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Become a Patron!
# Reworked Warlock
##### Class Name | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | |:-----:|:-----------------:|:--------------------------------------|:----:|:---:|:-:|:---:|:-:| | 1st | +2 | Otherworldly Patron, Pact Magic, Eldritch Blast | 1 | 2 | 1 | 1st | — | | 2nd | +2 | Eldritch Invocations | 2 | 2 | 2 | 1st | 1 | | 3rd | +2 | Pact Boon, Agonizing Energy | 2 | 3 | 2 | 2nd | 2 | | 4th | +2 | Ability Score Improvement | 3 | 3 | 2 | 2nd | 2 | | 5th | +3 | Eldritch Blast Improvement | 3 | 4 | 2 | 3rd | 3 | | 6th | +3 | Otherwordly Patron feature | 3 | 4 | 2 | 3rd | 3 | | 7th | +3 | — | 3 | 5 | 2 | 4th | 4 | | 8th | +3 | Ability Score Improvement | 3 | 5 | 2 | 4th | 4 | | 9th | +4 | Pact Boon Improvement | 4 | 6 | 2 | 5th | 5 | | 10th | +4 | Otherwordly Patron feature | 4 | 7 | 2 | 5th | 5 | | 11th | +4 | Mystic Arcanum (6th level), Eldritch Blast Improvement | 4 | 8 | 3 | 5th | 5 | | 12th | +4 | Ability Score Improvement | 4 | 9 | 3 | 5th | 6 | | 13th | +5 | Mystic Arcanum (7th level) | 4 | 10 | 3 | 5th | 6 | | 14th | +5 | Otherwordly Patron feature | 4 | 11 | 3 | 5th | 6 | | 15th | +5 | Mystic Arcanum (8th level) | 4 | 12 | 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 | Eldritch Master, Pact Boon Improvement | 5 | 15 | 4 | 5th | 8 | | 19th | +6 | Ability Score Improvement | 5 | 16 | 4 | 5th | 8 | | 20th | +6 | Otherwordly Patron feature | 5 | 17 | 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 armor
__Weapons:__ Simple weapons
__Tools:__ None
__Saving Throws:__ Wisdom, Charisma
__Skills:__ Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a light crossbow and 20 bolts or (b) any simple weapon * (a) 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. \pagebreak ### Otherwordly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: The Great Old One or the ..., which are detailed at the end of the class description.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. ### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list. #### Cantrips You know a cantrip 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 to cast your warlock spells of 1st through 5th level. 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 witch bolt, 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 or Intelligence is your spellcasting ability for your warlock spells, which you decide upon gaining this class feature. You use your Charisma or Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Charisma or Intelligence 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_ or _Intelligence_ modifier
**Spell attack modifier** =
your proficiency bonus +
your _Charisma_ or _Intelligence_ modifier
#### Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells. \columnbreak ### Eldritch Blast At 1st level, you have gained the knowledge to summon raw, arcane energy at will. You use your action to create a beam of magical energy and hurl it at a creature you can see within 120 feet. Make a ranged spell attack. On hit, the target takes 1d10 force damage.
The blast creates more beams as you level. At 5th, it makes two beams; at 11th, it makes three; and at 17th, it makes four. The beams can be directed at the same target or different ones. Each beam gets its own attack roll. ### 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. A level prerequisite refers to your level in this class.
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.
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. ### Agonizing Energy At 3rd level, you may add your spellcasting modifier to the damage rolls of your _eldritch blast_ feature. ### Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Your pact boon is improved again at 9th and once more at 18th level. #### Pact of the Chain You learn the _find familiar_ spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, quadrone or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
At 9th level, you can choose from following additional forms for your familiar when summoning it: faerie dragon (green), meenlock, pentadrone or spined devil. Additionally, you no longer need to forgo one of your own attacks to allow your familiar to attack.
At 18th level, you can choose from following additional forms for your familiar when summoning it: hell hound, red cap, water weird, pegasus. Additionally, you can now use your reaction to allow your familiar to cast a spell.
Creatures larger than Medium that are summoned, are reduced to a Medium size instead. \pagebreak #### Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same 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 9th level, you can choose an additional two cantrips from any class, including this one and you add your Charisma modifier to one damage roll of a cantrip you can cast against one of its targets. The chosen cantrips count as warlock cantrips for you.
At 18th level, you can choose two spells from any class, including this one. A spell you choose must be of a level you can cast using your Pact Magic, or a cantrip. The chosen spells count as warlock spells for you. #### Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you are proficient with medium armor and shields.
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.
This pact weapon is made from eldritch energies, allowing you to use your _eldritch blast_ feature as a melee spell attack, using the reach and damage die of the weapon you have created. While the pact weapon is summoned, you cannot use your _eldritch blast_ feature as a ranged spell attack. You can also use the pact weapon with the _Attack action_, using your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
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, bonding to the magical weapon. The magical weapon turns into pure magical power you absorb and you can apply its magical effect to any pact weapon you create. You can’t affect an artifact or a sentient weapon in this way. This effect ceases 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 then reappears at your feet.
At 9th level, you can have two different magical weapon effects bonded to you, and you can attack twice, instead of once, whenever you take the _Attack action_ on your turn with your pact weapon.
At 18th level, you can have three different magical weapon effects bonded to you and you can attack three times, instead of twice, whenever you take the _Attack action_ on your turn with your pact weapon. \columnbreak ### 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### 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.
You can change one of your arcana for an arcanum of the same level every time you gain a warlock level. ### Eldritch Master At 18th 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. Doing so requires your concentration as you prepare the ritual.
Once you regain spell slots with this feature, you must finish a long rest before you can do so again. \pagebreak ## Eldritch Invocations ### General Invocations #### Armor of Shadows You can cast Mage Armor on yourself at will, without expending a spell slot or material components. #### 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. #### Devil's Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. #### Eldritch Sight You can cast Detect Magic at will, without expending a spell slot or material components. #### Eldritch Spear When you use the _eldritch blast_ feature, its range is 300 feet. #### 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. #### Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. #### Grasp of Hadar Once on each of your turns when you hit a creature with your _eldritch blast_ feature, you can move that creature in a straight line 10 feet closer to yourself. #### Lance of Lethargy Once on each of your turns when you hit a creature with your _eldritch blast_ feature, you can reduce that creature’s speed by 10 feet until the end of your next turn. #### 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. \columnbreak #### Repelling Blast When you hit a creature with your _eldritch blast_ feature, you can push the creature up to 10 feet away from you in a straight line. #### Thief of Five Fates You can cast Bane once without expending a spell slot. You can't do so again until you finish a long rest. #### 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.
You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest. #### 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. #### 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. #### 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. #### Sign of Ill Omen ___ - **Prerequisite:** 5th level ___ You can cast Bestow Curse once without expending a spell slot. You can't do so again until you finish a long rest. \pagebreak #### 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. #### 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. #### Dreadful Word ___ - **Prerequisite:** 7th level ___ You can cast Confusion once without expending a spell slot. You can't do so again until you finish a long rest. #### Ghostly Gaze ___ - **Prerequisite:** 7th level ___ As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest. #### 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 Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. #### 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. #### 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:** 9th level. ___ You can cast Levitate on yourself at will, without expending a spell slot or material components. \columnbreak #### Minions of Chaos ___ - **Prerequisite:** 9th level ___ You can cast Conjure Elemental once, without expending a spell slot. You can't do so again until you finish a long rest. #### Otherworldly Leap ___ - **Prerequisite:** 9th level ___ You can cast Jump at will, without expending a spell slot. #### 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:** 15th level ___ You can cast Alter Self at will, without expending a spell slot. #### Shroud of Shadow ___ - **Prerequisite:** 15th level ___ You can cast Invisibility at will, without expending a spell slot. #### Visions of Distant Realms ___ - **Prerequisite:** 15th level ___ You can cast Arcane Eye 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. ### Pact Invocations #### 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. #### 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. #### Chains of Carceri ___ - **Prerequisite:** 15th level, Pact of the Chain feature ___ You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. \pagebreak #### Aspect of the Moon ___ - **Prerequisite:** Pact of the Tome feature ___ You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. #### Book of Ancient Secrets ___ - **Prerequisite:** Pact of the Tome feature ___ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any 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 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. #### Improved Pact Weapon ___ - **Prerequisite:** Pact of the Blade feature ___ You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. When attacking with these pact weapons, you make a ranged spell attack, instead of a melee spell attack. #### Eldritch Smite ___ - **Prerequisite:** 5th level, Pact of the Blade feature ___ Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. #### Instant Demise ___ - **Prerequisite:** 5th level, Pact of the Blade feature ___ You can use your _eldritch blast_ feature using a bonus action, whenever you take the Attack action on your turn. You do not have disadvantage on this attack roll, even if there is an enemy within 5 feet of you. #### Lifedrinker ___ - **Prerequisite:** 12th level, Pact of the Blade feature ___ When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). \columnbreak ### Patron Invocations #### Mark the Target ___ - **Prerequisite:** The Hexblade patron ___ When you place your _hexblade's curse_ on a creature, the first attack you make against that creature has advantage on the attack roll. #### Epiphany of Khirad ___ - **Prerequisite:** the Great Old One patron ___ When you communicate telepathically with a creature, you may choose to allow it to reply. If you do so, the creature knows where you are, unless you succeed on a Charisma (Deception) check contested by the creature's Wisdom (Insight) check. #### Green Lord's Gift ___ - **Prerequisite:** The Archfey patron ___ Your patron oversees a verdant realm of everlasting summer. Your soul is linked to his power. When you fail a Wisdom, Charisma or Intelligence saving throw, you can use your reaction to succeed instead. Once you use this invocation you cannot use it until you have taken a short rest. #### Kiss of Mephistopheles ___ - **Prerequisite:** 5th level, the Fiend patron ___ You can channel the fires of your patron through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast. #### Cleansing Light ___ - **Prerequisite:** 3rd level, The Celestial patron ___ You can spend 2 healing dice from your _healing light_ feature to cast _Lesser Restoration_ without spending a spell slot. #### Acerak's Pumping Heart ___ - **Prerequisite:** The Undying patron ___ Whenever you use _Spare the Dying_ to stabilize a creature, you spend one hit die to heal that creature as if they had spent a hit die. Once you use this invocation, you can't use it again until you finish a short or long rest. #### Touch of the Kraken ___ - **Prerequisite:** The Lurker in the Deep patron ___ Whenever you would make a melee spell attack against a creature using your _Grasp of the Deep_ feature, you can instead choose to grapple the target. Make an Athletics skill check with your spellcasting ability contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) check. \pagebreak ## Otherwordly Patrons #### Patron Spells Each patron has a list of spells that you can gain when your _pact magic_ spell level is the levels noted in the patron description or higher. Once you gain a patron spell, it is considered known, and doesn't count against the number of spells in the Spells Known column of the Warlock table. If you have a patron spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
You may choose one spell to learn every time your _pact magic_ spell level increases and you may pick a spell with a lower requirement than your current _pact magic_ spell level. ### The Hexblade You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. #### Patron Spells The hexblade patron grants you following spells, if your _pact magic_'s spell level is appropriately high. You may choose one spell to learn every time your _pact magic_ spell level increases and you may pick a spell with a lower requirement than your current _pact magic_ spell level. | Spell Level | Spell | |:-----------:|:---------------------------------------:| | 1st | _shield_, _wrathful smite_ | | 2nd | _blur_, _branding Smite_ | | 3rd | _blink_, _elemental weapon_ | | 4th | _phantasmal killer_, _staggering Smite_ | | 5th | _banishing smite_, _cone of cold_ | #### Hexblade's 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 spellcasting modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest. \columnbreak #### Accursed Specter Starting at 6th level, you can curse the soul of a person that dies, temporarily binding it in your service. When you slay a humanoid or when it dies while under the effects of _Hexblade's Curse_, 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 spellcasting modifier (minimum of +0).
The specter remains in your service until the end of your next long rest or if you dismiss it as a bonus action, 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 Hexes At 10th level, your hex grows more powerful. If the target cursed by your _Hexblade’s 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 Hexes Starting at 14th level, you can spread your _Hexblade's Curse_ from a slain creature to another creature. When the creature cursed by your _Hexblade's Curse_ dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature. #### Unrelenting Warrior At 20th level, you can apply your Hexblade's Curse to up to two creatures of your choosing and you regain hit points from the death of a cursed creature even when you apply _Hexblade's Curse_ using the _Master of Hexes_ class feature. ### 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. \pagebreak #### Patron Spells The great old one patron grants you following spells, if your _pact magic_'s spell level is appropriately high. You may choose one to learn every time your _pact magic_ spell level increases and you may pick a spell with a lower requirement than your current _pact magic_ spell level. | Spell Level | Spell | |:-----------:|:------------------------------------------------:| | 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. #### Join the Hivemind At 20th level, you can permanently link with up to 10 creatures. These creatures can communicate with you telepathically from any range and even across planes. 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. Creatures linked up in this way to you benefit from your _entropic ward_ and _thought shield_ features. \columnbreak ### 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. #### Patron Spells The archfey patron grants you following spells, if your _pact magic_'s spell level is appropriately high. You may choose one to learn every time your _pact magic_ spell level increases and you may pick a spell with a lower requirement than your current _pact magic_ spell level. | Spell Level | Spell | |:-----------:|:----------------------------------------:| | 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, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest. #### Misty Escape Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest. #### Beguiling Defenses Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. \pagebreak #### Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
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. #### Crown of the Fey King At 20th level, you have dominion over lesser fey creatures. Once per long rest, you can summon a CR 6 or lower fey. It can alter its form into any creature you want, but keeps its statistics. It disappears when it drops to 0 hit points or when you take a long rest.
The fey is friendly to you and your companions and has its own initiative. It obeys any verbal commands you issue to it, no action required, as long as they don't violate its alignment. If you don't issue any commands to it, it will only defend itself from hostile creatures.
Once you use this feature, you cannot use it again until you finish a long rest. ### 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. #### Patron Spells The celestial patron grants you following spells, if your _pact magic_'s spell level is appropriately high. You may choose one to learn every time your _pact magic_ spell level increases and you may pick a spell with a lower requirement than your current _pact magic_ spell level. | Spell Level | Spell | |:-----------:|:--------------------------------------:| | 1st | _cure wound_, _guiding bolt_ | | 2nd | _flaming sphere_, _lesser restoration_ | | 3rd | _daylight_, _revivify_ | | 4th | _guardian of faith_, _wall of fire_ | | 5th | _flame strike_, _greater restoration_ | \columnbreak #### Bonus Cantrips At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. #### Healing Light At 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. #### Conduit of Above At 20th level, you can cast _raise dead_, without expending a spell slot or material components once. You can't do so again until you finish a long rest. \pagebreak ### 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. #### Patron Spells The fiend patron grants you following spells, if your _pact magic_'s spell level is appropriately high. You may choose one to learn every time your _pact magic_ spell level increases and you may pick a spell with a lower requirement than your current _pact magic_ spell level. | Spell Level | Spell | |:-----------:|:-------------------------------------:| | 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. \columnbreak #### Unnatural Regeneration At 20th level, at the end of each of your turns, you regain hit points equal to your Charisma modifier if you have damaged a creature with a challenge rating higher than 1 during your turn. ### The Undying 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 Undying 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; and the deathless wizard Fistandantalus. #### Patron Spells The undying patron grants you following spells, if your _pact magic_'s spell level is appropriately high. You may choose one to learn every time your _pact magic_ spell level increases and you may pick a spell with a lower requirement than your current _pact magic_ spell level. | Spell Level | Spell | |:-----------:|:--------------------------------:| | 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 any disease or poison.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. #### Defy Death Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw, you are stabilized 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. \pagebreak #### Undying Nature Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. However, you can no longer die from exhaustion.
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, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. If you put a severed body part of yours back in place when you use this feature, the part reattaches. Additionally, you regain all your hit dice when you take a long rest, rather than half.
Once you use this feature, you can't use it again until you finish a short or long rest. #### Undo Pain At 20th level, you become able to undo pain as you please. As a bonus action, you can spend a number of hit dice up to your Charisma modifier (minimum of 1) to heal yourself as if you had taken a short rest. ### The Lurker in the Deep 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 Undying 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; and the deathless wizard Fistandantalus. #### Patron Spells The undying patron grants you following spells, if your _pact magic_'s spell level is appropriately high. You may choose one to learn every time your _pact magic_ spell level increases and you may pick a spell with a lower requirement than your current _pact magic_ spell level. | Spell Level | Spell | |:-----------:|:------------------------------------------:| | 1st | _create or destroy water_, _thunderwave_ | | 2nd | _gust of wind_, _silence_ | | 3rd | _lightning bolt_, _sleet storm_ | | 4th | _control water_, _evard's black tentacles_ | | 5th | _commune with nature_, _cone of cold_ | \columnbreak #### Grasp of the Deep At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes.
As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn.
When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8. The damage increases again to 3d8 when you reach 20th level in this class.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. #### Scion of the Deep At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically. #### Fathomless Soul At 6th level, your patron grants you greater abilities. You gain the following benefits: * You can breathe both air and water. * You gain a swimming speed equal to your walking speed. * You gain resistance to cold damage. #### Guardian's Grasp At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes. #### Devouring Maw Starting at 10th level, you can magically draw forth a manifestation of your patron’s insatiable hunger.
As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point.
Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw’s area takes 3d6 cold or lightning damage (your choice when it takes the damage).
As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw’s area, you gain temporary hit points equal to your warlock level. Once you use this feature, you can’t do so again until you finish a short or long rest. \pagebreak #### Unleash the Depths Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can’t use this feature again until you finish a long rest. * **Transport.** You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron’s realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish. * **Fury.** You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish. #### The Depth's Chosen Starting at 20th level, you regain the use of _unleash the depths_ on a short rest as well as a long rest. Additionally, tentacles created by _grasp of the deep_ no longer vanish when you create a new one and you can command all of them with your bonus action and you regain one use of _grasp of the deep_ on a short rest if you have no uses remaining.