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Become a Patron!
# The Promised Warlock #### Version 1.5 ___ *Created by [DracoDruid](https://www.gmbinder.com/profile/dracodruid) | with [GM Binder](www.gmbinder.com)* ## Class Features As a warlock, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per warlock level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (*a*) leather armor or (*b*) scale mail - (*a*) a simple weapon or (*b*) a martial weapon - (*a*) a dungeoneer's pack, (*b*) an explorer’s pack, or (*c*) a scholar’s pack - a simple weapon and a component pouch ### Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice, each of which is detailed at the end of the class description. Your choice grants you additional features at 1st level and again at 6th, 10th, and 14th level. You also learn one language corresponding to your chosen patron. ### 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 At 1st level, 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 6th 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. #### Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** = your proficiency bonus +
your Charisma modifier
### Pact Promise When you made your pact with your otherworldly patron, you pledged your service in exchange for a promise in return. At 1st level, you choose the nature of this promise, each of which is detailed at the end of the class description. This choice grants you a special benefit at 1st level, and additional Pact Boons at 3rd and 5th level. ### Eldritch Blast At 2nd level, your patron has gifted you with a powerful cantrip to defend yourself. This cantrip is considered a warlock spell for you and doesn't count against your number of cantrips known. #### Patron Language & Eldritch Blast
| Patron | Language | Eldritch Blast | |:------:|:--------:|:---------------| | The Archfey | Sylvan | *moment of majesty* | | The Celestial | Celestial | *blinding light* | | The Fiend | Abyssal (Demon) / Infernal (Devil) | *fiendish flame* | | The Great Old One | Deep Speech | *glimps of madness* | | The Undying | DM's choice | *touch of mortality* | > ##### Concerning the *eldritch blast* cantrip > Under these rules, the *eldritch blast* cantrip is removed from the game and cannot be learned or chosen by any class or player character. > > NPCs may still use the cantrip by DM's discretion.
{footnote} | by [DracoDruid](https://www.gmbinder.com/profile/dracodruid)
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##### The Warlock | Level | Proficiency
Bonus | Features | Cantrips
Known | Spells
Known | Spell
Slots | Slot
Level | Invocations
Known | |:---: |:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Otherworldly Patron, Pact Magic, Pact Promise | 3 | 2 | 1 | 1st | — | | 2nd | +2 | Eldritch Blast, Eldritch Invocations | 3 | 3 | 1 | 1st | 2 | | 3rd | +2 | Pact Boon | 3 | 4 | 1 | 2nd | 2 | | 4th | +2 | Ability Score Improvement | 4 | 5 | 2 | 2nd | 2 | | 5th | +3 | Pact Boon | 4 | 6 | 2 | 3rd | 3 | | 6th | +3 | Otherworldly Patron feature | 4 | 7 | 2 | 3rd | 3 | | 7th | +3 | — | 4 | 8 | 2 | 4th | 4 | | 8th | +3 | Ability Score Improvement | 4 | 9 | 3 | 4th | 4 | | 9th | +4 | — | 4 | 10 | 3 | 5th | 5 | | 10th | +4 | Otherworldly Patron feature | 5 | 10 | 3 | 5th | 5 | | 11th | +4 | Mystic Arcanum (6th-level) | 5 | 11 | 3 | 5th | 5 | | 12th | +4 | Ability Score Improvement | 5 | 11 | 4 | 5th | 6 | | 13th | +5 | Mystic Arcanum (7th-level) | 5 | 12 | 4 | 5th | 6 | | 14th | +5 | Otherworldly Patron feature | 5 | 12 | 4 | 5th | 6 | | 15th | +5 | Mystic Arcanum (8th-level) | 5 | 13 | 4 | 5th | 7 | | 16th | +5 | Ability Score Improvement | 5 | 13 | 5 | 5th | 7 | | 17th | +6 | Mystic Arcanum (9th-level) | 5 | 14 | 5 | 5th | 7 | | 18th | +6 | — | 5 | 14 | 5 | 5th | 8 | | 19th | +6 | Ability Score Improvement | 5 | 15 | 5 | 5th | 8 | | 20th | +6 | Eldritch Mastery | 5 | 15 | 5 | 5th | 8 |
### 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, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. ### 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. \columnbreak ### Mystic Arcanum At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. ### Eldritch Mastery At 20th level, you can draw on your inner reserve of mystical power while entreating your patron for aid. You can spend 1 minute in silent meditation to gain all the benefits of a short rest. Once you use this feature, you must finish a long rest before you can do so again.
{footnote} | by [DracoDruid](https://www.gmbinder.com/profile/dracodruid)
\pagebreakNum ## Pact Promises No matter which patron answers a warlock’s calls, the reason a warlock is agreeing to serve that patron is the promise of some sort of power. The nature of this power may vary from warlock to warlock, depending on their deepest (and possibly darkest) desires. Some strive for hidden or forbidden knowledge, others wish to impose their will on the world, and yet others seek to gain strength and might. Whatever the desired power, it often roots in a very emotional and possibly scarring experience in the past. Maybe they lost their loved ones to brigands or monsters, were subjugated and exploited by a cruel lord or a tyrannical parent, or they were shunned or expelled by their peers or their community for reasons the warlock seems unfair. No matter which path to power they walk, their choice deeply shapes the way they interact with their environment.
### Authority Warlocks that seek the power of authority often come from a place of tyranny or are feeling a sense of insignificancy. By seeking power over other creatures, they wish to escape their past and shape the world as they see fit. #### Eldritch Influence You gain proficiency in two of Deception, Intimidation, and Persuasion. If you are already proficient in one or more of the chosen skills, you gain expertise with that skill instead, which means your proficiency bonus is doubled for any ability check you make with it. The skill must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. #### Obedient Minion At 3rd level, you gain the service of an Obedient Minion, granting the following benefits: - You can cast the *find familiar* spell at will without expending a spell slot or material components. - When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: gazer, imp, mephit (any), pseudodragon, quasit, sprite, or any other creature that the DM seems fit. A good guideline would be any tiny creature with CR 1 or lower. - 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. - You can use your Obedient Minion as a spellcasting focus for your warlock spells, as long as it is within 5 feet of you. #### Master’s Right Hand Beginning at 5th level, the connection between you and your Obedient Minion strengthens, lending the following benefits: - 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. - Your Obedient Minion can use its action to use any of the actions listed in its creature stat block (see the Monster Manual) or cast any cantrip you know, including your Eldritch Blast, though it does not benefit from any of your Eldritch Invocations. \columnbreak ### Knowledge Warlocks striving for the power of knowledge often seek lost or forbidden wisdom to breach the realms of possibility. Not few of them were aspiring wizards or clerics that were expelled for performing forbidden research and practices. #### Eldritch Knowledge You gain proficiency in two of Arcana, History, Nature, and Religion. If you are already proficient in one or more of the chosen skills, you gain expertise with that skill instead, which means your proficiency bonus is doubled for any ability check you make with it. The skill must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. This knowledge often feels alien and strange to you as it is often accompanied by nebulous memories of a person or entity unbeknownst to you. #### Tome of Secrets At 3rd level, your patron gifts you a grimoire called a Tome of Secrets, granting the following benefits: - You can use a bonus action to conjure your Tome of Secrets in your empty hand. Your Tome of Secrets disappears if you use this feature again, if you dismiss the tome as a bonus action, or if you fall unconscious. - When you gain this feature, you choose three cantrips from across any classes’ spell lists. These cantrips are considered warlock spells for you and don't count against your number of cantrips known. While the tome is on your person, you can cast these cantrips at will. - While you hold your Tome of Secrets, you can use an action to regain one of your expended warlock spell slots. You can't use this feature again until you finish a short or long rest. - Finally, you can use your Tome of Secrets as a spellcasting focus for your warlock spells. #### Master of Rites Beginning at 5th level, you can now perform magical rituals with your Tome of Secrets. You can cast any warlock spell you know as a ritual if it has the ritual tag. In addition, choose two 1st-level spells that have the ritual tag from across any classes’ spell lists. The spells appear in the Tome of Secrets, are considered warlock spells for you and don't count against your number of spells known. Whenever you learn a new warlock spell, you may also choose a spell that has the ritual tag from any class's spell lists appearing in your Tome of Secrets. The level of that spell may not exceed your current slot level. With your Tome of Secrets in hand, you can cast the spells within as rituals. You can cast the spells only as rituals unless you've learned them by some other means. ##### Inscribing Rituals On your adventures, you can add other ritual spells to your Tome of Secrets. When you find such a spell, you can add it to the tome 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.
{footnote} | by [DracoDruid](https://www.gmbinder.com/profile/dracodruid)
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For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Once a spell is transcribed into your Tome of Secrets it becomes a permanent part of it or any replacement you might conjure.
### Might Warlocks driven by the pursuit of physical might were often lacking the very same before forging their pact. They wish to achieve physical prowess in order to dominate the world and never be dominated again. #### Eldritch Wrath At 1st level, your patron has bestowed upon you the power necessary to effectively defend yourself in battle. While you are wearing light or no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier, or the one provided by your armor, whichever is better. In addition, when making a weapon attack, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. #### Wrath Blade At 3rd level, you can transform any one weapon into the embodiment of your wrath by performing a special ritual. You perform the ritual over the course of 1 hour, which can be done during a short rest, holding the weapon the entire time. You can transform any normal or magical weapon, however, you can’t affect an artifact or a sentient weapon in this way. Your wrath blade grants the following benefits: - You are considered proficient with the weapon. - You can use a bonus action to summon your wrath blade into your hand or dismiss it into an extradimensional space. - The wrath blade counts as a magic weapon for the purpose of overcoming resistance and immunity to non-magical attacks and damage. - You can use your wrath blade as a spellcasting focus for your warlock spells. The weapon ceases being your wrath blade 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. If you enter an antimagic field, your wrath blade becomes an ordinary weapon while within the field. #### Ferocious Blade Beginning at 5th level, you can attack with your wrath blade twice, instead of once, whenever you take the Attack action on your turn. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
> ##### Extra Attack & Ferocious Blade > If you possess the Extra Attack feature, you don't gain an additional attack from Ferocious Blade.
{footnote} | by [DracoDruid](https://www.gmbinder.com/profile/dracodruid)
\pagebreakNum ## Eldritch Blasts
### Archfey #### Moment of Majesty *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ A target you can see within range is momentarily enthralled by your otherworldly beauty or terrified by your unearthly might. The target must succeed on a Charisma saving throw. On a failed save, it takes 1d6 psychic damage and is either charmed or frightened by you until the end of its next turn. When you cast the spell, you can choose to let it deal no damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
### Celestial #### Blinding Light *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You hurl a searing orb of blinding light at a creature that you can see within range. The target must succeed on a Dexterity saving throw. On a failed save, it takes 1d6 radiant damage and is blinded until the end of the next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
### Fiend #### Fiendish Flame *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You hurl a vicious orb of fiendish flame at a creature that you can see within range. The target must succeed on a Dexterity saving throw. On a failed save, it takes 1d6 fire damage and is caught on fire, suffering an additional 1d6 fire damage at the beginning of its next turn. This spell's initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \columnbreak ### Great Old One #### Glimps of Madness *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ For but a second, you connect the mind of a creature you can see within range to the essence of your patron. The target must succeed on a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage and is frightened by you until the end of its next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
### Undying #### Touch of Mortality *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ For a brief moment you show one creature you can see within range The target must succeed on a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage and the next time it suffers damage, it suffers an additional 1d6 necrotic damage. This spell's initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
{footnote} | by [DracoDruid](https://www.gmbinder.com/profile/dracodruid)
\pagebreakNum ## Eldritch Invocations At 2nd level, a warlock gains the Eldritch Invocations feature. You must be of a certain warlock level (or higher) in order to choose more powerful invocations. Here are all options for that feature, replacing those in the Player’s Handbook and the ones from Xanathar's Guide to Everything.
### 2nd level invocations #### Armor of Shadows You can cast *mage armor* on yourself at will, without expending a spell slot or material components. #### Aspect of the Moon 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. #### Beast Speech You can cast *speak with animals* at will, without expending a spell slot. #### Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. #### Eldritch Sight You can cast *detect magic* at will, without expending a spell slot. #### Eyes of the Rune Keeper You can read all languages. You still need to make ability checks to understand arcane writings or secret cyphers. #### Fiendish Vigor You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components. #### 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. #### Grasp of Hadar Once on each of your turns, when you hit a creature with an attack, that creature must succeed on Strength saving throw against your warlock spell save DC or you can move that creature in a straight line, up to 10 feet closer to yourself. This movement doesn't provoke opportunity attacks. #### Lance of Lethargy Once on each of your turns when you deal damage to a creature, that creature must succeed on Wisdom saving throw against your warlock spell save DC or reduce its speed by 10 feet until the end of your next turn. \columnbreak #### Mask of Many Faces You can cast *disguise self* at will, without expending a spell slot. #### Misty Visions You can cast *silent image* at will, without expending a spell slot or material components. #### Repelling Strike Once on each of your turns, when you hit a creature with an attack, that creature must succeed on Strength saving throw against your warlock spell save DC or you can push the creature up to 10 feet away from you in a straight line. This movement doesn't provoke opportunity attacks. #### Thief of Five Fates You can cast *bane* once without expending a spell slot. You can’t do so again until you finish a long rest.
### 5th level invocations #### Cloak of Flies 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 with 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. #### Eldritch Smite Once per turn when you hit a creature with a weapon attack, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot (to a maximum of 5d8), and you can knock the target prone if it is Huge or smaller. #### Gift of the Depths 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. #### Gift of the Ever-Living Ones Whenever you regain hit points, any die rolled to determine the hit points you regain generates at least a number of hit points equal to your Charisma modifier. #### Maddening Curse 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 Soulmonger's Mark and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and must be within 30 feet of you. #### Mire the Mind You can cast *slow* once without expending a spell slot. You can’t do so again until you finish a long rest.
{footnote} | by [DracoDruid](https://www.gmbinder.com/profile/dracodruid)
\pagebreakNum #### One with Shadows 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. #### Sign of Ill Omen You can cast *bestow curse* once without expending a spell slot. You can’t do so again until you finish a long rest. #### Tomb of Levistus 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 is reduced to 0, and you are incapacitated. These effects all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest.
### 7th level invocations #### Bewitching Whispers You can cast *compulsion* once without expending a spell slot. You can’t do so again until you finish a long rest. #### Dreadful Word You can cast *confusion* once without expending a spell slot. You can’t do so again until you finish a long rest. #### Ghostly Gaze 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. #### Relentless Curse Your curse creates a temporary bond between you and your target. As a bonus action, you can magically 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 Soulmonger’s Mark and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. #### Sculptor of Flesh You can cast *polymorph* once without expending a spell slot. You can’t do so again until you finish a long rest. #### Trickster’s Escape 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.
### 9th level invocations #### Ascendant Step You can cast *levitate* on yourself at will, without expending a spell slot or material components. #### Minions of Chaos You can cast *conjure elemental* once without expending a spell slot. You can’t do so again until you finish a long rest. #### Otherworldly Leap You can cast *jump* on yourself at will, without expending a spell slot or material components. #### Voice of the Chain Master You can cast *dominate person* once without expending a spell slot. You can’t do so again until you finish a long rest. #### Whispers of the Grave You can cast *speak with dead* at will, without expending a spell slot.
### 12th level invocations #### Lifedrinker When you hit a creature with a weapon attack, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1) and you gain an equal amount of temporary hit points. The creature's resistance, immunity, or vulnerability to necrotic damage also affects the amount of temporary hit points you gain.
### 15th level invocations #### Chains of Carceri You can cast *dominate monster* once without expending a spell slot. You must finish a long rest before you can do so again. #### Master of Myriad Forms You can cast *alter self* at will, without expending a spell slot. #### Shroud of Shadow You can cast *invisibility* at will, without expending a spell slot. #### Visions of Distant Realms You can cast *arcane eye* at will, without expending a spell slot. #### Witch Sight 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.
{footnote} | by [DracoDruid](https://www.gmbinder.com/profile/dracodruid)
\pagebreakNum ## New Otherworldly Patron
### The Soulmonger *This is replacing the Hexblade from XGtE* ___ You have made your pact with a powerful entity from the Shadowfell, that is hungering for the souls of the living and both you and your patron grow stronger as you consume the life essence of your victims. #### Patron Language By choosing the Soulmonger as your patron, you may choose any one language that your DM seems appropriate. Whatever the Soulmonger has become now, it retained some essence of its previous existence. #### Expanded Spell List The Soulmonger 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. ##### Soulmonger Expanded Spells | Spell Level | Spells | |:-----------:|:-------| | Eldritch Blast | *soul siphon* | | 1st | *false life, inflict wounds* | | 2nd | *blindness/deafness, phantasmal force* | | 3rd | *animate dead, bestow curse* | | 4th | *death ward, phantasmal killer* | | 5th | *antilife shell, dominate person* | #### Resilient Soul At 1st level, you have learned to resist the Soulmonger's pull on your soul and how to cling to the threads of your life. You may add your Charisma modifier to your death saving throws. In addition, the time period for resurrection spells targeting you is doubled (e.g. *revivify* could be cast within 2 minutes of your demise, instead of just 1 minute). #### Soulmonger's Mark 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: - Any attack roll made against the cursed target is a critical hit on a roll of 19 or 20 on the d20. - You gain a bonus to damage rolls against the cursed target. The bonus is considered necrotic damage and equals your proficiency bonus. - If the cursed target dies, you regain hit points equal to the target's maximum hit dice plus it's Charisma modifier (minimum 1 hit point). You can’t use this feature again until you finish a short or long rest. #### Accursed Specter Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When the creature cursed by your Soulmonger's Mark dies, 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 +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife – or maybe not. Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest. #### Armor of Souls At 10th level, you learn to use the power of your victim’s soul to protect you. When the creature cursed by your Soulmonger's Mark dies, you may choose to gain a bonus to your AC equal to the creature's Charisma modifier (minimum 0). This bonus lasts for 1 minute or until you use this feature again. #### Master of Souls Starting at 14th level, you can spread your Soulmonger's Mark from a slain creature to another creature. When the creature cursed by your Soulmonger's Mark 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.
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#### Soul Siphon *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create a shadow-wreathed tentacle that latches onto a creature that you can see within range, siphoning its life force. The target must succeed on a Charisma saving throw. On a failed save, it takes 1d6 necrotic damage and you may gain a number of temporary hit points equal to the target's Charisma modifier (minimum 1). This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
{footnote} | by [DracoDruid](https://www.gmbinder.com/profile/dracodruid)