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 so long as he
worked toward the entity's goals.
The tiefling agreed and the light
of the moon reappeared as he
was filled with eldritch power.

The massive goliath finished
carving an eldritch idol from the
bones of the guardian beast he had slain. The elder
guardian had steeped in the magic of this jungle for
years. Its bones would make the perfect vessel for the
magicks he had discovered within its temple.

As the cultists of a rival demon lord circled him,
the dark warrior held out his open hand and conjured
an axe made of clear blue ice. Despite his thin frame,
he 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, his axe melted away.

The characters above are all examples of the occult
mages known as Warlocks. By gathering dark secrets
and sinister magicks these scholars open themselves
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 Eldritch Invocations come from a different occult tradition? Or, is their esoteric magick 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 of 13 in Intelligence, Wisdom, or Charisma to take a level in Warlock, or to take a level in another class if you are a Warlock. It must also be your Pact Spellcasting Ability.

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, along with the equipment granted to you 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

Quick Build

You can make a Warlock quickly by using these suggestions: First, make Intelligence, Wisdom, or Charisma your highest ability score, followed by Constitution. 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 bound fragments of occult power known as Eldritch Invocations to Trinkets, tiny objects reminiscent of the power bound within them. If a Trinket is lost or destroyed, it reforms on your person at the end of your next short or long rest.

Your Trinkets and Eldritch Invocations use the rules below:

Invocations Known

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

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

Eldritch Spellcasting

Through occult scholarship, dark bargains, or an unnatural intuition, Warlocks access power through Pacts with eldritch sources. Choose Intelligence, Wisdom, or Charisma to be the spellcasting ability for your Invocation features and spells.

You use this Pact Ability whenever one of your Invocations or spells refers to your spellcasting ability, whenever you set a saving throw DC, or when you make a spell attack roll.

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

Spell attack modifier = your proficiency bonus
+ your Pact modifier

Eldritch Blast

You can unleash the raw power of your Eldritch Invocations as beams of pure 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 Pact modifier.

Otherworldly Patron

You have rediscovered, contacted, or forged a bargain with an eldritch entity. At 2nd level, choose your Otherworldly Patron that you have entered into a Pact with from the following list: The Archfey, Ancient Wyrm, Fiend, or Great Old One.

Included at the end of this class are Otherworldly Patrons inspired by the official Warlock Patrons: 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 Pact
    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. This table also shows the level of those slots; 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 whenever 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, know three 1st-level spells of your choice from the Warlock Spell List, found at the end of this class. The Spells Known column of the Warlock table shows when you learn additional Warlock spells of your choice of 1st-level or higher. Spells you learn must be of a level equal to, or lower than, your Slot Level on the Warlock table. For example, at 3rd level, you learn a Warlock spell of 1st or 2nd 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

You can channel the eldritch power of
your Patron into a Pact Focus reminiscent
of their true nature. At 3rd level, you gain a
Pact Focus, chosen from the options here:

Eldritch Blade

You can focus your Patron's power into
a sinister weapon. As a bonus action,
you can conjure an Eldritch Blade in
an empty hand. Each time you do, it
takes the form of a melee weapon of
your choice with these special benefits:

  • It can be used as a Trinket for one Eldritch Invocation.
  • You can use your Pact modifier, in place of your Strength or Dexterity, for attack and damage rolls with this weapon.
  • You are proficient with this weapon if you weren't already.
  • Attacks with this weapon deal the same type of damage as your Eldritch Blast, but do not apply its other effects.

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.
You learn find familiar and can cast it as a ritual, but it does not count against your number of Spells Known. When you cast find familiar it gains the following special benefits:

Eldritch Forms. Your Familiar can also take the form of one of the Eldritch Familiars at the end of this class.

Combat. The 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. It can move and use its reaction on its own, 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.

Spellcasting. Whenever you cast a spell or use Eldritch Blast, you can choose for the spell, or any number of beams, to originate from the Familiar if you are within 60 feet of it.

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:

  • Your total number of Invocations Known increases by 1. This bonus Invocation must be chosen from those without prerequisites, and your Tome serves as its Trinket. At the end of each long rest, you can replace this Invocation with another Invocation of your choice with no prerequisites.
  • 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
    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

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

You have begun to unlock strange and terrifying power in the form of an Elder Arcanum. At 11th level, you gain one Elder Arcanum from the list at the end of this class. You can learn an Arcanum at the same time you meet its prerequisites, and once learned, an Arcanum cannot be unlearned or replaced.

You unlock one additional Elder Arcanum of your choice when you reach 13th, 15th, and 17th level in this class.

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 to best represent the entity that is the source of your strange and sinister eldritch power:

   
Archfey Fiend
Ancient Wyrm 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 its whimsical fey power. You can choose for your Eldritch Blast beams to deal psychic damage equal to 1d10 + your Pact modifier on hit.

You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:

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 beguile foes with fey magic. 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 charmed or frightened by you
(your choice) for 10 minutes. The effect ends if the
creature takes damage, or if you or your allies
attack it or force it to make a saving throw.

You can use this feature once in between
each short or long rest at no cost. When
you have no uses, you can expend one
of your Pact Magic spell slots to use
it an additional time.

Beguiling Blast

6th-level Archfey Patron feature
Your magic clouds the minds of
your foes. When 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.
Any creature immune to the
charmed condition is also
immune to this effect.

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
You are immune to the charmed condition, and if a creature attempts to charm you, you can use your reaction to force it to make a Wisdom saving throw against your Spell save DC. On a failed save, it suffers the effect of Fey Presence. If it 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
Your fey magic overwhelms even the strongest minds. Your Warlock spells and features ignore immunity to the charmed condition. However, these creatures have advantage on their saving throws to resist being charmed by you.

Also, whenever a creature fails its saving throw against Fey Presence, you can plunge it into an illusory realm of emotion, but this enhanced effect requires your concentration. For the duration, the target can see and hear only itself, you, and this illusory reality of your creation. Each time it takes damage, it can repeat its Wisdom saving throw, ending this effect on a success. Once a creature succeeds on this saving throw it is immune to this effect for 24 hours.

The
Ancient Wyrm

Inherently arcane beings with
incredibly long lifespans, great
dragons hoard not only wealth,
but powerful servants and slaves
as well. Kind and terrible, good
and evil, benevolent and malicious,
elder dragons of every disposition
have motivations that are beyond
the comprehension of most mortal
beings, and make for dire Patrons.

Draconic Spark

2nd-level Ancient Wyrm Patron feature
Your Patron has infused you with a gift,
a portion of its raw elemental power in the
form of a Draconic Spark. Elder dragons
can impart any element, but they usually
bestow the element that matches that of
their breath weapon. Choose acid, cold,
fire, lightning, or poison to be the type
of your Draconic Spark. Once chosen,
it cannot be changed.

You gain resistance to the damage type of your Draconic Spark, and whenever you cast a Warlock spell or Cantrip, you can change its damage type to that of your Draconic Spark.

Finally, your Draconic Spark imbues you with the ability to speak, read, and write Draconic, the language of your Patron.

Wyrm Magic

2nd-level Ancient Wyrm Patron feature
Your Patron infuses your magic with draconic power. You
can choose for your Eldritch Blast beams to deal Draconic Spark damage equal to 1d10 + your Pact modifier on hit.

You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced.

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

Draconic Blast

6th-level Ancient Wyrm Patron feature
Whenever you use Eldritch Blast, you can choose to exhale a blast of elemental energy from your mouth in a 15-foot cone in place of any number of Eldrtich Blast Beams. Creatures in that area must succeed on a Dexterity saving throw against your Spell save DC. On a failed save, they suffer the effects of one beam of Eldritch Blast, including damage. Damage dealt by this breath weapon is always Draconic Spark damage.

Also, whenever you deal your Draconic Spark damage type with a Warlock spell or with your Eldritch Blast you can treat
    a roll of 1 or 2 on any of the damage dice 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 learn the Beguiling Influence Invocation. It does not count against your number of Invocations Known, and it cannot be replaced. If you already know this Invocation, you gain another Eldritch Invocation of your choice.

Dragon 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, which sprout from your back. While these wings are manifested, you have a flying speed equal to your walking speed.

When you manifest these wings, they destroy any armor
or clothing that isn't designed to accommodate your wings.

Ancient Blast

14th-level Ancient Wyrm Patron feature
The full power of your Patron's Draconic Spark is realized. When you use Draconic Blast, you can choose for it to be a 25-foot cone or a 50-foot line.

Finally, whenever you use Draconic Blast, you can expend one of your Pact Magic spell slots to empower that blast. On a failed save, targets take additional Draconic Spark damage equal to 1d10 per level of your Pact Magic spell slot, and they take half as much damage on a successful saving throw.

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.

Fiendish Magic

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

You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:

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 *

Dark Vitality

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 Pact modifier.

You can also use this feature as a reaction when a hostile creature within 10 feet of you is reduced to 0 hit points.

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 or gain temporary hit points until the start
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. Desires of Great Old Ones are incomprehensible to mortals, and true knowledge of the vast alien intelligence of your Patron would rend your mind and plunge what is left of your consciousness into madness.

Aberrant Magic

2nd-level Great Old One Patron feature
Your Patron infuses your magic with alien power. Whenever you fire a beam with Eldritch Blast, you can instead force a creature in range to make an Intelligence saving throw or take psychic damage equal to 1d10 + your Pact modifier.

You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:

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

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.

Mental Lance

6th-level Great Old One Patron feature
Once per turn when you deal psychic damage to a creature with Eldritch Blast, you scour the target's mind so it cannot 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 it misses, you can target your 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 Pact 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
Your thoughts cannot be read by telepathy or any other magic or psionic means unless you allow them to. Also, whenever you succeed on an Intelligence or Wisdom saving throw, you can deal psychic damage equal to your Warlock level to the creature that forced you to make the saving throw.

Create Thrall

14th-level Great Old One Patron feature
As an action, you can touch one incapacitated humanoid and flood them with the mind-shattering influence of your Patron, turning it into your 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 would
              cause it immediate harm.

     It remains your Thrall until it dies or it is released from this effect by a remove curse spell or another spell of similar power. You can only have one Thrall under your control, and
         creating a second Thrall releases any previous Thralls
                                                              from the effects of your
                                                                           alien influence.

Eldritch Invocations

Below is the list of Eldritch Invocations available to Warlocks. If an Eldritch Invocation has a prerequisite, like a Warlock level or a specific 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 shadow. So long as you are not wearing armor or wielding a shield, these shadows grant you an Armor Class equal to 13 + your Pact modifier (minimum of +0).

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. You gain proficiency in two of the following skills: Deception, Insight, Intimidation, or Persuasion.

Whenever you make an ability check with the skills from this Invocation, you can add your Pact modifier to your roll
in place of the normal ability score associated with the skill.

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.

Infernal 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.

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 Pact modifier (minimum of 1 hit point).

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 shape otherworldly shadow into an illusory image of an object, creature, or a visible phenomenon that is no larger than a 15-foot cube in a spot you can see within 60 feet of. This image is purely visual; it cannot be accompanied by sound, smell, or other effects. It lasts for 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 conjure (or dispel) a swarm of infernal flies that surround you in a 5-foot radius. Creatures of your choice that start their turn in this area take piercing damage equal to your Pact modifier (minimum of 0).

The flies grant you advantage on Charisma (Intimidation) checks, but disadvantage on all other Charisma checks.

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 hit a creature with Eldritch Blast you can pull it up to 10 feet toward you in a line. The total distance you move a creature in one turn is halved for each size it is above Large.

Eldritch Forced Movement

A number of Invocations modify your Eldritch Blast so that you can move creatures against their will.

When a creature is larger than Large, this forced movement is halved. If you hit such a creature with multiple beams from Eldritch Blast in one turn, add the total forced movement distance together, then halve the total to determine how far you move it.

Lance of Lethargy

Prerequisite: 3rd-level Warlock
Whenever you damage a creature with Eldritch Blast you can halve its speed until the beginning of your next turn. You can only apply this effect to a creature once per turn.

Repelling Blast

Prerequisite: 3rd-level Warlock
When you hit a creature with Eldritch Blast you can push it up to 10 feet away from you in a line. The total distance you move a target in a turn is halved for each size above Large.

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. You must concentrate on this feature to maintain the curse.

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 add additional rituals to your Eldritch Tome, so long as the spell is equal to your Pact Magic spell slot level or lower. To do so, you perform a 1-hour ritual where you burn a scroll detailing the ritual spell, and 50 gold worth of material pleasing to your Patron per level of the spell. The ritual then appears in your Tome, and can only be cast as a ritual.

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 in place of Cleric level and use your 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 Pact modifier (minimum of 1 damage).

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
You can make two attacks with your Eldritch Blade, instead of one, whenever you take the Attack action. Moreover, if you use your action to cast a Warlock spell or use Eldritch Blast, you can make one Eldritch Blade attack as a bonus action.

Tomb of Frost

Prerequisite: 5th-level Warlock
Whenever you take damage, you can use your reaction to instantaneously encase yourself in a crystal of ice. This ice has a number of hit points equal to ten times your Warlock level and an Armor Class of 10. The ice takes as much of the triggering damage as possible. You are incapacitated and restrained while the ice lasts, but you cannot be targeted and are immune to all damage. At the beginning of your turn, you can cause any remaining ice to melt, ending this effect.

You can use this Invocation once between each short or long rest at no cost. When you have no uses remaining, you
      can expend a Pact Magic spell slot to use it again.

Vitality of the Ageless

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 the maximum possible 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 so, 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.

Enspelled Blade

Prerequisite: 7th-level Warlock, Eldritch Blade
You channel your eldritch magicks through your Pact Blade. Whenever you hit a creature with an Eldritch Blade attack, it applies all the additional effects of your Eldritch Blast from Invocations and your Patron, other than its damage, on hit.

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.

Favored Servant

Prerequisite: 7th-level Warlock
Your Patron has granted you a great gift. Once between each long rest, can cast one of your Patron Spells at a level equal to your Pact Magic spell slots without expending a spell slot.

You can learn this Invocation multiple times, but it cannot be used to cast the same Patron Spell more than once.

Otherworldly Nature

Prerequisite: 7th-level Warlock
Your very being is suffused with eldritch magic. You no longer need to eat, breathe, or sleep. However, 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.

Whispers of the Grave

Prerequisite: 7th-level Warlock
You learn the speak with dead spell, and you can cast the spell at will, without expending a Pact Magic spell slot.

Commune with Patron

Prerequisite: 9th-level Warlock
Your Pact advances, allowing you to communicate directly with your Patron. You learn the contact other plane spell.

Once between each long rest you can cast contact other plane without expending a spell slot to contact your Patron, and you automatically succeed on the spell's saving throw.

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.

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 LL
mage hand
magic stone *
mind sliver **
minor illusion
otherworldly grasp LL
poison spray LL
prestidigitation
sword burst LL
tempestuous blade 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
jump LL
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
mystic spear LL
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
hunger of hadar LL

3rd-Level (Cont.)

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

4th-Level

accursed touch LL
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 *

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

Prerequisite: 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 polymorph LL, 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 **
Draconic summon draconic spirit **
Faerie summon fey **
Infernal summon fiend **

    The transformation lasts for 1 minute, or until the Eldritch 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 *
investiture of ice *
investiture of stone *
investiture of wind *
mass suggestion
mental prison
otherworldly guise **
scatter *
soul cage *
summon fiend **
true seeing

Occult Scholar

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

Once between each long rest when you perform this ritual, you can forgo replacing your Spells Known to instead replace one Eldritch Invocation you know with another Invocation of
    your choice for which you meet the prerequisites.

Occult Warrior

Prerequisite: 11th-level Warlock, Eldritch Blade
Your Eldritch Blade has been empowered by ancient sinister magicks. Whenever you hit with an Eldritch Blade attack you deal a bonus 1d10 damage of the type as Eldritch Blast.

Also, after you hit a creature with an Eldritch Blade attack, it has disadvantage on the first saving throw that you force it to make before the end of your next turn.

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 LL
mirage arcane
plane shift
power word pain *
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.

In addition, when you take the Attack action and only make attacks with your Eldritch Blade, you can make an additional attack with your Eldritch Blade as part of that Attack 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. You can cast it without expending a spell slot or material components when you target an aberration, celestial, elemental, fey, or fiend.

Once a creature succeeds on its saving throw against this spell it is immune to the effects of hold monster until the next dawn, unless you expend a Pact Magic spell slot to cast it.

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 disappear. Choose up to 5 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 *
maze
power word stun *
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 Pact modifier to your roll.

As an action, you unleash an explosion of power from your Eldritch Blade. Creatures of your choice within 30 feet must succeed on a Dexterity saving throw or take 10d6 damage of the same type as Eldritch Blast and falls prone. On a
success, they take half damage and don't fall prone.

You can use this action once per long rest at no
cost, but you can expend a Pact Magic spell
slot to use it again.

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 *
true polymorph
weird LL

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. One in between each long rest, you can cast dominate
     monster without expending a spell slot.

        If you target a creature that is under the effect of your
                 hold monster spell with dominate monster, it auto-
                       -matically fails its saving throw against your
                         dominate monster spell, but the effects of
                             your hold monster spell instantly end.

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 its Warlock.

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

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.

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 +PB psychic damage and subtract 1d4 from the first d20 roll it makes before the start 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 its Warlock.

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 it is conjured, the Familiar's Warlock chooses acid, cold, fire, poison, or lightning to be its Draconic Essence type. This choice 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 Elvish, Sylvan, understands its Warlock.

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

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.

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

Actions

Invisibility. The Familiar magically turns invisible until it attacks or forces a creature to make an ability check or saving throw. Equipment it is wearing or carrying turns invisible with it. The Familiar must concentrate on this effect as if it were concentrating on a spell.

Sting. Melee Weapon Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 +3 +PB piercing damage. The Familiar also learns the target's current emotional state and its 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)

  • Condition Immunities Poisoned
  • Damage Resistances Cold, Fire, Poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Infernal, understands its Warlock.

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.

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.

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. The target must succeed on a Constitution saving throw or it is 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 its speed. Its equipment is not transformed, and it reverts to its true form if it dies.

Additional
Otherworldly 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 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 Pact modifier.

You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:

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

Grasp of the Deep

2nd-level Deep One Patron feature
You can call forth a tendril of your Patron. As a bonus action, you can conjure a spectral Tentacle in an unoccupied space you can see within 30 feet, which uses the rules below:

Combat. As a bonus action, including the bonus action you used to conjure it, you can move a Tentacle up to 30 feet and use it to make a melee spell attack against a target within 10 feet. On hit, it deals 1d8 cold damage, and if the target was Large or smaller, you can grapple it with the Tentacle.

Grappling. A grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Warlock Spell save DC, ending the grapple on a success. If you move the Tentacle while it has a target grappled, it can only be moved up to 15 feet (as its movement is halved).

Duration. This spectral Tentacle remains for 1 minute. It disappears early if you use a bonus action to dismiss it, or if you conjure another Tentacle.

Uses. You can use this feature a number of times equal to your Pact modifier, and you regain all of your expended uses when you finish a long rest. If you have no uses left, you can expend a Pact Magic spell slot to conjure another Tentacle.

Scion of the Deep

2nd-level Deep One Patron feature
Your Pact with the depths has altered your physiology. You learn the Gift of the Deep Ones Eldritch Invocation. It does not count against your number of Invocations Known, and
it cannot be replaced with another Invocation.

If you already know Gift of the Deep Ones, you learn another Eldritch Invocation of your choice.

Oceanic Grasp

6th-level Deep One Patron feature
Your oceanic magic freezes your foes down to their bones. Whenever you deal cold damage with Eldritch Blast, your Tentacles, or with a Warlock spell of 1st-level or higher, its speed is halved until the start of your next turn.

This effect does not stack with Lance of Lethargy.

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 submerged in water any other creature that is
also submerged in water can understand your
speech, and you can understand its speech as
if you both shared a language in common.

Greater Tentacles

10th-level Deep One Patron feature
You can summon more of your Oceanic Patron's
presence. When you cast eldritch tentacles LL, your concentration cannot be broken by taking damage.

Also, when you conjure a Tentacle with Grasp of the
Deep, it is improved in the following ways:

  • It can grapple targets that are Huge or smaller, and
    it can move up to 30 feet while grappling a target
    that is Medium or smaller.
  • It deals an additional 1d8 cold damage on hit.
  • Creatures grappled by the Tentacle have disadvantage
    on saving throws to resist Warlock spells cast by you.

Unleash the Depths

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

As an action, including the action you used to conjure the Tentacles, you can make one spell attack with each Tentacle against a target within 10 feet of it. If a target is grappled by more than one Tentacle it is restrained. A restrained target can escape from all Tentacles with a single ability 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 Pact modifier.

You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:

Warlock Level Spells
2nd hex, inflict wounds
3rd blur, shadow blade *
5th fear, haste
7th freedom of movement,
phantasmal killer
9th dream, negative energy flood *

Fell Curse

2nd-level Darklord Patron feature
You sinister Patron empowers your magic. Whenever you cast the hex spell it gains the following additional benefits:

  • Your concentration cannot be broken by taking damage.
  • Your attack rolls against the target of your hex spell score a critical hit on a roll of 19 or 20 on the d20.
  • If the target of your hex is reduced to 0 hit points, you can instantly end your hex to gain temporary hit points equal to your Warlock level + your Pact modifier.
  • Once per long rest you can cast hex at the level of your Pact Magic spell slots without expending a spell slot.

Shadow Warrior

2nd-level Darklord Patron feature
You gain the Armor of Shadows Eldritch Invocation. It does not count against your number of Invocations Known, but it cannot be replaced with another Eldritch Invocation.

If you already know this Eldritch Invocation, then you learn another Invocation of your choice.

Living Shadow

6th-level Darklord Patron feature
As an action, you can expend a Pact Magic spell slot to bring your shadow to life with dark magic. It uses the Shadow stat block from the Monster Manual, but its maximum hit points increase by your Warlock level and it uses your Warlock spell attack modifier for its attack rolls.

In combat, it acts during your turn. The Shadow can move and use its reaction on its own, but it will only take the Dodge action unless you use your bonus action to order it to take an action in its stat block or another action.

Your Shadow remains animated for 1 minute. It returns to you as a normal shadow after this time, or sooner if it is slain
    or if you use a bonus action to end this effect.

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
Your sinister Patron enhances the power of your signature curse. Your hex spell improves in the following ways:

  • The spell no longer requires your concentration, but you can only have one instance of hex active at one time.
  • Whenever time the target of your hex damages you, you reduce it by your Pact modifier (minimum of 1).
  • Your Shadow shares all the benefits from your hex spell.
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.

The Exalted

You have entered a Pact with a powerful Celestial native
to the upper planes. Whether your Patron sought you 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 Pact modifier.

You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:

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 **

Radiant Conduit

6th-level Exalted Patron feature
Your increased devotion to your Pact allows you to draw upon greater amounts of holy power. You gain resistance to radiant damage, and when you use Celestial Light, you can expend multiple uses (up to your Pact modifier) at one time to restore 1d10 hit points to your target for each use expended.

In addition, you can expend one of your Pact Magic spell slots as a bonus action to regain expended uses of Celestial Light equal to the level of that Pact Magic spell slot.

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 Pact modifier.

You can also choose up to five creatures who completed the short or long rest with you to gain temporary hit points equal to half your Warlock level + your Pact modifier.

Blinding Defiance

14th-level Exalted Patron feature
The heavenly power infused in you through 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. If you have no uses left, you can expend a Pact Magic spell slot to 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 your type of 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 you 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 Element type equal to 1d10 + your Pact modifier.

You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced.

The first spell is shared by Warlocks of every Noble Genie. Genie Spells are determined by the type of Noble Genie you entered a Pact with, and are shown on the lower table:

Warlock Level Spells
2nd sleep, genie spell
3rd enlarge/reduce *, genie spell
5th fly, genie spell
7th polymorph LL, genie spell
9th arcane hand, genie spell

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 within 30 feet with you. They remain in the Vessel for 1 hour, but are expelled early if you leave the Vessel, or if you use your action to expel them from the Vessel.

Creatures within your Vessel gain the benefits of a short rest after 10 minutes of light activity, instead of 1 hour.

Limited Wish

14th-level Noble Genie Patron feature
You can call on your Patron to alter reality. As an action, you can use your Vessel to cast a spell of your choice of 6th-level or lower from any spell list, so long as it has a casting time of one action or bonus action. You do not need to expend a spell slot, and your Vessel replaces all material components.

Once you use this feature you must finish three long rests before you can use it again.

Warlock Level Dao Spells Djinn Spells Efreeti Spells Marid Spells
2nd sanctuary thunderwave burning hands torrent LL
3rd spike growth gust of wind scorching ray misty step
5th meld into stone gaseous form fireball tidal wave *
7th stone shape greater invisibility fire shield watery sphere *
9th wall of stone seeming flame strike cone of cold

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.

Undying Magic

2nd-level Undying Patron feature
Your Patron infuses your magic with undead power. You can choose for your Eldritch Blast to deal necrotic damage equal to 1d10 + your Pact modifier.

You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:

Warlock Level Spells
2nd cause fear *, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th fear, phantom steed
7th blight, death ward
9th antilife shell, contagion

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 Pact modifier (minimum of 1).
  • You are immune to the frightened condition.
  • Once per turn when you hit a creature with an attack, you can force it to make a Wisdom saving throw against your Warlock Spell save DC. On a failed save, the creature is frightened of you until the start of your next turn.

This transformation lasts for 1 minute, but you can end it early as a bonus action. Once you transform, you must finish a short or long rest before you can do so again. If you have no use left, you can expend a Pact Magic spell slot to transform.

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 toward them.

Lifedrinker

6th-level Undying Patron feature
Your Pact allows you to feed on the vitality of the living. Once per turn when you deal necrotic damage to a creature that is not construct or undead, you gain temporary hit points equal to half the necrotic damage dealt.

In Necrotic Husk form, you can add these to the temporary hit points from Necrotic Husk, but your temporary hit points cannot exceed your Warlock level + your Pact modifier.

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 form has been fortified by the unnatural magic of your vile Patron. You gain resistance to necrotic damage.

In your Necrotic Husk form you are immune to necrotic damage, and resistant to bludgeoning, piercing, and slashing damage from non-magical and non-silvered attacks.

Unending Life

14th-level Undying Patron feature
If you are reduced to 0 hit points but not killed outright, you instead gain hit points equal to your level. Once you use this feature you must finish a long rest before you use it again.

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

The Alternate

Warlock

Become the Master of Occult Lore you were meant to be! Includes new and revised Eldritch Invocations, Familiars, and Otherworldly Patrons.

Version 3.0.0 - Created by /u/laserllama
Last Updated: October 31st, 2024

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