Alternate Warlock

by laserllama

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Alternate Warlock

The Warlock

A striking tiefling with an auburn
complexion and dark horns stood
in the center of a ritual circle he
scrawled under the light of a full
moon. As he chanted in a forgotten
tongue, the moon was swallowed
by darkness and an otherworldly
voice came from beyond the stars.
The disembodied voice offered him
unspeakable power on the condition that
he worked toward the voice's esoteric
goals. The tiefling agreed and the light
of the moon reappeared as his hands
crackled with eldritch energies.

The massive goliath finished carving an
eldritch idol from the bones of the ancient creature
he had slain. The elder beast had been steeped in the
magic of the ancient jungle for years. Its bones would
make the perfect vessel for the occult magicks that he
had discovered within the temple the beast had guarded.

As the cultists of a rival demon lord circled around him,
the gaunt warrior held out his open hand and conjured a
battleaxe made of clear blue ice. Despite his skeletal frame,
the warrior moved impossibly fast. Fueled by the frigid magic
of a powerful demon lord, he made quick work of his foes. As the cultists lay motionless, the frozen battleaxe melted away.

The three characters described above are examples of the occult mages known as Warlocks. By gathering dark secrets and sinister magicks these strange scholars open themselves up to bargains with unspeakable beings of immense power.

Lure of Secrets

Driven by an irresistible thirst for knowledge, a Warlock will do almost anything to uncover lost bits of lore. Unlike others who practice the arcane arts, Warlocks will make use of any shortcut to power. They are often marked by a strange array of tiny trinkets: small idols, totems, holy symbols, and occult paraphernalia. They use these trinkets to hold fragments of lost, secret, and sinister arcane magicks, often drawing their power from many different occult traditions at once.

To a Warlock, no relic is too sacred, no forbidden text too dangerous, no tomb is too risky to be delved in the pursuit of occult knowledge and the power that comes along with it.

Dire Bargains

The ultimate goal of every single Warlock is the accumulation of personal power. The reason for this pursuit is different for each Warlock: some desire personal wealth and glory, others seek out power to protect others or as a means for good, and still others use their power to exact revenge on their enemies. Eventually, all Warlocks stumble upon or are approached by powerful otherworldly beings drawn to their thirst for power.

Though the circumstances of the relationship are as varied as each Warlock's reason for accumulating knowledge, every Warlock will eventually enter into an agreement with such an otherworldly being of immense power. Whether they forge a bargain willingly, trick this powerful entity into lending them its power, or secretly draw their magic from these beings, all
    Warlocks find themselves part of these dire bargains.

Creating
Your Warlock

When creating a Warlock, the most important thing for you to consider is the motivation for their pursuit of knowledge and power. Are they driven by an insatiable desire to uncover lost secrets? Have they been seduced by a powerful otherworldly entity to serve as their pawn on the material plane? Or, does their quest for power come from a desire to serve others?

Also, consider how your Warlocks's magic manifests itself. Does each one of their spells and Invocations come from a different occult tradition? Do some magics resemble that of Clerics or Paladins, while other spells appear as a Wizard's spells would? Does their power manifest in unsettling ways that make common folk fear for their lives? Or, are their arts indistinguishable from those of more traditional mages?

Multiclassing and the Warlock

If your group uses the rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Warlock as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a minimum Intelligence score of 13 to take your first level as a Warlock, or to take a level in another class if you are already a Warlock.

Proficiencies Gained. If Warlock isn't your initial class, you gain proficiency with light armor and simple weapons when you take your first level.

Spellcasting. If you have a feature from another class that allows you to learn and cast spells, you can use your Pact Magic spell slots to cast spells that you gained through that feature, and you can use those spell slots to cast your Warlock spells.

The Warlock
Level     PB     Features Invocations
Known
   Cantrips   
Known
   Spells   
Known
   Spell   
Slots
   Slot   
Level
1st +2 Eldritch Invocations 2
2nd +2 Otherworldly Patron, Pact Magic 2 2 3 2 1st
3rd +2 Pact Focus 3 2 3 2 2nd
4th +2 Ability Score Improvement 3 3 4 2 2nd
5th +3 Empowered Blast 4 3 4 2 3rd
6th +3 Otherworldly Patron Feature 4 3 5 2 3rd
7th +3 5 3 5 2 4th
8th +3 Ability Score Improvement 5 3 6 2 4th
9th +4 6 3 6 2 5th
10th +4 Otherworldly Patron Feature 6 4 7 2 5th
11th +4 Elder Arcanum, Empowered Blast (3) 6 4 7 3 5th
12th +4 Ability Score Improvement 7 4 8 3 5th
13th +5 Elder Arcanum (2) 7 4 8 3 5th
14th +5 Otherworldly Patron Feature 7 4 8 3 5th
15th +5 Elder Arcanum (3) 8 4 9 3 5th
16th +5 Ability Score Improvement 8 4 9 3 5th
17th +6 Elder Arcanum (4), Empowered Blast (4) 8 4 9 4 5th
18th +6 9 4 10 4 5th
19th +6 Ability Score Improvement 9 4 10 4 5th
20th +6 Pact Master 9 4 10 4 5th

Class Features

Hit Points


  • Hit Dice: 1d8 per Warlock level
  • Hit Points at 1st Level: 8 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose any two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

As a Warlock, you start with the following equipment:

  • (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

Quick Build

You can make a Warlock quickly by using these suggestions: First, make Intelligence your highest ability score, followed either by your Constitution or Dexterity. Second, choose the Charlatan background. Last, take Eyes of the Rune Keeper
    and Mask of Many faces as starting Eldritch Invocations.

Eldritch Invocations

You have unearthed fragments of dark, forgotten, and arcane power known as Eldritch Invocations, which you have bound to Trinkets so that you may draw on this power. A Trinket is a tiny object reminiscent of the Invocation bound within. If one of your Trinkets is lost or destroyed, it reforms on your person at the end of your next short or long rest.

At 1st level, you have two such Trinkets, and bound within each is one Eldritch Invocation of your choice from the list at the end of this class. When you reach certain Warlock levels you learn additional Invocations, as shown in the Invocations Known column of the Warlock table above. If an Invocation has prerequisites, like a certain Warlock level, you can learn
it at the same time that you meet any prerequisites it has.

When you gain a Warlock level, you can replace an Eldritch Invocation you know with another Invocation of your choice.

Spellcasting Ability

As you draw your magic from forbidden knowledge and lore, you use your Intelligence as the spellcasting ability for any of your Eldritch Invocation features or spells you learn through them. You use Intelligence when an Invocation or spell refers to your spellcasting ability, when setting the saving throw DC for a spell or ability, and when making a spell attack roll.

Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier

Spell attack modifier = your proficiency bonus
+ your Intelligence modifier

Eldritch Blast

You can unleash the power of your Eldritch Invocations as beams of arcane energy. While holding a Trinket containing an Invocation, you can use your action to make a ranged spell attack against a target you can see within 120 feet. On hit, it takes force damage equal to 1d8 + your Intelligence modifier.

Otherworldly Patron

In your profane research you have rediscovered, contacted, or forged a bargain with an otherworldly entity. At 2nd level, you choose an Otherworldly Patron from the list below that best represents the entity you entered a Pact with: The Archfey, The Ancient Wyrm, The Fiend, or The Great Old One.

Also included at the end of this class description are Otherworldly Patrons inspired by official Warlock options: Deep One, Darklord, Exalted, Noble Genie, and Undying.

Your Otherworldly Patron grants you features at 2nd level, and again when you reach 6th, 10th, and 14th level.

Patron Magic

Each Otherworldly Patron has a list of Patron Spells that you learn at the Warlock levels noted in your Otherworldly Patron description. These spells count as Warlock spells for you, but they do not count against your total number of Spells Known.

This magic also changes the effects of your Eldritch Blast.

Pact Magic

Also at 2nd level, your research and the power bestowed on you by your Patron has given you the ability to cast spells:

Cantrips

You learn two cantrips of your choice from the Warlock spell list, which can be found at the end of this class description.

You learn another Warlock cantrip at 4th and 10th level, as shown in the Cantrips Known column of the Warlock table.

Spellcasting Ability

As your Pact Magic is an extension of the otherworldly and esoteric knowledge you have gathered, you use your Eldritch
    Invocation spellcasting ability for your Pact Magic spells.

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 a Warlock spell of 1st-level
or higher, you must spend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.

For example, if you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st-Level and Higher

At 2nd level, you learn three 1st-level spells of your choice from the Warlock spell list at the end of this class description. The Spells Known column of the Warlock table shows when you learn additional Warlock spells of your choice of 1st-level or higher. A spell you choose must be a level no higher than what's shown in the table's Slot Level column for your level.

For example, when you reach 6th level in this class, you learn one new Warlock spell of 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 of your choice from the Warlock spell list, which also must be of a level for which you have spell slots.

Invocation Spells

Spells that you learn through Invocations count as Warlock spells for you, but do not count against your Spells Known.

Spellcasting Focus

You can use any Trinket bearing an Eldritch Invocation, or an arcane focus, as a spellcasting focus for your Warlock spells.

Your Otherworldly Patron & You

The Pact that a Warlock forges with their Patron is the culmination of their initial quest for forbidden knowledge, and their first step toward true power. Once given, this eldritch power cannot be revoked.

Pact Focus

Your connection to your Otherworldly
Patron has grown, and you have learned to
channel their eldritch power into a Pact Focus
which resembles the true nature of your
Patron. At 3rd level, you gain a Pact Focus
of your choice from the list below:

Eldritch Blade

You focus your Patron's power into a
weapon of eldritch might. As a bonus
action, you can conjure your Eldritch
Blade in an empty hand. Each time you
conjure it, your Eldritch Blade takes the form of a melee weapon of your choice and gains the benefits below:

  • It can be used as a Trinket for one Eldritch Invocation.
  • You can use Intelligence modifier, in place of Strength or Dexterity, for attack and damage rolls with this weapon.
  • You are proficient with this weapon if you weren't already.
  • The weapon counts as magical for the sake of overcoming resistance and immunity to non-magical attacks.

The Eldritch Blade disappears if it is more than 5 feet from you for 1 minute, if you conjure another Eldritch Blade, if you dismiss your Eldritch Blade (no action required), or if you die.

You can bond a magic melee weapon as an Eldritch Blade by performing a 1-hour ritual. You can use a bonus action to shunt it to an extradimensional space, or conjure it. Bonding a second weapon ends the bond for any previous weapons.

Eldritch Familiar

You focus your Patron's power to bind an Eldritch Familiar
to your will. You learn find familiar and can cast it as a ritual, but it doesn't count against your number of Spells Known.

When you cast find familiar, you can choose to conjure an Eldritch Familiar from the options detailed at the end of this class, in addition to the normal forms a familiar can take.

Your Eldritch Familiar is bound to obey your orders to the best of its abilities. In combat, it shares your initiative and it acts on your turn. However, it will only take the Dodge action on its turn unless you use your bonus action to command it to take an action from its stat block or another combat action.

Finally, whenever you cast a Warlock spell or use Eldritch Blast, you can choose for the spell, or any number of beams, to originate from your Familiar if you are within 60 feet.

Eldritch Tome

You focus your Patron's power into a dark grimoire known as an Eldritch Tome. It contains one copy of each Warlock spell you know and this Tome grants you the following benefits:

  • The Tome becomes the Trinket for an Eldritch Invocation of your choice that has no prerequisites. This Invocation doesn't count against your number of Invocations Known, and it cannot be replaced when you gain a Warlock level.
  • At the end of a long rest you can replace one Warlock spell you know with another Warlock spell of the same level.
  • You can cast any Warlock spell contained within your Tome as a ritual if that Warlock spell has the ritual tag.

You can spend 1 hour, which can be during a short or long rest, to conjure an exact copy of your Tome, destroying any
    of the previous Tomes. If you die your Tome turns to ash.

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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

Empowered Blast

You are able to draw out more power from your Invocations. Starting at 5th level, when you use Eldritch Blast, you create two beams. You can direct the beams at the same target or at different ones, but you make a separate attack roll for each.

At certain Warlock levels, the number of beams increases: at 11th level it creates three, and finally four at 17th level.

Elder Arcanum

Leveraging the forbidden, occult, and sinister knowledge you have gathered, you gain insight into the secretive workings of the cosmos. This knowledge manifests as an Elder Arcanum. At 11th level, you learn one Elder Arcanum from the list at the end of this class. You cannot learn an Arcanum more than once unless specified, and once chosen, it cannot be changed.

At certain Warlock levels you unlock more of these esoteric secrets. You learn one additional Arcanum of your choice at 13th level, one 15th level, and a final Arcanum at 17th level.

Pact Master

At 20th level, you can strain the eldritch power of your Pact in times of great need. Once per long rest, you can use an action to regain all of your expended Pact Magic spell slots.

Otherworldly Patron

Choose the Otherworldly Patron that best represents the being that is the source of your eldritch power: The Archfey, The Ancient Wyrm, The Fiend, or The Great Old One.

The Archfey

You have entered a Pact with a powerful entity of the faerie. Whether you were gifted this Pact, or you tricked your Patron into granting you a measure of power, you can draw upon the whimsical and terrifying power of the Fey. Only the eldest of the faerie can form such Pacts; the Archfey of the Fey courts, ancient sylvan spirits, and the most powerful covens of hags.

Fey Magic

2nd-level Archfey Patron feature
Your Patron infuses your magic with the mind-bending power of the Feywild. You can choose for your Eldritch Blast to deal psychic damage equal to 1d10 + your Intelligence modifier.

You also learn the following Patron Spells at the Warlock levels below. When you gain a Warlock level you can replace one of your Patron Spells with an enchantment or an illusion spell of the same level from the Bard or Druid spell list.

Warlock Level Spells
2nd faerie fire, sleep
3rd misty step, phantasmal force
5th fear, hypnotic pattern LL
7th hallucinatory terrain, greater invisibility
9th mislead, seeming

Fey Presence

2nd-level Archfey Patron feature
You can channel the magic of the faerie to beguile foes. As an action, you can force one creature within 10 feet that can see or hear you to make a Wisdom saving throw against your Spell save DC. On a failed save, it is either charmed by,
or frightened of you for up to 10 minutes. This effect
ends early if the creature takes any
damage, or if you or your allies
attack the creature or force it
to make a saving throw.

Once you use this feature
you must complete a short or
long rest before you can use it
again. When you have no uses
left you can expend one Pact
Magic spell slot to use it again.

Beguiling Blast

6th-level Archfey Patron feature
Your magic clouds the judgment of your foes. Whenever you deal psychic damage to a creature with Eldritch Blast it has disadvantage on the first attack roll it makes before the start of your next turn. This feature has no effect on creatures that are immune to the charmed condition.

Misty Escape

6th-level Archfey Patron feature
You can draw on the magic of the Fey to elude danger. When you take damage, you can use your reaction to turn invisible and teleport to an unoccupied space you can see within 60 feet. You remain invisible until the start of your next turn, or until you attack, cast a spell, or force a saving throw.

Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can expend one Pact Magic spell slot to use it again.

Whimsical Defense

10th-level Archfey Patron feature
The Fey power that infuses your magic grants you an affinity for enchantments. You are immune to the charmed condition.

Moreover, whenever a creature attempts to charm you, you can use your reaction to turn the charm back on it, forcing it to make a Wisdom saving throw against your Spell save DC. On a failure, it is charmed by you as if by Fey Presence. If the creature is immune to the charmed condition, it instead takes psychic damage equal to your Warlock level on a failed save.

Terrible Delights

14th-level Archfey Patron feature
The sickly sweet magic of your fey Patron overwhelms even the most stalwart minds. Your Warlock spells and features that impose the charmed condition ignore immunity to the charmed condition, but those creatures still have advantage
                      on their saving throws to resist being charmed.

                          In addition, when a creature fails its saving
                         throw against your Fey Presence feature, you
                          can choose to plunge its mind into an illusory
                           realm of unfettered emotions. However, you
                                 must now concentrate on this effect as if
                                   you were concentrating on a spell.

                                    For the next 10 minutes, the creature
                                 can see and hear only itself, you, and the
                               illusory reality. The creature can repeat its
                               Wisdom saving throw whenever it takes
                                 damage, ending this effect on a success.
                               If a creature succeeds on this saving throw
                               it is immune to this effect for 24 hours.

The Ancient Wyrm

Inherently magical beings with incredibly
long lifespans, great dragons hoard not
only wealth, but servants and slaves as
well. Benevolent and malicious, kind
and terrible, good and evil, ancient dragons of
all types have motivations that are beyond the
comprehension of most mortal creatures.

Draconic Spark

2nd-level Ancient Wyrm Patron feature
Your Patron has infused you with a Draconic Spark,
a fraction of its power. Ancient dragons can impart
any element, but they usually bestow the element
that matches their breath weapon. Choose acid,
cold, fire, lightning, or poison as the damage type
of your Draconic Spark. Once chosen it cannot
be changed and grants you the benefits below:

  • You gain resistance to that type of damage.
  • When you cast a Warlock spell or cantrip,
    you can choose for it to deal your Draconic
    Spark damage in place of its normal damage.
  • You learn to speak, read, and write, Draconic.

Wyrm Magic

2nd-level Ancient Wyrm Patron feature
Your magic has been infused with draconic power. You
can choose for your Eldritch Blast to deal Draconic Spark damage equal to 1d10 + your Intelligence modifier.

You also learn the following Patron Spells at the Warlock levels listed below. When you gain a Warlock level you can replace one Patron Spell with an enchantment or evocation spell of the same level from the Sorcerer or Warlock spell list.

Warlock Level Spells
2nd command, burning hands
3rd dragon's breath XGE, scorching ray
5th fear, fireball
7th dominate beast, wall of fire
9th dominate person, cone of cold

Elemental Potency

6th-level Ancient Wyrm Patron feature
Your affinity with your Draconic Spark has grown. When you deal Draconic Spark damage with a Warlock spell or Eldritch Blast you can treat a roll of 1 or 2 on a damage die as a 3.

Regal Presence

10th-level Ancient Wyrm Patron feature
You have developed willpower to rival your ancient Patron. You are immune to the charmed and frightened conditions.

You also add your Intelligence modifier (minimum of +1)
to any Charisma checks you make.

Draconic Wings

14th-level Ancient Wyrm Patron feature
As a bonus action on your turn, you can manifest (or retract) a pair of leathery Draconic Wings that sprout from your back. These wings grant you a flying speed of 60 feet and destroy
    any clothing or armor not designed to accommodate them.

The Fiend

You have entered into a Pact with a powerful Fiend from the lower planes of existence. Whether you struck a bargain, you were coerced, or you tricked your Patron, you are now linked to a being of absolute evil. Only the most powerful Fiends can serve as Patrons; Archdevils, Demon Lords, and particularly powerful servants of extraplanar evil are the most common.

Dark Blessing

2nd-level Fiend Patron feature
You can draw vitality from death. Whenever you kill a hostile creature, you can choose to gain temporary hit points equal to your Warlock level + your Intelligence modifier.

Fiendish Magic

2nd-level Fiend Patron feature
Your Patron infuses your magic with infernal flames. You can choose for Eldritch Blast to deal fire damage equal to 1d10 + your Intelligence modifier, ignoring resistance to fire damage.

You also learn the following Patron Spells at the Warlock levels listed below. When you gain a Warlock level you can replace one Patron Spell with an evocation or necromancy spell of that level from the Sorcerer or Warlock spell list.

Warlock Level Spells
2nd command, hellish rebuke
3rd blindness/deafness, flame whip LL
5th bestow curse, fireball
7th blight, wall of fire
9th cloudkill, immolation XGE

Accursed Blast

6th-level Fiend Patron feature
Your magic scours the very soul of your foes. Whenever you deal fire damage to a creature with Eldritch Blast it cannot regain hit points until the beginning of your next turn.

Dark Bargain

6th-level Fiend Patron feature
You can sacrifice your vitality to alter fate in your favor. When you make an ability check or saving throw you can roll a d10, adding the result to your roll and reducing your hit points by the same amount. You must choose to use this feature before you roll the d20 for your ability check or saving throw.

Fiendish Resilience

10th-level Fiend Patron feature
At the end of each short or long rest you choose one type of damage. You gain resistance to that type of damage until the end of your next short or long rest. Damage you take from magical or silvered weapons ignores this resistance.

Hurl Through Hell

14th-level Fiend Patron feature
You can temporarily inflict the horrors of hell upon your foes. When you deal damage to a creature with Eldritch Blast you can teleport it to the infernal plane of your Patron where it experiences the full horror of that plane. At the end of your next turn, it returns to the space it previously occupied or the nearest unoccupied space. If the creature was not a fiend, it takes 6d10 psychic damage as it grapples with the horror.

Once you use this feature you must finish a short or long rest before you can use it again.

The Great Old One

                       You have made a Pact with an incomprehensible
        entity from beyond the reaches of your reality. Perhaps it
is from the Far Realm or the void between stars. The desires
  of the Great Old Ones are incomprehensible to mortals, and
  true knowledge of the vast alien intelligence of your Patron
  would shatter your mind and render you completely insane.

  Awakened Mind

  2nd-level Great Old One Patron feature
  You can telepathically communicate with any creature you
  can see within 60 feet. You don’t need to share a language,
  but the target must speak at least one language to respond.
  You can only communicate with one creature at a time.

  You also gain resistance to psychic damage.

  Aberrant Magic

  2nd-level Great Old One Patron feature
  Your Patron has tainted your magic with aberrant powers.
  Whenever you would fire a beam of Eldritch Blast, you can
  instead force a creature within range of your Eldritch Blast
  to make an Intelligence saving throw. On a failure, it takes
  psychic damage equal to 1d10 + your Intelligence modifier.

  You also learn the following Patron Spells at the Warlock
  levels listed below. When you gain a Warlock level you can
  replace one Patron Spell with a divination or enchantment
  spell of the same level from the Bard or Wizard spell list.

Warlock Level Spells
2nd arms of hadar, dissonant whispers
3rd detect thoughts, mind whip TCE
5th clairvoyance, hunger of hadar LL
7th confusion, eldritch tentacles LL
9th modify memory, telekinesis

Mental Lance

6th-level Great Old One Patron feature
Your magic pierces the minds of your foes, sowing confusion and dulling their senses. Whenever you deal psychic damage to a creature with Eldritch Blast it can't take reactions until the beginning of your next turn.

Psionic Ward

6th-level Great Old One Patron feature
You can repel attacks with your mental abilities. Whenever a creature you can see targets you with an attack roll, you can use your reaction to impose disadvantage on its attack roll. If the triggering attack misses, you can target the attacker with one beam of your Eldritch Blast as part of the same reaction.

You can use this reaction a number of times equal to your Intelligence modifier (a minimum of once), and you regain all of your expended uses when you finish a long rest.

Thought Shield

10th-level Great Old One Patron feature
The power of your incomprehensible Patron has warped your mind. Your thoughts cannot be read by telepathy or any other magical or psionic means unless you allow them to be read.

Also, when you are forced to make a Wisdom saving throw you can choose to make an Intelligence saving throw instead.

Create Thrall

14th-level Great Old One Patron feature
The incomprehensible power that has taken root within your mind allows you to dominate the weak. As an action, you can touch an incapacitated humanoid and turn them into a Thrall.

This Thrall is charmed by you, and you can telepathically issue it commands so long as you are both on the same plane of existence. It obeys your commands to the best of its ability, but will not follow commands that cause it immediate harm.

The creature remains your Thrall until it dies, it is targeted by remove curse or another abjuration spell of similar power, or if you use this feature to create another Thrall.

Eldritch Invocations

Below is the list of Eldritch Invocations that a Warlock can learn. If an Invocation has a prerequisite, like a Warlock level or a certain Pact Boon, you can learn that Invocation at the same time that you meet any prerequisites it may have.

Armor of Shadows

As an action, you can ward yourself (or dismiss) armor made from living shadows. So long as you are not wearing armor or a shield, these shadows grant you an Armor Class equal to 10 + your Intelligence modifier + your Dexterity modifier.

Aspect of the Moon

You no longer need to sleep and cannot be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.

Beguiling Influence

You have become infused with an otherworldly charm and presence. Whenever you make a Charisma (Deception) or a Charisma (Persuasion) check you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).

Devil's Sight

You can enhance your sight with the infernal magic of devils. You can see normally in dim light and darkness, both magical and nonmagical, out to a distance of 120 feet.

Eldritch Sight

As an action you can awaken your senses to see the presence of magic within 30 feet of you. For 10 minutes, you can see a faint aura around any visible creature or object in that radius that bears magic, instantly learning its school of magic, if any. This sight is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt. You must concentrate on this sense as if you were concentrating on a spell.

Eyes of the Rune Keeper

The irises of your eyes are ringed with glowing elder runes. You can read and understand any written words, symbols, or scripts as if they were written in your native tongue.

Gaze of Two Minds

As an action, you can touch a willing humanoid and perceive through its senses until the end of your next turn. During this time, you benefit from all special senses the target possesses but you are blinded and deafened to your own surroundings.

When you are both on the same plane of existence, you can use your action to extend this connection for one more turn.

Gift of the Deep Ones

You manifest aquatic features. You can breathe underwater, and you gain a swimming speed equal to your walking speed.

At 5th level, you learn the water breathing spell, and you can cast it once per long rest without expending a spell slot.

Otherworldly Vigor

You bolster yourself with a necromantic facsimile of life. As
a bonus action, you can grant yourself temporary hit points equal to your Intelligence modifier (minimum of 1).

Mask of Many Faces

Strange and sinister magics have made your form fluid. As an action, you can change your physical appearance and voice to match that of a creature that you have seen before, so long as the new appearance has the same arrangement of limbs. You determine the specifics, including your race, coloration, sex, height, weight, and hair length, but you cannot change sizes. Transforming does not affect your clothing or game statistics.

Misty Visions

As an action, you can conjure an illusory image of an object, creature, or some other visible phenomenon that is no larger than a 15-foot cube in a spot within 60 feet. This image must be purely visual; it cannot be accompanied by sound, smell, or other sensory effects. The image lasts for up to 10 minutes.

As an action, you can cause this illusory image to move to another spot within 60 feet. When you do so, you can choose for it to move in a way that appears natural for the image.

A creature that succeeds on an Intelligence (Investigation) check against your Spell save DC sees through the illusion.

Conjuring a second illusion dispels any previous illusions.

Sylvan Speech

You learn to speak Sylvan, and while speaking in Sylvan you can comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, they can give you information about nearby locations and monsters, including whatever they can perceive or have perceived in the past day.

At 7th level, you can speak in Sylvan to communicate with plants as if you were under the effects of speak with plants.

Cloak of Decay

Prerequisite: 3rd-level Warlock
As a bonus action, you can surround yourself with a swarm of infernal flies, that extend out from you in a 5-foot radius. You must concentrate on this effect as if concentrating on a spell.

The flies grant you advantage on Charisma (Intimidation) checks, but disadvantage on all other Charisma checks. Also, creatures that start their turn within the swarm take necrotic damage equal to your Intelligence modifier (minimum of 0).

Eldritch Spear

Prerequisite: 3rd-level Warlock
Whenever you use Eldritch Blast or cast a spell that requires you to make a ranged spell attack roll, the range is doubled.

Grasp of Hadar

Prerequisite: 3rd-level Warlock
When you damage a Large or smaller creature with Eldritch Blast, you can pull it up to 10 feet toward you in a line.

This Invocation can pull Huge creatures at 11th level.

Lance of Lethargy

Prerequisite: 3rd-level Warlock
When you damage a creature with Eldritch Blast you can reduce its speed by 10 feet until the start of your next turn.

Each creature can only suffer this effect once per turn.

Repelling Blast

Prerequisite: 3rd-level Warlock
When you damage a Large or smaller creature with Eldritch Blast, you can push it up to 10 feet away from you in a line.

This Invocation can push Huge creatures at 11th level.

Thief of Five Fates

Prerequisite: 3rd-level Warlock
As an action, you can force one creature you can see within 30 feet to make a Charisma saving throw. On a failed save, it must subtract 1d4 from any d20 roll it makes for 1 minute.

It can repeat its saving throw at the end of each of its turns, ending the effect on a success. Creatures that succeed on this saving throw are immune to this effect until the next dawn.

Tome of Ancient Secrets

Prerequisite: 3rd-level Warlock, Eldritch Tome
Your Eldritch Tome gains two new pages, each detailing one 1st-level ritual spell of your choice from any class spell list. These spells count as Warlock spells for you, but they don't count against your total number of Spells Known.

You can also mystically add additional ritual spells to your Eldritch Tome, so long as the ritual spell is equal to the level of your Pact Magic spell slots or lower. To do so, you perform a 1-hour ritual during which you burn one scroll detailing the ritual spell and 50 gp worth of incense per level of the spell. After which, a page detailing the spell appears in your Tome.

Voice of the Master

Prerequisite: 3rd-level Warlock, Eldritch Familiar
You can communicate telepathically
with your Familiar and can perceive
through its senses as long as you are
on the same plane of existence. If you
are connected in this way, you can
speak through your Familiar in
your voice, even if the Familiar
is incapable of speech.

Blasphemous Prayer

Prerequisite: 5th-level Warlock, Eldritch Tome
A new page appears in your Eldritch Tome detailing a single Channel Divinity option of your choice from those available to any Cleric Divine Domain at 2nd level. You use your Warlock level and Spell save DC for Cleric level or Spell save DC.

You can invoke this Channel Divinity once, then you must finish a short or long rest before you can invoke it again.

Erupting Blast

Prerequisite: 5th-level Warlock
When you damage a creature with Eldritch Blast you can use a bonus action to cause other creatures of your choice within 5 feet of the target to take damage of the type of your Eldritch Blast equal to your Intelligence modifier (minimum of 1).

One with Shadows

Prerequisite: 5th-level Warlock
You learn the invisibility spell, and can cast it once per long rest targeting only yourself without expending a spell slot so long as you are in an area of dim light or darkness.

At 9th level, it is no longer limited to once per long rest.

Thirsting Blade

Prerequisite: 5th-level Warlock, Eldritch Blade
When you take the Attack action and only make attacks with your Eldritch Blade, you can make two attacks instead of one.

Moreover, you can choose for the attacks with your Eldritch Blade to deal the same damage type as your Eldritch Blast.

Tomb of Frost

Prerequisite: 5th-level Warlock
When you take damage, you can use your reaction to shield yourself in a crystal of ice which has a number of hit points equal to ten times your Warlock level, and takes as much of the triggering damage as possible. While the ice's hit points remain, you are incapacitated and restrained within it, and you are immune to all damage. As an action, you can cause the remaining ice to instantly melt, destroying it.

Once you use this Invocation you must complete a short or long rest before you can use it again. When you have no uses of this Invocation remaining, you can expend one of your Pact Magic spell slots to use this Invocation again.

Vitality of the Ever-Living Ones

Prerequisite: 5th-level Warlock, Eldritch Familiar
Whenever you or your Eldritch Familiar regain hit points while you are within 30 feet of each other you can treat any dice rolled to determine the hit points you or your Familiar regain as their maximum value, in place of rolling.

Arcane Secrets

Prerequisite: 7th-level Warlock
You have unearthed a fragment of powerful arcane lore. You learn one spell of your choice from the Warlock spell list of 4th-level or lower, and you can cast once, at its lowest level without expending a spell slot. Once you cast it in this way you must finish a long rest before you can do so again.

You can gain this Invocation more than once, but you must select a new Warlock spell each time you do, and you can only learn one Warlock spell per spell level in this way.

Ascendant Step

Prerequisite: 7th-level Warlock
As a bonus action, you can grant yourself a temporary flying speed equal to your walking speed, which lasts until the end of your current turn, but you cannot hover. If you end your turn and are not secure then you fall to the ground.

Eldritch Smite

Prerequisite: 7th-level Warlock, Eldritch Blade
Once per turn when you hit with an Eldritch Blade attack you deal bonus damage equal to one beam of your Eldritch Blast.

If your Eldritch Blast imposes extra effects, such as the reduced speed of lance of lethargy, it suffers those as well.

Ethereal Sight

Prerequisite: 7th-level Warlock
As an action, you can enhance your vision with the ethereal energy of undeath, allowing you to see through solid objects within 30 feet. For 1 minute, you have darkvision if you did not already, and you perceive objects as ghostly, transparent shadows of themselves. You must concentrate on this sense
    as if you were concentrating on a spell.

Occult Servant

Prerequisite: 7th-level Warlock
Your Patron has granted you a gift. You can cast one of your Patron Spells at a level equal to your Pact Magic spell slots without expending a spell slot. Once you do so, you must finish a long rest before you can cast it in that way again.

Otherworldly Nature

Prerequisite: 7th-level Warlock
Your very being is suffused with eldritch magic. You no longer need to eat, breathe, or sleep. Though, to gain the benefits of a long rest, you must spend 8 hours doing light activity. Also, for every 10 years that pass, your body ages only 1 year.

Commune with Patron

Prerequisite: 9th-level Warlock
Your Pact advances, allowing you to communicate directly with your Patron. You learn contact other plane. You can cast it without expending a spell slot to contact your Patron, and you automatically succeed on the spell's saving throw.

Once you cast contact other plane in this way you must finish a long rest before you can cast it in this way again.

Favor of the Master

Prerequisite: 9th-level Warlock, Eldritch Familiar
You grant your Familiar a measure of your power. At the end of a long rest, choose one Warlock spell you know of 1st-level or higher. Your Familiar can cast it once, at a level equal to your Pact Magic spell slots without expending a spell slot.

Witch Sight

Prerequisite: 9th-level Warlock
Your eyes glow with an unnatural pale green light. You have Truesight out to a radius of 10 feet while you are conscious.

At 15th level the radius of your Truesight becomes 30 feet.

Whispers of the Grave

Prerequisite: 9th-level Warlock
You learn the speak with dead spell, and you can cast the spell at will, without expending a Pact Magic spell slot.

Elder Arcanum

Below is the list of Elder Arcana that a Warlock can learn. If an Arcanum has a prerequisite, like a certain Warlock level or a certain Pact Focus, you can learn that Elder Arcanum at the same time that you meet any prerequisites it may have.

Elder Focus

Prerequisite: 11th-level Warlock
Your Patron has bestowed you with an increased amount of their power. You gain an additional Pact Focus of your choice. You cannot select the same Pact Focus more than once.

You can learn this Elder Arcanum more than once, but you must select a different Pact Focus each time you learn it.

Minion of Chaos

11th-level Warlock, Eldritch Familiar
As an action you can infuse your Eldritch Familiar with the full power of your Pact. It transforms, as if by the polymorph spell, but it must use the stat block from the corresponding spell on the table below as if the spell were cast at 6th-level:

Eldritch Familiar Spell
Aberrant summon aberration TCE
Draconic summon draconic spirit FTD
Faerie summon fey TCE
Infernal summon fiend TCE

    The transformation lasts for 1 minute, or until the Familiar is reduced to 0 hit points. Once you use this feature you must complete a long rest before you can use it again.

Minor Arcanum

Prerequisite: 11th-level Warlock
Choose a spell from the list below. You can cast the Minor Arcanum spell once at 6th-level, without expending a spell slot. Once you cast the spell in this way, you must complete
a long rest before you can cast your Minor Arcanum again.

arcane gate
circle of death
create undead
eyebite
flesh to stone
investiture of flame XGE
investiture of ice XGE
investiture of stone XGE
investiture of wind XGE
mass suggestion
mental prison
otherworldly guise TCE
scatter XGE
soul cage XGE
summon fiend TCE
true seeing

Occult Scholar

11th-level Warlock, Eldritch Tome
The occult power of your Tome allows you to prepare spells and eldritch powers. During each long rest, you can perform an occult 1-hour ritual with your Tome to replace any number of your Warlock Spells Known with another Warlock spell of your choice of 1st-level or higher.

Moreover, as part of this ritual you can replace one Eldritch Invocation you know with another Eldritch Invocation of your choice. However, this new Eldritch Invocation must be of the same prerequisite level as the Eldritch Invocation it replaces.

Occult Warrior

Prerequisite: 11th-level Warlock, Eldritch Blade
You can weave occult spells between your attacks. When you take the Attack action on your turn you can cast one Warlock spell of 1st-level or higher in place of one of your attacks.

If this spell forces a target to make a saving throw, it makes its saving throw with disadvantage if you hit that target with an Eldritch Blade attack as part of the same Attack action.

Bond of the Master

Prerequisite: 13th-level Warlock, Eldritch Familiar
While you and your Eldritch Familiar are within 30 feet of each other, you both have advantage on any saving throws you make against spells or other magical effects.

Also, when you cast a Warlock spell that targets yourself, you can choose for your Eldritch Familiar to also gain the benefits of the spell so long as it is within 30 feet of you.

Greater Arcanum

Prerequisite: 13th-level Warlock
Choose a spell from the list below. You can cast the Greater Arcanum spell once at 7th-level, without expending a spell slot. Once you cast the spell in this way, you must complete
a long rest before you can cast your Greater Arcanum again.

crown of stars
etherealness
finger of death
forcecage
mirage arcane
plane shift
power word pain XGE
teleport

Greater Magicks

Prerequisite: 13th-level Warlock, Eldritch Tome
Your Eldritch Tome has been saturated with magic, allowing you to draw upon an increased amount of eldritch potential. Your total number of Pact Magic spell slots increases by one.

Otherworldly Step

Prerequisite: 13th-level Warlock, Eldritch Blade
Your Blade cuts rifts through reality itself. When you make an attack with your Eldritch Blade, you can teleport up to 10 feet to an unoccupied space you can see before or after the attack.

Moreover, when you take the Attack action and only make Eldritch Blade attacks, you can make one additional attack with your Eldritch Blade as part of that action.

Arcana of the Ancients

Prerequisite: 15th-level Warlock, Eldritch Tome
The pages of your Eldritch Tome have been filled with magic from secret societies and dark cults long forgotten. You learn three additional Eldritch Invocations of your choice, and your number of Invocations Known increases by three to match.

Chains of the Abyss

Prerequisite: 15th-level Warlock, Eldritch Familiar
You can dominate other creatures with the eldritch chains of your Pact. You learn the hold monster spell, and you can cast it without expending a spell slot or the material components, so long as your target is a celestial, elemental, fey, or fiend.

You can target an individual creature with hold monster in this way once per long rest, after which, you must expend a Pact Magic spell slot to target it with hold monster again.

Eldritch Wind

Prerequisite: 15th-level Warlock, Eldritch Blade
As an action, you can infuse your Eldritch Blade with the full power of your Pact and dissapear. Choose up to five creatures you can see within 60 feet and make a single Eldritch Blade attack against each one. On hit, they take 6d10 damage of the same type as your Eldritch Blast. Each attack also applies any additional effects of your Eldritch Blast. You then reappear in an unoccupied space within 5 feet of one of your targets.

Once you use this Arcanum you must finish a short or long rest before you can use it again. However, if you have no uses left, you can expend a Pact Magic spell slot to use it again.

Mystic Arcanum

Prerequisite: 15th-level Warlock
Choose a spell from the list below. You can cast the Mystic Arcanum spell once at 8th-level, without expending a spell slot. Once you cast the spell in this way, you must complete
a long rest before you can cast your Mystic Arcanum again.

demiplane
dominate monster
feeblemind
glibness
maddening darkness XGE
maze
power word stun XGE
telepathy

Awakened Blade

Prerequisite: 17th-level Warlock, Eldritch Blade
Your Eldritch Blade has gained a level of sinister sentience. While you are holding your Eldritch Blade, you cannot have disadvantage on attack rolls, and whenever you are forced to make a Constitution saving throw to maintain concentration on a spell you add your Intelligence modifier to your roll.

Finally, once per turn when you make an
attack roll with your Eldritch Blade
you can choose to use your
Warlock level in place of
rolling the d20 for
that attack.

Ancient Arcanum

Prerequisite: 17th-level Warlock
Choose a spell from the list below. You can cast the Ancient Arcanum spell once at 9th-level, without expending a spell slot. Once you cast the spell in this way, you must complete
a long rest before you can cast your Ancient Arcanum again.

astral projection
foresight
gate
imprisonment
power word kill
psychic scream XGE
true polymorph
weird

Distort Reality

Prerequisite: 17th-level Warlock, Eldritch Tome
A final page appears in your Tome, written in the primordial language of creation. It contains the wish spell. You can cast wish once per long rest without expending a spell slot.

If you use wish to duplicate a spell, it can only duplicate spells with a casting time of one action or one bonus action.

Eldritch Domination

Prerequisite: 17th-level Warlock, Eldritch Familiar
You can extend your will through the chains of your eldritch
  bond. You can cast the dominate monster spell at 9th-level,
           once per long rest, without expending a spell slot.

              When you target a creature under the effects of
                    your hold monster spell with dominate monster, it
                    automatically fails its saving throw, but the effects
                           of hold monster are instantly dispelled.

Warlock Spell List

Below is the list of spells available to the Warlock. They are organized by spell level, not character level. The spells listed below can be found in the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Cantrips (0-Level)

blade ward LL
booming blade LL
chill touch
create bonfire *
dancing lights
frostbite *
green-flame blade LL
infestation *
lightning lure **
mage hand
magic stone *
mind sliver **
minor illusion
otherworldly grasp LL
poison spray LL
prestidigitation
sword burst LL
thunderclap *
toll the dead *
true strike LL

1st-Level

armor of agathys
arms of hadar
bane
cause fear *
charm person
color spray
comprehend languages
dissonant whispers
expeditious retreat
ghastly flight LL
hellish rebuke
hex
hideous laughter
illusory script
inflict wounds
protection from evil & good
ray of sickness
sleep
unseen servant
witch bolt LL

2nd-Level

cloud of daggers
crown of madness
darkness
earthbind *
enthrall
flame whip LL
hold person
invisibility
levitate
mind spike *
mind whip **
mirror image
misty step
phantasmal force
ray of enfeeblement
shadow blade *
shatter
spider climb
suggestion

3rd-Level

bestow curse
counterspell LL
dispel magic
enemies abound*
fear
fly
gaseous form

3rd-Level (Cont.)

hunger of hadar LL
hypnotic pattern LL
intellect fortress **
life transference *
magic circle
major image
remove curse
slow
spirit shroud **
summon fey **
summon lesser demons *
summon shadowspawn **
summon undead **
thunderstep *
tongues
vampiric touch

4th-Level

arcane eye
banishment
blight
charm monster *
compulsion
confusion
dimension door
eldritch tentacles LL
elemental bane *
giant insect
greater invisibility
hallucinatory terrain
phantasmal killer
polymorph LL
shadow of moil *
sickening radiance *
summon aberration **
summon elemental **
summon greater demon *

5th-Level

contact other plane
contagion
danse macabre *
dominate person
dream
enervation *
far step *
geas
hallow
hold monster
infernal calling *
insect plague
legend lore
mislead
negative energy flood *
planar binding
scrying
spiritual sundering LL
synaptic static *
teleportation circle
wall of light *

Eldritch Familiars

Below are the Familiar options for the Eldiritch Familiar Pact Focus: the Aberrant, Draconic, Faerie, or Fiendish Familiar.

These Eldritch Familiar stat blocks use your proficiency bonus (PB) in several places, and any references below to a Spell save DC refer to your Warlock class Spell save DC.


Aberrant Familiar

Tiny Aberration, Chaotic Evil


  • Armor Class 11 + PB (natural armor)
  • Hit Points 5 + three times your Warlock level
  • Speed 10 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
3 (-4) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 8 (-1)

  • Damage Resistances Psychic
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Deep Speech, understands the languages spoken by its master.

Hit Dice. The Familiar has a total number of d4 Hit Dice equal to your Warlock level. It also gains all the normal benefits of both short and long rests.

Eldritch Bond. You add your PB to any ability check or saving throw that your Familiar makes.

Magic Resistance. The Familiar has advantage on saving throws against spells and magical effects.

Actions

Aberrant Whispers. One creature the Familiar can see within 30 ft. must succeed on an Intelligence saving throw or take 1d4 psychic damage and subtract 1d4 from the first d20 roll it makes before the beginning of the Familiar's next turn.


Draconic Familiar

Tiny Dragon, Lawful Evil


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + three times your Warlock level
  • Speed 20 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 13 (+1)

  • Damage Resistances Draconic Essence damage type
  • Senses blindsight 10 ft., darkvision 60 ft.,
    passive Perception 13
  • Languages Draconic, understands the languages spoken by its master.

Hit Dice. The Familiar has a total number of d4 Hit Dice equal to your Warlock level. It also gains all the normal benefits of both short and long rests.

Draconic Essence. When conjured, the Familiar's master chooses acid, cold, fire, poison, or lightning to be the Familiar's Draconic Essence type. This affects its Damage Resistances and Bite attack.

Eldritch Bond. You add your PB to any ability check or saving throw that your Familiar makes.

Keen Senses. The Familiar has advantage on Wisdom (Perception) checks that rely on its sight or smell.

Magic Resistance. The Familiar has advantage on saving throws against spells and magical effects.

Actions

Bite. Melee Weapon Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 +3 +PB piercing damage + 1d4 Draconic Essence damage.


Faerie Familiar

Tiny Fey, Chaotic Neutral


  • Armor Class 11 + PB (natural armor)
  • Hit Points 5 + three times your Warlock level
  • Speed 20 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4) 16 (+3) 10 (+0) 8 (-1) 13 (+1) 12 (+1)

  • Condition Immunities Charmed, Frightened
  • Senses passive Perception 13
  • Languages Sylvan, understands the languages spoken by its master.

Hit Dice. The Familiar has a total number of d4 Hit Dice equal to your Warlock level. It also gains all the normal benefits of both short and long rests.

Eldritch Bond. You add your PB to any ability check or saving throw that your Familiar makes.

Magic Resistance. The Familiar has advantage on saving throws against spells and magical effects.

Actions

Invisibility. The Familiar magically turns invisible until it attacks, forces a creature to make a saving throw, or until its concentration ends (as if it was concentrating on a spell). Any equipment the Familiar is wearing or carrying turns invisible with it.

Sting. Melee Weapon Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 +3 +PB piercing damage. If the target is a creature, the Familiar learns its current emotional state and alignment (if any).



Fiendish Familiar

Tiny Fiend, Chaotic Evil


  • Armor Class 11 + PB (natural armor)
  • Hit Points 5 + three times your Warlock level
  • Speed 20 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 13 (+1)

  • Damage Resistances Cold, Fire, Poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Infernal, understands the languages spoken by its master.

Hit Dice. The Familiar has a total number of d4 Hit Dice equal to your Warlock level. It also gains all the normal benefits of both short and long rests.

Devil's Sight. Magical darkness does not impede the Familiar's darkvision.

Eldritch Bond. You add your PB to any ability check or saving throw that your Familiar makes.

Magic Resistance. The Familiar has advantage on saving throws against spells and magical effects.

Actions

Claw. Melee Weapon Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 +3 +PB slashing damage. If the target is a creature, it must succeed
on a Constitution saving throw or become poisoned until the beginning of the Familiar's next turn.

Shapechanger. The Familiar can transform into a beast form that resembles a rat (speed 20 ft., climb 20 ft.), a lizard (20 ft., swim 20 ft.) a raven (20 ft., fly 60 ft.), or back to its true form. Its statistics are the same in each form, except for the speed changes. Its equipment is not transformed. It reverts to its true form if it dies.

Additional Patrons

Included here are additional Otherworldly Patrons based on official options for Warlocks included in Xanathar's Guide to Everything, Tasha's Cauldron of Everything, the Sword Coast Adventurer's Guide, and Van Richten's Guide to Ravenloft:

Official Patron Alternate Patron
Fathomless Deep One
Hexblade Darklord
Celestial Exalted
Genie Noble Genie
Undead Undying

The Deep One

You have bonded yourself to a primordial force of the ancient waters, known as a Deep One. These Thalassic entities often enter into Pacts with desperate sailors, expert navigators, or scholars of the oceans. Any aquatic being of sufficient power can form such a Pact, but ancient krakens, primordial water elementals, and demigods of the ocean are most common.

Deep Magic

2nd-level Deep One Patron feature
Your Patron has infused your magic with the ancient power of the depths. You can choose for your Eldritch Blast to deal cold damage equal to 1d10 + your Intelligence modifier.

You also gain the following Patron Spells at the Warlock levels below. Whenever you gain a Warlock level you can replace a Patron Spell with an abjuration or transmutation spell of the same level from the Druid or Warlock spell list.

Warlock Level Spells
2nd create or destroy water, thunderwave
3rd gust of wind, shatter
5th tidal wave XGE, sleet storm
7th control water, eldritch tentacles LL
9th cone of cold, maelstrom XGE

Grasp of the Deep

2nd-level Deep One Patron feature
You can call forth one of the many tendrils of your Patron.
As a bonus action, you can conjure a spectral Tentacle in
an unoccupied space you can see within 30 feet.

As a bonus action, including the bonus action
used to conjure it, you can move this Tentacle
up to 30 feet and use it to make a melee spell
attack against a creature within 10 feet. On
hit, the creature takes 1d8 cold damage, and if
it is Large or smaller, it is grappled by the Tentacle.

A grappled creature can use its action to make a
Strength (Athletics) or Dexterity (Acrobatics) check
against your Spell save DC, escaping on a success.

This spectral Tentacle remains for up to 1 minute,
but it disappears if you conure another spectral Tentacle.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain
    all expended uses when you finish a long rest.

Scion of the Deep

2nd-level Deep One Patron feature
Your Pact has altered your physiology. You gain the Gift of the Deep Ones Eldritch Invocation, and it does not count against your total number of Invocations Known. If you already know this Invocation you learn another Invocation of your choice.

Regardless, you cannot replace Gift of the Deep Ones with another Eldritch Invocation when you gain a Warlock level.

Oceanic Grasp

6th-level Deep One Patron feature
Your oceanic magic freezes your foes. Whenever you deal cold damage to a creature with Eldritch Blast, a Tentacle attack, or a Warlock spell of 1st-level or higher, its speed is reduced by 10 feet until the beginning of your next turn.

Thalassic Speech

6th-level Deep One Patron feature
Your eldritch connection to the depths grants you mystical abilities. You gain resistance to cold damage, and while you are fully submerged in water any other creature that is fully submerged in water can understand your speech, and you can understand its speech as
if you share a language.

Greater Tentacles

10th-level Deep One Patron feature
When you cast eldritch tentacles, your concentration cannot be broken unless you end it, or you become unconscious.

Also, any Tentacles you conjure with your Grasp of the Deep feature gain the following additional benefits:

  • They can grapple creatures that are Huge or smaller.
  • They deal an additional 1d8 cold damage on hit.
  • Any creature grappled by a Tentacle has disadvantage
    on saving throws to resist your Warlock spells.

Unleash the Depths

14th-level Deep One Patron feature
You can bring the full power of your Patron to the surface.
As an action, you can use Grasp of the Deep to conjure five spectral Tentacles each in its own unoccupied space of your choice that you can see within 30 feet.

As an action, including the action you used to conjure
the Tentacles, you can make one melee spell attack with
each of these Tentacles against a creature within 10 feet.
If a target would be grappled by more than one Tentacle
it is restrained by the Tentacles. A restrained creature
can escape from all Tentacles with one successful check.

Once you use this feature you finish a long rest before
you can use it again. When you have no uses left, you can expend one of your Pact Magic spell slots to use it again.

The Darklord

You have entered into a Pact with one of the sinister rulers of the Shadowfell. Known as Darklords, these powerful beings are most often imprisoned within Domains of Dread, and are only able to affect the outside world through trusted servants. Imbued with a fraction of their Darklord's power, Warlocks can wield the sinister power of shadows against their foes.

Darklord Magic

2nd-level Darklord Patron feature
Your Patron infuses your magic with the dark powers of the Shadowfell. You can choose for your Eldritch Blast to deal necrotic damage equal to 1d10 + your Intelligence modifier.

You also learn the following Patron Spells at the Warlock levels below. When you gain a Warlock level you can replace one of your Patron Spells with a necromancy or illusion spell of the same level from the Sorcerer or Warlock spell list.

Warlock Level Spells
2nd hex, inflict wounds
3rd silence, shadow blade XGE
5th fear, haste
7th freedom of movement, phantasmal killer
9th dream, negative energy flood XGE
Darklords & Eldritch Blades

Since the ability to use your Spellcasting modifier is now part of the Eldritch Blade Focus, this Patron has been reworked to be equally useful no matter which Pact Focus your Warlock chooses to use.

Fell Curse

2nd-level Darklord Patron feature
You can infuse your occult magic with the sinister powers of your Patron. You know the hex spell, and you cannot replace it with another spell when you gain a Warlock level. You gain the following additional benefits against creatures you hex:

  • Your weapon and spell attack rolls against the creature score a critical hit on a roll of 19 or 20 on the d20.
  • If you kill it, you can end hex to gain temporary hit points equal to your Warlock level + your Intelligence modifier.

When you cast hex, your concentration cannot be broken unless you willingly end it, or you become unconscious.

Finally, once between each long rest, you can cast the hex spell at 1st-level without expending a Pact Magic spell slot.

Shadow Warrior

2nd-level Darklord Patron feature
You wreath yourself in defensive shadow. You gain the Armor of Shadows Eldritch Invocation, but it does not count against your number of Invocations Known. If you already know this Invocation, you learn another Invocation of your choice.

Regardless, you cannot replace Armor of Shadows with another Eldritch Invocation when you gain a Warlock level.

Living Shadow

6th-level Darklord Patron feature
You can animate your own shadow to vex your foes. As an
action, you can expend a Pact Magic spell slot to animate your own shadow. Your shadow comes to life and uses the Shadow stat block with the changes below:

  • Its maximum hit points increase by your Warlock level.
  • It acts during your turn in combat, but it can only take the Dodge action unless you use a bonus action to command it to use an action from its stat block, or another action.
  • It uses your Warlock spell attack modifier for attack rolls.
  • It can appear as your normal shadow while in your space.

Moreover, when your Living Shadow is within 30 feet, you can use your action to merge with it and gain temporary hit points equal to your Warlock level, destroying it. When your Shadow is destroyed, it returns to you as a normal shadow.

Dread Mantle

10th-level Darklord Patron feature
Your mastery over the dark magic of the Shadowfell protects you from death and decay. You have advantage on your death saving throws, and you gain resistance to necrotic damage.

Right Hand of Dread

14th-level Darklord Patron feature
You channel the dark power of your Pact to its full potential. You gain the following benefits against creatures you hex:

  • Whenever you take damage from it you can reduce the damage by your Intelligence modifier (minimum of 1).
  • Whenever it forces you to make a saving throw, you can add your Intelligence modifier to the result of your roll.
  • Your Shadow has advantage on attack rolls against it.

Finally, hex no longer requires your concentration, but you can only have one instance of the hex spell active at at time.

The Exalted

You have entered into a Pact with a powerful Celestial native to the upper planes of existence. Whether your Patron sought you out as an ally or you proved yourself worthy, you are now bound to a being of absolute good. Only the most powerful of the heavenly hosts can serve as Patrons; Archangels, scions of gods, and powerful demigods of good are most common.

Celestial Light

2nd-level Exalted Patron feature
You can channel the divine power of your Pact to heal others. When you fire a beam of your Eldritch Blast, you can instead choose to channel a beam of healing light at one creature you can see within range, restoring 1d10 hit points to the target.

You can do so a number of times equal to 1 + your Warlock level, and you regain all uses when you finish a long rest.

Exalted Magic

2nd-level Exalted Patron feature
Your Patron has infused your magic with the celestial power of heaven. You can choose for Eldritch Blast to deal radiant damage equal to 1d10 + your Intelligence modifier.

You also learn the following Patron Spells at the Warlock levels below. When you gain a Warlock level you can replace one of your Patron Spells with one abjuration, divination, or evocation spell of the same level from the Cleric spell list.

Warlock Level Spells
2nd cure wounds, guiding bolt
3rd flaming sphere, restoration LL
5th daylight, revivify
7th guardian of faith, wall of fire
9th flame strike, summon celestial TCE

Radiant Conduit

6th-level Exalted Patron feature
Your mastery over your Pact allows you to better channel its divine power. Once per turn when you use Eldritch Blast to deal radiant damage or restore hit points with Celestial Light, you can expend multiple uses of Celestial Light (up to your Intelligence modifier) to increase the radiant damage or the hit points you restore by 1d10 per use expended.

Finally, as a bonus action on your turn, you can expend a Pact Magic spell slot to regain a number of uses of Celestial Light equal to the level of your Pact Magic spell slots.

Celestial Fortitude

10th-level Exalted Patron feature
Your divine presence fortifies you and your allies.
Each time you finish a short or long rest you gain
temporary hit points equal to your Warlock level
+ your Intelligence modifier. You can also choose
up to five creatures who completed the short or long
rest with you to also gain temporary hit points equal
to half your Warlock level + your Intelligence modifier.

Blinding Defiance

14th-level Exalted Patron feature
The heavenly power infused into your Pact allows you to
resist death. When you make a death saving throw, you can choose to instantly return to life with half your maximum hit points, stand up, and unleash a burst of radiant light.

When you do, creatures of your choice within 30 feet must make a Constitution saving throw against your Spell save DC. On a failed save, creatures take 8d6 radiant damage and are blinded until the end of your current turn. On a success, they take half as much radiant damage and are not blinded.

Once you use this feature to return to life you must finish a long rest before you can use it again.

The Noble Genie

You have formed a Pact with a Noble Genie, one of the rulers of the elemental planes. Only the most powerful genies from among the Dao, Djinn, Efretti, and Marid, can rise to heights of power possessed by a Noble Genie. Masters of elemental forces, these entities have magical abilities that rival those of lesser gods, and can alter reality with the wishes they grant.

Select the kind of your Noble Genie from the table below. Each genie is associated with an Element and Damage Type:

Noble Genie Element Damage
Dao Earth Bludgeoning
Djinn Air Thunder
Efreeti Fire Fire
Marid Water Cold

       Genie's Vessel

  2nd-level Noble Genie Patron feature
Your Patron has given you a mystical Vessel as a sign of your Pact. This Vessel is a Tiny object that appears as a container of your choice. Your Vessel can be used as a Trinket for one of your Eldritch Invocations, and if it is lost, it reappears next to your person at the end of your next short or long rest.

Within this Vessel is an extradimensional space the size of a 20-foot cube. As an action, you can put a Medium or smaller object inside this space by holding it to your Vessel's opening.

While you are holding your Vessel you can use an action to enter it. You can remain inside for a number of hours equal to half your Warlock level, but you can leave it early as an action, appearing in the unoccupied space closest to it.

Noble Magic

2nd-level Noble Genie Patron feature
Your Patron has infused your magic with its power. You can choose for your Eldritch Blast to deal damage of your Noble Genie's type equal to 1d10 + your Intelligence modifier.

You also learn the following Patron Spells at the Warlock levels below. All Warlocks learn the spells in the Genie Spells column, along with the spells of their Noble Genie's type.

When you gain a Warlock level you can replace one of the Genie Spells with either an illusion or transmutation spell of the same level from the Sorcerer or Warlock spell list.

Warlock Level Genie Spells Dao Spells Djinn Spells Efreeti Spells Marid Spells
2nd sleep sanctuary thunderwave burning hands fog cloud
3rd enlarge/reduce spike growth gust of wind scorching ray misty step
5th fly meld into stone gaseous form fireball tidal wave XGE
7th polymorph LL stone shape greater invisibility fire shield watery sphere XGE
9th arcane hand wall of stone seeming flame strike cone of cold

Ethereal Nature

6th-level Noble Genie Patron feature
Your elemental magics have begun to physically change you. You gain resistance to the damage type of your Noble Genie.

Also, once per turn when you deal the damage type of your Noble Genie to a creature with Eldritch Blast, you can force it to make a Charisma saving throw against your Spell save DC. On a failed save, you instantly switch places with the target.

Mystical Sanctuary

10th-level Noble Genie Patron feature
When you enter your Vessel, you can bring up to five willing creatures you can see within 30 feet into the Vessel with you. Any creature within your Vessel gains the benefits of a short rest after only 10 minutes of resting, instead of 1 hour.

As an action, you can eject one or more creatures from the Vessel. Other creatures can only remain inside the Vessel for up to 1 hour, at which point they are instantly ejected.

Limited Wish

14th-level Noble Genie Patron feature
You can draw out the full power of your Pact to alter reality. As an action, you can use your Vessel to cast one spell of your choice of 6th-level or lower from any spell list. It must have a casting time of one action or bonus action, but the magic of your Vessel takes the place of any material component.

Once you do so, you cannot access the extradimensional space within your Vessel until the end of your next long rest, as its power has been spent. Once you use this feature you must finish three long rests before you can use it again.

The Undying

You have entered into a Pact with a formerly mortal creature who has found a way to cheat death. Only the most powerful undead can become Undying Patrons: powerful liches, dread vampire lords, death knights, and sinister spirits of undeath.

Necrotic Husk

2nd-level Undying Patron feature
As a bonus action, you can infuse your flesh with the power of undeath, decaying into the Necrotic Husk of your living body. While you are transformed you gain the benefits below:

  • When you transform you gain temporary hit points equal to your Warlock level + your Intelligence modifier.
  • Your physical appearance becomes terrifying to look upon.
  • You are immune to the frightened condition.
  • You are resistant to bludgeoning, piercing, and slashing damage from non-magical and non-silvered weapons.

This transformation lasts for 1 minute, but it ends early if you use a bonus action to revert to your normal form. Once you transform in this way you must finish a short or long rest before you can transform again. When you have no uses left you can expend a Pact Magic spell slot to transform again.

Living, Dead, Undead, and Undying

The Undying here is meant to fill the role of both The Undying from the Sword Coast Adventurer's Guide and The Undead from Van Richten's Guide to Ravenloft as they are thematically the same.

Touch of the Grave

2nd-level Undying Patron feature
The magic infused in you by your Pact makes you appear to other undead as one of their own. Undead of a CR equal to your Warlock level or lower are not hostile toward you until you say or do something hostile to them, such as attacking them, forcing a saving throw, or threatening them.

For example, you could walk among a group of zombies and they would not attack you until you attacked them first.

Undying Magic

2nd-level Undying Patron feature
Your Patron infuses your magic with the unnatural power of undeath. Whenever you would fire a beam of Eldritch Blast, you can instead force a creature within that range to make a Charisma saving throw. On a failed save, the creature takes necrotic damage equal to 1d8 + your Intelligence modifier.

You also learn the following Patron Spells at the Warlock levels below. When you gain a Warlock level you can replace a Patron Spell with a necromancy or transmutation spell of the same level from the Sorcerer or Warlock spell list.

Warlock Level Spells
2nd false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th phantom steed, vampiric touch
7th blight, death ward
9th contagion, insect plague

Lifedrinker

6th-level Undying Patron feature
The unnatural power you wield allows you to feed on the life of others. Once per turn when you deal necrotic damage with your Eldritch Blast to a creature that is not undead, you gain temporary hit points equal to half the damage dealt.

If you are in your Necrotic Husk form you can add these temporary hit points to any temporary hit points you have.

Unsettling Visage

6th-level Undying Patron feature
When you force a creature within 30 feet that can see you to make a saving throw to resist being frightened while you are in your Necrotic Husk form, it has disadvantage on its roll.

Unnatural Resilience

10th-level Undying Patron feature
Your mortal life has been fortified by unnatural magic. You are resistant to necrotic damage, and when you are in your Necrotic Husk form you are immune to necrotic damage.

Also, when you have temporary hit points, you are resistant to non-magical bludgeoning, piercing, and slashing damage.

Unending Life

14th-level Undying Patron feature
The power you wield makes you nearly impossible to kill. You can cast the death ward spell targeting only yourself, without expending a Pact Magic spell slot. Once you cast death ward in this way, you can't do so again until you finish a long rest.

Moreover, if you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you regain hit points equal to your Intelligence modifier (minimum of 1).

The Alternate

Warlock

Become the master of occult lore you were meant to be! Includes new and revised Spells, Invocations, Familiars, and Otherworldly Patrons.

Version 2.2.0 - Created by /u/laserllama

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