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\pagebreak # Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that ill open a doorway to a distant world. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power. ### Sworn and Beholden A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for arlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons. ### Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure. ### What makes a Warlock Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery. Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to a warlock's entering into a pact with a planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, a warlock might have no love for a patron, or vice versa. The sections that follow provide ways to embellish a warlock character that could generate some intriguing story and roleplay ing opportunities. ### Patron's Attitude Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions. When you determine the attitude your warlock character holds toward your patron, also consider how things look from the patron's perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it? ##### Patron Attitudes | d6 | Attitude | |:-:|:-:| | 1 | Your patron has guided and helped your family for generations and is kindly toward you. | | 2 | Each interaction with your capricious patron is a surprise, whether pleasant or painful. | | 3 | Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to influence the world. | | 4 | Your patron is a strict disciplinarian but treats you with a measure of respect. | | 5 | Your patron tricked yo u into a pact and treats you as a slave. | | 6 | You are mostly left to your own devices with no in terference from your patron. Sometimes you dread the demands it will make when it does appear. | ### Special Terms of the Pact A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact- what a warlock must do to receive a patron's favor- are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts. \pagebreakNum Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn't imposed such a duty on you already, that's not to say it couldn't still happen. ##### Special Terms | 1d6 | Term | |:-:|:-:| | 1 | When directed, you must take immediate action against a specific enemy of your patron. | 2 | You r pact tests your willpower; you are required to abstain from alcohol and other intoxicants. | 3 | At least once a day, you must inscribe o r carve your patron's name or symbol on the wall of a building. | 4 | You must occasionally conduct bizarre rituals to maintain your pact. | 5 | You can never wear the same outfit t wice, since your patron finds such predictability to be boring. | 6 | When you use an eldritch invocation , you must speak your patron's name aloud or risk incurring its displeasure. ### Binding Mark Some patrons make a habit of, and often enjoy, marking the warlocks under their sway io some fashion. A binding mark makes it clear-to those who know about such things- that the individual in question is bound to the patron's service. A warlock might take advantage of such a mark, claiming it as proof of one's pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring. If your warlock's pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of? #### Binding Marks | d6 | Mark | |:-:|:-:| | 1 | One of your eyes looks the same as one of your patron's eyes. | | 2 | Each time you wake up, the small blemish on your face appears in a different place. | | 3 | You display outward symptoms of a disease but suffer no ill effects from it. | | 4 | Your tongue is an unnatural color. | | 5 | You have a vestigial tail. | | 6 | Your nose glows in the dark. | ### Creating a Warlock As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you? Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron? How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries. #### Quick Build You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with he 1st-level spells ray of sickness and witch bolt. ## 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 #### Starting Proficiencies You are proficient with the following items, in addition to any proficiencies provided by your race or background. ___ - **Armor:** Light Armor - **Weapons:** simple Weapons - **Tools:** none - **Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion - **Saving Throws:** Wisdom, Charisma #### Starting Equipment You start with the following items, plus anything provided by your background. • (a) a Light Crossbow and 20 bolts or (b) any simple weapon • (a) a Component pouch or (b) an arcane focus • (a) a Scholar's Pack or (b) a Dungeoneer's Pack • Leather Armor, any simple weapon, and two daggers Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment. ### Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. \pagebreakNum
##### Warlock | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Otherworldly Patron, Pact Magic, Mystic Arcanum (1st level) | 2 | 2 | 1 | 1st | — | | 2nd | +2 | Eldritch Invocations | 2 | 3 | 1 | 1st | 2 | | 3rd | +2 | Pact Boon, Mystic Arcanum (2nd level) | 2 | 4 | 2 | 2nd | 2 | | 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 3 | | 5th | +3 | Mystic Arcanum (3rd level) | 3 | 6 | 2 | 3rd | 3 | | 6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 4 | | 7th | +3 | Mystic Arcanum (4th level) | 3 | 8 | 2 | 4th | 4 | | 8th | +3 | Ability Score Improvement | 3 | 9 | 3 | 4th | 5 | | 9th | +4 | Mystic Arcanum (5th level) | 3 | 10 | 3 | 5th | 5 | | 10th | +4 | Otherworldly Patron feature | 3 | 10 | 3 | 5th | 6 | | 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 6 | | 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 7 | | 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 4 | 5th | 7 | | 14th | +5 | Otherworldly Patron feature | 4 | 12 | 4 | 5th | 8 | | 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 4 | 5th | 8 | | 16th | +5 | Ability Score Improvement | 4 | 13 | 4 | 5th | 8 | | 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 9 | | 18th | +6 | — | 4 | 14 | 5 | 5th | 9 | | 19th | +6 | Ability Score Improvement | 4 | 15 | 5 | 5th | 10 | | 20th | +6 | Eldritch Master | 4 | 15 | 5 | 5th | 10 |
### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with Spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. #### Cantrips You know two Cantrips of your choice from the warlock spell list. You learn additional warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. #### Spell Slots The Warlock table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your warlock Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. \columnbreak #### Spells Known of 1st Level and Higher At 1st level, you know two 1st-level Spells of your choice from the warlock spell list. You learn a new warlock spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock Spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have Spell Slots. #### Spellcasting Ability Charisma is your spellcasting ability for your warlock Spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a warlock spell you cast and when Making an Attack roll with one. **Spell save DC** = 8 + Proficiency bonus + Charisma modifier **Spell Attack modifier** = Proficiency bonus + Charisma modifier \pagebreakNum #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock Spells. ### Mystic Arcanum At 1st level, your patron bestows upon you a magical secret that seperates you from any other caster called an arcanum. Choose one 1st-level spell from any spell list as this arcanum. You can cast your arcanum spells once without expending a spell slot. You must finish a Long Rest before you can do so again. At higher levels, you gain more Spells of your choice that can be cast in this way: one 2nd-level spell at 3rd level, one 3rd-level spell at 5th level, one 4th-level spell at 7th level, one 5th-level spell at 9th level, one 6th-level spell at 11th level, one 7th-level spell at 13th level, one 8th-level spell at 15th level and one 9th-level spell at 17th level. Additionally, when you gain a level in this class, you can choose one of the spell you know and replace it with another spell of the same level. You regain all uses of your Mystic Arcanum when you finish a Long Rest. ### Eldritch Invocations In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level. ### Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one Pact Boon of your choice. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Eldritch Master At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended Spell Slots. You can spend 1 minute entreating your patron for aid to regain all your expended Spell Slots from your Pact Magic feature. Once you regain Spell Slots with this feature, you must finish a Long Rest before you can do so again. \columnbreak >## Bargain of the Priest ### Optional Rules for a Wisdom-based Warlock Some patrons, such as the Archfey, Celestial, Serpent God, Solar, Storm Lord, Ashen Wolf, Eternal Citadel, Forgotten Graveyard, and Warrior-Saint are particularly well suited for a warlock that relies on Wisdom, but many of them can be suitable if you've talked with your DM about how this may be possible. >These rules are designed to enable you to play a warlock that is based on Wisdom instead of Charisma as the primary attribute for the class. > >Clerics and druids should stand aside, for the darkest parts of nature and gods once thought forgotten have returned. #### Class Skills The class skill list is replaced with the following one: Animal Handling, Arcana, Insight, Medicine, Nature, Religion, Survival. #### Spellcasting Ability Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. >**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier > >**Spell attack modifier** = your proficiency bonus + your Wisdom modifier > >#### Class Feature and Invocation Alteration > Whenever a warlock class feature or an Eldritch Invocation references your Charisma modifier, you can choose to use your Wisdom modifier instead of your Charisma modifier. \pagebreakNum >## Bargain of the Archivist >### Optional Rules for an Intelligence-Based Warlock Some patrons, such as the Great Old One, Keeper of the Depths, and Accursed Archive are particularly suited to a more intelligent warlock, but any of them can be suited if you've talked with your DM about how this may be implemented. These rules are designed to enable you to play a warlock that is based on Intelligence as the primary attribute for the class instead of Charisma. Wizards beware - the warlock is entering your domain with secrets once thought forgotten. #### Saving Throws Your saving throw proficiencies become Intelligence, Wisdom instead of Charisma, Wisdom when you select this class at 1st level. #### Spellcasting Ability Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. > ** Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier > > ** Spell attack modifier** = your proficiency bonus + your Intelligence modifier #### Class Feature and Invocation Alteration Whenever a warlock class feature or an Eldritch Invocation references your Charisma modifier, you must use your Intelligence modifier instead of your Charisma modifier. ## Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. [1 The Accursed Archive](#p6) [2 The Archfey](#p7) [3 The Archlich](#p8) [4 The Archmage](#p9) [5 The Ashen wolf](#p10) [6 The Blood](#p11) [7 The Chaos](#p12) [7 The Celestial](#p14) [8 The Crones](#p15) [9 The Deep One](#p16) [10 The Demon's Chalice](#p17) [11 The Dungeon Master](#p18) [12 The Elder Wyrm](#p19) [13 The Enhanced](#p20) [14 The Eternal Citadel](#p21) [15 The Fallen Exile](#p22) [16 The Fiend](#p24) [17 The Forbidden Graveyard](#p25) [18 The Future You](#p26) [19 The Gelatinous Convocation](#p27) [20 The Great Old One](#p28) [21 The Great Tree](#p29) [22 The Grey Portrait](#p30) [23 The Hexblade](#p31) [24 The Keeper of the Depths](#p32) [25 Lady Luck](#p33) [26 The Machine](#p34) [27 Maiden of the Mist](#p35) [28 Mother Beast](#p36) [29 The Mystical Talisman](#p37) [30 The Night Hunter](#p38) [31 The Noble Genie](#p39) [31 The North Wind](#p40) [32 Old Scratch](#p41) [33 The Parasite](#p42) [34 The Perfect Chord](#p43) [35 The Pharaoh](#p44) [36 The Pumpkin King](#p46) [37 The Raven Queen](#p47) [38 The Reaper](#p48) [39 The Seeker](#p49) [40 The Serpent Gods](#p50) [41 The Serpent Empress](#p51) [42 The Shadow](#p52) [43 The Shadowcat](#p53) [44 The Singularity](#p54) [45 The Skin](#p55) [46 The Solar](#p56) [47 The Spellweaver](#p57) [48 The Spirit](#p58) [49 the Star](#p59) [50 The Stormlord](#p60) [51 The Titan](#p61) [52 The Toon](#p62) [53 The Wild Hunt](#p63) [54 The Undying](#p64) [55 Warrior-Saint](#p65) [56 The Weaver of Lies](#p66) [57 The World-Eater](#p67) [Pact Boons](#p68) [Eldritch Invocation Table](#p71) [Eldritch Invocation Description](#p76) \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Accursed Archive In every library, there is a book that has never been read, a section that has never been seen, and a hallway that leads to nowhere - yet, you have managed to read that tome of secrets dark, find that shelf of unholy blasphemies, and step beyond the dead-end corridor into the Accursed Archive, where you have become bound to the nightmare-inducing writings within. Demonology, blood magic, and the summoning of things from beyond the Weave and the Outer Planes are among the most mundane of topics here, but draw at the eye and call to the hand nonetheless. By some malignant intelligence that selects only the most desperate, the most ambitious, and the most willing to sacrifice, the Accursed Archive collects souls to do its ruinous work: to share the terrible truths that reside upon its endless shelves, and bring chaos and upheaval to the outside world through the disclosure of these forgotten secrets. #### Expanded Spell List The Accursed Archive lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Accursed Archive Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | detect evil and good, inflict wounds | | 2nd | Augury, Curse of Tomes | | 3rd | Clairvoyance, Tongues | | 4th | Divination, Evard's black tentacles | | 5th | dispel evil and good, legend lore | #### Tainted Knowledge At 1st level, you have feasted your eyes upon the books of the Archive, and your mind has both withered and grown. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill, and you gain proficiency in one skill of your choice. #### Delving into the Accursed Archive at 1st level you can teleport to a secret extra dimensional library granted to you by your patron. By spending 10 minutes on a complex ritual, you and 10 willing companions of your choice can enter the Accursed Archive. Time passes half as fast while you are within the Archive, and, due to the magical nature of the Archive, you cannot benefit from resting, recover hit points, or mantain concentration on spells while within. You can stay within the Archive for as long as you wish. Any creature can leave the Archive as an action, and you can expell any creature you brought into the Archive as an action. While inside the Accursed Archive, you can find any book that you could find in the largest of libraries, all of which you can use to your disposal. In the center of the library, where you always appear when you enter, you find the Index Incarnatus, a single powerful and large book filled with forbidden knowledge, sitting on the pedestal. Gazing upon it for mere moments can cause discomfort, and reading from it can cause agony to both the body and the soul. Any creature that attempts to read from the Index must make a Charisma saving throw against the DC of the skill check that would be required to gain the knowledge they seek through ordinary means. If you fail, you gain a level of exhaustion. Any attempt to remove or destroy books, scrolls, or tombs found in the Archive fails, and your patron is notified. While within the archive, you may encounter other creatures granted access to the forbidden knowledge of the Archive. Once you use this feature, you cannot do so again until you finish a long rest. #### Unspeakable Fortitude Starting at 6th level, the information you have uncovered within the Archive has prepared you against effects that could sway or madden you. You are immune to the Charmed and Frightened Condition. Additionally, you can use the Index Incarnatus greater than others. While within the Accursed Archive, you can cast the Divination Spell once without expending a spell slot. After you use this feature, you cannot do so again until you finish a long rest. #### Vile Sanctuary at 10th level, you have grown accustom to calling the Accursed Archive your home and it has grown to accept you. when ever you enter the archive you regain a number of Hit Dice equal to half your proficency bonus( minimum of 1). Additionally, you can now gain the benefit of resting, gain hit points, and maintain concentration on spells while within the Archive. #### Forbidden Knowledge At 14th level, you uncover secrets that you can use to your advantage. Choose a spell of 5th level or lower that is not a cantrip. You can cast this spell once by expending a warlock spell slot. Once you do so, you cannot do so again until you finish a long rest. Whenever you are within the Archive, you can exchange this spell or one of your Mystic Arcarnum for a different one. You cannot exchange the spell if you have already cast the spell and have not completed a long rest to restore it. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Archfey Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. #### Expanded Spell List The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:-:|:-:| | 1st | Fairie fire, Sleep | | 2nd | calm emotions, phantasmal force | | 3rd | blink, plant growth | | 4th | dominate beast, greater invisibility | | 5th | dominate person, seeming | #### Fey Presence Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Misty Escape Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest. #### Beguiling Defenses Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. \columnbreak #### Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Archlich You have made a pact with an archlich, a creature that has existed since the dawn of the last age and holds secrets of arcane magic that have been forgotten for thousands of years. Such a being desires only to expand its own power and influence, only using you as a pawn in its far larger scheme. The liches that are powerful enough to form a pact have existed for many thousands of years, and the many of them were involved in the invention of lichdom itself. #### Expanded Spell List The Archlich lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Archlich Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | inflict wounds, ray of sickness . | | 2nd | detect thoughts, Melf’s acid arrow | | 3rd | maim, speak with dead . | | 4th | Evard’s black tentacles, vitriolic sphere | | 5th | cloudkill, contagion . | #### Arcane Invisibility At 1st level, when you expend a warlock spell slot of 1st level or higher, you and all that you are wearing or carrying becomes invisible until the start of your next turn, or until you attack or cast a spell. #### Undead Resilience Starting at 6th level, you can call upon your patron to bring yourself back from the brink of death. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this feature, you can’t use it again until you complete a short or long rest. #### Undying flesh By 10th level, your body has taken on the attributes of undeath. You have resistance to necrotic damage, and you age at a slower rate. For every 10 years that pass, your body ages only 1 year. #### Shared Fate At 14th level, you can bind yourself to another creature with negative energy. As an action, choose a creature within 30 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target’s life becomes tethered with your own. Whenever you take damage within the next minute, the tethered creature takes the same amount of damage. At the start of each of its turns, the creature can repeat the saving throw, ending the effect on a success. You must finish a short or long rest before you can use this feature again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Archmage Your pact is with the spirit of an extremely powerful spellcaster, a legendary master of the arcane. Perhaps you have come into possession of a relic of theirs that holds a connection to their essence, or perhaps you have fallen under the tutelage of a demilich. Regardless of how you contact them, such spellcasters were immensely powerful in life, and are directly connected to the Weave in death. For your service, they can teach you the deepest secrets of arcana. Arcane beings powerful enough to forge such a pact include Vecna, Elminster, Mordenkainen, Bigby, Leomund, and Acererak. #### Archmage Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | magic missile, Tenser’s floating disk | | 2nd | Melf’s acid arrow, Nystul’s magic aura | | 3rd | fireball, Leomund’s tiny hut | | 4th | Mordenkainen’s faithful hound, Otiluke’s resilient sphere | | 5th | Bigby’s hand, Rary’s telepathic bond | #### Arcane Storage Starting at 1st level, your pact allows you to prepare a spell for later usage. When you finish a long rest, you can choose one spell you know of a level you can cast. You can cast that spell once at its minimum level without using a spell slot, but cannot cast it otherwise, until you finish a long rest. #### Unbreakable Spell When you reach 6th level, if you would lose your concentration on a spell before its duration ends, or if a spell you cast is dispelled, you can use your reaction to maintain concentration on the spell or prevent its dispelling. Once you use this ability, you can't use it again until you finish a short or long rest. #### Spell Resistance Starting at 10th level, your dealings with the arcane give you a measure of protection from spells. You have resistance to damage from spells. #### Induce Weakness At 14th level, as an action, you can weaken a creature you can see within 30 feet and make it more easily influenced and damaged by magic. The creature must make a Charisma saving throw. On a failure, the creature becomes vulnerable to damage from spells until the end of your next turn, and has disadvantage on saving throws against spells for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Ashen Wolf You've made a pact with a primal spirit of fire and the hunt; a scourge of the forests and fields, and a harbinger of ill fate. This creature is wise and cunning, making deals with those who have the potential to bring ruin and change. Some consider the beast to be a native to the Plane of Elemental Fire; others call it a fiend from the darkest hells. Whatever the origin, the ember-eyed wolf often extracts payment in the form of wishes gone awry: a demand for power becomes a battle to retain one's humanity, while a request for a peaceful resolution often has the price that brings constant regret. #### Expanded Spell List The Ashen Wolf lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Ashen Wolf Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | inflict wounds, longstrider | | 2nd | flame blade, pass without trace | | 3rd | Melf's minute meteors, haste | | 4th | fire shield, wall of fire | | 5th | cloudkill, Rary's telepathic bond | . #### Breath of Smoke Starting at 1st level, you can exhale a 15-foot long cone of blistering embers as an action. Creatures within the cone must make a Constitution saving throw against your warlock spell save DC. Creatures that fail take fire damage equal to your warlock level + your Charisma modifier, and are blinded for one minute. They can repeat their saving throw at the end of each of their turns, ending the effect on a success. Once you activate this feature, you cannot do so again until you finish a short or long rest. Additionally, you can breathe and see normally in smoke or ash-filled air. #### Feast for the Fire Beginning at 6th level, the Ashen Wolf empowers you with a fragment of its terrible hunger. Whenever you move during combat, you can choose to leave behind a trail of ash that hangs gently in the air, lightly obscuring the area until the start of your next turn. Whenever a hostile creature enters this trail, you can use a reaction to summon a set of flaming fangs to bite them. Make a melee spell attack roll against the target. If you hit, the target takes 2d10 fire damage. #### Endless Pursuit At 10th level, your patron grants you a portion of its primal stamina. You gain resistance to fire damage. Whenever you finish a short rest, you can choose to reduce your level of exhaustion by one. You can do this twice, and you recover these uses when you finish a long rest. \columnbreak #### The Hounds of Hell At 14th level, you unlock the power to incarnate in the form of your patron. As an action, you assume the form of a Medium or Large canine creature wrapped in flame. Your statistics are unchanged, and your equipment merges into your new form but still functions as normal. For 1 minute, or until you exit this form as a bonus action, you gain the following benefits. • You ignore your current level of exhaustion. • Your speed increases by 20 feet. • You have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. • You are immune to fire damage. When you use this feature, two hell hounds (MM pg. 182) burst forth from your burning flesh into spaces within 5 feet of you. They respond eagerly to your commands for the duration of the change, and are elementals, not fiends. When you exit this form, you immediately attempt to reabsorb the hell hounds. The hell hounds instantly fall apart as ash and swirl back to you from up to 300 feet away. If one hell hound has died or cannot return due to distance, you gain one level of exhaustion. If both are absent, you gain two levels of exhaustion and are stunned for 1 round. Once you use this feature, you cannot do so again until you finish a long rest. ### Traits of the Embersworn Warlocks who have made a pact with the Ashen Wolf are often known as embersworn, and are famed and feared as pyromancers and hunters of men. Consider adding one or more of these traits when creating a warlock. | d20 | Trait | |:-:|:-:| | 1 | You tend to pace in circles before sitting. | | 2 | You eat your meat raw or badly burned. | | 3 | You habitually start fires using damp or wet wood. | | 4 | You have a strange hostility to cats. | | 5 | Your voice is scratchy yet oddly deep. | | 6 | You prefer to sleep on the ground rather than a bed. | | 7 | You talk to fire, and sometimes it answers. | | 8 | You compulsively scratch your fingers on wood. | | 9 | You never knock before entering. | | 10 | You always sit closest to the fire. | | 11 | Your skin exudes a thin layer of ash. | | 12 | Your eyes glow like hot coals. | | 13 | Your fingernails become dark and claw-like. | | 14 | Your teeth become eerily large and sharp. | | 15 | Your legs become jointed like those of a wolf. | | 16 | Your breath often comes out as a cloud of smoke. | | 17 | Your hair becomes thick and coarse. | | 18 | Food you eat tastes like ashes in your mouth. | | 19 | Sparks appear when your skin is rubbed. | | 20 | Smoke slowly flows from your head, hands, and feet. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Blood Vampires, by common folk, are known as the absolute masters of the night. They are powerful, violent, and terrifying beyond measure. Despite that, one of the defining traits of the master vampire is his unfailing ability to draw others to him, to bind them to his service, and to subjugate them with his awe. Warlocks who take the Blood Pact seek to gain a measure of a master vampire's incredible strength, intimidating presence, and immortal stamina. They desire to become true masters of the night, and, eventually, vampires in their own right. #### The Blood Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | fog cloud, inflict wounds | | 2nd | alter self, spider climb | | 3rd | conjure animals, haste | | 4th | dominate beast, greater invisibility | | 5th | dominate person, geas | #### Bloodthirst At 1st level, you grow a sharp pair of retractable fangs, and gain a powerful thirst for blood. After reducing an enemy to 0 HP, you can use your bonus action to regain a number of HP equal to your Charisma modifier + your warlock level. #### Alluring Presence At 6th level, your eyes turn a bright shade of red, and you learn to melt your opponent's willpower with but a stare. As an action, choose a creature within 30 feet that you can see to make a Wisdom saving throw. On a failed save, the creature is charmed or frightened by you (your choice). This effect ends once the creature can no longer see you, is further than 60 feet from you, or takes damage. A creature that successfully saves against this effect cannot be affected by it again for 24 hours. #### Immortal Fortitude At 10th level, your skin (and possibly your hair) toughens and takes on an unearthly hue (porcelain white, jet black, emerald green, etc.), and your aging seems to stop altogether. When you finish a short rest, select two damage types from the following: bludgeoning, piercing, or slashing damage. You gain resistance to these two damage types until you take a short or long rest. This resistance does not affect damage from magical or silver weapons. Additionally, you no longer age, do not suffer the effects of old age, cannot be magically aged, and cannot die from old age. \columnbreak #### Child of the Night At 14th level, you gain the ability to change your form like that of your master. As an action, you can Wild Shape (as the druid class feature) into the form of a wolf, a bat, or a rat. Alternatively, you can take the form of a swarm of bats, a swarm of rats, or a dire wolf. If you take one of these forms, you must take a short or long rest before you can use one of those forms again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Chaos You have made a pact with a creature that revels in the madness and infinite possibility of the chaotic planes. Your patron could be a powerful slaad lord of Limbo, an ever-changing and roiling soup of impermanent matter and energy. Your patron could be a god of madness, such as Cyric, or a demon lord-in-exile in the depths of Pandemonium, a dark plane of tunnels carved by howling winds. Your patron could be a fearsome giant or celestial valkyrie of Ysgard, a heroic plane of soaring mountains, endless battles, and boundless creativity. Unlike devils with their carefully crafted words and contracts, your patron is beholden to nothing but its twisted whims. Many chaos warlocks find their powers to be a cruel curse, but those who embrace the chaos learn that unpredictability is their greatest source of strength. #### Chaos Expanded Spells The Chaos lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Chaos Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | chaos bolt, color spray | | 2nd | alter self, blindness/deafness | | 3rd | bestow curse, blink | | 4th | confusion, phantasmal killer | | 5th | destructive wave, mislead | #### Strings Attached When you take this pact at 1st level, you learn the strings your patron attached are greater than they seem. Each night, denizens from the chaotic planes visit you in your sleep to play cruel tricks but reward you with the sweetest of treats. When you finish a long rest, roll 1d6 to determine the “gifts” bestowed on Chaos Patron Gifts #### Tumble Through Chaos Starting at 6th level, you can conjure a portal to travel through the planes of chaos. You can cast dimension door with this feature without expending a spell slot or material components. However, denizens of that plane try to hamper your progress. When you use your action to use this feature in this way, you declare your intended destination and then roll 1d4 to determine how the denizens intervene. Whenever you would bring a willing creature with you, that creature always arrives at the intended destination unharmed. Once you use this feature, you can’t use it again until you finish a short or long rest. At 14th level, at the end of the turn you use this feature, you can roll 1d6 and, on a 6, you regain the use of this feature immediately. | 1d6 | Trick | Treat | |:-:|:-:|:-:| | 1 | You wake to eyes fogged over. You are blind beyond 5 feet. | You can see invisible creatures and objects out to a range of 120 feet. | | 2 | You speak only in screams audible out to 300 feet. You have disadvantage on Dexterity (Stealth) checks whether your mouth is open or closed. | Once per short or long rest, you can channel your booming voice to cast thunderwave at the level of your warlock spell slots. | | 3 | You can't tell a lie. You have disadvantage on Charisma (Deception) checks. | People find you trustworthy. You gain advantage on Charisma (Persuasion) checks. | | 4 | You are filled with a bloodlust and act with abandon. Attacks against you are rolled with advantage. | Your seemingly random and aggressive lash-outs mark your instability. You have advantage on attack rolls. | 5 | You’ve shrunk! You are Tiny, and your base walking speed is 20 feet. | You have advantage on Dexterity (Stealth) checks and can take the Hide action as a bonus action. | | 6 | You have a masochistic urge to inflict ridicule and pain on yourself. When you make an attack roll, you always miss your target on a 1 or a 2, and hit yourself instead. | Your attacks score a critical hit on a roll of 19 or 20.| ##### Chaotic Intervention | 1d6 | Effect | |:-:|:-:| | 1 | Ysgard’s war horns call you to battle, and you are compelled to answer. When you reappear on your original plane, at the end of your next turn, you have aged 7 days and bear a fresh scar as a souvenir of your conquests. | | 2 | Tiny, disorienting slaad tadpoles whirl around you as you float through gravity-less limbo. You reappear by yourself 1d6 x 5 feet short of your intended destination. | | 3 | Howling headwinds rake your senses as you dash through the twisted tunnels of Pandemonium. You take 2d4 psychic damage and arrive at your destination deafened for a number of rounds equal to the damage you received. | | 4 | You arrive at your destination unscathed. | | 5 | Denizens in cahoots with your patron aid your travel your through the planes. You gain temporary hit points equal to 1d6 + your warlock level. | | 6 | Your patron blesses your travel through its plane, and you are under the effects of the bless spell for the next hour. | \pagebreakNum #### Chaos Walker Your dreams are so nonsensical they would drive most creatures insane, but your senses have been dulled to the madness. Starting at 10th level, you gain advantage on saving throws against being frightened and madness checks, and your physical form begins to reflect the chaos in your mind. Bits of energy, planar residue from your travels through the chaotic planes, cling to your body in constantly shifting forms and color. Whenever you finish a short or long rest, roll 1d6 to determine your current chaotic features. ##### Chaos Walker's Features | 1d6 | Feature | |:-:|:-:| | 1 | Horns made of magenta planar energy grow from your head. If you already have horns, magenta energy wraps around them and writhe like tendrils behind you. | | 2 | Massive, muscled, and clawed arms made of jet black planar energy overlap your own arms and stutter behind your movements. | | 3 | Your eyes bulge to twice their size, and your pupils narrow like those of a slaad. | | 4 | Shimmering wings made of indigo planar energy sprout from your back but don’t give you a fly speed. | | 5 | You are seemingly unchanged. However, whenever your shadow is cast, it reflects a different demon shape from a tiny quasit to a hulking barlgura, watching your every move. | | 6 | Whenever someone looks at you, your nose seems to drift slowly to the side of your face but returns to its normal position when they blink. | #### Planar Vertigo At 14th level, you can draw the chaotic essence of their patron’s plane to launch yourself and all creatures within 30 feet of you into the air. Each affected creature must make an Intelligence saving throw. On a failure, it is launched into the air 10 feet in a random direction and suspended in midair for 1 minute. While suspended, the creature is incapacitated by supernatural vertigo. You can grant advantage on this saving throw to a number of creatures of your choice, up to your Charisma modifier (minimum of 1), including yourself. On a success, a creature gains a fly speed equal to its walking speed for the duration. | 1d6 | Feature | 1d6 | Feature | |:-:|:-:|:-:|:-:| | 1 | North | 4 | East | | 2 | South | 5 | Skyward | | 3 | West | 6 | Earthward | At the end of each of its turns, a creature incapacitated in this way repeats this saving throw. On a failure, the creature is launched another 10 feet in a random direction and remains incapacitated. On a success, it gains a fly speed equal to its walking speed for the duration and is no longer incapacitated. An incapacitated creature that impacts a solid surface takes 2d6 bludgeoning damage, and the effect immediately ends, causing it to fall to the ground. The effect ends for all creatures after 1 minute, when each creature loses the fly speed gained from this feature and fall to the ground, unless they already have a fly speed. Once you have used this feature, you can’t use it again until you finish a long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Celestial Your patron is a powerful be ing of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celes tial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world. #### Expanded Spell List The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Celestial Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | cure wounds, guiding bolt | | 2nd | flaming sphere, lesser restoration | | 3rd | daylight, revivify | | 4th | guardian of faith, wall of fire | | 5th | flame strike, greater restoration | #### Bonus Cantrips At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. #### Healing Light At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, 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, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. #### Radiant Soul Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. \columnbreak #### Celestial Resilience Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level+ your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. #### Searing Vengeance Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Crones The crones are a trio of ancient beings concerned with life, death, and fate. According to legend, they are the mothers of all hags, and the keepers of the divine Threads of Fate, which foresee when all creatures, from gods to men, shall die. To make a pact with them is to invite a curse upon yourself, to shorten your own Thread of Fate, and to be stricken to your core by the darkest arcana. The crones are not concerned with the way things ought to be; they are apart from all that. By cutting threads with their shears, they enforce all things per Fate’s will. To that end, they mandate their warlocks to curse some and murder others, so that the Threads of Fate remain in balance. #### Expanded Spell List The Crones let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Crones Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | hideous laughter, ray of sickness | | 2nd | animal messenger, beast sense | | 3rd | bestow curse, conjure animals | | 4th | divination, polymorph | | 5th | contagion, geas | #### Eldritch Augury Starting at 1st level, the Crones teach you to see some Threads of Fate, to a limited extent. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll,and can only use this roll once. You regain your foretelling roll when you take a long rest. #### Eldritch Cauldron At 6th level, the Crones teach you ancient techniques for brewing potions. During a short or long rest, you can perform a ritual to convert an ordinary vial of water into one of the following potions: a potion of animal friendship, healing, or poison. You can only have one of these potions at a time. #### Mark of the Coven Starting at 10th level, the crones mark you as one of their own. You can't be poisoned or diseased. Additionally, though you still appear to age normally, you suffer none of the frailty of old age, and you can't be aged magically. #### Thread of Fate By 14th level, your magic rips at the very threads of fate. When you cast a spell of 1st level or higher that a target of the spell successfully saves against, you can use a bonus action to deal 1d10 + your Charisma modifier necrotic damage to the target. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Deep One Sailors tell many a far-fetched tale, and most of their stories are just that, but a few tortured souls have the misfortune of truly encountering an entity from the crushing depths of the sea. These murky imperators often offer pacts to drowning sailors: their life in exchange for a period of servitude. Slowly consumed by the sea, sailors who take such a deal risk losing their immortal soul to the depths. The brave or foolish will seek out obscure ways to attempt to unseal the deal, but most resign themselves to their fate to avoid being dragged to the depths. Patrons of this type include Akr'vosh the Kraken Lord; Elemiara, the Immortal Current; Belyrsí, the Sunken Star; Davy Jones, the Keeper of the Damned; Leviathan, the Serpent King of the Sea; and Megalodon, the Ravager. #### Expanded Spell List The Deep One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Deep One Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | create or destroy water, fog cloud | | 2nd | gust of wind, spiritual weapon | | 3rd | call lightning, water breathing | | 4th | black tentacles, control water | | 5th | conjure elemental, seeming | #### Servant of the Depths Upon forging a pact with a Deep One you undergo physical transformations, taking on features of sea creatures. At 1st level, you pick three traits from the following list: **Amphibious.** Gills open on your neck and torso when you are submerged in water, allowing you to breathe both air and water. These gills seal up and resemble scars while you are on land. **Armor of the Sea.** Your body is covered with barnacles, chitin, coral, sharkskin, or other durable materials from the sea. You gain a +1 bonus to your AC. **Blood Frenzy.** When you make a melee attack against a creature with less than its hit point maximum, you deal an additional 1d4 damage on a successful hit. **Fins.** You can cause webbing to grow between your fingers and toes as a bonus action. You have a swim speed equal to your walking speed while your hands and feet are webbed. This transformation lasts until you dismiss it (no action required). **Maw of the Ravager.** Your mouth becomes lined with sharp, shark-like teeth. You gain a bite attack that is a unarmed strike, which deals 1d8 damage. **Tentacles.** You have advantage on Strength (Athletics) checks made to grapple a creature. Your tentacles add 5 feet to your reach when you use them to make a grapple attempt. #### Visions of the Deep Starting at 6th level, as a reaction when a hostile creature within 60 feet deals damage to you, you can attempt to drown out its thoughts with visions of the inky depths. That creature must make a Wisdom saving throw against your warlock spell save DC, or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. Once you use this ability, you can't use it again until you finish a short or long rest. #### Voidsight At 10th level, your eyes darken until they become like black voids. You can’t be blinded, and you can see normally out to 60 feet, regardless of conditions. #### Dead Men Tell No Tales Starting at 14th level, you can allow your undersea master to reach out to the surface world, drowning your foes, even on land. As an action, choose any number of hostile creatures that you can see with 60 feet of you: water magically fills these creatures’ lungs, and forces its way out their mouths. If a target is capable of drowning, it begins to suffocate. A suffocating creature can survive for a number of rounds equal to its Constitution modifier. At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. If a suffocating creature uses its action to gasp for air, that round does not count against the total number of rounds it can survive. You concentrate on this ability as if you were concentrating on a spell. Its effect on a target ends if you lose your concentration, or if a target moves more than 60 feet away from you. Once you use this ability, you can’t use it again until you finish a long rest \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Demon's Chalice Legend tells of an artifact of the icy north, a golden chalice, covered in demonic runes and symbols. Few even know of the chalice, and fewer still have seen it in person, but those who have carried it know that it whispers to its bearer, offering immense power to anyone foolhardy enough to drink from it. With the proper words and incantations, the chalice fills with ice cold blood, summoned from the deepest Abyss. Essentially, the blood is poison. It infects the veins of whoever drinks it, and confronts them with horrible demonic voices and visions of violence and death. Only the strong can survive the blood and inherit its frigid power. #### Demon’s Chalice Expanded Spell List | Spell Level | Spells | |:-:|:-:| | 1st | fog cloud, ice knife | | 2nd | levitate, Snilloc’s snowball swarm | | 3rd | sleet storm, wall of water | | 4th | elemental bane, ice storm | | 5th | cone of cold, passwall | #### Demon’s Mark Upon forging the bond with your patron at 1st level, a magical tattoo appears on your body, which you can use as an arcane focus for your warlock spells. You can change the damage of any warlock cantrip you cast to cold damage. The mark also allows you to walk on ice and snow as if it was normal terrain. #### Glacial Prison At 6th level, you can use your power to freeze enemies. Whenever you deal cold damage with a spell of 1st level or higher, you can force all enemies affected by the spell to make a Constitution saving throw. On a failure, a creature is stunned until the end of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Ice Glide At 10th level, your mastery over ice increases. You gain the ability to fly at your normal movement speed. You must begin and end your movement on solid ground, otherwise you fall. #### Time Freeze By 14th level, you can momentarily freeze time itself, allowing you to take an action as a bonus action instead. Other creatures can't use their reactions while you take this action. After using this ability, you must take a short or long rest before using it again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The DM None of this is real, not a lick of it. You, me, the whole damn world: we're nothing but pencil scratches on some pieces of paper. It doesn't matter if you believe me, because there's nothing you or I can do about it. The world is the way it is, and it only exists so long as the DM wants to tell a story; after that, the whole thing goes poof. The DM isn't one creature. It might be male, female, or something in between. Maybe it's old, young, handicapped, healthy, smart, dumb; or any one of a million different things. The DM may be no more powerful than a commoner in its own world, but to our world, its will is absolute. The DM grants us our powers and its laws and decisions dictate the way everything in our world works. In fact, it can change the very fabric of reality on a whim. Those that fight the will of the DM find that its ire is easy to rouse and hard to be rid of, but if you cater to it and play along with the story that it wants to tell, you might find that things go very well for you. #### The DM Spells | Warlock Level | Spells | |:-:|:-:| | 1st | detect magic, identify | | 3rd | augury, locate object | | 5th | clairvoyance, remove curse | | 7th | divination, locate creature | | 9th | commune, legend lore | #### Player Character You must know that you're being controlled. As a point of fact, the being controlling you is a Player; you are a Player Character. This is a good thing, for there is no greater hero than one at the whims of a Player. Because of this, you can take comfort in the fact that the DM is crafting a story for you to play a part in, and that you and your travelling party are likely major players. At 1st level, you gain advantage on Persuasion and Deception skill checks when interacting with friendly NPCs. Be warned, though: the DM is capricious, and may revoke this ability when he feels that it is not appropriate. #### Benny Your goal, as a Player Character, is to succeed, and hopefully look as impressive as possible while doing it. Consequently, failure isn't generally an option for you and your traveling companions. Because you are aware of this, you can gain the unique ability to pull victory out of your ass when you otherwise should have failed. Starting at 6th level, on any occasion that you attempt an attack roll, skill check, or saving throw and it fails, you may re-roll that check; you must take the results of the re-roll. You should exercise caution with ability: using it too often will easily inspire the wrath of the DM, who will be inclined to force your player to destroy you and select a new, dumber, champion. You can safely do this once; you should take a long rest before you do so again. \columnbreak #### Plot Armor Another part of your goal as a Player Character is to complete the story the DM is crafting with you; there's an overarching plot, and your role in it is pivotal. As such, the whole universe has an incentive to keep you and your merry band of mates alive; if you all died, the whole thing collapses. At 10th level, once per day, following a short or long rest, you and any allies in your party gain temporary HP equal to your warlock level + your Charisma modifier. #### OP Class Feature Understanding the Game is the only way to truly make yourself powerful. The world, for better or worse, is balanced in its own way: no one is too weak or too powerful, since that would be no fun. This was a bigger problem in previous versions of our world, but has gotten better over time. Knowing this, though, allows you to temporarily turn things heavily in your favor, though it runs great risk of offending the other players or even the DM. At 14th level, as a bonus action, you may break the balance of the Game, allowing you to deal maximum damage with your cantrips for one minute. Of course, the DM is capricious, and may think of something more interesting or thematic to do instead. Still, the DM will never brook with a creature that tries to abuse this sort of power; once you use this ability, you must take a long rest before doing so again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Elder Wyrm Your patron is a fearsome lord among wyrms: ancient in years and in possession of untold powers which they bestow on select mortals. Dragons employ their cunning to bind the recipients of their power into servitude, and such a dragon sees their warlock as a trophy, a set piece amongst their vast, unimaginable hoard. After granting you powers, your patron sent you into the world so that they can drink it all in, experiencing everything through your senses. Their presence in your mind drives you to adventure and other draconic habits. Dragons that might make this sort of pact with a mortal include: Bejûrk the Black, Fafnír the Ancient, Python the Godslain, Sevyris the Terrible, Temerost the Frost Queen, and Yshelm the Drake-smith. #### Expanded Spell List The Elder Wyrm allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Elder Wyrm Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st dragon | roar, elemental blade | | 2nd | alter self, magic weapon | | 3rd | draconic aura, wyrmskin | | 4th | dominate beast, polymorph | | 5th | geas, legend lore | #### Aspect of the Drake When you choose this patron at 1st level, you select a draconic patron of a particular color, chosen from the Dragon Ancestry table on page 14. You gain resistance to the damage type associated with your patron, though you do not gain a breath weapon. Additionally, you know the thaumaturgy cantrip, which does not count against your number of cantrips known, and you learn to speak, read, and write Draconic. #### Howling Winds Starting at 6th level, you can use your reaction to cause a strong gust of wind. Each creature within 30 feet of you must make a Strength saving throw against your warlock spell save DC. On a failed save, a creature is pushed back15 feet and knocked prone. Gasses and vapors are dispersed by the wind and any unprotected flames are extinguished. Any protected flames, such as within a lantern, have a fifty percent chance of being extinguished. Once you use this ability, you can’t use it again until you finish a short or long rest. #### Mind of the Wyrm Starting at 10th level, your patron has imbued you with a mote of their essence, shielding your mind from fear. You are immune to being frightened, and when another creature attempts to frighten you, you can use your reaction to attempt to frighten them. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you for 1 minute. Once you use this ability, you can’t use it again until you finish a short or long rest. #### Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back. These wings grant you a flying speed equal to your current movement speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate them might be destroyed when you manifest them. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Enhanced The path to power often lies across a mire of hardship and strife. For many, that can mean years of hard study and practice; for some, it can mean deals with people or entities that man was not meant to deal with. For a small few, though, their power is thrust upon them, often against their own wishes. It is from this small group of individuals that the Enhanced pull their ranks. The Enhanced are warlocks with a peculiar patron, that of one of the whirring, clicking entities of Mechanus. In most cases, an enhanced is a righteous, law-abiding individual who suffer's some form of ignominious or horrific near death; the servants of Mechanus collect the poor soul, craft him a new, powerful body, and bestow upon him great power. Rarely, they will offer a sprig of divine inspiration to one who has lost all hope, and that inspiration allows the chosen one to craft the means to change his life. Whatever the case may be, the Enhanced are uniformly odd and alien when viewed by common folk, seeming to share much more in common with golems than man. #### Enhanced Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | magic missile, shield | | 2nd | enhance ability, scorching ray | | 3rd | haste, lightning bolt | | 4th | fabricate, locate creature | | 5th | destruction wave, wall of force | #### Summon Armor At 1st level, you gain the ability to summon a suit of armor. As a bonus action, this armor appears on your person, fitted and ready to go. You are proficient with this armor, it has no strength requirement, and you suffer no drawbacks from sleeping in this armor. It always appears as a full-body suit of heavy, fully-sealed plate armor made of some alien material, but its ability to protect you grows as your warlock level grows. You may dismiss your armor as a bonus action. You may summon any version of your armor for which you meet the level prerequisite. Should you obtain suit of magical armor, you may integrate its abilities into your armor plating; doing so requires a ritual that requires 8 hours, after which your armor plating gains the magical enchantment. You may only integrate one magical suit of armor at a time, and you must still attune to it, if required. #### Armor Plating | Warlock Level | Armor Class (AC) | Type | |:-:|:-:|:-:| | 1st | 14 + Dex modifier (max 2) | Medium | | 5th | 15 + Dex modifier (max 2) | Medium | | 7th | 16 | Heavy | 9th | 18 |Heavy | \columnbreak #### Probability Matrix At 6th level, your mental capacity receives a profound upgrade. Following a short or long rest, select either Intelligence or Wisdom based skills. You add half your proficiency bonus to all skills of that type that you are not proficient in until you again a short or long rest. Additionally, your benefactors offer you the chance to augment your intelligence at the cost of your emotions. Upon reaching 6th level, you may swap your Intelligence score and your Charisma score; this process takes 24 hours, and is permanent. Should you choose this, your pact magic, invocations, and all other warlock features that utilize Charisma now instead use Intelligence instead. #### Ablative Coating At 10th level, your armor begins to generate a field of ablative energy. Following a short or long rest, select two of Radiant, Lightning, or Force damage. While you are wearing your armor plating, your gain resistance to the chosen damage type until you use this ability again. #### Omni-Cannon At 14th level, you unlock the full power of your enhanced frame. As an action, you may fire a massive blast of energy in a 10-foot wide 120-foot long line. Each creature in this area must make a Dexterity saving throw. On a failed save, the creature takes 5d10 Radiant and 5d10 force damage, or half as much on a successful one. After using this ability, you must take a short or long rest before you can do so again. \page [Back to Otherworldy Patrons](#p5) ### The Eternal Citadel You've made a pact with the Eternal Citadel, a massive yet empty bastion that seems to wander between worlds, collecting travelers and then releasing them again once they agree to serve. The Eternal Citadel communicates through the silent transferal of emotions and feelings - an instinctual sense to follow a course of action, no matter how enigmatic it may seem. An unknown number of people have sworn their allegiance to the Citadel, and few ever meet, but they all serve the same end, known or otherwise: preservation against the forces that seek destruction. #### Expanded Spell List The Eternal Citadel lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Eternal Citadel Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | absorb elements, sanctuary | | 2nd | arcane lock, warding bond | | 3rd | glyph of warding, Leomund's tiny hut | | 4th | Otiluke's resilient sphere, stoneskin | | 5th | passwall, wall of stone | #### Righteous Guardian At 1st level, you gain the ability to shield yourself and others from harm. Whenever you or an ally within 30 feet would take damage, you can use your reaction to create a mystical barrier of energy around them. The amount of damage the ally would take is reduced by half your warlock level + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier, and these uses recover when you finish a short or long rest. #### Force of Preservation At 6th level, whenever you would take damage, you can use your reaction become immune to the damage from that effect or attack. At the start of your next 3 turns, you gain temporary hit points equal to half your warlock level. Once you use this feature, you cannot use it again until you finish a short or long rest. #### Builder of Walls At 10th level, your connection with the Eternal Citadel deepens, enabling you to call upon it for defense. You learn two of the following spells, they count as warlock spells for you, and they do not count against your total spells known: wall of fire, wall of force, wall of sand, wall of water, or wind wall. You can cast one of these two spells once without expending a spell slot. Once you do so, you cannot do so again until you finish a short or long rest. \columnbreak #### Bound to the Aeons At 14th level, your oath to the Eternal Citadel becomes irrevocable. You no longer age, and cannot be magically aged. You also do not require food or water. Additionally, you can call down an onslaught of timeless power from the central spire of the Citadel to burn away the souls of your foes as an action. Choose an infinitely tall 10- foot-radius cylinder at a location you can see within 200 feet of you, which becomes gently illuminated with otherworldly light. At the start of your next turn, creatures within are blinded until the start of your next turn as a beam of golden energy shoots down from the sky, and they must make a Charisma saving throw against your warlock spell save DC. If they fail, they take 7d6 radiant damage, 7d6 force damage, and are incapacitated until the start of your next turn. If they succeed, they take half as much damage and are not incapacitated. This beam ignores obstacles. Once you do this, you cannot do so again until you finish a long rest. ### Traits of the Timeless Warlocks who have made a pact with the Eternal Citadel are often known as timeless, and are known for their strangeness and unusual habits, given many are stolen from other worlds. Consider adding one or more of these traits when creating a warlock or after performing one of your duties as a servant of the Citadel. | d12 | Trait | |:-:|:-:| | 1 | You tend to assess doorways before walking through them. | | 2 | You occasionally awaken confused about where you are. | | 3 | You are anxious when outdoors. | | 4 | You talk to structures and expect an answer. | | 5 | You often stroke stone as though it were a pet. | | 6 | Your skin appears to be made of marble, in the right light.| | 7 | Your skin is always cool to the touch. | | 8 | Your eyes glow with a soft, golden light. | | 9 | Your flesh chips and cracks rather than being cut in the normal way. | | 10 | Your facial structure is oddly statuesque. | | 11 | Your hair remains in a single shape, no matter how hard you try to change it. | | 12 | A scent of freshly-cut stone seems to follow you. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Fallen Exile Stars beyond measure populate the void beyond the world, while celestial spheres circle above. You have met with one of their number, cast down by the many cold and unfeeling suns above for the sin of falling in love with a mortal. As punishment, the spiteful and envious stars shined their pale fury upon the paramour, destroying them utterly. The Exile now wanders the world it has been cast upon, appearing as a shimmer of light. Its goal is known only to those whom it trusts, and it grants power to them as it is powerless itself, stripped of interaction with the mortal world for its hubris. It endlessly searches, seeking either a soul of great kindness to help it find the knowledge and power to resurrect its fallen love, or one unscrupulous enough to wage war upon the very stars themselves. The light shines, but that fire can be cold and merciless, like the wrath of a love destroyed. #### Expanded Spell List The Fallen Exile lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Fallen Exile Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | color spray, faerie fire | | 2nd | continual flame, see invisibility | | 3rd | blink, daylight | | 4th | divination, greater invisibility | | 5th | circle of power, dispel evil and good | #### Cosmic Conduit At 1st level, the Exile's duality of betrayal and compassion infuses your spellcasting, enabling you to reach into the world in the same way that it does. Whenever you cast a spell using a warlock spell slot, you can choose to cast the spell as though you were located in the space of an enemy that you can see within 30 feet, or the space of an ally that you can see within 60 feet. When you cast from the space of an enemy, that enemy takes 1d10 fire damage. When you cast from the space of an ally, that ally gains 1d4 temporary hit points. #### Stardust Crusader At 6th level, the Exile grants you a portion of the power it stole from the other stars as it fell, allowing you to access their spirits even as they resist your incursion. Choose two of the following Dawn Constellations. Additionally, you gain resistance to necrotic damage. **The Chariot:** When you take the Attack action, your speed increases by 10 feet until the end of your current turn. **The Emperor:** Fire damage you deal ignores resistance. **The Fool:** Whenever you cast a cantrip that does not deal damage, you can take the Disengage action as a bonus action. **The Magician:** Your spells of 1st level and higher ignore half and three-quarters cover. **The Sun:** You can cast feather fall targeting only yourself without expending a spell slot at will. **The Tower:** You cannot be moved against your will by another creature while your feet are touching the earth. **The World:** You learn one cantrip on the wizard spell list. You can replace this cantrip with a different one from the wizard spell list whenever you finish a long rest. #### Astrological Savant At 10th level, you learn to take more power from the stars. You can choose two of the following Dusk Constellations. Additionally, you gain resistance to radiant damage. **The Devil:** You have advantage on Persuasion checks to make a bargain with another creature. **The Empress**: When you finish a short or long rest, you gain temporary hit points equal to half your warlock level. **The Hierophant:** You can cast water walk targeting only yourself without expending a spell slot at will. **The Moon:** You can cast enlarge/reduce without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest. **The Priestess:** You gain one additional maximum hit point per warlock level you possess so long as you have this Constellation selected. **The Wheel of Fortune:** Whenever you cast a spell of 1st level or higher using a spell slot, you can use a bonus action to generate a small gemstone worth 5 gp. #### Under the Night Sky At 14th level, you wrest power from the Exile's true foes with ease. Whenever you finish a long rest, you can exchange your chosen Constellations for different ones. ### The Legend of the Exile *Once, there was a nameless star that hung above the world, shining among all its brothers and sisters. All of them spoke to one another and watched the universe, as they had since the beginning of time and in the countless eons since. They performed their celestial dances with precision and inscrutability, circling and shifting without a single thought for the worlds that orbited them.* *However, this star was not like the others. It looked upon the world of mortals, and saw that there was life upon it. Intrigued, it continued to watch, creeping ever so slowly towards the world, so that it might see better into their lives that came and spun past in what seemed to be mere moments to the timeless and cosmic being.* *With great hope and sadness it watched as countless creatures rose and fell before it, and it became numb to the violent lives of lesser things, until one fateful moment.* *A mortal, singing a song of all the things that made life so bittersweet caught the attention of this nameless star, and so with an effort of will it shifted ever closer, and sought to hear.* *The song had pulled it from the endless cycle of apathy that had grown within the heart of the star, and it began to care about the life of the mortal. It shined brightly in the nights and competed with the sun during the day, and its well wishes blessed the mortal with happiness and health.* *Yet, all of this required the star to move from where it was intended to be in the celestial balance. The other stars were disrupted, and cried out, spiteful and envious of the emotion a nameless one among their number could feel.* \pagebreakNum *Their rage was made manifest, and they struck the place where the mortal lived with the hate of one-thousand suns and destroyed them utterly. They then took their former sibling and cast them down from the heavens, to wander and beg for champions to bring it justice and peace.* *So remember, children, do not follow the dancing lights that come wandering in the night. Those are the servants of the Exile, and the road they walk will only end in sorrow, either for themselves or for the world.* ### Traits of the Exiled Warlocks who have taken the purpose of the Fallen Exile to heart are known as the exiled, as they often forsake societal norms and boundaries in their quest. Consider adding one or more of these traits when creating a warlock or after serving the goal of the Fallen Exile. | d20 | Trait |:-:|:-:| | 1 | You are often content to watch the interactions of others, rather than participate directly. | | 2 | You never seem to blink. | | 3 | You sometimes sleepwalk, and awaken under the starlit sky. | | 4 | You have a strange affinity for dark places. | | 5 | You are touchy and quick to anger. | | 6 | You tend to find decay especially disgusting. | | 7 | You frequently curse at the sky under your breath. | | 8 | You find it difficult to maintain loving relationships. | | 9 | You are the first to extinguish a torch in the darkness. | | 10 | You appear youthful and pure in starlight. | | 11 | Your skin is always oddly smooth. | | 12 | Your eyes appear to contain a field of stars. | | 13 | You glow faintly when light is cast upon you. | | 14 | Your heart seems to shine gently inside your chest. | | 15 | Clothing or armor you wear for long periods of time adopts symbols representing constellations. | | 16 | Your blood slowly becomes motes of light when exposed to air. | | 17 | Your hair becomes white, like the color of a star. | | 18 | A scent of clean night air seems to follow you. | | 19 | When you cast a spell, a nimbus of light forms around you. | | 20 | Sparks and ribbons of light trail from your fingertips whenever you gesture. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Fiend You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit Fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. #### Expanded Spell List The Fiend lets you choose from an expanded list of Spells when you learn a warlock spell. The following Spells are added to the warlock spell list for you. | Spell Level | Spells | |:-:|:-:| | 1st | Burning Hands, Command | | 2nd | Blindness/Deafness, Scorching Ray | | 3rd | Fireball, Stink Cloud | | 4th | Fire Shield, Wall of Fire | | 5th | Flame Strike, Hallow | #### Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain Temporary Hit Points equal to your Charisma modifier + your warlock level (minimum of 1). #### Dark One’s Own Luck Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or Long Rest. #### Fiendish Resilience Starting at 10th level, you can choose one damage type when you finish a short or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature. Damage from magical Weapons or silver Weapons ignores this Resistance. #### Hurl Through Hell Starting at 14th level, when you hit a creature with an Attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a Nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a Long Rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Forbidden Graveyard You've stepped into the Forbidden Graveyard, a sanctuary found on the boundary between life and death, where the rare few whose minds are attuned to this place come to wander as their bodies heal or slip away into the cold clutches of the night. Those that embrace the experience and bind themselves to the Gate of Souls within find themselves gifted with understanding of both the living and the dead. The Gate requires repayment for this mercy, and only the souls of others will do. Choose wisely, for all who cross your path are marked by the Graveyard for collection. It is up to you to safeguard them from that dark plane, or to send them there to take your place in the dark embrace of death. #### Expanded Spell List The Forbidden Graveyard lets you choose from an expanded list of spells when you learn a warlock spell. The above spells are added to the warlock spell list for you. #### Forbidden Graveyard Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | inflict wounds, cure wounds | | 2nd | aid, Warding Bond | | 3rd | phantom steed, spirit guardians | | 4th | phantasmal killer, Mordenkainen's Private Sanctum | | 5th | hallow, legend lore | #### Rejection of the Crypt At 1st level, you've been changed from your experience in the Graveyard. You can add your Charisma modifier to death saving throws, and you gain immunity to effects that would reduce your maximum hit points. #### Ghoulish Constitution At 6th level, your flesh is filled with the icy chill of the grave. You can choose to allow attacks against you to hit. Whenever you are hit with a melee attack, you can use your reaction to channel dark power into your enemy. When you do, you have resistance to the damage that is dealt to you, and the attacker takes cold damage equal to your warlock level. If the attacker is reduced to 0 hit points, you gain temporary hit points equal to your warlock level. You can channel this power a number of times equal to your Charisma modifier and these uses recover when you finish a long rest. #### Keeper of Souls At 10th level, your spirit is bound to the Graveyard. Whenever a creature within 60 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your warlock level. If the creature was undead, you gain twice the number of temporary hit points. You also gain resistance to necrotic damage. Also, you gain immunity to effects that would kill you instantly without dealing damage. \columnbreak #### Everlasting Peace At 14th level, your mind is freed from mortal concerns, and your body from the curse of decay. You no longer age, and cannot be magically aged. You become immune to the charmed and frightened conditions. Undead attempting to attack or cast a spell targeting you must make a Charisma saving throw against your warlock spell save DC. If they fail, they cannot target you until the start of your next turn. ### From the Journal of the Gravebound, Alvira Rux *Truly, there is power here. All around me the currents of fate itself writhe at my fingertips, begging me to tear them asunder. I cast the blood upon the corpse and command it to rise, and the power pours from me, giving life to the dead.* *I must be cautious, that the villagers do not see that their former friend has been returned to them in such a state. The last necromancer was foolish, and drew the ire of many. I will not make the same mistake.* *I will learn the strengths and weaknesses of those I call forth, and commit them to memory, as failure to remember can lead to frustration and defeat.* *I will consult with the higher spirits and the powers that guide this world, and determine how I will proceed with these dark minions at my command.* *I will ally with those who understand this power and accept it, as those who would cast it aside may have their reasons, foolish as they may be.* *I will think with haste, and command my servants with swiftness and clarity, that they may act with speed and sureness beyond even the cunning of their former souls.* *These are the tenets of a true necromancer, and thus they shall be my own.* ### Traits of the Gravebound Warlocks who have walked the line between life and death and endured the trials of this mysterious place are known as gravebound, as their fate is tied to the inevitable passage of the soul into the beyond. Consider adding one or more of these traits when creating a warlock or after gaining knowledge of the Graveyard's forbidden arts. | d12 | Trait | |:-:|:-:| | 1 | You avoid walking over graves and corpses whenever possible.| | 2 | You are overly-eager to discuss death and decay. | | 3 | You snap your fingers when you're anxious. | | 4 | You tend to twitch in an unnatural manner. | | 5 | You appear skeletal and decayed in moonlight. | | 6 | Your skin is always cool to the touch. | | 7 | Your flesh doesn't normally bleed when cut. | | 8 | Your heart beats only a few times per minute. | | 9 | Clothing or armor you wear for long periods of time loses its color, becoming either pale white or dark black. | | 10 | Your blood slowly becomes dust when exposed to air. | | 11 | A scent of freshly-turned earth seems to follow you. | | 12 | Corpses twitch and shift while in your presence. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Future You Your patron is you in a decades-distant future. Perhaps your future self found an artifact of great power connecting the him to the past, which he must now lead you to discover, or perhaps he was taught the mystic arts by his future self long ago, and you will have to continue this cycle by teaching yourself someday. Your future self has forgotten the fine details of some things, and outright refuses to tell you about things you 'can't know yet,' but nonetheless offers compelling insight and guidance. You're not quite sure what he is planning for your future (and for his past), but one is certain - he needs you alive. #### Future You Quirks Strange effects linger after communicating with your future self. You gain one of the following traits: | d6 | Quirk| |:-:|:-:| | 1 | You often speak in the wrong tense. | | 2 | You sometimes refer to a person you just met by name, before they've introduced themselves. | | 3 | You often refer to yourself in the plural. | | 4 | In certain lighting, you look much older than you are. | | 5 | Seeing certain people alive can instantly reduce you to tears. | | 6 | Your future fashion sense clashes completely with that of today. | #### Expanded Spell List | Spell Level | Spell | |:-:|:-:| | 1st | shield, detect magic | | 2nd | augury, locate object | | 3rd | protection from energy, gaseous form | | 4th | death ward, divination | | 5th | legend lore, mislead | #### It Happened Like This Starting at 1st level, your discussions of the future with yourself have given you some periphery knowledge about how events played out. When you take a short or long rest, your DM rolls a d20 in secret and records the number rolled. Your DM can disclose the value, keep it a secret, or lie about its value. You can replace any ability check you make with this roll. You must choose to do so before the roll and can only use this recorded value once. #### I Could Do With Fewer Scars At 6th level, your future self often warns you of particular attacks to watch out for. When you are targeted by an attack you can use your reaction to gain a +10 bonus to AC against that attack. After using this ability, you must take a short or long rest before doing so again. \columnbreak #### Expect an Ambush At 10th level, your future self always warns you about potential ambushes. As a result, you cannot be surprised while you are conscious and have advantage on initiative rolls. #### Grandfather Paradox At 14th level, your knowledge of the future allows you to exploit some of the rules of spacetime. As an action, you can cause that creature to make an Intelligence saving throw. On a failed save, you goad the creature into causing a paradox. For 1d6 rounds the creature is incapacitated, locked between two opposing states while the paradox sorts itself out. The creature is unaffected on a successful save. Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Gelatinous Convocation You've made a pact with the cheerful wandering cubes of sentient ooze that wiggle and wobble their way across the multiverse, who visit worlds beyond measure with the singular goal of spreading their offspring within the deepest dungeons to collect and absorb the memories of the fallen. As they happily bounce between the planes, they occasionally encounter a soul they view as truly amusing, so they offer a measure of their strange power over the slimes and oozes of the world using the magic that they wield with a mere wave of their pseudopods. #### Expanded Spell List The Gelatinous Convocation lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Gelatinous Convocation Extended Spells | Spell level | Spells |:-:|:-:| | 1st | grease, Tasha's hideous laughter | | 2nd | enlarge/reduce, Melf's acid arrow | | 3rd | meld into stone, slow | | 4th | stone shape, vitriolic sphere | | 5th | awaken, Contagion | #### Recovered Memories At 1st level, you learn to dissolve the bodies of the dead and learn from their lives. As an action while standing adjacent to a corpse, you can produce an iridescent acid that consumes the corpse over the course of one minute. After the minute has passed, you can collect the acid to gain the memories of the creature from the past 48 hours, as well as any significant memories of the DM's choosing. You can produce this acid once, and this use recovers whenever you finish a long rest. Also, you can speak to oozes and communicate simple concepts to them, even if they cannot speak a language. #### Side Splitting At 6th level, your body becomes somewhat... slimy. Whenever you suffer damage, you can use your reaction to divide into a Medium swarm of Tiny oozes. Your hit points remain the same, and you function as a single unified swarm that occupies the same space as a Medium creature. While in this state, you are incapacitated, have your movement speed halved, have resistance to bludgeoning, piercing, and slashing damage, gain immunity to acid and poison damage, gain the benefits of the Disengage action, and can move through any space as narrow as 1 inch without squeezing. You can choose to return to your normal form without using an action whenever you wish, provided there is room to do so. You can use this feature once, and this use recovers whenever you finish a short or long rest. When you reach 10th level, you can use this feature at will as an action, but you can still activate this feature as a reaction only once. \columnbreak #### Acidic Body At 10th level, your form is infused with a caustic power. You gain resistance to acid damage. Whenever a creature starts its turn while involved in a grapple with you, you can choose to have it suffer 1d10 acid damage. #### Consuming Joy At 14th level, you fully understand the happiness of the Gelatinous Convocation You can cast polymorph using a warlock spell slot, but you can choose to turn the target into an ooze. Additionally, you gain immunity to the charmed condition. ### Chant of Consumption *Oloo! Oloo! Cubed Ones, take this body! Oloo! Oloo! Find the eternal joy! Oloo! Oloo! Seek the freedom from sorrow! Oloo! Oloo! Take this discarded vessel! Oloo! Oloo! Unite this broken shell! Oloo! Oloo! Let us know! Let us see! Grant us this enlightenment! Oloo! Oloo!* Funerary practices of the servants of the Convocation, 9th Era ### Traits of the Convocationist The Convocation touches more than just the soul. Consider adding one or more of these traits when creating a warlock or after contributing to the Convocation's memories. | d20 | Trait | |:-:|:-:| | 1 | You tend to lick your hands clean. | | 2 | You would rather pour water on your head than drink. | | 3 | You sometimes talk in your sleep, replaying the memories you have taken from the dead. | | 4 | You have a strange fondness for gelatin. | | 5 | You are overly-eager to discuss death and the consumption of memories. | | 6 | You roll your stomach when dancing. | | 7 | You weep uncontrollably at odd times. | | 8 | You tend to wiggle in an unnatural manner. | | 9 | You sometimes confuse people for corpses you've consumed. | | 10 | You appear wet and sticky. | | 11 | Your skin is always slimy. | | 12 | Your eyes are acid green with purple flecks. | | 13 | Cuts on your skin move like mouths. | | 14 | Your heart feels like it wanders around in your chest. | | 15 | Clothing or armor you wear for long periods of time is scoured clean, becoming shiny or fresh. | | 16 | Your blood slowly becomes slime when exposed to air. | | 17 | Your hair is perpetually spiked with gel. | | 18 | A scent of lime or other fruit seems to follow you. | | 19 | When you cast a spell, your veins flare with color. | | 20 | You track footprints of slime wherever you go while outdoors. You can suppress this when you notice it. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. #### Expanded Spell List The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:-:|:-:| | 1st | Dissonant whispers, Tasha's hideous laughter | | 2nd | detect thoughts, phantasmal force | | 3rd | clairvoyance, sending | | 4th | dominate beast, Evard’s black tentacles | | 5th | dominate person, telekinesis | #### Awakened Mind Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. #### Entropic Ward At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Thought Shield Starting at 10th level, your thoughts can’t be read by telepathy or other m eans unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. \columnbreak #### Create Thrall At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Great Tree The inimitable princes of the Feywild are not the only source of power in the enchanted forests and magical jungles of that realm -- indeed, there are many good reasons why a prospective warlock might not wish to deal with them. Far more stable and reliable partners can be found in the towering, ancient trees of the Feywild, whose roots reach back to the ancient past, and whose branches span to the end of time. Although journeying out into the woods to find a Great Tree with which to form a pact can be dangerous, the rewards are clear: these patrons are generous with their power, seeking to nurture their mortal charges, guiding and pruning them until they are fit to serve as guardians of the forest. #### The Great Tree Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | entangle, faerie fire | | 2nd | barkskin, spike growth | | 3rd | conjure animals, speak with plants | | 4th | blight, dominate beast | | 5th | insect plague, tree stride | #### Spriggan Starting at 1st level, you can use your bonus action to assume the form of a primal force of nature. Your body becomes covered entirely in bark, any hair you have becomes leaves and moss, your eyes glow amber, and you sprout a twisting pair of branch-like antlers. This form lasts for 1 minute, or until you dismiss it (no action required). For the duration, you have the following benefits: • Your AC equals 13 + your Constitution modifier. • Your fingers twist into sharpened roots which can be used as natural weapons, dealing 1d4 slashing damage on a hit. • You have advantage on Dexterity (Stealth) checks made while in a forest. • You gain temporary hit points equal to your Charisma modifier when you enter this form. You can use this ability twice. You regain all expended uses when you complete a short or long rest. #### Creeping Roots Starting at 6th level, when a hostile creature that you can see within 30 feet of you attacks one of your allies, you can use your reaction to ensnare them. Immediately after the attack, you slam your arms into the ground, and they transmute into twisting roots that ensnare the hostile creature. That creature must make a Strength saving throw against your warlock spell save DC. On a failed save you drag it to an unoccupied space within 5 feet of you. Once you use this ability, you can't use it again until you complete a short or long rest. \columnbreak #### Wildwood Guardian Starting at 10th level, you are immune to disease, and when you use your Spriggan feature, you gain the following benefits: • You gain temporary hit points equal to 5 + your Charisma modifier at the start of each of your turns. • You have resistance to poison damage, and advantage on saving throws against being poisoned. #### Ironwood Starting at 14th level, while using your Spriggan feature, you have resistance to bludgeoning, piercing, and slashing damage. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Gray Portrait Your dedication to art and beauty has led you to discover the art of creating a Gray Portrait: an artifact that your soul and body are bound to. The portrait reflects your inner self, and suffers the damage you would take, the diseases you would contract, and the cruelty you may inflict. It grants you the power to use your art to perform feats of incredible magic, and to paint beauty and ugliness alike upon the fabric of reality. This freedom from responsibility is corruptive, however, so one must be wary - if the portrait is destroyed, all that suffering returns to collect the devil's due. #### Expanded Spell List The Gray Portrait lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Gray Portrait Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | color spray, sanctuary | | 2nd | calm emotions, enhance ability | | 3rd | glyph of warding, sending | | 4th | death ward, stone shape | | 5th | contagion, mislead | #### Bound to the Painting At 1st level, you create and magically bind yourself to your Gray Portrait. The Gray Portrait is a Small object that weighs at least 25 lbs. and has 15 AC, hit points equal to 10 plus three times your warlock level, and resistance to all damage. It uses your statistics for saving throws. If your portrait is ever destroyed, you die. It can be repaired using the spell mending at a rate of 1 hit point per minute. You can choose to see through the Portrait's eyes at any time, and are always aware of its current state. The Portrait does not have to be a painting, but it must be an object that resembles you, such as a statue, doll, or mask. You gain immunity to disease, and you gain advantage on saving throws against poisons and the poisoned condition. Finally, your appearance becomes one of the following: timeless, youthful, refined, dignified, beautiful, elegant, or debauched, and it seems to always stay that way. #### Redirected Suffering At 6th level, you can more easily send your pain to your painting. Whenever you suffer damage, you can use your reaction to gain resistance to that damage. When you do, your painting suffers an equal amount of damage that ignores its resistances. Whenever you rest, your Gray Portrait mends itself. It recovers half its hit points when you finish a short rest, and recovers all lost hit points when you finish a long rest. \columnbreak #### Parchment Skin At 10th level, you are irreversibly bound to your Portrait. You no longer age, and cannot be magically aged. You gain resistance to necrotic damage and immunity to effects that would reduce the value of your maximum hit points, such as a vampire's life draining attack. #### Hated Immortal At 14th level, your ties to the Portrait enable you to destroy the lives of others, twisting them with terrible compulsions and inspiring thoughts of revenge. You can cast geas or modify memory once without expending a spell slot. You cannot do so again until you finish a short or long rest. ### Critique of Ser Isendale's Mirror *Truly, this statue is a sham, the artist a buffoon, and the decorations are simply appalling to anyone with a sense of taste or true artistic talent. The eerie thing seems to follow you around the room, and not in the way of a skilled sculptor's work. Nay, when I deigned to inspect it, the accursed thing seemed to bite at me with its little teeth. Surely a trick of the light played upon me by my disgust for the abomination, but nevertheless. Spare your eyes, good people. Much like the artist himself, there is nothing of saintly virtue here!* The last publishing of Ser Verigio, before his unfortunate and untimely accident. ### Traits of the Artist Binding one's life to an artwork is not something done without consequence, and takes a toll upon the mind and body alike. Consider adding one or more of these traits when creating a warlock. | d12 | Trait | |:-:|:-:| | 1 | You insist on having only the finest food and drink. | | 2 | You sometimes talk in your sleep, laughing at the misfortune you have seen during the day. | | 3 | You are a shameless self-promoter, even when doing so would be inappropriate. | | 4 | You move in a way that is stiff and precise. | | 5 | You tend to look down on those of lower social standing. | | 6 | You sometimes ignore social standards regarding dress and fashion. | | 7 | Your skin becomes like plastic, smooth and free from marks or imperfections. | | 8 | Your eyes are deep and captivating. | | 9 | Clothing or armor you wear for long periods of time assumes the appearance of what you were wearing in your Gray Portrait. | | 10 | Your blood slowly becomes paint when exposed to air. | | 11 | Your hair is always identical to how it was in your Gray Portrait. | | 12 | When you cast a spell, a shadowy duplicate of yourself seems to stand beside you. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Hexblade You have made your pact with a mysterious entity from the Shadowfell- a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emul ate th ose formed in the Shadowfell. Others forgo such arms, con tent to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. #### Expanded Spell List The Hexblade lets you choose from an expanded list of spells when you l earn a warlock spell. The following spells are added to the warlock spell list for you. ##### Hexblade Expanded Spell | Spell Level | Spells | |:-:|:-:| | 1st | shield, wrathful smite | | 2nd | blur, branding smite | | 3rd | blink, elemental weapon | | 4th | phantasmal killer, staggering smite | | 5th | banishing smite, cone of cold | #### Hexblade's Curse Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest. #### Hexwarrior At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you fin ish a long rest, you can touch one weapon that you are proficient with and that lacks the two -handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. #### Accursed Specter Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest. #### Armor of Hexes At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. #### Master of Hexes Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### Keeper of the Depths You've made a pact with an ancient, oceanic entity known as the Keeper of the Depths. As life teems within the seas, so do the secrets of the forgotten ages - sunken cities, ships lost at sea, and treasures unimaginable gone to the darkest currents that churn with horrible tentacles and creatures from nightmare. The Keeper watches over all this hidden knowledge, and harvests ever more in its endless pursuit of the unspoken secrets of the universe. In the deepest crevices where sunlight has never been seen, all oceans are one to the Keeper of the Depths, and its desire is insatiable. #### Expanded Spell List The Keeper of the Depths lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Keeper of the Depths Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | identify, sleep | | 2nd | locate object, zone of truth | | 3rd | Tidal Wave , water breathing | | 4th | control water, divination | | 5th | legend lore, Maelstrom | #### Secrets of Forgotten Treasures Starting at 1st level, your patron visits you in your dreams, learning what you've learned in exchange for hidden knowledge. Whenever you finish a long rest, you gain proficiency in two skills, languages, or tools of your choice. You remain proficient in these until you finish another long rest, at which point you can choose new ones to replace them. Additionally, you gain a swim speed equal to your movement speed. #### Sunken Souls At 6th level, you learn to call the force of the depths to crush your enemies and drag them to the deeps. As a bonus action, you can generate a sphere of pressure in a 15-foot radius around youself. This area counts as difficult terrain for hostile creatures, and any hostile creature that ends its turn there must make a Constitution saving throw against your warlock spell save DC. If they fail, their movement speed is halved until the end of their next turn. Flying creatures in the sphere are dragged to the earth during this time, while swimming creatures in the sphere sink 30 feet at the start of their next turn. #### Madness of the Deep At 10th level, your patron allows you to call on its unspeakable secrets and inflict them on others. As an action, choose a creature within 60 feet. The target must make a Charisma saving throw against your warlock spell save DC. If they fail, they are driven mad, and must use their action to make a melee attack against themselves during their turn. At the start of each of their turns, they can repeat this saving throw, ending the effect only with success. Once you use this feature, you can't do so again until you finish a short or long rest. #### Consumption of Mind and Soul Starting at 14th level, you can summon the terrible maw of the Keeper to appear before you as an action. A massive beak surrounded by tentacles appears and attempts to grab a target of your choice within 30 feet. When a creature is targeted, it must make a Strength saving throw against your warlock spell save DC to shake off the grasp of the horror. If the target fails it is dragged into the beak and bitten, taking 10d10 psychic damage. If this is enough to reduce the target to 0 hit points, you can choose to have them be swallowed whole by the mouth, consuming them. Either way, the maw then immediately disappears. If you have a creature eaten using this feature, your patron visits you in your dreams during your next long rest and grants you a boon in return for the sacrifice. Choose any spell of 5th level or lower from the warlock or wizard spell lists. You can cast this spell twice using a warlock spell slot, after which it is lost. If you do not cast this spell before sacrificing another creature with this ability and resting, it is lost. Once you summon this maw, you cannot do so again until you finish a long rest. ### Traits of the Dweller The Keeper takes more than just restful sleep; it steals humanity and one's own sense of self as well. Consider adding one or more of these traits when creating a warlock or after serving the goals of the Keeper of the Depths. | d12 | Trait | |:-:|:-:| | 1 | You often inquire about the dreams of others. | | 2 | You sometimes talk in your sleep, whispering terrible secrets about things unknown to you. | | 3 | You are extremely interested in the secrets of others. | | 4 | You always listen with complete focus when being taught something. | | 5 | You move in a way that is somehow... wrong. | | 6 | You speak to bodies of water and expect a response. | | 7 | You appear oddly wet at all times, even when dry. | | 9 | Your pupils are oddly shaped, like those of an octopus. | | 10 | Your blood slowly becomes saltwater when exposed to air. | | 11 | Your hair is always wet and discolored. | | 12 | A scent of ocean air seems to follow you. | | 13 | Your teeth become jagged and triangular, like those of a shark or other predatory fish. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### Lady Luck Almost every culture in history has believed in the existence of some supernatural force that could influence random events. Whether they represent this as a god, trickster spirit, or innate property of each individual, there has always been a sense of something out there influencing our fates. Sometimes, a gambler with an exceptionally powerful will might come into direct contact with this force, and surrender their soul in exchange for a lifetime of impossibly good luck. #### Expanded Spell List Your pact with Lady Luck allows you to choose from an expanded list of spells when you learn a new spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:-:|:-:| | 1st | bane, bless | | 2nd | augury, locate object | | 3rd | blink, spirit guardians | | 4th | confusion, divination | | 5th | dominate person, mislead | #### Critical Spell At 1st level, your spell attacks score a critical hit on a roll of 19 or 20. #### Supreme Luck At 6th level, you can re-roll an ability check, saving throw, or attack roll. You can choose to do so after you make the roll but before you know the outcome. Once you use this ability, you must take a short or long rest before you can do so again. #### Fortune's Favor When you reach 10th level, Lady Luck smiles upon you. Whenever you roll a natural 20 on a saving throw you were forced to make by a hostile creature or environmental hazard, you gain temporary hit points equal to twice your Charisma modifier. #### Triple Seven At 14th level, when you cast the eldritch blast cantrip, if you roll a 7 on three or more of the damage dice, each beam deals an additional 25 damage. If any of the targets are reduced to 0 hit points by this attack, you and your allies receive double the usual amount of XP for defeating them. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Machine You have surgically implanted yourself with the Heart of the Machine, a device of immense power that constantly bombards your body and mind with arcane energy and forbidden knowledge. This influx of energy can be manipulated into spells or used to power magitech enhancements similarly installed into your body. The Heart of the Machine's mechanics are not entirely well understood. While some claim a rational, scientific understanding of its inner workings, others claim a transcendent connection to The Machine – that it is a powerful being, a construct of immense design that embodies itself through those who carry the Heart. #### The Machine Expanded Spells: | Spell Level | Spell | |:-:|:-:| | 1st: | detect magic, thunderwave | | 2nd: | darkvision, heat metal | | 3rd: | lightning bolt, nondetection | | 4th: | fabricate, locate creature | | 5th: | animate object, contagion | #### Battlefist When you select this patron at 1st level, you permanently replace one of your hands (your choice) with a mechanical battlefist. The battlefist is a one handed light melee weapon that deals 1d8 bludgeoning damage, and cannot be disarmed. You are proficient with the battlefist. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your battlefist, though you may not attack with your battlefist and use an object or weapon held in that hand on the same turn. #### Embedded Component At 6th level, you gain the ability to embed or attach magitech components to yourself. You may select 1 Embedded Component from the Embedded Components list. At levels 9, 12, and 15, when you learn when you learn new eldritch invocations, you may choose to gain a new component instead. #### Eldritch Fist At 10th level, you have mastered using your battlefist and spellcasting to crush your foes. When you use the Attack action to attack a creature with your battlefist, you may use a bonus action to cast an evocation cantrip targeting that creature. Treat this cantrip as if it had a range of touch. #### Total Augmentation By 14th level, you are more machine than man. You gain immunity to being blinded, deafened, exhausted, or poisoned. In addition, you now have the Construct type. \columnbreak ## Embedded Components ##### Arm Servos Your arms have been infused with magitech components, allowing you a burst of strength. Your Strength score increases by 1, to a maximum of 20. As a bonus action, you may increase your Strength score by 2 (to a maximum of 20) for one minute. Once you use this component, you must finish a short or long rest before you can use it again. ##### Armored Body You have incorporated enough reinforcing materials into your body to become somewhat resistant to physical damage. Your armor class increases by 2, to a maximum of 20. ##### Armored Mind You have grafted a machine directly onto your nervous system. You have advantage on saving throws against being charmed or frightened. ##### Fortify Skin You have alchemically infused your skin with adamantine fibers that toughen on command. You may use an action to Fortify your skin for 1 minute. During this duration, you move at half speed and gain resistance to all Bludgeoning, Piercing, and Slashing damage. After using this, you must finish a short or long rest before you can use it again. ##### Improved Battlefist You have upgraded your battlefist to deal more damage. Your battlefist now deals 1d10 damage, is magic, and you gain a +1 bonus to attack and damage rolls you make using it. ##### Leg Servos Your legs have been infused with magitech components, allowing you to run longer and faster. Your movement speed increases by 10 feet and you have advantage on Constitution saving throws against being exhausted. ##### Overload Metabolism As a bonus action, you can excite your artificial metabolism to heal a number of hit points equal to 5 + your level. Doing this incurs a -2 penalty to your Strength and Dexterity scores for 10 minutes. After using this ability, you may not use it again until you complete a short or long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### Maiden of the Mists The Dead Mists of R'lyeh have for eons been a deadly trap for astral travelers. Foolhardy wizards and mystics would push themselves further and further into the astral sea, and would eventually find themselves wrapped in the eldritch mists. Lost and without guide, they would inevitably succumb to the mist's soul-draining effects, and would become little more than food for the astral beings who slept in the mists. Such was the fate of one such explorer: Faye Diamond, a scholar of the otherworldly from another time and another place. Lost in the mists, she assumed that her fate would be the same as those who had come before, and indeed it would have had she not made contact with The Master of the Mists. Though their astral connection, the Master taught her all that he could about how to navigate and control the mists, and though this intervention Faye was saved. Decades later, a much different woman returned to the mists which once threatened to consume her. Faye had become so attuned with the Dead Mists that they were now a part of her, and she a part of them. Fearing that she would finally be destroyed by the mists, she searched for her old master. Upon discovering his resting place and seeing his lifeless form on an eldritch golden throne, she immediately understood her final purpose: she would become the Maiden of the Mists, and would guide others the way her master had guided her years before. #### The Dead Mists Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | fog cloud, heedless lash | | 2nd | detect thoughts, mistbound | | 3rd | clairvoyance, scouring mists | | 4th | black tentacles, confusion | | 5th | oblivion, scrying | #### Eldritch Investigation Starting at 1st level, you learn to open your mind to the Dead Mists of R'lyeh, granting you eldritch insights and power. As a bonus action, you can deal yourself necrotic damage equal to 1d8 times the level of your Pact Magic slots. At the start of your next turn, you regain an expended Pact Magic slot. Damage from this ability ignores both damage resistance, damage immunity, and damage vulnerability, and does not subtract from your temporary hit points, if you have any. If this ability reduces you to 0 hit points, you are knocked unconscious, even if you have temporary hit points. You must be able to perform the somatic components of a spell in order to use this ability. #### Mist-Fueled Recovery Starting at 6th level, your body begins to merge with the Dead Mists, allowing you to heal your mortal form by burning eldritch energy. As an action on your turn, you can consume one of your available Pact Magic spell slots; doing so heals you 1d8 hp per spell level of the slot consumed. \columnbreak #### Mist Form At 10th level, you learn to fully immerse yourself in the Dead Mists, transforming you in to a hazy, misty reflection of your true self. As an action, you can cast the spell gaseous form on yourself without using a spell slot. #### Master of the Mists At 14th level, you learn to infuse the Mists of R'lyeh into your spells, leeching vitality from your foes. Once per turn, when you deal necrotic damage to a hostile creature with a warlock spell, you regain hit points equal to 1d8 + your Charisma modifier. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### Mother Beast You have forged a pact with the spirit of an antediluvian creature, the precursor to all modern beasts. Mother Beast, as she is known, cares little for human affairs, but is deeply invested in her 'children,' the creatures of the world, great and small. She has granted you ferocious strength and the bloodlust of her kin to through a unique kind of lycanthropy which leaves your personality completely intact, even as your appearance grows more savage with claws, teeth, and fur. #### Mother Beast Spells | Spell Level | Spell | |:-:|:-:| | 1st | animal friendship, disguise self | | 2nd | barkskin, enhance ability | | 3rd | conjure animals, protection from energy | | 4th | dominate beast, locate creature | | 5th | commune with nature, contagion | #### Lycanthropy Starting at 1st level, you are a shapechanger. As a bonus action you can polymorph into a wolf-hybrid form or into a wolf, of back into your true form. In your hybrid form and your wolf form, you gain a bite attack, which is an unarmed strike that deals 1d6 damage on a hit, and your Armor Class is equal to 13 + your Dexterity modifier, but you cannot wear armor or cast spells. If you were wearing armor when you transform, this armor falls off. In wolf form, your base walking speed increases by 15 feet, but you also cannot cast spells or hold weapons or items. All other statistics are unchanged while polymorphed. At 6th level, while in hybrid form, when you use the Attack action to bite, you can make a weapon attack as a bonus action. #### Mother's Blessing Beginning at 6th level, when you polymorph into a wolf or a hybrid form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered until the beginning of your next turn. #### Shape Control By 10th level, you are more completely in control of your form. As a bonus action on your turn, you can end the effect of a transmutation spell affecting you. After using this ability, you must complete a short or long rest before you can do so again. \columnbreak #### Touch of Beasthood At 14th level, when you hit a creature with your bite attack, you can temporarily share the beast's curse. When you do so, the creature must make a Constitution saving throw. On a failed save, the creature takes 8d10 force damage as their body rapidly transforms into a feral, animalistic state. For the next minute, the creature cannot speak, is disoriented as though under the confusion spell, and is vulnerable to fire damage and any damage dealt using silvered weapons. On a successful save, the creature takes half damage and suffers no other effects. After using this ability, you must complete a long rest before you can do so again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Mystical Talisman For the large majority of warlocks, the Pact is something that is either sought out personally or offered in a moment of weakness or desperation. Owners of a mystical talisman, by contrast, rarely know what kind of power they have undertaken. They are inheritors of great strength and power, and are expected to uphold the ideals of those who held that power before. In most cases, those who become warlocks of the Talisman inherit their talisman from a family member or teacher: they join a long line of heroes or villains who have wielded that power in the name of some greater idea. Others are plucked from the masses by powerful entities, chosen for specific traits or characteristics. A small few simply stumble into their power, finding their talisman amidst a pile of rubble. Regardless of the cause, what a Talisman warlock chooses to do with their power is ultimately up to them. #### Mystical Talisman Bonus Spells | Spell Level | Spells | |:-:|:-:| | 1st | bless, expeditious retreat | | 3rd | enhance ability, scorching ray | | 5th | fireball, phantom steed | | 7th | dimension door, fire shield | | 9th | cone of cold, wall of force | #### Mystical Transformation Starting at 1st level, you can use your action to undergo a fantastic transformation. The exact nature of the transformation varies from talisman to talisman, but it always confers similar changes: an utterly fantastical outfit (suit of armor, brightly colored clothes, symbiotic battle suit, etc.), which completely masks your identity and confers an exaggerated, bombastic manner of speech. While transformed: • Your AC equals 10 + your Dexterity modifier + your Charisma modifier • Your unarmed strikes deal 1d4 damage, you can use your Dexterity modifier instead of your Strength modifier for attack and damage rolls for your unarmed strikes, and when you use the attack action to make an unarmed strike you may use your bonus action to make an additional unarmed strike. • You cannot be recognized as your true identity, except by truesight, your patron, or any creature that watches you transform. • Select one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder damage. Spells and abilities that you use which would deal one of those damage types instead deal damage of the selected type. Additionally, you may deal this type of damage with your eldritch blast rather than force damage. • You have disadvantage on Dexterity (Stealth) checks. • You have disadvantage on Charisma (Deception) checks. • You cannot gain the benefits of rest or sleep. Once transformed, you can maintain your transformed state indefinitely. The effect ends immediately if you are unconscious or if you use an action to dismiss it. Once you use this ability, you must take a long rest before you can do so again. Starting at 6th level, you need only take a short rest before using this ability again, and at 14th level, you can use this ability at will. #### Mystical Luck At 6th level, while transformed, you can re-roll an ability check, saving throw, or attack roll. You can choose to do so after you make the roll but before you know the outcome. Once you use this ability, you must take a short or long rest before you can do so again. #### Mystical Barrier At 10th level, while transformed, you gain resistance to your chosen damage type. Additionally, when you transform, you gain a number of temporary HP equal to your warlock level + your Charisma modifier. #### Super Mystical Transformation Starting at 14th level, while transformed, you gain a flight speed equal to your movement speed. Additionally, you can unleash an ultimate attack: when you hit a creature with an attack, you can deal that creature an additional 10d10 points of your chosen damage type. Once you use this ability, you must take a long rest before you can do so again. >**Sidenote:** Giving your attacks and spells unique names is absolutely not necessary, and doesn't even always fit with the sentai/magical girl motif, but it is HIGHLY recommended. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Noble Genie Your pact is one that has been made by legendary advisors, philosophers, and tale-spinners of the desert lands, known throughout the land of Zakhara as sha’irs. Your patron is a noble genie, a creature whose spirit is infused with the primordial essence of the Elemental Planes. These creatures are the rarest and most powerful of their kind. They aim to achieve ultimate greatness, splendor, and the reverence of all beings. Though noble genies aren't gods, they feel deserving of such veneration from their servants. They're accustomed to wealth and opulence and treat their insatiable indulgence as an entitlement to their own power and grandeur. #### Expanded Spell List The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Noble Genie Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | chromatic orb, shield | | 2nd | flaming sphere, Maximillian’s earthen grasp | | 3rd | lightning bolt, sleet storm | | 4th | conjure minor elementals, elemental bane | | 5th | far step, planar binding | #### Noble Patronage At 1st level, your patron grants you the ability to speak Primordial. You also gain advantage on Intelligence (Arcana) checks made to identify portals to elemental planes and magical inscriptions or items created by other sha’irs, their patrons, or other genie-kind. Additionally, you choose the one of the four types of noble genie to be your patron as shown on the Noble Genie Patrons table below. Your choice determines several of your class features as you gain level. ##### Noble Genie Patron | Genie Type | Damage Type | |:-:|:-:| | Dao **(Earth)** | Acid | | Djinni **(Air)** | Lightning | | Efreeti **(Fire)** | Fire | | Marid **(Water)** | Cold | #### Gen Vizier At 1st level, your patron assigns a lesser genie, a gen, to accompany you during your travels. The type of gen is dependent upon your patron’s genie type as defined on the Noble Genie Patron table. Your gen vizier isn’t required to obey your commands, although it usually tries to the best of its ability, and doesn’t participate in combat. You gain the following benefit from your gen vizier. **Spell Fetching.** You can send your gen to find and retrieve the knowledge of an additional spell you don’t know. The spell must be of a level you can cast and can be from any class spell list. As a bonus action, you can request a spell for your gen to retrieve and it returns in a number of rounds equal to 1d12 minus your Charisma modifier (minimum of 1). When the gen returns, it immediately imparts the spell knowledge to you at the beginning of your turn, which you can then cast normally by expending a spell slot. If you don’t cast the spell within two rounds of receiving it, the spell knowledge disappears, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests at 6th level and three times between long rests at 14th level. > ### Gen Familiar > A warlock who attains the Pact of the Chain at 3rd level can choose their [gen](https://homebrewery.naturalcrit.com/share/ByQHNpuMtW#p9) as their familiar. #### Bargain of Power At 6th level, your gen vizier’s familiarity with other beings, the magic they possess, and their desires speed its retrieval of the magic you desire. The dice for your Spell Fetching feature turns into a d10. At 14th level, it turns into a d8. Additionally, you can expend one of these die, to gain advantage on a Charisma (Intimidation or Persuasion) check. #### Elemental Attunement At 10th level, you become more attuned to the primordial realm of your patron. You have resistance to the damage type defined by the Noble Genie Patron table. Also, whenever you cast a spell that deals damage of the type defined by the Noble Genie Patron table, add your Charisma modifier to that damage (minimum of 1). #### Genie Form At 14th level, you can merge with yourself with your gen vizier to assume the form of an aspect of your genie patron. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits. • You gain flying speed equal to your walking speed. • You gain resistance to slashing, bludgeoning, and piercing damage from nonmagical attacks. • You gain advantage to saving throws versus magical spells and effects. • While this feature is active, the damage dealt by your eldritch blast changes to the damage type defined by your Noble Genie Patron table. In addition, the damage dealt by this spell can’t be reduced by a target’s resistances or immunities. After you use this feature, you must finish a long rest before you can use it again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Night Hunter You've made a pact with the Night Hunter, a dark incarnation of the predatory nature of man. Cursed with a bitter chill that can only be shaken by the blood of the prey, and riding astride a steed whose eyes are cold as ice, the Night Hunter journeys between the planes seeking the greatest of challenges and the weakest of souls to harvest for his collection. You've encountered this entity and survived where others have fallen before his spear, and in return your life has been spared and your bargain made. You've been granted a place at the Night Hunter's table and the services of his tireless steeds and hunting hounds, who howl in the darkest winter nights while seeking living souls to claim. #### Expanded Spell List The Night Hunter lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Night Hunter Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | hunter's mark, ice knife | | 2nd | cordon of arrows, pass without trace | | 3rd | conjure animals, haste | | 4th | freedom of movement, locate creature | | 5th | awaken, cone of cold | #### Night Hunter's Disciple At 1st level, you gain proficiency in the Survival skill. When you encounter the tracks of a creature, you can use an action to immerse the tracks left by the creature in a 100- foot radius in illusory white light. This effect lasts for one minute. Once you have used this action three times, you cannot do so again until you finish a short or long rest. #### Cold Rider Starting at 1st level, you learn to summon a steed from the Night Hunter's stable. You can cast find steed without expending a spell slot. When cast in this way, its casting time is one action, and you can choose to have the steed appear underneath you. While you are mounted on the steed, you can choose to redirect any damage that it would take to yourself. Your steed also gains additional maximum hit points equal to your warlock level. When ever you take a long rest, your steed regains all its hit points. once you use this feature, you must take a long rest before using it again. \columnbreak #### Black Frost At 6th level, you can call on your connection to the cold winds to defend you. Whenever you would be targeted by a ranged attack, you can unleash a burst of sharpened ice as a reaction. The ranged attack against you is made with disadvantage. Hostile creatures within 10 feet of you must make a Dexterity saving throw against your warlock spell save DC. If they fail, they are blinded until the start of their next turn and take 1d10 cold damage. Once you use this feature, you cannot do so again until you finish a short or long rest. #### Hounds of the Night Hunter At 10th level, you learn to call to the Night Hunter's favored servants. You gain resistance to cold damage, and are not subject to exhaustion gained from cold environments or high altitudes. As an action, you can summon 1d4+1 of the Night Hunter's hounds to an empty space within 30 feet of you. These hounds understand your commands, and obey you without hesitation. They use the Statistics of **Winter Wolves** (Monster Manual p.341). They also gain additional maximum hit points equal to your warlock level. Whenever one of the hounds are reduced to 0 hit points, they vanish into frozen mist. You can also dismiss your hounds at any time as an action, causing them to disappear. They stay around for 8 hours or until you take a long rest. Once you use this feature, you must take a long rest before using it again. #### Fimbulwinter At 14th level, the cold winds of the boreal forests come at your call. You, your steed, and your hounds ignore difficult terrain while in cold regions, and your hounds and steed also gain resistance to cold damage. Whenever you finish a long rest, you can choose to perform a ritual that will gradually change the climate of a 10-mile radius to become cold and snowbound by an unnatural blizzard. This need be performed only once in mountainous or cold environments, twice in temperate regions, or three times in warm, tropical lands to reach full effect. Creatures not native to the cold have disadvantage on Survival and Perception checks while within the area of Fimbulwinter. Creatures of your choosing are immune to this effect and to any exhaustion from being exposed to a cold environment. If you fail to perform this ritual, the blizzard will cease within the day, and the snow will melt as normal. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The North Wind Sometimes known by the name Boreas, the Old North Wind is the immortal harbinger of winter and ice. It is a bitter, merciless entity, constantly in battle with his three brothers. However, he hates none more so than the South Wind. Once a year, he begins to win in his struggle, driving the frosts further south, but each time victory seems nearest, his brothers ally against him, and the frosts recede once again. The North Wind vows to blanket the entire world in endless winter, and schemes endlessly against his the warm creatures of the world. He empowers and employs warlocks to strike out against them further south where he himself cannot venture. #### North Wind Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | feather fall, snowflake shield | | 2nd | animate snow, gust of wind | | 3rd | frostmail, wind wall | | 4th | ice shape, ice storm | | 5th | cloudkill, cone of cold | #### Mark of the North Upon forging the bond with your patron at 1st level, a magical tattoo appears on your body, which you can use as an arcane focus for your warlock spells. You can change the damage of any warlock cantrip you cast to cold damage. Additionally, you gain resistance to cold damage and are not at risk in Arctic Cold temperatures. You also ignore difficult terrain created by ice or snow. #### Glacial Prison At 6th level, you can use your power to freeze enemies. Whenever you deal cold damage with a spell of 1st level or higher, you can force all enemies affected by the spell to make a Constitution saving throw. On a failure, a creature is stunned until the end of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Ice Glide At 10th level, you can briefly float with the north wind beneath your feet. You gain the ability to fly at your normal movement speed. You must begin and end your movement on solid ground, otherwise you fall. #### Time Freeze By 14th level, you can momentarily freeze time itself, allowing you to take an action as a bonus action instead. Other creatures can't use their reactions while you take this action. After using this ability, you must take a short or long rest before using it again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### Old Scratch Cautionary tales whispered on the frontier warn of a pale, genteel man that arrives in your hour of need. This supernatural figure, known as Old Scratch, loves to gamble and play high stakes contests of skill, and offers his assistance, no matter how great the problem, if you would but play such a game with him. Naturally, the stakes are your eternal soul, and Old Scratch rarely loses. His origin is a mystery, but the rules Old Scratch plays by are quite fair. If you find yourself at a crossroads at midnight, you can even summon him for a challenge of your choosing. Such a mortal gamble is not without risk, but the rewards can make weak men powerful or transform peasants into kings. Most choose power, and summarily become warlocks. #### Expanded Spell List Old Scratch empowers you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Old Scratch Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | compelled duel, disguise self | | 2nd | calm emotions, zone of truth | | 3rd | clairvoyance, glyph of warding | | 4th | compulsion, phantasmal killer | | 5th | dominate person, mislead | #### Bonus Proficiencies At 1st level, you gain proficiency with one handed firearms, as well as one gaming set or musical instrument of your choice. Additionally, you can treat firearms and musical instruments as your arcane focus. #### Dark Dealer Starting at 1st level, you have a devil's silver tongue and sharp wit, which you find is best used to despoil the innocent. You have advantage on any check you make to negotiate the terms of a deal or write a binding contract in your favor. #### Blood Wager Starting at 6th level, you can bet against Old Scratch when you make an attack that does not have advantage. Choose 5, 10, 20, or 50 hit points. On a hit, this attack deals additional damage equal to the amount you chose. On a miss, you take that amount as force damage instead. Once you use this ability, you must finish a short or long rest before using it again. #### Manipulator By 10th level, you are a master at magically manipulating others. You have advantage on saving throws against illusion and enchantment spells, and other creatures have disadvantage on saving throws against illusion and enchantment spells that you cast. \columnbreak #### Coercion Starting at 14th level, you can force agreements on a creature. You learn the spell geas and can cast it once as an action at its lowest level without expending a spell slot. When you use this feature, any previous castings of geas using this feature immediately end. Once you use this ability, you must finish a short or long rest before using it again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Parasite Most warlocks make pacts with dead gods and foreign, intangible spirits, and therefore always have cause to doubt their patron's veracity. By contrast, you have assurance of your patron's power, for it dwells within you. And not in a metaphorical sense; your patron literally lives inside of you. Others would call your patron a parasite, and you merely a host, but you know the truth. Your patron is a rare, powerful creature, perhaps the last of its kind. It is foreign to this world or incredibly ancient, and to remain healthy, it must take up residence inside a host. In compensation, it offers immense power and eldritch secrets to the creature that carries it. You took this creature's bargain willingly, accepted the creature's power, and invited its voice into your head. #### Parasite Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | dissonant whispers, longstrider | | 2nd | alter self, detect thoughts | | 3rd | blink, haste | | 4th | death ward, phantasmal killer | | 5th | dominate person, telekinesis | #### Leeching Strike At 1st level, your patron has taught you to feed off of others, just as it feeds off of you. Once per turn, when you deal damage with a melee weapon attack, you gain temporary hit points equal to half the damage dealt, rounded down, up to a maximum of your warlock level. #### Agitate Magic Starting at 6th level, you can use your bonus action to call upon your parasite to disrupt foreign magic around you. For up to 1 minute, you have resistance to damage you take from spells and advantage on saving throws against them. During this time, you take irreducible and unavoidable 1d8 damage at the beginning of your turn, as your patron feeds on you to fuel the effect. You can end this effect early on your turn, but you take an immediate 10 damage. #### Host's Resilience At 10th level, your patron shares some of its vitality with you. When you roll initiative, you gain 10 temporary hit points which remain for up to 1 minute. #### Transfer Host By 14th level, you can use your action to transfer your parasite patron to another host within your reach. For 1 minute, at the beginning of each of its turns, the target must make a Constitution saving throw. On a failed save, the target is paralyzed until the end of its turn, and takes 25 points of irreducible damage. Constructs, elementals, and undead automatically succeed this saving throw. While your parasite is outside your body, you are left with only remnants of your magical abilities, and cannot cast spells of 1st level or higher, nor can you use any powers or abilities offered by this patron. At the end of this duration, or when the new host is reduced to 0 hit points, your parasite is ejected from the hosts body, and lands in a space adjacent to the creature. While without a host, the parasite has AC 10 and 10 hit points. If it is reduced to 0 hit points, the parasite is gravely injured, and you will be unable to cast spells of 1st level or higher until you complete a long rest with it inside your body. You can reabsorb your parasite as a bonus action. If you transfer your parasite to a host whose challenge rating is greater than your level, there is a 50% chance, at the DM's discretion, it will choose to remain with its new host. If this is the case, it imposes no negatives on the target, and will only return if the host is reduced to 0 hit points. After using this ability, you must complete a long rest before using it again. \page [Back to Otherworldy Patrons](#p5) ### The Perfect Chord You have heard the most sublime sound in the world, and it has changed you forever. You've taken the resonance into your heart - nay, into your very soul! - and it has brought meaning and inspiration to your days. The Perfect Chord resounds through the quiet places of the world as a clear and harmonious note that spirals with infinite complexity, gaining sentience and life with every sound it collects. It has no motive but to include every sound in the universe within itself and it inspires others with an endless desire to find new forms of radiant music and then call it forth to collect them. #### Expanded Spell List The Perfect Chord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Perfect Chord Expanded Spells | Spell level | Spells | |:-:|:-:| | 1st | dissonant whispers, thunderwave | | 2nd | knock, silence | | 3rd | beacon of hope, Tongues | | 4th | compulsion, dominate beast | | 5th | animate objects, awaken | #### Seeker of the Sound At 1st level, your heartbeat is tuned to the Perfect Chord. You gain proficiency in the Performance skill. Whenever you cast a spell that has only a verbal and somatic component you can choose to cast it as though it only had a verbal component. Whenever you cast a spell of 1st level or higher that only has a verbal component, including those modified by this feature, you gain temporary hit points equal to your Charisma modifier that last for one minute. #### Deceptive Cadence At 6th level, you learn to turn the tempo of battle against your enemies. Whenever you are attacked by a creature that you can see, you can use your reaction to inflict a moment of perfect silence upon your attacker. It must make a Charisma saving throw against your warlock spell save DC. If it fails, it is deafened for one minute and takes thunder damage equal to 1d6 damage for every two warlock levels. Additionally, they cannot produce any sound such as the vocal componants to spells. Once you use this feature, you cannot do so again until you finish a short or long rest. #### Voice of the Maestro At 10th level, your spirit copies the sounds it hears with perfect clarity. You gain resistance to thunder damage. Whenever you sing, you can mimic the sounds of one or more instruments simultaneously. Additionally, you can mimic speech and other vocalizations, but not spellcasting. Creatures must succeed an Insight check against your warlock spell save DC + 10 to determine the sound is falsified by listening alone. \columnbreak #### The Grand Finale At 14th level, you learn to call upon a single note of the Perfect Chord to manifest itself into reality. As an action, you sing to the Chord. When you do, you can choose to have it appear in one of the following ways, each with different effects: **Prelude:** You and allies within 30 feet of you gain advantage on initiative checks, and you can add your Charisma modifier to initiative rolls. This effect lasts for 3 hours. **Reprise:** While you maintain concentration as though concentrating on a spell, you can use your bonus action to make a single attack. This effect lasts up to 1 minute. **Dirge:** Hostile creatures within 30 feet must make a Charisma saving throw against your warlock spell save DC. While you maintain concentration, all hostile creatures that failed their saving throw have disadvantage on all attacks, saving throws, and ability checks. This effect lasts up to 1 minute. **Encore:** Choose a spell of 7th level or lower that you have seen cast by someone other than you in the past minute. You immediately cast that spell, ignoring material component requirements. Once you call upon the Chord using this feature, you cannot do so again until you finish a long rest. > ### Musical Pact Objects > When you select the Pact of the Blade, your pact weapon could appear as a sword inscribed with lines of music, an axe shaped like a guitar, or a maul in the shape of a musical note. Familiars could sing to distract enemies when taking the Help action, and a Tome could contain the most wicked solo ever written. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Pharaoh The ancient kings of the deserts, known as pharaohs, were more gods to their subjects than mortal lords. This veneration was not without cause, for the masters of the sands were indeed godlike in their powers: they forged cities out of living sand, raised great pyramids to channel their mighty divine power, and even mastered death itself. You, though either luck, determination, or great misfortune, have come under the sway of one of these old masters, and they grant you a portion of their immense power. #### Ancient Pharaoh Expanded Spells | Spell Level | Spell | |:-:|:-:| | 1st | bane, create or destroy water | 2nd | blur, dust devil | 3rd | bestow curse, wall of sand | 4th | dominate beast, guardian of faith | 5th | contagion, insect plague #### Master of the Dunes At 1st level, your patron imbues you with the hardiness to not only survive in the desert, but thrive. You no longer require food or water, nor do you suffer any ill effects from dehydration. As well, you can survive comfortably in temperatures up to 300° F, and you gain advantage on Investigation and Perception checks while in a desert. #### Twisting Sands At 6th level, you may transform yourself and any gear you are carrying into a whirling cloud of sand as an action and move up to twice your speed in any direction. At the end of this movement, you immediately transform back into your normal form. While you are in your sand form, you are immune to damage and do not provoke Opportunity Attacks. Once you use this ability, you must take a short or long rest before you can do so again. If you use this ability while in a desert or over sand, you may do so at will and you may move up to 4 times your speed. #### Shaper of the Sands At 10th level, the pharaohs grant you the ability to shape the sands to your whims. As an action, you may cast the fabricate spell without using a spell slot, though you may only use this ability on sand. You may create objects and structures out of sand, sandstone, or glass. Additionally, you may use this ability to craft weapons and armor you are proficient with out of sand, even if you do not have proficiency in the appropriate crafting tools. If anyone other than you attempts to use a weapon or suit of armor created by this skill, the object immediately crumbles into a pile of sand. \columnbreak #### Lord of the Wastes By 14th level, you have proven your resourcefulness and devotion to your master, and he/she grants you the gift of immortality. You undergo a ritual taking 7 days, consisting of a number of incantations, noxious potions, and ritual marking, culminating in the removal of your still-beating heart. The organ is then placed in a sealed canopic jar, the wound is sealed, and the ritual is complete: while not truly undead, you are now in a perpetual state of near death. This transformation carries several benefits: You no longer accrue penalties for aging, and cannot die of old age. You do not take any extra damage from critical hits You are resistant to necrotic damage If you die, so long as your heart is intact you will resurrect automatically 24 hours from the time you were slain. You reappear in a prepared chamber housing a sarcophagus, the same chamber the ritual took place in. This occurs even if your body is completely destroyed, such as by a disintegrate spell. This blessing does come with a deadly drawback: your heart is highly vulnerable. Should a foe find your heart, smash the canopic jar, and pierce the organ with an iron spike, you instantly die, and your body turns to dust. You cannot be returned to life, except by a true resurrection or wish spell, or through divine intervention. This transformation transcends the body; should you be restored to life in that manner, you come back in this same state, and your heart reappears in a reformed canopic jar. \pagebreakNum #### Pharaoh's Will The pharaohs of old are not as capricious with their gifts as other patrons may be, and demand much from you. When you make this pact, you gain a bond dependent on the pharaoh to which you are bound. Choose one from the list below, or roll 1d10 to determine randomly: | God | Bond | |:-:|:-:| | Ra. | I glory in the sun, and will endeavor to bring my great and terrible light to all corners of the world. | | Isis. | I seek magic in all its forms, and will stop at nothing to gain a new trinket or bauble. | | Thoth. | Knowledge is power, and I seek to be more powerful than all. No scrap of knowledge shall be kept from my grasp. | | Bast. | Felines are divine beings, and deserve my supplication. I will guide everyone to this great bit of truth. | | Horus. | I am king of kings, lord of lords. I bow to no man, and all will one day bow to me. | | Sekhmet. | This world is impure, forsaken, dying. I seek to revel in its destruction, purified by the terrible light of the sun. | | Hathor. | Joy and mirth are the greatest of all miracles, and I seek to indulge in every from of delight, mortal or otherwise. | | Seth. | The great and vast desert holds the secret to true immortality. I will show all this secret, and cover the world with sand. | | Anubis. | Life is a stain upon the vast majesty of creation. I will remove those weak many who can still die, and create a new paradise for the immortal. | | Amun. | Though I granted them the whole of their world, the mortals have forgotten me. I will show them the true face of their god, and force them to their knees in reverence. | The pharaoh to whom you are bound will hold you to this bond until he/she bestows the secret of immortality on you at 14th level. \page [Back to Otherworldy Patrons](#p5) ### The Pumpkin King Known by many names, the Pumpkin King is the true patron of Halloween. Though not explicitly a deity, the pumpkin king is one of a very few gatekeepers to the land of the dead, and on the night of Halloween he is granted the opportunity to throw open the gates of the afterlife and let the dead roam the land once again. This is not with malicious intent, as most assume; Old Jack simply enjoys a bit of (mostly) harmless trickery and chaos, and the dead do enjoy a bit of time in the world of substance and life every now and then. He grants those who seek him the means to sow both joy and terror in equal measure, especially those most deserving. #### Expanded Spell List The Pumpkin King allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Pumpkin King Expanded Spells | Spell Level| Spells | |:-:|:-:| | 1st | goodberry, silent image | | 2nd | continual flame, spike growth | | 3rd | bestow curse, spirit guardians | | 4th | death ward, phantasmal killer | | 5th | hallow, seeming | #### Trick or Treat Starting at 1st level, you can use your bonus action to bestow minor boons or banes upon a creature within 60 feet that can hear you. If that creature is hostile to you, it must succeed on a Wisdom saving throw or gain a Trick die. If that creature is friendly to you, it gains a Treat die. Both Trick and Treat die are d6s. Once within the next 10 minutes, if the creature has a Treat die, the creature can roll the die and add it to one ability check, attack roll, or saving throw it makes. If the creature has a Trick die, you can use your reaction to force it to roll the die and subtract it from one ability check, attack roll, or saving throw it makes. A Trick or a Treat die can be used after the roll is made, but can only be used before the GM says whether the roll succeeds or fails. Once a Trick or a Treat die is used, it is lost. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain any expended uses when you finish a long rest. Starting at 6th level, you regain all uses of this ability following a short rest. Starting at 14th level, both Trick and Treat dice become d8s. #### Unearthly Fright Starting at 6th level, as an action, you can perform a horrifying, macabre spectacle, terrifying all around you. Each creature within 30 feet of you which can see or hear you to make a Wisdom saving throw or be frightened of you for up to a minute. A creature affected by this ability can make a new saving throw each time it takes damage and at the end of each of its turns, ending the effect on a successful save, or when the creature can neither see nor hear you. Once you use this ability, you must take a short or long rest before you can do so again. #### Ghoulish Resilience At 10th level, the Pumpkin King grants you some of the unnatural resilience of his ghastly companions. This is beneficial, but costly, as your skin takes on a deathly pallor and several of your bodily functions cease. You gain resistance to necrotic damage, and you no longer need to eat, drink, or breathe. Additionally, you can easily recover from horrific trauma. You can't be incapacitated or killed due to dismemberment or decapitation. If one of your body parts is severed but is still intact, you can hold it to the stump, and two instantly knit together. Lastly, you no longer take additional damage from critical hits. #### Ghoulish Revelry Starting at 14th level, Old Jack allows you to call on several of his friends to aid you in your revelry. You can cast animate dead as a 7th level spell without using a spell slot. Once you use this ability, you must take a long rest before you can do so again. \page [Back to Otherworldy Patrons](#p5) ### The Raven Queen You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers. The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes. #### Expanded Spell List The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:-:|:-:| | 1st | false life, sanctuary | | 2nd | silence, spiritual weapon | | 3rd | feign death, speak with dead | | 4th | ice storm, locate creature | | 5th | commune, cone of cold | #### Sentinel Raven Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated. You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you. #### Soul of the Raven At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal. #### Raven’s Shield At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage. #### Queen’s Right Hand Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can’t do so again until you finish a long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Reaper For all creatures, great and small, powerful and meek, one fact remains true: Death comes for them. It is the inevitable conclusion of every living being's story. Though the gods may lay claim to the domain of death and to the lands to which mortal souls go upon death, they are not Death itself. The Reaper cares not for worshipers, for souls, or for the conflicts of gods or mortals; its only concern is that the order of death is kept, and that those who cheat death are hunted down and punished. Warlocks who take the Reaper as a patron gain a measure of power over the force of death. Though common folk assume that the Reaper comes for each soul personally, this is not true: on death, souls carry on their natural path towards the afterlife. #### Expanded Spell List The Reaper lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Reaper Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | detect evil and good, inflict wounds | | 2nd | gentle repose, spiritual weapon | | 3rd | speak with dead, spirit guardians | | 4th | death ward, phantasmal killer | | 5th | antilife shell, destructive wave | #### Bonus Proficiency Starting at 1st level, you gain proficiency with the scythe. #### Reaping Blade Starting at 1st level, you can use a bonus action to imbue a melee weapon you are holding with Death's power. For the next minute, you can use your Charisma modifier instead of your Strength or Dexterity modifier for the attack and damage rolls of melee attacks made using that weapon, and you can choose to deal necrotic damage instead of that weapon’s normal damage type. Creatures reduced to 0 HP by this weapon cannot be turned into undead by spells (such as animate dead) unless that spell is cast at a level higher than half your warlock level. #### Fear the Reaper Starting at 6th level, you learn to invoke the utter horror of death into those around you. As an action, you can cause a creature that can see you within 30 feet of you to make a make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier, becoming frightened of you for 1 minute on a failure. A frightened creature can make a new saving throw each time it takes damage and the end of each of its turns. This effect ends when the affected creature succeeds on the saving throw or when it can no longer see you. Once you target a creature with this ability, you can't target the same creature with it again for 24 hours. #### Reaper’s Fortitude Starting at 10th level, you gain resistance to necrotic damage and can no longer be paralyzed. #### Death’s Embrace At 14th level, when you hit a creature with a melee weapon attack, if that creature has less than 75 hp you can cause that creature to make a Constitution saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failure, it dies, and it cannot be resurrected or raised by any means short of a wish or divine intervention. Undead creatures have disadvantage on this saving throw. Once you use this ability, you can't use it again until you have taken a long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Seeker Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role. #### Expanded Spell List The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:-:|:-:| | 1st | feather fall, jump | | 2nd | levitate, locate object | | 3rd | clairvoyance, sending | | 4th | arcane eye, locate creature | | 5th | legend lore, passwall | #### Shielding Aurora Starting at 1st level, you can invoke the Seeker’spower to protect you from harm. As a bonus action, you create a whirling aurora of brilliantenergy that swirls around you. Until the end of your next turn, you gain resistance to all damage,and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Pact Boon: Pact of the Star Chain At 3rd level, a character dedicated to the Seekercan select this option instead of one of the warlock’s existing Pact Boon options.The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be differentdepending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian. \columnbreak #### Astral Refuge At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends. #### Far Wanderer At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage. #### Astral Sequestration Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short restwhile sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Serpent Gods Few warlocks hear the hissing voice of the ancient Serpent Gods. These gods, long-imprisoned beyond the borders of the multiverse, can no longer make clerics, and choose instead to bewitch and seduce individuals with their power. To the uninitiated, their warlocks seem to be pledged into a pact with a Great Old One, but these warlocks are not ashamed to bare the fangs of their masters and unleash their venom upon the world. The Serpent Gods willing to forge such a pact with mortals include: Apophis, the Hooded Lord of Chaos; Karkitak, the Serpent King; Leviathan, the Sea Scourge; Naga, the Divine Serpent; Nahash, the First Cursed; Nidhoggr, the World-Eater; and Vasuki, the Trickster. #### Expanded Spell List The Serpent Gods let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Serpent Gods Expanded Spell List | Spell Level | Spell | |:-:|:-:| | 1st | animal friendship, dissonant whispers | | 2nd | acid arrow, alter self | | 3rd | bestow curse, conjure animals | | 4th | freedom of movement, phantasmal killer | | 5th | geas, mislead | #### Emissary of the Serpent Starting at 1st level, as a bonus action on your turn you can invoke your patron, causing scales to grow all over your body. While your scales cover you, your AC equals 13 + your Dexterity modifier. These scales last until you use your action to dismiss them. You also know the cantrip snakebite. It does not count against your number of cantrips known. Lastly, you can speak to snakes as if you shared a language. #### Venom of the Serpent Gods Starting at 6th level, when you hit a creature with a cantrip you can force the target to make a Constitution saving throw against your warlock spell save DC. On a failed save, the target is poisoned for 1 minute. It repeats this saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature you can't use it again until you complete a short or long rest. #### Serpent Cunning Starting at 10th level, you are slippery as a snake, and extremely hard to pin down. You have advantage on saving throws made against being restrained and ability checks you make to escape grapple. Additionally, when you are restrained or grappled, you can use an action on your turn to end the condition, loosing you from your bonds. \columnbreak #### Skin of the Scaled Ones Starting at 14th level, as a bonus action, you can shift your form into that of a giant constrictor snake. You retain your personality, and Intelligence, Wisdom, and Charisma scores. You assume the hit points of the giant constrictor snake, and add your Charisma modifier to your AC in this form. When you use the bite attack of the giant constrictor snake, the target also takes 2d6 poison damage. You also gain the Multiattack trait, allowing you to make one constrict attack, and two bite attacks. Your gear merges with this form and cannot be used. You can remain in this form for a number of hours equal to half your warlock level. You retain the ability to cast cantrips, and maintain concentration on any spells that you were concentrating on before your transformation. You cannot cast any other spells in this form. You revert to your normal form when this form drops to 0 hit points, or when you end it early as an action. Any excess damage carries over to your normal form. You can use this ability twice and regain all expended uses when you finish a long rest. ## New Spell This cantrip is available to warlocks that make their pact with the Serpent Gods. #### Snakebite *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a snake fang and a vial of snake venom) - **Duration:** 1 round Pointing with two fingers, you let loose spectral set of snake fangs in a bright green flash, which lunge at the spell's target. Make a ranged spell attack roll. On a successful a hit, the target takes 1d8 poison damage and has disadvantage for the duration on their next Constitution saving throw against being poisoned. This spell's damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Serpent Empress Situated within her palace of gold and turquoise, the Serpent Empress sleeps in serene silence, guiding her slaves about their secret business. Envious and vain, the Empress personifies greed and avarice in the hearts of man. Jealousy, spite, and simple pride have driven her servants to her side. She whispers in a sibilant voice, speaking of wealth and power promised but so rarely delivered. The sins she offers are subtle at first, but grow in style and salaciousness with every slow cycle of the hourglass. You've assigned yourself to her service, and sworn fealty to the Serpent Empress in exchange for a sliver of her supreme strength. #### Expanded Spell List The Serpent Empress lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Serpent Empress Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | command, ray of sickness | | 2nd | protection from poison, silence | | 3rd | feign death, Bestow curse | 4th | compulsion, dominate beast | | 5th | cloudkill, modify memory | #### Blessing of the Empress At 1st level, you receive the favor of your patron. You gain advantage on saving throws against poison and the poisoned condition. Whenever you inflict the poisoned condition on a creature, you gain advantage on your first attack roll made within one minute. Additionally, you can speak to snakes, serpents, and other reptiles as though you were under the effects of the speak with animals spell. #### Hair of Snakes At 6th level, you can cause a swarm of serpents to grow from your head as a bonus action, and they remain until you dismiss them. While they are out, you can see through the eyes of these serpents. As long as the serpents can see, you have advantage on Perception checks, gain darkvision out to 30 feet, and have immunity to the blinded condition. Additionally, you cannot be suprised. Whenever you are attacked by a creature within 5 feet of you, you can use your reaction to cause the serpents to strike. The attacker must make a Constitution saving throw against your warlock spell save DC or be poisoned until the end of your next turn. You can use this reaction a number of times equal to your Charisma modifier, and these uses recover whenever you finish a long rest. \columnbreak #### Toxic Blood At 10th level, your veins run with venom. You gain resistance to poison damage and immunity to the poisoned condition. Additionally, poison damage you deal treats immunity to poison as resistance to poison and creatures immune to the poisoned condition lose their immune, instead they gain advantage on any saving throw against the poison. #### Petrifying Gaze At 14th level, your patron looks from your eyes and exerts her power through you. As an action while your hair-serpents are revealed and you are not blinded, you can cast flesh to stone without using verbal, somatic, or material components. When you do so using this feature, the spell targets all creatures within a 30-foot cone. You can cast this spell in this way once, and this use recovers whenever you finish a long rest. Additionally, you gain immunity to poison damage. ### traits of the Serpent Empress Courtier Consider adding one or more of these traits when creating a warlock. | Rd20 | Trait | |:-:|:-:| | 1 | You speak with sibilant syllables. | | 2 | You insist on eating your food raw. | | 3 | You sometimes hiss in your sleep. | | 4 | You enjoy watching others squirm. | | 5 | You consider other authorities to be beneath you. | | 6 | You move in a way that is oddly serpentine. | | 7 | You frequently wear snakes upon your body. | | 8 | You have a tendency to not blink. | | 9 | You rise and posture boldly when threatened. | | 10 | You enjoy lounging in the sunlight. | | 11 | Your skin has patterned marks of deep color. | | 12 | Your irises are shaped like those of a snake. | | 13 | Your blood is dark green or black. | | 14 | Your skin is always cool to the touch. | | 15 | Clothing or armor you wear for long periods of time becomes scaled or patterned. | | 16 | Your teeth become fanged and sharp. | | 17 | Your tongue becomes long and forked. | | 18 | Your shadow seems to be that of a snake. | | 19 | When you cast a spell, your eyes glow with a colorful radiance, and shimmering scales cover your skin. | | 20 | Your tongue often flicks out, tasting for scents. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Shadow Your patron lurks in the darkness of the multiverse, snuffing out the light in mortals' hearts. It is a Shadow that consumes all, a force hailing from the Shadowfell. Some Shadows will forge a pact with an individual because they see their own mysterious nature reflected within a mortal's soul. Beings of this sort include Alseroth, the Vexing; Crenzj, the Absent; Faryendun, the Murderous Mist; Rydensi, the Twilit Flame; Sevaera, the Convict; and Yzerin, the Incomprehinsible; there are many other cryptic and shadowy beings that hail from the Shadowfell and beyond which can forge a pact with mortals. #### Expanded Spell List The Shadow lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:-:|:-:| | 1st | inflict wounds, sleep | | 2nd | pass without trace, spiritual weapon | | 3rd | blink, nondetection | | 4th | black tentacles, greater invisibility | | 5th | dominate person, seeming | #### Heart of Darkness Starting at 1st level, you can unlock the darkness within your heart. Your body transmutes into living shadow for 1 minute. You can perform this transformation as a bonus action on your turn, and you gain the following benefits: You gain resistance to nonmagical bludgeoning, piercing, and slashing damage from weapons that aren't silvered. Your melee attacks deal additional necrotic damage equal to your proficiency bonus. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or object, and you are shunted to the nearest unoccupied space. Your movement is stopped by 5 feet of wood, 1 foot or more of stone, 2 inches or more of most metals, and a thin sheet of lead. You revert to your normal form early if your drop to 0 hit points or become incapacitated. You can end this transformation early (no action required by you). Once you use this ability, you can't use it again until you complete a short or long rest. #### Shadow Cat Starting at 6th level, when you drop to 0 hit points, you can use your reaction to shift into a spectral cat made of shadow. Your gear merges into your body and your statistics are replaced by the statistics of the cat, but you retain your alignment, personality, and mental ability scores. Your shadow cat form gains a bonus to hit points equal to your Charisma modifier. While you are in cat form you are under the effects of your Heart of Darkness ability. If your shadow cat form is reduced to 0 hit points, you revert to your natural form and begin making death saving throws. If you regain hit points from healing magic, you revert to your normal form with that many hit points. Once you have used this feature, you can't use it again until you complete a long rest. #### Agent of Twilight Starting at 10th level, your ability to channel the Shadowfell has imbued you with innate defenses against the powers of its darkness. Your hit point maximum can't be reduced by necrotic energies. You also have resistance to necrotic damage, and whenever a creature deals necrotic damage to you, that creature takes the same amount of damage that you do. #### Dark Persona Starting at 14th level, the darkness inside you has grown considerably, allowing you to harness the power of your patron with greater mastery than before. You can now use your Heart of Darkness feature an unlimited number of times. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Shadowcat Your patron is an otherworldly incarnation of fate that strides between planes; a living omen of ill luck and good fortune alike. Drawn to the dreams of mortals, its servants perch upon the chests of the unwary in their sleep, stealing breath and fragments of life from their victims as they feed upon the nightmares this brings. When they've had their fill, they return to their master, who sends them back again to guide wayward children home and lead hunters astray. You've drawn the attention of this creature, for good or ill, and have made your pact in the deepest shadows of the dark. #### Expanded Spell List The Shadowcat lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Shadowcat Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | animal friendship, feather fall | | 2nd | find traps, silence | | 3rd | conjure animals, nondetection | | 4th | greater invisibility, phantasmal killer | | 5th | antilife shell, creation | #### Claws of Shade At 1st level, servants of the Shadowcat prowl through the far planes around you, defending you from harm. Whenever a creature you can see attacks you from within 60 feet, you can use your reaction to cause ethereal claws to lash out in retaliation. Make a melee spell attack roll. On a hit, the attacker takes slashing damage equal to your warlock level plus your Charisma modifier. If the target is slain, the attack against you fails. You can use this feature a number of times equal to your Charisma modifier and then you must finish a long rest before you can use it again. #### Stolen Luck At 6th level, as a bonus action, you can devour the fortune of a target within 60 feet. The subject has disadvantage on their next roll of your choice from the following: attack roll, ability check, or saving throw. You gain advantage on your next attack roll, ability check, or saving throw. Once you use this feature, you can't use it again until you finish a short or long rest. #### Umbral Vault At 10th level, whenever you are subject to an effect that requires you to make a saving throw, you can use your reaction to instantly dissolve into a dark mist and reappear at an unoccupied location within 30 feet, avoiding the effect. You cannot use this feature again until you finish a short or long rest. \columnbreak #### Stolen Spell At 14th level, you gain the ability to steal spell from another creature. When a creature casts a spell within 30 feet of you, you can use your reaction to cast counterspell as if cast with a 8th level spell slot. Then you can cast that spell without a using a spell slot at the same level it was cast at. You must use this spell before taking a long rest or lose the spell. Once you use this feature, you can't use it agian until you finish a long rest. ### Ancient Children’s' Song *"Follow, follow, follow it home. Follow the Shadowcat home. Sleep, sleep, sleep in the night. Do not wake with fright. Dance, dance, dance in your dream. Light shall not be seen. Laugh, laugh, laugh till you cry. It will not let you fly. Run, run, run till you're home. Follow the Shadowcat home."* *"Follow, follow, follow it home. Follow the Shadowcat home. Sleep, sleep, sleep in the night. Let it take your fright. Dance, dance, dance in your dream. Help in its scheme . Laugh, laugh, laugh till you cry. It will say goodbye. Run, run, run till you're home. Follow the Shadowcat home."* 7th Era, source unknown ### Traits of the Shadebourne Consider adding one or more of these traits when creating a warlock. | d20 | Trait | |:-:|:-:| | 1 | You feel most comfortable in the dark. | | 2 | You prefer to be nocturnal in your habits. | | 3 | You sometimes hiss when startled. | | 4 | You enjoy watching others sleep. | | 5 | You view everyone as beneath you. | | 6 | You move in a way that is oddly catlike. | | 7 | You frequently wear blue jewelry. | | 8 | You tend to grin widely even when it would be inappropriate. | | 9 | You curl your back and bare your teeth when you are threatened. | | 10 | You enjoy lounging in the moonlight. | | 11 | Your skin has wisps of shadow coming from it. | | 12 | Your irises and eyes are shaped like those of a cat. | | 13 | Your blood is thick and dark like ink. | | 14 | Your skin fades to an obsidian shade when in shadow. | | 15 | Clothing or armor you wear for long periods of time becomes dark and tattered. | | 16 | Your teeth become fanged and sharp. | | 17 | Your ears become pointed and catlike. | | 18 | Your shadow seems to pace beside you, even against the light. The effect is disconcerting to others. | | 19 | When you cast a spell, your eyes glow with a blue light, and shadows pour from your hands. | | 20 | Small retractable claws sprout from your fingers in place of your fingernails. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Singularity Most denizens of the galaxy think that the ravenous voids known as black holes are simply portals to the Void, formed from the collapse of particularly large stars. This theory brings them a sense of understanding to these dangerous galactic phenomena, giving both a sense of control and comfort to those who would otherwise despair in the face of such a terrible, destructive force of nature. However, the small group of warlocks who draw their power from these holes of nothingness know better: the singularity is intelligent, malevolent, and, above all, hungry. #### Expanded Spell List The Singularity gives you the power to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Singularity Expanded Spells | Spell | Level Spells | |:-:|:-:| | 1st | inflict wounds, silent image | | 2nd | blindness/deafness, darkvision | | 3rd | haste, slow | | 4th | intensify gravity, phantasmal killer | | 5th | geas, telekinesis | #### Hunger of the Void Starting at 1st level, you can channel the ravenous hunger of the singularity to absorb energies directed at you. When you are damaged by an effect or attack that deals damage of a type other than bludgeoning, piercing, or slashing, you can use your reaction to reduce the damage you take by an amount equal to your warlock level + your Charisma modifier. When you do so, you gain temporary hit points equal to your warlock level. #### Brink of the Void Starting at 6th level, you can induce terror and despair by showing others the truth of the Void as an action. Each creature within 30 feet of you that can see you must succeed a Wisdom saving throw or be frightened of you for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw, ending the effect on a successful save. Once you have used this ability, you can’t use it again until you finish a short or long rest. #### Accretion Disk Starting at 10th level, whenever you use your Hunger of the Void ability, you surround yourself with a swirling disc of damaging energy. For a number of rounds equal to your Charisma modifier, any creature that starts its turn within 10 feet of you after you use your Hunger of the Void ability takes an amount of damage equal to your warlock level of the type you avoided. \columnbreak #### Event Horizon Starting at 14th level, as an action, you can summon a 20-foot radius sphere of pure voidstuff, centered on you. The first time a creature enters the area on its turn or when it starts its turn there, it must make a Strength saving throw. On a failed save, it takes 7d6 necrotic damage and is restrained until the start of its next turn. On a successful save, the creature takes half as much damage, and moves through the area as difficult terrain. You can concentrate on this effect, as you would a spell, to maintain this sphere for up to 1 minute. Once you use this ability, you must take a long rest before you can do so again. Additionally, whenever you would make a check to control a sphere of annihilation, you make that check with advantage. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Skin You have made a pact with a Fiend from the depths of hell, whose skin you have bonded to your own, affording you a hideous appearance and wicked arcane power. To do this you performed and survived the blasphemous Ritual of Bonding, a foul rite that agonizingly kills most that undertake it. You now wear the essence of a fiend as a second skin, bonded inseparably in body and soul to a beast of hell. #### Skin Expanded Spells |Spell Level | Spells | |:-:|:-:| | 1st: | False Life, Inflict Wounds | | 2nd: | Barkskin, Enlarge/Reduce | | 3rd: | Meld Into Stone, Protection from Energy | | 4th: | Conjure Minor Elementals, Stoneskin | | 5th: | Conjure Elemental, Hallow | #### Wear Fiend Beginning when you make this pact at first level, you wear the skin of a fiend as your own. This fiendish skin is for all intents and purposes your own. The skin is unnaturally tough, and your armor class equals 12 + your Dexterity modifier. #### Hideous Appearance At 1st level, your appearance is hideous to behold. You may add double your proficiency bonus to Intimidation checks, but you have disadvantage on Persuasion checks. #### Fiendish Hide At 6th level, when you are struck with a blow, your fiend skin can toughen and become like armor. When a creature attacks you, you can as a reaction temporarily increase your armor class by 3, to a maximum of 20, and you have resistance against bludgeoning, piercing, and slashing damage until the beginning of your next turn. You must finish a short or long rest before using this feature again. #### Skin Adaptation At 10th level, your fiend skin has become thicker. You gain resistance to fire damage and cold damage. #### Fell Blooded By 14th level, you fiend skin has begun to intertwine with your blood, closing your wounds as soon as they open. At the beginning of your turn, if you have taken damage since the end of your last turn, you regain hit points equal to your proficiency bonus, to a maximum of the damage you took. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Solar You have made a pact with the Solar, an exalted creature from on high, a being of eternal grace and splendor. Anointed in its light, you have joined in its quest to rid the world of the wicked and protect the innocent from harm. Only the most powerful angels, short of truly divine beings, are mighty enough to forge such a pact. Additionally, the terms of this pact differ from the zeal of a paladin or cleric. Perhaps warlockhood is a means to save your damned soul, or perhaps it is to repay a debt owed to the gods. Whatever the reason, you are less the apostle, and more the servant. #### Solar Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | bless, shield of faith | | 2nd | enhance ability, magic weapon | | 3rd | spirit guardians, daylight | | 4th | guardian of faith, death ward | | 5th | dispel evil and good, flame strike | #### Shield of Heaven Starting at 1st level, when a friendly creature you can see within 15 feet of you takes damage, you can use your reaction to grant resistance to the damage inflicted, and you also take the same amount of damage. #### Light of Mending At 6th level, you can petition the angels above to grant you a hallowed light from Mt. Celestia. As an action, you can cause your holy symbol to glow brightly, casting bright light in a 20 foot radius, and dim light an additional 20 feet. Friendly creatures within the bright light heal 2d4 + your Charisma modifier. After you use this ability, you cannot do so again until you complete a short or long rest. #### Exalted Health By 10th level, the forces of decay hold no sway over you, and you have resistance to necrotic damage. Additionally, you now no longer suffer any penalties for old age. #### Saint's Chains At 14th level, you can pass judgement on a foe, entrapping them in glowing, golden chains which spring from nearby surfaces. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target is incapacitated and can't move for a number of rounds equal to your Charisma modifier, or until your concentration is broken (as if you are concentrating on a spell), as the chains hold its limbs to the ground. If the target is a fiend or undead, it takes 2d8 radiant damage each round it is held in this way. After you use this ability, you cannot do so again until you complete a short or long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Spellweaver Your patron is a spellweaver, one of a race of powerful creatures from an alternate Material Plane. Only vaguely humanoid in appearance, spellweavers have a combination of mammalian, reptilian, and insectoid features, and three pairs of arms. As strange as your patron's appearance is, his motivations are twice as mysterious. Spellweavers only reveal themselves in area of great magical activity, but can weave powerful, exotic spells using their six arms. If your patron offers you directive, it is a subtle voice in your mind, and it often commands you to acquire powerful magic items and long lost spells. #### Spellweaver Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | detect magic, magic missile | | 2nd | alter self, locate object | | 3rd | glyph of warding, lightning bolt | | 4th | arcane eye, ice storm | | 5th | creation, telekinesis | #### Weaver's Knots At 1st level, your patron shows you the knots in the Weave of magic. You have a number of knots equal to your Charisma modifier, which you can expend to gain a variety of benefits. You regain 1 Weaver's Knot when you expend a spell slot of level 1 or higher, and you recover all of your knots when you complete a short or long rest. You can expend 1 knot to use one of the following abilities: As a reaction, you gain advantage on a single Constitution check. As a bonus action, you recover expended hit points equal to you Charisma modifier. When you cast a cantrip, you can increase the damage against 1 target by your Charisma modifier. #### Warp Arcana Starting at 6th level, you can use your action to reverse the polarity of magic around you. Until the end of your next turn, you take no damage from spells. Rather, you regain expended hit points equal to half the damage you would have taken, to a maximum of your warlock level. After using this ability, you must finish a short or long rest before you can do so again. #### Arcane Backstitching At 10th level, when you take damage from an attack or spell, you can use your reaction and expend 1 weaver's knot to halve the damage you take. #### Arcane Appendages At 14th level, your patron grants you the form of a spellweaver. As an action, you can transform yourself, sprouting a pair of arms and draining your skin of color. For the next minute, your warlock spell slots are of 2nd level and you can only cast spells of 2nd level or lower. However, you can use your action to cast two warlock spells that have a casting time of 1 action, or to take the Attack action and cast a warlock spell. You also have advantage on Athletics, Acrobatics, or Sleight of Hand checks. After using this ability, you cannot use it again until you finish a long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Spirit You made a pact with an entity which dwells on the Ethereal Plane. This creature is no mere ghost, it is a titanous soul whose presence can be felt on the Material Plane. Such a Spirit's motivations are patently unclear. Perhaps it is driven mad by centuries of isolation on the desolate plane, or perhaps it is plotting, calculating revenge against those that wronged it in life in a long game spanning aeons. Whatever its motive, it has granted you powers of the ethereal, allowing you to move between the Planes with greater and greater ease as your powers grow. #### Spirit Expanded Spells | Spell Level | Spell | |:-:|:-:| | 1st | detect magic, dissonant whispers | | 2nd | phantasmal force, see invisibility | | 3rd | blink, Leomund's tiny hut | | 4th | Leomund's secret chest, phantasmal killer | | 5th | telekinesis, wall of force | #### Incorporeal Movement Beginning when you select this patron at 1st level, you can move through other creatures as if they were difficult terrain. This movement is limited to 5 feet each turn and does not provoke opportunity attacks. You take 2d10 force damage and are shunted to the nearest available space if you end your turn inside a creature or object. At 10th level, you can move through objects, in addition to creatures, as difficult terrain. #### Ethereal Sight At 1st level, you can see into the Ethereal Plane within 60 feet of you. #### Ethereal Jaunt At 6th level, as a bonus action, you can magically shift from the plane you currently occupy to the Ethereal Plane for 1 round. You may move no further than 10 feet from where you originated on the Ethereal Plane. After using this ability, you cannot do so again until you complete a short or long rest. #### Ghost Touch Beginning at 10th level, your melee attacks overcome damage reduction against incorporeal undead, such as spectres and wraiths. Additionally, your attacks and spells affect creatures on the Ethereal Plane normally as if they were on the Material Plane. #### Ethereal Shunt Beginning at 14th level, as an action, you can forcibly move anything from the material plane into the Border Ethereal. Choose either a single object less than 100 cubic feet in volume or a single creature within 5 feet of you. If that creature is unwilling, it must make a Charisma saving throw against your spell save DC. On a failure, it is shunted to the Ethereal Plane (as per the spell etherealness) for a number of rounds equal to your Charisma modifier (minimum 1) or until you lose your concentration (as if concentrating on a spell). Once you have used this ability, you cannot do so again until you complete a short or long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Star It is impossible to comprehend the unbridled power contained within a star: an infinity of nuclear reactions, a constant explosion, never-ceasing for millennia: the ultimate inferno. It’s no surprise that someone would seek to harness some of this power for their own. With the right words of forgotten lore, warlocks can do just that, drawing some small fraction of the howling flames into themselves. The Star is not a sentient patron, it does not demand sacrifices or worship from its warlocks; it is a beacon in a sea of black, a force of nature that will long outlive any living thing. Though the annals of history do not recount their battles, warlocks of The Star have waged endless war with those of the Black Hole, who seek to plunge the galaxy into perfect darkness. #### Expanded Spell List The Star gives you the power to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Star Expanded Spells | Spell | Level Spells | |:-:|:-:| | 1st | burning hands, color spray | | 2nd | continual flame, scorching ray | | 3rd | daylight, fireball | | 4th | fire shield, wall of fire | | 5th | dispel evil and good, flame strike | #### Bonus Cantrips You know the light and produce flame cantrips. These cantrips count as warlock spells for you, and do not count against your number of cantrips known. #### Nova Starting at 1st level, you can unleash your Star’s fury in earnest. However, if you channel its energy for too long, it will prove to be more than your mortal body can handle. You can use your bonus action to enter a Nova. When you enter a Nova, and each subsequent turn you begin while your Nova is active, you take special radiant damage called Nova damage. This damage begins at 1d6 when you enter your Nova, and increases to 2d6 the following turn, 3d6 the turn after, and so on. This damage can’t be reduced or avoided. Your Nova ends when you are reduced to 0 hit points or when you use your action to end it. While your Nova is active, you can deal the Nova damage dice you have taken on your turn to other creatures when you hit a creature with an attack. You can choose to add all the Nova damage dice to the roll of a single attack, or divide up the damage among multiple attacks. \columnbreak #### Solar Flare Starting at 6th level, if you are reduced to 0 hit points while your Nova is active, you can use your reaction to instead drop to 1 hit point and cause every hostile creature within 30 feet of you to take radiant damage equal to your Charisma modifier plus your warlock level. Once you have used this feature, you can’t use it again until you finish a short or long rest. #### Healing Rays At 10th level, the Star’s soothing rays can mend even your severest of wounds. When you begin your turn in direct sunlight and your Nova is not active, you can use your action to regain 1d8 hit points. You can heal yourself four times using this ability, and regain all expended uses when you finish a short or long rest. #### Supernova Starting at 14th level, when you enter a Nova, you can choose for all of the Nova damage dice you take and you deal to other creatures to be d10s, rather than d6s. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Storm Lord You’ve made a pact with an ancient power known as the Storm Lord. Massive and timeless, this godlike entity sails the winds of the void through the darkest places between the skies of countless worlds. His is the spirit that consumes the remains of the purified souls of heroes, and his wings cover the sky like the maelstroms he brings. This entity finds silent amusement at seeing mortals in peril, and it tends to draw cults of shadowy beings to worship at its altars, performing dark rituals in the name of the Lord of Winds. #### Expanded Spell List The Storm Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Storm Lord Extended Spells | Spell level | Spells | |:-:|:-:| | 1st | fog cloud, thunderwave | | 2nd | gust of wind, warding wind | | 3rd | call lightning, wind wall | | 4th | ice storm, storm sphere | | 5th | control winds, mislead | #### Majesty of the Cloud Ruler At 1st level, you can cause other creatures to cower as you manifest a fraction of the awe-inspiring glory of the Storm Lord. As an action, you can cause creatures of your choosing within a 30-foot radius originating from you to make a Charisma saving throw against your warlock spell save DC. The creatures that fail their saving throws are knocked prone, and have their speed halved until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Breath of the Gale At 6th level, you passively manifest a small tempest around yourself. Whenever you move at least 5 feet during your turn, you can use your bonus action to cause ranged attacks against you to be made with disadvantage until the start of your next turn. Also, you have advantage on saving throws against dangerous gasses, clouds, and forceful winds or other similar effects. Finally, your vision is not obscured by fog, mist, smoke, or other airborne particles. #### Rider of Lightning Beginning at 10th level, your patron grants you a connection to the primal places that are heard in the thunder. Whenever you deal lightning or thunder damage to a creature using a spell or cast a spell granted by your patron’s extended spell list, you can use a bonus action to teleport to an unoccupied location within 5 feet of the target or to a point within the spell's area. \columnbreak #### Slayer of the King At 14th level, you discover the secrets of the unspoken heroes that sought the downfall of the Storm Lord. As an action, you can cleave the air with a blade of purest wind. All targets within 5-foot-wide line 300 feet long and 300 feet high must make a Dexterity saving throw against your warlock spell save DC. Those that fail take force damage equal to three times your warlock level, while those that succeed take half as much damage. Once you use this feature, you cannot do so again until you finish a long rest. ### Rite of the Stormbringer Within each cult to the Storm Lord there is an individual known as the Herald, who is charged with speaking the will of the Lord to his disciples. The Heralds must perform the Rite of the Stormbringer to advance to this title, but few are blessed with the mantle. To gain this, they go to the highest point within the land. There, the initiate is stripped, beaten, and dangled from the precarious perch by rope for three days and three nights. Those that survive are considered worthy of the attention of the Lord, and are inducted into the ranks of the Stormbringers. Those that die are hailed as heroes, and their souls are consumed by the Storm Lord. ### Traits of the Herald Consider adding one or more of these traits when creating a warloc . | d20 | Trait | |:-:|:-:| | 1 | You feel uncomfortable in heavy clothing. | | 2 | You prefer to be outdoors whenever possible. | | 3 | You whistle quietly at odd times. | | 4 | You enjoy even the most extreme weather. | | 5 | You view most people as beneath you. | | 6 | You move in a way that is strangely light. | | 7 | You frequently wear dark robes. | | 8 | You tend to grin widely when watching the suffering of others. | | 9 | You do not ask. You declare. | | 10 | You enjoy standing outside in a storm. | | 11 | Your skin has wisps of fog coming from it. | | 12 | Your eyes change color to match the sky. | | 13 | Your blood is watery, as though it were rained upon. | | 14 | Your skin crackles with sparks when rubbed strongly. | | 15 | Clothing or armor you wear for long periods of time becomes scarred with lightning marks. | | 16 | Your body is covered in symbolic tattoos. | | 17 | Your hair constantly swirls, even in still air. | | 18 | Your face is cruel and alien to behold. | | 19 | When you cast a spell, your eyes glow with a blue light, and mist pours from your hands. | | 20 | Thunder echoes your speech while you are outside during a storm. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Titan The children of the gods and the manifest afterbirth of divinity, titans are the nearest living things to gods themselves. Titans are nearly immortal, but can by slain by beings with heroic strength, and so their numbers have dwindled in the millennia since creation. A titan has taken you as its servitor, and sends you about on quests for glory in its name. In exchange, the titan offers you a shade of its own power and rewards you with immaculate titles and divine trinkets when you make good on a quest. #### Titan Bonus Spells | Spell Level | Spells | |:-:|:-:| | 1st | absorb elements, heroism | | 2nd | alter self, knock | | 3rd | sending, slow | | 4th | fabricate, stoneskin | | 5th | hold monster, passwall | #### Bonus Proficiencies Starting from when you choose this patron at 1st level, you gain proficiency with medium armor and martial weapons. #### Titan's Likeness At 1st level, you can assume the likeness of a titan as a bonus action. For one minute your size doubles in all dimensions, your weight is multiplied by eight, and you gain temporary hit points equal to twice your warlock level. This growth increases your size by one category—from Medium to Large, for example. This size increase does not stack with similar size increases, such as from the enlarge/reduce spell. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size, attacks made with them deal an extra 1d4 damage. After using this ability, you cannot use it again until you finish a short or long rest. #### Titan's Recompense At 6th level, when you take damage from a spell you can see you can use your reaction to reflect the damage at caster, who must make a Dexterity saving throw against your Spell DC. On a failed save the creature takes the same amount of damage that you did, or half as much on a successful save. After using this ability, you cannot use it again until you finish a short or long rest. #### Shape Control By 10th level, you are more completely in control of your form. As a bonus action you can end the effect of a transmutation spell or magical effect affecting you that would alter your physical form. You can use this bonus action even when you would otherwise be unable to. \columnbreak #### Titan Strike At 14th level, you can use your action channel bolts of lightning at your foes. Make up to three melee weapon attacks against creatures in your reach. On a hit, the attack deals 10d6 additional lightning damage, and the target is pushed 20 feet away from you and is knocked prone. After using this ability, you cannot use it again until you finish a long rest. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Toon Otherworldly Patron Notes from the Thumb: Shave and a haircut... Out on the edge of the multiverse is a demiplane called Toontown, a wacky place inhabited by toons, creatures of ink and magic that defy logic. In Toontown, the laws of space and time take a wrong turn and dive straight off a cliff; it’s an eternity of loony hijinks, a torrent of silliness, a plane that despises seriousness. Toons take many forms -- often little critters or animate objects with exaggerated eyes drawn on them -- but the Barons of Toontown are known far and wide. These powerful (and copywritten) toons can let you bend the laws of space and time, provided that you leave a trail of slapstick jokes and utter silliness in your wake. #### Toon Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | feather fall, hideous laughter | | 2nd | blur, rope trick | | 3rd | haste, stinking cloud | | 4th | confusion, freedom of movement | | 5th | mislead, passwall | #### Big Pockets Starting at 1st level, you scoff at lengthy encumbrance rules. When you open a pocket, bag, or other container that you touch, you can choose for it to lead to your personal extradimensional space, which is 64 cubic feet in volume. The container’s opening stretches to accommodate items of any size which can fit within the space, and items within the space are weightless until removed. When you reach into this space, any item you intend to take is magically on top. A container loses this property when you are no longer touching it. #### Zany Limbs At 1st level, you have elastic, fantastic limbs. You can stretch your arms and legs up to 5 feet beyond their normal length, allowing you to interact with distant objects or creatures, and your melee weapon attacks have the Reach property. Additionally, you can ignore the Heavy property of weapons. #### Slaspstick By at 6th level, you have a knack for cartoon violence. When you take bludgeoning, piercing, or slashing damage while you are standing, you can use your reaction to halve the damage taken and also be knocked prone, as you are either squashed flat, deflated like a balloon, or momentarily chopped in half. \columnbreak #### Two-Dimensional At 10th level, when comically convenient, you can use your bonus action to turn sideways and become completely flat or to return to return to three-dimensions. While two-dimensional, you can fit through passages as narrow as 1/2 inch across, and you have half cover from ranged attacks. Additionally, you can also glide on the wind when you fall, floating 2 feet horizontally for each foot downward you fall. However, you are far more fragile, and have vulnerability to bludgeoning, piercing, and slashing damage. #### Anvil on Head Starting at 14th level, you can employ the oldest trick in the animator’s book: dropping a heavy anvil right on your enemies! As an action, choose a 5-foot square that you can see within 30 feet of you. A heavy, oversized anvil materializes up to 100 feet above the square and falls to the ground, crashing through any obstacle it meets on its way. A creature hit by the anvil must make a Dexterity saving throw. On a failed save, a creature takes 10d10 bludgeoning damage and is knocked prone and stunned until the beginning of your next turn, while literal stars orbit its head. On a successful save, the creature takes half as much damage and is not stunned. Once you use this feature, you can’t use it again until you finish a long rest. \page [Back to Otherworldy Patrons](#p5) ### The Wild Hunt Less a single patron and more a force of nature, the Wild Hunt consists of a menagerie of ghostly warriors and hunters, forever cursed to roam the wintry skies, hunting down those who try to escape the wrath of the gods. While most who eventually join the Hunt are ghosts and/or other forms of spirit who escaped from the law of man in their life, some are mortals who are called by Woden, leader of the Hunt, to aid him in the capture of some fell beast; other still are those who call to the Hunt for aid, bargaining service in exchange for the specters' unmatched tracking skills. #### Hunter's Bond Only those who seek that which cannot be found willingly entreat the Hunt's aid. Choose or roll for a bond from the table below. | d10 | Bond | |:-:|:-:| | 1 | I seek a sibling, parent, or other family member | | 2 | I seek a spouse or lost love | | 3 | I seek a past or future mentor | | 4 | I seek riches beyond your wildest dreams | | 5 | I seek unfathomable power | | 6 | I seek unmatched fame and/or glory | | 7 | I seek a gateway to the afterlife or another plane of existence | | 8 | I seek a long lost artifact | | 9 | I seek the cure for an unknown disease or plague | | 10 | I seek repentance for past crimes | #### Wild Hunt Warlock Spell list | Spell Level | Spells | |:-:|:-:| | 1 | ensnaring strike, ice knife | | 2 | find steed, Snilloc's snowball swarm | | 3 | lightning arrow, sleet storm | | 4 | locate creature, freedom of movement | | 5 | cone of cold, conjure volley | #### Huntsman's Bow At 1st level, you craft or are gifted a special item: a Huntsman's Bow. Your Huntsman's Bow may be any type of bow or crossbow you could normally wield. You are proficient in wielding your Huntsman's Bow. This bow can be used as a normal bow of its type, but it serves a second, more important function: as a unique spellcasting focus. When you use your bow as a focus for a spell with a range greater than self, that spell gains the following benefits: The spell's range is replaced with the range of the bow. Ranged spell attacks required by the spell can be made as ranged weapon attacks instead, though you do not add your Dexterity modifier to the damage of these attacks. You may choose to deal either magical piercing damage or cold damage instead of the spells normal damage type. If you lose or break your huntsman's bow, you can replace it; doing so takes 24 hours and 100 gp worth of ritual materials. #### Hound of the Hunt At 6th level, you gain a loyal hunting companion. Following a long rest, you may summon a Hound of the Hunt, a fey creature which takes the shape of a frost-covered wolf. You forge a bond with this hound, and will always summon this hound when you use this ability. Your hound is in most ways identical to a normal wolf, though its bond with you and its fey heritage grant it some special properties. Your hound has abilities and game statistics determined in part by your level: it uses your proficiency bonus rather than its own, and n addition to the areas where it normally uses its proficiency bonus your hound also adds your proficiency bonus to its AC and to its damage rolls. Your hound gains proficiency in two skills of your choice and becomes proficient with all saving throws. For each level you gain after 6th, your hound gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your hound’s abilities also improve. Your hound can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your hound can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your hound obeys your commands as best it can, and communicates with you telepathically. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your Hound of the Hunt is resistant to cold damage, and when it would deal damage to a creature with its bite attack, you may have it deal cold damage instead of piercing damage. If your hound damages a creature that is currently under the effects of a hex spell that you cast on it, the creature takes additional damage from the spell as if you had damaged it. Should your hound be reduced to 0 hp, it is immediately banished back to its home plane. You may not summon your hound back to your plane for 24 hours. #### Huntsman's Endurance At 10th level, your connection to the Wild Hunt gives you the vigor to continue your hunt, be it in the heat of summer or the dead of winter. You and any mount you are riding can comfortably survive in temperatures from -100° to 300° Fahrenheit. Additionally, you and your mount gain resistance to both cold damage and fire damage. #### Huntsman's Rain At level 14, you can summon the Wild Hunt to aid you on a massive volley attack. When you cast eldritch blast through your huntsman's bow, instead of the normal number of blasts you may fire one blast at every target you can see within the range of your bow. You make a separate attack roll for each target. Once you use this ability, you must take a short or long rest before you can do so again. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Undying Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize- like all power- comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther. #### Expanded Spell List The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:-:|:-:| | 1st | false life, ray of sickness | | 2nd | blindness/deafness, silence | | 3rd | feign death, speak with dead | | 4th | aura of life, death ward | | 5th | contagion, legend lore | #### Among The Dead Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You a lso have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. #### Defy Death Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to ld8 +your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. Once you use this feature, you can't use it again until you finish a long rest. #### Undying Nature Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. #### Indestructable life When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to ld8 +your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can't use it again until you finish a short or long rest. \page [Back to Otherworldy Patrons](#p5) ### The Warrior-Saint You've made a pact with the Warrior-Saint, one of the great champions of the multiverse. This ancient being acts as an enforcer of the cosmic balance - law and chaos, good and evil. It is the agent of the forces of creation and destruction that act upon the world, and is more akin to a supernatural phenomenon than a god or demon. The Warrior-Saint grants objects and boons of terrible power crafted during the creation of the world, as well as the strength to enforce your own morality and philosophy in the eternal conflict that spans between the planes. In exchange, it watches through the eyes of its servants, and uses them as guardians of its treasures. #### Expanded Spell List The Warrior-Saint lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Warrior-Saint Expanded Spells | Spell Level | Spells | |:-:|:-:| | 1st | detect evil and good, searing smite | | 2nd | enlarge/reduce, enhance ability | | 3rd | blinding smite, protection from energy | | 4th | aura of life, stoneskin | | 5th | banishing smite, circle of power | #### Treasures of Past Ages At 1st level, your granted power from the Warrior-Saint. You gain proficiency in medium armor and shields. Additionally, Whenever you are targeted with a spell or attack, you can use your reaction to make a Charisma saving throw against the caster's spell save DC. If you succeed, you can choose to have the spell or attack target another valid creature of your choosing within range. You can use this feature a number of times equal to your Charisma modifier, and must finish a long rest before using them again. #### Blind Justiciar At 6th level, your vision is blessed by the ethereal sight of the Warrior-Saint. As a bonus action, you can choose to gain truesight out to 10 feet which lasts until the end of your next turn. This improves to 20 feet at 11th level, and to 30 feet at 17th level. #### Hands of the Saint At 10th level, you learn to call the ethereal hands of the Warrior-Saint from your back as a bonus action. The hands can hold, equip, and wield weapons and shields, or can be used to cast spells with somatic components. While they are deployed, you gain resistance to force damage. The hands remain until you dismiss them as a bonus action. #### Guardian of Balance At 14th level, your patron accepts you as a disciple of the eternal law, and gifts you a treasure of its own creation. when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Additionally, you gain proficiency in heavy armor. ### Details of the Pact between the Warrior Saint and Archpriest Isaura *The signatory henceforth agrees to act in accordance with the wishes of the Saint until the conclusion of this contract. The wishes are as follows: The signatory shall destroy both fiends and celestials that trespass upon the sacred ground of the Temple. The signatory shall judge the living mortals within this plane in a fair and just manner. The signatory shall make responsible use of the treasures granted to them. The signatory shall not consort with fiends, celestials, or other extradimensional entities except in appropriate cases, which are as follows....* *..... I hereby do proclaim and declare that I shall follow the written, spoken, and unspoken intention of this binding document, lest my soul be forfeit.* Archpriest Isaura of the Seventh Temple ### Traits of the Disciples of the Saint The strain of containing the power of the Warrior-Saint takes a toll upon the body and the spirit. Consider adding one or more of these traits when creating a warlock. | d20 | Trait | |:-:|:-:| | 1 | You enjoy discussing the nature of law. | | 2 | You judge others harshly for their flaws. | | 3 | You hold even deities in contempt. | | 4 | You greatly enjoy slaying the wicked. | | 5 | You view most people as beneath you. | | 6 | You seem to occupy a larger space than you should. | | 7 | You do not speak, you declare. | | 8 | You tend to avoid strong displays of emotion or affection. | | 9 | You do not ask. You demand clarification. | | 10 | You enjoy making contracts with others. | | 11 | Your skin has wisps of ethereal light coming from it. | | 12 | Your eyes become a steel gray color. | | 13 | Your blood is silver, like mercury. | | 14 | Your skin is unnaturally hairless. | | 15 | Clothing or armor you wear for long periods of time becomes inscribed with legal codes. | | 16 | Your forehead is marked with a glowing tattoo. | | 17 | Your face is eerily symmetrical. | | 18 | Your shadow is always cast directly underneath you. | | 19 | When you cast a spell, your eyes glow with a blue light, and radiant power pours from your fingertips. | | 20 | Your voice can be clearly heard even in loud or disruptive conditions, as though you were speaking directly to the minds of your audience. | \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The Weaver of Lies The speech of a god is the act of creation itself, but what happens when the gods lie? The small accumulated deceptions come together, forming a creature of webs and treachery, lies and deceit. The Weaver, it is called, but it is a being woven from the lies of the gods themselves. Its influence is felt each day, in the small comforts one tells oneself to the greatest of blasphemies against the divine concordant. Spiders toil in service to the Weaver, and you've joined them in your greed. #### Expanded Spell List The Weaver of Lies lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. #### Weaver of Lies Expanded Spells | Spell | Level Spells | |:-:|:-:| | 1st | alarm, ray of sickness | | 2nd | silence, web | | 3rd | feign death, nondetection | | 4th | compulsion, phantasmal killer | | 5th | modify memory, insect plague | #### Poisoned Mind When you forge this pact at 1st level, your patron teaches you the first lie ever told. You gain proficiency in Charisma (Deception), add twice your proficency bonus when ever you roll a Charisma (Deception). Also, whenever you cast a spell of 1st level or higher that targets a single hostile creature, you can use a bonus action to force the target to make a Constitution saving throw, on failed save the creature is poisoned for one round. #### Eight Eyed Ally Starting at 6th level, as an action, you can summon a spectral spider to spy on your enemies. This spider has a movespeed of 10 feet, has an AC of 10, cannot make an attack, and can take no actions beyond move. If it is hit with an attack or takes damage it dissapears. While your spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your spider's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. Once you use this feature, you must take a long rest before you can use this feature again. #### Trickster's Dance At 10th level, you can deceive even the fabric of reality. You gain proficiency in Dexterity saving throws. Additionally, you can cast blink without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest. \columnbreak #### Walk into my Parlor At 14th level, your blood flows with poison, yet your words are smooth as honey. You gain immunity to poison damage and the poisoned condition. Additionally, as an action, you can attempt to charm a single target. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are charmed for one minute and must obey a single verbal command of your choosing that does not put them in visible danger. A creature that succeeds their Wisdom saving throw is aware that you are attempting to manipulate them, but cannot detect the magical nature of the manipulation without additional senses or detection by magical means. Whenever you finish a short or long rest, the saving throw for all creatures you've attempted to influence resets to normal. ### A Prayer to a False God "Oh Weaver, let what I have heard be false. Let your whispers speak to the world in which I live, for I have sinned so deeply and fully that even the gods themselves have turned their backs to me, and cast me into the shadow. Oh Weaver, Deceiver, Great Teller of Falsehoods, take me into your web that I might never see the truth of my deeds ever again..." 6th Era, author unknown ### Traits of the Spidersworn The blissful heresy of a servant of the Weaver comes from a corruption of the mind and soul. Consider adding one or more of these traits when creating a war | . | d20 | Trait |:-:|:-:| | 1 | You enjoy telling tall tales. | 2 | You take advantage of the gullible at every opportunity. | 3 | You view the gods in a poor light. | 4 | You greatly enjoy fooling the wicked. | 5 | You view trusting people as tools for your use. | 6 | You always try to get the last word in. | 7 | You tend to talk in circles. | 8 | You frequently reject the logical arguments of others. | 9 | You do not tell, you imply. | 10 | You enjoy betrayal, even against yourself. | 11 | Your skin has long barbed hairs growing from it. | 12 | Your eyes become a glowing gold color. | 13 | Your blood is green, like the ichor of an arachnid. | 14 | Your skin is an unhealthy hue. | 15 | Clothing or armor you wear for long periods of time becomes covered in spider web insignias. | 16 | You grow additional eyes on your forehead. | 17 | Your facial proportions seem somehow off. | 18 | Your shadow is always cast directly towards the nearest light source. | 19 | When you cast a spell, shadows shaped like spiders crawl from your mouth and rush to cover your hands. | 20 | Your skin is covered in chitinous plates. \pagebreakNum [Back to Otherworldy Patrons](#p5) ### The World-Eater Few warlocks follow the breadcrumbs of ancient, cryptic riddles that detail how to forge a pact with the World-Eater. This titan goes by many names: the King of Monsters, the Bottomless Hunger, the Great Maw; but its true name is the Tarrasque, a legendary creature of untold power. Without question, it is the most powerful creature on the Material Plane, curbed only by its own dormant slumber, to which it returns for decades or centuries between waking fits of destructive rage. This single creature can decimate kingdoms and bring empires to their knees, and it does not give its power easily. It is said that the ritual to gain the World-Eater's patronage subtly manipulates the dormant titan's dreams, bringing the prospective warlock into its favor. Performing this ritual is perilous, however; agitating the tarrasque while it slumbers may cause it to awaken, once again visiting its legendary destruction on the world. #### Expanded Spell List Your pact with the World-Eater allows you to choose from an expanded list of spells when you learn a new spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:-:|:-:| | 1st | absorb elements, earth tremor | | 2nd | alter self, enlarge/reduce | | 3rd | haste, slow | | 4th | death ward, freedom of movement | | 5th | destructive wave, planar binding | #### Siege Caster Starting at 1st level, you have been empowered by your patron in such a way that none may doubt your connection to the tarrasque. You can now target objects and structures when you cast eldritch blast. Whenever you cast eldritch blast or make a melee attack against an object or structure, you deal double damage. This also applies to creatures of the “construct” type. #### Magic Resistance Starting at 6th level, you can use your action to gain resistance to damage dealt by spells and other magical effects. Your resistance lasts for 1 minute. Once you use this ability, you can't use it again until you finish a long rest. #### Monstrous Mind Starting at 10th level, your patron's presence has taught you to be fearless and your presence is nothing short of terrifying. You are immune to being frightened, and when another creature attempts to frighten you, you can use your reaction to frighten them. The creature must succeed on a Wisdom saving throw against your Warlock spell save DC or be frightened by you for 1 minute. Once you use this ability, you can't use it again until you finish a short or long rest. \columnbreak #### Reflective Carapace Starting at 14th level, when you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, you can use your reaction to roll a d6. On a roll of 1-4 the effects of the spell occur as normal. On a roll of 5, you are unaffected. On a roll of 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. \pagebreakNum [Back to Otherworldy Patrons](#p5) ## Pact Boon Your otherworldly patron bestows a gift upon you for your loyal service. ### Pact of the Arm You gain a special spell focus that fuses to your one of or both of your arms: A magical gauntlet, a pair of palm-mounted focusing crystals, an arm-mounted crossbow, whatever it may be. Whichever form it takes, its function is to focus your spell attacks, granting them additional power. Any time you make a ranged spell attack, it gains a +2 to attack roll. Your Arm focus does not inhibit your normal use of that hand or arm, but that hand must be free in order to use your focus. Additionally, you gain one cantrip that uses a ranged spell attack from any class list. ### Pact of the Blade. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. \columnbreak ### Pact of the Breath When you gain this pact boon, you choose a type of breath weapon from the Dragon Ancestry table below. Warlocks of the Elder Wyrm are recommended to choose the color that matches their patron. You can use your action to exhale destructive energy in either a 15-foot cone, or a 30-foot line that is 5 feet wide, chosen when you use this breath weapon. Each creature in the area of the exhalation must make a saving throw, determined by your choice. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Once you use this ability, you can’t use it again until you finish a short or long rest. | Dragon | Damage Type | Breath Weapon | |:-:|:-:|:-:| | Black | Acid | 5 by 30 ft. line (Dex. save) | | Blue | Lightning | 5 by 30 ft. line (Dex. save) | | Brass | Fire | 5 by 30 ft. line (Dex. save) | | Bronze | Lightning | 5 by 30 ft. line (Dex. save) | | Copper | Acid | 5 by 30 ft. line (Dex. save) | | Gold | Fire | 15 ft. cone (Dex. save) | | Green | Poison | 15 ft. cone (Con. save) | | Red | Fire | 15 ft. cone (Dex. save) | | Silver | Cold | 15 ft. cone (Con. save) | | White | Cold | 15 ft. cone (Con. save) | ### Pact of the Bone Your patron has granted you authority over undeath. You can cast animate dead without expending a spell slot or spell components to animate 1 corpse or reassert control over 1 undead creature. After using this ability, you may not use it again until you finish a long rest. ### Pact of the Chain. You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite. Alternately, you may chose one of the familiars from the Expanded familiar list on [Familiars: A Mages Best Friend](https://homebrewery.naturalcrit.com/share/ByQHNpuMtW) 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. \pagebreakNum ### Pact of the Cloak As a bonus action, you can summon a cloak, coat, or robe which aids your movement and mobility. This Pact Cloak appears on your body, fitting over any other clothes or armor, and it does not impede your movement, vision, or your ability to wear other equipment. While wearing your pact cloak, you constantly float a few inches off the ground. You ignore the effects of difficult terrain, your speed increases by 10 feet and you can walk across fluid surfaces, such as water and quicksand. You can dismiss your Pact Cloak with a bonus action. ### Pact of the Eye Your Patron has corrupted one of your eyes, leaving it a thing that terrifies men, and stares into the human soul. Because of your evil eye, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. You can also use your evil eye to hex your foes. You learn the Evil Eye and Misfortune hexes, detailed below. Unless otherwise noted, you can only have one hex active at a time and you concentrate on this hex like a spell. You can concentrate on a hex and a spell at the same time, and you make only one check to maintain your concentration on both. **Evil Eye.** As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn. **Misfortune.** As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, whenever this target makes an ability check or a saving throw before the end of your next turn, it must roll a d6 and subtract the number rolled from the ability check or saving throw. ### Pact of the Flame When you cast a cantrip that deals damage on your turn, you can, as a bonus action, choose to lose a number of hit points, up to half your warlock level (maximum 5), to imbue this attack with fire. The cantrip deals an additional amount of fire damage on a hit equal to the number of hit points lost plus your charisma modifier. You can only regain these hit points from a long rest or expending hit dice during a short. ### Pact of the Hourglass You age at half the normal rate, becoming 1 day older for each two days that pass, and you can accurately recall anything you have ever seen or heard. Additionally, you can sometimes recall events that have not yet occurred. You can gain advantage on an attack roll, an ability check, or a saving throw. After doing so, you can't use this ability again until you complete a long rest. \columnbreak ### Pact of the Key You patron has opened the doors of reality to you. As an action on your turn, you can teleport a distance up to half you movement speed. If you teleport into a space that is already occupied by an object or creature, you take force damage equal to the number of feet traveled and are shunted to the nearest unoccupied location. ### Pact of the Lantern You can use a bonus action to summon a small, hovering globe which sheds light as if it were a torch, though it emits no heat. While it is active, it constantly floats about you, always within arm's reach but never such that it impedes your movement. As a bonus action, you can mentally command it to move up to 60 feet away from you in a direction that you choose. So long as you have the orb summoned, you can add your Charisma modifier to both Wisdom (Perception) and Intelligence (Investigation) checks. You can dismiss your orb or dim its light to a low glow as a bonus action. Additionally, you learn the [eldritch orb](#https://homebrewery.naturalcrit.com/share/rkGiFdhNZ#p51) cantrip, and can cast it at will. Invocations which would affect eldritch blast also affect eldritch orb in the same way. ### Pact of the Rod As an action, you can summon a rod to your hand, which acts as a spell focus. You gain a +1 bonus to spell attack rolls of spells cast through your rod. Additionally, you can wield your Rod as a mace, which is magical for the purposes of overcoming magical resistance and immunity, and you can use your Charisma modifier instead of your strength modifier for the attack and damage rolls of melee attacks made with it. Your pact rod disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can bond with one magic mace, club, rod, or staff, turning it into your pact rod. You do so by performing a special ritual while you hold the item. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the item, shunting it into an extradimensional space, and it appears whenever you summon your pact rod thereafter. You can’t affect an artifact or a sentient weapon in this way. The item ceases being your pact rod if you die, if you perform the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it. The item appears at your feet if it is in the extradimensional space when the bond breaks. ### Pact of the Skin You give yourself over completely to your patron, taking on greater aspects of your benefactor in exchange for more power. Your skin changes to reflect this, changing form and becoming more resistant to damage. When you take bludgeoning, piercing, or slashing damage from a weapon that isn’t silvered, you can subtract 3 from the damage taken. \pagebreakNum ### Pact of the Symbol Your patron believes itself to be a god of some sort, and views it's pact with you much as a god views its relationship with its clerics. You are granted a holy symbol which you can use as a spell focus. This holy symbol does not take the shape of any holy symbol used by the gods of your world, though it may be similar. You can summon it to your hand or dismiss it with a bonus action. While you are hold this holy symbol, you can cast the sacred flame cantrip at will. Additionally, when you use the symbol as a spell focus and deal damage with a warlock spell, you can choose for the spell to deal necrotic or radiant damage instead of its normal damage type. ### Pact of the Tome. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock Spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die. \pagebreakNum
[Back to Otherworldy Patrons](#p5) ## Eldritch Invocations ##### Invocation Table | Invocaition | Prerequisite | |:----:|:---:|:----:| | **Acolytes of the Arachnid** | Weaver of Lies patron, Pact of the Tome feature, 10th level | | **Agonizing Blast** | eldritch blast cantrip | | **Allegro Vivace** | Perfect Chord patron, 9th level | | **Alliance Upheld** | Eternal Citadel patron, 7th level | | **All-Seeing Eye** | 15th level, Pact of the Eye feature | | **Armor of Shadows** | — | | **Arrows of the Pursuer** | — | | **Ascendant Step** | 9th level | | **Aspect of the Moon** | The Archfey patron | | **Assassin in the Dark** | Weaver of Lies patron, Pact of the Chain feature | |**Astrological Chart** | Fallen Exile Patron, Pact of the Tome feature | | **Awestruck Awakening** | Keeper of the Depths patron | | **Baator Blast** | 10th level, Pact of the Flame feature | | **Bane of Falsehood** | Keeper of the Depths patron, Pact of the Tome feature | | **Beguiling Influence** | — | | **Bewitching Whispers** | 7th level | | **Binding Blast** | 9th level, Weaver of Lies patron, eldritch blast cantrip | **Bitterchill Blast** | Wild Huntsman patron, eldritch blast cantrip | **Blasphemous Whisper** | 7th level, Weaver of Lies patron | **Blast Wave** | Pact of the Blade feature, 5th level, eldritch blast cantrip | **Book of Ancient Secrets** | Pact of the Tome feature | **Bow of the Wild Lord** | Wild Huntsman patron, Pact of the Blade feature | **Bright Lantern** | Pact of the Lantern feature | **Burning Hex** | The Hexblade patron | **Caiphon’s Beacon** | The Great Old One patron | **Catalogue of Experiences** | Gelatinous Convocation patron, Pact of the Tome feature | **Caustic Blast** | Gelatinous Convocation patron, 7th level, eldritch blast cantrip | **Chains of Carceri** | 15th level, Pact of the Chain feature | **Charged Blast** | 12th level, Pact of the Arm feature | **Cheerful Duet** | Perfect Chord patron, Pact of the Chain feature | **Chilling Hex** | The Hexblade patron | **Chromatic Disk** | Pact of the Tome feature | **Chronicle of the Raven Queen** | Raven Queen patron, Pact of the Tome feature | **Chronicle of Winters Past** | Wild Huntsman patron, Pact of the Tome feature | **Chronicle of the Flame** | Ashen Wolf patron, Pact of the Tome feature | **Clairvoyant Confusion** | Pact of the Hourglass feature | **Clash of Wills** | Keeper of the Depths patron, 7th level, eldritch blast cantrip | **Claw of Acamar** | The Great Old One patron, Pact of the Blade feature | **Cloak of Flies** | 5th level | **Codex of the Black Dawn** | Shadowcat Patron, Pact of the Tome feature, 7th Level | **Coiled Quill** | Accursed Archive patron, Pact of the Blade feature, 8th level | **Compositions of the Masters** | Perfect Chord patron, Pact of the Tome feature
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| Invocaition | Prerequisite | |:----:|:---:|:----:| | **Convocation's Child** | Gelatinous Convocation patron, Pact of the Chain feature | **Creature of Carrion** | Forbidden Graveyard patron, Pact of the Chain feature | **Crown of the Lich Lord** | 15th level, Pact of the Bone feature | **Curse Bringer** | The Hexblade patron, Pact of the Blade feature | **Curse of Gynosphinx** | Accursed Archive patron, 7th level | **Cursed Portfolio** | Gray Portrait patron, Pact of the Tome feature | **Darkest Secrets** | Keeper of the Depths patron | **Dark Knowledge Adjunct** | Accursed Archive patron, Pact of the Chain feature | **Deepest Sympathies** | Keeper of the Depths patron, Pact of the Chain feature | **Devil’s Sight** | — | **Double Dice** | 5th level, eldritch blast cantrip | **Dreadful Word** | 7th level | **Duskborne Companion** | Shadowcat Patron, Pact of the Chain feature | **Eldritch Bolt** | 5th level, Eldritch Blast cantrip | **Eldritch Channel** | 5th level, Pact of the Rod feature | **Eldritch Claws** | Shadowcat patron, 7th level | **Eldritch Cone** | 5th level, Eldritch Blast cantrip | **Eldritch Empowerment** | Pact of the Blade feature, 11th level, eldritch blast cantrip | **Eldritch Ray** | 9th level, Eldritch Blast cantrip | **Eldritch Shield** | 5th level, Eldritch Blast cantrip | **Eldritch Sight** | — | **Eldritch Smite** | 5th level, Pact of the Blade feature | **Eldritch Spear** | eldritch blast cantrip | **Elemental Blast** | 7th level, Pact of the Rod feature, eldritch blast cantrip | **Energetic Blast** | 7th level, Pact of the Arm feature | **Essence of Ash** | Ashen Wolf patron, Pact of the Chain feature, Emberborn Familiar | **Eyeripper** | 11th level, Pact of the Eye feature | **Eyes of the Lost** | Forbidden Graveyard patron | **Eyes of the Rune Keeper** | — | **Faithful Servants** | 7th level, Pact of the Symbol feature | **Fang of the Prowler** | Shadowcat Patron, Pact of the Blade feature | **Fell Flight** | 15th level, Pact of the Cloak or Pact of the Skin feature | **Fell Force** | 7th level, Pact of the Skin feature | **Flee the Scene** | 5th level, Pact of the Key feature | **Fiendish Vigor** | — | **Focused Blast** | 9th level, Pact of the Arm feature, eldritch blast cantrip | **Forgepact Armor** | 5th level | **Furious Breath** | 5th level, Pact of the Breath feature | **Gamble**- | — | **Gaze of Khirad** | 7th level, the Great Old One patron | **Gaze of Two Minds** | — | **Ghostly Gaze** | 7th level | **Gift of the Depths** | 5th level | **Gift of the Ever-Living Ones** | Pact of the Chain feature
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| Invocaition | Prerequisite | |:----:|:---:|:----:| | **Glittering Dust** | Archfey Patron or Dungeon Master Patron or Fallen Exile Patron or Mystical Talisman Patron or Solar Patron or Lantern Pact Boon or Flame Pact Boon, 6th level | **Grand Executioner's Blade** | Pact of the Blade feature, 15th level | **Grand Occultist's Tome** | Pact of the Tome feature, 15th level | **Grand Summoner's Chain** | Pact of the Chain feature, 15th level | **Grasp of Hadar** | eldritch blast cantrip | **Graveyard's Seal** | Forbidden Graveyard patron, eldritch blast cantrip | **Green Lord’s Gift** | The Archfey patron or The Great Tree | **Grim Harvester** | Wild Huntsman patron | **Hammer of Dawn** | Eternal Citadel patron, Pact of the Blade feature | **Handmaiden's Friend** | Serpent Empress patron, Pact of the Chain feature | **Harp of Hunting** | Perfect Chord patron, Pact of the Blade feature | **Hasty Departure** | 12th level, Pact of the Key feature | **Hellfire** | Pact of the Flame feature | **Hellfire Infusion** | Ashen Wolf patron, eldritch blast cantrip | **Hexer** | 5th level, Pact of the Eye feature | **Hidden Sanctuary** | 15th level | **Hide of Cinders** | Ashen Wolf patron, Pact of the Blade feature | **Him? I Remember Him…** | Pact of the Hourglass feature | **Hunger of the Wolf** | Ashen Wolf patron | **Huntsman's Prowess** | Wild Huntsman patron, 7th level | **I Am Alpha** | 11th level, Pact of the Symbol feature | **I Am Omega** | 15th level, Pact of the Symbol feature | **Improved Pact Weapon** | Pact of the Blade feature | **Jack-O’-Lantern** | 7th level, Pact of the Lantern feature | **Jiggly Wiggly Defense** | Gelatinous Convocation patron, Pact of the Blade feature | **Kiss of Mephistopheles** | 5th level, eldritch blast cantrip | **Lair of the Liar** | Weaver of Lies patron, 7th level | **Ledger of the Deceased** | Forbidden Graveyard patron, Pact of the Tome feature | **Life drinker** | 12th level, Pact of the Blade feature | **Living Art** | Gray Portrait patron, Pact of the Chain feature | **Lord of Beasts** | Wild Huntsman patron, 13th level | **Mace of Dispater** | The Fiend patron, Pact of the Blade feature | **Maddening Hex** | 5th level, hex spell or a warlock feature that curses
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| Invocaition | Prerequisite | |:----:|:---:|:----:| | **Mad Mutagen** | 6th Level | **Magnum Opus** | Gray Portrait patron, 18th level | **Majestic Scales** | Serpent Empress patron or Serpent God Patron, 9th level | **Mask of Many Faces** | — | **Master of Myriad Forms** | 15th level | **Massive Orb** | 11th level, Pact of the Lantern feature | **Minions of Chaos** | 9th level | **Mire the Mind** | 5th level | **Misty Visions** | — | **Mock Divinity** | Pact of the Symbol feature | **Monstrous Carapace** | 11th level, Pact of the Skin feature | **Monstrous Claws** | 5th level, Pact of the Skin feature | **Moon Bow** | The Archfey patron, Pact of the Blade feature | **Net of the Harvester** | The Deep One Patron or Keeper of the Depths patron, Pact of the Blade feature | **Nightmarish Blast** | 7th level, eldritch blast cantrip | **One with Shadows** | 5th level | **Ophidian Fang** | Serpent Empress patron or The Serpent Gods, Pact of the Blade feature | **Other Worldly Leap** | 5th level | **Path of the Seeker** | The Seeker patron | **Preserved Document** | Pact of the Tome feature, 5th level | **Pudding Form** | Gelatinous Convocation patron, 10th level | **Ravaging Breath** | 12th level, Pact of the Breath feature | **Raven Queen’s Blessing** | Raven Queen patron, eldritch blast cantrip | Relentless Hex | 7th level, hex spell or a warlock feature that curses | **Repelling Blast** | eldritch blast cantrip | **Sacrificial Demise** | Pact of the Chain feature, 6th level | **Scorched Blade** | Ashen Wolf patron, Pact of the Blade feature | **Scroll of Imperial Authority** | Serpent Empress patron, Pact of the Tome feature | **Sculptor of Flesh** | 7th level | **Scythe of the Lifetaker** | Forbidden Graveyard patron, Pact of the Blade feature | **Seeker of Prey** | Wild Huntsman patron, Pact of the Chain feature | **Seeker’s Speech** | The Seeker patron | **Servant of Darkness** | 12th level, Pact of the Chain or Pact of the Tome feature | **Servants of the Citadel** | Eternal Citadel patron, eldritch blast cantrip | **Shadow Walk** | 9th level | **Shadowy Visage** | Pact of the Cloak feature | **Shard of Darkness** | Pact of the Blade feature | **Shield of Atropus** | Pact of the Blade feature | **Shroud of Shadow** | 15th level | **Shroud of Ulban** | 12th level, the Great Old One patron | **Signature Work** | Gray Portrait patron, 16th level | **Sign of Ill Omen** | 5th level | **Slaves of the Empress** | Serpent Empress patron or Serpent Gods, 12th level | **Slayer's Armory** | Wild Huntsman patron, Pact of the Blade feature | **Sleepless Nights** | ---
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| Invocaition | Prerequisite | |:----:|:---:|:----:| | **Slick Hands** | Gelatinous Convocation patron, 7th level | **Slime Sword** | Gelatinous Convocation patron, Pact of the Blade feature | **Speck of Sunlight** | Fallen Exile Patron, Pact of the Chain feature | **Spriggan Magic** | The Great Tree Patron | **Steadfast Companion** | Eternal Citadel patron, Pact of the Chain feature | **Stolen Heart** | Fallen Exile Patron, Pact of the Blade feature | **Superior Pact Weapon** | 9th level, Pact of the Blade feature | **The Dead Walk** | 5th level, Pact of the Bone feature | **The Silver Tongue** | Weaver of Lies patron, Pact of the Blade feature, 5th level | **Thief of Five Fates** | — | **Thirsting Blade** | 5th level, Pact of the Blade feature | **Through Fire and Flame** | 13th level, Ashen Wolf patron | **Tomb of Levistus** | One of the following: The Fiend patron or The Demon's Chalice Patron or The North Wind Patron or the Pact of the Symbol Pact Boon or Pact of the Hourglass Pact Boon or Pact of the Cloak Pact Boon | **Trickster’s Escape** | 7th level | **Twinned Blades** | Pact of the Blade feature | **Ultimate Pact Weapon** | 15th level, Pact of the Blade feature | **Vampiric Blade** | 15th level, Pact of the Blade feature | **Venomous Blast** | Serpent Empress patron or Serpent Gods, 7th level, eldritch blast cantrip | **Visions of Distant Realms** | 15th level | **Voice of the Chain Master** | Pact of the Chain feature | **Whispers of the Grave** | 9th level | **Wicked Waltz** | Perfect Chord patron, 13th level | **Wild Speech** | — | **Wisp of Shadow** | 7th level, Pact of the Cloak feature | **Witch Sight** | 15th level
\pagebreakNum [Back to Otherworldy Patrons](#p5) ## Eldritch Invocations If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation while you meet its prerequisites. ### Acolytes of the Arachnid *Prerequisite: Weaver of Lies patron, Pact of the Tome feature, 10th level* As an action, you can choose 10 creatures within 60 feet of you to gain the effect of the spider climb spell for the next 10 minutes. Once you use this feature, you must take a short or long rest before using it again. ### Agonizing Blast *Prerequisite: eldritch blast cantrip* When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. ### Allegro Vivace *Prerequisite: Perfect Chord patron, 9th level* You can cast greater restoration using a warlock spell slot. Once you cast this spell, you cannot do so again until you finish a long rest. ### Alliance Upheld *Prerequisite: Eternal Citadel patron, 7th level* Whenever you use the Righteous Guardian feature on an ally other than yourself who has at least 1 hit point, they recover hit points equal to your Charisma modifier. ### All-Seeing Eye *Prerequisite: 15th level, Pact of the Eye feature* You gain truesight with a range of 60 feet. ### Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components. ### Arrows of the Pursuer When you hit a creature with a ranged weapon attack from your Huntsman's Bow, that creature's speed is reduced by 10 feet until the start of your next turn. This effect stacks with itself, reducing a creature’s movement to a minimum of 0 feet. ### Ascendant Step *Prerequisite: 9th level* You can cast levitate on yourself at will, without expending a spell slot or material components. \columnbreak ### Aspect of the Moon *Prerequisite: The Archfey patron* You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t 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 reading and keeping watch. ### Assassin in the Dark *Prerequisite: Weaver of Lies patron, Pact of the Chain feature* If you have a shade widow as your familiar, it gains additional hit points equal to your warlock level. Whenever it uses the Bite action, you can use your reaction to impose disadvantage on the target's first Constitution saving throw. ### Astrological Chart *Prerequisite: Fallen Exile Patron, Pact of the Tome feature* You cannot become lost even due to magical interference whenever you have an unobstructed view of the night sky, and you gain advantage on checks made to navigate at night. ### Awestruck Awakening *Prerequisite: Keeper of the Depths patron* Whenever you finish a long rest, your mind overflows with the terrible secrets of your patron. You can speak to one allied creature over the course of 10 minutes, filling its mind with what you've learned. That creature can add your proficiency bonus to one skill or tool of your choice for the next minute. ### Baator Blast *Prerequisite: 10th level, Pact of the Flame feature* When you use you imbue a cantrip with fire, you can deal fire damage equal to twice the number of hit points sacrificed. After using this feature, you cannot use it again until you finish a short or long rest. ### Bane of Falsehood *Prerequisite: Keeper of the Depths patron, Pact of the Tome feature* Whenever you are in conversation, you can take your Book of Shadows in hand and ask a creature one question. The creature must make a Wisdom saving throw against your warlock spell save DC if it is unwilling to answer. If it fails or if it decides to respond truthfully, regardless of what it answers, the most accurate answer the creature could possibly give is immediately written in the book. Once you use this feature, you must take a short or long rest before using it again. ### Beguiling Influence You gain proficiency in the Deception and Persuasion and two other skills or tools of your choice. ### Bewitching Whispers *Prerequisite: 7th level* You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest. \pagebreakNum ### Binding Blast *Prerequisite: 9th level, Weaver of Lies patron, eldritch blast cantrip* Whenever you cast eldritch blast, you can use a bonus action to send transparent webbing to bind all targets that you've hit with your eldritch blast. All targets must make a Wisdom saving throw against your warlock spell save DC. Those that fail have their speed reduced to 0 until the beginning of your next turn. ### Bitterchill Blast *Prerequisite: Wild Huntsman patron, eldritch blast cantrip* You can choose to imbue your eldritch blast with freezing cold as a bonus action. Each beam deals 3d4 cold damage instead of the usual damage, and the tracks of any creature you hit with this attack glow with a pale light for 1 hour. ### Blasphemous Whisper *Prerequisite: 7th level, Weaver of Lies patron* You can activate the Poisoned Mind feature whenever you cast a cantrip that targets only one enemy creature. ### Blast Wave *Prerequisite: Pact of the Blade feature, 5th level, eldritch blast cantrip* While you are wielding your pact weapon, you can use an action to unleash a shockwave of power around you. Each hostile creature within a 30-foot radius must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take damage and suffer effect as though struck by half your maximum number of beams, rounded down. ### Book of Ancient Secrets *Prerequisite: Pact of the Tome feature* You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. \columnbreak ### Bow of the Wild Lord *Prerequisite: Wild Huntsman patron,, Pact of the Blade feature* You can create a longbow using your Pact of the Blade feature, which functions as your Huntsman's Bow. When you draw back its string and fire, it creates an arrow of blackened wood with a sharp, icy head, which vanishes after 1 minute. When you take the Attack action and hit a creature with this bow, you can expend a spell slot to deal an additional 2d8 piercing damage to the target per spell level. Ranged attacks made with your bow have advantage against beasts. ### Bright Lantern *Prerequisite: Pact of the Lantern feature* The light radius of your lantern doubles. Additionally, you can choose to deal either fire or radiant damage when you cast eldritch orb. If you do so, the damage dice of eldritch orb increase to d10s. ### Burning Hex *Prerequisite: The Hexblade patron* As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1). ### Caiphon’s Beacon *Prerequisite: The Great Old One patron* The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures. ### Catalogue of Experiences *Prerequisite: Gelatinous Convocation patron, Pact of the Tome feature* Whenever you use Recovered Memories to absorb the knowledge of a creature, you can store the experience in your Book of Shadows, and make it come to life upon the pages of the book. You can copy and transfer any memories within the book to another creature by touching them with the Book as an action. ### Caustic Blast *Prerequisite: Gelatinous Convocation patron, 7th level, eldritch blast cantrip* Whenever you cast eldritch blast, you can use a bonus action to change it into a caustic blast. Each beam deals 3d4 acid damage instead of the normal value. This attack can target objects and structures and inflicts the double possible damage to unattended objects and structures. ### Chains of Carceri *Prerequisite: 15th level, Pact of the Chain feature* You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. \pagebreakNum ### Charged Blast *Prerequisite: 12th level, Pact of the Arm feature* You may spend a bonus action to charge energy into your Arm focus. If you do so, the next spell you cast that deals damage deals an additional die of damage to each target or creature affected by the spell. ### Cheerful Duet *Prerequisite: Perfect Chord patron, Pact of the Chain feature* If you have a symphonic songbird as your familiar, it gains additional maximum hit points equal to your warlock level. You can choose to cast spells that require only verbal components as though you were in your familiar's space. Additionally, when you see through your familiars sight, you can talk through your familiar. ### Chilling Hex *Prerequisite: The Hexblade patron* As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your charisma modifier (minimum of 1). ### Chromatic Disk *Prerequisite: Pact of the Tome feature* Your Book of Shadows transforms into a chromatic disk, a small, flat, circular rock that refracts different colors depending on the light. The chromatic disk is indestructible, and cannot be read by anyone except for you. When you deal damage with a warlock cantrip while holding your chromatic disk, you can add 1d4 damage to one of the cantrip's targets. Its type is your choice of acid, cold, fire, lightning, poison, or thunder damage. ### Chronicle of the Raven Queen *Prerequisite: Raven Queen patron, Pact of the Tome feature* You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner. ### Chronicle of Winters Past *Prerequisite: Wild Huntsman patron, Pact of the Tome feature* You can use an action to infuse yourself with the most bitter of glacial ice. For one minute, cold damage you deal treats immunity to cold damage as resistance to cold damage. You also gain immunity to cold damage for the duration. Once you do so, you cannot do so again until you finish a short or long rest. \columnbreak ### Chronicle of the Flame *Prerequisite: Ashen Wolf patron, Pact of the Tome feature* You can perform a ritual honoring your patron during a short or long rest. When you do so, choose either Dexterity or Strength saving throws. you gain proficency in that saving throw until you take a short or long rest. ### Clairvoyant Confusion *Prerequisite: Pact of the Hourglass feature* Your patron gives you the ability to show false futures to your foes. As a bonus action, you can cause each creature you choose within 15 feet to make a Wisdom saving throw. On a failure, a creature perceives a possible future in which you run past them, and attempts Opportunity Attacks on the air, expending its reaction. After using this ability, you cannot do so again until you take a short or long rest. ### Clash of Wills *Prerequisite: Keeper of the Depths patron, 7th level, eldritch blast cantrip* Whenever you cast eldritch blast, you can use a bonus action to target one creature hit by the spell and contain their magical energy. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, they cannot cast any spell you know with Pact Magic or Mystic Arcarnum. ### Claw of Acamar *Prerequisite: The Great Old One patron, Pact of the Blade feature* You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. ### Cloak of Flies *Prerequisite: 5th level* As a bonus action , you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this invocation, you can't use it again until you finish a short or long rest. \pagebreakNum ### Codex of the Black Dawn *Prerequisite: Shadowcat Patron, Pact of the Tome feature, 7th Level* You can summon forth a convocation of servants from the Shadowcat to deepen the darkness of an area. As an Action, you can create a small, cold and black false-flame around an object which reduces bright light to dim light and dim light to nonmagical darkness, and nonmagical darkness to magical darkness, within a 30- foot radius. Each false-flame remains until you dispel it as an action or it comes into contact with real fire. You can use this feature a number of times equal to your charisma modifier then you have to take a long rest to use it again. ### Coiled Quill *Prerequisite: Accursed Archive patron, Pact of the Blade feature, 8th level* When you score a critical hit on a creature, roll a d20, on a 20 you can choose to regain one warlock spell slot. After regaining a number of spell slots equal to your proficency bonus, you must take a long rest before gaining any more spell slots. ### Compositions of the Masters *Prerequisite: Perfect Chord patron, Pact of the Tome feature* Your ability to speak and cast spells is not impeded by being unable to produce sound, such as when you are within the area of the silence spell. Physical impediments such as gags are too unaffective. You also become immune to the deafened condition. ### Convocation's Child *Prerequisite: Gelatinous Convocation patron, Pact of the Chain feature* While you have a wiggly cube as your familiar, it gains additional maximum hit points equal to your warlock level. When you reach 6th level, you can choose to have your wiggly cube grow to become a Medium creature, and at 14th level, you can choose to have your wiggly cube become a Large creature. You can change the size of the cube as a bonus action. Whenever it is Medium, it's Engulf damage improves to 2d8 initial damage and to 4d8 at the start of the cube's turn. When it is Large, the damage improves to 3d8 initial damage and to 5d8 at the start of the cube's turn. ### Creature of Carrion *Prerequisite: Forbidden Graveyard patron, Pact of the Chain feature* If you have a haunted crow as your familiar, it gains additional maximum hit points equal to your warlock level. Whenever you or it reduce a creature to 0 hit points, it recovers a single use of its Shriek action, and the saving throw DC of this action is equal to your warlock spell save DC. \columnbreak ### Crown of the Lich Lord *Prerequisite: 15th level, Pact of the Bone feature* When you cast animate dead using your Bone pact boon, you may animate or exert influence over up to three creatures. Additionally, each undead creature under your control deals an additional 1d6 poison damage on its attack rolls. ### Curse Bringer *Prerequisite: The Hexblade patron, Pact of the Blade feature* You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. ### Curse of Gynosphinx *Prerequisite: Accursed Archive patron, 7th level* You become immune to any effect that would sense your emotions or thought. Additionally, you know any divination spell cast on you and can be unaffected by the spell if you wish. Finally, Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage. ### Cursed Portfolio *Prerequisites: Gray Portrait patron, Pact of the Tome feature* Whenever you cast a spell that creates an illusion, you can use a bonus action to become invisible until the start of your next turn, leaving an illusion of yourself standing in your place. If this illusion is attacked, damaged, or physically interacted with, it vanishes. You can use this feature a number of times equal to your Charisma modifier, then you must take a long rest before using it again. ### Darkest Secrets *Prerequisite: Keeper of the Depths patron* Whenever you choose your proficiencies from Secrets of the Depths, you can forfeit both gained proficiencies. When you do, you can have your proficiency bonus be doubled for any ability check on a single skill or tool you are proficient with. This lasts until you finish a long rest. ### Dark Knowledge Adjunct Prerequisite: Accursed Archive patron, Pact of the Chain feature Your study in the Archive has given you the knowledge to empower your familiar, it gains additional maximum hit points equal to your warlock level. Additionally, it regains all its hit points whenever you take a short rest. \pagebreakNum ### Deepest Sympathies *Prerequisite: Keeper of the Depths patron, Pact of the Chain feature* If you have an eyeless watcher as a familiar, it gains additional maximum hit points equal to your warlock level. Whenever it takes the Help action, it can use a bonus action to allow you to add your Charisma modifier to the result of the first damage roll you make before its next turn. ### Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. ### Double Dice *Prerequisite: 5th level, eldritch blast cantrip* When you cast the eldritch blast cantrip, if two or more of the damage dice show the same number, you can roll those dice again, dealing damage equal to the sum of both rolls. This ability can only be used on the first damage die rolled for each beam; additional dice from re-rolls or critical hits do not count. ### Dreadful Word *Prerequisite: 7th level* You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ### Duskborne Companion *Prerequisite: Shadowcat Patron, Pact of the Chain feature* When you have a dimcat as your familiar, it gains additional maximum hit points equal to your warlock level. Whenever it is touching you, you can see in magical darkness and gain 60 feet of darkvision. If you already have darkvision, it is increased by 60 feet. ### Eldritch Bolt *Prerequisite: 5th level, Eldritch Blast cantrip* Your blast is overcharged into a ray of power that targets a single enemy within the range. The target creature must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d12 force damage per beam your eldritch blast can produce, and are subject to any additional effects your Eldritch Blast produces. ### Eldritch Channel *Prerequisite: 5th level, Pact of the Rod feature* As an action, you can contact your patron with your rod, restoring one expended pact magic spell slot. Once you use this ability, you must take a long rest before you can do so again. ### Eldritch Claws *Prerequisite: Shadowcat patron, 7th level* When you cast a spell that requires an attack roll, you do not have disadvantage if you are casting from within 5 feet of a hostile creature, and hostile creatures within 5 feet of you take 1d6 slashing damage as claws reach out and rake each creature. ### Eldritch Cone *Prerequisite: 5th level, Eldritch Blast cantrip* Your blast is shaped into a 15-foot cone. Each creature within must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d4+2 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down. ### Eldritch Empowerment *Prerequisite: Pact of the Blade feature, 11th level, eldritch blast cantrip* While you are wielding your pact weapon, you can use a bonus action to empower it with your eldritch blast. The first time you hit a creature with your pact weapon before the start of your next turn, it also takes 1d10 force damage and suffers any additional effects as though it were struck by a single beam from your eldritch blast. ### Eldritch Ray *Prerequisite: 9th level, Eldritch Blast cantrip* Your blast is shaped into a 30-foot line. Each creature within must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d4+2 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down. ### Eldritch Shield *Prerequisite: 5th level, Eldritch Blast cantrip* As a reaction, you can shape your blast is shaped into a shield of energy around you that until the beginning of your next turn or until you take damage. While the shield is active, you gain a +2 bonus to your AC and resistance to force damage. ### Eldritch Sight You can cast detect magic at will, without expending a spell slot. ### Eldritch Smite *Prerequisite: 5th level, Pact of the Blade feature* 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 an other 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. ### Eldritch Spear *Prerequisite: eldritch blast cantrip* When you cast eldritch blast, its range is 300 feet. \pagebreakNum ### Elemental Blast *Prerequisite: 7th level, Pact of the Rod feature, eldritch blast cantrip* You can channel an element though your eldritch blast. When you cast eldritch blast, you can choose for it to deal acid, cold, fire, or force damage. ### Energetic Blast *Prerequisite: 7th level, Pact of the Arm feature* You may focus powerful elemental energies through your Arm Focus, charging your eldritch blast. When you cast eldritch blast, you may choose for it to deal Radiant, Lightning, Fire, or Force damage. ### Essence of Ash *Prerequisite: Ashen Wolf patron, Pact of the Chain feature, Emberborn Familiar* Your bond with your familiar is truely enflamed, it gains additional hit points equal to your warlock level plus twice your Charisma modifier. When you reach 11th level, the emberborn can grow in size to become a Medium creature, at your discretion. While it is Medium, its bite attack deals 2d6 piercing damage and 2d6 fire damage, and the emberborn's speed increases to 50 feet. Creatures hit by the bite attack must make a DC 13 Strength saving throw or be knocked prone. At 16th level, the Medium emberborn's bite attack deals 3d6 piercing damage and 3d6 fire damage. ### Eyeripper *Prerequisite: 11th level, Pact of the Eye feature* You can cast the spell eyebite once without using a warlock spell slot. You can’t do so again until you finish a long rest. ### Eyes of the Lost *Prerequisite: Forbidden Graveyard patron* As an action, you can choose to perceive through the senses of an undead creature within 120 feet. While you do so, you are considered deaf and blind to your own senses. ### Eyes of the Rune Keeper You can read all writing. ### Faithful Servants *Prerequisite: 7th level, Pact of the Symbol feature* You can cast the spell animate dead without using a spell slot or requiring material components. This spell is cast as if using a spell slot of a level equal to the level of your pact magic slots. Once you use this ability, you must take a long rest before you can do so again. \columnbreak ### Fang of the Prowler *Prerequisite: Shadowcat Patron, Pact of the Blade feature* You can create a rapier made from polished silver flowing with blue-black smoke using your Pact of the Blade feature. If you hit an enemy with this weapon, you can take the Dodge action as a bonus action; when you do so, you can't use this invocation to do so again until you reduce an enemy to 0 hit points or you finish a short or long rest. ### Fell Flight *Prerequisite: 15th level, Pact of the Cloak or Pact of the Skin feature* Your patron grants you the power to fly: this manifests as a pair of wings (of varying designs), a dark aura, or some other sign appropriate to your patron. You gain a fly speed equal to your walking speed ### Fell Force *Prerequisite: 7th level, Pact of the Skin feature* You learn to channel your patron's power into your eldritch blast. You can now cause your eldritch blast to deal psychic damage instead of force damage. ### Flee the Scene *Prerequisite: 5th level, Pact of the Key feature* When you teleport, an illusory double of you appears where you were standing. The double disappears at the beginning of your next turn or when it would take damage. Your double acts naturally, though it cannot speak, gesture, or move from the space it originated in. Additionally, your range of your teleport increases by a distance equal to half your movement speed. ### Fiendish Vigor You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. ### Focused Blast *Prerequisite: 9th level, Pact of the Arm feature, eldritch blast cantrip* You can divert additional energy into your Arm when you focus your eldritch blast on a single opponent. If all of your beams target a single creature when you cast eldritch blast, you may use your bonus action to create one additional beam targeted at this creature. ### Forgepact Armor *Prerequisite: 5th level* You gain proficiency in medium armor, heavy armor, and shields. \pagebreakNum ### Furious Breath *Prerequisite: 5th level, Pact of the Breath feature* Your breath weapon can now be used more than once between rests. After you use your breath weapon, you can roll a d6 at the beginning of your turn to attempt to regain use of it. On a 5 or a 6, you can again use your breath weapon. ### Gamble Once per turn, when you deal damage to a creature, you can roll a d100. If the result is even, the damage is doubled; if the result is odd, the damage is halved. If the result is exactly 7, the target receives four times the normal damage, and is stunned until the end of its next turn. However, if the result is exactly 13, the damage from the attack is dealt to you instead. ### Gaze of Khirad *Prerequisite: 7th level, the Great Old One patron* You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images. ### Gaze of Two Minds You can use your action to touch a willing humanoid 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 your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. ### Ghostly Gaze *Prerequisite: 7th level* As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can' t use it again until you finish a short or long rest. ### Gift of the Depths *Prerequisite: 5th level* You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. \columnbreak ### Gift of the Ever-Living Ones *Prerequisite: Pact of the Chain feature* Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. ### Glittering Dust *Prerequisite: Archfey Patron or Dungeon Master Patron or Fallen Exile Patron or Mystical Talisman Patron or Solar Patron or Lantern Pact Boon or Flame Pact Boon, 6th level* Whenever you are attacked, you can use a reaction to unleash a wave of sparkling light around yourself in a 10-foot radius. All invisible creatures and objects within the area are highlighted in glowing motes of stardust. Hostile creatures within the radius must make a Wisdom saving throw against your warlock spell save DC. Those that fail are blinded until the start of your next turn. Once you do this, you cannot do so again until you finish a short or long rest. ### Grand Executioner's Blade *Prerequisite: Pact of the Blade feature, 15th level* When ever you reduce a creature to 0 hit points with your pact weapon, you can use your bonus action to attack another creature within your reach with advantage. ### Grand Occultist's Tome *Prerequisite: Pact of the Tome feature, 15th level* Whenever you cast a cantrip, you can use a bonus action to empower yourself with a defensive aura. Until the start of your next turn, you have advantage on saving throws against spells and magical effects. ### Grand Summoner's Chain *Prerequisite: Pact of the Chain feature, 15th level* Your control over your familiar increases. You can choose to cast find familiar as an action without expending a spell slot or using material components. You can use this feature a number of times equal to your Charisma modififer (minimum 1), Then you must finish a short or long rest before you can use it again. ### Grasp of Hadar *Prerequisite: eldritch blast cantrip* Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself. ### Graveyard's Seal *Prerequisite: Forbidden Graveyard patron, eldritch blast cantrip* Whenever you cast eldritch blast, you can use a bonus action to empower the spell with unbalancing energy. Each enemy hit takes an additional necrotic damage equal to your Charisma modifier, and if this attack kills them or is used on their corpse, they cannot be raised as undead by a spell using a spell slot lower than 8th level. \pagebreakNum ### Green Lord’s Gift *Prerequisite: The Archfey patron or The Great Tree* The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value. ### Grim Harvester *Prerequisite: Wild Huntsman patron* You can use your action to take a trophy from a creature you have killed. You do not have to be the one who struck the fatal blow. While you have the charm, you can gain advantage on one single attack roll, skill check, or saving throw of your choosing before the next dawn. ### Hammer of Dawn *Prerequisite: Eternal Citadel patron, Pact of the Blade feature* You can create a maul from worked stone infused with golden metal using your Pact of the Blade feature. When you do so, you can choose to have the weapon deal force damage instead of bludgeoning damage. Creatures hit by this weapon cannot make opportunity attacks against targets other than you until the start of your next turn. You can choose to use your Charisma modifier for attack and damage rolls made with this weapon. ### Handmaiden's Friend *Prerequisite: Serpent Empress patron, Pact of the Chain feature * When you have an imperial cobra as your familiar, it gains additional maximum hit points equal to your warlock level, and you can cast the poison spray cantrip, using your familiar as the point of origin for the spellcasting. ### Harp of Hunting *Prerequisite: Perfect Chord patron, Pact of the Blade feature* You can create a longbow or shortbow made from ivory and strung with dozens of strings using your Pact of the Blade feature. This weapon deals thunder damage, and fires arrows of light that it produces when a string is pulled back. Additionally, as an action, you can choose to pluck the strings of the harp to infuse an ally with 60 feet is empowered by energy from the Perfect Chord. They gain advantage on the first attack they make befre the start of your next turn. You can use this feature a number of times equal to equal to your Charisma Modifier, then you must take a long rest before using it again. ### Hasty Departure *Prerequisite: 12th level, Pact of the Key feature* You can hasten your teleport to require a bonus action, rather than an action, on your turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once,) after which it requires an action to teleport. You regain all expended uses when you finish a long rest. Additionally, your range of your teleport increases by a distance equal to half your movement speed. ### Hellfire *Prerequisite: Pact of the Flame feature* When you expend hit points to imbue your cantrip with fire damage, you can change the damage type of the cantrip to fire damage. Creatures with resistance to fire damage take the full amount of fire damage from your cantrip and creatures with immunity to fire damage take this damage as if they had resistance to fire damage. ### Hellfire Infusion *Prerequisite: Ashen Wolf patron, eldritch blast cantrip* Whenever you cast eldritch blast, you can use your bonus action to empower it with elemental fire. The damage dice per blast changes to 3d4, and the spell deals fire damage instead of force damage. When you do so, enemies within 5 feet of you take necrotic damage equal to 1d4 + your Charisma modifier. ### Hexer *Prerequisite: 5th level, Pact of the Eye feature* You know the hex spell and can cast it at will without using a spell slot. Also, you learn an additional two hexes of your choice from the witch Hex list. ### Hidden Sanctuary *Prerequisite: 15th level* You can cast Mordenkainen's magnificent mansion once without expending a spell slot. You can't do so again until you finish a long rest. ### Hide of Cinders *Prerequisite: Ashen Wolf patron, Pact of the Blade feature* You can summon a coating of ash and smoking wood to cover your skin, protecting you from harm. While you are not wearing armor or using a shield, you can choose to have your AC equal 10 + your Dexterity modifier + your Charisma modifier. When you do, you can use your reaction when you are hit with a melee attack to inflict fire damage equal to your Charisma modifier to your attacker. ### Him? I Remember Him… *Prerequisite: Pact of the Hourglass feature* You can gain advantage on an Intimidation (Charisma) or Persuasion (Charisma) check. You may not do so again until you take a long rest. Additionally, you can reroll an Intimidation (Charisma) or Persuasion (Charisma) check even after learning the. Once you use this feature, You may not do so again until you take a long rest. ### Hunger of the Wolf *Prerequisite: Ashen Wolf patron* Whenever you reduce a creature to 0 hit points, you can use a bonus action to cast a cantrip targeting an enemy within 10 feet. \pagebreakNum Once you use this invocation, you cannot do so again until you finish a short or long rest. ### Huntsman's Prowess Prerequisite: Wild Huntsman patron, 7th level When you take the Attack action on your turn using your Huntsman's Bow, you gain the benefits of the Archery fighting style. You cannot gain the benefits of a fighting style more than once. Additionally, you gain proficiency in the Animal Handling and Survival skills. ### I Am Alpha *Prerequisite: 11th level, Pact of the Symbol feature* You can cast the spell raise dead without using a spell slot and you do not need the material components. Once you use this ability, you must take a long rest before you can do so again. ### I Am Omega *Prerequisite: 15th level, Pact of the Symbol feature* You can cast the spell divine word without using a spell slot. Once you use this ability, you must take a long rest before you can do so again. ### Improved Pact Weapon *Prerequisite: Pact of the Blade feature* You can use any weapon you summon with your Pact of the Blade feature as a spell casting focus for your warlock spells. In addition, the weapon gains a +l bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. ### Jack-O’-Lantern *Prerequisite: 7th level, Pact of the Lantern feature* Your lantern takes on a sinister visage, such as a leering jack-o'-lantern or a flaming skull. While you have it summoned, you gain advantage on Charisma (Intimidation) checks and creatures within 30 feet of you have disadvantage on saving throws against fear effects. Additionally, you can cast the fear spell without using a spell slot; once you use this ability, you must take a long rest before you can do so again. ### Jiggly Wiggly Defense *Prerequisite: Gelatinous Convocation patron, Pact of the Blade feature* When you would take damage, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage against that attack. ### Kiss of Mephistopheles *Prerequisite: 5th level, eldritch blast cantrip* When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast. ### Lair of the Liar *Prerequisite: Weaver of Lies patron, 7th level* You can cast the web spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a short or long rest. Whenever you cast web and maintain concentration for the full duration, you can choose to have the web become permanent and impossible to dispel. ### Ledger of the Deceased *Prerequisite: Forbidden Graveyard patron, Pact of the Tome feature* Whenever you cast a cantrip that deals damage, you can change the damage type to necrotic. Whenever you deal necrotic damage to a creature, you can grant temporary hit points equal to your Charisma modifier to a creature other than yourself within 30 feet. ### Life drinker *Prerequisite: 12th level, Pact of the Blade feature* When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). ### Living Art *Prerequisites: Gray Portrait patron, Pact of the Chain feature* When you have an animate image as your familiar, it gains additional maximum hit points equal to your warlock level. Additionally, the Living Art can change the art it presents to show what it has seen. ### Lord of Beasts *Prerequisite: Wild Huntsman patron, 13th level* Your hounds gain a bonus to their attack and damage rolls equal to your Charisma modifier, and the saving throw on your hound's attacks equals 8 + your proficiency bonus + half your Charisma modifier rounded up. If you have a familiar, it also gains this bonus. ### Mace of Dispater *Prerequisite: The Fiend patron, Pact of the Blade feature* When you create your pact weapon as a mace, is manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller. ### Maddening Hex *Prerequisite: 5th level, hex spell or a warlock feature that curses* As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hex blade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). \pagebreakNum To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. ### Mad Mutagen *Prerequisite: 6th Level* Your Patron grants you a dark augmentation for body. Your flesh grows aged in appearance but is imbued with terrible might. While you are not wearing armor, you can choose to have your AC equal 10 + your Charisma modifier + your Strength modifier. Additionally, your unarmed strikes deal 1d6 damage insteal of 1. ### Magnum Opus *Prerequisites: Gray Portrait patron, 18th level* You can cast mirage arcane and symbol without expending a spell slot. You can cast one of these spells once. After you do so, you cannot do so again until you finish a long rest. ### Majestic Scales *Prerequisite: Serpent Empress patron or Serpent God Patron, 9th level* While not wearing armor or a shield, you can choose to have your AC equal 13 + your Dexterity modifier. While you do so, your skin becomes covered in small, semi-transparent scales, and whenever you take the Dodge action, you also gain advantage on Wisdom and Charisma saving throws. ### Mask of Many Faces You can cast disguise self at will, without expending a spell slot. ### Master of Myriad Forms *Prerequisite: 15th level* You can cast alter self at will, without expending a spell slot. ### Massive Orb *Prerequisite: 11th level, Pact of the Lantern feature* When you hit a target with eldritch orb, each creature within 10 feet of the target, rather than 5 feet, must make a Dexterity saving throw. ### Minions of Chaos *Prerequisite: 9th level* You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ### Mire the Mind *Prerequisite: 5th level* You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest. ### Misty Visions You can cast silent image at will, without expending a spell slot or material components. \columnbreak ### Mock Divinity *Prerequisite: Pact of the Symbol feature* You channel your patron's mock divinity in a display of "Divine" power. As an action, you can brandish your symbol to Turn Undead, as per the cleric class features. Once you use this ability, you must take a short or long rest before you can do so again. ### Monstrous Carapace *Prerequisite: 11th level, Pact of the Skin feature* Your already tough form becomes almost impenetrable. When you take bludgeoning, piercing, or slashing damage from a nonmagical weapon that isn't silvered, you can instead subtract 3 + your Charisma modifier from the damage taken. ### Monstrous Claws *Prerequisite: 5th level, Pact of the Skin feature* You can grow a pair of wickedly sharp claws. The damage die of your unarmed strikes increases to 1d8, you can choose to deal either bludgeoning, piercing, or slashing damage with your unarmed strikes. Your unarmed strikes are considered magical for the purposes of overcoming damage resistance or immunity. Additionally, when you use the Attack action to make an unarmed strike, you can attack twice instead of once. ### Moon Bow *Prerequisite:The Archfey patron, Pact of the Blade feature* You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level. ### Net of the Harvester *Prerequisite: The Deep One Patron or Keeper of the Depths patron, Pact of the Blade feature* You can create a net made of coiled seaweed and living flesh using your Pact of the Blade feature. It has a range of 15/30, AC 15, and hit points equal to 10 + your warlock level. The Strength DC to break free is equal to your warlock spell save DC. Creatures entangled in this net suffer 1d8 lightning damage whenever they knowingly lie. ### Nightmarish Blast *Prerequisite: 7th level, eldritch blast cantrip* When you cast eldritch blast, you can convert it into a nightmarish blast, the creature takes psychic damage instead of force and creatures struck cannot take reactions until the start of its next turn. ### One with Shadows *Prerequisite: 5th level* When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. \pagebreakNum ### Ophidian Fang *Prerequisite: Serpent Empress patron or The Serpent Gods, Pact of the Blade feature* You can create a shortsword carved from the fang of a giant serpent with a hilt of gold wrapped in snakeskin using your Pact of the Blade feature. When ever you deal damage with this pact weapon, you can deal poison damage instead of its normal damage type. Whenever you hit a target with this weapon, you can use a bonus action to take the Disengage action. Once you do so, you can't do so again until you inflict the poisoned condition on an enemy, or you finish a short or long rest. Addtionally, when you critially hit a creature, that creature must make a Constitution saving throw against your Warlock spell save DC or become poisoned until the end of your next turn. ### Other Worldly Leap *Prerequisite: 5th level* You can cast Jump on yourself at will, without expending a spell slot or material components. ### Papercut *Prerequisites: Gray Portrait patron, Pact of the Blade feature* You can create a rapier of pale parchment covered in bloody scratches using your Pact of the Blade feature. Creatures struck by this weapon cannot regain hit points and have disadvantage on the first saving throw they make against a spell from the schools of illusion or enchantment for one minute. ### Path of the Seeker *Prerequisite: The Seeker patron* The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed. ### Preserved Document *Prerequisite:Pact of the Tome feature, 5th level* Whenever you sign a contract or otherwise make a deal, you are instantly aware of any attempt by the other parties involved of anything that would explicitly break the written agreement. ### Pudding Form *Prerequisite: Gelatinous Convocation patron, 10th level* Whenever you would be subject to a critical hit, roll a d4. If the result is a 4, the critical hit is instead a normal hit. Additionally, you gain resistance to poison damage. ### Ravaging Breath *Prerequisite: 12th level, Pact of the Breath feature* Your otherworldly patron infuses you with more of its destructive energy. Your breath weapon ignores resistance to its damage type. ### Raven Queen’s Blessing *Prerequisite: Raven Queen patron, eldritch blast cantrip* When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point). ### Relentless Hex *Prerequisite: 7th level, hex spell or a warlock feature that curses* Your curse creates a temporary bond between you a nd your target. As a bonus action, you can m agically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign oflll Omen. To teleport in this way, you must be able to see the cursed target. ### Repelling Blast *Prerequisite: eldritch blast cantrip* When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. ### Sacrificial Demise *Prerequisite: Pact of the Chain feature, 6th level* As an action, you can cause your familiar to sacrifice itself in an explosion of eldritch power. Choose one of the following damage type, Acid, Cold, Fire, Force, Lightning, Thunder, Radiant, Necrotic, Psychic, and poison. Creatures within 30 feet of your familiar must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d8 damage per two warlock levels you possess of the chosen damage type, or half as much damage if they succeed. Your familiar is instantly slain by this sacrificial attack, but can be summoned again by casting find familiar as normal. ### Scorched Blade *Prerequisite: Ashen Wolf patron, Pact of the Blade feature* You can create a wickedly-barbed longsword made from embers and red-hot steel using your Pact of the Blade feature. You can choose to have this weapon deal fire damage. When you grapple a target while holding this weapon, you can choose to inflict fire damage equal to your Charisma modifier to the target at the start of each of your turns. Damage this weapon deals treats immunity to fire damage as resistance to fire damage instead. You can choose to use your Charisma modifier for attack and damage rolls made with this weapon. ### Scroll of Imperial Authority *Prerequisite: Serpent Empress patron, Pact of the Tome feature* You can cast beast bond and beast sense at will without expending a spell slot, but the creature you select must be a snake or other reptile. Whenever you cast these spells, they do not require concentration, but you can only have one active at a time. \pagebreakNum ### Sculptor of Flesh *Prerequisite: 7th level* You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest. ### Scythe of the Lifetaker *Prerequisite: Forbidden Graveyard patron, Pact of the Blade feature* You can create a Scythe of polished bone and golden metal using your Pact of the Blade feature. This weapon deals radiant damage. You can use your Charisma modifier for attack and damage rolls with this weapon. Whenever you hit a creature with this weapon, you can choose to cast healing word without using a spell slot. You can use this feature a number of times equal to your charisma modifier then you must take a short or long rest before using it again. ### Seeker of Prey *Prerequisite: Wild Huntsman patron, Pact of the Chain feature* Your steed, and hounds gains additional maximum hit points equal to your warlock level, and you can communicate telepathically with your hounds and steed from up to ten miles away. ### Seeker’s Speech *Prerequisite: The Seeker patron* Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest. ### Servant of Darkness *Prerequisite: 12th level, Pact of the Chain or Pact of the Tome feature* You gain the ability to expend a warlock spell slot as an action to summon undead from the Shadowfell to your aid. Undead you summon appear in an unoccupied space within 60 feet of you. You choose one of the following options for what appears: One undead of challenge rating 2 or lower Two undead of challenge rating 1 or lower Four undead of challenge rating 1/2 or lower Eight undead of challenge rating 1/4 or lower An undead summoned by this invocation disappears when it drops to 0 hit points, or when you lose concentration (as if you were concentrating on a spell). The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no action. The DM has the creatures' statistics. \columnbreak ### Servants of the Citadel *Prerequisite: Eternal Citadel patron, eldritch blast cantrip* Whenever you deal damage to an enemy creature with eldritch blast, you can use your bonus action to grant temporary hit points equal to your Charisma modifier to an ally that you can see within 60 feet. ### Shadow Walk *Prerequisite: 9th level* You can step from one shadow into another. When you are in dim light or darkness, you can use your bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. ### Shadowy Visage *Prerequisite: Pact of the Cloak feature* While wearing your pact cloak, you can summon a hood at will which conceals your appearance in shadow. Creatures which cannot see through magical darkness cannot see your face or parts of your body that are covered by your pact cloak. Additionally, while this ability is active, you gain a bonus equal to your Charisma modifier to all Dexterity (Stealth) checks. ### Shard of Darkness *Prerequisite: Pact of the Blade feature* When you create your pact weapon as a shortsword, it manifests as a blade crafted from the shadows of the Darkforge at the heart of the Shadowfell. When you hit a creature with it, you can expend a warlock spell slot to deal an additional 2d6 necrotic damage to the target per spell level, and that creature cannot make opportunity attacks against you until the end of your next turn. ### Shield of Atropus *Prerequisite: Pact of the Blade feature* You can create and/or bind a Pact Shield in addition to your Pact Blade. You are proficient with this shield, and you can summon both your shield and your blade as a single action. Your pact shield does not benefit from other invocations that benefit your pact blade. ### Shroud of Shadow *Prerequisite: 15th level* You can cast invisibility at will, without expending a spell slot ### Shroud of Ulban *Prerequisite: 12th level, the Great Old One patron* The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn. \pagebreakNum ### Signature Work *Prerequisites: Gray Portrait patron, 16th level* You can cast programmed illusion without using a spell slot. When you do, you can choose a single cantrip that you can cast. The illusion can cast this cantrip once per minute as part of its programming. It uses your warlock spellcasting ability for attack rolls and saving throw DCs. If you grant a cantrip to an illusion and the illusion would suffer damage from an attack, it is immediately dispelled. Once you cast this spell, you cannot do so again until you finish a long rest. ### Sign of Ill Omen *Prerequisite: 5th level* You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ### Slaves of the Empress *Prerequisite: Serpent Empress patron or Serpent Gods, 12th level* You can cast giant insect without expending a spell slot, except you can only target snakes. You can create up to two giant constrictor snakes or six giant poisonous snakes. Once you do so, you cannot do so again until you finish a short or long rest. ### Slayer's Armory *Prerequisite: Wild Huntsman patron, Pact of the Blade feature* You can create any simple or martial weapon from blackened cold iron and the bone of ancient beasts using your Pact of the Blade feature. If this weapon is a ranged weapon, it instantly creates ammunition when drawn. Whenever you hit a creature with this weapon while consentrating on a spell, the target takes additional cold damage equal to your Charisma modifier. ### Sleepless Nights You no longer need to sleep and can't be put to sleep by magical means. To gain the benefits of a long rest, you must still perform only light activity, such as reading or keeping watch, for no longer than 3 hours. ### Slick Hands *Prerequisite: Gelatinous Convocation patron, 7th level* Your arms extend in rope-like coils of ooze. Your reach for melee attacks increases by 5 and spells that you cast with a range of touch have a range of 10. Also, you have advantage on checks to escape a grapple and on Sleight of Hand checks. ### Slime Sword *Prerequisite: Gelatinous Convocation patron, Pact of the Blade feature* You can create a scimitar made from colorful ooze using your Pact of the Blade feature. When you deal damage with this weapon, you can deal acid damage insteal of its standard damage type. Whenever you hit an enemy with this weapon, you can use a bonus action to attempt to grapple the target. ### Speck of Sunlight *Prerequisite: Fallen Exile Patron, Pact of the Chain feature* If you have a sunlit shard as your familiar, it gains additional hit points equal to your warlock level, and it can teleport up to 30 feet using a bonus action. ### Spriggan Magic *Prerequisite: The Great Tree Patron* You learn the druidcraft and shillelagh cantrips. These cantrips count as warlock spells for you. In addition, you can target your claws with shillelagh, treating both hands as one weapon, and you can make an offhand attack with your claws, adding your ability modifier to the damage. ### Steadfast Companion *Prerequisite: Eternal Citadel patron, Pact of the Chain feature* If you have an animate shield as your familiar, it gains additional hit points equal to you warlock level. Additionally, you can use your familiar as a functioning shield. When ever you are hit, you can instead use your reaction to have your familiar take the damage instead. Addtionally, you can cast the mending and light cantrips. ### Stolen Heart *Prerequisite: Fallen Exile Patron, Pact of the Blade feature* You can create a pike made from smooth black metal impaling a gleaming gemstone using your Pact of the Blade feature. While you are wielding this weapon, you can choose to cast cantrips through your Cosmic Conduit feature, though the additional fire damage or temporary hit points do not apply. You can choose to use your Charisma modifier for attack and damage rolls with this weapon. ### Superior Pact Weapon *Prerequisite: 9th level, Pact of the Blade feature* Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. ### The Dead Walk *Prerequisite: 5th level, Pact of the Bone feature* When you cast animate dead using your Bone pact boon, each creature created has hit points of a normal undead of its type. In addition: • The creature’s hit point maximum is increased by an amount equal to your warlock level. • The creature adds your proficiency bonus to its weapon attack rolls. \pagebreakNum ### The Silver Tongue *Prerequisite: Weaver of Lies patron, Pact of the Blade feature, 5th level* You can create a dagger made of silver and bone using your Pact of the Blade feature. This weapon deals psychic damage. Whenever you strike a creature with this weapon, you can choose to inflict no damage. When you do, the target must make a Wisdom saving throw. If they fail, they are charmed by you until the start of your next turn, and will not take hostile actions against you, but may target your companions. ### Thief of Five Fates You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. ### Thirsting Blade Prerequisite: 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. ### Through Fire and Flame *Prerequisite: 13th level, Ashen Wolf patron* Whenever you are exposed to fire damage, you can use your reaction to absorb the elemental fire as an offering to the Ashen Wolf. The damage is negated, and instead you gain temporary hit points equal to the amount of damage you would have taken before resistances and immunities. The amount of temporary hit points received at one time cannot exceed three times your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier, then you must take a short or long rest before using them again. ### Tomb of Levistus *Prerequisite: One of the following: The Fiend patron or The Demon's Chalice Patron or The North Wind Patron or the Pact of the Symbol Pact Boon or Pact of the Hourglass Pact Boon or Pact of the Cloak Pact Boon* As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest. ### Trickster’s Escape *Prerequisite: 7th level* You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. ### Twinned Blades *Prerequisite: Pact of the Blade feature* You gain access to a second pact weapon, and you can summon both whenever you would summon one of them. Additionally, while you are using a pact weapon in both hands, you gain the Two-Weapon Fighting Style. ### Ultimate Pact Weapon *Prerequisite: 15th level, Pact of the Blade feature* Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. ### Vampiric Blade *Prerequisite: 15th level, Pact of the Blade feature* Whenever you strike with your pact blade, you gain a number of temporary hit points equal to your Charisma modifier. Temporary HP gained from this feature stacks with other sources of temporary HP, up to a maximum of twice your Warlock level. ### Venomous Blast *Prerequisite: Serpent Empress patron or Serpent Gods, 7th level, eldritch blast cantrip* Whenever you cast eldritch blast you can use a bonus action to turn it into a venomous blast. Each beam deals 3d4 poison damage instead of the normal value, and if you hit a creature, they must make a Constitution saving throw against your warlock spell save DC or be poisoned until the end of your next turn. ### Visions of Distant Realms *Prerequisite: 15th level* You can cast arcane eye at will, without expending a spell slot. ### Voice of the Chain Master *Prerequisite: Pact of the Chain feature* You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. ### Whispers of the Grave *Prerequisite: 9th level* You can cast speak with dead at will, without expending a spell slot. ### Wicked Waltz *Prerequisite: Perfect Chord patron, 13th level* You can cast Otto's irresistible dance once without using a spell slot. You cannot do so again until you finish a long rest. ### Wild Speech You can cast speak with plants and speak with animals at will, without expending a spell slot. \pagebreakNum ### Wisp of Shadow *Prerequisite: 7th level, Pact of the Cloak feature* While wearing your pact cloak, you do not take any damage from falling. ### Witch Sight *Prerequisite: 15th level* You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.