The Warlock Remastered v1.1

by Yurisei

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The Warlock Remastered

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 of 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 armor and know how to use simple weapons.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Creditmentations
  • Cover art by Livia Prima, owned by Wizards of the Coast.

  • The Pact of the Mark and it's related invocations - Covenant of the Pact Keeper and Shared Arcana are retools of features designed by u/SabotageThis.

  • The Warlock was remastered by u/Nephisimian, assisted by several small, furry mammals from the planet Eegrok.

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.

Creating a Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Quick Build

You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and minor illusion cantrips, along with the 1st-level spells charm person and hex.

1
The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Pact Magic, Otherwordly Patron 3 2 1 1
2nd +2 Pact Boon, Esoteric Arcana 3 3 2 1
3rd +2 Eldritch Invocations 3 4 2 2 2
4th +2 Ability Score Increase 4 5 2 2 2
5th +3 4 6 2 3 3
6th +3 Otherwordly Patron Feature 4 7 2 3 3
7th +3 4 8 2 4 4
8th +3 Ability Score Increase 4 9 2 4 4
9th +4 4 10 2 5 5
10th +4 Otherworldly Patron Feature 5 10 2 5 5
11th +4 Mystic Arcanum (6th level) 5 11 3 5 5
12th +4 Ability Score Increase 5 11 3 5 6
13th +5 Mystic Arcanum (7th level) 5 12 3 5 6
14th +5 Otherworldly Patron Feature 5 12 3 5 6
15th +5 Mystic Arcanum (8th level) 5 13 3 5 7
16th +5 Ability Score Increase 5 13 3 5 7
17th +6 Mystic Arcanum (9th level) 5 14 4 5 7
18th +6 Otherwordly Patron Feature 5 14 4 5 8
19th +6 Ability Score Increase 5 15 4 5 8
20th +6 Eldritch Mastery 5 15 4 5 8

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

  • Armour: Light Armor
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Intimidation, Investigation, Nature, Persuasion, Religion and Stealth

Equipment

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

Alternatively, you can ignore the equipment provided by your class and background, and start with 4d4 x 10 gp.

Spellcasting Ability

Some Warlocks emphasise the importance of secrets and knowledge over innate ability. Your DM may allow you to use Intelligence as your Spellcasting Ability. Any Warlock feature that uses Charisma instead uses Intelligence for you.

On the topic of balance

The strength of the Warlock multiclass is somewhat controversial. This remaster does absolutely nothing to address these concerns, because its goal is to make Warlock more fun, not to make it less offensive to people who don't play it. However, several Variant Rules have been situated at the end of the document which include options for dealing with multiclassing and short rests, as well as a couple of other recommended balance features.

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Pact Magic

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

Cantrips

You know three 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 through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

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.

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.

Otherwordly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Dragon, The Fallen, The Fiend or the Great Old One. Your choice grants you features at 1st level and again at 6th, 10th, 14th and 18th level.

Pact Boon

At 2nd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Invocations you gain from this feature cannot be exchanged for other invocations via the Eldritch Invocations feature, but do not count towards your total invocations known.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows, which you can use as a spellcasting focus for your Warlock spells. When you gain this feature, choose three cantrips from any class’s spell list. The cantrips needn’t be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

At 5th level, you gain the Book of Ancient Secrets invocation. If you already have it, you instead gain the Compendium of Archaic Whisperings invocation.

Pact of the Blade

As an action, or as part of the Attack action, you can create a pact weapon in your empty hand. You can choose the form that this weapon takes each time you create it. You are proficient with it while you wield it, and you can use your Charisma modifier instead of your Strength or Dexterity modifier for attack and damage rolls made using it. 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 extra-dimensional 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 extra-dimensional space when the bond breaks.

At 5th level, you gain the Thirsting Blade invocation, and damage dealt by your Pact Weapon is treated as magical for the purposes of overcoming resistances.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual without using material components. 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, sprite, wisp, folyot and cherub (listed at the end of this document). Your familiar can use its reaction to deliver any spell you cast, but if it has a range other than Self or Touch, the range is halved (to a minimum of 5 feet). To cast a spell with a range greater than Self or Touch in this way, you must also be able to see the target with your own senses. Your familiar uses your proficiency bonus, and if it forces a creature to make a saving throw, it uses your Spell Save DC. Finally, you can use your action to allow your familiar to make attacks on its next turn.

At 5th level, you gain the Greater Familiar invocation.

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Pact of the Shroud

Your patron grants you the ability to summon a magical cloak. You can do so as an action, and when you do, you can choose the appearance of the cloak. You can also choose for it to appear as a different item of clothing, up to a full outfit. You can dismiss the shroud as an action, upon which it disintegrates into nothingness. While wearing the shroud, you can calculate your AC as 10 + your Charisma modifier + your Dexterity modifier (max. 3). When you use an action to cast a Warlock spell with a range of Self, or whose only target is you, you can do one of the following things as part of that action:

  • Make the Dash action.
  • Make the Disengage action.
  • Make the Hide action.

When you reach 5th level, you gain the Shimmering Shroud invocation, and gain the following additional option when you use your shroud:

  • Make the Attack action (one attack only).

Pact of the Wand

Your patron grants you a unique wand, which you can use as a focus for casting Warlock spells. When you gain this feature, choose one Invocation with a prerequisite of the Eldritch Blast cantrip whose other prerequisites (if any) you also meet. When you cast Eldritch Blast using this wand, you can apply any appropriate effects of that invocation to the spell.

If the wand is lost or destroyed, you can spend 1 hour performing an appropriate activity - communing with your patron, gathering components or casting a ritual - to create a replacement.

Starting at 5th level, you can choose two invocations for your wand, instead of one.

Pact of the Mark

Your patron bestows upon you a brand that forever displays your connection. The form this brand takes varies - it could be a fiendish tattoo, a prominent scar, a twisted and malformed appendage, an eye burning with harmless flames or devilish horns. If the mark is removed, a new one appears when you next finish a long rest. The mark can hold a maximum number of charges at once equal to your Warlock slot level. The mark loses any charges remaining when you finish a long rest.

When you expend a Warlock spell slot to cast a spell, you can have the mark gain one charge. You can have it gain a charge in this way a number of times equal to half your Warlock level (rounded up), then must finish a long rest to do so again.

While your mark is clearly visible to observers (ie, not obscured by clothing or equipment), you gain the following benefits:

  • You can use your mark as a spellcasting focus for your Warlock spells.
  • You can expend a number of charges up to your Warlock slot level to cast a Warlock spell you know, instead of expending a spell slot. You cast the spell at a level equal to the number of charges spent. Starting at 5th level, you can also cast spells from your patron's Expanded Spell List this way, even if you don't know the spell.

Esoteric Arcana

Starting at 2nd level, choose one of Agonizing Blast, Blistering Cantrip, Enhanced Familiar or Harrowing Blade. You gain the benefits of the chosen feature.

  • Agonizing Blast: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
  • Blistering Cantrip: Creatures have disadvantage on saving throws against your cantrips that deal damage.
  • Familiar's Strike: Your familiar can't be incapacitated or fall below 1 hit point while you have 1 or more hit points. You can use your action to grant your familiar an additional action on its next turn, which it can use to attack or cast a spell. If it uses that action to take the Attack action, the damage die of any attack it makes as part of that action becomes 1d10. Starting at 5th level, your familiar can make two attacks instead of one when it takes the Attack action using this additional action.
  • Harrowing Blade: When you attack with the weapon summoned by your Pact of the Blade, add your Proficiency bonus to the damage it deals on a hit.

Eldritch Invocations

At 3rd level, you gain two eldritch invocations of your choice. 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, except an invocation gained from your Pact Boon, and replace it with another invocation that you could learn at that level.

Ability Score Increase

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.

Mystic Arcanum

At 11th level, choose one 6th-level spell from the warlock spell list as an 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. When you gain a level in Warlock, you can exchange one or more of your Mystic Arcanum spells for other spells of the same level.

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Eldritch Mastery

At 20th level, choose one 6th and one 7th level spell from the Warlock spell list to gain as arcanum spells. You can use your 6th and 7th level Mystic Arcanum twice, instead of once, before you must finish a long rest to do so again. When you use your 6th or 7th level Mystic Arcanum, you can choose either of your arcanum spells of that level to cast.

Additionally, 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.

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 Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell List

The following spells are added to the warlock spell list for you.

Archfey Expanded Spells
Spell Level Spells
1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Tiny Servant, Plant Growth
4th Dominate Beast, Polymorph
5th Dominate Person, Seeming

Wild Disturbance

Starting at 1st level, you gain the Minor Illusion cantrip if you do not already know it. It counts as a Warlock cantrip for you, but does not count towards your total cantrips known. When you use your action to cast an illusion spell, you can select one creature within 60ft of you that can see or hear the spell. It must make an Intelligence saving throw or have disadvantage on its next attack roll before the start of your next turn.

Fey Presence

Starting at 1st level, creatures you can see have disadvantage on ability checks made to determine the illusory nature of Illusion spells you cast. Creatures that are immune to being charmed are unaffected by this. Once per round, when a creature you can see that is affected by your Enchantment or Illusion spell makes an attack roll, ability check or saving throw, you can subtract 1d4 from the result.

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 you have advantage on ability checks and saving throws against illusion spells. When another creature tries to charm you or targets you with a spell, you can use your reaction to retaliate. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute or until the creature takes any damage. You can use this feature once, then must finish a short or long rest before you can do so again.

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. If the creature attempts to cast a spell, it must first make an Intelligence saving throw against your warlock spell save DC. On a failure, the spells words are snatched away by the illusion, and the spell fails (but any spell slot is not expended).

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.

Mindmaster

Starting at 18th level, creatures cannot gain advantage on saving throws against your enchantment spells as a result of being hostile to you or your allies, or as a result of being engaged in combat. Additionally, when you cast an enchantment or illusion spell on your turn and a creature(s) succeeds on its saving throw against that spell, you can select any number of those creatures that succeeded on the saving throw. Those selected creatures take 6d6 psychic damage, divided equally between them.

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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.

Expanded Spell List

The following spells are added to the warlock spell list for you.

Celestial Expanded Spells
Spell Level Spells
1st Guiding Bolt, Cure Wounds
2nd Prayer of Healing, Spiritual Weapon
3rd Spirit Guardians, Revivify
4th Guardian of Faith, Wall of Fire
5th Greater Restoration, Mass Cure Wounds

Bonus Cantrips

At 1st level, you learn the Light cantrip and one cantrip of your choice from the Cleric spell list. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light

At 1st level, you have a pool of d6s that you can spend to heal others. 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.

Welcome Respite

Starting at 6th level, when a creature regains HP due to your Warlock spell or feature, you can have that creature teleport up to 30ft in any direction to an unoccupied space you can see. It then gains resistance to all damage until the start of your next turn. Once you teleport a creature this way, you cannot do so again until you finish a short or long rest.

Divine Light

Starting at 10th level, whenever you would roll one or more dice to replenish a creature's hit points using your Warlock spell or feature, you can choose a number of those dice up to your Charisma modifier (min 1) and treat them as if they had rolled the maximum result.

Celestial Veil

Starting at 14th level, you can add your Proficiency Bonus to any Saving throw you make that you do not already add your Proficiency Bonus to.

Searing Vengeance

Starting at 18th level, when you fall unconscious or have to make a death saving throw, you can instead spring back to your feet. 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 4d8 + 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 Dragon

Though most patrons reside on other planes of existence, the material plane has its fair share of creatures powerful enough to form pacts. Legendary even amongst these beasts are dragons - entities feared and even worshipped across the land. Dragons often have ambitions far beyond those typical for a single creature, and it is common for a dragon to bestow fragments of their power upon mortals to widen their grasp.

Expanded Spell List

The following spells are added to the warlock spell list for you. Spells marked with an asterisk always deal the damage type of your Aspect of the Dragon.

Dragon Expanded Spells
Spell Level Spells
1st Command, Bane
2nd Dragon's Breath*, Flaming Sphere*
3rd Fireball*, Haste
4th Freedom of Movement, Stoneskin
5th Cloudkill*, Legend Lore

Aspect of the Dragon

Starting at 1st level, you gain resistance to one of your choice of acid, cold, fire, lightning or poison damage. Additionally, when you cast a cantrip or make a weapon attack, you can choose to replace the damage type dealt by that spell or attack with the chosen damage type.

5

Awakening of the Dragon

Also starting at 1st level, when you cast a spell with a duration of 1 minute or longer, you can channel draconic magic to take on a more monstrous form, growing noticeable aesthetic features of your choice such as scaled skin, a barbed tail or vestigial wings. The monstrous form lasts for 10 minutes, or until you dismiss it (no action required). While it is active and you aren't wearing heavy armour or using a shield, your AC is increased by 2, you can add your Charisma modifier to your concentration saving throws, and spaces within 10 feet of you are difficult terrain for creatures of your choice that aren't immune to being frightened.

Frightening Visage

Starting at 6th level, when a creature deals damage to you with an attack or spell, you can use your reaction to halve the damage you take. The creature must then make a Wisdom saving throw. If it fails, it takes damage equal to the damage you took and is frightened of you until the end of the current turn. A creature within 10 feet of you has disadvantage on this saving throw. You can use this feature once, then must finish a short or long rest before you can do so again.

Draconic Fortitude

Starting at 10th level, while you are concentrating on a spell, you gain temporary HP equal to your proficiency bonus at the start of each of your turns. Additionally, when you fail a saving throw, you can choose to succeed instead. Once you do, you cannot do so again until you finish a long rest.

Flight of the Dragon

Starting at 14th level, when you activate your Awakening of the Dragon, you can choose to manifest fully fledged draconic wings that grant you a flying speed of 30 feet as long as you remain monstrous. While you are monstrous (even if you didn't manifest wings), you can use your bonus action on each turn to emit a burst of magic. Each creature of your choice within 10 feet of you must make a Dexterity saving throw or take 2d6 damage of the type chosen for your Aspect of the Dragon.

Legendary Impression

Starting at 18th level, when you use your Awakening of the Dragon, you can choose to enhance your transformation to its true potential. If you do, for as long as you remain monstrous, creatures automatically fail their saving throw against your Dragonflight, which deals an additional 2d6 damage, and the temporary HP you gain from Draconic Fortitude is doubled. Once you enhance your Awakening in this way, you must finish a long rest before you can do so again.

The Fallen

Your patron is a creature of darkness, associated with death, decay and the perversion of normality. It may be a lich, or an unfathomable beast from the negative plane. Most likely however, it is a creature from the Shadowfell, an echo of the material plane that has lost its light, and the antithesis of the Feywild.

Expanded Spell List

The following spells are added to the warlock spell list for you.

Fallen Expanded Spells
Spell Level Spells
1st Inflict Wounds, Bane
2nd Blindness/Deafness, Nystul's Magic Aura
3rd Speak with Dead, Feign Death
4th Death Ward, Confusion
5th Contagion, Raise Dead

Undead Echo

Starting at 1st level, you gain the ability to temporarily trap the souls of those you slay. When you kill a Medium or Small humanoid or beast with a weapon attack or spell, you can use your reaction to capture its soul. If you have a soul already captured, that soul is set free. While you have a soul captured, the creature can't be returned to life or move on to the afterlife. As a bonus action, you can place the soul into a corpse or pile of bones you can see, reanimating it as a zombie. Your DM has the stats of this zombie, but its hit point maximum is instead equal to four times your Warlock level. Roll initiative for the zombie, which acts independently, but obeys your commands (no action necessary). The zombie remains animated for 1 minute, before the trapped soul escapes and the zombie returns to being a corpse. The soul also escapes if the zombie falls to 0 hit points. Once you reanimate a corpse this way, you cannot do so again until you finish a short or long rest.

Undead Horde

Starting at 6th level, you learn the Animate Dead spell, which is a Warlock spell for you, but doesn't count towards your number of Warlock spells known. Once you have cast Animate Dead twice using your Warlock spell slots, you can't do so again until you finish a long rest. The number of times you can cast Animate Dead using your Warlock spell slots increases to three at 11th level, and to four at 17th level.

Fitting Servants

Also starting at 6th level, whenever you create an undead using a necromancy spell or Warlock feature, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to half your Warlock level, unless it was created by Undead Echo.
  • The creature adds your proficiency bonus to its weapon damage rolls.
  • The creature adds half your Charisma modifier (rounded up) to its weapon attack rolls.

Forsaken Fortitude

Starting at 10th level, you gain advantage on death saving throws. Additionally, you gain resistance to necrotic damage, and your maximum HP cannot be reduced.

6

Corpsewalk

Starting at 14th level, you can use your action to touch an unoccupied Medium or smaller corpse, or a Medium or smaller undead creature with CR 1/4 or less. You possess that body for 1 hour, or until you dismiss the possession as an action. Your own body and equipment merges into the corpse. You gain the corpse's game statistics, but retain your own Intelligence, Wisdom and Charisma scores, proficiencies, and any class features. While you are possessing the corpse, you have resistance to all damage, and can use your action to become inanimate, making yourself indistinguishable from a regular, not-undead body, until you move or make an action. A creature with truesight, or that can see into the ethereal plane, can see your true identity while you are possessing the corpse. If your HP is reduced to 0 while you are possessing the corpse, and when the spell ends, the corpse is destroyed and you reappear in the nearest unoccupied space. You do not take any of the excess damage when this occurs due to reaching 0 HP. Once you possess a corpse or undead using this feature, you cannot do so again until you finish a short or long rest.

Sacrilege

Starting at 18th level, when you would use your Corpsewalk feature to possess a corpse or undead, you can transform the corpse into a boneclaw as part of the same action. If you do, you gain the game statistics of a boneclaw, rather than those of the corpse, and you do not gain any condition immunities the corpse didn't have, but otherwise follow the same rules as if you had possessed a corpse. The maximum hit points of this boneclaw are 70, instead of 127. The possession lasts for 1 minute, instead of an hour, and when it ends, you gain a level of exhaustion which cannot be removed except by taking a long rest.

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 following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells
1st Command, Burning Hands
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, when you make an ability check or a saving throw, you can use this feature to add 1d10 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.

Fiendish Legacy

Starting at 18th level, you regain your use of Hurl Through Hell whenever you finish a short or long rest. When you use your Hurl Through Hell feature, you can expend a Warlock spell slot to have the creature remain falling through hell for 1 minute, or until you lose concentration (as if concentrating on a spell), rather than returning at the end of your next turn. When the creature returns, it takes an additional 1d10 psychic damage for each turn it spent in the lower planes beyond the first, to a maximum of 15d10 damage. Once you extend the duration of Hurl Through Hell in this way, you cannot do so 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; and other unfathomable beings.

7

Expanded Spell List

The following spells are added to the warlock spell list for you.

Great Old One Expanded Spells
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, you can communicate telepathically with any creature you can see within 60 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. The creature does not gain the ability to telepathically reply. While you are communicating with a creature telepathically, you can hear the creature's words a slight moment before it says them. You have advantage on Wisdom (Insight) checks you make against any creature you can communicate telepathically with, if you can understand the language they think in.

Entropic Ward

At 6th level, when a creature makes an attack roll against you and you can communicate with that creature telepathically, you can use your reaction to gain a bonus to your AC against that attack equal to your Charisma modifier.

Thought Shield

Starting at 10th level, you have resistance to psychic damage, and gain advantage on Intelligence, Wisdom and Charisma saving throws against spells and magical effects created by creatures you can communicate telepathically with. Additionally, your thoughts can't be read unless you allow it.

Create Thrall

At 14th level, you can use your action to touch an incapacitated humanoid. That creature is charmed by you until a Remove Curse spell is cast on it, the charm 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.

Thoughtseize

Starting at 18th level, you begin to have other people's thoughts before they have them. When a creature that you can communicate with telepathically casts a spell, you can rob them of their thought. The creature must make a Charisma saving throw against your Warlock Spell Save DC. If it fails, it forgets how to cast the spell. The spell fails, but the slot isn't spent, and it can't cast the spell again for 24 hours. For the next 24 hours, you can cast the spell using a Warlock Spell slot or your Mystic Arcanum of the appropriate level, and it is a Warlock spell for you. You can do this once, and must finish a long rest before you can do so again.

The Noble Genie

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals who so love to bind genies into servitude, readily entering into pacts that expand their reach across the multiverse.

You choose your patron's kind or determine it randomly, using the Genie Kind table. Each kind of genie is associated with a particular element, as shown in the table.

Kind Element
Dao Earth
Djinni Air
Efreeti Fire
Marid Water

Expanded Spell List

The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.

Noble Genie Expanded Spells
Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st Detect Evil and Good Sanctuary Feather Fall Burning Hands Fog Cloud
2nd Phantasmal Force Spike Growth Gust of Wind Scorching Ray Blur
3rd Protection from Energy Meld Into Stone Wind Wall Fireball Sleet Storm
4th Polymorph Stone Shape Freedom of Movement Fire Shield Control Water
5th Creation Transmute Rock Seeming Flame Strike Cone of Cold

Collector's Vessel

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

      d6       Vessel
1 Oil Lamp
2 Urn
3 Ring with a compartment
4 Stoppered Bottle
5 Hollow Statuette
6 Ornate Lantern

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Your vessel has an extradimensional exterior space in the shape of a 20-foot-radius, 20 foot high cylinder. It is appointed with cushions and low tables, and is a pleasant temperature. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, any objects stored there harmlessly appear in the unoccupied spaces closest to the vessel's former space.

You can enter the vessel by spending one minute rubbing it. You leave the vessel if it is destroyed, if you die, or if you use an action to leave it. When you leave the vessel, you reappear in the unoccupied space closest to the vessel's former space, holding the vessel if it hasn't been destroyed and if you have a free hand to hold it in.

Elemental Gift

At 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action once, then you can't do so again until you finish a short or long rest, or until you spend a Warlock spell slot to do it again.

Sanctuary Vessel

Starting at 10th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or the vessel is destroyed.

In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there. Once one or more creatures gain the benefit of a short rest in this way, no creatures can do so until you next finish a long rest.

Limited Wish

Starting at 14th level, you can entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 5th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

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

Greater Limited Wish

Starting at 18th level, when you use your Limited Wish feature, you can attempt to coerce your patron to grant you a larger Wish. Roll 1d100. If the result is equal to or lower than your Warlock level, you can instead request the effect of one spell that is 8th level or lower. After you successfully do so, you can't make this roll again for 7 days.

Eldritch Invocations

Eldritch Spear

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, its range is 300 feet.

Elemental Blast

Prerequisite: Eldritch Blast cantrip

When you finish a short or long rest, you can choose one of acid, cold, fire, lightning, necrotic, poison, psychic, radiant or thunder. If you choose one of these, your Eldritch Blast deals damage of that type, instead of Force damage, until you next finish a short or long rest. Otherwise, it deals Force damage as normal.

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 you.

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.

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.

Armor of Shadows

You can cast Mage Armor at will, without expending a spell slot or material components.

Aspect of the Moon*

You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Devil’s Sight

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

Eldritch Sight

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

Eyes of the Rune Keeper

You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning.

Fiendish Vigor

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

8

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.

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.

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.

Gift of the Depths*

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed. Additionally, you can cast spells with a verbal component normally while underwater, though the words can only be heard up to 15 feet away if they could normally be heard at greater distance.

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, take an action or a reaction.

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.

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.

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.

Ascendant Step

Prerequisite: 7th level

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

Celerity

Prerequisite: 5th level

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

Whispers of the Grave

Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 9th level

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

Shroud of Shadow

Prerequisite: 12th level

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

Visions of Distant Realms

Prerequisite: 12th level

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

Witch Sight

Prerequisite: 12th 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.

Ethereal Migration

Prerequisite: 12th level

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

9

Book of Ancient Secrets

Prerequisite: Pact of the Tome

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same 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.

Compendium of Archaic Whisperings*

Prerequisite: Book of Ancient Secrets, 5th level

You gain two 3rd-level or lower spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). You can also take a cantrip from any class’s spell list in place of one or both ritual spells. The additional time it takes to cast a ritual spell inscribed in your Book of Shadows is reduced to 1 minute.

Mystic Teachings*

Prerequisite: Pact of the Tome

Pages of your Grimoire become filled with teachings and lessons learnable only in the most exotic of planes. While you are holding your Pact Tome, you can add your proficiency bonus to any Arcana or Nature check you make, or any check you make to identify objects and creatures originating from your patron’s plane. If you already add your proficiency bonus to one of these checks, your proficiency bonus is doubled for the check, instead.

Improved Pact Weapon

Prerequisite: Pact of the Blade

You gain a +1 bonus to attack and damage rolls made using your pact weapon. You can use your pact weapon as a spellcasting focus for your Warlock spells. Additionally, attacks you make using a ranged pact weapon don't require ammunition - you conjure the projectile from the same magic that forms your pact weapon, instead.

Eldritch Smite

Prerequisite: Pact of the Blade, 5th level

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.

Thirsting Blade

Prerequisite: Pact of the Blade, 5th level

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

Lifedrinker*

Prerequisite: Pact of the Blade, 9th level

Once on each of your turns when you hit a creature with your pact weapon, you can deal additional force damage equal to half your Warlock level (rounded up).

Arcane Physique*

Prerequisite: Pact of the Blade

You can add your proficiency bonus to any Athletics or Acrobatics check you make. If you already add your proficiency bonus to one of these checks, your proficiency bonus is doubled for that check, instead.

Eldritch Warrior*

Prerequisite: Pact of the Blade

You gain proficiency in medium armor and shields. When you attack with your pact weapon, you score a critical hit in a 19 or 20 on the die.

Gift of the Ever-living Ones

Prerequisite: Pact of the Chain

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.

Voice of the Chain Master

Prerequisite: Pact of the Chain

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.

Chains of Carceri

Prerequisite: Pact of the Chain, 15th level

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.

Arcane Bonds*

Prerequisite: Pact of the Chain

You can add your proficiency bonus to any Persuasion or Insight check you make. If you already add your proficiency bonus to one of these checks, your proficiency bonus is doubled for that check, instead.

Spirit of the Chain

Prerequisite: Pact of the Chain, 5th level

You gain the ability to merge with your familiar. As a bonus action when your is within 5 feet of you, your body merges with your familiar's form. While merged, you become Tiny, you replace your speed with the familiar's, and you can use your action only to make actions your familiar can make. During this time, you gain any benefits of your familiar being within 5 feet of you.. As an action, you and the familiar return to normal.

10

Shimmering Shroud*

Prerequisite: Pact of the Shroud, 5th level

While you are wearing your Pact Shroud, you gain a bonus to your saving throws against spells and magical effects. This bonus is equal to half your proficiency bonus (rounded up).

Edgeless*

Prerequisite: Pact of the Shroud, 15th level

While you are wearing your Pact Shroud, you can cast Blur on yourself at will, without expending a spell slot. If you do, this spell uses a somatic component instead of a verbal component, and it does not prevent you concentrating on another spell (though you must make concentration saves as normal).

Perception Veil*

Prerequisite: Pact of the Shroud

While you are wearing your Pact Shroud, you can add your proficiency bonus to any Stealth or Deception check you make. If you already add your proficiency bonus to one of these checks, your proficiency bonus is doubled for that check, instead.

Eldritch Impact

Prerequisite: Pact of the Wand, 5th level

When you use your Grasp of Hadar or Lance of Lethargy invocation, you can apply the effects of that invocation to each hit you make with your Eldritch Blast, not just once per turn.

Covenant of the Pact Keeper

Prerequisite: Pact of the Mark feature

You can perform a 1-hour ritual, which can be done during a short or long rest, to absorb a magical Wondrous Item you own into your pact mark. The item can not be an artifact or sentient, or an item that would grant a climbing, swimming or flying speed. Your pact mark then functions as the absorbed item, granting you its effects as if you were wearing or holding it. A detect magic spell will reveal that your mark is a magic item. If the item required attunement, you must attune to your pact mark to gain its effects. Performing the ritual again, performing the ritual on a different item, losing your pact mark, or dying, causes the absorbed item to reappear at your feet.

Shared Arcana*

Prerequisite: Pact of the Mark feature, 9th level

A creature that touches your pact mark when casting a spell can choose for it to be stored within the pact mark, provided it is on the sorcerer, warlock or wizard spell list. The spell has no effect and the slot is still consumed. Until you or the creature completes a long rest, you can expend charges from the mark to cast the spell.

Absorbing Mark*

Prerequisite: Pact of the Mark feature, 5th level

You learn your choice of Counterspell or Dispel Magic, which doesn't count towards the number of Warlock spells you know. When you successfully end or counter one or more spells using either spell cast using a Warlock spell slot, your Mark gains one charge, in addition to any charges it would gain due to you spending a Warlock spell slot.

Eldritch Endurance*

While you are concentrating on a Warlock spell, you gain advantage on Strength and Constitution saving throws.

Unhinged Perspective*

When you cast a spell or use a Warlock feature that forces a creature to make a saving throw, you can unhinge the spell or feature. Once you unhinge a spell or feature in this way, you cannot do so again until you finish a short or long rest. Each time a creature makes a saving throw against the unhinged spell or feature, first roll a d6 to determine the type of saving throw made. The results of both a success or failure are applied normally.

Unhinged Table
d6 result Saving throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Horrifying Wail*

Prerequisite: 5th level

You can cast Cause Fear at will as a 1st level spell, without expending a spell slot. A creature that succeeds on its saving throw against a Cause Fear spell you cast in this way is immune to any further Cause Fear spells you cast in this way for 24 hours.

Beguiling Speech*

Prerequisite: 5th level

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

Greater Familiar*

Prerequisite: Pact of the Chain, 5th level

When you cast Find Familiar as a ritual, you can do so in 10 minutes, instead of 1 hour and 10 minutes.

When you gain this invocation, choose one of the special forms listed in Pact of the Chain. When you cast Find Familiar and have your familiar take the chosen form, its maximum hit points are increased by your Warlock level, it gains proficiency in all saving throws, and it gains its greater familiar traits and actions, listed in the statblock.

Chain Master's Fury*

Prerequisite: Pact of the Chain, 7th level

Your familiar's weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage. As a bonus action, you can command your familiar to make one weapon attack (which it does immediately, without using any of its own actions).

Eldritch Polymath*

Prerequisite: Pact of the Tome

You can copy cantrips you find on spell scrolls into your tome as you would a 1st level ritual spell. You start with three such cantrips - the ones you chose for Pact of the Tome. You no longer know the cantrips in your tome. Instead, you prepare a number of the cantrips in your tome equal to your Charisma modifier (min 3) each time you finish a long rest, which remain prepared until you next prepare cantrips. While they are prepared, you can cast them as if they were Warlock cantrips you knew.

When you cast a cantrip that would force a creature to make a saving throw or take damage, the creature takes additional damage from the cantrip equal to half the cantrip's damage. A creature that succeeds on the saving throw still takes this damage, but doesn't take the normal damage of the cantrip.

Eldritch Armour*

Prerequisite: Pact of the Shroud

You can transform one magic suit of armour into your pact shroud by performing a special ritual while you hold the armour. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can't affect an artifact or a sentient weapon in this way. The armour ceases to be your pact shroud if you die, if you perform the ritual on a different suit of armour, or if you use the ritual to break your bond to it. The armour appears at your feet if it is dismissed when the bond breaks.

When you summon your shroud, it behaves as a normal shroud both in terms of the armour class it provides and the forms it can take, but also gains any magical properties of the bonded armour, such as any bonus to AC. The shroud inherits any attunement requirements and cursed properties of the bonded armour, too.

Page of Far Scribing*

Prerequisite: Pact of the Tome, 7th level

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching the name on it.

11

Warlock Spell List

Cantrips (0 Level)
  • Acid Splash*
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames*
  • Create Bonfire
  • Dancing Lights*
  • Eldritch Blast
  • Friends
  • Frostbite
  • Green Flame Blade
  • Gust*
  • Infestation
  • Light*
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending*
  • Message*
  • Minor Illusion
  • Mold Earth*
  • Poison Spray
  • Prestidigitation
  • Shape Water*
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Armour of Agathys
  • Arms of Hadar
  • Cause Fear
  • Charm Person
  • Comprehend Languages
  • Dissonant Whispers*
  • Expeditious Retreat
  • Fog Cloud*
  • Hellish Rebuke
  • Hex
  • Illusory Script
  • Protection from Evil and Good
  • Sleep*
  • Thunderwave*
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Earthbind
  • Enthrall
  • Hold Person
  • Invisibility
  • Knock*
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Shadow Blade
  • Shatter
  • Spider CLimb
  • Suggestion
3rd Level
  • Bestow Curse*
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth*
  • Fear
  • Fly
  • Gaseous Form
  • Hunger of Hadar
  • Hypnotic Pattern
  • Life Transference*
  • Magic Circle
  • Major Image
  • Melf's Minute Meteors*
  • Protection from Energy*
  • Remove Curse
  • Summon Lesser Demons
  • Thunder Step
  • Tongues
  • Vampiric Touch
  • Wall of Water*
4th Level
  • Arcane Eye*
  • Banishment
  • Blight
  • Charm Monster
  • Dimension Door
  • Elemental Bane
  • Greater Invisibility*
  • Hallucinatory Terrain
  • Shadow of Moil
  • Sickening Radiance
  • Summon Greater Demon
5th Level
  • Contact Other Plane
  • Danse Macabre
  • Dream
  • Enervation
  • Far Step
  • Geas*
  • Hold Monster
  • Infernal Calling
  • Insect Plague*
  • Mislead*
  • Modify Memory*
  • Negative Energy Flood
  • Planar Binding*
  • Scrying
  • Steel Wind Strike*
  • Synaptic Static
  • Wall of Light
  • Wall of Stone*
6th Level
  • Arcane Gate
  • Chain Lightning*
  • Circle of Death
  • Conjure Fey
  • Create Homunculus*
  • Create Undead
  • Eyebite
  • Flesh to Stone
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar*
  • Mass Suggestion
  • Mental Prison
  • Programmed Illusion*
  • Scatter
  • Soul Cage
  • True Seeing
7th Level
  • Crown of Stars
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane*
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray*
  • Project Image*
  • Teleport*
8th Level
  • Abi-Dalzim's Horrid Wilting*
  • Antimagic Field*
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Illusory Dragon*
  • Maddening Darkness
  • Mind Blank*
  • Power Word Stun
9th Level
  • Astral Projection
  • Foresight
  • Gate*
  • Imprisonment
  • Mass Polymorph*
  • Power Word Kill
  • Psychic Scream
  • Shapechange*
  • True Polymorph
  • Weird*
  • Wish*

New additions are marked with a *.

12

Familiars


Imp

Tiny fiend (devil), lawful evil


  • Armor Class 13
  • Hit Points 10 (3d4+3)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 19 (+4) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +6
  • Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed.

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Flyby (Greater Familiar only). The imp doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Devil's Contract (Greater Familiar only). The imp can cast Geas at will, but only on a willing creature that fully understands the task it is agreeing to. While the Geas lasts, the creature can roll a d4 and add it to any ability check it makes using one skill or tool proficiency relevant to the task (chosen when the Geas is cast), and any damage the Geas deals can't reduce a creature below 1 hit point. The spell ends early if the imp uses this ability again.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.


Pseudodragon

Tiny dragon, neutral good


  • Armor Class 13
  • Hit Points 7 (2d4+2)
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3, Stealth +4
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages Understands Common and Draconic but can't speak

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. If it is a Greater Familiar, it can communicate words and complex speech telepathically.

Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

Flyby (Greater Familiar only). The pseudodragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Master's Resistance (Greater Familiar only). If the pseudodragon is within 10 feet of its master, the pseudodragon grants a fragment of its own magic resistance to its master for a short while. The master gains advantage on one saving throw it makes against a spell or magical effect before the start of the pseudodragon's next turn.


Quasit

Tiny fiend (demon), chaotic evil


  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)

  • Skills Stealth +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing from non-magical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal, Common

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

Terrifying (Greater Familiar only). The quasit may use its Scare action as often as it likes. A creature that succeeds on its saving throw, or that stops being frightened, is immune to the quasit's Scare for 24 hours.

Actions

Claw (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the quasit, ending the effect on itself on a success.

Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.


Sprite

Tiny fey, neutral good


  • Armor Class 15 (leather armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

  • Skills Perception +3, Stealth +8
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Elvish, Sylvan

Superior Invisibility (Greater Familiar only). The first time each turn the sprite attacks or casts a spell, it doesn't lose its invisibility, and it doesn't need to concentrate to maintain its invisibility.

Innate Spellcasting (Greater Familliar only). The sprite uses your spellcasting ability and Spell Save DC. It can innately cast the following spells, without requiring material components:

At will: druidcraft

1/day each: detect evil and good, detect magic, detect poison and disease, detect thoughts

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.


Wisp

Tiny undead, neutral


  • Armor Class 11
  • Hit Points 4 (2d4)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 15 (+2)

  • Skills Stealth +3
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common

Ethereal Sight. The wisp can see 30 feet into the Ethereal Plane while it is on the Material Plane, and vice versa.

Incorporeal Movement. The wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Strength Drain (Greater Familiar only). When a creature fails its saving throw against the wisp's Withering Touch, the wisp can choose to enhance the withering: The 1d4 rolled is also subtracted from any saving throw the creature makes, and the effect lasts for 1 minute or until the wisp chooses to enhance a different use of withering touch. The creature can make a new saving throw against the effect at the end of each of its turns, ending the effect on a success.

Actions

Withering Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) necrotic damage. The target must make a DC 12 Wisdom saving throw or have its strength score reduced by 1d4 until the end of its next turn. A creature already affected by Withering Touch automatically succeeds on this saving throw.

Etherealness (Greater Familiar only). The wisp enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Planr while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. The wisp remains in the other plane for up to 1 minute, or until it loses concentration (as if concentrating on a spell). After it returns to the plane it was previously on, it can't use this ability again until you finish a short or long rest.


Folyot

Tiny elemental, neutral


  • Armor Class 16 (natural armour)
  • Hit Points 13 (3d4 + 6)
  • Speed 20 ft.; burrow 20 ft. (earth only); fly 30 ft. (air only, hover); swim 30 ft. (water only)

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 7 (-2) 10 (+0) 13 (+1)

  • Damage Resistances lightning, thunder (air only); bludgeoning, piercing and slashing from nonmagical attacks (earth only); acid (water only)
  • Damage Immunities poison; fire (fire only)
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial, Common

Elemental Nature. When you summon the folyot, choose an element from Air, Earth, Fire and Water. The chosen element determines some of the folyot's traits.

Elemental Perception. The folyot is aware of the existence of any Elementals within 60 feet of it, including those disguising their form.

Amorphous Form (Greater Familiar only). The elemental can move through a space as narrow as 1 inch wide without squeezing, unless its elemental nature is Earth.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach ft., one target. Hit: 12 (3d6 + 3) bludgeoning (air, earth or water) or fire (fire) damage.

Detonate (Greater Familiar only). The folyot explodes into a shower of elemental energy. Each creature within 10 feet of the folyot must make a DC 12 Dexterity saving throw, taking 16 (4d8) bludgeoning (air, earth or water) or fire (fire) damage on a failed save, or half as much on a success. The folyot dies, but reforms with 1 hit point after 1 minute unless a creature within 5 feet of it uses its action to stamp out the ashes.


Cherub

Tiny celestial, neutral good


  • Armor Class 12
  • Hit Points 5 (2d4)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 11 (+0) 14 (+2) 17 (+3)

  • Skills Insight +4, Persuasion +5
  • Damage Resistances radiant; bludgeoning, piercing and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Celestial

Magic Resistance. The cherub has advantage on saving throws against spells and magical effects.

Innate Spellcasting. The cherub uses your spellcasting ability and Spell Save DC. It can innately cast the following spells, without requiring material components:

At will: thaumaturgy

1/day: spare the dying

1/day (Greater Familiar only): bless, sanctuary

Actions

Shortbow. Ranged Weapon Attack: +4 to hit, range (40/160), Hit: 1 piercing damage, and the target must make a DC 13 Wisdom saving throw or be charmed by the cherub for 1 minute, until it takes damage or until another creature uses its action to shake it out of its stupor.

Healing Touch (1/Day). The cherub touches a creature, causing it to regain a number of hit points equal to 1d4 + its level/CR. This has no effect on undead and constructs.

Envoy of Peace (Greater Familiar only). The cherub designates two creatures that are charmed by it. Those creatures are charmed by each other for 1 minute. During this time, and for 10 minutes afterwards, they forget any prejudices, negative assumptions and historical grievances they hold with regards to the other, and engage with them in good faith. If either attempts to be deceitful, it must first succeed on a DC 13 Charisma saving throw in order to do so. A creature is immune to this effect for 24 hours after the 10 minutes end.

Balancing the Warlock

The Warlock is a monumentally difficult class to balance. One of the biggest difficulties is the fact that a lot of what feels fun to play doesn't feel fair, and a lot of what's fair doesn't seem fun. Warlock, perhaps more than any other class, is a class that requires a fully on-board DM and a good communication between DM and player to work to its fullest. Listed here are a few variant rules that could help address common concerns with the Warlock, suitable for this specific build of the class.

A Quick Hex Tweak

A common grievance with regards to Warlock is the fact that they always seem to be spending their concentration on Hex. If this is true of your Warlock, consider implementing this change:

  • When cast using a spell slot of 3rd level or higher, Hex doesn't require concentration, and lasts for its full duration.
Variant Rule: What's a Short Rest?

Some campaigns don't commonly feature short rests, and prefer to have a small number of large encounters. This problem affects several classes designed around short rest frequency, but by far the most affected class is the Warlock. In a campaign that is unable to provide a Warlock two short rests between every long rest, you may wish to consider this rule.

  • All Warlock features, including spell slots, that reset when you finish a short rest instead offer three times as many uses, but only refresh when you finish a long rest.
Variant Rule: Bloody two-level dips!

The most commonly expressed sentiment regarding the Warlock is the two level dip, and how it's bad. Indeed, the vast majority of "Fixes" to the Warlock revolve more around nerfing the two level dip than fixing Warlock's actual problems. Nevertheless, this is a valid concern. Should you wish to try and limit the power of the two level dip, replace the Agonizing Blast and Harrowing Blade options of the Esoteric Arcana feature with the following:

  • Agonizing Blast: When you cast Eldritch Blast, you can add your Charisma modifier to the damage dealt by one of that spell's beams. Starting at 5th level, you can add your Charisma modifier to the damage dealt by all of that spell's beams.
  • Harrowing Blade Once on each of your turns, when you attack with the weapon summoned by your Pact of the Blade, add your Proficiency bonus to the damage it deals on a hit. Starting at 5th level, you can add your Proficiency bonus to the damage of every hit you make with the weapon, instead of just once per turn.
Variant Rule: I demand more Zombies!

The reason the Fallen Warlock can only cast up to four Animate Dead per day is because on the Warlock Spell Slot model, Animate Dead is absolutely bananas. Even at just four castings, that's 32 controlled undead and just an hour's rest to regain the spell slots. If, however, you feel like 32 zombies is somehow not enough, and you are fully aware of the consequences, feel free to remove the limit on the number of times your Warlock can use it! And if you use an individual miniature for each of your Warlock's 512 skeletons, please take photos!

Variant Rule: Moderately Magical Weapons

D&D5e has a lot of balance issues, many of which are difficult to address, but one of which is simple to address, and yet typically overlooked. This is the Non-magical Weapon Resistance interaction. 5e is actually designed under the assumption that no one is getting any magic items. This includes magic weapons - which means martial classes doing lower damage to many high CR monsters is completely intentional. This is the Martial version of Legendary Resistance, and is meant to stop martial classes obliterating bosses in mere instants. To get the most enjoyment out of Warlock and full-caster classes in general, it is recommended that this Variant Rule be used:

  • Magical weapons do not deal magical damage for the purposes of overcoming resistances and immunities. A weapon dealing magical damage in this way is the equivalent to increasing the weapon's rarity by two ranks (eg an Uncommon +1 Rapier would become Very Rare if it dealt Magical Piercing).

Note that support for the use of this variant rule in any game containing a fullcaster can be found in Xanathar's Guide to Everything, page 136.

13
 

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