Subclasses: Warlock

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Warlock

Warlock Subclasses
Otherwordly Patron Description
The Chaos Randomly changes their warlock abilities each new day
The Cosmic Tree Connects to plantlife with their powerful plant patron
The Coven Expands their magical abilities with the aid of other warlocks
The Exalted Genie Supplicates to an elemental master
The Hivemind Becomes a member of larger, complex entity
The Lorekeeper Access stores of knowledge collected by their instructor
The Master of the Avatar Represents a supreme being of imagination from another reality
The Sphinx Serves an enigmatic guardian which bestows its wisdom and secrets
The Spirit Acts as the material actor of a powerful, spectral undead
The Treasuehoarder Begins to collect valuables with the help of their wealthy overlord
The Vampire Liege Obeys an undead ruler of the night
A Song of Ice and Fire: The House of the Undying Swears allegiance to an ancient order of deception and knowledge
A Song of Ice and Fire: The Night King Fights in an eternal war for a king of ice and darkness
Warlock Pact Boons
Pact Boon Description
Pact of the Cauldron Brews potions, cooks food, crafts poisons, and makes other concoctions

Eldritch Invocations

The Chaos

You have made a pact with an entity of chaos, however binding a bargain with such a being can be. Chaos may be a primordial power, a fun-loving fairy, or a destructive demon, but whatever it is, it is malleable and mercurial. The powers it deems fit to bestow upon you are in constant flux. From day to day, or even moment to moment, you may find your abilities a powerful arsenal in your benefactor's service or a haphazard mishmash of incongruous pieces that could benefit no one. It is almost as if your patron's desires are the results of mere chance. But these are the whims of Chaos.

Chaos Expanded Spell List

1st-level Chaos feature

After you finish a long rest, randomly determine two different spells of a level equal to your Slot Level as shown in the Warlock Table that are not warlock spells. Repeat this for every spell level less than your Slot Level (excluding cantrips). Until you finish your next long rest, these spells are spells you know, count as warlock spells for you, and don't count against the number of warlock spells you know.

Surprise Spell

1st-level Chaos feature

When you have no other options left or when you feel like having a little fun, you may let your patron choose your spell. You begin casting a spell randomly determined from your warlock spells known without needing to expend a warlock spell slot.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Ephemeral Invocations and Boons

1st-level Chaos feature

You gain one additional eldritch invocation that doesn't count against your number of invocations known. When you finish a long rest, you lose all previous eldritch invocations and randomly determine all your eldritch invocation from those you would meet the prerequisites for, gaining a different invocation each time.

When you you reach 3rd level in this class, you determine your Pact Boon randomly when you finish a long rest, losing any Pact Boon you previously had. When you do, you may choose two eldritch invocations that have that Pact Boon as a prerequisite and whose other prerequisites you also meet. If there are no such invocations, or if you would rather do so instead of choosing, you randomly determine the invocations in the same manner as your other eldritch invocations. These eldritch invocations do not count against your number of invocations known, and you know them until you finish your next long rest.

Your Pact Boon also gains a special benefit listed below:

Pact of the Chain. Your familiar has three different, additional, special forms randomly determined from Tiny creatures of CR 1 or lower and instantly appears in one of its forms of your choice.

Pact of the Blade. When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Pact of the Tome. You gain the Book of Ancient Secrets invocation, which doesn't count against your number of invocations known. In addition to the two 1st-level spells you choose, your Book of Shadows also gains four different ritual spells randomly determined from ritual spells with a level equal to or less than half your warlock level (rounded up). The spells disappear from the Book of Shadows and you lose this eldritch invocation when you finish your next long rest.

Pact of the Talisman. You may add a d8 instead of a d4 when you fail an ability check.

Unfortunate Victim

6th-level Chaos feature

When you are targeted with an attack, spell, or effect, you may use your reaction to have a random creature be the target instead. Randomly determine another creature from each creature within range of the attack, spell, or effect, including you and the creature who targeted you (if it is in range). The randomly determined creature becomes the target instead.

Once you use this ability to randomly determine a creature other than yourself, you can't use it again until you finish a short or long rest.

Offense and Defense, Perchance

10th-level Chaos feature

When you finish a long rest, you randomly determine two different damage types which you gain resistance to. When you do so, you may also randomly determine more damage types to gain resistance to, but for each additional one you do, you must randomly determine a damage type to gain vulnerability to, gaining a different one of each, each time. These resistances and vulnerabilities last until you finish your next long rest.

Also, when you deal damage to a creature, you may randomly determine the damage type.

Chaotic Arcanum

14th-level Chaos feature

You may put your faith in Chaos for a more powerful spell. As an action, randomly determine a warlock spell of 6th level or higher that has the casting time of 1 action. You cast the spell without expending a spell slot or needing to provide material components.

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

The Cosmic Tree

Your patron is a Cosmic Tree. Such beings can take on many powerful forms such as world trees, trees of life, or trees of knowledge. It may even eschew the form of a tree and be a great flower or bush or even an intangible forest spirit.

These powerful plants often have no concrete goals, but are usually invested in the growth and prosperity of life, often specifically plantlife. Your service to your patron allows you to connect to plants and the ecosystems they support.

Expanded Spell List

1st-level Cosmic Tree feature

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

Cosmic Tree Expanded Spells
Spell Level Spell
1st entangle, ensnaring strike
2nd barkskin, spike growth
3rd plant growth, protection from energy
4th giant insect, grasping vine
5th commune with nature, tree stride

Green Thumb

1st-level Cosmic Tree feature

Your connection with your patron makes you a friend to plants and allows you to give them understanding and mobility they might not innately posses. You can communicate with plants as if you shared a common language being able to learn from them what has transpired around them throughout their life. And if you are touching a plant, it can freely move branches, tendrils, and stalks if it wishes, but can't uproot itself or move about. Also, you have advantage on ability checks involving plants.

Constricting Flora

6th-level Cosmic Tree feature

When a creature within 30 feet begins to move, you can use your reaction to cause roots or vines to appear and attempt to wrap around the creature. The creature must succeed a Dexterity saving throw against your warlock spell save DC or be restrained by the vegetation 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.

Toxic

10th-level Cosmic Tree feature

You have gained some plant defenses. You are immune to poison. In addition, when a creature hits you with a melee attack, it must make a Constitution saving throw against your warlock spell save DC. On a failure, the creature is poisoned for 24 hours. It may remake this saving throw at the end of each of its turns, ending the condition on a success. Once a creature succeeds this saving throw, it is immune to this effect for 24 hours.

Forestation

14th-level Cosmic Tree feature

You can create a tiny forest. As an action, choose a 50-foot square area on the ground. The ground becomes a forest floor. Any 5-foot square of your choice in the area becomes difficult terrain. In an unoccupied space in the area you can have tree grow to occupy a full five foot square. The tree is up to 25 feet tall, but cannot be taller than the space would allow. You can create up to 10 trees in this way. If squares with trees are adjacent to one another, creatures of size Small or larger can't pass between them.

You may choose to have one tree you create be an awakened tree instead. The awakened tree is friendly to you and your companions and obeys any verbal commands that you issue to it (no action required by you), sharing your initiative count but taking its turn immediately after yours. It gains additional hit points equal to your warlock level and adds your Charisma modifier to its attack and weapon damage rolls. After 1 hour, the awakened tree becomes a normal tree rooted in its spot.

The forest you create cannot survive in environments that would not be able to support a forest and will slowly die in such places without proper care.

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

The Coven

Your patron is not a singular entity, but rather a coven of warlocks each sharing its power to the collective and drawing power in return. This Coven can have a variety of different structures. Some are more secretive with members never knowing each others true name or appearance while some are open not only with each other but with the world at large. Some are hierarchical with a variety of levels to advance while in others all members are equal. Some have overarching goals while with some the only goal is to empower the members of the Coven. Some meet regularly to discuss the Coven's aims or simply for fellowship while in others you almost never directly interact with another member.

But regardless of its structure, all covens comprise of arcane casters both masterful and fledgling that seek to gain prowess in the magical arts through shared study and practice.

Expanded Spell List

1st-level Coven feature

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

Coven Expanded Spells
Spell Level Spell
1st magic missile, Tasha's hideous laughter
2nd aid, locate animals or plants
3rd bestow curse, sending
4th aura of purity, Mordenkainen's private sanctum
5th contagion, seeming

Expanding Spell List

1st-level Coven feature

The arcane study of you and your coven unlock even more spells for you. Choose two 1st-level spells from any classes to add to your warlock spell list. When you gain a higher spell slot as shown in Slot Level column of the Warlock table, you choose two more spells of that level from any classes to add to your warlock spell list.

Coven Pact Magic

1st-level Coven feature

As a result of your joining a coven, the way you learn and can use spells changes allowing you to prepare spells for the day and cast spells as rituals. The following are added to your warlock Pact Magic Feature:

Preparing Spells

You prepare the list of warlock spells that are available for you to cast. When you do so, choose a number of warlock spells equal to the number of the Spells Known column of the Warlock table. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of warlock spells requires time spent magically reaching out to your coven and focusing on its power: at least 1 minute per spell level for each spell on your list.

This replaces the Spells Known of 1st Level and Higher section of the warlock Pact Magic feature.

Ritual Casting

You can cast a warlock spell as a ritual if that spell has the ritual tag. You don't need to have the spell prepared, but it must be of a level you can cast as shown in the the Slot Level column of the Warlock table.

Arcane Overflow

6th-level Coven feature

Your coven gains power from excess magic, which transforms into a burst of magic for you. When you cast a spell at a higher level using a warlock spell slot, and gain no benefits for casting at a higher level as detailed in the spell description, you can choose one of the following effects:

Arcane Armor. The excess magic forms into ephemeral armor. You gain 1d4 temporary hit points for each slot level above the spell's level.

Esoteric Coteries. The magic connects you to the experience and knowledge within your coven. You gain advantage on the next number of Intelligence, Wisdom, or Charisma ability checks you make within the next hour for each slot level above the spell's level.

Magic Burst. The leftover arcane energy shoots out as a missile. Choose one creature you can see within 30 feet of you to make a Dexterity saving throw against your warlock spell save DC and roll a d6 for each slot level above the spell's level. The target takes force damage equal to the total on a failed save, or half as much on a successful one.

Witch's Curse. A malevolent force issues from you. For each slot level above the spell's level, choose one creature you can see within 15 feet of you. Each target must make a Constitution saving throw against your warlock spell save DC. On a failure, it is affected by you with a condition chosen randomly from the table below until the end of its next turn. Roll for each failure.

d6 Condition
1 blinded
2 charmed
3 deafened
4 frightened
5 poisoned
6 restrained

Coven Concentration

10th-level Coven feature

You can have your coven aid in the concentration of your spells, as you aid in theirs. If you lose concentration on a spell cast from a warlock spell slot and are not unconscious, you may expend a use of this feature to have the power of your coven maintain concentration on the spell until the end of your next turn. On your turn if your coven is concentrating on a spell of yours and you are not unconscious, you may expend a use of this feature to continue to have them maintain concentration on the spell until the end of your next turn. As an action, you may expend a warlock spell slot to regain concentration on a spell you cast that your coven is concentrating on.

You can use this feature a number of times equal to your proficiency bonus. You regain uses by spending time concentrating for your coven, storing the power for when your fellow coveners need aid in concentration for their spells. For each hour you spend concentrating in this way, you regain 1 use of this feature.

Covenstead

14th-level Coven feature

You gain access to your coven's covensteads, places for your coven to gather and perform rituals or discuss matters of import. Coveners of suitable power have created various covensteads and now you may create your own. You may, as an action, designate a suitable area you are in as a covenstead. The suitability will vary based on the aims and customs of your coven, but common covensteads include a secluded glade, an abandoned cemetery, the basement of building in control of a covener, or a secret demiplane. If an area wouldn't be appropriate for a gathering of your coven, it can not be designated as a covenstead. If you designate another area as a covenstead, the former area ceases to be a covenstead.

If you are in a covenstead of your coven, you may, as an action, teleport you and up to twelve willing creatures of your choice within the covenstead to another covenstead of your coven you know, appearing in the nearest unoccupied space in or next to the covenstead.

Alternatively, if you are not in a covenstead of your coven, you may, as an action, teleport you and up to twelve willing creatures of your choice within 10 feet of you to the covenstead you created, appearing in the nearest unoccupied space in or next to your covenstead. Once you use this ability, you can't use it again until you finish a long rest.

While teleportation to your covenstead is always acceptable, different covens will have different rules and restrictions for how and when members of a coven can use another covener's covenstead for personal transportation rather than for official coven business.

The Exalted Genie

Your patron is a genie with immense power and station in the Elemental Plane. Each of the four elements has a corresponding genie. Dao are the greedy and malicious lords of earth. Djinni are the proud and decadent masters of air. Efreeti are the haughty and cruel rulers of fire. Marid are the pompous and wondrous sovereigns of water. But one thing each genie holds dear is a strong belief in a nobility and hierarchy. You have managed to be granted some power from your master, either by being a respected servant or a most favored slave.

Expanded Spell List

1st-level Exalted Genie feature

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

Exalted Genie Expanded Spells
Spell Level Spell
1st earth tremorEE, fog cloud
2nd Aganazzar's scorcherEE, dust devilEE
3rd meld into stone, tidal waveEE
4th conjure minor elementals, wall of fire
5th conjure elemental, control windsEE
Variant: Alternative Spells

For players who do not have access to Elemental Evil Player's Companion, the genie expanded spells earth tremor, Aganazzar's scorcher, dust devil, tidal wave, and control winds can be replaced with thunderwave, scorching ray, gust of wind, sleet storm, and telekinesis respectively.

Elemental Passage

1st-level Exalted Genie feature

You choose which element your patron rules: air, earth, fire, or water. Once you have selected your element, that is your element for any future features. You learn to speak, read, and write Primordial as well as the dialect of your patron and gain the following benefit determined by your patron's element:

Air. You gain a 10 foot flying speed.

Earth. You gain a 10 foot burrow speed.

Fire. You are resistant to fire damage and immune to nonmagical fire damage.

Water. You gain a swimming speed equal to your walking speed and can breathe water.

Elemental Shield

6th-level Exalted Genie feature

The elements can protect you. As a reaction to being attacked or taking damage, you may form an elemental shield based on your patron's element to protect you until the end of your next turn including the attack or damage that triggered it. Once you use this feature, you cannot use it again until you finish a short or long rest.

Air Shield. Winds whip up around you; ranged attacks have disadvantage against you.

Earth Shield. A small wall of earth appears in front of you, moving with you; you gain three-quarters cover in front of you.

Fire Shield. Embers form around you; any hostile creature that begins its turn within 5 feet of you or moves within 5 feet of you takes 2d6 fire damage.

Water Shield. A waterfall surrounds you; you gain resistance to acid and fire damage, and after a creature makes a melee attack against you, it must make a Strength saving throw against your warlock spell save DC. On a failed save, it is pushed away from you 10 feet by a jet of water.

Improved Elemental Shield

10th-level Exalted Genie feature

The elements extend their protection. When you use your Elemental Shield it now lasts for 1 minute.

Patron's Wish

6th-level Exalted Genie feature

Your patron can grant you a limited wish. As an action, you can duplicate any spell of 6th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Once you use this feature, you cannot use it again until you finish a long rest.

The Hivemind

You become a part of a hivemind. You join a collective consciousness shared with many other creatures forming a single multi-creature organism, serving its desires like a cell working in a body. The hive may be decentralized, with no order or ranking of its members, or may have a monarch who rules its actions.

Likely the hivemind you serve is an elder brain -- aberrations limited in mobility that reach out psychicly to the minds of creatures around it to form their thoughts into actions. While each elder brain's goals are unique, they share in common the belief that their desires and whims are the most important throughout the multiverse.

Expanded Spell List

1st-level Hivemind feature

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

Hivemind Expanded Spells
Spell Level Spell
1st dissonant whispers, magic missile
2nd beast sense, detect thoughts
3rd nondetection, sending
4th confusion, locate creature
5th Rary's telepathic bond, wall of force

Hive Help

1st-level Hivemind feature

Your connection to your patron can allow it to grant you help. As a bonus action, you may give yourself advantage on the next attack roll or ability check you make this turn.

You may do this a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Skill of the Hive

1st-level Hivemind feature

You can gain the experiences of the those connected to your patron. You can choose a skill, weapon, armor, or tool to gain proficiency with when you finish a long rest (you cannot become proficient with heavy armor if you are not proficient with medium armor). You are proficient with your choice until you choose a different proficiency with this feature.

Brain Drain

6th-level Hivemind feature

You can temporarily overwhelm a creature's ability to think. When a creature within 30 feet of you that you can see targets only you with an attack or spell, you may use your reaction to force the creature to make an Intelligence saving throw against your warlock spell save DC. On a failure, the attack or spell fails, and the creature becomes stunned until the end of the turn.

Once you use this ability, you must finish a short or long rest before using it again.

Colony

10th-level Hivemind feature

You may begin to form a hivemind of your own. As an action, you may designate a willing creature within 60 feet to be a part of your hivemind. You may have a number of creatures equal to your proficiency bonus as a part of your hivemind. An action is required for you to remove a creature or for a creature to remove itself from your hivemind.

Creatures a part of your hivemind can communicate with each other telepathically, even if they do not share a language. As an action, any member of your hivemind can see and hear through the senses of any other member of the hivemind. It gains the creature's senses in addition to its own senses. If a creature sensing through another creature attempts to take an action, reaction, or move, it must make an Intelligence check (DC equal to 15 + the number of creatures the creature is sensing through). On a success, it may act as normal. On a failure, it is incapacitated until the start of its next turn.

Additionally, you can cast a spell through a member of your hivemind if you are within 60 feet of it. The creature must use its reaction to release the spell when you cast.

Strength in Numbers

14th-level Hivemind feature

Enemies struggle to penetrate your hivemind's connected brain. When you or a member of your hivemind fails an Intelligence, Wisdom, or Charisma saving throw that you or another member of your hivemind succeeds, you may have each member of your hivemind succeed as well.

Once your use this ability, you cannot use it again until you have finished a long rest.

The Lorekeeper

You have made a pact with a Lorekeeper, some creature who has invested much time accumulating and storing information. Through scrolls, books, tablets, and verbal accounts, your patron has amassed much lore and has begun to share what it has learned with you.

Expanded Spell List

1st-level Lorekeeper feature

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

Lorekeeper Expanded Spells
Spell Level Spell
1st guiding bolt, identify
2nd detect thoughts, silence
3rd clairvoyance, sending
4th confusion, private sanctum
5th legend lore, modify memory

Arcane Archive

1st-level Lorekeeper feature

Your patron has taught you how to properly search for answers. You gain proficiency in the Investigation skill, and your proficiency bonus is doubled for any ability check you make with it.

Your patron has also given you magical access to its trove of knowledge to help you succeed any challenge. When you would make an attack roll, an ability check, or a saving throw, you may instead make an Intelligence (Investigation) check and use the result instead.

You can use this ability a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest

Shush

6th-level Lorekeeper feature

When a creature makes a sound within 120 feet of you, you may use your reaction to shush the creature. The sound the creature made is absorbed as if it were never made and the creature cannot speak or make noise until the beginning of its next turn. If the sound were the verbal components of a spell, the spell cannot take effect, but the creature does not expend a spell slot and may use its action to do something else instead.

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

Dream Study

10th-level Lorekeeper feature

You can learn even as you rest. When you finish a long rest, you may cast commune, commune with nature, contact other plane, or legend lore without expending a spell slot or providing material components.

Read Like a Book

14th-level Lorekeeper feature

You can examine a creature and determine its attributes as if they were written down for you. As an action, choose a creature within 30 feet of you and make an Intelligence (Investigation) check against a DC equal to the creature's challenge rating or level. On a success, you learn everything that would be learned from its stat block and at the DM's discretion any secret or important moment of its past. Also for the next 24 hours, the creature has disadvantage against saving throws versus your warlock spells and abilities, and you have advantage on attack rolls against it.

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

The Master of the Avatar

Your patron is a nigh omnipotent humanoid from another universe. Although powerful, its interactions with your world are constrained by an esoteric and byzantine system of laws and the whims of a grand arbiter. Its interest in you is sometimes benevolent, wishing you to succeed and improve at all costs. Sometimes it is merely amused by your existence and story. Regardless it has chosen you to fulfill these desires.

Creatures of this type include Steve Muller, Kyra Nakamura, Samir Patel, Jennifer Beaumont, and Scout Atticus Jackson-Smith.

Expanded Spell List

1st-level Master of the Avatar feature

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

Master of the Avatar Expanded Spells
Spell Level Spell
1st bless, shield
2nd dominate beast, enhance ability
3rd clairvoyance, fireball
4th conjure woodland beings, death ward
5th animate objects, dominate person

Metagame

1st-level Master of the Avatar feature

Your patron gives you information it knows once per day. Your patron may send you a short message of fifteen words or less about anything it wishes.

Once you use this ability, you cannot use it again until you have finished a long rest.

Unlisted Inventory

1st-level Master of the Avatar feature

Sometimes your patron can grant items you maybe lost or used. You can find an item from the Adventuring Gear table (pg. 150 PHB) worth 25 gp or less or an equivalent object (DM's discretion) on your person.

Once you use this ability, you cannot use it again until you have finished a long rest.

Suddenly Proficient

6th-level Master of the Avatar feature

Your patron gives you the best chance for success. When you make a saving throw with an ability you are not proficient in, you may add your proficiency bonus to the roll.

Once you use this ability, you cannot use it again until you have finished a short or long rest.

Fudge Numbers

10th-level Master of the Avatar feature

Starting at 10th level, your patron can give small benefits that add up over time. You gain a +1 bonus to every attack roll, saving throw, and ability check. Also any damage or healing you do gains a bonus equal to the number of dice being rolled.

Unconfirmed Rest

14th-level Master of the Avatar feature

Your patron can take advantage of some confusion to replenish you. When you roll initiative, you may gain the benefits of a long rest (no action required).

Once you use this feature, you can't use it again for 7 days.

The Sphinx

You have struck an accord with a Sphinx. Sphinges are guardians of knowledge and treasure. They are known to test the mental, physical, and spiritual fortitude of those who seek them out. Failing a Sphinx's test is oft a death sentence. You have managed to pass into a Sphinx's good graces and for doing so some of its knowledge and protection is yours. Most Sphinges are also servants of a divine creature, but some have broken away serving their own purposes of glory, pleasure, or justice.

Expanded Spell List

1st-level Sphinx feature

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

Sphinx Expanded Spells
Spell Level Spell
1st detect evil and good, identify
2nd Nystul's magic aura, zone of truth
3rd dispel magic, glyph of warding
4th confusion, guardian of faith
5th legend lore, modify memory

Forbidden Knowledge

1st-level Sphinx feature

Your patron grants you some of its knowledge. You may add a bonus equal to your Charisma modifier to any Intelligence check you make.

Epistemic Fortune

1st-level Sphinx feature

When you make an Intelligence check, you may choose to roll an additional d20 and use either result. You may do this even after the outcome was determined.

Once you use this ability, you must finish a long rest before using it again.

Mental and Spiritual Defense

6th-level Sphinx feature

If you fail an Intelligence, Wisdom, or Charisma saving throw, you may use your reaction to succeed instead.

Once you use this ability, you must finish a short or long rest before using it again.

Enigmatic

10th-level Sphinx feature

Your patron has taught you how to hide not only your thoughts and feelings but also yourself and your surroundings from prying magics. You are immune to any effect that would sense your emotions or read your thoughts, and Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage. In addition, you and creatures, objects, and the area within 10 feet of you are immune to any divination spell you refuse.

Riddle of the Sphinx

14th-level Sphinx feature

You may plague a creature's thoughts with a riddle. As an action, choose a creature within 60 feet of you that can hear you and speak the riddle. The target knows it has until the end of its third turn from now to solve the riddle or an immense tragedy will befall it. At the start of its turns, it may choose to try to solve the riddle becoming paralyzed until the end of its turn and making an Intelligence check against your warlock spell save DC. On a success, it solves the riddle. If at the end of the third turn it has not solved the riddle, it takes 30d12 slashing damage as magic, spectral claws rip it apart.

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

The Spirit

Your patron is a spectral undead spirit. Perhaps the soul of an immensely powerful creature in its life or one that gained power after its mortal demise, it has reached beyond the veil to have you fulfill its corporeal wishes in exchange for power of your own. Or perhaps it has begun to leech off of you as a host body, allowing you to gain some of its power.

Expanded Spell List

1st-level Spirit feature

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

Spirit Expanded Spells
Spell Level Spell
1st catapultEE, false life
2nd blur, see invisibility
3rd phantom steed, spirit guardians
4th greater invisibility, phantasmal killer,
5th raise dead, telekinesis
Variant: Alternative Spells

For players who do not have access to Elemental Evil Player's Companion, the spirit expanded spell catapult can be replaced with feather fall.

Ghastly Aspect

1st-level Spirit feature

You can contort your face into a horrifying sight from beyond the grave. As an action, you can cause a creature within a 10 feet of you to make a Wisdom saving throw against your warlock spell save DC. On a failure, it is frightened by you for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. Each time the creature finishes a long rest, the aging effect is reversed by one year.

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

Ethereal Defense

6th-level Spirit feature

You can become momentarily intangible. As a reaction to being attacked, you become immune to the grappled condition, and resistant to bludgeoning, piercing, and slashing from nonmagical attacks until the end of your next turn.

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

Spectral Flight

10th-level Spirit feature

At 10th level, you gain a flying speed equal to your walking speed and the ability to hover.

Possession

14th-level Spirit feature

Your patron can attempt to possess a creature. As an action, you may have a creature within 5 feet of you make a Charisma saving throw against your warlock spell save DC. On a failure, it becomes possessed and is incapacitated and loses control of its body for 1 minute. As an action, you can command the creature to act as you wish which it will do on its following turn. It may remake this saving throw each time it takes damage and at the end of its turn if it spent its turn following a command of yours.

Once you use this feature, you cannot use it again until you finish a long rest.

The Treasurehoarder

Treasure and coin are prime motivators for many adventurers, and you have made a powerful ally in such quests. While dragons are the typified hoarder, your patron may one of the many creatures across the various planes and worlds that desire mountains of coin and valuables.

Expanded Spell List

1st-level Treasurehoarder feature

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

Treasurehoarder Expanded Spells
Spell Level Spell
1st alarm, identify
2nd find traps, locate object
3rd glyph of warding, meld into stone
4th fabricate, Leomund's secret chest
5th animate objects, creation

Bonus Proficiency

You gain proficiency with thieves' tools.

Covetous Collector

1st-level Treasurehoarder feature

You may track an object you desire. As an action, you may choose a known object within 60 feet of you. Alternatively, you may seek out an unknown object within 60 feet based on parameters you choose such as “most valuable object” or “nearest hidden weapon”. For the next hour, you know the direction of the object and its distance from you.

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

Secure

6th-level Treasurehoarder feature

As a reaction when a creature within 60 feet of you is attacked or forced to make a saving throw, you may summon a vault-like container which surrounds the creature and grants it total cover including for the triggering attack or saving throw. The creature who triggered the reaction may choose a different target for the attack or saving throw. You may also target an object not being worn or carried that is about to be touched. You can't target a creature or object greater than size Large with this feature.

The container is immune to damage and cannot be moved, and lasts until the beginning of your next turn or until the creature in the container dismisses it (no action required).

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

Roving Hoard

10th-level Treasurehoarder feature

You count as Gargantuan for the purposes of determining your carrying capacity and gain a +2 bonus to your AC as long as you are carrying more than 500 pounds, your possessions providing you added protection. Also, warlock spells you cast do not consume material components.

Midas Touch

14th-level Treasurehoarder feature

You can turn a creature to gold. As an action, you may make a melee spell attack against a creature. On a success, the creature becomes restrained. At the beginning of each of its turns while restrained in this way, the creature must make a Constitution saving throw against your warlock spell save DC. If it successfully saves three times, the creature is no longer restrained. If it fails its saves three times or is reduced to 0 hit points while restrained, it, along with any nonmagical object it is wearing or carrying, is turned to gold and subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

To determine the golden creature's worth take the creature's hit point maximum and double it for each size category above Small it is or halve it for a Tiny creature. Afterward add the approximate gold value of the nonmagical items it was wearing or carrying. The total is the value of the gold.

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

The Vampire Liege

Your patron is a vampire, an undead lord, lady, or liege who sucks the blood out of creatures sometimes turning them into lesser vampires under their control, but that is not your destiny. Your service does not make you a vampire yourself, instead you are a mortal being granted some of your master’s power in their service. Some vampires have grander aspirations, but some only care about hunting and feeding.

Expanded Spell List

1st-level Vamapire Liege feature

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

Vampire Liege Expanded Spells
Spell Level Spell
1st inflict wounds, sleep
2nd calm emotions, web
3rd animate dead, phantom steed
4th compulsion, polymorph
5th cloudkill, dominate person

Hypnotic Gaze

1st-level Vamapire Liege feature

Your vampiric master has granted you some of its charm allowing your soft words and enchanting gaze to magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Flesh Feast

6th-level Vamapire Liege feature

The flesh of the living provides nourishment. As a bonus action, you can eat a living, Tiny beast with a challenge rating of 0 (such as a rat or spider) and regain a number of hit points equal to your warlock level plus your Charisma modifier.

Alternatively, as an action, you may make a melee spell attack against any creature to bite it. On a successful attack, you regain hit points equal to your warlock level plus your Charisma modifier, and the target takes 1 piercing damage plus necrotic damage equal to your Charisma modifier.

Once you use this feature, you must finish a short or long rest before you can use it again.

Resting Place

10th-level Vamapire Liege feature

You gain some of your master's interred earth. At the end of a long rest sleeping with it, you gain the benefits of the death ward spell being cast on you upon waking, but with a duration of 24 hours.

If you no longer possess the earth or it has been purified through the hallow or greater restoration spells, you may spend an hour entreating your master for some more.

Command the Meaner Things

14th-level Vamapire Liege feature

You may call on vermin in your master's command. As an action, you magically call 2d4 swarms of bats or rats. The called creatures arrive in 1d4 rounds and are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The beasts remain in your service for 1 hour, until you die, or until you dismiss them as a bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

A Song of Ice and Fire Subclasses

This subclass is from a series of subclasses based on the culture and world of A Song of Ice and Fire and Game of Thrones, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world.

You can find more subclasses inspired by A Song of Ice and Fire here.

A Song of Ice and Fire: The House of the Undying

Your patron is House of Undying, the most powerful order of warlocks. The House of the Undying resides in Qarth and is an ancient building situated amongst a grove of black-barked trees with inky blue leaves which are used to make shade-of-the-evening, the drink that grants the Undying One warlocks their power and has turned their lips blue over time. Some might mock your patron as a once powerful sect now crumbling in decay, but if said before a warlock their jibes would scarce leave their mouth before their own death rattle.

Expanded Spell List

1st-level House of the Undying feature

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

House of the Undying Expanded Spells
Spell Level Spell
1st false life, sanctuary
2nd blur, phantasmal force
3rd Galder's towerLLK, hypnotic pattern
4th death ward, phantasmal killer,
5th raise dead, seeming
Variant: Alternative Spells

For players who do not have access to The Lost Laboratory of Kwalish, the house of the undying expanded spell Galder's tower can be replaced with Leomund's tiny hut.

Shade-of-the-Evening

1st-level House of the Undying feature

You gain access to shade-of-the-evening, a dark blue, viscous drink that smells of death that allows you to see and hear truths. As a bonus action you may imbibe some granting you truesight out in a radius of 120 feet and the ability to know if you hear a lie. These benefits last until the end of your next turn.

You may use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

False Vision

6th-level House of the Undying feature

You can create an illusory duplicate of yourself in order to escape attacks. As a bonus action on your turn, you create the illusory duplicate that appears in your space and lasts until the beginning on your next turn. All attacks made against you while you are within 5 feet of the illusory duplicate are made with disadvantage.

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

Undying One

10th-level House of the Undying feature

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.

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.

Visions of the House of the Undying

14th-level House of the Undying feature

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 realm showing a series enigmatic visions, 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.

A Song of Ice and Fire: The Night King

Your patron is the Night King, a divine being of darkness, cold, and death. The Night King leads the others, or white walkers, and is in direct opposition to the Lord of Light. He and the others are tall, gaunt with ice-blue eyes, white hair, and blue skin who bring freezing cold and bitter death where they travel. They also have an army of wights and other undead creatures brought back from the corpses of their fallen enemies. And now you have become a soldier in the Night King's forces.

Expanded Spell List

1st-level Night King feature

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

Night King Expanded Spells
Spell Level Spell
1st fog cloud, ice knifeEE
2nd darkvision, Snilloc's snowball swarmEE
3rd animate dead, sleet storm
4th death ward, ice storm
5th antilife shell, cone of cold
Variant: Alternative Spells

For players who do not have access to Elemental Evil Player's Companion, the great other expanded spells ice knife and Snilloc's snowball swarm can be replaced with chromatic orb and gust of wind respectively.

Beings of Ice and Cold

1st-level Night King feature

Your patron allows you to shape yourself in its image. You know the armor of Agathys spell and it doesn't count against the number of warlock spells known. When you cast armor of Agathys using a warlock spell slot, you gain a bonus number of temporary hit points equal to your Charisma modifier.

Bring the Cold Night

6th-level Night King feature

You gain resistance to cold and necrotic damage. Additionally, when you cast a spell that deals cold damage, creatures within 5 feet of you take cold damage equal to your Charisma modifier.

Beware Dragonsteel

10th-level Night King feature

When you cast armor of Agathys using a warlock spell slot, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage while you have the temporary hit points.

Death is the Enemy

14th-level Night King feature

Your patron grants you the ability to animate a corpse and control it. If a creature within 10 feet of you dies, you can use your reaction to animate it, causing it to stand up immediately with a number of hit points equal to your warlock level. The creature uses the zombie stat block in the Monster Manual, although will keep the creature's original size. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. lt obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It gains a bonus to the attack and damage rolls equal to your Charisma modifier.

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

Pact Boon

At 3rd level, you may choose this feature in addition to the options in the Player’s Handbook.

Pact of the Cauldron

You gain a small cauldron that can hold two gallons of liquid. While using your cauldron, you are considered proficient with alchemist's supplies, brewer's supplies, cook's utensils, the herbalism kit, and the poisoner's kit.

When you remove your various concoctions from your cauldron, you may magically remove all trace of liquid and lingering effects from it, leaving behind a sterile container.

If you lose your cauldron, 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 cauldron as well as any substance that was in the process of being crafted.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player’s Handbook.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Brew Up a Storm

Prerequisite: Pact of the Cauldron feature

You can cast fog cloud targeting your cauldron at will as a 1st-level spell, without expending a spell slot.

Cook's Cauldron

Prerequisite: 5th level, Pact of the Cauldron feature

You can cast create food and water once without expending a spell slot, and the food created is as tasty as you like. You regain the ability to do so when you finish a long rest.

Crafty Concoctions

Prerequisite: Pact of the Cauldron feature

When something is crafted with your cauldron that has a saving throw DC, you may replace the DC with your warlock spell save DC.

Also, you can make anything crafted with your cauldron appear as anything else you might craft from your cauldron, such as vial of acid looking like a vial of perfume, or vice versa.

Vile Consumption

Prerequisite: 7th level, Pact of the Cauldron feature

You are immune to poisons. Additionally, consuming spoiled food or contaminated water has no negative effects for you.

Your Cauldron

Your cauldron is of special design that reflects your patron's nature. A cauldron gifted by the Archfey may be made of silver and adorned with intricate engravings of great fey revelries and battles around its surface. One from the Fiend may be crafted from the skull of a felled demon. A cauldron associated with the Great Old One may be of an incomprehensible shape that seems to shift its geometry each time you look at it. The Undying One may grant an ancient relic from a lost civilization. One entrusted to you by the Celestial may be an always gleaming pot of red gold with angels embossed on the handles. One from the Hexblade could be a simple black cauldron that seems to boil shadow, rather than steam, when heated. The Fathomless' cauldron could be encrusted with barnacles and coral. A cauldron bestowed by the Genie may be of magnificent splendor and evoke your patron's associated element such as never scalding you when you touch it or releasing a quick gust of wind when taking off the lid. A cauldron of the Undead may wail softly and mournful when used.

Witchcraft

Prerequisite: Pact of the Cauldron feature

You can instruct your cauldron to magically work itself to create some basic items if you provide it with the raw materials required. Over the course of a short or long rest, your cauldron can craft one of the following: a vial's worth of acid, a flask's worth of alchemist's fire, a vial's worth of antitoxin, a flask's worth of oil, a vial's worth of perfume, a vial's worth of basic poison, two gallon's worth of alcohol, or two gallon's worth of cooked food. It can also craft a potion of healing over a long rest only.

Witch's Brew

Prerequisite: 9th level, Pact of the Cauldron feature

While touching a container holding at least 1 cup of food or drink brewed in your cauldron, you can cast either bestow curse or lesser restoration using a warlock spell slot on that portion of the brew, imbuing it with the spell. You choose the effect of either spell while casting. When one creature consumes the entire portion of brew, the spell takes effect as if you had cast the spell on them. If the portion of brew is not completely consumed within 1 hour, the magic is lost.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new options for that feature, in addition to the options in the Player’s Handbook.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Concealed Casting

Prerequisite: 9th level

If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Eldritch Study

Prerequisite: Pact of the Tome feature

As an action, you regain all expended warlock spell slots and suffer two levels of exhaustion.

Eldritch Transcription

Prerequisite: Pact of the Tome feature

While holding a book or object with writing, you may take one minute to concentrate. Doing so transcribes the writing into your Book of Shadows and stays there for 24 hours or until you use this invocation again. The entirety of the text is transcribed, even if your Book of Shadows wouldn't normally be able to hold the volume of the original book.

Great Deceiver

Your thoughts can’t be read by telepathy or other means, unless you allow it.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.

Patron's Protection

Prerequisite: 11th level

You are immune to the frightened condition.

Polymorphous Familiar

Prerequisite: Pact of the Chain feature

As an action, you can change your familiar's form or creature type to one of the available options. You may now also choose one of the following special forms: quickling, slaad tadpole, or any Tiny beast of challenge rating 1 or lower

Revealed Secrets

When making an Intelligence check you may use your Charisma modifier instead of your Intelligence modifier for the check.

Supernatural Strike

Prerequisite: 9th level, Pact of the Blade feature

You can cast steel wind strike once using a warlock spell slot. You can’t do so again until you finish a long rest.