5e Warlock Class and Subclass Improvements

by BlizzNerd

Search GM Binder Visit User Profile

5e Improvements

Warlock Spell Tables

Key

Purple- Added or Changed text

Black*-Completely Reworked feature

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

Spell Table (Greater)

These changes grant the warlock 10 spell slots between 1st-4th level. These spell slots are only recovered after completing a long rest.

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

Spell Table (Weaker)

These changes grant the warlock 6 spell slots between 1st-4th level. These spell slots are only recovered after completing a long rest.

5e Improvements

Warlock Class and Spellcasting

Occult Magic Versatility

(1st-level Warlock feature)

Whenever you finish a long rest, you can choose either option Replace one warlock cantrip gained using Pact Magic which lacks a current prerequisite on one or more Eldritch Invocation(s) you have chosen. One spell between 1-5th level gained using Pact Magic with another warlock spell of that level. The new spell must be equal to or higher than the one you're replacing, or one listed in your Expanded Subclass spell list. Replace one Mystic Arcanum spell with another Mystic Arcanum of the same level.

Eldritch Invocation

(2nd-level Warlock)

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 on the Optional Features page. 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.

If you expend a spell slot by using an Eldritch Invocation or casting a spell you must use the highest level you have available gained using Pact Magic. For example if you use the Eldritch Invocation: Mire of the Mind you must cast Slow using a 4th level spell slot at 7th level if you have one available. If you don’t have a 4th level spell slot you cannot cast Slow in this manner.

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

Eldritch Versatility

(4th-level Warlock optional feature)

Whenever you reach a level in this class that grants the Ability Score Improvement feature. You can replace the option you chose for the Pact Boon feature with one of that feature's other options. If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Eldritch Master

(20th-level Warlock feature)

At 20th level, Your Eldritch knowledge is vast and ancient and manifests in many ways granted you more hidden secrets to power. Whenever you finish a long rest you may pick and choose an Eldritch Invocation that you can normally learn. Additionally as an action you can choose to expend a 5th level or higher spell slot if you do choose an Eldritch Invocation you can normally learn and you gain its features until the expanded spell slot is regained by any means. You may only expend one spell slot in this way at a time. If you expend another you replace an Eldritch Innovation you gained this way with another.

Spell Level Spell Name
Cantrip Dancing Lights, Fire Bolt, Ray of Frost, Mind Sliver, Sapping Sting
1st Level Chromatic Orb, Thunderwave, Frost Fingers
2nd Level Phantasmal Force, Knock, Magic Mouth
3rd Level Life Transference, Wall of Water
4th Level Evard’s Black Tentacles, Phantasmal Killer
5th Level Geas, Mislead, Modify Memory, Planer Binding, Teleportation Circle
6th Level Create Homunculus, Disintegrate, Gravity Fissure, Planer Ally, Magic Jar, Tasha’s Otherworldly Guise
7th Leve Project Image, Teleport
8th Level Abi-Dalzim’s Horrid Wilting, Dark Star, Maze, Mind Blank, Telepathy
9th Level Blade of Disaster, Gate, Shapechange, Terrorscape

5e Improvements

Warlock Subclass

Otherworldly Patrons: Archfey Warlock

Fey Presence

(1st-level Archfey feature)

Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed and frightened by you 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

(6th-level Archfey feature)

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.

Dark Delium

(14th-level Archfey feature)

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, the creature has disadvantage if the creature is already charmed or frightened by you. On a failed save, it is charmed and 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. 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.

(No Further Changes to the Archfey)

Otherworldly Patrons: Fatholess Warlock

Unleash the Depths

(14th-level Archfey feature)

You can release the deep swirling connection of the tides, or the unknown fury of the monster that dwells in the deepest regions. Originating from your Tentacles of the Deep choose one of the following features.

Fathomless Plunge

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 your tententacle. Amid a whirl of tentacles, you all vanish and then reappear up to 10 miles 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.

Fury

You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet your tentacles. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d8 cold or lightning damage (your choice) and is knocked prone and cannot make an attack of opportunity this turn. On a successful save, it takes half as much damage and suffers no additional effects. The additional tentacles then vanish.

Each mode can be used once for free, regaining each one back after completing a long rest. Or by expending a 6th level spell slot.

(No Further Changes to the Fathomless)

Otherworldly Patrons: Fiend Warlock

Fiend Warlock Re-work

Dark One’s Bargaining*

(1st-level Fiend feature)

You have traded with powerful fiends for favour and power and they revel you when you follow in your patrons footsteps. When you finish a long rest gain Bargaining points equal to half your Charisma modifier (rounded up). And then choose a Bargaining pact for the day, you gain the features of the Bargaining Pact until you finish a long rest. You may have a maximum of 6 Bargaining points at one time.

Corrupting Charisma: When you make a successful Charisma ability check against one or more creatures you gain 1 Bargaining point. Once you gained a Bargaining point from that creature you can’t do so until you finish a long rest.

Soul Leech: When you reduce a hostile creature to 0 hit points, gain 1 Bargaining point.

Sinful Successions: You may choose this Dark Bargain at 6th level. Whenever you roll a 20 on a D20 you gain 1 Bargaining point.

Unseen Exploits: You may choose this Dark Bargain at 14th level. Whenever you land an attack against a creature that cannot see you. Gain 1 Bargaining point, you may only gain one Bargaining point from a specific creature once per round.

Fiendish Shadow

(1st-level Fiend feature)

Your deals with fiends mark your body with a haunting second shadow. The shadow may look like a devilish figure of yourself which dances mischievously. Cackles harshly in abyssal or envelops your nearby foes with long claws. You can only see and hear your shadow. And it is a form which is a manifestation of you and your clinging patron. Their shadowy form is an invitation to trade dark gifts with your Fiendish master.

As a bonus action you may trade any number of Bargaining points. If you do you gain temporary hit points equal to your Warlock level + the amount of points you traded. If you spend 6 Bargaining points you may regain any number of these temporary hit points to your current hit points instead.

Dark One’s Blessing*

(6th-level Fiend feature)

You can use your patron's shadow while looms over you to alter fate in your favor around you from it’s dark cloak. When you make an ability check or a saving throw, you can use this feature to add a 1d6 + the amount of Bargaining points you spent, to your roll. You must spend at least one Bargaining Point to activate this. If you spend 6 Bargaining points you may roll 1d10+the amount of Bargaining points you spent. You can do so after seeing the initial roll but before any of the rolls effects occur.

Dark One’s Veil

(10th-level Fiend feature)

Your shadow figure hides your mind, mouth and perceptions from other creatures allowing you to perform your bidding in secrecy, and also protects you from mortal harm. As an action may spend any number of Bargaining points and gain the following features for 10 minutes for every Bargaining point you spend.

You become immune to any unwilling divination magic and magical sensors, your alignment can be falsely changed to whatever you wish when detected. You have advantage on any check that magically reads your mind, forces you to tell the truth, or understands whether you're lying. When you trade 6 Bargaining points you gain resistance to any damage type of your choice. Damage from magical or silvered weapons ignores this resistance.

Hurl Through Hell

(14th-level Fiend feature)

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. You deal 2d10 psychic damage equal to each Bargaining point you spent, to the creature. If the creature is a fiend it takes half as much damage. When you spend 6 Bargaining points, this damage can’t be reduced in any way, unless the target is immune to psychic damage.

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

5e Improvements

From player feedback I was told that my new fiend warlock was more Devil leaning so I made an Abyssal focused Subclass.

Warlock Subclass

Pact of the Abyss

The abyss is a violent, malevolent place where the strong survived on the backs of the weak, giving birth to many resilient abominations. Some scheme in the creases of darkness and others go on untiring streaks of savagery. Most beings that exist within the chaotic influences have ill minds and little hospitality, so to seek any demonic knowledge is the utmost example of madness.

Demonic Augmentation

(1st-level Abyss feature)

The essences of the abyss have forever mutated biology to become a tougher threat; your hit point maximum increases by 1 and increases by an additional 1 for each level you have gained in this class.

Abyssal Appetite

(1st-level Abyss feature)

A dreadful hungry toothy maw of starving ferocity festers beneath your skin. You gain a special attack called Abyssal Appetite, which uses your bonus action. You target a creature within 15ft of you, make a melee spell attack on a hit the target takes 1d8 + your Charisma or Constitution modifier (minimum of 1) of magical piercing damage, and until the end of your next turn, the target has disadvantage on any attack roll that isn't against you. Once you have used this feature, you cannot use it again until you complete a short or long rest. When you reach a higher level the damage of this effect increases at 5th level (2d8), 11th level (3d8), and 17th (4d8).

Expanded Spell List

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

Spell Level Spell
1st Dissonant Whispers, Chaos Bolt
3rd Enlarge/Reduce, Protection from Poison
5th Blink, Haste
7th Death ward, Phantasmal Killer (if using XGE replace with) Summon Greater Demon
9th Destructive Wave, Telekinesis

Gluttonous Gollop

(6th-level Abyss feature)

Your demonic craving has outgrown your form, feasting on your foes demise. Now when you target a creature with Abyssal Appetite mark the target, when the marked target is reduced to 0 hit points. You may choose one of the following benefits.

You regain the use of Abyssal Appetite.

You regain hit dice equal to the number of dice equal Abyssal Appetite if you exceed your maximum number of hit dice you may roll any of this hit dice immediately and treat it as regular hit dice (therefore the Durable feat would affect this).

You double the range of your next Abyssal Appetite you lose this bonus after completing a long rest. (Abyssal Appetite is always regained from a short rest)

Demonic Darwinism

(10th-level Abyss feature)

Your body has transfigured and can warp itself to assimilate against brutal foes and environments. You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type aside from bludgeoning piercing or slashing damage until you choose a different one with this feature.

When you target a creature with your Abyssal Appetite feature you may gain a resistance not already gained using the feature. This resistance copies any one of the targeted creature’s resistances, possessed by that creature. When you finish a short or long rest you lose any resistances gained using Abyssal Appetite.

Maleficent Stain

(14th-level Abyss feature)

Your demonic powers have reached their absolute, allowing you to briefly tear down the planar barriers piercing, abyssal cracks in your reality. If you're on the ground or swimming in a liquid you can activate this feature. When you first activate this feature and at the start of every turn thereafter for the next minute, you create a demonic rift equal to your size at your location. If you end your turn at the location of the demonic rift, and you're in the middle of combat you gain +2 to your AC and you regain hit points equal to half your level + your charisma modifier (minimum of 1). This bonus lasts until the start of your next turn. While standing within the demonic tear you may expend 2 hit dice regaining the use of your Abyssal Appetite. Only one creature can be under the effect of your Gluttonous Gollop feature; you may choose to keep Gluttonous Gollop on the creature currently under its effect, or the new creature being targeted. Hostile creatures that start their turn within 60ft of the demonic rift and can see it must make a Wisdom saving throw on a failure; they must use any available movement to move toward the demonic rift until they are within 5ft of it, and they end their movement on an adjacent space next to the rift. They must do so before taking any other actions. You can use this ability once, regaining it after completing a long rest.

Awakened Mind

(1st-level Great Old One feature)

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 90ft of you. The creature can only communicate back if you allow it, when using this effect. You may use your action to double the range of your telepathy, until the end of your turn. If you are familiar with the creature or it’s under a magical effect of your doing, and the creature is willing you no not need line of sight to communicate when the range is doubled in this way. 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. If you have methods to magically communicate with a creature that does not speak a language by means such as Speak With Animals you may telepathically communicate with them.

Create Thrall

(14th-level Great Old One feature)

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 may cast Dominate Person by expending Mystic Arcanum (6-9th spell slot) on a creature charmed by this way. The creature automatically fails but you cannot use the action of the spell to take exact command of that creature if you're using the Dominate Person spell caused by this feature.

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

(No Further Changes to the Great Old One)
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.