3.5e Warlock Rewrite

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Warlock

The Warlock
Level Proficiency Bonus Features Shapes Known Essences Known Invocations Known
1st +2 Eldritch Blast (1d10), Eldritch Invocations, Otherworldly Patron 1 1 1
2nd +2 Cold Silver 1 2 1
3rd +2 Fiendish Resilience 1 2 2
4th +2 Ability Score Improvement 1 2 2
5th +3 Eldritch Blast (2d10) 2 2 3
6th +3 Otherworldly Patron Feature 2 3 3
7th +3 2 3 4
8th +3 Ability Score Improvement 2 3 4
9th +4 Energy Resistance (one type) 2 3 5
10th +4 Otherworldly Patron Feature 2 4 5
11th +4 Eldritch Blast (3d10) 3 4 6
12th +4 Ability Score Improvement 3 4 6
13th +5 3 4 7
14th +5 Otherworldly Patron Feature 3 5 7
15th +5 Energy Resistance (two types) 3 5 7
16th +5 Ability Score Improvement 3 5 7
17th +6 Eldritch Blast (4d10) 4 5 8
18th +6 Improved Cold Silver 4 5 8
19th +6 Ability Score Improvement 4 6 8
20th +6 Eldritch Master 4 6 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 skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

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

Eldritch Blast

Starting at 1st level, you can use your action to make a ranged spell attack against a creature or object within 120 feet of you. Your attack bonus for your eldritch blast is equal to your proficiency bonus + your Charisma modifier. On a hit, the target takes force damage equal to 1d10 + your Charisma modifier.

At 5th level, the damage increases to 2d10 + your Charisma modifier. This increases to 3d10 + your Charisma modifier at 11th level, and 4d10 + your Charisma modifier at 17th level.

To use your eldritch blast, you must be holding an arcane focus. If you are wearing armor that you are not proficient with, you can't use your eldritch blast.

An eldritch blast’s appearance varies from Warlock to Warlock. A colored beam or bolt of energy is typical, although some Warlocks’ blasts have more exotic appearances, such as crystalline projectiles, spectral tentacles, or thrown playing cards. The appearance of your eldritch blast is up to you.

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.

Blast Shapes

Blast shapes are a type of invocation that modifies the function of your eldritch blast. You learn blast shapes separately from the rest of your invocations. When you use your eldritch blast, you can cause it to take the form of one of your blast shapes. You can only use a single blast shape at a time.

Eldritch Essences

Eldritch essences are another type of invocation that adds additional effects to your eldritch blast. You learn eldritch essences separately from your other invocations. When you deal damage with your eldritch blast, you can use a bonus action to force each damaged target to make a save against one of your eldritch essences.

You can use your eldritch essences a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

 

At 1st level, you learn one blast shape, one eldritch essence, and one other invocation of your choice. Your options for each are detailed at the end of the class description. When you gain certain Warlock levels, you gain additional options of your choice, as shown on the Warlock table. Each shape, essence, or other invocation has a level associated with it, and you can’t learn one of a higher level than your level in this class.

Additionally, when you gain a level in this class, you can choose one of the shapes, essences, or other invocations you know and replace it with another that you could learn at that level.

Charisma is your spellcasting ability modifier for your invocations. Your Invocation save DC is equal to 8 + your proficiency bonus + your Charisma modifier.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Cold Silver

Starting at 2nd level, your otherworldly nature grants you a resistance to the weapons of mortals. When you take bludgeoning, piercing, or slashing damage, you can reduce the damage taken by 2 + your proficiency bonus. The damage can't be reduced to less than 1.

Silver, however, cuts through this resistance. Damage you take from silvered weapons can't be reduced, and you can’t use this feature while your skin is in contact with silver.

Once you use this feature, you can't use it again until the start of your next turn.

Fiendish Resilience

Starting at 3rd level, you can use a bonus action to call upon your patron to rapidly heal your injuries. For the next minute, you regain hit points equal to one-third of your Warlock level (rounded down) at the end of each of your turns. The effect ends early if you are incapacitated.

You can use this feature once, and you regain use of it when you finish a long rest.

Energy Resistance

Starting at 9th level, when you finish a short or long rest, you can choose acid, cold, fire, lightning, or thunder damage. You gain resistance to the type of damage that you choose, which lasts until you choose another one.

Starting at 15th level, you can choose two damage types instead of one.

Improved Cold Silver

Starting at 18th level, when using Cold Silver would reduce the damage you take by less than half, it instead reduces it by half.

Eldritch Master

At 20th level, when you miss an attack with your eldritch blast or when a creature succeeds on a saving throw against one of your blast shapes, you still deal half the damage that you would have dealt normally.

If you miss an attack against a creature, or it succeeds on its save against one of your blast shapes, it does not have to make a save against any eldritch essence you might use.

Otherworldly Patrons

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.

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 creatures of your choice within 5 feet of you to make a Wisdom saving throw against your invocation save DC. A creature that fails its saving throw is charmed or frightened by you (your choice) for 1 minute, or until it takes damage.

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. As an action or as a reaction when you take damage, you can 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 take an action.

You can use this feature once, and you regain use of it when 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 frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your invocation save DC or suffer the same charming or frightening effect that it targeted you with, as if the effect had originated from you.

Dreamscape

Starting at 14th level, you can banish a creature into the realm of dreams. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your invocation save DC. On a failed save, the creature disappears from its current plane of existence and appears in your dreamscape realm. You decide the appearance of this realm, although it cannot be directly harmful to the creature. The creature remains there for 1 minute, or until your concentration ends, as if you were concentrating on a spell.

When the target creature is sent to your dreamscape realm, you can choose to enter the realm along with it. If you do this, you can choose to either charm the creature until you deal damage to it, or frighten it until it leaves the dreamscape.

You can use this feature once, and you regain use of it when you finish a short or 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.

Celestial Cantrips

At 1st level, you learn the light and dancing lights cantrips. Charisma is your spellcasting ability for these cantrips.

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 your Warlock level.

As an action, you can touch a creature, spending dice from the pool. 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.

Divine Inspiration

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.

You can use this feature once, and you regain use of it when you finish a short or long rest.

Celestial Resistance

Starting at 10th level, when you use your Healing Light feature, you can choose to either restore hit points or grant temporary hit points. The maximum number of temporary hit points you can grant to a creature is equal to your Warlock level + your Charisma modifier.

Additionally, when you finish a short rest, you regain a number of expended Healing Light dice equal to half your Warlock level.

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.

You can use this feature once, and you regain use of it when you finish 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.

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).

Hellfire

Starting at 6th level, your bond with your patron allows you to sacrifice a bit of your vitality to empower your eldritch blast with hellfire. When you roll for the damage of your eldritch blast, you can roll twice the normal number of dice, and then use the highest half of the dice as the result for the damage roll. You can choose to use this feature after seeing the result of the original roll.

Each time you use this feature, you take necrotic damage equal to half your Warlock level, and your hit point maximum is reduced by the same amount. This damage bypasses temporary hit points, and cannot be prevented with resistance or immunity. If your hit point maximum is reduced to 0, you die. Your hit point maximum is restored when you finish a long rest.

Because the sacrifice is required for the use of hellfire, if you are under an effect that prevents your hit point maximum from being reduced, you can’t use this feature.

Hellish Rebuke

Starting at 10th level, when a creature within 120 feet of you deals damage to you, you can use your reaction to force the creature to make a Dexterity saving throw against your invocation save DC. On a failed save, the creature takes the damage of your eldritch blast, or half as much damage on a successful save.

You can use this feature once, and you regain use of it when you finish a short or long rest.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack or force it to make a saving throw that it fails, 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.

You can use this feature once, and you regain use of it when you finish a long rest.

 

The Great Old One

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

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

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.

Knowledge Drain

Also starting at 1st level, you can use your action to attempt to steal knowledge from the mind of a creature you can see within 30 feet of you. The target creature must make an Intelligence saving throw against your invocation save DC. On a failed save, you choose one skill that the creature is proficient with. For the next 24 hours, the creature loses this proficiency, and you gain it. If you were already proficient with the chosen skill, your proficiency bonus is doubled for it. At the DM's option, you might also gain access to a memory or a piece of information that the creature knows.

Once you use this ability, the target creature is immune to it for the next 24 hours.

Chilling Tentacles

At 6th level, you can use your action to briefly allow your patron to reach into this reality. Choose a point that you can see within 60 feet of you. Each creature within a 20-foot cube centered on that point must succeed on a Dexterity saving throw against your invocation save DC or be restrained by tentacles. A creature is restrained for 1 minute, or until it uses its action to make a Strength check against your invocation save DC, freeing itself on a success. A creature that starts its turn while restrained takes 2d6 cold damage. At 14th level, this damage increases to 3d6.

You can use this feature once, and you regain use of it when you finish a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

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

 

The Hexblade

You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to Warlocks who form pacts with it. Many Hexblade Warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their blasting.

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.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, medium armor, and shields.

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 hour. The curse ends early if the target dies, you die, or you are incapacitated. The curse can also be ended by a remove curse spell.

Until the curse ends, whenever the cursed target makes an ability check, attack roll, or saving throw, it must roll a d4 and subtract the result from the roll. At 10th level, this increases to a d6.

You can use this feature once, and you regain use of it when you finish a short or long rest.

Accursed Specter

Starting at 6th level, when you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your Warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it can use your proficiency bonus and Charisma modifier for its attack and damage rolls.

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Aura of Unluck

Starting at 10th level, you can use a bonus action to create an aura of misfortune around yourself. For 1 minute, any hostile creature that makes an attack roll while within 10 feet of you must roll a d6 and subtract the result from the roll.

If a creature is affected by both this feature and your Hexblade's Curse, it must roll a d6 twice and subtract the higher result from the attack roll.

You can use this feature once, and you regain use of it when you finish a long rest.

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 use another bonus action to apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated.

Invocations

Blast shapes

Eldritch Chain

If you hit with your eldritch blast, you can repeat the attack against a secondary target within 30 feet of the first target.

If you apply an eldritch essence, each target you hit must make the save against it.

Starting at 5th level, if the secondary attack hits, you can repeat the attack again against a tertiary target. Starting at 11th level, you can repeat the attack against a fourth target, and at 17th level, you can repeat it against a fifth target. Each target must be within 30 feet of the previous one, and you can't hit the same target more than once. If any of the attacks miss, the chain ends there.

Eldritch Spear

Your eldritch blast gains a range of 300 feet.

Hideous Blow

Instead of making a ranged spell attack with your eldritch blast, you can make a melee spell attack with a range of 5 feet.

Eldritch Barrage

Prerequisite: 5th level

Instead of attacking once with your eldritch blast, you can attack twice. When you hit with one of these attacks, the target takes force damage equal to 1d10 + your Charisma modifier.

If you use an eldritch essence, each target you hit must make the save against it. If you hit the same creature multiple times, it only has to make one save.

Starting at 11th level, you can make three attacks instead of two, and starting at 17th level, you can make four attacks.

Eldritch Blade

Prerequisite: 5th level

Instead of making an attack with your eldritch blast, you form your blast energies into a weapon. You can form any melee weapon that you are proficient with. This weapon deals force damage, and you can use Charisma in place of Strength or Dexterity for attack and damage rolls with it.

You can take the Attack action as part of the same action you used to summon the weapon. When you take the Attack action, you can attack twice with the weapon instead of once.

Starting at 11th level, when you take the Attack action, the weapon deals an extra 1d10 damage on a hit. At 17th level, this increases to 2d10.

Also when you take the Attack action, you can use a bonus action to apply an eldritch essence to the weapon. Each creature you hit as part of that action must make the save against the essence. If you hit the same creature multiple times, it only has to make one save.

The weapon disappears if it leaves your hand, or if you dismiss it (no action required.)

Eldritch Beam

Prerequisite: 5th level

Instead of making an attack with your eldritch blast, a 5-foot by 60-foot line of energy bursts out from you. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes the damage of your eldritch blast.

Eldritch Wave

Prerequisite: 11th level

Instead of making an attack with your eldritch blast, a 30-foot cone of energy bursts out from you. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes the damage of your eldritch blast.

Eldritch Doom

Prerequisite: 17th level

Instead of attacking with your eldritch blast, you choose any number of creatures you can see within 20 feet of you. Each creature you choose must make a Dexterity saving throw. On a failed save, a creature takes the damage of your eldritch blast.

 

Eldritch Essences

Brimstone Blast

When you use this essence, each creature damaged by your eldritch blast must make a Dexterity saving throw. On a failed save, a creature begins to burn, taking 1d6 fire damage at the start of each of its turns for 1 minute. A burning creature or another creature within 5 feet can use an action to make a Dexterity check against your invocation save DC, extinguishing the burn on a success.

At 10th level, the damage increases to 2d6, and at 19th level, it increases to 3d6.

Frightful Blast

When you use this essence, each creature damaged by your eldritch blast must make a Wisdom saving throw. On a failed save, a creature is frightened of you until the start of your next turn.

Hammering Blast

When you use this essence, your eldritch blast automatically hits objects and structures, and deals double damage to them.

Sickening Blast

When you use this essence, each creature damaged by your eldritch blast must make a Constitution saving throw. On a failed save, a creature is poisoned until the start of your next turn.

Repelling Blast

When you use this essence, each creature damaged by your eldritch blast must make a Strength saving throw. On a failed save, a creature must roll 2d4. The creature is pushed a number of feet away from you equal to 5 times the result. If colliding with an object prevents it from moving this full distance, it takes 1d6 bludgeoning damage for each 10 feet of movement it was unable to complete.

Beshadowed Blast

Prerequisite: 6th level

When you use this essence, each creature damaged by your eldritch blast must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.

Hellrime Blast

Prerequisite: 6th level

When you use this essence, each creature damaged by your eldritch blast must make a Constitution saving throw. On a failed save, a creature has its speed reduced by 30 feet until the start of your next turn.

Noxious Blast

Prerequisite: 10th level

When you use this essence, each creature damaged by your eldritch blast must make a Constitution saving throw against poison. On a failed save, a creature spends its action on its next turn retching and reeling.

A creature that is immune to being poisoned is unaffected by this essence.

Vitriolic Blast

Prerequisite: 10th level

When you use this essence, each creature damaged by your eldritch blast must make a Dexterity saving throw. On a failed save, a creature takes 4d6 acid damage at the end of its next turn.

At 19th level, the damage increases to 6d6.

Bewitching Blast

Prerequisite: 14th level

When you use this essence, each creature damaged by your eldritch blast must make a Wisdom saving throw. Until the start of your next turn, a creature that fails its save regards all creatures it can see as enemies. When it chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from an affected creature, the creature must make that attack if it is able to.

A creature that is immune to being frightened is unaffected by this essence.

Hindering Blast

Prerequisite: 14th level

When you use this essence, each creature damaged by your eldritch blast must make a Wisdom saving throw. Until the start of your next turn, a creature that fails its save has its speed halved, takes a -2 penalty to AC and Dexterity saving throws, and can't make reactions. On its next turn, it can take either an action or a bonus action, not both. Regardless of the creature's abilities, it can't make more than one attack on its next turn.

Binding Blast

Prerequisite: 19th level

When you use this essence, each creature damaged by your eldritch blast must make a Wisdom saving throw. On a failed save, a creature is stunned until the start of your next turn.

Utterdark Blast

Prerequisite: 19th level

When you use this essence, each creature damaged by your eldritch blast must make a Constitution saving throw. On a failed save, a creature gains one level of exhaustion.

 

Other Invocations

Armor of Shadows

You can cast mage armor on yourself at will.

Beast Speech

You can cast speak with animals at will.

Beguiling Influence

You gain proficiency in the Persuasion and Deception skills, and your proficiency bonus is doubled for any ability check you make with them.

Devil’s Sight

You gain darkvision out to a distance of 120 feet. Magical darkness does not impede your darkvision.

Draconic Knowledge

You gain proficiency in the Arcana and Religion skills, and your proficiency bonus is doubled for any ability check you make with them.

Eldritch Sight

You can cast detect magic at will.

Eyes of the Rune Keeper

You can read all writing.

Gaze of Two Minds

You can use your action to touch a willing creature 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.

Gift of the Depths

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

Mask of Many Faces

You can cast disguise self at will.

Misty Visions

You can cast silent image at will.

Otherworldly Leap

You can cast jump on yourself at will.

Serpent’s Tongue

You gain advantage on Wisdom (perception) checks that rely on smell, and Wisdom (survival) checks made to track creatures. Additionally, you gain advantage on saving throws against poison.

Thieves’ Bane

You can cast alarm at will.

Ancient Secrets

Prerequisite: 3rd level

You learn three cantrips of your choice from any class' spell list. The three don't have to be from the same list. Charisma is your spellcasting ability for these cantrips.

When you gain a level in this class, you can replace one of the cantrips you gain from this invocation with a different one.

Breath of the Night

Prerequisite: 3rd level

You can cast fog cloud at will.

Chained Familiar

Prerequisite: 3rd level

You can cast find familiar at will, although you must still expend the material component each time you cast it. When you cast find familiar, you can summon an Imp, Pseudodragon, Quasit, or Sprite as your familiar, in addition to the usual forms granted by the spell.

One With Shadows

Prerequisite: 3rd 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 make a reaction.

Warlock's Grasp

Prerequisite: 3rd level

You can cast Maximilian's earthen grasp at will.

Weighty Utterance

Prerequisite: 3rd level

You can cast earthbind at will.

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).

Devour Magic

Prerequisite: 5th level

You can cast dispel magic once, and you regain the ability to do so when you finish a short or long rest. When you end a spell with this invocation, you regain hit points equal to 5 times the level of the spell you ended.

Flee the Scene

Prerequisite: 5th level

As an action, you can teleport to a point you can see within 60 feet of you, and a silent, unmoving illusory duplicate of you appears at the point you left. The duplicate disappears at the start of your next turn, or when it takes any damage.

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

Summon Swarm

Prerequisite: 5th level

As an action, you can summon either a Swarm of Bats, Swarm of Insects, Swarm of Rats, or Swarm of Spiders at a point you can see within 30 feet of you. The swarm is friendly to you and your companions, and obeys your verbal commands. It can use your proficiency bonus and Charisma modifier for its attack and damage rolls.

The swarm disperses after 1 minute, or when you command it to. You can't use this invocation again while you already have a swarm summoned.

Starting at 11th level, you can summon two swarms at once when you use this invocation, and starting at 17th level, you can summon three swarms at once.

The Dead Walk

Prerequisite: 5th level

You can cast animate dead at will. The Zombie or Skeleton you create with this invocation gains an increase to its maximum health equal to your Warlock level, and it can use your proficiency bonus and Charisma modifier for its attack and damage rolls.

When you cast animate dead using this invocation, you can only control one Skeleton or Zombie at a time. If you create a second one, the first immediately becomes hostile to you and your companions.

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.

Whispers of the Grave

Prerequisite: 5th level

You can cast speak with dead at will.

Witchwood Step

Prerequisite: 5th level

You can cast water walk on yourself at will.

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.

Path of Shadow

Prerequisite: 7th level

When you are in dim light or darkness, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Warlock’s Charm

Prerequisite: 7th level

You can cast charm person at will.

Dark Discorporation

Prerequisite: 9th level

You can cast gaseous form on yourself at will. You can’t use your eldritch blast while under the effects of gaseous form.

Spiderwalk

Prerequisite: 9th level

You can cast spider climb on yourself at will. While under the effects of spider climb, your movement is not impeded by webs.

Warlock’s Call

Prerequisite: 11th level

You can cast sending at will.

Master of Myriad Forms

Prerequisite: 13th level

You can cast alter self at will.

Shroud of Shadow

Prerequisite: 13th level

You can cast invisibility on yourself at will.

Steal Summoning

Prerequisite: 13th level

As an action, you can attempt to take control of a creature you can see within 60 feet of you that has been summoned from another plane of existence by a spell. Make a Charisma check (DC = 10 + the level of the spell that summoned the creature.) On a success, you take control of the summoned creature as if you were the caster of the spell. If the spell requires concentration, you must maintain concentration on it.

You can use this invocation once, and you regain use of it when you finish a short or long rest.

Visions of Distant Realms

Prerequisite: 13th level

You can cast arcane eye at will.

Devil's Whispers

Prerequisite: 17th level

You can cast suggestion at will.

Fell Flight

Prerequisite: 17th level

You can cast fly on yourself at will.

Witch Sight

Prerequisite: 17th 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.

Magic Item: Rod of the Pact Keeper

Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a Warlock)

While holding this rod, you gain a bonus to the attack rolls and saving throw DCs of your eldritch blast. This bonus is determined by the rod's rarity.

Additionally, you can use an action to regain 1 expended use of your eldritch essences while holding the rod. You can't use this property again until you finish a long rest.

If you use the Eldritch Blade blast shape while holding the rod, the weapon you create also gains the rod's bonus to attack rolls.

 

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