The Grimoire
You have made your pact with a sentient tome of powerful magic. It is said that the famous Demonomicon of Iggwilv is one such codex, though many unknown and dangerous grimoires have been spread across the multiverse over the ages.
Most who seek power from the Grimoire are loathed to part with such a book, keeping their patron closely on their person and passing it off as a religious text, personal journal or spell book. The truth may be far more insidious. Sentient grimoires have strange origins and untold predilections. They will resist being cast aside but have a tendency to be lost or stolen when they encounter a new aspiring warlock.
For good or evil, to form a pact with a Grimoire is to bind oneself to an indecipherable intelligence and it's dominating will.
Expanded Spell List
The Grimoire 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.
Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Identify, Protection from Evil and Good |
| 2nd | See Invisibility, Spiritual Weapon |
| 3rd | Bestow Curse, Catnap |
| 4th | Arcane Eye, Mordenkainen's Private Sanctum |
| 5th | Legend Lore, Modify Memory |
Your Name, My Power
Starting at 1st level, your grimoire patron empowers your most elemental spells with its sentience. When you cast a cantrip that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you can deal bonus psychic damage to the target, equal to your Charisma modifier + your Intelligence modifier (minimum of 1).
Your Link, My Chain
Starting at 6th level, you have tethered your mind to the Grimoire, allowing you to concentrate on two spells at the same time. When you cast a spell that requires concentration using a warlock spell slot, you can maintain a second spell or ability requiring concentration at the same time. The second spell can be cast before or after using this feature.
If you fail a concentration check while concentrating on more than one spell or ability, both effects are lost.
Once you use this feature you must complete a short or long rest before utilizing it again.
Your Will, My Protection
Starting at 10th level, your patron's guidance grants you a bonus to your AC and saving throws equal to your Intelligence modifier (minimum of +l).
Your Soul, Mine
By 14th level, Your soul can leave your body and enter the Grimoire itself. If you are killed, your soul instantly enters the pages of the Grimoire. You may also choose to enter the Grimoire as an action, at which point your body falls lifelessly and under the effects of the feign death spell.
While your soul inhabits the Grimoire, you are aware of your surroundings as if you were in the Grimoire’s space and gain a flight speed as the Grimoire of 20 feet. The only action you can take is to project your soul up to 100 feet out of the Grimoire, either returning to your living body (if possible) or attempting to possess another living humanoid's body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the Grimoire in your stead. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, they are replaced by yours. Meanwhile, the possessed creature’s soul can communicate only through text appearing on new pages of the Grimoire, but it can’t move or take actions at all.
While possessing a body, you can use your action to return from the host body to the Grimoire if it is within 100 feet of you, returning the host creature’s soul to its body. At the completion of each long rest, you must make a Charisma saving throw against your own spellcasting DC to remain in the host body.
If you stay in the host body for seven days, it becomes yours. Your original body begins to decay as if recently killed and the possessed creature's knowledge and soul are forever bound in the pages of the Grimoire.
If the host body dies while you’re in it, the creature dies, and you are returned to the Grimoire. If you spend seven consecutive days within the Grimoire, your soul becomes bound in its pages, unable to take actions, and can only be recovered by a wish spell.