The Warlock Nobody Asked For

by crazyfuton

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The Warlock Nobody Asked For

The Warlock Nobody Asked For

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.


As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.


Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.


Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Sworn and Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use a weapon.

Delvers into Secrets

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

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

Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Creating a Warlock

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

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

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

The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Max Spell Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st
2nd +2 Pact Boon, Agony 2 3 2 1st
3rd +2 Eldritch Invocations, Ameliorate 2 4 3 2nd 1
4th +2 Ability Score Improvement 3 5 4 2nd 1
5th +3 Pact Boon Feature 3 6 5 3rd 2
6th +3 Patron Feature 3 7 6 3rd 2
7th +3 3 8 7 4th 3
8th +3 Ability Score Improvement 3 9 8 4th 3
9th +4 3 10 9 5th 4
10th +4 Patron Feature 4 10 10 5th 4
11th +4 Mystic Arcanum, Agony Improvement 4 11 11 5th 4
12th +4 Ability Score Improvement 4 11 12 5th 5
13th +5 Mystic Arcanum 4 12 13 5th 5
14th +5 Patron Feature 4 12 14 5th 5
15th +5 Mystic Arcanum 4 13 15 5th 6
16th +5 Ability Score Improvement 4 13 16 5th 6
17th +6 Mystic Arcanum 4 14 17 5th 6
18th +6 4 14 18 5th 7
19th +6 Ability Score Improvement 4 15 19 5th 7
20th +6 Eldritch Master 4 15 20 5th 7

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

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

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Patron Bestowed Spells

Credit to u/Bamstacks

Your patron grants you a gift of additional eldritch knowledge in the form of their Bestowed Spells. All spells in each patrons' Bestowed Spells table are added to the warlock spell list for you if they are not already.

When you gain this feature at 1st level, and again at 3rd, 5th, 7th, and 9th level, you can choose one spell among the Bestowed Spells options for your level. You know this spell, it doesn't count against your Spells Known, and it becomes a warlock spell for you. When you finish a long rest, you can switch out any spells known this way for different spells on the Bestowed Spells list of the same level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Starting at 1st level, your patron gifts you with the power of Eldritch Blast. The Eldritch Blast is a cantrip spell only available to Warlocks and doesn't count against your number of cantrips known.

Spell Points

Credit to u/Bamstacks

The Warlock table shows how many spell points you have to cast your warlock spells of 1st through 5th level. The table also shows the maximum level of spell you can cast. To cast a spell you must expend one spell point per level of the spell. You may cast a spell at a higher level (up to the maximum spell level listed in the table's Max Spell Level column) by spending one additional spell point per level added. You regain all expended spell points when you finish a short or long rest.

For example, when you are 5th level, you have five spell points. To cast the 1st-level spell witch bolt, you must spend one of those points, and you cast it as a 1st-level spell. If you spend three spell points, you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

Pact Boon

At 2nd level, your otherworldly patron bestows on to you a gift, aiding your service. You gain one of the following features of your choice.

Pact of the Blade

Your patron gifts you with the training necessary to better arm yourself in battle. You gain proficiency with martial weapons.

You can bind yourself to one weapon by performing a special ritual while you hold the weapon. This bound weapon becomes your pact weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases to be bound to you if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.Your pact weapon disappears into extradimensional space if it is more than 5 feet away from you for 1 minute or more. It also disappears if you dismiss the weapon (no action required).

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. In addition, your pact weapon can be used as a spellcasting focus for your warlock spells, and you may perform the somatic components of your Warlock spells while wielding your pact weapon.

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

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, 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 amulet. The talisman turns to ash when you die.

At 5th level. The talisman can store 1 store spell to be used at a later date. The wearer may cast a spell into the talisman. This spell must have a cast time of 1 action, and be of spell level equal to or less than your warlock pact magic slot level. Then, at a later time the wearer may use his action to cast the spell housed in the talisman. The wearer need not be able to cast spells, nor have the spell on their spell list to perform this action. If the spell requires concentration, the wearer concentrates on the spell. The spell uses the original spell caster's spell modifier. Once a spell has been cast from the talisman, it cannot be recharged until after you finish a long rest.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, Choose one 1st-level spell that has the ritual tag from the following classes: bard, sorcerer, paladin, warlock, or wizard’s spell list. The spell appears in the book and don’t count against the number of spells you know.

With your Book of Shadows in hand, you can cast these spells in your book as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell that is from the available class listings above, you can add it to the book if the spell’s level is equal to or less than your pact magic spell slot level and if you can spare the time to decode and transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

If you lose your Book of Shadows, you can perform a 4-hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book turns to ash when you die.

At 5th level. Your grimoire expands and is now linked to your mind. Each warlock spell you know immediately transcribes itself as new pages in the grimoire. Additionally, you can immediately choose 3 spells available to you, adding them to your grimoire. Henceforth, you can prepare a list of warlock spells that are available for you to cast. To do so, choose a number of warlock spells from your grimoire equal to your number of spells known listed in the warlock table. For example, at 6th level, you can prepare 7 spells. If any of the ritual spells in your Book of Shadows are on the warlock class spell list, you can prepare those spells as well and don't have to cast them as rituals. Starting at 8th level, each time you gain an Ability Score Increase from this class, you also learn 1 additional spell to add to your grimoire. When you gain a level in this class and forgo a spell to learn a new spell, the old spell is erased and the new one takes its place in your Book of Shadows.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of warlock spells requires time spent transferring them between your mind and your grimoire: this takes at least 1 minute per spell level for each spell on your list.

Using the same rules as your ritual spells, but used when you find a warlock spell, you can add the found warlock spell to your grimoire if you can spare the time and materials to decode and transcribe the spell it in into your Book of Shadows.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

Additionally, your patron gives you command of a minion of your choice. Your minion takes the form of your choice, but it appears as fey, fiend, or draconic in nature; such as an imp, quasit, cackler, pseudodragon, gazer, sprite, or similar as approved by your DM. Your minion is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Warlock Minion stat block, which uses your proficiency bonus (PB) in several places. While your minion is within 100 feet of you, you can communicate with it telepathically.

In combat, the minion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action. If you are incapacitated, the minion can take any action of its choice, not just Dodge.

You can use your action to command your minion to take another action. That action can be one in its stat block or some other action. If your familiar's attack or action requires the target to make a saving throw, it uses your Warlock Spell Save DC.

You summon your minion over the course of a long rest, and upon doing so can choose which trait your minion takes on; choose Fiend, Fey, or Dragon. Once summoned, it remains until it hits 0 hit points, or you use this feature again to alter your minion's form. After a long rest, your minion recovers all lost hit points, and may spend hit dice during a short rest.

At 5th level. Whenever you take the Attack action on your turn, you can give a command your minion without needing to use your action. In addition, when you use your action to cast Eldritch Blast, you can forgo one of the beams to give a command your minion without requiring your action. Additionally, your minion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.



Warlock Minion

Tiny fiend, fey, or dragon, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + three times your warlock level (the minion has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 30 ft

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 15 (+2)

  • Damage Resistances (Dragon) acid, cold, fire, lightning, poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 10; blindsight 30 ft. (Dragon)
  • Languages Understands Common but can't speak
  • Languages (Fey) Common, Sylvan
  • Proficiency Bonus (PB) equals your bonus

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

Shared Resistance (Dragon). While the minion is within 10 feet of you, you gain the minion’s Magic Resistance trait.

Devil’s Sight (Fiend). Magical darkness doesn’t impede the minion’s darkvision.

Limited Telepathy (Dragon). The minion can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.


Actions

Sting (Fiend). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage, and the target must make a Constitution saving throw, taking Xd4 necrotic damage on a failed save, or half as much damage on a successful one. Where X is your proficiency bonus.

Shortsword (Fey). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing damage + Xd4 force damage. Where X is (PB - 1).

Hurl (Dragon). Ranged Spell Attack: your spell attack modifier to hit, range 90 ft., one target. Hit: Xd6 + PB fire, cold, acid, lightning, or poison damage. Where X is (PB - 1).

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

Spellcasting (Fey). Your minion casts one of the following spells using your spell casting modifier and requiring no material components:

  • At will: minor illusion
  • 1/day: invisibility (self only)

Agony

Starting at 2nd level, you evoke raw power that only your patron can provide. Choose one of the following options.

  • Incanter. The damage of your warlock cantrips increases by 1/2 of your Charisma modifier.
  • Lifedrinker. When you hit a creature with a melee weapon, the creature takes extra necrotic damage equal to 1/2 your Charisma modifier.

At 11th level, this damage increases from 1/2 your Charisma modifier to your Charisma modifier.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 3rd level, you gain one eldritch invocation of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

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

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

Ameliorate

Starting at 3rd level, you exert amplified control with your Eldritch Blast. This controls manifests as augmentations, modifying your Eldritch Blast. When you cast Eldritch Blast, you can choose to apply one of the following augmentations.

You can modify the casting of Eldritch blast a number of times equal to your Proficiency bonus, and regain all expended uses when you finish a long rest.

Eldritch Spear: When you cast eldritch blast, each beam has a range of 300 feet.

Grasp of Hadar: After you hit a Large or smaller target with one or more beams of eldritch blast, if that target is within 30 feet of you, you can force that target to make a Strength saving throw. On a failure, it is moved to an unoccupied space within 5 feet of you.

Lance of Lethargy: After you hit a creature with one or more beams of eldritch blast, you can force that creature to make a Constitution saving throw. On a failure, its speed is reduced by 1/2 until the end of its next turn.

Repelling Blast: After you hit a target with one or more beams of eldritch blast, you can force that target to make a Strength saving throw. On a failure, it is pushed up to 20 feet away from you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell points and Mystic Arcanum. You can use an action entreating your patron for aid to regain 5 expended spell points from your Pact Magic feature.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 3rd level, you gain one eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

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

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

Ancient Secrets

Choose two cantrips from any class’s spell list (they needn’t be from the same list). You learn those cantrips, and they don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

Aspect of the Moon

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

Armor of Shadows

You can treat your unarmored AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

Beast Speech

You learn one language of your choice, and you can comprehend and verbally communicate with beast creatures.

Beguiling Influence

You can cast charm person once without using a spell slot and modify the casting to not require verbal or somatic components. Once you cast this spell in this way, you cannot do so again until you finish a long rest.

Devil’s Sight

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

Eldritch Sight

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

Eldritch Mind

When you make a Constitution saving throw to maintain your concentration on a warlock spell and fail, you can choose to succeed instead. Once you use this invocation, you cannot use it again until you finish a short or long rest.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

As an action, you can grant yourself a number of temporary hit points equal to your warlock level + your Proficiency bonus.

Gaze of Two Minds

You can use your action to touch a willing humanoid or one of your summoned creatures, 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. Additionally, you can communicate telepathically with that creature up to a range of 1 mile.

Gift of the Depths

You gain a swimming speed equal to your walking speed, and you can be underwater without the need for fresh air for up to one hour at a time. Surfacing for air resets this 1 hour clock.

You can also cast water walk once without expending a spell slot, but it only targets you. You regain the ability to do so when you finish a long rest.

Mask of Many Faces

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

Misty Visions

You can cast silent image at will, without expending a spell slot nor needing material components.

Far Scribe

Prerequisite: 5th level

With your permission, a creature can use its action to write its name on a blank page, notepad, or other stationary matter. You then keep the page and can store a number of pages equal to your Charisma modifier(minimum one). You can use your action to erase a name creating room for a new name.

You can cast the sending spell, targeting a creature whose name is on a page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. Each page can be used for the sending spell a number of times equal to your Charisma modifier(minimum one) before it turns to ash.

Gift of the Ever-Living Ones

Prerequisite: 5th level

When rolling dice to determine the hit points you regain, treat one of them as having rolled their maximum value. You must set this die before rolling any others. This invocation cannot be used on hit dice you use to regain health during a short rest.

Maddening Hex

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

As an action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours that curses, such as Hexbain’s Curse or Sigil of Ill Omen. When you do so, you force the cursed creature to let out a terrifying psychic wail. Each creature of your choice within 10 feet of it must succeed on a Wisdom saving throw or take physic damage equal to 1d6 + your warlock level and be frightened of the cursed creature until the end of their next turn.

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

Otherworldly Leap

Prerequisite: 5th level

You can cast jump on yourself at will, without expending a spell slot nor needing material components.

Sigil of Ill Omen

Prerequisite: 5th level

As an action, you can speak the command word to cast bestow curse targeting a creature within 30 feet that you can see, without using spell slot nor needing material components. When you cast this spell in this way, the spell does not require concentration.

Once you use this invocation, you cannot do so again until you finish a long rest.

Thief of Five Fates

Prerequisite: 5th level

As a reaction you take when another creature within 30 feet of you that you can see makes an attack roll, ability check, or saving throw, you speak the command word and force that creature to roll 1d4 and subtract the result from the check, potentially changing a success into a failure.

You can use this reaction 5 times, and regain 1 expended use at dusk of each day.

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.

Undying Servitude

Prerequisite: 5th level

You can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.

Ghostly Gaze

Prerequisite: 7th level

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

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

Relentless Hex

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

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

Trickster's Escape

Prerequisite: 7th level

As a bonus action, you can automatically free yourself from non-magical binds, shackles, or other restraints such as the grappled condition.

Demon Door

Prerequisite: 9th level

You can cast dimension door once without using a spell slot. Additionally, the range is increased to 1,000ft and you may bring 2 willing creatures with you instead of one. You can’t do so again until you finish a long rest.

Whispers from the Grave

Prerequisite: 9th level

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

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot nor needing material components.

Ancient Protectorate

Prerequisite: 12th level

When you or another creature within 30ft of you fails a saving throw, you can use your reaction to let that creature reroll the save, potentially turning the save into a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

Blood Bond

Prerequisite: 12th level

You can perform a 1-hour ceremony with a willing partner, which cannot be a summoned creature. This ceremony can be performed during a short or long rest. You and your partner bind themselves to one anther. You may only be bound with one willing creature at a time. By performing this ritual again, you may bind yourself with another willing partner, breaking an existing bond. Either partner may break the bond by performing a small 10 minute ritual, the partner need not be present.

You can use your action to teleport to the unoccupied space closest to your bound partner, provided the two of you are on the same plane of existence. Your partner can do the same, using their action to teleport to you.

This teleportation action can be used a combined number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Chains of Carceri

Prerequisite: 15th level

You can cast hold monster at will — targeting a celestial, fiend, elemental, monstrosity, abberation, or undead — without expending a spell slot nor needing material components. You must finish a long rest before you can use this invocation on the same creature again.

Master of Myriad Forms

Prerequisite: 15th level

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

Shroud of Shadow

Prerequisite: 15th level

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

Visions of Distant Realms

Prerequisite: 15th level

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

Book of High Arcanum

Prerequisite: 18th level

You may choose two spells, one of 8th and the other of 9th level from any class list, and you may expend your use of Mystic Arcanum for that level to cast that spell as a warlock spell.

Witch Sight

Prerequisite: 18th level

You gain Truesight out to a range of 120 feet.

Otherworldly Patrons

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

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

The Archfey

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

Archfey Bestowed Spells

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

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature of your choice in a 15-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until they take damage, or 1 minute has passed.

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

Fey Assault

Starting at 1st level, the power of patron grants you extra potency when you attack those in an altered state of mind. Anytime you attack a creature that is frightened or charmed, you gain advantage on the attack roll.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the end of your next turn or until you attack or cast a spell.

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

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is frightened by you 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 from any creature other than you. You gain advantage on your concentration checks as a result of taking damage from the creature in the illusion.

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

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

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Celestial Bestowed Spells

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

Bonus Cantrips

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light

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

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

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

Radiant Soul

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

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

The Fathomless

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.

Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Fathomless Bestowed Spells

Spell Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, silence
3rd lightning bolt, sleet storm
4th control water, summon elemental (water only)
5th Bigby’s hand (appears as a tentacle), cone of cold

Tentacle of the Deeps

1st-level Fathomless feature

You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Sea

1st-level Fathomless feature

You gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

6th-level Fathomless feature

You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil

6th-level Fathomless feature

Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacles

10th-level Fathomless feature

You learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.

Fathomless Plunge

14th-level Fathomless feature

You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

Fiend Bestowed Spells

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

Fiend's Armor

At 1st level, you're patron arms you for war. You gain proficiency with medium armor.

Dark One’s Blessing

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

Dark One’s Own Luck

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

Once you use this feature, you can’t use it again until you finish a short or long rest. Alternatively, you can expend one use of your Ameliorate Augmentation to use this feature again.

Fiendish Resilience

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

Hurl Through Hell

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

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

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

The Genie

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

Genie Kind

You choose your patron’s kind or determine it randomly, using the Genie Kind table.

d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water

Bestowed Spell List

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

Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st detect evil and good sanctuary thunderwave burning hands fog cloud
2nd phantasmal force spike growth gust of wind scorching ray blur
3rd create food and water meld into stone wind wall fireball sleet storm
4th phantasmal killer stone shape greater invisibility fire shield control water
5th creation wall of stone seeming flame strike cone of cold
9th wish

Genie’s Vessel

1st-level Genie feature

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

Genie’s Vessel
d6 Vessel
1 Oil Lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.

Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Elemental Gift

6th-level Genie feature

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

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sanctuary Vessel

10th-level Genie feature

When you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Limited Wish

14th-level Genie feature

You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

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.

Great Old One Bestowed Spells

Spell Level Spells
1st dissonant whispers, Tasha’s hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard’s black tentacles
5th dominate person, telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within a number of feet equal to 20 times your Warlock level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Starting at 6th level, you no longer need to see the creature to speak with it using this feature.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack by assaulting the mind of your attacker. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on all attack rolls made against you by that creature until the start of your next turn. If at least one attack missed you, you gain advantage on your first attack roll made against that creature before the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain these uses when you finish a 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.

Additionally, once per long rest, you may expend one of your Mystic Arcanum to cast the Dominate Person spell using the spell level associated with that Mystic Arcanum.

The Revenant

You have made your pact with a mysterious entity from the Shadowfell, a warrior bound to life with uncompleted vengeance. In exchange for completing their unfinished task, you are gifted with the knowledge and power that the revenant and their legendary weaponry.

Warriors come and gone have found themselves clinging to this world, their purpose not yet complete. Many revenants find themselves in the service of the Raven Queen, whether by virtue or enslavement. The Raven Queen is known to have forged the first sentient weapons - weapons bestowed with life, carved from the stuff of shadow. The most foul of sentient weapons bind themselves to the warriors that wields them, enslaving them to its creator. Many sages speculate that she uses these sentient weapons and her thralls to manipulate events on the Material Plane to her inscrutable ends.

Revenant Bestowed Spells

Spell Level Spells
1st absorb elements, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, circle of power

Revenant Doctrine

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor and shields. As an action, you can touch a suit of armor that you are proficient with and isn't being worn or carried by others to instantly don or doff the armor.

Hexbain’s Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. When you hit a creature with an attack you can choose to curse the target for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

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

Marrowrend

Starting at 6th level, you can augment your weapon strikes just as you can augment your eldritch blast. You can expend one use of your Ameliorate feature to create one of the following effects when you hit a target with a weapon attack. You can use this feature only once per turn.

Dark Command. The target has disadvantage on all attack rolls against targets other than you until the end of your next turn. If it attacks another creature during this time, that creature has resistance to the damage.

Eldritch Smite. The target takes 1d8 additional damage and must make a Strength saving throw. On a failed save, the target is knocked prone, pushed up to 15 feet away from you, or both.

Obliterate. Your attack creates a rift of necrotic energy. Creatures in a 5 foot wide, 20 foot long line behind the target of your attack must make a Dexterity saving throw. On a failure, they take necrotic damage equal to the damage of the initiating attack.

Regeneration

Beginning at 10th level, you gain the dark power of regeneration from your patron. At the start of each of your turns, if you have at least 1 hit point you can expend a hit die to regain hit points equal to the roll + your Constitution modifier + 1/2 your warlock level. If you had taken fire or radiant damage within the last round, you cannot use this feature to regenerate hit points.

Vengeful Glare

Starting at 14th level, you can spread your Hexbain’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.

The Titan

Subclass modified from u/laserllama

At the dawn of creation the world was dominated by massive creatures; powerful giants bound together by the Ordning, hulking elementals that would become the landscape itself, and legendary titans, like the Tarrasque, that slumber beneath the earth. In remote places of the material plane these ancient beings slumber, their power dormant, waiting for an opportunity to remind the world of their existence.

Why were you chosen by a titan? Are they trapped, needing someone to be their representative in the world, or do you carefully draw power from an ancient slumbering giant?

Titan Bestowed Spells

Spell Level Spells
1st catapult, earth tremor
2nd enlarge/reduce (enlarge only), spike growth
3rd erupting earth, protection from energy
4th stoneskin, stone shape
5th transmute rock, wall of stone

Colossal Form

Also beginning at 1st level, you can channel your patron's power to grow in size. As a bonus action on your turn, you can activate your Colossal Form, gaining temporary hit points equal to your warlock level and increasing your size by one category, for example, from Medium to Large.

While in your Colossal Form, you gain these three benefits, bestowed upon you from the mighty colossi:

  • All Strength ability checks and Strength saving throws gain a bonus equal to your Charisma modifier (minimum of +1).
  • You gain advantage on any Strength based saving throw or skill checks to resist being pushed, knocked prone, grappled, or restrained.
  • You can treat your unarmored AC as 13 + your Charisma modifier. You can use a shield and still gain this benefit.

Your Colossal Form lasts for 1 minute, but ends early if you are incapacitated or you end it as a bonus action. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elder Soul

Your Titanic patron greatly enhances your durability. At 1st level, you learn to speak, read, and write Primordial or Giant (your choice). Whenever you make a Charisma check when interacting with elementals (if you chose Primordial) or giants (if you chose Giant) and can apply your proficiency bonus to the check, your proficiency bonus is doubled.

Titanic Endurance

Beginning at 6th level, you can channel the resilience of your patron to reduce incoming damage. You have a pool of d8s that you spend to fuel this damage reduction. The number of dice in the pool is equal to 1/2 your warlock level.

As a reaction, when you take damage, you can roll any number of dice from this pool, reducing the damage by an amount equal to your roll + your Charisma modifier. Your pool regains all expended dice at the end of each long rest.

Stalwart Blood

Your connection to your gargantuan patron has deepened. Starting at 10th level, when you make a Constitution check or Constitution saving throw, you gain a bonus to your roll equal to your Charisma modifier (minimum of +1).

Legendary Behemoth

Starting at 14th level, you have mastered the magic of the titans, and can you wield their power with ease. This power grants the following.


  • The overwhelming might of your patron exudes from you: While in your Colossal Form, when you hit a creature with an attack, you can roll a d12 and replace one of the damage dice with the result of the d12.

  • The unstoppable nature of your patron lets you trample those beneath you: You can freely move through spaces occupied by other creatures that are smaller than you, but cannot end your turn in an occupied space. If you move 30 feet or less on your turn, you can use a bonus action to force one creature that you moved through to make a dexterity saving throw or take 1d8 + 1/2 your warlock level bludgeoning damage.

  • The crushing scale of your patron quashes any who dare rise against you: You can use a bonus action to attempt to encase a creature within 10 feet of you in earth. The creature must succeed on a Strength saving throw or be restrained. A restrained creature can use its action action to attempt this save again, ending the condition on a success. A creature that fails this save 3 times becomes petrified in stone for up to 1 year.

    Once you use this bonus action, you cannot use it again until you transform into a new Colossal Form.

The Undead

You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Undead Bestowed Spells

Spell Level Spells
1st bane, false life
2nd blindness/deafness, phantasmal force
3rd phantom steed, speak with dead
4th death ward, greater invisibility
5th antilife shell, cloudkill

Form of Dread

1st-level Undead feature

You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

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

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched

6th-level Undead feature

Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Necrotic Husk

10th-level Undead feature

Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

Spirit Projection

14th-level Undead feature

Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

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

The Undying

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

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

Undying Bestowed Spells

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

Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also gain immunity to disease.

Defy Death

Starting at 1st level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw. Alternatively, when you stabilize a creature with your spare the dying, that creature regains hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point).

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

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. 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 1/2 your Warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your proficiency bonus.

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.

Undead Thralls

At 10th level, your soul is empowered by the pact with your patron to aid in the effort to amass grim followers. You learn the animate dead spell as a warlock spell. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create or summon an undead using a necromancy spell, or via your Accursed Specter feature it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your warlock level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Indestructible Life

When you reach 14th level, you partake of some of the true secrets of the Undying. You gain the following benefits:

  • For every 10 years that pass, you age only 1 year, and you cannot be magically aged.
  • You can hold your breath indefinitely.
  • You don’t require food or water to survive, but you may still eat and drink if you wish.

Additionally, on your turn, you can use a bonus action to regain hit points equal to 1d8 + 1/2 your warlock level. Any undead you are controlling within 60 feet regain an equal amount of hit points. If you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can't use it again until you finish a short or long rest.

The Valkyrie

You have made a pact with a Valkyrie. Valkeries are famed warriors, defenders of the land, who fight to prevent the end of days. Only a few, the bravest, the strongest are granted to power of the eternals. Though it is not always the case, often the patrons interest in warlocks, and ownership of their souls, is to bolster those they have contracted, with the goals of strengthening them as warriors in life so that in death they would make for better, stronger, and more capable warriors in order to obtain their rightful place in the hall of eternals.

Valkyrie Bestowed Spells

Spell Level Spells
1st Sanctuary, Shield
2nd Spiritual Weapon, Heat Metal
3rd Spirit Guardians, Elemental Weapon
4th Death Ward, Faithful Hound
5th Banishing Smite, Steel Wind Strike

Valkyrie's Armaments

At 1st level, you have acquired the training necessary to effectively arm yourself for battle. You gain proficiency with medium and heavy armor.

Soul of a Valkyrie

Starting at 1st level, the your patron grants you the bravery to stare down the most imposing of foes and not waiver. As a bonus action you manifest the power of the Valkyrie. For the duration you gain the following:

  • You have advantage on saving throws to resist being frightened.
  • Your speed increases by 10 feet.
  • Upon manifestation, you may choose to emit dim light in a 15 foot radius.

Once before the end of the manifestation, you can imbue your weapon with the wraith of the Valkyrie. When you hit a creature with a weapon attack, you can deal an extra 2d8 radiant damage to the creature as your weapon flairs with power. A portion of this power causes the target to shed bright light for 5 feet, and dim light for an additional 5 feet. The effect lasts for up to 1 minute, or until you target another creature with an attack or spell. As long as the effect lasts, the target gains no benefit from invisibility and has disadvantage on checks made to hide.

Your manifestation lasts for 1 minute, but ends early if you are incapacitated or you end it as a bonus action. You can manifest the power of the Valkyrie a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

The appearance of your manifestation reflects some aspect of your patron. For example, the light you emit could be a halo of light forming a crown of an fearless queen, or your body might glow with glyphs from the funerary rights of a female warrior resting in the hall of the eternals.

Burning Radiance

Starting at 6th level, you gain the power to unleash a burst of burning light. As a reaction, which you take when a creature within 10 feet of you makes an attack, you can feature to force that creature to make a Dexterity saving throw. On a failure, that creature is blinded until the end of their current turn. A creature automatically succeeds on this save if it does not require sight.

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

Steed of a Sky Rider

At 10th level, you gain the service of a spirit sent by your patron to carry you on your ventures. You learn the Find Greater Steed spell and can cast it once using this feature without expending a spell slot. You regain the ability to cast this spell at the dawn of the following day.

Valkyrie's Eminence

At 14th level, you can radiate the true power of your patron, granting you the fortitude and might required vanquish your enemies. When you manifest the power of the Valkyrie, you can choose to emit a magical bright light instead of dim light in a 15 foot radius, with dim light in another 15 foot radius. This light can dispel magical darkness that it overlaps with. For the duration of the manifestation, you have advantage on Constitution saving throws, and spells you are concentrating on cannot be broken by damage.

Additionally, you can imbue your weapon with the wraith of the Valkyrie twice during the duration of the manifestation instead of once. However, you can only do this once per turn.

The Warlock

The Warlock is beloved class that showcases its versatility and flexibility with the types of characters that can be made. This rework is designed to alleviate some of the 'pain points' I have in the overall design philosophy; where: the character's play style had a defining point at level 3, and most the warlock spell list did not scale with level. Now, the warlock has more freedom with its spells and the pact boon, which creates a sort of double subclass feature is at level 2 instead of 3.

Artistic Credits:
Cover: Strixhaven Mystical Archive by Rovina Cai Page 2: Wizards of the Coast
Page 4: Wizards of the Coast
Page 10: Wizards of the Coast
Page 11: Wizards of the Coast
Page 12: Sangyeob Park
Page 13: Kev Chan
Page 16: Alex Konstad
Page 17: Alex Konstad
Page 19: Katrin Buttig
Page 21: Randy Vargas

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