Warlock Remastered

by Biggest of the Milks

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

Class Features

As a warlock, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Warlock level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st

Proficiencies


  • Armor: light armor, medium armor
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 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

Alternatively, you may start with 160 gp to buy your own equipment.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 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.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

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

Spells Known of 1st Level and Higher

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

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

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

Spellcasting Ability

Charisma 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 (found in chapter 5) as a spellcasting focus for your warlock spells.

Armor and Spellcasting

The components of your spells are moderately difficult to perform. You cannot cast any spells of 1st level or higher that you know from this class while you are wearing heavy armor. Other armor does not restrict spells you cast this way.

Otherwordly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Spells

Each pact has a list of spells—its pact spells—that you learn at the warlock levels noted in the pact description. The spell counts as a warlock spell for you and doesn't count against your spells known.

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 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found at the end of the document. When you gain certain warlock levels, you gain additional invocations of your choice.

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.

A level prerequisite in an invocation refers to warlock level, not character level.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

Your patron has given you a powerful weapon known as a Pact Blade. The pact blade can take the form of any nonmagical weapon that lacks the special quality. You can use your pact weapon as a focus for your warlock spells. While the pact weapon is on your person, you gain the following benefits:

  • You are considered proficient in any simple or martial weapon you wield, and you gain proficiency in shields.
  • You can use your Charisma in place of Strength or Dexterity for any weapon attacks you make.
  • Once per turn when you hit a creature with a weapon attack, you can expend a warlock spell slot to deal an extra 1d8 damage to the target, plus another 1d8 per level of the spell slot.

You can transform any weapon, including a magical one, into a pact blade by performing a special ritual while you hold the weapon. You can perform the ritual over the course of 1 hour, which can be done during a short rest. At the end of the ritual, the new weapon becomes your new pact blade, replacing any old pact blades you may have had.

You may not have more than one pact blade at a time. A weapon ceases to be your pact weapon if you complete a long rest and the weapon is more than 100 feet away from you.

As a bonus action, you can teleport your pact weapon immediately to your hand if it is within 100 feet of you.

If you lose your pact blade for any reason, you can summon a new one at the end of a long rest.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally you can use your action to command your familiar to make an attack. If you use your action on your turn to spend a pact slot and cast a spell of 1st-level or higher, you can instead command your familiar to make this attack as a bonus action. The familiar uses your spell attack and save DC for any attacks it makes or saves it forces.

Finally, when your familiar is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three 1st-level spells that have the ritual tag and three cantrips. The spells can be from any class's spell list, but needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells of 1st level and higher as rituals and the cantrips at will. You can't cast the spells of 1st level or higher except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

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

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1 and gain a feat. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum (6th-level)

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 learn this spell and it does not count against your spells known.

You can cast your arcanum spell once without expending a spell slot. Alternatively, you can use your arcanum to cast a warlock spell of 5th level or lower that you know without expending a spell slot and as if you had used a 6th level spell slot. Once you use this feature, 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.

Mystic Arcanum (7th level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum. You learn this spell and it does not count against your spells known.

Once you use this feature to cast your arcanum spell, or to cast a warlock spell at 7th level, you cannot use this feature again until you finish a long rest.

Mystic Arcanum (8th level)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum. You learn this spell and it does not count against your spells known.

Once you use this feature to cast your arcanum spell, or to cast a warlock spell at 8th level, you cannot use this feature again until you finish a long rest.

Mystic Arcanum (9th level)

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum. You learn this spell and it does not count against your spells known.

Once you use this feature to cast your arcanum spell, or to cast a warlock spell at 9th level, you cannot use this feature again until you finish a long rest.

Eldritch Master

At 20th level, whenever you complete a short rest, you regain one of your 6th or 7th level mystic arcanum features.

Otherwordly Patrons

The Archfey

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

Archfey Pact Spells

Warlock Level Spells
1st faerie fire, sleep
3rd spike growth, moonbeam
5th blink, conjure animals
7th dominate beast, conjure woodland beings
9th 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 a bonus action, you can cause each creature within a 10-foot radius of you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the 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 or frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the charm or frighten back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed or frightened 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 charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

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

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

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 Pact Spells

Warlock Level Spells
1st burning hands, command
3rd blindness/deafness, scorching ray
5th fireball, stinking cloud
7th fire shield, wall of fire
9th flame strike, hallow

Dark One's Blessing

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

Sadistic Spells

Also at 1st level, you can treat any 1 on a damage die for a warlock spell you cast as a 2.

Dark One's Own Luck

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

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

Fiendish Resilience

Starting at 10th level, you can choose one damage type or bludgeoning, piercing, and slashing damage 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 8d10 psychic damage as it reels from its horrific experience.

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

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Great Old One Pact Spells

Warlock Level Spells
1st dissonant whispers, Tasha's hideous laughter
3rd detect thoughts, phantasmal force
5th clairvoyance, sending
7th phantasmal killer, Evard's black tentacles
9th dominate person, telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Secrets from Beyond

Also at 1st level, you learn to tap into arcane secrets to cast spells you normally could not. As a bonus action, you can call upon you patron's knowledge, choosing a warlock spell of 1st level or higher that you do not already know. This spell must have a casting time of 1 action, 1 bonus action, or 1 reaction, and be of a level for which you have pact magic slots. For the next minute, you know that spell and can cast that spell once using a pact magic slot.

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

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. If the attack hits, you have resistance to the triggering damage.

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

Thought Shield

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

Create Thrall

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

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

The 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 Pact Spells

Warlock Level Spells
1st cause fear, false life
3rd blindness/deafness, silence
5th animate dead, speak with dead
7th death ward, blight
9th contagion, danse macabre

Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you, and you can choose to cast the spell as a bonus action whenever you cast it. You also become immune to disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Defy Death

Starting at 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 Warlock level (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

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

Undying Nature

Beginning at 6th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You are also immune to poison and resistant to necrotic damage.

In addition, you age at a slower rate. For every 100 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Indestructible Life

When you reach 10th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, 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.

Immortal

Starting at 14th level, you have become effectively immortal. If you ever die, your body slowly regenerates depending on the level of damage suffered, restoring you back to life with 1 hit point. If most of your limbs and vital organs are in one place, it takes 24 hours for you to be restored back to life, being restored to where most of your body is. If a significant amount of the vital portions of your body are missing, it takes 30 days for you to fully regenerate back to life, originating at the body part closest to where you died. If you are rendered to dust or the entirely of your body is otherwise destroyed, you regenerate back to life after 1 year as close to the spot where you died as possible.

While you are regenerating, you are helpless and unaware of your surroundings. Any spell that restores life to you during this state treats you as if you had just recently died and doesn't require material components to be cast on you. Otherwise, the only way to restore you back to life quicker is to find or replace your missing body parts

The Hexblade

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

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Hexblade Pact Spells

Warlock Level Spells
1st wrathful smite, hex
3rd shield, branding smite
5th blink, bestow curse
7th staggering smite, stoneskin
9th banishing smite, cone of cold

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. Whenever you cast hex or bestow curse with a pact magic slot, any attack roll you make against the target of the spell is a critical hit on a roll of 19 or 20 on the d20. Additionally, if the result of a roll for a damage die from hex or bestow curse is less than your proficiency bonus, you can instead treat the result as if it were you proficiency bonus.

Finally, if a creature under the effect of your hex or bestow curse spell dies, you can choose to end the spell early and regain a number of hit points equal to five times the level of the slot expended.

Hex Warrior

At 1st level, you begin your combat training. You gain proficiency in shields and in three martial weapons of your choice.

Mettle

Beginning at 6th level, your connection to curses strengthens both your physical and mental resolve. You are immune to the frightened condition. Additionally, when you are subjected to a magical effect that allows you to make a saving throw and a success results in a lesser effect (such as only taking half damage), you instead are unaffected.

Additionally, you can cast the bestow curse spell as a bonus action if you cast it using a pact slot.

Armor of Hexes

At 10th level, your hex grows more powerful. If the target of your hex or bestow curse spell hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, the souls you've slain increase the prowess of your spells. Creatures of your choice within 10 ft. of you suffer a penalty to saving throws against your warlock spells equal to your Charisma modifier.

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 Pact Spells

Warlock Level Spells
1st cure wounds, guiding bolt
3rd flaming sphere, lesser restoration
5th daylight, revivify
7th guardian of faith, wall of fire
9th flame strike, greater restoration

Divine Cantrips

At 1st level, you learn one of the following cantrips of your choice: light, sacred flame, or word of radiance. This cantrip is considered a warlock cantrip for you and doesn't count against your cantrips known.

Additionally, whenever you learn a cantrip from this class, you can instead choose to learn a cleric cantrip. It counts as a warlock cantrip for you, even if it is not on the warlock spell list.

Divine 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 half your warlock level (minimum 1).

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 short or 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 Resistance

Starting at 10th level, you and your allies gain great resilience whenever you finish a long rest. Choose yourself and up to 6 other creatures you can see when you use this feature. Each of those creatures has their current and maximum hit points increased by an amount equal to your warlock level. These additional hit points expire when the creature finishes a long rest.

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.

Eldritch Invocations

Agonizing Blast


Whenever you deal damage with a cantrip, you can add your Charisma modifier to the damage roll.

Armor of Shadows


A mystical cloak of shadows envelops you, giving you an armor class of 10 + your Dexterity modifier + your Charisma modifier whenever you are not wearing armor. You can use a shield and still gain this benefit.

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 your Book of Shadows and keeping watch.

Beast Speech


You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is still limited by their intelligence, as per the speak with animals spell.

Beguiling Influence


You gain proficiency in the Deception and Persuasion skills. Choose one of those skills; you can double your proficiency bonus for any check made using that skill.

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 Spear


Whenever you cast a cantrip with a range of at least 30 ft., its range increases to 300 ft.

Eyes of the Rune Keeper


You can read all writing.

Fiendish Vigor


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

Eldritch Mind


You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Forbidden Knowledge

Prerequisite: Pact of the Tome


You have proficiency in two skills or tools of your choice while your tome is on your person. If you choose a skill, choose one of the following: Arcana, History, Investigation, Nature, and Religion. Whenever you complete a long rest, you can switch any of these skills or tools out for another. If you switch out a skill, it must be for another skill in the same list.

Gaze of Two Minds


You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own.

Gift of the Ever-Living Ones (XGE)

Prerequisite: Pact of the Chain


Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Grasp of Hadar (XGE)


Once on each of your turns when you deal damage with a cantrip, or with a weapon attack while you have your pact weapon on you, you can move that creature up to 10 feet horizontally.

Lance of Lethargy (XGE)


Once on each of your turns when you deal damage with a cantrip, or with a weapon attack while you have your pact weapon on you, you can reduce that creature's speed by 10 feet until the end of your next turn.

Mask of Many Faces


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

Misty Visions


You can cast silent image at will, without expending a spell slot or material components.

Blademasters Secrets

Prerequisite: Pact of the Blade


Choose a fighting style. While your pact weapon is on your person, you gain the benefits of that fighting style. Whenever you gain a level in this class, you can replace this fighting style with another one.

Fighting Styles

Voice of the Chain Master

Prerequisite: Pact of the Chain


You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Investment of the Chain Master

Prerequisite: Pact of the Chain


When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • The familiar's hit point maximum increases by an amount equal to five times your level in this class.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Otherworldly Leap


You are constantly under the effects of the jump spell and you can cast feather fall on yourself (and only yourself) at-will.

Cloak of Flies

Prerequisite: 5th Level


As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any creature of your choice that starts its turn in the aura takes necrotic damage equal to your Charisma modifier (minimum of 0 damage).

Chain Master's Whip

Prerequisite: 5th Level, Pact of the Chain


If your familiar takes any damage while you are on the same plane of existence, you can substitute your own hit points for the familiars and vice versa. If this reduces one of your to 0 hit points, any excess damage carries over to the other. This damage cannot be prevented or reduced in any way.

Additionally, if your familiar is within 30 feet of you, you can use your bonus action and expend half your movement to teleport, switching places with your familiar.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade


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

Gift of the Depths (XGE)

Prerequisite: 5th Level


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

You learn the water breathing spell. It counts as a warlock spell for you and it does not count against your spells known. You can also cast this spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Maddening Hex

Prerequisite: 5th level, hex or bestow curse spell


As a bonus action, you cause a psychic disturbance around the target cursed by your hex or bestow curse spell. When you do so, you deal psychic damage to the cursed target equal to your Charisma modifier (minimum 1) and the target must make a Wisdom saving throw against your warlock save DC. On a failed save, it must use its reaction to make a single melee attack against a random creature within its reach.

Relentless Hex

Prerequisite: 5th level, hex or bestow curse spell


Your curse creates a temporary bond between you and your target. Whenever the target of your hex or bestow curse spell makes an attack against a creature other than you, you can use your reaction to teleport up to 30 ft. to a space within 5 ft. of the creature that you can see. Immediately after you teleport this way, you can choose to make a single weapon attack against the target as part of the same reaction.

Tomb of Levistus

Prerequisite: 5th level


As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, 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.

Gift of the Protectors

Prerequisite: 7th level, Pact of the Tome


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

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a short or long rest.

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

Ghostly Gaze

Prerequisite: 7th level


As an action, you gain the ability to see through solid objects and into the ethereal plane out 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.

One With Shadows

Prerequisite: 7th level


When you are an area of dim light or darkness, you can use your action to become invisible. This ends early if you are no longer in an area of dim light or darkness, take an action, or use a reaction.

Whispers of the Grave

Prerequisite: 7th level


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

Master of Myriad Forms

Prerequisite: 7th level


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

Azathoth's Wrath

Prerequisite: 11th level, Pact of the Tome


Immediately before or after you use your action to cast a warlock spell of 1st level or higher while you have your tome on you, you can use your bonus action a warlock cantrip you know.

Lifedrinker

Prerequisite: 11th level, Pact of the Blade


Once per turn, whenever you hit with an attack while holding your pact weapon, you can choose to deal 1d8 + your Charisma modifier additional necrotic damage to the target and gain temporary hit points equal to the damage you dealt.

Chains of Carcieri

Prerequisite: 11th level, Pact of the Chain


You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Shroud of Shadow

Prerequisite: 11th level


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

Trickster's Escape

Prerequisite: 11th level


Your speed is not reduced by difficult terrain, and you can expend 5 ft. of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Additionally, being underwater imposes no penalties on your movement or attacks.

Finally, whenever you start your turn and are paralyzed or restrained, you can choose to immediately end the effect paralyzing or restraining you. Once you use this ability, you cannot use it again until you complete a short or long rest.

Visions of Distant Realms

Prerequisite: 15th level


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

Witch Sight

Prerequisite: 15th level


You gain true sight out to a range of 30 ft. Within your true sight, you can see into the ethereal plane and automatically notice secret doors hidden by magic. Additionally, you are constantly under the effects of the detect magic and detect evil and good spells--you can suppress this effect as an action.

Mistwalker

Prerequisite: 15th level


You can cast the misty step spell at will without expending a spell slot.

Chainbound Soul

Prerequisite: 15th level, Pact of the Chain


Whenever you cast a spell targeting yourself, you can also affect your familiar with the spell if the familiar is within 30 feet of you. Once you use this feature on a spell of 1st level or higher, you cannot use it that way again until you complete a long rest.

Riftblade

Prerequisite: 15th level, Pact of the Blade


Once per turn, whenever you hit with an attack while holding your pact weapon, you can force the target to teleport to an unoccupied space within 10 feet of it. This must teleport the target onto some safe ground or liquid that can support it.

Eldritch Secrets

Prerequisite: 15th level, Pact of the Tome


Three spells of 1st-level or higher from any class appear in your Book of Shadows. While your Book of Shadows is on you, you can cast these spells using the appropriate pact magic slots or by expending a use of your Mystic Arcanum feature, treating it as a warlock spell. Whenever you gain a level in this class, you can replace one of those three spells with any other spell.

Warlock Expanded Spell List

Cantrips
  • Primal Savagery
  • Sapping Sting
  • Static electricity
1st level
  • Bane
  • Magic Missile
  • Thunderwave
  • Gift of Alacrity
  • Magnify Gravity
  • Devour
  • Mosquito swarm
  • Frayed circuit
2nd level
  • Alter Self
  • Blindness/Deafness
  • Knock
  • Vortex Warp
  • Fortune's Favor
  • Immovable Object
  • Wristpocket
  • Displace
  • Tentacle lash
  • Necro bolt
  • Undead rapport
  • Crippling fear
3rd level
  • Bestow Curse
  • Life Transference
  • Slow
  • Pulse wave
4th level
  • Arcane Eye
  • Compulsion
  • Confusion
  • Conjure Minor Elementals
  • Greater Invisibility
  • Summon Elemental
  • Gravity sinkhole
5th level
  • Conjure Elementals
  • Modify Memory
  • Polymorph
  • Temporal shunt
  • Acid surge
  • Blood storm
6th level
  • Create Homunculus
  • Magic Jar
  • Gravity fissure
7th level
  • Project Image
  • Tether essence
8th level
  • Abi-Dalzim’s Horrid Writing
  • Dark star
  • Reality break
9th level
  • Shapchange
  • Ravenous void
  • Time ravage
Multiclassing Requirements and Proficiencies

The following are the multiclassing requirements and proficiencies for the warlock class.

Class Ability Score Minimum Proficiencies Gained
Warlock Charisma 13 Light armor, medium armor, simple weapons

Changelog

Features

  • Warlocks now have medium armor proficiency.
  • Warlocks get their third pact slot at 9th level (originally they got it at 11th level).
  • Pact spells are automatically learned instead and do not count against spells known.
  • Pact of the Blade overhauled. Eldritch Smite is baked in and you can use CHA for attack/damage for all weapons instead of just your pact weapon.
  • Chain warlock familiar now has extra hit points, you can command it to attack as as an action or as a bonus action if you cast a spell on your turn. It also has evasion.
  • Pact of the Tome has the benefits of Book of Ancient Secrets baked in.
  • Mystic Arcanum can be used to upcast lower level warlock spells.
  • Eldritch Master grants you a 6th or 7th level Mystic Arcanum whenever you complete a short rest.

Archfey

  • Archfey spell list overhauled.
  • Fey Presence is now a radius around you (instead of a cube).
  • Beguilling Defenses now works against frighten effects.
  • Dark Delerium recharges on a short rest.

Fiend

  • Gains a new feature at 1st level; Sadistic Spells.
  • Fiendish Resilience can now be used for either one damage type, or BPS as a whole. Still bypassed by magic or silver.
  • Hurt Through Hell now on a short rest recharge.

Great Old One

  • New Feature: Secrest from Beyond, which lets you temporarily learn a warlock spell you do not know. Short rest recharge.
  • Entropic Ward gives you resistance to the damage of the attack if it hits.

Undying

  • Undying spell list retooled.
  • Among the Dead lets you cast spare the dying as a bonus action and you become immune to disease.
  • Defy Death is now on a short rest recharge.
  • Undying Nature now also gives you immunity to poison and resistance to necrotic damage. Additionally, you age even slower (100/1 years instead of 10/1 years.)

Hexblade

  • Massively overhauled.
  • Spell list retooled.
  • Hexblade's Curse now simply gives you the hex spell, but lets you buff it greatly when you cast it using a pact slot.
  • Hex Warrior no longer gives CHA to attack/damage
  • 6th level feature replaced with Mettle, which gives immunity to the frightened condition and pseudo-Evasion against spell effects.
  • Master of Hexes gives you an aura that imposes a penalty to enemy saves against your spells while they're within 10 feet of you.

Celestial

  • No longer gives free cantrips, but lets you pick among cleric cantrips whenever you learn a warlock cantrip.
  • Divine Light pool of dice halved but now recharges on a short rest.
  • Celestial Resistance now increases max HP (ala Aid) instead of giving THP.

Invocations

  • The vast majority of invocation which let you cast a spell 1/rest are removed and their respective spells added to the warlock spell list.
  • The vast majority of Eldritch Blast invocations now work on all warlock cantrips and pact weapons.
  • Armor of Shadows gives you 10 + DEX + CHA AC when not wearing armor or using a shield.
  • Beast Speech does not require you to cast a spell and is passive.
  • Beguiling Influence gives you expertise in one of the skills chosen.
  • New Invocation: Forbidden Knowledge, a Tome invocation that gives you a tool or skill proficiency from a list, which you can swap out on a long rest.
  • New Invocation: Blademaster's Secrets, a Blade invocation that gives you a fighting style.
  • Otherwordly Leap simply increases your jump distance instead of requiring you to cast Jump.
  • Cloak of Flies is no longer on a recharge and is at-will.
  • New Invocation: Chainmaster's Whip lets you substitute your own HP for your familiars when they take damage and vice versa.
  • New Invocation: Azathoth's Wrath. Lets you cast a cantrip as a bonus action after casting a leveled spell.
  • One With Shadows moved to 7th level, but still lets you move so long as you remain in dim light or darkness.
  • Whispers of the Grave moved to 7th level.
  • Master of Myriad Forms moved to 7th level.
  • Lifedrinker moved to 11th level and now deals 1d6 necrotic damage and gives you temporary hit points when you deal damage with it.
  • Chains of Carcieri moved to 11th level.
  • Shroud of Shadow moved to 11th level.
  • Trickster's Escape moved to 11th level, but is now a passive benefit.
  • Visions of Distant Realms moved to 11th level.
  • Witch Sight now also lets you see magical auras as if you were under the effects of detect magic and detect evil and good spells.
  • Repelling Blast cannibalized. Grasp of Hadar now simply lets you move a creature horizontally.
 

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