Warlock (Revised)

by Smug Coffee Man

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Warlock (Revised)

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.

Keepers of Forbidden Knowledge

Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery.

Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to a warlock's entering into a pact with a planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, a warlock might have no love for a patron, or vice versa.

The sections that follow provide ways to embellish a warlock character that could generate some intriguing story and roleplaying opportunities.

“You think me mad? I think true insanity is being content to live a life of mortal drudgery when knowledge and power is there for the taking in the realm beyond.” — Xarren, herald of Acamar

Patron's Attitude

Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.

When you determine the attitude your warlock character holds toward your patron, also consider how things look from the patron's perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it?

d6 Attitude
1 Your patron has guided and helped your family for generations and is kindly toward you.
2 Each interaction with your capricious patron is a surprise, whether pleasant or painful.
3 Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to influence the world.
4 Your patron is a strict disciplinarian but treats you with a measure of respect.
5 Your patron tricked you into a pact and treats you as a slave.
6 You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear.

Special Terms of the Pact

A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact—what a warlock must do to receive a patron's favor—are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.

Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn't imposed such a duty on you already, that's not to say it couldn't still happen.

d6 Term
1 When directed, you must take immediate action against a specific enemy of your patron.
2 Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants.
3 At least once a day, you must inscribe or carve your patron's name or symbol on the wall of a building.
4 You must occasionally conduct bizarre rituals to maintain your pact.
5 You can never wear the same outfit twice, since your patron finds such predictability to be boring.
6 When you use an eldritch invocation, you must speak your patron's name aloud or risk incurring its displeasure.

Binding Mark

Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A binding mark makes it clear—to those who know about such things—that the individual in question is bound to the patron's service. A warlock might take advantage of such a mark, claiming it as proof of one's pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.

If your warlock's pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?

d6 Mark
1 One of your eyes looks the same as one of your patron's eyes.
2 Each time you wake up, the small blemish on your face appears in a different place.
3 You display outward symptoms of a disease but suffer no ill effects from it.
4 Your tongue is an unnatural color.
5 You have a vestigial tail.
6 Your nose glows in the dark.
The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Level Invocations Known
1st +2 Pact Magic, Otherworldly Patron, Eldritch Magic 2 2 2 1st -
2nd +2 Eldritch Invocations 2 3 3 1st 2
3rd +2 Pact Boon 2 4 3 2nd 2
4th +2 Ability Score Improvement, Eldritch Versatility 3 5 3 2nd 2
5th +3 - 3 6 3 3rd 3
6th +3 Otherworldly Patron Feature 3 7 3 3rd 3
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 4 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), Eldritch Gifts 4 14 5 5th 7
18th +6 - 4 14 5 5th 8
19th +6 Ability Score Improvement 4 15 5 5th 8
20th +6 Eldritch Master 4 15 5 5th 8
Multiclassing

Ability Score Minimum: 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

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.

Quick Build

You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the friends and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

Class Features

  • 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: one of your choice.
Saving Throws: Wisdom, Charisma
Skills: Any three of your choice.

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

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

You know 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 three 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 = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any Warlock spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Magic

At 1st level, you learn the Eldritch Blast cantrip. This does not count against your number of Cantrips Known. When you cast this Cantrip, you can change the damage it does to a different type depending on your Patron.

Additionally, you learn one additional Cantrip from your Patron that also does not count against your number of Cantrips Known.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

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. A list of the available options can be found on the Optional Features page. 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.

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.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You gain proficiency with Shields and can use your action to create a special Melee Weapon called a Pact Weapon in your empty hand. You can choose the form that this weapon takes each time you create it (see chapter 5 of the Player's Handbook for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity. When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Your Familiar is friendly to you and your companions, and it obeys your commands. Your Familiar uses your proficiency bonus (PB) in place of its own, has hit Points equal to 2 + your Charisma Modifier + 4 times your Warlock Level and has a number of Hit Dice (D8s) equal to your Warlock Level when you cast Find Familiar as a Ritual using this Pact.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

Pact of the Talsiman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. You may use the following features a number of times equal to your Proficiency Bonus and all uses are restored at the end of a Long Rest:

  • When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success
  • The wearer gains Darkvision out to a range of 60 feet, as described in chapter 8 of the Player's Handbook.
  • The wearer gains 10 feet of Movement Speed while wearing this amulet.
  • The wearer gains Proficiency in Constitution saving throws.
  • The wearer gains resistance to the damage type associated with your Patron.

    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 cantrips do not need to be from the same spell 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. Any cantrip you cast with this feature is considered a warlock cantrip for you.

Additionally, you gain an additional Warlock Spell Slot and learn a 1st-level and a 2nd-level spell from any class’s spell list. You may cast any one of these spells once without expending a Spell Slot and regain the ability to do so at the end of a Short or Long Rest, and it is considered a Warlock spell for you. You may also cast it using your Warlock spell slots. You learn additional spells from other classes' spell lists of your choice at higher levels; at 5th level you learn a 3rd level spell , at 7th level you learn a 4th level spell, and at 9th level you learn a 5th-level spell.

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.

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.

If your DM allows the use of feats, you may instead take a feat.

Eldritch Versatility

At 4th Level and again 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.
  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  • If you're 12th 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.

Mystic Arcanum (6th-level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose two 6th-level spells from the warlock spell list as this arcanum.

You gain two 6thcan cast each of your arcanum spells once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th-level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose two 7th-level spells from the warlock spell list as this arcanum.

You can cast each of your arcanum spells once without expending a spell slot. You must finish a long rest before you can do so again.

Mystic Arcanum (8th-level)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose two 8th-level spells from the warlock spell list as this arcanum.

You can cast each of your arcanum spells once without expending a spell slot. You must finish a long rest before you can do so again.

Mystic Arcanum (9th-level)

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose two 9th-level spells from the warlock spell list as this arcanum.

You can cast each of your arcanum spells once without expending a spell slot. You must finish a long rest before you can do so again.

Eldritch Gifts

At 17th level, your patron gifts you greater power than before. Choose a single 1st level Warlock spell from your list of known spells. You may now cast this spell without expending a Spell Slot.

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.

Additionally, choose a 3rd-level Warlock spell you know. You can cast this Warlock spell without expending a Spell Slot. When you do so, you can't do so again until you finish a short or long rest.

Arch-Warlock

Also at 20th level, your Charisma score is increased by 2. Your maximum for this score is now 22.

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Patron Eldritch Magic

The Archfey's Eldritch Magic Damage Type is Acid.

Expanded Spell List

The Archfey grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Level Spells
1st primal savagery (XGE), faerie fire, sleep
3rd calm emotions, phantasmal force
5th blink, plant growth
7th dominate beast, greater invisibility
9th 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.

This feature can be used a number of times equal to your Proficiency Bonus and you regain all uses at the end of 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 your walking speed 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.

This feature can be used a number of times equal to your Proficiency Bonus and you regain all uses at the end of a 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 Delerium

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.

This feature can be used a number of times equal to your Proficiency Bonus and you regain all uses at the end of a Long Rest.

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 in 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, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Patron Eldritch Magic

The Celestial's Eldritch Magic Damage Type is Radiant.

Expanded Spell List

The Celestial grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Level Spells
1st guidance, cure wounds, guiding bolt
3rd flaming sphere, lesser restoration
5th daylight, revivify
7th guardian of faith, wall of fire
9th flame strike, greater restoration

Bonus Cantrips

At 1st level, you learn the sacred flame and light 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 points that you spend to fuel this healing. The number of points in the pool equals 3 x your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending points from the pool. The maximum number of points you can spend at once equals your Charisma modifier + your Proficiency Bonus (minimum of two points). When you spend Points, you restore a number of hit points equal to the total points spent.

Your pool regains all expended points 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 can 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 Vengance

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 it is blinded until the end of the current turn.

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

The Fathomless

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.

Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Patron Eldritch Magic

The Fathomless's Eldritch Magic Damage Type is Cold.

Expanded Spell List

The Fathomless grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Level Spells
1st ray of frost, create or destroy water, thunderwave
3rd gust of wind, silence
5th lightning bolt, sleet storm
7th control water, summon elemental (water only)
9th Bigby's hand (appears as a tentacle), cone of cold

Tentacle of the Deeps

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

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

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

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

Gift of the Sea

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

Oceanic Soul

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

Guardian Coil

Also 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

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.

Fathomless Plunge

You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Patron Eldritch Magic

The Fiend's Eldritch Magic Damage Type is Fire.

Expanded Spell List

The Fiend grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Level Spells
1st fire bolt, burning hands, command
3rd blindness/deafness, scorching ray
5th fireball, stinking cloud
7th fire shield, wall of fire
9th flame strike, hallow

Dark One's Blessing

Starting at 1st level, when a hostile creature within 5 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). You cannot gain temporary hit points in this way if you have temporary hit points remaining.

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.

This feature can be used a number of times equal to your Proficiency Bonus and you regain all uses at the end of a 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.

This feature can be used a number of times equal to your Proficiency Bonus and you regain all uses at the end of a Long Rest.

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 turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

You choose your patron's kind or determine it randomly, using the Genie Kind table.

d4 Kind Element Eldritch Magic
1 Dao Earth Bludgeoning
2 Djinni Air Thunder
3 Efreeti Fire Fire
4 Marid Water Cold

Expanded Spell List

The Genie grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st Detect Evil and Good Mold Earth, Sanctuary Gust, thunderwave Create Bonfire, burning hands Shape Water, fog cloud
3rd phantasmal force spike growth gust of wind scorching ray blur
5th create food and water meld into stone wind wall fireball sleet storm
7th phantasmal killer stone shape greater invisibility fire shield control water
9th creation Wall of stone seeming flame strike cone of cold
17th 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.

d6 Vessel
1 Oil Lamp
2 Urn
3 Ring with a compartment
4 Stoppered Bottle
5 Hollow 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

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

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

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 1d4 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. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Patron Eldritch Magic

The Great Old One's Eldritch Magic Damage Type is Psychic.

Expanded Spell List

The Great Old One grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Level Spells
1st Mind Sliver, dissonant whispers, Tasha's hideous laughter
3rd detect thoughts, phantasmal force
5th clairvoyance, sending
7th dominate beast, Evard's black tentacles
9th dominate person, telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can 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.

This feature can be used a number of times equal to your Proficiency Bonus and you regain all uses at the end of 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.

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.

The Hexblade

Yu have made your pact with a powerful, sentient Magic Weapon. The mighty sword Blackrazor is one of the most notable of these weapons, which have been spread across the multiverse over the ages. The magical power behind these weapons can offer power to warlocks who form pacts with them. Hexblade warlocks usually create weapons that emulate the form of their patron, though they might create a different form of weapon.

Patron Eldritch Magic

The Hexblade's Eldritch Magic Damage Type is Thunder.

Expanded Spell List

The Hexblade grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Level Spells
1st Booming Blade (TCE), shield, wrathful smite
3rd blur, branding smite
5th blink, elemental weapon
7th phantasmal killer, staggering smite
9th branding smite, steel wind strike

Eldritch Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor and martial weapons.

Hexmark

When you deal damage with a weapon with which you are proficient, you can use a Bonus Action to brand the target that took that damage with a Hexmark for one minute. The mark vanishes early if the target dies, you die, or you are incapacitated. Until the mark vanishes, the target is afflicted with the following:

  • The target takes additional Slashing damage from any Melee Weapon Attack that hits it. This bonus is 1d4 at 1st level, and increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level and ignores resistance and immunity.
  • Any attack roll made against the target using a Melee Weapon is a critical hit on a roll of 19 or 20 on the d20.
  • If the target dies, you regain hit points equal to half of your warlock level (rounded down) + your Charisma modifier (minimum of 1 hit point).

    You may use this feature a number of times equal to your Proficiency Bonus, and regain all uses at the end of a Long Rest.

Eldritch Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. 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.

Eldritch Armor

At 10th level, your bond with your patron and martial prowess grow more powerful. You gain +1 AC if you aren't using a Shield.

Additionally, if the target afflicted with your Hexmark hits a creature with an attack roll, the creature being attacked can use its reaction to roll a d6. On a 4 or higher, the attack instead misses, regardless of its roll. A creature can only make this roll once per round.

Eldritch Blademaster

Starting at 14th level, you can spread your Hexmark from a slain creature to another creature. When the creature marked by your Hexmark 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 mark in this way, you don't regain hit points from the death of the previously marked creature.

The Undead

You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Patron Eldritch Magic

The Undead's Eldritch Magic Damage Type is Necrotic.

Expanded Spell List

The Undead grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Level Spells
1st Toll the Dead, bane, false life
3rd blindness/deafness, phantasmal force
5th phantom steed, speak with dead
7th death ward, greater invisibility
9th 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 warlock level.
  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target 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.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched

At 6th level, your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Necrotic 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 would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.

Spirit Projection

Starting at 14th level, your spirit can become untethered from your physical form. 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 resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. 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.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.
  • 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.

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.

Patron Eldritch Magic

The Undying's Eldritch Magic Damage Type is Poison.

Expanded Spell List

The Undying grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Level Spells
1st Infestation, false life, ray of sickness
3rd blindness/deafness, silence
5th feign death, speak with dead
7th aura of life, death ward
9th 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.

This feature can be used a number of times equal to your Proficiency Bonus and you regain all uses at the end of 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. You also have advantage on Death Saving Throws.

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.

Indestructable Life

When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

This feature can be used a number of times equal to your Proficiency Bonus and you regain all uses at the end of a Long Rest.

Additional Eldritch Invocations

Below are new or modified Eldritch Invocations that you may choose if you meet the prerequisites.

Agonizing Cantrip

This replaces Agonizing Blast
Prerequisite(s): N/A
When you cast a Warlock Cantrip, you add your Charisma modifier to the damage it deals.

Chainmaster’s Fury

Prerequisite(s): Pact of the Chain, 9th level
Your Familiar gains the Extra Attack feature. If it already has this feature or the Multiattack feature, it instead gains a +1 to Attack and Damage rolls with one of its Attacks that uses the Multiattack feature.

Death’s Embrace

Prerequisite(s): Undead Patron
When you deal damage to a creature that has already taken damage using Toll The Dead as a Warlock Cantrip, you regain hit points equal to your Proficiency Bonus. You may only benefit from this Invocation once per turn.

Divine Flame

Prerequisite(s): Celestial Patron
When you cast Sacred Flame as a Warlock Spell against a Fiend or Undead, you can use your reaction to force that fiend or undead to roll 1d4 and remove that from their Saving Throw.

Eldritch Armor

This replaces Armor of Shadows.
Prerequisite(s): Pact Magic
When not wearing armor, your AC is calculated as 10 + Your Dexterity Modifier + your Charisma Modifier. You may use a shield and benefit from this invocation.

Eldritch Cantrip

Prerequisite(s): 5th Level
When you cast any Warlock cantrip other than Eldritch Blast that deals damage and targets a single creature, you can cause that cantrip to deal its level 1 damage to a number of creatures equal to the amount of damage dice that Cantrip would do at your current level. For example, a Fiend Patron Warlock of 5th Level using Fire Bolt as a Warlock Spell would be able to deal 2d10 Fire damage to a single creature or 1d10 to two separate creatures, while at 11th level this would be 3d10 to one creature or 1d10 to three creatures.

Eldritch Hand

Prerequisite(s): N/A
You have gained the ability to empower your body with your patron's magic. Your Unarmed Strikes now use a d6 for damage. This damage increases to a d8 at 5th level and a d10 at 10th level. If also have the Pact of the Blade Pact Boon feature, these Unarmed Strikes are treated as magical for piercing resistance and immunity and you may use Charisma instead of Strength for attack and damage rolls with your Unarmed Strikes. If you have the Thirsting Blade Eldritch Invocation, you can use it to make an extra attack with your Unarmed Strikes. You cannot benefit from this Invocation if you wear a shield or are wielding a weapon.

Eldritch Resilience

Prerequisite(s): N/A
Your hit point maximum increases one times your Warlock level and increases by 1 again whenever you gain a level in the warlock class. If you lose this Invocation, your Hit Point maximum is reduced by the amount this invocation would increase it by and any Hit Points you have greater than the amount remaining are lost.

Eldritch Spear

Prerequisite(s): Eldritch Blast
Any Warlock Cantrip you cast has its Casting Range doubled. If its range is Touch, it instead has its range increased to 30 feet.

Fathomless Cold

Prerequisite(s): Fathomless Patron
When you deal damage to a creature using Ray of Frost as a Warlock Cantrip, that creature’s Movement Speed is halved instead of being reduced by 10 feet.

Fathomless Waves

Prerequisite(s): Fathomless Patron, 5th Level
You can cast Tidal Wave once without using a warlock spell slot. You can't do so again until you finish a long rest. You can also cast Tidal Wave using Warlock Spell Slots.

Fiendish Fires

Prerequisite(s): Fiend Patron
When you deal damage to a creature using Fire Bolt as a Warlock Cantrip, you can deal an additional 1d4 Necrotic damage to that creature.

Focused Circles

Prerequisite(s): N/A When you cast a spell that targets an area, such as Fireball, you can protect up to your Charisma Modifier + 1 in creatures from that spell's effects and damage.

Grasp of Hadar

Prerequisite(s): N/A
Once on each of your turns when you hit a creature with a Warlock Cantrip with a range of 30 feet or more, you can move that creature in a straight line 10 feet closer to you.

Improved Pact Weapon

Prerequisite(s): Pact of the Blade, 5th Level
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. So long as your Pact Weapon is not a Magic Weapon with a bonus, this bonus increases to +2 at 9th level and +3 at 15th level so long as you still have this Invocation.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. If your GM allows Firearms, it can also be a Firearm.

Kiss of Mephistopheles

Prerequisite(s): Fiend Patron, 9th Level
When you hit a creature with your eldritch blast and deal Fire damage, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the first creature you hit with eldritch blast. You must finish a Short or Long Rest to use this Invocation again.

Maggot’s Feast

Prerequisite(s): Undying Patron
When you deal damage to a creature using Infestation as a Warlock Cantrip, you gain half of the damage dealt (rounded down, minimum 1) in temporary Hit Points. You cannot gain Temporary Hit Points in this way if you already have Temporary hit Points.

Primal Flurry

Prerequisite(s): Archfey Patron
When you deal damage to a creature using Primal Savagery as a Warlock Cantrip, you can deal an additional 1d4 Slashing damage to that creature.

Protection of the Talisman

Prerequisite(s): Pact of the Talisman, 9th level
When a creature wearing your Talisman makes a Saving Throw with which it is not Proficient, it adds your Charisma Modifier to that Saving Throw.

Repelling Cantrip

This replaces Repelling Blast
Prerequisite(s): N/A
When you hit a creature with a Warlock Cantrip that deals damage and has a range of 5 feet or more, you can push the creature up to 10 feet away from you in a straight line.

Unknowable Terror

Prerequisite(s): Great Old One Patron
When you deal damage to a creature using Mind Sliver as a Warlock Cantrip, that creature is also Frightened until the start of its next turn.

Undying Servitude

Prerequisite(s): Undead Patron, 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. You can also cast Animate Dead using Warlock Spell Slots.

Warrior’s Thunder

Prerequisite(s): Hexblade Patron
When you deal damage to a creature using Booming Blade as a Warlock Cantrip, that creature has disadvantage on attack rolls against targets other than you until the start of your next turn.

Other Changes

Any Eldritch Invocation that allows you to cast a spell once per long rest now also allows you to cast it using Warlock Spell Slots, provided you have Warlock Slots of the appropriate level to cast it.

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Changelog

1.01

  • Updated formatting of the Multiclassing information to better fit the PHB.
  • Updated Social Media and Credits to include my username and social media stuff.

1.02

  • Revised Eldritch Armor. It now replaces Armor of Shadows, and grants 10 + DEX + CHA AC.
  • Blade Pact now gets Shield proficiency.
  • Hexblade now gets Medium Armor proficiency as well as martial weapons.
  • Hexblade's Eldritch Damage is Thunder.
  • Hexblade's 10th-level feature now grants +1 AC when not using Shields instead of affecting Mage Armor.
  • New Invocation: Eldritch Resilience. Makes melee warlock more viable.
  • Improved Pact of the Tome to teach more spells as you get levels and grant an additional spell slot.

1.03

  • Pact of the Blade actually gets shield proficiency. I have no idea why I put it in the notes then didn't add it.
  • Tweaked wording a little.
  • Eldritch Hand scales up to a d10.
  • Reworked several of the Cantrip Evocations to be more powerful or useful.
  • Eldritch Spear now doubles the casting range of all Warlock Cantrips, except touch.
  • Eldritch Armor now requires Pact Magic, so it can't be taken with the Eldritch Adept feat.

1.04

  • Updated formatting.
  • Removed the image for Fathomless for formatting purposes.

1.05

  • You now choose any three skills instead of two from a list.
  • You also gain a single Tool Proficiency.