Revised Warlock with Scaling Boons

by kirby163

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Revised Warlock



Warlock
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Invocations
Known
1st +2 Otherworldly Patron, Pact Boon, Pact Magic 2 2 1 1st
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon Improvement 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 Agonizing Blast, Pact Boon Improvement 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 - 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 Pact Boon Improvement 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Expedited Recovery, Otherworldly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 Pact Boon Improvement 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Class Features

As a warlock, you gain the following Class Features.

Hit Points


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

Proficiencies

Armor: Light armour
Weapons: Simple weapons
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion


Equipment

You start with the following items, plus anything provided by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armour, any simple weapon, and two daggers

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, the Great Old One, the Celestial, the Immortal, or the Cursed Artifact each of which is detailed after the pact boon description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Boon

Also 1st level, you have received a boon from your otherworldly patron as part of the Pact you made: Pact of the Blade, Pact of the Tome, or Pact of the Chain, each of which is detailed at the end of the class description. This boon grants you additional features at 1st level as well as at 3rd, 5th, 9th, and 18th level

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

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 of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus 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.

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.

Agonizing Blast

At 5th level, when you make a ranged spell attack with a cantrip, add your Charisma modifier to the damage it deals on a hit.

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.

Expedited Recovery

At 14th 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.

Eldritch Master

At 20th level, you may regain use of your 6th and 7th level Mystic Arcanum after a short rest. Once you use this feature, you can't use it again until you finish a long rest.

Pact Boons

Each Pact Boon option is representative of the deal made between yourself and your patron.

Pact of the Blade

Driven by your desire to spill blood on the battlefield; your pact manifests as a weapon and grants you the capabilities of a warrior.

Pact Weapon

At 1st level, you can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. You can use the weapon you summon with this feature as a spellcasting focus for your warlock spells.

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 artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

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.

Eldritch Warrior

At 3rd level, you gain proficiency with medium armour and shields.

When attacking with your pact weapon you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls as long as it lacks the two-handed property.

Thirsting Strike

At 5th level, you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Improved Pact Weapon

Also at 5th level, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. This bonus increases to a +2 at 9th level, and a +3 at 18th level.

Your pact weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Weapon Modification

At 9th level, your pact weapon gains one of the following features. Some features are restricted to certain weapon types. You may change which feature your pact weapon benefits from by performing a 24 hour ritual with your pact weapon.

Changing. As long as you are wielding it, you can change your pact weapon into a different type of weapon as a bonus action. This feature cannot affect legendary or sentient weapons.

Luminous. As a bonus action, you cause your weapon to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. This effect ends when you dismiss your weapon, or if you end it as a bonus action.

Ominous. Your weapon gives off an unsettling aura. You have advantage on Charisma (Intimidation) checks made while wielding it.

Returning. (thrown weapons) After your weapon hits or misses a target, it magically teleports, returning to either your free hand or its sheath.

Siege. (heavy weapons and warhammers) Your pact weapon deals double damage against objects and structures.

Warning. While the weapon is on your person, you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you if you are sleeping naturally when combat begins.

Overwhelming Assault

At 18th level, as an action, you can make six attacks with your pact weapon against a single target. You make a separate attack roll for each attack.

Once you use this feature, you can't use it again until you finish a long rest.

Pact of the Tome

Having made a bargain for arcane power or forbidden knowledge, your pact manifests as a spellbook.

Book of Erudition

At 1st level, you receive a spellbook called a Book of Erudition from your patron. When you gain this feature, choose a cantrip from any class's spell list. While the book is on your person, you can cast that cantrip at will. This doesn't count against your number of cantrips known. If the cantrip doesn't appear on the warlock spell list, it is nonetheless a warlock spell for you.

If you lose your Book of Erudition, 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.

You choose two additional cantrips at 3rd level.

Highest Knowledge

At 3rd level, you draw on your patron's knowledge to supplement your own. You may use your Charisma modifier, rather than your Intelligence modifier, when making an Intelligence check with a skill that you are proficient in.

Sacrificial Rite

Starting at 5th level, your patron bestows upon you the key to unlock superior magical prowess at the cost of your own vitality.

You can perform an one hour ritual, which can be done over a short rest, to gain an additional warlock spell slot. When you use this feature, your maximum hit points are reduced by an amount equal to twice the level of the spell slot. The spell slot granted by this feature may only be used once, you do not regain it after a short rest.

If it's not used, the spell slot is lost after a long rest. Your maximum hit points are restored after a long rest. You may use this feature once per long rest.

Gift of Additional Hexes

At 9th level, choose a 1st level warlock spell you know. You may cast that spell once per short rest as a 1st level spell without expending a spell slot.

The Forbidden Arcanum

At 18th level, choose one spell from any spell list of 6th,
7th, 8th, or 9th level. The chosen spell counts as a Warlock spell for you. You may cast that spell at it's lowest level by expending the use of your Mystic Arcanum of the same level.

Pact of the Chain

Your ambitions exceed what you are capable of alone, your pact has provided you with a creature to assist in your endeavors.

Pact Familiar

At 1st level, you learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. The familiar you summon has the statistics of the form you choose for it, but its creature type and alignment are determined by your patron.

Patron Creature Type Alignment
Archfey Fey Chaotic neutral
Fiend Fiend Chaotic evil or lawful evil
Great Old One Aberration True neutral
Celestial Celestial Neutral good
Cursed Artifact Construct Any alignment
Immortal Undead Neutral evil

Familiar's True Shape

At 3rd level, when you cast the find familiar spell, you can choose whether to change your familiar as usual or change it into its chain form. You determine what your familiar looks like in its chain form the first time you change it into that form. Regardless of its appearance, the chain form uses the statistics detailed in the Chain Familiar stat block.

While in its chain form, your familiar has abilities and game statistics determined in part by your level. Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your familiar also adds its proficiency bonus to its AC and to its damage rolls.

You can use your action to command your familiar to take the Attack action.

In addition to the features detailed in the Chain Familiar block, your familiar also has the following features depending on your patron:

Archfey

Ability Score Increase. +2 Charisma, +1 Dexterity
Condition Immunities. Charmed
Languages. Sylvan
Spellcasting Ability. Charisma
Cantrip. Dancing lights
Fairy Appeal. You can use your familiar as the origin point of your Fey Presence feature as long as it's within 100 feet of you.

Fiend

Ability Score Increase. +2 Intelligence, +1 Dexterity
Damage Resistances. Fire
Languages. Abyssal or Infernal
Spellcasting Ability. Intelligence
Cantrip. Control flames
Superior Darkvision. Your familiar's darkvision is increased to 120 ft.
Venom. When your familiar hits with a natural weapon attack, the target must succeed on a Constitution saving throw (DC = your familiar's spellcasting DC) or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Great Old One

Ability Score Increase. +2 Intelligence, +1 Constitution
Damage Resistances. Psychic
Languages. Deep Speech
Spellcasting Ability. Intelligence
Cantrip. Thaumaturgy
Telepathy. Your familiar can magically communicate ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Celestial

Ability Score Increase. +2 Wisdom, +1 Dexterity
Damage Resistances. Radiant
Languages. Celestial
Spellcasting Ability. Wisdom
Cantrip. Light
Healing Beacon. You may use your familiar as a point from which to heal a creature using your Healing Light feature, as long as the creature is within 60 feet of your familiar and you can see it.

Cursed Artifact

Ability Score Increase. +2 Charisma, +1 Constitution
Condition Immunities. Frightened
Languages. Any one language
Spellcasting Ability. Charisma
Cantrip. Prestidigitation
False Appearance (True Form Only). While your familiar remains motionless, it is indistinguishable from an inanimate object.
Mimicry. Your familiar can mimic sounds it has heard, including voices. A creature that hears the sounds it makes can tell they are imitations with a successful Wisdom (Insight) check opposed by your familiar's Charisma (Deception) check.
Your Master. Your familiar benefits from your Artifact's Curse. However, you cannot dismiss your familiar against its will, and it has advantage on Charisma checks made against you.

Immortal

Ability Score Increase. +2 Wisdom, +1 Constitution
Damage Resistances. Necrotic
Languages. Any one language
Spellcasting Ability. Wisdom
Cantrip. Spare the dying
Away from Danger. If you are unconscious at 0 hp, your familiar can use a bonus action and touch your body in order to possess it. While your familiar is possessing your body, you are not considered unconscious, but you still lose death saving throws as usual and must still make death saving throws as usual if you have not been stabilized. Your familiar uses your statistics in place of its own, but it may only use its action to Dash, Disengage, or cast the spell spare the dying. This effect ends if you regain any hit points, you die, or if your familiar ends it as a bonus action. When the effect is ended, your familiar reappears within 5 feet of you.

Tempered Chain

Starting at 5th level, you may use a bonus action to command your familiar to take the Attack action.

In addition, your familiar gains the following features while in its chain form:

  • Share Resistance. You share your familiar's Magic Resistance trait while it is within 10 feet of you.
  • Improved Shapechange. When your familiar changes into one of its beast forms, it gains the beast's special traits while in that form (these are found on the beast's stat block; after its challenge rating, but before any actions or reactions).
    (For example; if your familiar shapechanges into an owl, then it would gain the Flyby and the Keen Hearing and Sight traits while in that form.)

Merge Souls

At 9th level, you gain the ability to merge with your familiar. As a bonus action, you can touch familiar and merge into its body. While merged, you use your familiar's statistics and you are in control of its actions.

If you are reduced to 0 hit points while merged with your familiar, then your familiar vanishes, you reappear in its space, and any excess damage carries over to you. You can choose to separate as a bonus action, appearing in an unoccupied space within 5 feet of your familiar.

Bonded Vanguard

At 18th level, you are proficient in all saving throws as long as your familiar is within 100 feet of you.


Chain Familiar

tiny creature


  • Armor Class 10 + Dex + Prof
  • Hit Dice 1d4 + Con
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 13 (+1) 12 (+1) 12 (+1) 12 (+1)

  • Skills two of your choice
  • Saving Throws all saving throws
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft.
  • Languages one language you know
  • Challenge 1 (200 XP)

Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects.

Spellcasting. Choose one 1st level spell from your patron's expanded spell list. Your familiar can cast that spell once per long rest.

Spell save DC = 8 + your proficiency bonus + your familiar's spellcasting modifier

Spell attack modifier = your proficiency bonus + your familiar's spellcasting modifier

Shapechanger. Choose two CR 0 beasts, these become your familiar's beast forms. Your familiar can use its action to Polymorph into one of these beast forms, or back into its true form. Its statistics are the same in each form, except for changes to speed. Any equipment it is wearing or carrying isn't transformed.

Actions

Attack. Melee Weapon Attack (natural weapons in true form or beast form): dex + prof to hit, reach 5 ft., one creature Hit: 1d4 + dex + prof piercing or slashing damage.

Invisibility. Your familiar magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a spell). Any equipment your familiar is wearing or carries is Invisible with it.


Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming

Fey Presence

Starting at 1st level, 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 throw 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, when you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Beguiling Defenses

Beginning at 10th level, 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, as an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can't use it again until you finish a long rest.

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st dissonant whispers, tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, evard's black tentacles
5th dominate person, telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other 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.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

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 to 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, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resistance

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 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.

The Immortal

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Immortal has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Immortal patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

Expanded Spell List
Spell Level Spells
1st false life, ray of sickness
2nd blindness/deafness, silence
3rd feign death, speak with dead
4th aura of life, death ward
5th contagion, legend lore

Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against diseases.

Additionally, if an undead creature targets you with an attack or a harmful spell, that creature must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead creature is also immune to this effect for 24 hours after you target it with an attack or a harmful spell. This feature doesn't protect you from area effects.

Defy Death

Starting at 6th level, you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

Once you use this feature, you can't use it again until you finish a short or long rest.

Undying Nature

Beginning at 10th level, you are immune to disease, poison damage, and the poisoned condition.

You can hold your breath indefinitely and you don't require food, water, or sleep. However, you suffer exhaustion if you do not rest and benefit from finishing short and long rests as usual.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Indestructible Life

When you reach 14th level, severed body parts of yours regrow over the course of a day and physical impairments (such as nonmagical blindness) are healed in the same amount of time.

If you have half of your hit points or less at the start of your turn, you regain hit points equal to twice your Constitution modifier unless you have taken radiant damage since your last turn.

You cannot benefit from this feature if you are unconscious, or dead.

The Cursed Artifact

Your patron is sealed inside an artifact that you are now bound to, willingly or otherwise. Both patron and boon, the Cursed Artifact's origins and motivations are its own; though sealed beings are seldom good intentioned.

The shape of your patron will depend on your pact boon. A cursed Tome, for example might house the soul of a powerful litch who communicates with you by writing in its own pages. A cursed Familiar, on the other hand, might be a doll possessed by a twisted child who cannot pass on. And a cursed Blade might have been given consciousness by a meddlesome fiend to encourage bloodshed.

Expanded Spell List

The Cursed Artifact lets you choose from an expanded list of spells when you learn a warlock spell. This list is partially determined by your Pact Boon. The following spells are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st shield
2nd blur
3rd blink
4th phantasmal killer
5th destructive wave
Expanded Pact of the Tome Spell List
Spell Level Spells
1st magic missile
2nd nystul's magic aura
3rd fireball
4th otiluke's resilient sphere
5th rary's telepathic bond
Expanded Pact of the Blade Spell List
Spell Level Spells
1st wrathful smite
2nd branding smite
3rd elemental weapon
4th staggering smite
5th banishing smite
Expanded Pact of the Chain Spell List
Spell Level Spells
1st inflict wounds
2nd warding bond
3rd feign death
4th locate creature
5th animate objects

The Artifacts' Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Armor of Curses

At 10th level, your curse grows more powerful. If the target cursed by your Artifacts' Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Curses

Starting at 14th level, you can spread your Artifacts' Curse from a slain creature to another creature. When the creature cursed by your Artifacts' 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.

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. A level prerequisite refers to your level in this class.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

When you cast mage armour using this feature, you have a +5 bonus to Dexterity (Stealth) checks made when you are in an area of dim light or darkness for the spell's duration.

Ascendant Step

Prerequisite: 9th level

You can cast levitate 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 Erudition 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. If you are already proficient, then your proficiency bonus is doubled for ability checks made with either skill.

Bewitching Whispers

Prerequisite: 7th level

You can cast compulsion once without expending a spell slot. You can't do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Erudition. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Erudition 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 Erudition. 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.


Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast hold monster as a 5th level spell 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 Flies

Prerequisite: 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level

You can cast confusion once as a 4th level spell without expending a spell slot. You can't do so again until you finish a long rest.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your melee 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.

Eldritch Spear

When you make a spell attack with a cantrip that has a range of 10 feet or more, its range becomes 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Gift of the Depths

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast water breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Grasp of Hadar

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself.

Lance of Lethargy

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by
10 feet until the end of your next turn.

Maddening Hex

Prerequisite: 5th level, hex spell or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast conjure elemental once as a 5th level spell without expending a spell slot. You can't do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level

You can cast slow once without expending a spell slot. You can't do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

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.

Otherworldly Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Relentless Hex

Prerequisite: 7th level, hex spell or a warlock feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Artifacts' Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

When you hit a creature with a cantrip spell attack, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once without expending a spell slot. You can't do so again until you finish a long rest.

Shroud of Shadow

Prerequisite: 15th level

You can cast invisibility at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once as a 3rd level spell without expending a spell slot. You can't do so again until you finish a long rest.

Thief of Five Fates

You can cast bane once as a 1st level spell without expending a spell slot. You can't do so again until you finish a long rest.

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.

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.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

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.

New Invocations

Occult Training

Prerequisite: Pact of the Blade

While wielding your pact weapon, you have knowledge of a particular fighting style. Choose one of the following options. You can't take the same Occult Training option more than once, if you choose this invocation again. You cannot have both the Occult Training and the associated Fighting Style feature.

Archery

Your pact weapon can be any ranged weapon. You gain a +2 bonus to attack rolls you make with your ranged pact weapon. You can use your Charisma modifier for attack and damage rolls when attacking with your ranged pact weapon, even if it has the two-handed property.

At 9th level, you may choose one of the following for your Weapon Modification feature as long as your pact weapon is a ranged weapon.

Conserving. (any ammunition weapon, except firearms) When you miss with a ranged attack, the fired ammunition magically teleports unharmed back into its quiver, case, or pouch.

Endless. (bows and crossbows) When you nock your weapon without an arrow or bolt on the string, a single non-magical arrow or bolt is magically created, so you never need to load the weapon with ammunition.

This feature does not reduce the amount of time required to load or fire the weapon. The created arrow or bolt vanishes if removed from the weapon; it persists only if fired. These arrows and bolts vanish after doing damage or missing their target.

Silent. (firearms) Your pact weapon does not make noise when fired.

Dueling

When you are wielding your pact weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Great Weapon Fighting

You can use your Charisma modifier for attack and damage rolls when attacking with your two-handed pact weapon.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you summon your pact weapon in one hand, you may create a second pact weapon in your other empty hand at the same time. The second weapon is a separate weapon from the first, and does not need to be the same type of weapon. Both pact weapons must be one-handed melee weapons to use this feature. The second weapon otherwise acts as a usual pact weapon, and benefits from applicable features and invocations.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.


Greater Beast Form

Prerequisite: 5th level, Pact of the Chain

Your familiar gains an additional beast form. Choose a beast with a challenge rating of 1 or lower whose size is medium or smaller. Your familiar may assume the form of the chosen beast using its shapechange feature.

While in this form, your familiar replaces its Strength and Dexterity scores with the beast's. It may also use the beast's actions and reactions as detailed in the beast's stat block.

Changes

Saving throw

  • From Wisdom to Constitution. Because warlocks have a lot of concentration spells, so they might as well get the most out of them.

Pact Boons

  • You get them at first level and they scale as you level up. The idea here is that the boon should be an indication of why you made the pact to begin with (magical power, fighting ability, or a faithful companion.)
  • Pact of the Tome:
    • "Book of Shadows" changed to "Book of Erudition", because what Celestial is giving out something called a Book of Shadows?
    • Sacrificial Rite feature adapted from similar feature from u/Curuxa97's Aberration Warlock.
  • Pact of the Chain:
    • You gain a Chain Familiar rather than a normal one.
    • Chain Familiars scale with level.
    • Also have different abilities depending on your patron.
  • Pact of the Blade:
    • Thirsting Blade removed from invocations. Instead gained at 5th level.
    • Gains weapon specific features from Hexblade at 3rd level.
    • Improved Pact Weapon is now a level up feature.
    • Weapon Modifications adapted from some magic items from Pathfinder.

Patron Changes

  • Hexblade: Has had the weapon-specific features moved to Pact of the Blade. Now a subclass where your pact boon and your patron are the same thing. Subclass renamed "Cursed Artifact" to reflect this. Pact spell list has also been changed so the available spells depend on your pact boon.
  • Celestial: Extra cantrip removed. Didn't seem necessary.
  • Undying: Renamed to the "Immortal" to avoid confusion with the Undead patron. Some features taken from Knight_Hag's revision as noted in "Sources."

Invocations

  • Invocations that allowed you to cast a spell once per day no longer expend a spell slot slot to do so.
  • Armour of Shadows also gives a buff to Stealth.
  • Beguiling Influence also gives expertise if you're already proficient.
  • Eldritch Spear and Repelling Blast work with all cantrips.

New Features

  • Agonizing Blast: Removed from invocations. Instead gained at 5th level. Works with all cantrips.
  • Expedited Recovery: Because at higher levels, you don't always have time for a short rest.
  • Eldritch Master: Because all other full casters get to cast their 6th and 7th level spells twice a day.

Sources:

UA Warlock and Wizard

http://media.wizards.com/2017/dnd/downloads/20170213
_wizrd_wrlck_uav2_i48nf.pdf

Undying Warlock Revision by u/Knight_Hag

https://www.reddit.com/r/UnearthedArcana/comments/
amp1a1/the_undying_warlock_rises_from_the_grave/

Aberration Warlock 5e by u/Curuxa97

https://www.reddit.com/r/DnDHomebrew/comments/bfpu7i
/feedback_about_my_homebrew_warlock_subclass/

Pathfinder - Ultimate Equipment
UA Skills Feats

https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf

 

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