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The Warlock
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Warlock | Contents
## [Table Of Contents](https://homebrewery.naturalcrit.com/share/BkQ02erpl) - **[1 Cover Page](#p1)** - [1.1 Warlock](#p3) - [1.1.1 Sworn and Beholden](#p3) - [1.1.2 Delvers into Secrets](#p3) - [1.1.3 Creating a Warlock](#p3) - [1.2 Class Features](#p4) - [1.2.1 Otherworldly Patron](#p5) - [1.2.2 Pact Magic](#p5) - [1.2.3 Eldritch Invocations](#p6) - [1.2.4 Pact Boon](#p6) - [1.2.5 Ability Score Improvement](#p6) - [1.2.6 Mystic Arcanum](#p6) - [1.2.7 Eldritch Master](#p6) - [1.3 Otherworldly Patron](#p7) - [1.3.1 The Archfey](#p7) - [1.3.2 The Fiend](#p8) - [1.3.3 The Great Old One](#p8) - [1.3.4 The Undying Light](#p9) - [1.3.5 The Shadow](#p9) - [1.3.6 The Glacial Monarch](#p10) - [1.3.7 The Keeper of the Depths](#p11) - [1.3.8 The Weaver of Lies](#p12) - [1.3.9 The Storm Lord](#p12) - [1.3.10 The Ashen Hunter](#p13) - [1.3.11 The Archlich](#p14) - [1.3.12 The Scribes](#p14) - [1.3.13 The Hexblade](#p15) - [1.3.14 The Celestial](#p16) - [1.4 Eldritch Invocations](#p16) - [1.5 Multiclassing](#p22) - [1.6 Warlock Spell List](#p22)
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Warlock | Introduction & Class Features
## 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 will 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 o f a cleric and a deity, though the beings that serve as patrons for warlocks 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 armour 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 traveller 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. ### 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 favours 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. \pagebreakNum
Warlock | Class Features
##### The Warlock | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spells Slots | Slot Level | Invocations Known | |:----:|:----:|:----|:----:|:----:|:----:|:----:|:----:| | 1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | – | 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 | 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 3 | 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 3 | 5th | +3 | – | 3 | 6 | 2 | 3rd | 4 | 6th | +3 | Otherworldly Patron Feature | 3 | 7 | 2 | 3rd | 4 | 7th | +3 | – | 3 | 8 | 2 | 4th | 5 | 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 5 | 9th | +4 | – | 3 | 10 | 2 | 5th | 6 | 10th | +4 | Otherworldly Patron Feature | 4 | 10 | 2 | 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 | 3 | 5th | 7 | 14th | +5 | Otherworldly Patron Feature | 4 | 12 | 3 | 5th | 7 | 15th | +5 | Mystic Arcanum (8th Level) | 4 | 13 | 3 | 5th | 8 | 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 8 | 17th | +6 | Mystic Arcanum (9th Level) | 4 | 14 | 4 | 5th | 8 | | 18th | +6 | – | 4 | 14 | 4 | 5th | 9 | | 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 9 | | 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 9 |
#### 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 the 1st-level spells *ray of sickness* and *witch bolt*. ## Class Features As an 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 \columnbreak #### Proficiencies **Armour:** Light armour **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Wisdom, Charisma **Skills:** Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a light crossbow and 20 bolts , or *(b)* any simple weapon - *(a)* aa component pouch, or *(b)* an arcane focus - *(a)* a scholar’s pack, or *(b)* a dungeoneer’s pack - Leather armour, any simple weapon, and two daggers Alternatively, you can purchase your starting equipment with a starting wealth of 4d4 x 10gp. \pagebreakNum
Warlock | Class Features
### 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 features at 1st level and again at 6th, 10th, and 14th level. #### Patron Spells Each patron has a list of associated spells. You gain access to these spells at the levels specified in the patron description. Patron spells don’t count against the number of spells you know. If you gain an patron spell that doesn’t appear on the warlock spell list, the spell is nonetheless a warlock spell for you. ### 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. #### 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 of 1st level and higher. A spell you choose must be o f 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 o f 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 #### Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells. ### 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. ### Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. #### Pact of the Blade 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 (see chapter 5 for weapon options). 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 magic 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 artefact 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. #### Pact of the Brand Your patron marks your body with a symbol or feature indicative of their influence, called a Pact Mark, used to channel yours and your patron's power through your body. Your mark is a symbol, like a tattoo or a blemish, or a physical feature, such as a unique eye or a wound, and cannot be removed unless the body part it is on is also removed. Your mark, and by extension your body, counts as an arcane focus for your warlock spells. In addition, you ignore verbal components for spells that also have somatic components. If you lose your mark, you can spend a 1-hour ritual to entreat your patron to give you another in a new location. This ritual can be performed during a short or long rest, and it destroys the previous mark. \pagebreakNum
Warlock | Class Features & Otherworldy Patrons
#### 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. 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. #### Pact of the Cloak You can use your action to conjure a pact cloak around yourself. The cloak has six different forms, with each form corresponding to one of the six saving throws, and you can choose which form it takes each time you conjure it. As long as you are wearing the cloak and not any medium or heavy armor, your walking speed is increased by 10 feet. Also, when you or another creature within 5 feet of you fails the save associated with your cloak’s current form, you can use your reaction to add your proficiency bonus to that save. #### Pact of the Talisman You are gifted a magical talisman symbolic of your patron; a mysterious trinket that may be used to channel your power. You may summon this talisman back to your hand as long as it is on the same plane of existence as a bonus action and you know its distance and direction at all times. If your talisman is lost or destroyed, you may reform it by performing a one hour ritual during a short or long rest. Your talisman acts as a conduit for your magic; with the exception of spells that only affect the caster, you may cast any of your known warlock spells using a warlock spell slot, or any of your warlock cantrips, through your talisman as long as it is on the same plane of existence. When a spell is cast in this manner, the spell will be resolved as if originating from the talisman's location. This talisman will also double as a spell focus while you are holding it. You may direct spells cast through your talisman if the target is within your line of sight. Unguided spells will be cast at the nearest valid target or area following the spell's behaviour, or the DM may choose the target. If an undirected spell has no valid targets, the spell is wasted. You may also choose to let a creature carrying your talisman direct a spell using their reaction if they are aware of its eldritch nature. Only spells with a casting time of an action or less may be directed this way. Your talisman may be subject to direct attack if it isn't being worn or carried. It has an AC of 10, 10 hit points and immunity to poison and psychic damage. It is also immune to any harmful effects caused by spells cast through it. This talisman projects an aura strongly associated with your patron's magic that may be visible to a *detect magic* spell, and dimly glows with eldritch energy after it is used to cast a spell, making it immediately apparent as the source. Your talisman will function properly regardless of whether it is being worn, held or carried in a creature's inventory. #### Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose one spell from the warlock spell list of a level that you can cast. While the book is on your person, you can cast that spell using warlock spell slots. They don’t count against your number of spells known. You learn an additional spell of a level that you can cast at 3rd, 5th, 7th, or 9th levels. 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. ### 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. ### 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 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.
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Warlock | Otherworldy Patrons
## Otherworldly Patron 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 favours 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. ### The Archfey Your patron is a lord or lady of the fey, a creature of legend who holds secrets that w ere 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. #### Archfey Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *sleep* | | 3rd | *phantasmal force* | | 5th | *blink* | | 7th | *greater invisibility* | | 9th | *dominate person* | \columnbreak
#### 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 Defences 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. #### 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. \pagebreakNum
Warlock | Otherworldy Patrons
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. ### The Fiend You have made a pact with a fiend from the lower planes of existence, a being w hose 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 A smodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. #### Fiend Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *burning hands* | | 3rd | *scorching ray* | | 5th | *fireball* | | 7th | *infernal shackle* | | 9th | *flame strike* | #### 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 favour. When you make an attack roll, 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. \columnbreak ### 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. #### Great Old One Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *dissonant whispers* | | 3rd | *detect thoughts* | | 5th | *clairvoyance* | | 7th | *Evard's black tentacles* | | 9th | *dominate person* | #### 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 means 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. #### 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. \pagebreakNum
Warlock | Otherworldy Patrons
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. ### The Undying Light Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy. Contact with the Positive Plane causes subtle changes to your behaviour and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning. As an optional way to add more flavour to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light. #### Undying Light Quirks Many undying light warlocks have oddities about them that acts as a tell to others that they contain an otherworldy power. You can choose one or more options from the list below, or roll any number of d8s to determine your quirks. ##### Undying Light Quirks | d8 | Quirk Type | |:----:|:----| | 1 | You are afraid of the dark and must carry a light source at hand. | | 2 | You have nervous compulsion to keep a light at hand even in the barest shadow. | | 3 | You have a compulsion to enter and illuminate dark areas. | | 4 | You have an overwhelming hatred of undead creatures. | | 5 | You fidget and are irritable when you can’t see the sun. | | 6 | Your skin seems to reflect light more than normal, making you almost glow in direct sunlight. | | 7 | Your eyes change colour at random whilst you’re in the sun. | | 8 | Whilst in the dark, you feel as if it is far colder than it actually is. | #### Undying Light Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *ray of light* | | 3rd | *Auminair's luminous chains* | | 5th | *daylight* | | 7th | *shining force* | | 9th | *hallow* | \columnbreak #### Radiant Soul Starting at 1st level, your link to the Positive Plane 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 damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don’t count against your number of cantrips known. #### Searing Vengeance Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and must expend at least 1 hit die, regaining the value(s) rolled. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn. Once you use this feature, you can’t use it again until you finish a long rest. #### Radiant Resilience Starting at 10th level, you gain temporary hit points whenever you finish a long or short 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 your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier. #### Healing Light At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total. You regain all expended dice from your pool when you finish a long rest. ### The Shadow You have made a pact with a creature of shadow, a being who manipulates the fears of the living and who seeks to cover all of the planes in darkness. Most creatures of shadow are evil, wishing to extinguish all sources of life including the spark of life that exists in all living mortals, including yours. Some wish to do so to consume and to savour the taste of their souls, others collect souls as a sort of currency, and others wish to destroy and to dominate for secret purposes. Potent creatures of shadow frequently manipulate the fears of lesser beings by crafting terrifying illusions, dole out pain and torment in the form necromantic magic, and frustrate foes by slipping into the shadows, disappearing entirely. #### Shadow Expanded Spells You gain patron spells at the warlock levels listed. \pagebreakNum
Warlock | Otherworldy Patrons
| Warlock Level | Spells | |:----:|:-------------| | 1st | *aura of shade* | | 3rd | *darkness* | | 5th | *umbral form* | | 7th | *rend shadows* | | 9th | *blast of darkness* | #### Shadow Escape Starting at 1st level, you can vanish in a swirl of shadows to escape harm. When a creature misses you with a melee attack, you can use your reaction to turn invisible and teleport up to 30 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. #### Dark Duplicates Starting at 6th level, you can create illusory duplicates of yourself to protect you from harm. As a bonus action on your turn, you can create an illusory duplicate of yourself made of shadow. The duplicate acts as an image created by the mirror image spell. The AC for the illusion is however equal to 10 + your Dexterity modifier + your Charisma modifier. You can have up to 4 duplicates at the same time. #### Gloom Guard At 10th level, you gain resistance to necrotic damage and cannot have your maximum hit points reduced by an attack that deals necrotic damage. #### Shadow Prison Starting at 14th level, your patron grants you the ability to bind your foes in a torturous ethereal prison composed of shadow energy. As an action, you can conjure a 10-foot radius sphere of magical darkness centred within 60 feet of you that lasts up to a minute. Creatures you designate within the area must make a Wisdom saving throw versus your spell save DC or become restrained, repeating the saving throw at the end of each of their subsequent turns. Creatures that start their turn restrained in this area take 3d10 necrotic damage, taking half damage if they succeeded the initial save. ### The Glacial Monarch Your patron is a mysterious and extremely powerful being of primal frost, a master of ice magic, ascended to new heights of magical power. Over thousands of years of life, the glacial monarch’s body has become melded with the ice that they have controlled and formed into their lair, giving them total omniscience over the frozen wasteland demi-planes they call home. This being’s motivations for taking on warlocks are completely unknown. Perhaps it wishes for even greater magical power, expand its icy domain, or simply add more creatures into its entourage. #### Glacial Monarch Quirks Many glacial monarch warlocks have oddities about them that acts as a tell to others that they contain an otherworldy power. You can choose one or more options from the list below, or roll any number of d8s to determine your quirks. \columnbreak ##### Glacial Monarch Quirks | d8 | Quirk | |:----:|:----| | 1 | Your skin has a slightly light blue tint to it. | | 2 | You are always icy cold to the touch. | | 3 | Your breath is cold enough that were you to breathe on a glass of water, it would chill. | | 4 | Whenever you enter a room, a cold chill always follows you; sometimes blowing out candles. | | 5 | Your eyes are so blindingly blue that people find it difficult to look you in the eye for any more than a few seconds. | | 6 | Your skin seems to reflect light more than normal, making you almost glow in direct sunlight. | | 7 | Your hair is stark white and shimmers in the light as if it was melting. | | 8 | Were you to sleep near water, you would wake to find it slightly frosted over. |
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#### Glacial Monarch Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *ice knife* | | 3rd | *Snilloc's snowball storm* | | 5th | *sleet storm* | | 7th | *ice storm* | | 9th | *cone of cold* | #### Glacial Monarch’s Blessing Starting at 1st level, you learn the *shape water* cantrip, which counts as a warlock cantrip for you, and not against your number of cantrips known. You may cast this cantrip using your bonus action rather than your action, and you can use its effects on any area of ice within range, including using it to unfreeze that ice. In addition, you gain resistance to cold damage. #### Glacial Prison At 6th level, you can call upon your patron to freeze your enemies. Whenever you deal cold damage with a spell of 1st level or higher, you can force all enemies afflicted by the spell to make a Constitution saving throw. On a failure, a creature is restrained 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. #### Frozen Shield At 10th level, your proficiency in ice magic gives you resistance to its effects. You gain immunity to cold damage, and whenever a creature deals cold damage to you gain temporary hit points equal to the damage dealt. These temporary hit points last until the end of your next turn. #### Icy Tomb Beginning at 14th level, when you hit a creature with an attack, you can use this feature to instantly encase that creature in ice. The creature becomes petrified by ice for 1 minute, after which the ice melts. At the start of each of their turns, the petrified creature can make a Strength saving throw if they have been dealt damage since the end of their last turn. On a success, the ice is broken and the creature can escape. Any creature encased in ice at the start of its turn takes 3d6 cold damage. Once you use this feature, you can’t use it again until you finish a long rest. ### The 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 of these, and guides them in its endless pursuit of knowledge. 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. #### Keeper of the Depths Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *identify* | | 3rd | *zone of truth* | | 5th | *tidal wave* | | 7th | *watery sphere* | | 9th | *maelstrom* | #### Secrets of the Depths 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. #### Strange Aeons At 6th level, the Keeper shares the secret of false immortality with you. Whenever you have 0 hit points, you do not fall unconcious but still must make death saving throws until you are stabilized. However, you cannot personally take actions that would directly result in you recovering hit points. You can benefit from this feature once per short or long rest. #### 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 an Wisdom 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. This lasts until they succeed a repeated saving throw made at the end of each of their turns. Once you use this feature, you can't use it again until you finish a short or long rest. #### Consumption of Mind and Soul At 14th level, as an action, you can summon the terrible maw of the Keeper to appear before you. 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 6d10 piercing damage and 6d10 psychic damage. If this is enough to reduce the 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. You can summon the maw once per long rest. 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. You can cast this spell once using a warlock spell slot. If you do not cast this spell before killing another creature with this ability and resting, it is lost. \pagebreakNum
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### The Weaver of Lies You've forged a pact with a creature known as the Weaver of Lies, who dwells in the lost places beyond the eyes of man. Its influence is felt each day, in the small comforts one tells oneself to the greatest of blasphemies against the divine concordant. Spiders great and small toil in service to the Weaver, spinning webs to catch the unwary. This question remains for you to answer - are you the spider, or the fly? #### Weaver of Lies Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *ray of sickness* | | 3rd | *web* | | 5th | *nondetection* | | 7th | *phantasmal killer* | | 9th | *insect plague* | #### Poisoned Mind When you forge this pact at 1st level, your patron teaches you the first lie ever told. You gain resistance to poison damage and advantage on saving throws made to resist poison. 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. If it fails, it is poisoned for one round. #### A Touch on the Web At 6th level, you learn to summon the slaves of the Weaver to extract vengance. Whenever you take damage from a melee attack, you can use your reaction to summon a horde of spiders into squares adjacent to you. They have the same statistics as a **Giant Spider** (MM 328), except they are Small. You can summon up to one spider per two warlock levels, and they disappear when slain or after one minute has passed. Once you use this feature, you can't do so again until you finish a short or long rest. #### Trickster's Dance At 10th level, you can decieve even the fabric of reality. You gain proficiency in Dexterity saving throws. Additionally, you can cast *blink* without expending a spell slot once per short or long rest. \columnbreak
#### Step 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. As an action, you can attempt to charm a single target that speaks a language. The target must make a Wisdom saving throw against your warlock spell save DC. If they are in combat, they have advantage on this saving throw. 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. After they fail to resist once, they have disadvantage on subsequent attempts to resist. Whenever a creature succeeds on their Wisdom saving throw, all subesquent attempts to resist have advantage. 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. ### The Storm Lord You’ve made a pact with a great elemental lord, a Storm Lord. Massive and timeless, Storm Lords sails the winds of the void, through the darkest places between the skies of countless worlds. Its is perhaps the spirit that consumes the remains of the purified souls of heroes, its wings might cover the sky like the maelstroms he brings. This otherwordly entity brings thunder, lightning and howling gales. #### Storm Lord Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *thunderwave* | | 3rd | *gust of wind* | | 5th | *call lightning* | | 7th | *storm sphere* | | 9th | *control winds* | #### Majesty of the Cloud Ruler At 1st level, you can cause other creatures to cower as you manifest a fraction of the awe-inspiring majesty of the Storm Lord. \pagebreakNum
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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 you. Whenever you move at least 5 feet during your turn, you can use your bonus action to cause ranged attacks against you are made with disadvantage until the start of your next turn. You can do this a number of times per short or long rest equal to half your warlock level, rounded down. Also, you have advantage on saving throws against dangerous gasses, clouds, and forceful winds or other similar effects. In addition, your vision is not obscured by fog or mist. #### 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 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. #### 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 a 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. ### The Ashen Hunter 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 hunter 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 peace often has the price of eternal war. #### Ashen Hunter Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *longstrider* | | 3rd | *pass without trace* | | 5th | *haste* | | 7th | *ashen pack* | | 9th | *cloudkill* | #### Breath of Smoke Starting at 1st level, you can breathe smoke and ash without ill effect. Additionally, you can exhale a cone of blistering embers 15 feet long as an action. Creatures within the cone take fire damage equal to your warlock level + your Charisma modifier, and also must make a Constitution saving throw against your warlock spell save DC. Creatures that fail are poisoned for one minute, but can repeat their saving throw with advantage if they use an action to clear their lungs. This action recharges when you finish a short or long rest. #### Malevolent Retaliation Beginning at 6th level, the Ashen Hunter empowers you with a fragment of its terrible fury. Whenever you are attacked, you can choose to unleash an explosive burst of smoke as a reaction. Creatures within 20 feet of you are thrown 10 feet directly away from you, and must make a Strength saving throw. If they fail, they are knocked prone and take 2d6 force damage. Once you use this feature, you can't use it again until you finish a short or long rest. #### Endless Pursuit At 10th level, your patron grants you a portion of its primal stamina. Whenever you finish a short rest, you can choose to reduce your level of exhaustion by one by performing a 10 minute ritual to draw strength from your patron. You can do this twice, and you recover these uses when you finish a long rest. Additionally, you gain resistance to fire damage and your movement increases by 5 feet. #### 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 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 squares adjacent to you. They respond eagerly to your commands for the duration of the change, and are elementals, not fiends. \pagebreakNum
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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 (up to 300 feet). If both hell hounds have died or cannot return due to distance, you gain 1 level of exhaustion and are stunned for 1 round. Once you use this feature, you cannot do so again until you finish a long rest. ### 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. Any lich powerful enough to form a pact has lived for many thousands of years, and many of them were involved in the invention of lichdom itself. #### Archlich Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *inflict wounds* | | 3rd | *spectral scythe* | | 5th | *animate dead* | | 7th | *beacon of false life* | | 9th | *danse macabre* |= #### Bond of Unlife At 1st level, you can use an action on your turn to create a sickening bond between yourself a creatures within 60 feet of you that you can see. The bond lasts for 1 minute, or until the creature ends its turn more than 60 feet away from you. As a bonus action on your turn, you can siphon health from the bonded creature. The target creature must succeed on a Constitution saving throw, or take 1d4 + your Charisma modifier necrotic damage. You regain hit points equal to the damage dealt. The damage increases as you gain warlock levels: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level. Once you have used this feature, you cannot do so again until you complete a short or long rest. #### Undead Resilience Starting at 6th level, you can call upon your patron to bring you 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. \columnbreak #### Shared Fate At 14th level, you can cause your bond of unlife to transfer your own agony to your target. When you subject a target to your bond of unlife, that creature 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. ### The Scribes Your pact has been made with a scribe from the worlds above. A purveyor of knowledge and guide to many a desire. The scribes are numerous, you may have forged a pact with one, or several. Each has their own goals and motivations, but each scribe is generally aligned with one another. Most scribes care only for the accumulation of knowledge, and guiding others down a path of their choosing. #### Scribes Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *guiding bolt* | | 3rd | *augury* | | 5th | *revivify* | | 7th | *freedom of movement* | | 9th | *legend lore* | #### Celestial Orb Starting at 1st level, the Scribes reveal the instrument of their liberation. As a bonus action, you can call from the stars a celestial orb and bestow it upon one ally within 30 feet. The bearer of the orb gains the following benefit(s) until the end of its next turn: - The bearer's movement speed increases by 10 feet. - When the bearer takes an attack action, they gain temporary hit points equal to your warlock level plus your Charisma modifier (minimum 1). ___ The celestial orb is immaterial, and the bearer does not need free hands to gain these benefits. You may conjure only one celestial orb at any given time. However, you may pass the orb to another allied creature as a bonus action. The new bearer gains the benefits of the orb as detailed above until the end of its next turn. You cannot pass the orb to a creature that already possesses it; you must choose a new bearer each time. You can return the celestial orb to the heavens as a bonus action. #### Aura Blast Starting at 6th level, you grant your allies the wisdom to reveal their inner aura. When possession of the celestial orb is removed from one of your allies, their aura bursts forth. Creatures within 5 feet of the former orb-bearer take force damage equal to 5 plus your Charisma modifier. \pagebreakNum
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#### Guardian Shield At 10th level, you are gifted the wisdom to shape the auras of your allies for their own protection. After you cause a creature's aura to burst forth, you may choose for that creature to gain temporary hit points equal to your Warlock level until the end of its next turn. #### Celestial Spike At 14th level, the scribes share their most devastating practice. As an action, you may violently hurl the celestial orb upon a creature of your choice within 30 feet. Make a ranged spell attack. On a hit, the target takes 6d10 radiant damage and is banished to a shadowy space between the worlds until the end of its next turn. A banished creature is incapacitated. When the effect ends, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. When you use this ability, you must complete a short rest before you can do so again. ### 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 hexhlade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content 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. #### Hexblade Expanded Spells You gain patron spells at the warlock levels listed. \columnbreak | Warlock Level | Spells | |:----:|:-------------| | 1st | *shield* | | 3rd | *branding smite* | | 5th | *blink* | | 7th | *staggering smite* | | 9th | *banishing smite* | #### Hexblade's Curse Starting at lst 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. #### Hex Warrior Also 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 finish 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.
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#### Accursed Spectre 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. #### Armour 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. ### The Celestial Your patron is a powerful being 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 celestial 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. #### Celestial Expanded Spells You gain patron spells at the warlock levels listed. | Warlock Level | Spells | |:----:|:-------------| | 1st | *cure wounds* | | 3rd | *lesser restoration* | | 5th | *revivify* | | 7th | *guardian of faith* | | 9th | *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 lst 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 Sprite Starting at 6th level, conjuring the radiant fires of the celestial manifests itself as a celestial sprite that fights alongside you in battle. When you use one of your warlock spell slots to cast a spell of 1st-level or higher that deals fire or radiant damage, you conjure a radiant sprite in an unoccupied space that you can see within 10 feet of you. The sprite acts on your turn, and continually attacks whatever creature you damaged with the spell that summoned it. The stats of the radiant sprite are as follows: ___ > ## Radiant Sprite >*Tiny celestial, any good alignment* > ___ > - **Armor Class** 12 > - **Hit Points** 2 (1d4) > - **Speed** 0 ft. fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (+2)|10 (+0)|7 (-2)|10 (+0)|12 (+1)| >___ > - **Damage Immunities** radiant > - **Condition Immunities** charmed, exhaustion, frightened, petrified, prone > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Celestial > ___ > > ### Actions > > ***Radiant Pulse.*** *Melee Spell Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) radiant damage. The sprite has the following alterations: - It's AC is equal to 10 + the level of spell that summoned it. - It's hit points are equal to your warlock level. - The damage that the sprites radiant pulse deals increases when you gain warlock levels. It increases to 2d4 at 10th level, and 3d4 at 14th level. - Its radiant pulse deals additional damage equal to the level of spell slot that summoned it, and has a bonus to hit equal to your warlock spell attack bonus. The radiant sprite remains for 1 minute, or until killed, upon which its energy returns to the Upper planes. \pagebreakNum
Warlock | Otherworldy Patrons & Eldritch Invocations
#### 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. ## Eldritch Invocations If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. #### Agonising Blast *Prerequisite: *eldritch blast* cantrip* When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit. #### Antecedent of Materials As an action, you can view an inanimate object and see any number of previous versions of that object up to a number of years ago equal to twice your Warlock level. This appearance looks grey, colourless, and ethereal to you. For example, if a message was written on a note, erased, and written over, you would see the old text instead. You can end this effect as an action. #### Armour of Shadows You can cast *mage armour* on yourself at will, without expending a spell slot or material components. #### Aspect of the Moon *Prerequisite: Pact of the Tome feature* 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 your Book of Shadows and keeping watch. #### Beast Speech You can cast *speak with animals* at will, without expending a spell slot. #### Beguiling Influence You gain proficiency in the Deception and Persuasion skills. \columnbreak #### 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 classes’ 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. #### Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. #### Eldritch Beacon *Prerequisite: Pact of the Talisman feature* You are aware of the nature of any creature carrying your talisman as if it were under the effect of the detect evil and good spell. In addition, you know if your talisman is being carried by a creature you have met before, and if you are strongly familiar with them (such as a companion or ally) you know their exact identity. #### Dual Pact Weapons *Prerequisite: Pact of the Blade feature* You can bind up to two pact weapons and summon them both as a bonus action. In addition, when you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack. #### Eldritch Sight You can cast *detect magic* at will, without expending a spell slot. #### Extraplanar Awareness *Prerequisite: Pact of the Brand* When you roll for Initiative, you can choose for the result of the d20 roll to become equal to 8 + your Charisma modifier. #### Eye of the Ancients *Prerequisite: Pact of the Talisman feature* You are aware of the nature of any creature carrying your talisman as if it were under the effect of the *detect evil and good* spell. In addition, you know if your talisman is being carried by a creature you have met before, and if you are strongly familiar with them (such as a companion or ally) you know their exact identity. #### Eyes of the Rune Keeper You can read all writing. #### Fiendish Vigour You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components. \pagebreakNum
Warlock | Eldritch Invocations
#### Gaze into Mortal Hearts *Prerequisite: Pact of the Brand* You can spend an action to learn the nature of a humanoid creature you can see within 120 feet with an Intelligence of 6 or higher. You learn its alignment and its most prevalent moral or behavioral tendency (violent, altruistic, aloof, etc.). For 1 minute after doing this, if the d20 roll for a Wisdom (Insight) check against the creature is an 11 or lower, you treat the roll as a 12 instead. After the minute ends, the target is immune to this ability for 24 hours. You can use this feature a number of times equal to your Charisma modifier, and regain all uses when you complete a short rest. #### 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. #### Mantle of the Everlasting *Prerequisite: Pact of the Cloak feature* While you are wearing your pact cloak and no other armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. #### 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. #### Reality Tear *Prerequisites: Pact of the Talisman feature* You may teleport your talisman to a location you can see within 120 feet of you as an action. If you teleport your talisman into the inventory of an unwilling creature, it must succeed a Wisdom (Perception) check contested by your Dexterity (Sleight of Hand) check to notice, as if you were pick pocketing the creature. On a success the creature will avoid the teleportation effect and your talisman will drop to the ground in its space. Once you use this feature, you can't use it again until you finish a short or long rest. #### 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. #### Sanguine Blast *Prerequisite: eldritch blast cantrip* When you miss a creature with eldritch blast, you can choose to roll a d4 and add it to your attack roll, potentially causing the attack to hit. If you choose to roll, you lose a number of hit points equal to 1 + the number rolled. #### Shadow Aegis *Prerequisite: Pact of the Talisman feature* You may cast the shield spell on the creature holding your talisman without using a spell slot if they are within your line of sight using your reaction. You can't do so again until you finish a short or long rest. #### Tales of the Crimson Tome *Prerequisite: Pact of the Tome feature* You can drop a pinch of humanoid blood into your book of shadows, and then ask one question aloud. Over the next minute, the blood manipulates itself into a language of your choice, answering your question in the process. The answer is provided using the knowledge of the humanoid that provided the blood, and is answered in less than 25 words. The blood must be from a living humanoid, and needs to be dropped into the book within 30 seconds of it leaving the body. #### 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. #### 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. When you engage in two-weapon fighting using both your pact weapons, you can add your ability modifier to the damage of the second attack. #### 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, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. Additionally, since you can speak through your familiar, you can always cast spells that require verbal components as long as your familiar is within 60 feet, conscious, and is not under the effects of the silence spell. #### Whispering Temptations *Prerequisites: Pact of the Talisman feature* Any creature carrying your talisman has disadvantage on saving throws against all mind affecting spells cast by you, and you may also cast the suggestion spell on this creature through your talisman without expending a warlock spell slot as long as it is on the same plane of existence. You can't cast this spell with this feature again until you finish a long rest. The creature must also make a Wisdom saving throw against your warlock spell save DC in order to recognise your talisman as the source of any spells cast through it that do not directly cause any damage, on a failure it will ignore any obvious clues that your talisman was the source of the spell. Creatures that are immune to being charmed ignore this effect. \pagebreakNum
Warlock | Eldritch Invocations
#### Cloak of Flies *Prerequisite: 5th Level, Pact of the Cloak feature* 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. #### Covenant of the Pact Keeper *Prerequisite: Pact of the Brand, 5th level* Your Pact Mark becomes a magic item that requires attunement. Choose one of the following magic items: *Amulet of Proof against Detection and Location*, *Brooch of Shielding*, *Cloak of Elvenkind* or *Gloves of Missile Snaring*. While attuned to the mark, you gain the benefits of the chosen item. #### Dark Seal *Prerequisite: 5th level, Pact of the Talisman feature* You may use your talisman as a glyph, casting the *glyph of warding* spell at your warlock spell slot level, however the casting time is reduced to 10 minutes. The seal will end if it is triggered, if you remove your talisman or if it is used to cast another spell before it is triggered. Once you use this feature, you can't use it until you finish a long rest. #### Eldritch Ally *Prerequisite: 5th level,* eldritch blast *cantrip, Pact of the Chain feature* When you forgo one of your attacks to allow your familiar to make an attack with its reaction, the damage is increased by 2d10 force damage. #### Eldritch Empowerment *Prerequisite: Pact of the Blade feature, 5th 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 damage and suffers any additional effects as though it were struck by a single beam from your eldritch blast. If you have the Agonizing Blast invocation, you can choose to add your Charisma modifier to the damage roll if you are at least 11th level. #### Eldritch Shaping *Prerequisite: 5th level,* eldritch blast *cantrip* You've learned to change how your eldritch blast is produced, and can modify how it affects others. You can take this invocation multiple times. The first time, you learn two of the following eldritch blast shapes that you qualify for. Each subsequent time, you learn two additional shapes. Whenever you gain another warlock level, you can change the shapes you have access to. \columnbreak Whenever you cast eldritch blast, you can choose one of the following shapes for it to take. Agonizing Blast, Repelling Blast, and anything other than a change to the damage type of eldritch blast are "additional effects". ##### Eldritch Cone 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+1 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 Shockwave 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 + 1 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 Ray 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 as though struck by half your maximum number of beams, rounded down. ##### Eldritch Shield *Prerequisite: 9th level* Your blast can shape into a shield of energy around you that lasts for three rounds. While the shield is active, you gain a +1 bonus to your AC and resistance to force damage. If you are attacked, you can use your reaction to launch two beams of your eldritch blast at the attacker before the attack strikes. After you use this reaction, the shield fades. ##### Eldritch Spike *Prerequisite: 12th level* Your blast is shaped into a lance that juts up from the ground at a distant location. Choose a 20-foot line with anorigin point within 60 feet of you. Each creature in the area must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d6 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 Onslaught *Prerequisite: 15th level* Your blast is shaped into a massive sphere. Choose a radius of up to 20 feet within the range of your eldritch blast. Each creature within must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d4+1 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. \pagebreakNum
Warlock | Eldritch Invocations
#### 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 another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. #### Flesh Puppet *Prerequisites: Pact of the Talisman feature, 5th level* You may place your talisman on the remains of a medium or smaller humanoid and cause it to rise again as if under the effect of the *animate dead* spell cast at 3rd level without expending a warlock spell slot. If the talisman is separated from the undead creature's person or is used to cast another spell, the effect will end and the creature will immediately drop dead. Once you use this feature, you can't use it again until you finish a long rest. #### Ghost-Iron Chains *Prerequisite: 5th level, Pact of the Chain feature* Your familiar becomes ghostly in appearance and gains the ability to become incorporeal. Your familiar can move through other creatures and objects as if they were difficult terrain, but if it ends its turn inside an object it is immediately dismissed to its pocket dimension. #### Improved Pact Weapon *Prerequisite: 5th level, Pact of the Blade feature* Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. #### Insane Coronation *Prerequisite: 5th level* You can cast *crown of madness* once per short rest; without expending a spell slot or material components. #### March of the Restless *Prerequisite: 5th level* You can cast *animate dead* using a warlock spell slot. You can do so twice and regain both uses when you complete 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. #### Occult Suffusion *Prerequisite: Pact of the Brand, 5th level* You can cast *enhance ability* on yourself twice without expending a spell slot and regain all expended uses when you complete a long rest. #### 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. \columnbreak #### Sacrificial Demise *Prerequisite: Pact of the Chain feature, 5th level* As an action, you can cause your familiar to sacrifice itself in an explosion of eldritch power. Choose any damage type that the familiar can inflict with an attack. Creatures within 20 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. #### 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. #### Swift as the Four Horsemen *Prerequisite: 5th level, Pact of the Cloak feature* As long as you are wearing the cloak and not any medium or heavy armour, you can take the Dash action as a bonus action. When you take the Dash action in this way, opportunity attack are made with disadvantage. #### 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. #### Tomb of Levistus *Prerequisite: 5th level* 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. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, 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. #### Twinned Guidance *Prerequisite: 5th level, Pact of the Cloak feature* Your cloak now takes two forms of your choice when you summon it, allowing you to affect two saving throws. #### Antecedent of Souls *Prerequisite: 7th level* As an action, you can view a creature and see any number of previous versions, bodies, or ages of that creature. This appearance looks grey, colourless, and ethereal to you. For example, if you see an old man, you might see ethereal shapes of him in his younger days, and others in his childhood, perhaps depicting some emotion which, now, lacks context in your viewing. #### 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
Warlock | Eldritch Invocations
#### Coat of Guidance *Prerequisite: 7th level, Pact of the Cloak feature* When you choose your cloak's form, you add your proficiency bonus to all saving throws with the chosen skill. You cannot use your reaction to add your profiency bonus to your chosen saving throw using the cloak. If you can choose two forms for your cloak, pick one to add your proficiency bonus to. #### 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. #### 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. #### Improved Pact Mark *Prerequisite: Pact of the Brand, 7th level* Your Mark grants you a +1 bonus to spell attack rolls and the saving throw DCs of Warlock spells you cast through it. This effect is overridden by items like a *rod of the pact keeper*. #### 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. #### Serpent’s Tongue *Prerequisite: 7th level* You gain proficiency in the Deception skill and double your proficiency bonus for it. Creatures can’t automatically detect your lies if they have such a feature. #### 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. #### Walking Desert *Prerequisite: 7th level* You can cast *blight* once using a warlock spell slot. You can’t do so until you finish a long rest. #### Ascendant Step *Prerequisite: 9th level* You can cast *levitate* on yourself at will, without expending a spell slot or material components. #### Gift of the Ever-Living Ones *Prerequisite: Pact of the Chain feature. 9th level* Whenever you regain hit points while your familiar is within 30 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. \columnbreak #### March of the Ravanous *Prerequisite: 9th level* You can cast *create undead* using a warlock spell slot. You can do so twice, and regain both uses when you complete a long rest. #### 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. #### Occult Murmurings *Prerequisite: 9th level* You can cast *detect thoughts* at will. When you cast *detect thoughts* in this way, you can only read the surface thoughts, and cannot probe deeper into another creature's minds. #### Otherworldly Leap *Prerequisite: 9th level* You can cast *jump* on yourself at will, without expending a spell slot or material components. #### Shroud of the Deceiver *Prerequisites: Pact of the Talisman feature, 9th level* You may cast *Nystul's magic aura* from your talisman at will, affecting the creature or object carrying it. This will also conceal the talisman's magical aura. This does not consume a warlock spell slot or any magical components. #### 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. #### Veil of the Night *Prerequisite: 9th level, Pact of the Cloak feature* When you are wearing your pact cloak, you can use your action to turn invisible until the start of your next turn. This feature cannot be used two turns in a row. #### Whispers of the Grave *Prerequisite: 9th level* You can cast *speak with dead* at will, without expending a spell slot. #### Master of Puppets *Prerequisite: 12th level, Pact of the Chain feature* The duration of any of your conjuration spells is doubled. While you are concentrating on conjuration spell, you add your proficiency bonus to any Constitution saving throw made to maintain your concentration. Additionally, you have advantage on these. #### Lifedrinker *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). \pagebreakNum
Warlock | Eldritch Invocations, Multiclassing & Spell List
#### Power in Reserve *Prerequisite: Pact of the Brand, 12th level* You can use your action to cast a spell with a casting time of 1 action or 1 bonus action using a Warlock spell slot into your Pact Brand, storing it for later. You can cast that spell once as a reaction to an action a creature you can see takes. You can only have 1 spell stored in this way, and you cannot store another until you complete a short rest, and when you complete one the stored spell leaves the mark. #### Otherworldly Physics *Prerequisite: 12th level* You can cast *reverse gravity* using a warlock spell slot. You must complete a long rest to do so again. #### Writer's Step *Prerequisite: 12th level, Pact of the Tome feature* You can teleport through your Book of Shadows to an unoccupied space within 5 feet of any paper or parchment as an action on your turn. You must know the location of the paper or parchment you're teleporting to, either by memory or line of sight, and it must be within 120 feet of you. #### 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. #### Cloak of the Bat *Prerequisite: 15th level, Pact of the Cloak feature* You can use a bonus action on your turn to cause large, bat-like wings to sprout out of your cloak. While you wear the winged cloak, you gain a flying speed equal to your current speed. You can dismiss the wings using another bonus action. #### Grand Executioner's Blade *Prerequisite: Pact of the Blade feature, 15th level* Whenever you summon your pact weapon, you can use a bonus action to cast a spell of 1st level or higher with a casting time of one action. When you do so, you gain advantage on your next attack made with your pact weapon. #### Grand Occultist's Mark *Prerequisite: Pact of the Brand, 15th level* You add your Charisma modifier to one damage roll of a spell of 1st level or higher that you cast through your Otherworldly Mark. Additionally, you can use a bonus action to regain one expended spell slot, and regain the ability to do so when you complete a long rest. #### 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. \columnbreak #### Grand Summoner's Chain *Prerequisite: Pact of the Chain feature, 15th level* Your control over your familiar increases. You can choose to instantly cast find familiar without expending a spell slot immediately after you finish a short or long rest, and you do not need material components for this spell. #### Master of Myriad Forms Prerequisite: 15th level You can cast *alter self* at will, without expending a spell slot. #### Reverberating Form *Prerequisite: 15th level* You can cast *blur* on yourself at will, without expending a spell slot or material components. #### Shroud of Shadow *Prerequisite: 15th level* You can cast *invisibility* at will, without expending a spell slot. #### 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. #### Visions of Distant Realms *Prerequisite: 15th level* You can cast *arcane eye* at will, without expending a spell slot. #### Void Step *Prerequisite: Pact of the Brand, 15th level* You can cast *misty step* at will, without expending a spell slot. #### Whispers Beyond Space *Prerequisite: 15th level* You can cast *sending* at will, without expending a spell slot or material components. #### 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. ## Multiclassing ***Ability Score Minimum.*** Charisma 13 ***Proficiencies Gained.*** Light armour, simple weapons ## Warlock Spell List This section highlights the spells that warlocks can learn. ##### Cantrips (0 Level) Animate Skull Aquabolt Beguiling Strand Blade Ward Blood Siphon Bonding Vine Bolt Rail \pagebreakNum
Warlock | Spell List
Chill Touch Corruption Create Bonfire Duelling Shadows Eidolic Chains Eldritch Blast Enervating Grasp Evard's Expulsion Friends Lacerate Mage Hand Minor Illusion Night Terror Piercing Thorn Poison Spray Prestidigitation Septic Shock Thunderclap Toll the Dead True Strike Umbraturgy ##### 1st Level Abyssal Punishment Armour of Agathys Arms of Hadar Aura of Shade Blackflame Blisterwind Cause Fear Caustic Killer Charm Person Comprehend Languages Covenant Creeping Crawling Claw Cresting Waves Crown of Sorrow Disruption Enrage Evard's Lashing Tongue Expeditious Retreat Gaea's Hand Grimlore's Shadowblight Hellish Rebuke Hex Ice Ward Illusory Script Inflict Wounds Jinx Protection from Evil and Good Puppet Rapport Spores Reaper's Scythe Riptide Slicing Leaves Torrent Twilight Unseen Servant Witch Bolt ##### 2nd Level Adderbite Alter Self Bigby's Blistering Barnacles Bone Dance ___ Clinging Shadows Cloud of Daggers Creeping Cold Crown of Madness Darkness Discover Weakness Dome of Night Earthbind Enthrall Far Reach Frostfire Grimlore's Shadowgrasp Hand of the Grave Hold Person Invisibility Jodariel's Ousting Jaws Manacle of Burden Mind Spike Misty Step Ray of Enfeeblement Shatter Spectral Scythe Spider Climb Suffer Suggestion Tasha's Poisonous Sludge Udulating Oddity Urchin's Spines Wormhole Plunge Wyrd Reconstruction ##### 3rd Level Blackened Heart Blasphemy Conjure Lesser Demon Counterheal Counterspell Curse Weapon Delay Death Dispel Magic Drawmij's Instant Gallows Dread Runes Enemies Abound Façade Fallen Soul Fear Fell Fibrillations Flintflesh Flowsight Fly Gaseous Form Hermetic Smog Hunger of Hadar Hypnotic Pattern Magic Circle Maim Major Image Mummify Night Guardians Nightscar Pit of Flame Power Word Fall \pagebreakNum
Warlock | Spell List
Remove Curse Sand Blast Sand Prison Skewering Branch Spray of Thorns Syphoning Grasp Thunder Step Tongues Vampiric Touch Wall of Gloom ##### 4th Level Banishment Beacon of False Life Bestow Syphons Bleed Blight Break Catalyst of Horror Chains of Affinity Charm Monster Conjure Balgura Conjure Shadow Demon Crimson Cloak Depthsurge Dimension Door Displace Elemental Bane Forbidden Obelisk Ghostwalk Grimlore's Withering Coils Hallucinatory Terrain Horrorblade Indalamar's Bladestorm Infernal Shackle Iron Spike of Dis Jackdaw's Nevermore Jodariel's Condemning Claws Malefic Miscreation Nether Void Pocket Dimension Rend Shadows Searing Spear Shadow of Moil Sickening Radiance Sigil of Agony Soul Grip Stellular Strike Summon Greater Demon Syphon Life Wall of Bones Wall of Pain ##### 5th Level Binding Burst Binding Contract Blast of Darkness Conjure Dream Creature Conjure Ooze Conjure Vrock Contact Other Plane Danse Macabre Deadsight Dream ___ Enervation Fallen Meteor Far Step Forceful Blast Forgotten Pain Frozen Defenses Gaea's Four Winds Hold Monster Immolation Indalamar's Otherworldly Warcry Infernal Calling Jackdaw's Murderous Murders Lunar Passage Negative Energy Flood Ray of Fatigue Red Tide Scrying Shadow Stride Shocking Sphere Synaptic Static Vacuum Burst Visage of Terror Voltaic Shackle Wings of Night Wings of Steel ##### 6th Level Aganazzar's Fiery Boomerang Aphotic Armour Arcane Gate Banshee's Wail Circle of Death Conjure Fey Create Flameskull Create Undead Eyebite Flesh to Flesh Flesh to Stone Investiture of Corrosion Investiture of Flame Investiture of Ice Investiture of Light Investiture of Shadow Investiture of Stone Investiture of Wind Jackdaw's Malevolent Vision Locust Plague Magnetic Field Mass Suggestion Mental Prison Nox's Inhabiting Darkness Rarog Scatter Soul Cage True Seeing ##### 7th Level Awaken Undead Crown of Stars Darl Abyss Dissolving Downpour Doom Etherealness Finger of Death \pagebreakNum
Warlock | Spell List
Forcecage Globe of Annihilation Gorgon's Glare Hands of Manos Iron Angel Jodariel's Exiling Impalement Noir Plane Shift Power Word Pain Umbral Assault ##### 8th Level Demiplane Dominate Monster Feeblemind Glibness Maddening Darkness Nox's Dark Sun Power Word Stun Verisimilitude ##### 9th Level Astral Projection Foresight Grimlore's Calamity Imprisonment Moonfire Power Word Kill Psychic Scream True Polymorph Wall of Death Wrath of Bizzare \pagebreakNum
Jack Weighill's Homebrew Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
The second to last class in the players handbook, the warlock is a very polarising class to me. In places it seems amazingly awesome, but a lot of its core design features can render some warlocks painfully boring and uninteresting. This is likely something that I will address at some point, but we'll have to wait and see. Almost a dozen additional patrons have been added since the PHB release, some is official material, whilst most of it is from Genuine.
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