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Become a Patron!
# Otherworldly Patrons and Invocations ___ At 1st level, a warlock gains the Otherworldly Patron feature. Here is a playtest option for that feature: the Coven, the Deep One, the Hierarch, and the Veil. ___ ### Pact Boons 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 * In the 1st paragraph, the sentence that begins with "You are proficient with..." now ends with, "and you can use your Charisma, instead of your Strength or Dexterity, for attack and damage rolls made with this weapon." ___ #### Pact of the Key You can use your action to create a key in your empty hand. This object can be a key, lockpick, or a similar tool, like a file or thin knife. You can choose the form that this key takes each time you create it. Your skeleton key counts as thieves' tools for you, and you are proficient with thieves' tools while you hold your key. Your skeleton key disappears if it is more than 5 feet away from you for 1 minute. It also disappears if you use this feature again, if you dismiss the key (no action required), or if you die. ___
\columnbreak ### The Coven Instead of making a pact with a powerful being, your pact is a covenant made with a commune of like-minded individuals. This covenant binds your soul to others who belong to this coven, and grants your collective spirit access to magicks and eldritch traditions. This patronage is made of mortal beings, and its power comes from the spiritual and emotional connection you have made with the others of the coven. Usually, powerful beings do not exist in these covens, but do occasionally include a powerful sorceress, warlock matron, or a similar leader. Traditionally, warlocks who have made a pact to a coven refer to themselves as witches, rather than warlocks. ##### Coven Features | Warlock
Level | Spells | |:----:|:-------------| | 1st | Expanded Spell List, Jinx | | 6th | Binding Rites | | 10th | See No Evil, Speak No Evil | | 14th | Spirit Step | #### Expanded Spell List The Coven lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Coven Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *cure wounds*, *faerie fire* | | 2nd | *augury*, *phantasmal force* | | 3rd | *clairvoyance*, *plant growth* | | 4th | *locate creature*, *phantasmal killer* | | 5th | *contagion*, *geas* | #### Jinx Starting at 1st level, you can cast a spell against a single creature over great distances. If you have a token belonging to another creature (hair, clothing, trinket, a vial of blood, etc.), you can cast a single-target spell on the token, and the spell affects the creature associated with the token, as long as the creature is on the same plane as you. When you cast a spell using this feature, the token is consumed as a material component. ___ #### Binding Rites At 6th level, you learn a sacrificial ritual to bind a spirit to your service. This ritual takes one hour, and can be completed during a short rest or at the end of a long rest. As the end of this ritual, roll 1d4 + half your Charisma modifier (rounded down, minimum of 0), and subtract this total from your current and maximum hit points. \pagebreakNum When you complete this ritual, you gain an additional eldritch invocation, and it doesn't count against your total invocations. You may only choose an invocation that grants you the ability to cast a spell, such as *Mask of Many Faces* or *Sign of Ill Omen*. If the invocation requires you to expend a spell slot to cast the spell, you instead cast the spell at its lowest level, and you do not expend a spell slot. All other rules and restrictions of the invocation still apply. You must meet the prerequisite of an invocation to gain it through this feature. You can only complete this ritual once a day, and can only gain one additional invocation using this feature. You can change the invocation granted by this feature by conducting the ritual again. Finally, as an action, you can release your bound spirit, losing the invocation and restoring your maximum hit points. #### See No Evil, Speak No Evil At 10th level, as long as you have a spirit bound from your *Binding Rites* feature, you may call upon nearby tendrils of shadow to aid your spellcasting. When you cast a spell that has a verbal or somatic component, you can ignore one of those components as a part of casting the spell. #### Spirit Step At 14th level, you can cast the spell *etherealness* without expending a warlock spell slot. However, the spell only lasts for a number of rounds equal to your Charisma modifier. You must finish a short or long rest to cast *etherealness* in this way again. ___ ### The Deep One You have made a pact with a being of the deep, an ancient intelligence that lurks in the depths of the ocean, or perhaps far underground. These beings often seek out hidden knowledge and secrets, though their motivations for this search are unknown. However this pact was made, your patron is almost certainly aware of your connection, and may use you for its inexorable machinations. It is unclear if this patron is a unique being, or one of several intelligent creatures of the deep, including the rumored creature known as Slarkrethel. These warlocks often refer to their patron as Leviathan, the Sovereign, or simply as the Deep One. ##### Deep One Features | Warlock
Level | Spells | |:----:|:-------------| | 1st | Expanded Spell List, Shallow Secrets,
Leviathan's Scion | | 6th | Slarkrethel's Senses | | 10th | Thalassic Wrath | | 14th | Sovereign of the Deep | #### Expanded Spell List The Deep One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. \columnbreak ##### Deep One Expanded Spells * | Spell Level | Spells | |:----:|:-------------| | 1st | *create or destroy water*, *thunderwave* | | 2nd | *detect thoughts*, *gust of wind* | | 3rd | *call lightning*, *clairvoyance* | | 4th | *control water*, *Evard's black tentacles* | | 5th | *maelstrom*, *legend lore* | **If you have* Xanathar's Guide to Everything, *the cantrip* shape water *is also available as a warlock spell for you.* ___ #### Shallow Secrets Your patron grants you a taste of the eldritch knowledge that it gathers and seeks. If you wish, you can choose to have your spellcasting ability be Intelligence, instead of Charisma. If you make this choice, you also use your Intelligence for any warlock feature, ability, or invocation that would normally use your Charisma. In addition, you choose two additional skill proficiencies from Arcana, History, Investigation, Nature, and Religion.
> ##### An Intelligent Warlock > Much of the theme of a Warlock already suggests the study of the occult or eldritch secrets. > > Talk to your DM about making a Warlock that uses Intelligence as their spellcasting ability. This may provide other paths to build a unique character, and a fun role-play opportunity as well! ___ #### Leviathan's Scion At 1st level, your patron accepts you into its web of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically. In addition, you gain a swim speed equal to your speed. #### Slarkrethel's Senses At 6th level, you can spend your action to gain either blind-sight or tremorsense for up to 10 minutes. If you choose blindsight, it has a range of 60 feet. If you choose tremorsense, it has a range of 30 feet, or 120 feet if you are at least partially submerged in water. Once you use this ability, you must finish a short or long rest to use this ability again. In addition, you can breathe both air and water. #### Thalassic Wrath At 10th level, you gain resistance to both cold and lightning damage. In addition, as a reaction to receiving either cold or lightning damage, you can cause any number of creatures in a 15-foot radius of you to take an amount of damage equal to the damage you initially received. \pagebreakNum #### Sovereign of the Deep At 14th level, your patron grants you understanding and mastery over the elements. You can cast the 8th-level spell *control weather* once, and you must finish a long rest to cast the spell again. When you cast this spell using this feature, you gain a level of exhaustion whenever the spell ends.
### The Hierarch You have made an accord with a hierarch, a nearly godlike being of Mechanus, the plane of absolute order. Both your mind and your body are increasingly assimilated to an exactitude of order, and you may even be impelled to impress this order upon others. ##### Hierarch Features | Warlock
Level | Spells | |:----:|:-------------| | 1st | Expanded Spell List, Like Clockwork | | 6th | Orderly Adherence | | 10th | Mechanical Persistence | | 14th | Exactitude of Order | #### Expanded Spell List The Hierarch lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Hierarch Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *command*, *identify* | | 2nd | *calm emotions*, *see invisibility* | | 3rd | *protection from energy*, *tiny servant* | | 4th | *freedom of movement*, *resilient sphere* | | 5th | *animate objects*, *planar binding* | ___ #### Like Clockwork Your burgeoning connection to the plane of Mechanus has granted you a sliver of power. At 1st level, when you make an attack roll, you can forgo rolling the d20 to get a 10 on the die. If you cast *eldritch blast*, you can use this feature to get a 10 on the attack roll for every beam. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 14th level, you can use it twice before a rest, but only once on the same turn. #### Orderly Adherence Starting at 6th level, whenever a creature that you can see within 30 feet of you lands a critical hit on you, you can use your reaction to turn that hit into a normal hit. You can use your reaciton in this way once, and must finish a short or long rest to regain all uses of this ability. In addition, you can treat any 1 rolled for a death saving throw as a normal failure. Starting at 14th level, you can use this ability to negate a critical hit or a 1 on a death saving throw on a creature within 15 feet of you. #### Mechanical Persistence Your attunement to your patron's nature strengthens your resolve. Starting at 10th level, you can no longer be frightened. #### Exactitude of Order By 14th level, your actions are as exacting and predictable as an automaton. Whenever you make a skill check with which you have proficiency, you can treat a d20 roll of 9 or lower as a 10.
> ##### Your Pact of the Chain > Your familiar's form is often a reflection of your patron. In the case of the Hierarch, you can choose to have your familiar take on the form of a low-ranking monodrone, in addition to the other options listed in the *PHB*. See the stat block on this page for the monodrone familiar's statistics.
___ > ## Monodrone Familiar >*Tiny, Neutral* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 5 (1d8+1) > - **Speed** 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|13 (+1)|12 (+1)|4 (-3)|10 (0)|5 (-3)| >___ > - **Damage Resistances** psychic > - **Damage Immunities** poison > - **Condition Immunities** charmed, disease,
frightened, poisoned > - **Senses** truesight 30 ft. > - **Languages** Modron > ___ > ### Actions > ***Dagger.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) piercing damage > > ***Javelin.*** *Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 4 (1d6) piercing damage \pagebreakNum ### The Veil You have made your pact with an entity of the Shadowfell. Some sages speculate that this entity is the sentient sword *Blackrazor*, or some other evil weapon forged in the Shadow-fell itself, yet others believe this entity to be the inscrutable Raven Queen, using her warlocks as tools to manipulate events on the Material Plane. Some even wonder if this entity is a sentient projection of the Shadowfell itself. Warlocks of the veil can be quiet and aloof, even soothing or calm, yet they oftentimes hold a deep and painful wrath as well. No matter how these warlocks manifest their pact, they tend to have one or two small trinkets in their possession, often symbols of their silent rage, grief, and fear.
> ##### Revisions to the Hexblade > The Hexblade Patron has met with some contro-versy, primarily because it seems to have been designed primarily to remedy some common critiques about the Pact of the Blade feature. > > The Veil Patron is an attempt to reimagine the Hexblade: emphasizing the theme of the Shadowfell, and recalling the *swift spell* ability from previous iterations of the Hexblade. ___ ##### Veil Features | Warlock
Level | Spells | |:----:|:-------------| | 1st | Expanded Spell List, Veiled Curse | | 6th | Swift Spell | | 10th | Fell Aversion | | 14th | Beyond the Veil | #### Expanded Spell List The Veil lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Veil Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *bane*, *dissonant whispers* | | 2nd | *blur*, *silence* | | 3rd | *blink*, *nondetection* | | 4th | *phantasmal killer*, *greater invisibility* | | 5th | *cone of cold*, *mislead* | ___ #### Veiled Curse *Formerly called* Hexblade's Curse, *the mechanics of this feature are unchanged.* #### Hex Warrior *This feature is removed.* \columnbreak #### Swift Spell *Replaces the* Accursed Spectre *feature at 6th level*
Starting at 6th level, when you cast a warlock spell of 1st-level or higher that has a casting time of one action, you can instead cast it as a bonus action. You can do this once, and regain the use of this ability when you finish a long rest. Starting at 14th level, you regain the use of this ability when you finish a short or long rest. #### Fell Aversion *Formerly called* Armor of Hexblade, *the mechanics of this feature are unchanged.* #### Beyond the Veil *Formerly called* Master of Hexes, *the mechanics of this feature are unchanged.*
## Eldritch Invocations This is a list of additional eldritch invocations. Some are inspired by this homebrew content, others are inspired by existing published material by Wizards of the Coast, and there's one or two just for kicks. 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. A level prerequisite refers to your level in this class. ___ #### Cast Lots *Prerequisite: 7th level*
You know the spell *augury*, and can cast it once without expending a spell slot. You must finish a long rest before using this ability again. ___ #### Eldritch Fighter *Prerequisite: 12th level, Pact of the Blade feature*
Choose a fighting style from the following options: Dueling, Great Weapon Fighting, or Two-Weapon Fighting, all of which are described in the fighter class description. You benefit from this fighting style while wielding your pact weapon. If you choose the Two-Weapon Fighting style, whenever you summon your pact weapon, you may also summon another weapon with the light property. You may treat both weapons as pact weapons. ___ #### Eldritch Focus *Prerequisite: 9th level,* eldritch blast *cantrip*
When you cast *eldritch blast*, you can choose to focus all of the spell's beams on a single target and instead make a single attack roll. Before you make a spell attack with your focused eldritch blast, take a -5 penalty to the attack roll. If the spell hits, you add +1d10 to the attack's damage. ___ #### Eldritch Tendrils *Prerequisite:* eldritch blast *cantrip*
When you cast *eldritch blast*, you can choose to have the beams manifest as spectral tendrils or tentacles instead, and you make a melee spell attack roll for each tendril, and the range for these attacks is 10 feet. \pagebreakNum When you cast *eldritch blast* in this form, you can attempt to grapple a creature that is Large or smaller on a hit, instead of causing force damage. You can only have one creature grappled with this feature at a time, and you can't cast *eldritch blast* again until the grapple ends. ___ #### Enlightening Study *Prerequisite: 7th level, Pact of the Tome feature*
By studying your Book of Shadows, you can study eldritch secrets and enhance your current abilities. After one hour of study, you can gain a +1 bonus to a saving throw of your choice. You can study your tome as part of a short or long rest, and this bonus lasts until you finish a long rest. ___ #### Familiar Magic *Prerequisite: 5th level, Pact of the Chain feature*
Both you and your familiar gain the following features depending on your familiar's creature type. **Celestial.** You and your familiar know the cantrip *guidance*, and it doesn't count against your cantrips known. **Fey.** You and your familiar know the cantrip *vicious mockery*, and it doesn't count against your cantrips known. **Fiend.** You and your familiar know the cantrip *produce flame*, and it doesn't count against your cantrips known. ___ #### Shroud of the Gray Fox *Prerequisite: 15th level, Pact of the Key feature*
Your patron grants you a magical cowl which you can don or doff as an action. While the cowl is on, you have advantage on on any Dexterity (Acrobatics, Sleight of Hand, Stealth) checks and all Dexterity saving throws, as well as checks made with thieves' tools. You can add your proficiency bonus to these checks, even if you don't normally add this bonus. If you normally do add your proficiency, you can double it while wearing the cowl. However, while you are wearing the cowl, allies and friendly creatures can't recognize you, and all creatures consider you hostile. ___ #### Master of Chains *Prerequisite: 9th level, Pact of the Chain feature*
When you cast the spell *find familiar*, your familiar can take the shape of any beast with a Challenge Rating of 1/4 or lower, instead of the other options included in the spell description or the other options included in the Pact of the Chain feature. ___ #### Polyglot *Prerequisite: Pact of the Chain feature*
Your familiar can understand any two languages of your choice, and if it has the ability to speak, it can speak these languages as well. You do not need to know either language for your familiar to gain this ability. ___ #### Secrets Dark and Deep The pact with your patron has revealed new secrets to you, and molded your very mind. If your Intelligence score is lower than your Charisma, those two ability scores are switched. In addition, your spellcasting ability is now Intelligence, and any Warlock feature, ability, or eldritch invocation that uses your Charisma uses your Intelligence instead. ___ #### Silent Cartographer *Prerequisite: Pact of the Tome feature*
Your Book of Shadows is filled with myriad sea charts and maps. As long as you are in possession of your book, you gain proficiency with navigator’s tools and cartographer’s tools, and your Book of Shadows acts as both kinds of tools. ___ #### Sneak Thief You have advantage on all Dexterity (Sleight of Hand) checks, and any checks you make using thieves' tools. ___ #### Spell Thief *Prerequisite: 11th level, Pact of the Key*
You can cast the spell *counterspell* once using a warlock spell slot. If you successfully counter the spell, your spell slot is not expended, and if the countered spell is of a level that you can cast, you can cast it using a warlock spell slot. You lose the ability to cast the countered spell once you finish a long rest. ___ #### Trespasser *Prerequisite: 7th level, Pact of the Key*
You can cast any of the following spells once using a warlock spell slot: *arcane lock*, *find traps*, or *knock*. You can't cast another spell with this invocation again until you finish a short or long rest. ___ #### Veiling Shadows *Prerequisite: 9th level*
You know the spell *pass without trace*, and can cast it once without expending a spell slot. You must finish a long rest before using this ability again. ___
## Credits This additional Warlock content was created and compiled by Reddit user **u/JPGenn**. ___ Some content was inspired by existing homebrewed material, including the following sources: [JPGenn's Witch Class](https://www.gmbinder.com/share/-LQuj0V4nm-_B_6eZkI7) by JPGenn [The Witch](https://www.gmbinder.com/share/-L7fK9yKzbw1PUOM3iJi) by u/Zarieth [The Leviathan Patron](https://www.gmbinder.com/share/-L6eWUvwPDjPY3GF7x25) by CaelReader [Mechanus Warlock Patron](https://www.reddit.com/r/DnDHomebrew/comments/8hjpki/5e_hierarch_modron_or_primus_mechanus_warlock/) by u/CaptainMee89