggers
Darkvision
Flaming Sphere
Scorching Ray
Other
Alter Self
Augury
Blindness / Deafness
Detect Thoughts
Enlarge / Reduce
Magic Mouth
Third Level
Base
Counterspell
Dispel Magic
Enemies Abound
Fear
Fly
Gaseous Form
Hypnotic Pattern
Intellect Fortress
Magic Circle
Major Image
Remove Curse
Spirit Shroud
Thunder Step
Tongues
Vampiric Touch
Fey
Call Lightning
Erupting Earth
Lightning Bolt
Plant Growth
Protection from Energy
Sleet Storm
Fiend
Animate Dead
Blink
Fireball
Haste
Melf’s Minute Meteors
Slow
Other
Bestow Curse
Clairvoyance
Feign Death
Glyph of Warding
Hunger of Hadar
Nondetection
Fourth Level
Base
Banishment
Blight
Charm Monster
Dimension Door
Elemental Bane
Hallucinatory Terrain
Shadow of Moil
Sickening Radiance
Fey
Control Water
Find Greater Steed
Grasping Vine
Greater Invisibility
Guardian of Nature
Stoneskin
Fiend
Death Ward
Elemental Bane
Fire Shield
Freedom of Movement
Locate Creature
Wall of Fire
Other
Arcane Eye
Confusion
Divination
Evard’s Black Tentacles
Phantasmal Killer
Polymorph
Fifth Level
Base
Contact Other Plane
Danse Macabre
Dream
Enervation
Far Step
Hold Monster
Mislead
Negative Energy Flood
Planar Binding
Scrying
Synaptic Static
Teleportation Circle
Fey
Commune with Nature
Cone of Cold
Dominate Person
Geas
Skill Empowerment
Wrath of Nature
Fiend
Antilife Shell
Bigby’s Hand
Circle of Power
Destructive Wave
Flame Strike
Immolation
Other
Cloudkill
Contagion
Dispel Evil and Good
Insect Plague
Legend Lore
Modify Memory
Sixth Level
Fey
Arcane Gate
Chain Lightning
Druid Grove
Heroes’ Feast
Mass Suggestion
Otto’s Irresistible Dance
Transport via Plants
Wall of Thorns
Fiend
Blade Barrier
Bones of the Earth
Circle of Death
Create Undead
Globe of Invulnerability
Harm
Mental Prison
Soul Cage
Seventh Level
Fey
Dream of the Blue Veil
Etherealness
Mirage Arcane
Regenerate
Resurrection
Project Image
Symbol
Whirlwind
Fiend
Crown of Stars
Delayed Blast Fireball
Divine Word
Finger of Death
Fire Storm
Forcecage
Mordenkainen’s Sword
Power Word Pain
Eighth Level
Fey
Antipathy / Sympathy
Control Weather
Earthquake
Glibness
Sunburst
Tsunami
Fiend
Abi-Dalzim’s Horrid Wilting
Antimagic Field
Dominate Monster
Incendiary Cloud
Maddening Darkness
Power Word Stun
Ninth Level
Fey
Astral Projection
Foresight
Imprisonment
Shapechange
Storm of Vengeance
True Resurrection
Fiend
Blade of Disaster
Invulnerability
Meteor Swarm
Power Word Kill
Psychic Scream
Time Stop
Don't forget
to love
eachother
A big thanks to my weekly D&D groups for playtesting my nonsense for far too long than is reasonable to ask.
A special thanks also to Swordmeow for inspiring me to get into homebrewing all those years ago.
Cover Art: Specially commissioned for this warlock revision, art by Nadhir Nor, @yesterdhir on twitter
Page 4 Art: The King's Journey: The Forest's Guardian by Anato Finnstark
Page 8 Art: Agramon: Demon of Fear by Antonio J. Manzaned
Page 10 Art: Lovecraftian Pantheon: The Dunwich Horror by Pascal Blanché
And a final thanks to Shakespeare for writing Macbeth, I suppose...