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# D&D 5e Tweaks & Fixes ## Warlock Revised v1.2 By KireExion (a.k.a, u/Kire-Ikasu) ### Preface This document contains homebrew material that has been developed from my own observations as well as common player criticisms and suggested fixes made by various players and dungeon masters alike. However, this material has not been completely play-tested and should be carefully considered before implementing it into your own game. My hopes are simply to address features and traits that are considered lackluster and poorly balanced by the community and help by offering alternatives so that Players will suffer less frustration and gain more enjoyment out of the game. Use as many or as little of these revisions as you like while keeping the overall balance of your game in mind. The Dungeon Master has final say on whether or not any of this material can be implemented into your game. ## Base Class Features **Source:** Player's Handbook. * **Pact Magic:** *Improved* * **Eldritch Master:** *Re-written* ### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. #### Cantrips **You know the Eldritch Blast Cantrip,** which doesn't count against the number of Warlock cantrips you know. You also 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. ### Eldritch Master *(Re-written 20th level feature)* At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. As a **bonus action**, you can entreat your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots this way, you must finish a long rest before you can do so again. \columnbreak
##### Optional Rule: Int or Cha Warlocks A number of players have stated a desire to explore Warlock as a knowledge seeker rather than a cultish demagogue. So as an optional rule for the sake of players who wish to explore the idea of an Intelligence based Warlock, consider using the optional feature below to expand on the Warlock's roleplaying versatility. This rule also determines a variant for the minimum ability score necessary to multi-class into Warlock by allowing a player to choose between a minimum of 13 Charisma, or 13 Intelligence.
### Path of Occult Discovery *(Optional 1st level feature)* Starting at 1st level, you must determine what path allowed you to happen upon the otherworldly patron with which you formed your pact. Some Warlocks earn the attention of these otherworldly beings through bargaining and their beguiling demeanor, while others discover their patrons by scouring through tomes of esoteric lore. Choose one of the following when you select this class: **Occult Negotiator.** Your charismatic nature has allowed you reap the benefits of your pact. Charisma is your ability modifier for this class's spells and features. ****Occult Investigator.**** Your diligent studies have taught you how to tap into the power granted to you by your patron. **Intelligence is your ability modifier for this class's spells and features.** ## Pact Boons **Source:** Player's Handbook and Tasha's Cauldron of Everything. * **Pact of the Blade** *Improved* * **Pact of the Chain:** *Improved* * **Pact of the Talisman:** *Improved* * **Pact of the Tome:** *Improved*
##### Eldritch Invocations as Pact Boon Features Pact Boons are reliant on at least one associated Eldritch Invocation to be considered viable. Consider removing the following invocations in order to make them free additions to their adjacent Pact Boon Features: * **Thisting Blade** * **Investment of the Chain Master** * **Rebuke of the Talisman** * **Book of Ancient Secrets**
\pagebreak ### Pact of the Blade *(Re-written 3rd level feature)* You gain **proficiency** in martial weapons, medium armor and shields. Additionally, you can use your action to create a pact weapon in your empty hand, which can be any melee weapon of your choice. This pact weapon has the following properties: * You are proficient with this weapon while you wield it and **you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls**. * This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. * When you reach 5th level in this class, **you can attack with your pact weapon twice**, instead of once, whenever you take the Attack action on your turn. * Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Alternatively, you can transform one magic weapon into your pact weapon by performing a special ritual while you hold the 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, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon 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. ### Pact of the Chain *(Re-written 3rd level feature)* 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. The summoned familiar is infused 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. You can also sacrifice one of your attacks when you take the Attack action to command the familiar to **make one attack instead.** * The familiar’s weapon attacks are considered **magical** for the purpose of overcoming immunity and resistance to non-magical attacks. * If the familiar forces a creature to make a saving throw, it uses your **spell save DC.** * When the familiar takes damage, you can use your reaction to grant it **resistance against that damage.**
Kire Exion | Warlock Revised
\columnbreak ### Pact of the Talisman *(Re-written 3rd level feature)* Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When a creature wears the amulet they gain the following benefits: * **They gain a +1 bonus to their AC.** * Whenever they fail an ability check, **they can add a d4 to the roll**. * When they are hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to **1d4 + your Charisma Modifier** and push it up to 10 feet away from the talisman's wearer. 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. ### Pact of the Tome *(Re-written 3rd level feature)* Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known. Additionally, **you can inscribe magical rituals in your Book of Shadows**. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals 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 but only 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. \pagebreak ## Eldritch Invocations * **Armor of Shadows:** *Added* * **Bewitching Whispers:** *Improved* * **Dreadful Word:** *Improved* * **Eldritch Spear:** *Improved* * **Gaze of Two Minds:** *Improved* * **Gift of the Depths:** *Removed Prerequisite* * **Grasp of Hadar:** *Improved* * **Lance of Lethargy:** *Improved* * **Master of Myriad Forms:** *Improved* * **Mire the Mind:** *Improved* * **Otherworldly Leap:** *Changed Prerequisite* * **Resistance of the Talisman:** *Added* * **Thief of Five Fates:** *Improved* * **Tomb of Levistus:** *Improved* #### Armor of Shadows *(Improved Eldritch Invocation)* You can cast Mage Armor on yourself at will, without expending a spell slot or material components. **Alternatively**, whenever you finish a short rest, you can touch one suit of armor or shield that you are proficient with to bind it to you. This binding lasts until you use this feature again. As a bonus action you can instantly don or doff this armor or shield, magically summoning it onto your person or dismissing it into an extradimensional space. #### Bewitching Whispers *(Improved Eldritch Invocation)* **Prerequisite: 7th level** You can cast Compulsion once **without using a warlock spell slot**. You can't do so again until you finish a long rest. #### Dreadful Word *(Improved Eldritch Invocation)* **Prerequisite: 7th level** You can cast Confusion once **without using a warlock spell slot**. You can't do so again until you finish a long rest. #### Eldritch Spear *(Improved Eldritch Invocation)* **Prerequisite: Eldritch Blast cantrip.** When you cast Eldritch Blast, its range is 300 feet and you **ignore half and three-quarters cover**. #### Eyes of the Rune Keeper *(Improved Eldritch Invocation)* You can read and understand all writing. Additionally, during a short or long rest if you read one example of writing in another language you don't have proficiency in, **you can learn that language**, allowing you to speak and write it until you use this feature again to learn a different language. \columnbreak #### Gaze of Two Minds *(Improved Eldritch Invocation)* You can use your action to touch a willing humanoid and **create a mental bond** with them which lasts as long as the creature is on the same plane of existence as you or until you use this feature on another humanoid. While this link is active you can use a bonus action to perceive through its senses **until you end it as a bonus action**. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. #### Gift of the Depths *(Changed Prerequisite from 5th to 2nd level)* **Prerequisite: none** You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest. #### Grasp of Hadar *(Improved Eldritch Invocation)* **Prerequisite: Eldritch Blast cantrip** Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line **up to 15 feet** closer to yourself. #### Lance of Lethargy *(Improved Eldritch Invocation)* **Prerequisite: Eldritch Blast cantrip** Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet and **grant creatures advantage on opportunity attacks against it** until the end of your next turn. #### Master of Myriad Forms *(Changed Prerequisite from 15th to 12th level)* **Prerequisite: 12th level** You can cast Alter Self at will, without expending a spell slot. #### Mire the Mind *(Improved 5th level Eldritch Invocation)* **Prerequisite: 5th level** You can cast Slow once **without using a Warlock spell slot**. You can't do so again until you finish a long rest. #### Otherworldly Leap *(Changed Prerequisite from 9th to 2nd level)* **Prerequisite: none** You can cast Jump at will, without expending a spell slot. #### Resistance of the Talisman *(Added Eldritch Invocation)* **Prerequisite: 9th level, Pact of the Talisman feature.** When you finish a short or long rest you can choose a damage type from one of the following: acid, fire, cold, lighting, thunder, poison, radiant, necrotic or psychic. The wearer of your talisman gains resistance to that damage type until you choose a different one with this feature. \pagebreak #### Thief of Five Fates *(Improved Eldritch Invocation)* You can cast Bane once at a level equal to your Pact Magic spell slot **without expending the slot**. Once you do so, you can't cast it this way again until you finish a long rest. #### Tomb of Levistus *(Improved 5th level Eldritch Invocation)* **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 resistance to all damage types** except 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.
##### Optional Rule: Major and Minor Invocations Since invocations aren't always geared towards optimizing the Warlock as a combatant, Players might find themselves under or over-performing depending on their choices. As a possible rule to try and counteract this problem, you could use this optional rule to strike an even balance between the weaker more flavor focused minor invocations and the stronger more combat enhancing major invocations.
### Eldritch Invocations *(Optional 2nd level feature)* 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, **one minor and one major**. When you gain certain warlock levels, you gain additional invocations of your choice, **beginning with an additional minor invocation at 5th level and then a major invocation at 7th level and so on**. 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. \columnbreak #### Major Invocations * Agonizing blast * Armor of Shadows * Fiendish Vigor * Eldritch Mind * Eldritch Spear * Lance of Lethargy * Thief of Five Fates * Grasp of Hadar * Repelling Blast * Improved Pact Weapon (Blade) * Gift of the Ever-Living Ones (Chain) ##### 5th Level * Cloak of Flies * Eldritch Smite (Blade) * Maddening Hex (Hex or Hexblade's Curse) * Mire the Mind * Sign of Ill Omen * Undying Servitude ##### 7th Level * Bewitching Whispers * Dreadful Word * Protection of the Talisman (Talisman) * Sculptor of FLesh * Trickster's Escape ##### 9th Level * Minions of Chaos * Gift of the Protectors (Tome) * Resistance of the Talisman* (Talisman) ##### 12th Level * Lifedrinker (Blade) ##### 15th Level * Chains of Carceri (Chain) * Shroud of Shadow #### Minor Invocations * Beast Speech * Beguiling Influence * Devil's Sight * Eyes of the Rune Keeper * Eldritch Sight * Gaze of Two Minds * Gift of the Depths * Mask of Many Faces * Misty Visions * Otherworldly Leap * Aspect of the Moon (Tome) * Voice of the Chain Master (Chain) ##### 5th Level * Far Scribe (Tome) * One with Shadows * Tomb of Levistus \pagebreak ##### 7th Level * Ghostly Gaze * Relentless Hex (Hex or Hexblade's Curse) ##### 9th Level * Ascendent Step * Whispers of the Grave ##### 12th Level * Bond of the Talisman (Talisman) * Master of Myriad Forms ##### 15th Level * Visons of Distant Realms * Witch Sight ## The Archfey **Source:** Player's Handbook. * **Fey Presence** *Improved* * **Misty Escape:** *Improved* * **Beguiling Defenses:** *Improved* * **Dark Delirium:** Unchanged ### Fey Presence *(Improved 1st level feature)* 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 radius** 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 the end of your next turn. You can use this feature a number of times equal to your **proficiency bonus**, and you regain all expended uses when you finish a **long rest.** ### Misty Escape *(Improved 6th level feature)* 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 start of your next turn or until you attack or cast a spell. You can use this feature a number of times equal to your **proficiency bonus**, and you regain all expended uses when you finish a **long rest.**
Kire Exion | Warlock Revised
\columnbreak ### Beguiling Defenses *(Improved 10th level feature)* Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed **and frightened**, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC, on a failure the creature becomes charmed **or frightened** by you for 1 minute or until the creature takes any damage. ## The Celestial * **Bonus Cantrips:** *Re-written* * **Healing Light:** Unchanged * **Radiant Soul:** *Re-written* * **Celestial Resilience:** *Re-written* * **Searing Vengeance:** Unchanged ### Bonus Cantrips *(Re-written 1st level feature)* At 1st level, you learn **two cantrips from the Cleric Spell list**. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. ### Radiant Shield *(Replaces 6th level "Radiant Soul" feature)* 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. Additionally, as a bonus action, **you can cause a shimmering light to wreathe you until the end of your next turn**, causing yourself to shed bright light out to 30 feet and dim light for an additional 30 feet. While the light is present, any creature within 30 feet of you that hits you or an ally with an attack takes 1d6 radiant or fire damage (your choice) and must make a constitution saving throw or be blinded until the start of it's next turn. 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. ### Celestial Resilience *(Re-written 10th level feature)* Starting at 10th level, whenever you finish a short or long rest, you and a number of creatures equal to your **Charisma Modifier (minimum of 1)** that you can see gain an increase to their **current and maximum hit points** equal to your **warlock level** until you finish a short or long rest. A creature can only have one instance of this benefit at a time. \pagebreak ## The Fiend * **Dark One's Blessing:** Unchanged * **Dark One's Own Luck:** *Re-written* * **Fiendish Resilience:** Unchanged * **Hurl Through Hell:** Unchanged ### Dark One's Own Luck *(Re-written 6th level feature)* 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 **d8** to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. You can use this feature a number of times equal to your **proficiency bonus** and regain all expended uses when you finish a **long rest**. ## The Great Old One * **Awakened Mind:** Unchanged * **Entropic Ward:** Unchanged * **Thought Shield:** *Re-written* * **Create Thrall:** Unchanged ### Entropic Ward *(Improved 6th level feature)* 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. You can use this feature a number of times equal to your **proficiency bonus**, and you regain all expended uses when you finish a **long rest.** ### Thought Shield *(Re-written 10th level feature)* Starting at 10th level, You have resistance to psychic damage and your thoughts can't be read by telepathy or other means unless you allow it. **Additionally**, when a creature forces you to make an Intelligence, Wisdom or Charisma saving throw and you succeed, you can choose to immediately **deal psychic damage equal to 1d10 + your charisma modifier** to the creature that forced you to make the saving throw. \columnbreak ## The Hexblade * **Hexblade's Curse:** *Re-written* * **Hex Warrior:** Unchanged * **Accursed Specter:** Unchanged * **Armor of Hexes:** Unchanged * **Master of Hexes:** Unchanged ### Hexblade's Curse *(Re-written 1st level feature)* Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 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 **twice your proficiency bonus**. You can use this feature a number of times equal to your **proficiency bonus**, and you regain all expended uses when you finish a **long rest.**
##### Optional Revision: The Hexer The Hexblade subclass was originally introduced as a solution to the problems that Pact of the Blade Warlocks would commonly experience. However, this quick fix solution resulted in The Hexblade becoming the only viable option for Bladelocks and unintentionally created a powerful multi-classing dip by introducing the benefits of the "Hex Warrior" feature as early as 1st level when it could have been an amendment to the "Pact of the Blade" feature instead. If you consider this to be a problem in your own game, you can remove the "Hex Warrior" feature and rename the subclass to "The Hexer" or "The Cursed One" (while also renaming "Hexblade's Curse" to "Curse of The Hexer" or "Mark of the Cursed One"). This way, you can prevent single level multi-classing dips into Hexblade and the subclass is no longer conformed to the identity of a cursed weapon wielder and can instead be any kind of Warlock that specializes in curses. Additionally, you can choose to add the extended spell list from hexblade to the Warlock spell list for any kind of bladelock.
\pagebreak ### Changelog #### 1.1 * Changed Hexblade's Curse to have more uses equal to PB recovered on a Long Rest. * Restored original variant of the Archfey's "Beguiling Defenses" with the addition of gaining hit points with every use of "Fey Presence". * Reduced radius of Archfey's "Fey Presence". * Changed Archfey's "Fey Presence" and "Misty Escape" to have multiple uses equal to proficiency bonus. * Removed the added "Mind Repulsion" feature for The Great Old One. * Improved The Great Old One's Thought Shield to deal psychic damage upon saving throw success. * Replaced The Celestial's "Radiant Soul" feature with a newly written variant similar to an Aasimar's Transformation. * Removed changes to The Great Old One's "Awakened Mind" Feature and added "Minor Telekinesis" feature. * Made Eldritch Blast a free cantrip as a part of the Warlock's spellcasting #### 1.2 * Replaced The Celestial's "Radiant Soul" feature with "Radiant Shield" to grant The Celestial Warlock a more defense focused ability. * Removed the ability to cast Alter Self at will without concentration from "Master of Myriad Forms". * Removed added "Minor Telekinesis" feature from The Great Old one. * Changed damaged caused by revised "thought shield" to deal psychic damage equal to 1d10 + cha mod instead of warlock level. * Removed healing from "Fey Presence", changed the once per short rest use to uses equal to PB per long rest. * Added Improvements to "Armor of Shadows" and "Eyes of the Rune Keeper" Invocations. * Added Optional Rule for Minor and Major Invocations. * Added Optional Rule to allow players to choose between an Intelligence or Charisma based Warlock
> ##### Credits > * Inspired by and adapted from [Demons and Deities: The Warlock, Revised v2.0](https://homebrewery.naturalcrit.com/share/BybfYCxVhM) by /u/aeluxx > * Made with GM Binder
Kire Exion | Warlock Revised