The Warlock, Revised

by StrawberryEve

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The Warlock, Revised

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...

 

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