Revised UA 2024 Warlock

by Tatarius

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The Revised 5.24e Warlock
Level Prof. Bonus Features Cantrips Spells Prepared Pact Slots Slot Level Invocations
1st +2 Pact Magic, Eldritch Invocation 2 2 1 1st 1
2nd +2 Eldritch Invocations, Magical Cunning 2 3 2 1st 3
3rd +2 Warlock Subclass 2 4 2 2nd 3
4th +2 Ability Score Improvement 3 5 2 2nd 3
5th +3 Hex Master 3 6 2 3rd 5
6th +3 Subclass Feature 3 7 2 3rd 5
7th +3 Improved Magical Cunning 3 8 2 4th 6
8th +3 Ability Score Improvement 3 9 2 4th 6
9th +4 Contact Patron 3 10 2 5th 7
10th +4 Subclass Feature 4 10 2 5th 7
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 7
12th +4 Ability Score Improvement 4 11 3 5th 8
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 8
14th +5 Subclass Feature 4 12 3 5th 8
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 9
16th +5 Ability Score Improvement 4 13 3 5th 9
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 9
18th +6 Subclass Feature 4 14 4 5th 10
19th +6 Ability Score Improvement 4 15 4 5th 10
20th +6 Eldritch Master 4 15 4 5th 10

Class Features


  • As a Warlock, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from: Arcana, Deception, History,
  • Intimidation, Investigation, Nature, and Religion

Equipment


  • You start with the following equipment, in addition to the
  • equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers
  • Scale mail, any simple weapon
1st level: Eldritch Invocations

  • In your study of occult lore, you have unearthed Eldritch
  • Invocations, fragments of forbidden knowledge that
  • imbue you with an abiding magical ability or other
  • lessons. You gain one invocation of your choice, such as
  • Pact of the Blade or Pact of the Tome. Invocations are
  • described in the “Eldritch Invocation Options” section later
  • in this class’s description.

  • If an invocation has a prerequisite, you must meet it to
  • learn that invocation, and you can learn the invocation at
  • the same time that you meet its prerequisite. For
  • example, if an invocation requires you to be a Warlock of
  • level 5 or higher, you can select the invocation once you
  • reach level 5 in this class.

  • When you gain certain Warlock levels, you gain more
  • invocations of your choice, as shown in the Invocations
  • column of the Warlock table.

  • You can’t pick the same invocation more than once unless
  • an invocation’s description says otherwise.

1st level: Pact Magic

  • Through occult ceremony, you have formed a pact with a
  • mysterious entity to gain magical powers. The entity is a
  • voice in the shadows—its identity unclear—but its boon to
  • you is concrete: the ability to cast spells. See the Player’s
  • Handbook for rules on spellcasting. The information
  • below details how you use those rules as a Warlock.

  • Cantrips: You know two cantrips of your choice from the
  • Warlock spell list (see the “Warlock Spell List” sidebar).
  • Rather than choosing, you may start with Eldritch Blast
  • and Prestidigitation. Whenever you gain a Warlock level,
  • you can replace one of your cantrips from this feature
  • with another Warlock cantrip of your choice. Whenever
  • you deal damage with a Warlock Cantrip, you add your
  • Charisma Modifier, if any, to the damage.

  • When you reach levels 4 and 10 in this class, you learn
  • another Warlock cantrip of your choice, as shown in the
  • Cantrips column of the Warlock table.

  • Spell Slots: The Warlock table shows how many spell slots
  • you have to cast your Warlock spells of levels 1–5. The
  • table also shows the level of those slots, all of which are
  • the same level. To cast one of those spells, you must
  • expend a spell slot. You regain all expended Pact Magic
  • spell slots when you finish a Short Rest or Long Rest.

  • For example, when you’re a level 5 Warlock, you have two
  • level 3 spell slots. To cast the level 1 spell Witch Bolt, you
  • must spend one of those slots, and you cast it as a level 3
  • spell.

  • Prepared Spells of Level 1+: You prepare the list
  • of spells of level 1 and higher that are available for you to
  • cast with this feature. To start, choose two level 1 spells
  • from the Warlock spell list. Rather than choosing, you may
  • start with Charm Person and Hex.

  • The number of spells on your list increases as you gain
  • Warlock levels, as shown in the Prepared Spells column of
  • the Warlock table. Whenever that number increases,
  • choose additional spells from the Warlock spell list until
  • the number of spells on your list matches the number on
  • the table. The chosen spells must be of a level no higher
  • than what’s shown in the table’s Slot Level column for
  • your level. When you reach level 6, for example, you learn
  • a new Warlock spell, which can be of level 1–3.

  • If another Warlock feature gives spells that you always
  • have prepared, those spells don’t count against the
  • number of spells on the list you prepare with this feature,
  • but those spells otherwise follow the rules in this feature.

  • Changing Your Prepared Spells: Whenever you gain a
  • Warlock level, you can replace one spell on your list with
  • another Warlock spell of an eligible level.

  • Spellcasting Ability: Charisma is the spellcasting ability
  • for the spells you cast with your Warlock features.

  • Spellcasting Focus: You can use an Arcane Focus as a
  • Spellcasting Focus for the spells you cast with your
  • Warlock features.

2nd level: Magical Cunning

  • If all your Pact Magic spell slots are expended, you can
  • perform an esoteric rite for 1 minute, at the end of which
  • you regain half of those spell slots (round up). Once you
  • use this feature, you can’t do so again until you finish a
  • Long Rest.

Warlock Subclasses

Patron
Archfey
Celestial
Fiend
Great Old One

3rd level: Warlock Subclass

  • You gain a Warlock subclass of your choice: Archfey
  • Patron, Celestial Patron, Fiend Patron, or Great Old One
  • Patron. Subclasses are detailed after this class’s
  • description.

  • A subclass is a specialization that grants you special
  • features at certain Warlock levels. For the rest of your
  • career, you gain each of your subclass’s features that are
  • of your Warlock level and lower.
4th level: Ability Score Improvement

  • You gain the Ability Score Improvement feat or another
  • feat of your choice for which you qualify. As shown on the
  • Ranger table, you gain this feature again at levels 8, 12,
  • 16, and 19

5th level: Hex Master

  • When you cast Hex, you can target a group of people
  • within 15 feet of your target who are not behind total
  • cover. When you move the Hex, it moves them away from
  • all targets onto new targets.

  • The range of Hex becomes 150 feet, and once per turn
  • when you deal damage to a Hexed target, they take extra
  • damage equal to your Warlock level.

7th level: Improved Magical Cunning

  • You can now use your Magical Cunning twice per Long
  • Rest.

9th level: Contact Patron

  • In the past, you usually contacted your patron through
  • intermediaries. Now you can communicate directly; you
  • always have the Contact Other Plane spell prepared. With
  • this feature, you can cast the spell without expending a
  • spell slot to contact your patron, and you automatically
  • succeed on the spell’s saving throw.

  • Once you cast the spell with this feature, you can’t do so
  • again until you finish a Long Rest.
11th level: Mystic Arcanum

  • Your patron bestows on you a magical secret called an
  • arcanum. Choose one level 6 spell from the Warlock spell
  • list as this arcanum. You can cast your arcanum spell once
  • without expending a spell slot, and you must finish a Long
  • Rest before you can do so again.

  • As shown on the Warlock table, you gain another Warlock
  • spell of your choice that can be cast in this way when you
  • reach levels 13 (level 7 spell), 15 (level 8 spell), and 17
  • (level 9 spell). You regain all uses of your Mystic Arcanum
  • when you finish a Long Rest.

  • Whenever you gain a Warlock level, you can replace one
  • of your arcanum spells with another Warlock spell of the
  • same level.


20th level: Eldritch Master

  • When you use your Magical Cunning feature, you regain
  • all your expended Pact Magic spell slots.

  • When you use your Magical Cunning feature, you also
  • regain a 6th or 7th level Mystic Arcanum Spell back as
  • well.

  • In addition, when you finish a long rest, you may swap out
  • 1 of your Eldritch Invocations and 1 of your Mystic
  • Arcanum spell choices.

Warlock Exclusive Spells

Hex

  • 1st-Level Enchantment (Warlock)
  • Casting Time: Bonus Action
  • Range: 90 feet
  • Component: V
  • Duration: Concentration, up to 1 hour.

  • You cause a disruption in the target, causing the targets
  • actions to not go quite as planned. The target can't gain
  • advantage on Ability Checks while Hexed. Also the target
  • of Hex gains the following features. You may only have
  • one Hex active at once.

    Clumsy Strikes: The Hexed target Add 1d20 when attacking you, choosing the lowest when making attack rolls.
    Cursed Strikes: The Hexed Target's Attacks ignore Advantage against you.

  • When the Target dies you may immediately mark a new
  • target, either within 90 feet of yourself or within 15 feet of
  • the original target. This new Target becomes the original
  • target for the rest of the duration.

  • You may also as a Bonus action on a later turn during the
  • duration switch the target to a new creature.

  • At Higher Levels. When you cast this spell using higher
  • level spell slots you gain the following benefits, depending
  • on the spell slot used.

    2nd level or Higher: Duration Extends out to 8 hours and the Target subtracts 1d4 from Ability checks.
    3rd level or Higher: You gain Damage Mitigation equal to your Charisma modifier against the Hexed Target attacks and abilities.
    4th level or Higher: Duration Extends out to 24 hours and no longer requires concentration
    5th level or Higher: Each time the Hexed target would deal damage to you, they take 1/2 of the same damage, ignoring resistances and immunities..

Warlock Subclasses

Archfey Patron


  • Your pact draws on the power of the Feywild, the
  • mysterious realm of the Fey. When you choose this
  • subclass, you might make a deal with a single mighty
  • archfey, such as the Prince of Frost; the Queen of Air and
  • Darkness, ruler of the Gloaming Court; Titania of the
  • Summer Court; Oberon, the Green Lord; Hyrsam, the
  • Prince of Fools; or an ancient hag. Or you might call on a
  • wide spectrum of Fey, forging a complex web of favors
  • and debts. Your patron’s motivations are often
  • inscrutable, and sometimes whimsical, and might involve
  • a striving for greater magical power or the settling of age-
  • old grudges.

3rd level: Patron Spells

  • The magic of your otherworldly patron ensures you
  • always have certain spells ready; when you reach a
  • Warlock level specified in the Archfey Spells table, you
  • thereafter always have the listed spells prepared.

Patron Spells
Warlock Level Spells
3rd Faerie Fire, Entangle, Enlarge/Reduce, Misty Step, Phantasmal Force
5th Bestow Curse, Plant Growth
7th Dominate Beast, Greater Invisibility
9th Dominate Person, Seeming
3rd level: Steps of the Fey

  • Your patron bestows on you the ability to move between
  • the boundaries of the planes. You can cast Misty Step
  • without expending a spell slot a number of times equal to
  • your Charisma modifier (minimum of once), and you
  • regain all expended uses when you finish a Long Rest.

  • In addition, whenever you cast that spell, you can choose
  • one of the following additional effects:

    Refreshing Step: Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.
    Taunting Step: Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.
6th level: Misty Escape

  • You can vanish in a puff of mist in response to harm. You
  • can cast Misty Step as a Reaction in response to taking
  • damage.

  • In addition, the following effects are now among your
  • Steps of the Fey options:
    Disappearing Step: You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll or cast a spell.
    Dreadful Step: Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.
10th level: Beguiling Defense

  • Your patron teaches you how to guard your mind and
  • body. You are immune to the Charmed condition.

  • In addition, immediately after a creature you can see hits
  • you with an attack roll, you can use your Reaction to
  • reduce the damage you take by half (round down), and
  • you can force the attacker to make a Wisdom saving
  • throw against your spell save DC. On a failed save, the
  • attacker takes Psychic damage equal to the damage you
  • take.

  • Once you use this Reaction, you can’t use it again until
  • you finish a Long Rest unless you expend a spell slot
  • when you use it again.

14th level: Bewitching Magic

  • Your patron bestows on you the ability to weave your
  • magic with teleportation. Immediately after you cast an
  • Enchantment or Illusion spell using an action and a spell
  • slot, you can cast Misty Step as part of the same action
  • and without expending a spell slot.
18th level: Greater Steps of the Fey

  • When using your Steps of the Fey feature, you may
  • choose two options instead one.

  • In addition, you recover uses of Steps of the Fey when you
  • use your Magical Cunning as well as when you take a Long
  • Rest.

Celestial Patron


  • Your pact draws on the power of the Upper Planes, the
  • realms of everlasting bliss. You might enter an agreement
  • with an empyrean, a couatl, a sphinx, a unicorn, or some
  • similar entity associated with those realms. Or you might
  • call on numerous such beings as you pursue goals aligned
  • with theirs. Your pact allows you to experience the barest
  • touch of the holy light that illuminates the multiverse.
3rd level: Patron Spells

  • The magic of your otherworldly patron ensures you
  • always have certain spells ready; when you reach a
  • Warlock level specified in the Celestial Spells table, you
  • thereafter always have the listed spells prepared.

Patron Spells
Warlock Level Spells
3rd Light, Sacred Flame, Cure Wounds, Bless, Flaming Sphere, Lesser Restoration
5th Daylight, Revivify
7th Guardian of Faith, Wall of Fire
9th Mass Cure Wounds, Greater Restoration
3rd level: Healing Light

  • You gain the ability to channel celestial energy to heal
  • wounds. You have a pool of d6s that you spend to fuel
  • this healing. The number of dice in the pool equals 1 plus
  • your Warlock level.


  • As a Bonus Action, you can heal one creature that you can
  • see within 60 feet of yourself, spending dice from the
  • pool. The maximum number of dice you can spend at
  • once equals your Charisma modifier (minimum of one
  • die). Roll the dice you spend, and restore a number of Hit
  • Points equal to the roll’s total.

  • Your pool regains all expended dice when you finish a
  • Long Rest.
6th level: Aura of Light

  • Your link to your patron allows you to serve as a conduit
  • for radiant energy. You have Damage Mitigation to Fire
  • and Radiant damage equal to your half your Warlock level
  • plus Charisma modifier.

  • In addition, as a Bonus action, you can turn on an Aura of
  • Light, so long as you are not Incapacitated. You generate
  • 10 ft of Bright Light and another 10 ft of Dim Light from
  • yourself. When creatures of your choice starts their turns
  • or enters the Bright Light from Aura of Light for the first
  • time on a turn, they take damage equal to half your
  • Warlock level, rounded down, plus your Charisma
  • modifier. You may turn off the Aura of Light whenever
  • you want, no action required.
10th level: Celestial Resilience

  • You gain Temporary Hit Points whenever you use your
  • Magical Cunning feature or finish a Short Rest or Long
  • Rest. These Temporary Hit Points equal your Warlock level
  • plus your Charisma modifier. Additionally, choose up to
  • five creatures you can see at the end of the rest. Those
  • creatures each gain Temporary Hit Points equal to half
  • your Warlock level plus your Charisma modifier.

  • In addition, you have Resistance to Radiant and Fire
  • damage
14th level: Vanquished Vitality

  • Whenever you reduce a creature to 0 hit points in combat
  • with a spell or weapon attack, you may immediately do
  • one of the following:

    You may immediately cast Sacred Flame on a different creature, no action required, if they are within your Aura of Light. This cannot trigger Vanquished Vitality again.
    You may heal 1 other creature of your choice within your Aura of Light equal to 2d8 + your Charisma modifier, no action required.
18th level: Searing Vengeance

  • The radiant energy you channel allows you to resist
  • death. When you have to make a death saving throw at
  • the start of your turn, you can instead spring to your feet
  • with a burst of radiant energy. You regain Hit Points equal
  • to your Hit Point Maximum and then stand if you so
  • choose. Each creature of your choice that is within 30 feet
  • of you takes Radiant damage equal to 4d8 plus your
  • Charisma modifier, and each has the Blinded condition
  • until the end of the current turn.

  • Once you use this feature, you can’t use it again until you
  • finish a Long Rest.

Fiend Patron


  • Your pact draws on the power of the Lower Planes—the
  • homes of demons, devils, yugoloths, and other Fiends.
  • When you choose this subclass, you might forge a bargain
  • with a demon lord such as Demogorgon, Orcus, Fraz’Urb-
  • luu, or Baphomet; an archdevil such as Asmodeus,
  • Dispater, Mephistopheles, or Glasya; a pit fiend or balor
  • that is especially mighty; or an ultroloth or some other
  • lord of the yugoloths. Alternatively, you might call on a
  • varied array of Fiends without binding yourself to the
  • service of one. In any case, your patron’s aims are evil—
  • the corruption or destruction of all things, ultimately
  • including you—and your path will be defined by the
  • extent to which you strive against those aims.

3rd level: Patron Spells

  • The magic of your otherworldly patron ensures you
  • always have certain spells ready; when you reach a
  • Warlock level specified in the Fiend Spells table, you
  • thereafter always have the listed spells prepared.

Patron Spells
Warlock Level Spells
3rd Burning Hands, Command, Scorching Ray, Suggestion
5th Fireball, Stinking Cloud
7th Fire Shield, Wall of Fire
9th Rary's Telepathic Bond, Contagion
3rd level: Dark One's Blessing

  • When you reduce an enemy to 0 Hit Points, you gain
  • Temporary Hit Points equal to your Charisma modifier
  • plus your Warlock level (minimum of 1). You also gain this
  • benefit if someone else reduces an enemy within 10 feet
  • of you to 0 Hit Points.

6th level: Dark One's Own Luck

  • You can call on your fiendish patron to alter fate in your
  • favor. When you make an ability check or a saving throw,
  • you can use this feature to add a d10 to your roll. You can
  • do so after seeing the initial roll but before any of the
  • roll’s effects occur.

  • You can use this feature a number of times equal to your
  • Charisma modifier (minimum of once), but you can use it
  • no more than once per roll. You regain all uses when you
  • finish a Long Rest.

10th level: Fiendish Resilience

  • Channeling the preternatural resilience of Fiends, you can
  • choose one damage type, other than Force, whenever you
  • finish a Short Rest or Long Rest. You gain Resistance to
  • that damage type until you choose a different one with
  • this feature.

14th level: Hurl Through Hell

  • When you deal damage to a creature, you can try to
  • instantly transport it through the Lower Planes. Choose 1
  • target, the target must succeed on a Charisma saving
  • throw against your spell save DC. On a failed save the
  • target disappears and hurtles through a nightmarish
  • landscape and gains the Incapacitated condition until the
  • end of your next turn, then it returns to the space it
  • previously occupied or the nearest unoccupied space.
  • Regardless if the target makes their save, they take 10d10
  • Psychic damage immediately.

  • Once you use this feature, you can’t use it again until you
  • finish a Long Rest unless you expend a level 5 spell slot
  • when you use it again. You can use this feature only once
  • per turn.

18th level: Fiendish Gifts

  • Several Fiend Patron features upgrade, you are being
  • rewarded for your loyalty with the following features:
    Greater Fiendish Resilience: You may choose 1 additional resistance when choosing for Fiendish Resilience feature. In addition, once per Long Rest, you may use your Reaction to gain Immunity instead of Resistances from Fiendish Resilience until the end of your next turn.
    Reliable Dark One's Own Luck: When rolling the 1d10 from Dark One's Own Luck, you may roll it twice and keep the higher of the two.
    Greater Invocations: Gain 2 Warlock invocations of your choice. You may swap these two Invocation out when you finish a Long Rest.

Great Old One


  • Your pact is rooted in magic that is utterly foreign to the
  • fabric of reality. When you choose this subclass, you
  • might bind yourself to an ineffable being from the Far
  • Realm or an elder god known only in legend—a being
  • such as Ghaunadar, called That Which Lurks; Tharizdun,
  • the Chained God; Dendar, the Night Serpent; Zargon, the
  • Returner; Great Cthulhu; or some other unfathomable
  • and uncaring being. Or you might rely on eldritch lore
  • invoking the names of several such entities, without
  • yoking yourself to one in particular. The motives of these
  • beings are incomprehensible to mortals, and their
  • knowledge is so immense and ancient that even the
  • greatest libraries pale in comparison to the vast secrets
  • they hold. The Great Old One might be indifferent to your
  • existence, but the secrets you have learned nevertheless
  • allow you to draw your magic from it.

3rd level: Patron Spells

  • The magic of your otherworldly patron ensures you
  • always have certain spells ready; when you reach a
  • Warlock level specified in the Great Old One Spells table,
  • you thereafter always have the listed spells prepared.

Patron Spells
Warlock Level Spells
3rd Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha's Hideous Laughter
5th Clairvoyance, Hunger of Hadar
7th Confusion, Evard's Black Tentacles
9th Modify Memory, Telekinesis
3rd level: Awakened Mind

  • You can form a telepathic connection between your mind
  • and the mind of another. As a Bonus Action, choose one
  • creature you can see within 30 feet of yourself and create
  • a telepathic bond. You and the chosen creature can speak
  • telepathically with each other while the two of you are
  • within a number of miles of each other equal to your
  • Charisma modifier (minimum of 1 mile). To understand
  • each other, you each must speak mentally in a language
  • the other knows.

  • The telepathic connection lasts for a number of minutes
  • equal to your Warlock level. It ends early if you have the
  • Incapacitated condition or die or if you use this feature to
  • form a connection with a different creature.

3rd level: Psychic Spells

  • When you cast a Warlock spell that deals damage, you can
  • change its damage type to Psychic. In addition, when you
  • cast a Warlock spell that is an Enchantment or Illusion,
  • you can do so without verbal or somatic components.

6th level: Clairvoyant Combatant

  • You learn to read the attacks of minds you touch. When
  • you form a telepathic bond with a creature using your
  • Awakened Mind, you can force that creature to make a
  • Wisdom saving throw against your spell save DC. On a
  • failed save, the creature has Disadvantage on attack rolls
  • against you, and you have Advantage on attack rolls
  • against that creature for the duration of the bond.

  • Once you use this feature, you can’t use it again until you
  • finish a Short Rest or Long Rest. You can also restore your
  • use of it by using Magical Cunning.

10th level: Thought Shield

  • Your thoughts can’t be read by telepathy or other means
  • unless you allow it. You also have Resistance to Psychic
  • and Force damage, and whenever a creature deals
  • Psychic damage to you, that creature takes the same
  • amount of damage that you do.


10th level: Eldritch Hex

  • Your alien patron grants you a powerful curse. You always
  • have the Hex spell prepared. When you cast Hex, choose
  • an ability, the target has Disadvantage on saving throws
  • of the chosen ability for the duration of the spell.

  • If you transfer the Hex to a new target you choose an
  • ability at the time you change targets.
14th level: Create Thrall

  • Your patron grants you the ability to manifest a part of
  • itself. You always have the Summon Aberration spell
  • prepared (for this playtest, use the spell in Tasha’s
  • Cauldron of Everything). When you cast the spell, you can
  • modify it so that it doesn’t require Concentration. If you
  • do so, the spell’s duration becomes 1 minute for that
  • casting and when summoned, the Aberration has a
  • number of Temporary Hit Points equal to your Warlock
  • level plus your Charisma modifier.

  • In addition, the first time each turn the Aberration hits a
  • creature under the effect of your Hex, the Aberration
  • deals extra Psychic damage to the target equal to your
  • Warlock level.

  • You may only have 1 Summon Aberration spell active at a
  • time, regardless if you do not need to Concentrate on the
  • spell.

18th level: Great Old One's Gift

  • You gain the following features for your Loyalty to your
  • Patron:
    Greater Create Thrall: When you cast Summon Aberration, you treat it as 1 level higher for the purposes of the spell's effects. When you use Create Thrall to summon Aberration without Concentration, it no longer reduces the duration to 1 minute, but you may only have 1 Summon Aberration active at a time.
    Greater Thought Shield: When you summon a creature with a spell, they gain your resistance to Psychic and Force damage. In addition, as a reaction you may imbue a creature with your Resistance to Psychic and Force damage in response to them about to take that damage. You must be within 60 feet of this target and they can't be behind total cover from you.
    Greater Awakened Mind: You may have a telepathic link with Awakened Mind with up to 6 creatures at once. The telepathic connection from Awakened Mind now last for a number of hours equal to your Warlock level.
    Greater Clairvoyant Combatant You can initiate Clairvoyant Combatant on any creature within 30 feet that you have dealt Psychic damage to, or have had make a Saving throw against a Warlock spell or feature. They need not fail the Saving throw to initiate Clairvoyant Combatant, although may only target 1 creature per turn.

Invocations


ARMOR OF SHADOWS

  • Prerequisite: None
  • You can cast Mage Armor on yourself without expending
  • a spell slot.

  • In addition, when you have Mage Armor active on
  • yourself, you are considered to have Half Cover while in
  • Dim Light or Darkness.

ASCENDANT STEP

  • Prerequisite: Level 5+ Warlock
  • You can cast Levitate on yourself without expending a
  • spell slot.

  • You may also move horizontally or vertically (but not both
  • at the same time) when using Levitate.

BOOK OF ANCIENT SECRETS

  • Prerequisite: Level 5+ Warlock, Pact of the Tome
  • Stitching together strands of shadow, you conjure forth a
  • book in your hand at the end of a Short Rest or Long Rest.
  • This Book of Shadows (you determine its appearance)
  • contains eldritch magic that only you can access, granting
  • you the following benefits:

  • Discovered Knowledge: When the book appears choose
  • one level 2 spell. The spell can be from any class’s spell
  • list, and they must be a spell you don’t already have
  • prepared. While the book is on your person, you have the
  • chosen spell prepared, and it functions as Warlock spell
  • for you.
  • Spell Slot: You gain one 2nd level spell slot. You can’t
  • regain the expend slot from this feature until you finish a
  • Long Rest.

  • At 11th level, you gain additional benefits:
  • Forbidden Magic: When the book appears, choose one
  • level 3 spell. the spell can be from any class's spell list,
  • and they must be spells you don't already have prepared.
  • While the book is on your person, you have the chosen
  • spell prepared, and it functions as a Warlock spell for you.
  • Spell Slots: You gain one 3rd level slot. You can’t regain
  • the expend slot from this feature until you finish a Long
  • Rest.

DEVIL’S SIGHT

  • Prerequisite: None
  • You can see normally in Dim Light and Darkness—both
  • magical and nonmagical— within 120 feet.

ELDRITCH MIND

  • Prerequisite: None
  • You have Advantage on Constitution saving throws that
  • you make to maintain Concentration on a spell.

  • Creatures that break your Concentration on a spell who
  • are within 30 feet of you take Psychic damage equal to
  • your Warlock level + Charisma modifier.

ELDRITCH SMITE

  • Prerequisite: Level 5+ Warlock, Pact of the Blade
  • Once per turn when you hit a creature with your pact
  • weapon, you can expend a Warlock spell slot to deal an
  • extra 1d8 Force damage to the target, plus another 1d8
  • per level of the spell slot, and you can give the target the
  • Prone condition if it is Huge or smaller.

ELDRITCH SPEAR

  • Prerequisite: At Least One Warlock Cantrip
  • You learn one Warlock cantrip that deals damage and that
  • has a range of at least 10 feet. If you already know the
  • chosen cantrip, you can designate the chosen cantrip to
  • benefit from this feature and choose another warlock
  • cantrip instead. When you cast that spell, its range
  • increases by a number of feet equal to 30 times your
  • Warlock level. Whenever you gain a Warlock level, you can
  • change which of your damaging Warlock cantrips benefits
  • from this invocation.

  • A Pact you have taken will give you additional functionality
  • from this invocation:
    Pact of the Blade: Your Pact of the Blade Weapon has 10 ft additional reach if it is a melee weapon without reach, 5 ft additional reach if is a melee weapon that already has a reach, and Pact of the Blade Ranged weapon have their Short Range increment increased by 30 feet.
    Pact of the Chain: Your Familiar's melee attacks have 10 ft additional reach and range attack have their short and long range increments increase by 30 feet.
    Pact of the Tome: Eldritch Spear affects all damaging warlock cantrips. Eldritch Spear also affect 1st level damaging Warlock spells.
    Pact of the Talisman: Eldritch Spear also effects non-damaging warlock cantrips along with the 1 chosen damaging cantrip. The damage die for your chosen Damaging cantrip goes up 1 die size, up to d12's

FAVOR OF THE CHAIN MASTER

  • Prerequisite: 9th-level Warlock or Higher, Pact of the
  • Chain Invocation

  • Your bond with the familiar summoned by your Pact
  • Familiar spell grows more powerful. Whenever the
  • familiar hits with its own attacks or damage a creature
  • with one of its features, one of the target experiences the
  • following effect associated with the familiar’s creature
  • type:

  • Slaad-Tadpole; Slowing Slime: The target’s Speed is
  • reduced by 10 feet until the end of your next turn, and
  • during that time, it can’t take the Dash actions.
  • Lantern Archon or Beasts: Binding Light: Creatures hit
  • have disadvantage on concentration checks and do not
  • benefit from the invisible condition until the end of your
  • next turn. Creatures hit glow 5 ft in bright light and
  • additional 5 ft of dim light until end of your next turn.
  • Pseudodragon: Draconic Might: If the target is Medium
  • or smaller, it has the Prone condition.


  • Sprite: Beguiling Sting: The target has the Charmed
  • condition until the end of your next turn and perceives
  • both you and the familiar as the charmer.
  • Imp or Quasit: Unearthly Toxin: The target has the
  • Poisoned condition until the end of your next turn.
  • Skeleton: Whispers of the Grave: The target has the
  • Frightened condition until the end of your next turn. You
  • choose whether the target is frightened of you or the
  • familiar.

FIENDISH VIGOR

  • Prerequisite: None
  • You can cast False Life on yourself without expending a
  • spell slot. When you cast the spell with this feature, you
  • don’t roll the die for the Temporary Hit Points; you
  • automatically get the highest number on the die.

  • Add half your Warlock level (rounded up) + your Charisma
  • modifier to the number of Temporary Hit points you get.

GAZE OF TWO MINDS

  • Prerequisite: Level 5+ Warlock
  • You can use a Bonus Action to touch a willing creature
  • and perceive through its senses until the end of your next
  • turn. As long as the creature is on the same plane of
  • existence as you, you can use a Bonus Action on
  • subsequent turns to maintain this connection, extending
  • the duration until the end of your next turn. The
  • connection ends if you don’t maintain it in this way.

  • While perceiving through the other creature’s senses, you
  • benefit from any special senses possessed by that
  • creature, and if you can cast spells as if you were in your
  • space or the other creature’s space if the two of you are
  • within 60 feet of each other.

GIFT OF THE DEPTHS

  • Prerequisite: Level 5+ Warlock
  • You can breathe underwater, and you gain a Swim Speed
  • equal to your Speed. If you already have a Swim Speed,
  • increase your Swim Speed by 30 feet.

  • You can also cast Water Breathing at will.

  • You regain your Proficiency Bonus in hit points for every
  • 10 minutes you remain submerged underwater under the
  • effect of your Water Breathing Spell.

GIFT OF THE PROTECTORS

  • Prerequisite: Level 9+ Warlock, Pact of the Tome
  • A new page appears in your Book of Shadows when you
  • conjure it. With your permission, a creature can use its
  • action to write its name on that page, which can contain a
  • number of names equal to your Proficiency Bonus.

  • When any creature whose name is on the page is reduced
  • to 0 Hit Points but not killed outright, the creature
  • magically drops to 1 Hit Point instead. Once this magic is
  • triggered, no creature can benefit from it until you finish a
  • Long Rest.

  • As a Magic action, you can erase a name on the page by
  • touching it.

GRASP OF HADAR

  • Prerequisite: 1 damaging Warlock Cantrip with an attack
  • Choose 1 damaging cantrip with an attack. Once on each
  • of your turns when you hit a creature the chosen cantrip
  • or with a weapon attack, you can move that creature in a
  • straight line 10 feet closer to yourself

  • A Pact you have taken will give you additional functionality
  • from this invocation:
    Pact of the Blade: Once per turn, when you hit a creature with a weapon attack, you may move them up to 10 ft, which can't be away from yourself. The creature can't take the Disengage action until the start of your next turn.
    Pact of the Chain: Once per turn, when your Familiar hits a creature with an attack, they move them up to 10 ft, which can't be away from the Familiar. The creature can't take the Disengage action until the start of your next turn.
    Pact of the Tome: Once per turn, when you a creature fails a saving throw against a warlock cantrip, or is hit with a warlock cantrip, you may move that creature 20 feet closer to yourself.
    Pact of the Talisman: You are not limited to the once per turn with Grasp of Hadar, although a creature cannot be affected by Grasp of Hadar more than once per turn.
INVESTMENT OF THE CHAIN MASTER

  • Prerequisite: Level 5+ Warlock, Pact of the Chain
  • When you cast Find Familiar, you infuse the summoned
  • familiar with a measure of your eldritch power, granting
  • the creature the following benefits:

  • Aerial or Aquatic: The familiar gains either a Fly Speed or
  • a Swim Speed (your choice) of 40 feet.

  • Quick Attack: As a Bonus Action, you can command the
  • familiar to take the Attack action.

  • Necrotic or Radiant Damage: Whenever the familiar
  • deals Bludgeoning, Piercing, or Slashing damage, you can
  • make it deal Necrotic or Radiant damage instead.

  • Your Save DC: If the familiar forces a creature to make a
  • saving throw, it uses your spell save DC.

  • Resistance: When the familiar takes damage, you can use
  • your Reaction to grant it Resistance against that damage.

  • At 11th level your familiar gains additional benefits:

  • Trained Combatant: When your familiar takes the Attack
  • action, they make 2 attacks instead of one.
  • Tough Hide: Your Familiar's AC increase by half your
  • proficiency bonus, rounded up.
  • Healthy Soul: Your Familiar's Hit points increase by a
  • number equal to your Warlock level.
  • Evasive Manuevers: Your Familiar gains the Evasion
  • feature.

LANCE OF LETHARGY

  • Prerequisite: 1 damaging Warlock Cantrip with an attack
  • Choose 1 damaging cantrip with an attack. Once on each
  • of your turns when you hit a creature with the chosen
  • cantrip or with a weapon attack, you can reduce that
  • creature's speed by 10 feet until the end of your next
  • turn.

  • A Pact you have taken will give you additional functionality
  • from this invocation:
    Pact of the Blade: Once per turn, when you hit a creature with a weapon attack, you can reduce their speed by 10 feet until the end of your next turn.
    Pact of the Chain: Once per turn, when your Familiar hits a creature with an attack, they may reduce the speed of the creature by 15 feet until the end of your next turn.
    Pact of the Tome: If a creature fails a saving throw versus a damaging Warlock cantrip, you may, once per turn, reduce the creature's speed by 10 ft.
    Pact of the Talisman: You are not limited to the once per turn with Lance of Lethargy, although a creature cannot be affected by Lance of Lethargy more than once per turn.
LESSONS OF THE FIRST ONES

  • Prerequisite: Level 2+ Warlock
  • You have received knowledge from an elder entity of the
  • multiverse, allowing you to gain one feat of your choice,
  • such as Skilled, that lacks prerequisites.

  • Repeatable: You can gain this invocation more than once.
  • Each time you do so, you must select a different eligible
  • feat.

LIFEDRINKER

  • Prerequisite: Level 9+ Warlock
  • Whenever you hit a creature with a weapon or spell
  • attack, the creature takes 1d6 extra Necrotic, Psychic, or
  • Radiant damage (your choice), and you can expend one of
  • your Hit Dice to roll it and regain a number of Hit Points
  • equal to the roll plus your Constitution modifier
  • (minimum of 1).

MASK OF MANY FACES

  • Prerequisite: None
  • You can cast Disguise Self without expending a spell slot.

MASTER OF MYRIAD FORMS

  • Prerequisite: Level 5+ Warlock
  • You can cast Alter Self without expending a spell slot. You
  • may cast it as an Action or Bonus action, your choice.

  • When you cast Altered Self, you may gain temporary hit
  • points equal to your Charisma modifier.

MISTY VISIONS

  • Prerequisite: None
  • You can cast Silent Image without expending a spell slot.

ONE WITH SHADOWS

  • Prerequisite: Level 5+ Warlock
  • While you’re in an area of Dim Light or Darkness, you can
  • cast Invisibility on yourself without expending a spell slot.

OTHERWORLDLY LEAP

  • Prerequisite: Level 2+ Warlock
  • You can cast Jump on yourself without expending a spell
  • slot.

PACT OF THE BLADE

  • Prerequisite: None
  • As a Bonus Action, you can trace arcane sigils in the air to
  • conjure a pact weapon in your hand—a Simple or Martial
  • melee weapon of your choice with which you bond—or
  • create a bond with a magic weapon you touch. Until the
  • bond ends, you have proficiency with the weapon and
  • you can use it as a spellcasting focus.

  • Whenever you attack with the bonded weapon, you can
  • use your Charisma modifier for the attack and damage
  • rolls, instead of using Strength or Dexterity, and you can
  • cause the weapon to deal Necrotic, Psychic, or Radiant
  • damage or its normal damage type.

  • Your bond with the weapon ends if you use this feature’s
  • Bonus Action again, if the weapon is more than 5 feet
  • away from you for 1 minute or more, or if you die. A
  • conjured weapon disappears when the bond ends.

PACT OF THE CHAIN

  • Prerequisite: Level 2+ Warlock
  • You learn the Find Familiar spell and can cast it as an
  • action without expending a spell slot. When you cast the
  • spell, you choose one of the normal forms for your
  • familiar or one of the following special forms: imp,
  • lantern archon, pseudodragon, quasit, skeleton, slaad
  • tadpole, or sprite. Additionally, when you take the Attack
  • action, you can forgo one of your own attacks to allow
  • your familiar to make one attack of its own with its
  • Reaction.

PACT OF THE TOME

  • Prerequisite: None
  • Stitching together strands of shadow, you conjure forth a
  • book in your hand at the end of a Short Rest or Long Rest.
  • This Book of Shadows (you determine its appearance)
  • contains eldritch magic that only you can access, granting
  • you the following benefits:

  • Cantrips and Rituals: When the book appears, choose
  • three cantrips, and choose two level 1 spells that have the
  • Ritual tag. The spells can be from any class’s spell list, and
  • they must be spells you don’t already have prepared.
  • While the book is on your person, you have the chosen
  • spells prepared, and they function as Warlock spells for
  • you.
  • Spell Slot: You gain a level 1 spell slot. You can’t regain
  • the expend slot from this feature until you finish a Long
  • Rest.


  • Spellcasting Focus You can use the book as a
  • Spellcasting Focus.

  • The book disappears if you conjure another book with
  • this feature or if you die.


REPELLING ATTACKS

  • Prerequisite: 1 damaging Warlock Cantrip with an attack
  • When you hit a Large or smaller creature with a Warlock
  • Cantrip, you can push that creature up to 10 feet straight
  • away from you.

  • A Pact you have taken will give you additional functionality
  • from this invocation:
    Pact of the Blade: When you hit a large or smaller creature with a weapon attack, you can push that creature up to 10 feet straight away from you.
    Pact of the Chain: When your Familiar hits a large or smaller creature with an attack, they may push a creature up to 10 feet straight away from the Familiar.
    Pact of the Tome: If a creature fails a saving throw versus a damaging Warlock cantrip or is hit with a damaging warlock cantrip, you may push that creature up to 10 feet Straight away from you.
    Pact of the Talisman: Ranged Damaging cantrips do not impose disadvantage when using them in melee, and may push hit target up to 15 feet straight away instead of 10 feet.
THIRSTING BLADE

  • Prerequisite: Level 5+ Warlock, Pact of the Blade
  • You gain the Extra Attack feature for your pact weapon
  • only. With that feature, you can attack twice with the
  • weapon, instead of once, when you take the Attack action
  • on your turn.

  • When you reach 11th level in this class, when you hit with
  • an attack with your Pact Weapon, you may feed your Pact
  • of the Blade, causing more damage to the target at the
  • cost of your own well being. You can Sacrifice 1 Hit die
  • and roll it, taking that much necrotic damage, which
  • cannot be reduced in anyway. In return, roll and add 2d8
  • Necrotic Damage to the hit. You may only choose to do
  • this once per turn.

VISIONS OF DISTANT REALMS

  • Prerequisite: Level 9+ Warlock
  • You can cast Arcane Eye without expending a spell slot.

  • While viewing through the Arcane Eye, you have Blind
  • sight and True Sight out to 10 feet.

WHISPERS OF THE GRAVE

  • Prerequisite: Level 7+ Warlock
  • You can cast Speak with Dead and Feign Death without
  • expending a spell slot. You also learn Spare the Dying
  • Cantrip.

WITCH SIGHT

  • Prerequisite: Level 15+ Warlock
  • You have Truesight with a range of 30 feet.

 

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