I preface this tome by stating that I, the Wandering Lord, whom some know as Morberos, have made many mistakes throughout my years. I, like many of my deranged fellows, regret my decision to enter a pact with a higher being. Now, while that may be the case, it is undeniable that through proxy of a patron, I have become one of the most powerful beings within the realms, exceeding the potential of many other warlocks, and even forcing my patron to submit to my will, though not completely.
Many who know me will note my fascination with knowledge and documents. As a part of this fascination, I have set out on my travels to collect as much knowledge as possible. Some have mistaken me for the likes of a wizard, and others say that my actions will lead to my ending up as an allip. To them I say, probably.
But back on track, this small tome is a collection of eldritch knowledge I have collected over the years. While I strongly suggest otherwise, I am smart enough to realize that many people are going to run off making pacts with whatever then can, and so I encourage those that do to read my document and utilize it to the fullest potential. Know what you are getting into, and know what you can do.
~ Morberos
Warlocks
Seekers of knowledge, makers of pacts, enslavers of their souls. Warlocks are those who are driven by desire. The desire to learn. The desire to be more powerful. The desire to control the fabrics of the universe. To this end a warlock will find a beings of almost peerless power, offer them their servitude, and then enslave themselves while seeking to somehow meet their, and their patrons goals.
Pact Boon
At 3rd level, and as you progress through your warlock levels, your otherworldly patron bestows a gift upon you for your loyal service. The following Boons can be added to your list of possible choices.
Pact of the Link
You have been gifted with a set of magical chains which encase your body. You can use a bonus action to summon 25 ft. of chains, or dismiss them, with dismissal causing tattoos of the same chains to appear on your body. If you die or fall unconscious while your chains are summoned, they are dismissed.
While summoned, you can use the chains as if they were a whip, and the chains count as magical for the purposes of overcoming resistance.
The chains can be used to restrain enemies. As an action, you can choose to forgo an attack, and target a creature of your choice, causing them to make a Strength saving throw against your spell DC. A failed saving throw results in the target becoming grappled and restrained.
On the restrained creature's turn, it can use an action to make a Strength saving throw against your spell save DC to break free.
While your chains are materialized, you have disadvantage on stealth checks.
Pact of the Mantle
Your patron grants you a cloak called the Cloak of Preservation. While you don this cloak, you and a number of creatures of your choice equal to your proficiency bonus within 10 ft. of you gain a +1 to their AC.
If you lose your Cloak of Preservation, 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 cloak. The cloak turns to ash when you die.
Pact of the Rune
Your patron grants you the knowledge and understanding of an arcane character known as the rune Purs. When you gain this benefit, you can use your action to restrict the movements of one creature you can see within 30 ft. of you with the rune. While restricted, the creatures movement is halfed, with the rune appearing on their forehead.
You can only have one creature under the effects of Purs at a time.
A dastardly bunch, you would think one day people would learn that selling your soul for power always ends badly. And the power they get literally boils down to a better eldritch blast!
-- Morberos
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.
The following Invocation can be added to your list of possible choices.
Attentive One
Prerequisite: 5th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. Whenever you or a friendly creature within your cloaks radius must make an initiative roll, you all gain a bonus to initiative equal to your proficiency bonus.
Armored Entrapment
Prerequisite: 12th Level, Chain Armor invocation
While your chain armor is active, you can use your reaction to cause a creature that succeeds on a melee attack against you to make a Dexterity saving throw against your spell DC. A failure results in your chains being summoned, and the creature becoming restrained by your chains.
Blade of Ild
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Ild rune onto a melee weapon. The weapon gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage, as well as bonus damage equal to your spell slot level.
These effects last for 24 hours or until you use this rune again.
Body of Fjell
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Fjell rune onto you or a willing creature. You or the creature gain resistance to bludgeoning damage.
These effects last for 1 hour or until you use this rune again.
Body of Haug
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Haug rune onto you or a willing creature. You or the creature gain resistance to slashing damage.
These effects last for 1 hour or until you use this rune again.
Body of Krig
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Krig rune onto you or a willing creature. You or the creature gain resistance to piercing damage.
These effects last for 1 hour or until you use this rune again.
Bow of Vind
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Vind rune onto a ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon’s attacks do not suffer disadvantage due to range.
Additionally, your attacks deal bonus damage equal to your spell slot level.
These effects last for 24 hours or until you use this rune again.
Brands of Ild and Ise
Prerequisite: 5th level, Pact of the Rune feature
Whenever you restrict a creature with the Purs rune feature, the creature must make a Wisdom saving throw against your spell save DC. Upon a failure, the creature take 1d8 damage of your choice of fire or cold damage.
Breath of the Wyrm
Prerequisite: 5th level, Pact of the Rune feature
As an action, you can expend a warlock spell slot to inscribe the Wyrm rune onto yourself. You exhale a 10 ft. cone of fire from your mouth. Each creature in the area of the exhalation must make a Dexterity saving throw against your spell save DC. A creature takes 1d6 fire damage, plus a number of d6s equal to your spell slot level on a failed save, and half as much damage on a successful one.
Bulwark Brand
Prerequisite: 9th level, Pact of the Rune feature
You learn and master the Skold rune, granting you additional protection. You gain a +1 bonus to your AC.
Chain Armor
Prerequisite: 9th level, Pact of the Link feature
Your chains will provide protection while inactive. You gain a +2 bonus to AC while the chains are in tattoo form.
Warlocks with the Chain Breaker invocation can also relinquish use of the chains to bestow the AC bonus on another creature instead. Using this feature with an incomplete chain only grants you a +1 instead of the normal +2.
Chain Breaker
Prerequisite: Pact of the Link feature
You gain the ability to break pieces of your chains off and keep the ability to control it as if they were still attached, including changing it into a tattoo. You lose 5ft of the chain when you break a piece off.
As a bonus action, you can attach the broken piece to a creature or object. When attached to a creature, the creature will know that it is there if the creature looks for it, but will not be able to get rid of it. While attached, you will always know the location of the broken piece.
As an action, you can speak a command word to call all of the broken pieces back to your chains, reassembling them. If not called back, the chain reassembles after a long rest.
Chain Technique
Prerequisite: 5th Level, Pact of the Link feature
While restraining a creature with your chains, your mastery of the chains grants you a single free hand which allows you to make one-handed weapon attacks.
Constricting Binds
Prerequisite: 5th level, Pact of the Link feature
Once a creature has been restrained by your chains, you can use your action to pull them 5 feet towards you. You can also use an action to send your patron's magic down the chains, causing the restrained creature to make a Constitution saving throw against your spell DC. On a fail, the creature taking 1d6 + Charisma modifier of damage. The damage type corresponds to your patron's damage type.
| Patron | Damage Type |
|---|---|
| Archfey | Force |
| Celestial | Radiant |
| Fathomless | Thunder |
| Fiend | Fire |
| The Genie | Lightning |
| Great Old One | Psychic |
| Harbinger | Poison |
| Hexblade | Necrotic |
| Kraken | Thunder |
| Patron | Damage Type |
|---|---|
| The Lurker in the Deep | Thunder |
| The Noble Genie | Lightning |
| Raven Queen | Necrotic |
| Seeker | Cold |
| Titan | Titan's damage type |
| Undead | Necrotic |
| Undying | Necrotic |
Dagger of Kalt
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Kalt rune onto a melee weapon. The weapon gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage, as well as bonus damage equal to your spell slot level.
These effects last for 24 hours or until you use this rune again.
Defensive One
Prerequisite: 7th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. Whenever you or a friendly creature within your cloaks radius must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (minimum 1) while you are conscious.
Devoted One
Prerequisite: 7th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. You and friendly creatures within your cloaks radius cannot be charmed while you are conscious.
Ensnaring Chains
Prerequisite: Pact of the Link feature
You can use your chains to cast the snare spell without expending a spell slot or material components a number of times per long rest equal to your charisma modifier.
Eldritch Enhancement
You gain proficiency in the Acrobatics and Athletics skills.
Eldritch Mobility
Your walking speed increases by 10 feet.
Extended Reach
Prerequisite: 5th Level, Pact of the Link Feature
Whenever you cast a spell that requires you to touch your target, you can make an attack roll against a creature within range of your chains. Successfully hitting a creature with your chains counts as touching them.
Eye of the Beast
Prerequisite: Pact of the Chain feature
While you're familiar is summoned with you Pact of the Chain feature, you can see through your familiar’s eyes and hear what it hears, gaining the benefits of any special senses that the familiar has, without deafening and blinding your own senses, no action required.
Far Watch
Prerequisite: 7th level, Pact of the Tome feature
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 proficiency bonus.
You can cast the locate creature spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. When you do so, a map of the area around you appears in your tome, with a mark showing the creatures position.
As an action, you can magically erase a name on the page by touching it.
Fearless One
Prerequisite: 7th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. You and friendly creatures within your cloaks radius can not be frightened, while you are conscious.
Hammer of Stein
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Stein rune onto a weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon’s damage die or dice, the target of your attack is knocked prone if it is a creature.
Additionally, your attacks deal bonus damage equal to your spell slot level.
These effects last for 24 hours or until you use this rune again.
Hateful One
Prerequisite: 9th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. You, fiends, and undead creatures within your cloaks radius gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one warlock at a time.
Improved Pact Link
Prerequisite: Pact of the Link feature
You can use your summoned chain as a spellcasting focus for your warlock spells. In addition, the chain gains a +1 bonus to its attack and damage rolls.
Lasso of Truth
Prerequisite: Pact of the Link feature
Once a creature has been restrained by your chains, they must make a Wisdom saving throw equal to your spell DC, rolled in secret by the DM. Failure results in the restrained creature being unable to tell a lie as long as they are restrained. A restrained creature can still make Strength saving throws as before to break free of the chains. Whether or not the saving throw succeeds, you are not certain if you are being lied to or not. A successful intimidation check will put the Wisdom saving throw at disadvantage.
Liberating One
Prerequisite: 7th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. You and friendly creatures within your cloaks radius cannot be grappled or restrained, while you are conscious. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.
Mantle of the Veil
Prerequisite: 12th level, Pact of the Mantle feature
While wearing your Cloak of Preservation, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 10 minutes. After 1 hour of use, the cloak's invisibility ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 5 minutes of duration.
Mind of Kong
Prerequisite: 9th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Kong rune onto you or a willing creature. You or the creature gain resistance to psychic damage.
These effects last for 1 hour or until you use this rune again.
Protected One
Prerequisite: 9th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. Whenever a friendly creature within your cloaks radius take damage, you can use your reaction to magically transfer that damage to another willing creature.
Rune of Liv
Prerequisite: Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Stig rune onto a creature you can touch. The creature regains a number of hit points equal to a number of d8s equal to your spell slot level + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Reaching Aid
Prerequisite: Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. The range of your features is doubled from 10 ft. to 20 ft.
Restraining Rune
Prerequisite: 12th level, Pact of the Rune
Whenever you restrict a creature with the Purs rune feature, the creature must make a Strength saving throw against your spell save DC. Upon failure, the creature is restrained for one minute. The creature can make a Strength saving throw at the end of its turn to end the effect early.
This invocation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Rune Casting
Prerequisite: Pact of the Rune
Whenever you use the Purs rune feature, you can target a number of creatures equal to 1/2 your charisma modifier rounded down (minimum 1).
Rune of Uven and Venn
Prerequisite: Pact of the Rune feature
As an action, You can expend a warlock spell slot to inscribe the Uven or Venn rune onto a creature within 5 ft. of you. The creature must make a Constitution saving throw against your spell save DC, which it can willingly fail. You know the location of any creature that has failed the saving throw for the duration of the runes effect so long as it remains on the same plane as you. A creature immune to effects similar to the scrying spell, or that has the nondetection spell cast upon them are immune to the effects of the runes.
These effects last for 24 hours or until you use this rune again. You can expend an additional spell slot at the end of each day to extend the time limit of the rune for an additional 24 hours.
Saber of Stig
Prerequisite: 9th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Stig rune onto a melee weapon that deals slashing damage. The weapon gains a bright yellow aura and deals radiant damage instead of slashing, as well as bonus damage equal to your spell slot level. Additionally, the weapon emits bright light in a 15-foot radius and dim light for an additional 15 feet.
These effects last for 24 hours or until you use this rune again.
Spear of Uvar
Prerequisite: 9th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Uvar rune onto a weapon that deals piercing damage. The weapon gains a ghostly blue aura, and deals lightning damage instead of piercing damage, as well as bonus damage equal to your spell slot level. When a creature takes damage from this weapon, they must make a Constitution saving throw against your spell save DC, or be stunned until the end of your next turn.
These effects last for 24 hours or until you use this rune again.
Spell Beacon
Prerequisite: 15th Level, Chain Breaker invocation
Once per turn, when casting an area of effect spell that damages a creature, such as cone of cold, any creature with a piece of your chain attached to them is also affected by the spell, regardless of whether or not the creature is in the spells range.
Swarm of Locusts
Prerequisite: 9th level
You can cast insect plague once using a warlock spell slot. You can't do so again until you finish a long rest.
Touch of Dod
Prerequisite: 9th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Dod rune onto a melee weapon. The weapon gains a ghostly gray aura and deals necrotic damage instead of piercing, slashing, or bludgeoning damage, as well as bonus damage equal to your spell slot level.
These effects last for 24 hours or until you use this rune again.
Treacherous One
Prerequisite: 7th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation granting you the following benefits:
- You have advantage on melee attack rolls against any creature that has an allie within 5 feet of it.
- If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.
Warding One
Prerequisite: 9th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. You and friendly creatures within your cloaks radius gain resistance to damage from spells.
Wings of Skye
Prerequisite: 12th level, Pact of the Rune
You can expend a warlock spell slot to inscribe the Skye rune onto you or a willing creature. You or the creature gain a flying speed equal to your movement.
These effects last for 1 hour or until you use this rune again.
Zealous One
Prerequisite: 7th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. Your walking speed increases by 10 feet and friendly creatures who start their turns within your cloaks radius have their movement speed increases by 5 feet until the end of that turn, if you aren't incapacitated.


Otherworldly Patrons
The beings that serve as Patrons for warlocks are mighty inhabitants of Other Planes of existence—not gods, but almost godlike in their power. Various Patrons give their warlocks access to different powers and invocations, and expect significant favors in return. The following Patrons can be added to your list of options.
The Harbinger
Your patron is an acolyte of the four Horsemen, a being of the end times, who are the living manifestations of the apocalypse. These beings desire nothing but the day they will ride, granting people a portion of their power in hopes that their acolytes will bring forth that day. As a harbinger warlock, you become a proxie of the apocalypse, and with every soul you consume, your patron horseman grows in strength. Beings of this sort include the Horseman of Death; the Horseman of War; the Horseman of Pestilence; the Horseman of Famine; and Acolytes of their will.
Expanded Spell List
The harbinger 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 | Spells |
|---|---|
| 1st | false life, ray of sickness |
| 2nd | blindness/deafness, pass without trace |
| 3rd | animate dead, bestow curse |
| 4th | giant insect, locate creature |
| 5th | cloudkill, dominate person |
Apocalyptic Vow
Starting at 1st level, you must select one of the Four Horsemen to swear an apocalyptic vow to. These horsemen are Famine, Death, Pestilence, and War. Once you have made your vow, you cannot switch it to another horseman.
This vow grants you a +3 bonus on life or death saving throws. When you die, the entity to which you swore your vow claims your soul. A character attempting to resurrect a slain harbinger warlock must succeed against a DC 10 + the harbinger warlock’s character level Wisdom saving throw, or the spell fails. Upon failure, that character cannot attempt to resurrect the warlock again until 24 hours have passed, though other characters can still attempt to do so.
Soul Pool
Also starting at 1st level, you gain a pool of soul points, stolen life energy with which you can use to accomplish unnatural feats. The number of soul points in the pool begins at 0 and only increases when you collect the soul remnants of a recently deceased monster. As an action, you can collect the soul remnants of a dead creature within 15 ft. of you, that has not been dead for over 1 minute. This collection counts as 1 soul point.
Creatures that do not have a soul, such as a construct or an undead, are immune to the Soul Pool feature. You can store a number of soul points equal to 1/2 you warlock level plus your Charisma modifier (minimum 0). Note that soul points are fragments of souls and do not prevent a slain creature from being raised.
You gain two of the following Soul Pool Options of your choice. You gain another one at 6th, 10th, and 14th level. Whenever you gain a new Soul Pool Option, you can replace one of your existing ones with a different Soul Pool Option.
-
Etherealness. You can use your collection of soul remnants to transport yourself temporarily to the ethereal plane. As a bonus action, you can expend 2 soul points to transport yourself to the Ethereal Plane from the Material Plane, for 1 round. You are visible on the Material Plane while in the Border Ethereal, yet you can't affect or be affected by anything on the other plane.
-
Empowered Spell. When you roll damage for a spell, you can spend 1 soul point as a bonus action to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
-
Raise Soul. You can return a portion of you soul remnants to a nearby corpse to have it serve your will. As an action, you can expend 3 soul points to cast the animate dead spell at 3rd level. You can only cast this spell once per day using the Raise Soul feature.
-
Recover Spell Slot. As an action, you can expend a number of soul points equal to twice the level of your spell slots in order to regain one warlock spellslot.
-
Soul Deflect. When in danger, you can use your soul remnants to protect yourself. As a reaction, when a creature targets you and makes an attack roll against you, you can expend 1 soul point to increase your AC by 1d4 for that attack.
When you reach 6th level, you can select from the following options whenever you gain an additional Soul Pool Option.
-
Syphon Life. You can pull health from your soul pool to reinvigorate yourself. As a bonus action, you can sacrifice 2 soul point to regain 1d6 hit points.
-
Soul Possess. You can use you soul remnants to temporarily take over the will of a creature you can see. As an action, you can expend 5 soul points to cast the dominate person spell at 5th level. You can only cast this spell once per day using the Soul Possess feature.
-
Soul Discharge. As a last resort, you can release the contained energy of your soul pool as an offensive action against overwhelming odds. As an action, you can expend all your current soul points to release a radius of force damage centered on you. All creatures within 15 ft. of you must make a Dexterity saving throw against your spell save DC, taking force damage equal to a number of d4 equal to your expended soul points on a failed save, or half as much on a successful save. Creatures killed by this feature leave no soul remnants that can be collected by the Soul Pool feature.
Yes, because selling your souls to demons and devils was not dangerous enough, some people figured that the four aspects of the ends times were eager to get their hands on people willing to speed up their arrival.
-- Morberos
Steeds of the End Times
At 6th level, you can summon an avatar of your Riders Steed as a mount for you to ride into combat. You an expend 4 soul points to summon one of the steeds below, as dictated by your Apocalyptic Vow. The summoning takes 10minutes. You control the steed in combat. While the steed is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the steed. The steed disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Using the Steeds of the End Times feature again re—summons the steed, with all its hit points restored and any conditions removed. your steed counts towards any mounts bonded by the find steed or find greater steed spell. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
| Horseman | Steed |
|---|---|
| Death | Avatar of Despair |
| Famine | Avatar of Fear |
| Pestilence | Avatar of Conquest |
| War | Avatar of Ruin |
Manifestations of the Apocalypse
At 10th level, you gain the ability to resist some of the harshest of ailments. The vow you made grants you one of the following features.
| Horseman | Vow's Benefit |
|---|---|
| Death | Immune to aging effects and Constitution penalties. |
| Famine | Immune to the poisoned condition, and you no longer need to eat or drink. |
| Pestilence | Immune to disease, including supernatural and magical disease. |
| War | Immunity to fear condition and Strength penalties. |
Harbingers Wish
Starting at 14th level, your connection to a harbinger of the end times grants you an additional way to utilize your soul remnants. You can expend 3 soul points to cast the enervation spell.
Additionally, you Apocalyptic Vow grants you an additional spell that you can cast for 3 soul points.
| Horseman | Vow's Benefit |
|---|---|
| Death | You can cast the negative energy flood spell. |
| Famine | You can cast the insect plague spell. |
| Pestilence | You can cast the contagion spell. |
| War | You can cast the conjure volley spell. |
Avatar of Conquest
Large fiend, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 68 (8d10+24)
- Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Wis +3, Cha +4
- Skills Perception +6
- Damage Immunities Acid
- Senses passive Perception 16
- Languages Knows all languages, but can't speak
- Challenge 3 (700 XP)
Confer Acid Resistance. The Avatar of Conquest can grant resistance to acid damage to anyone riding it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) acid damage.
Ethereal Stride. The Avatar of Conquest and up to three willing creatures within 5 feet of it magically enter the Plane of Abaddon from the Material Plane, or vice versa.
Avatar of Despair
Large fiend, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 68 (8d10+24)
- Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Wis +3, Cha +4
- Skills Perception +6
- Damage Immunities Necrotic
- Senses passive Perception 16
- Languages Knows all languages, but can't speak
- Challenge 3 (700 XP)
Confer Necrotic Resistance. The Avatar of Despair can grant resistance to necrotic damage to anyone riding it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.
Ethereal Stride. The Avatar of Conquest and up to three willing creatures within 5 feet of it magically enter the Plane of Abaddon from the Material Plane, or vice versa.






Avatar of Fear
Large fiend, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 68 (8d10+24)
- Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Wis +3, Cha +4
- Skills Perception +6
- Damage Immunities Poison
- Senses passive Perception 16
- Languages Knows all languages, but can't speak
- Challenge 3 (700 XP)
Confer Poison Resistance. The Avatar of Fear can grant resistance to poison damage to anyone riding it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) poison damage.
Ethereal Stride. The Avatar of Conquest and up to three willing creatures within 5 feet of it magically enter the Plane of Abaddon from the Material Plane, or vice versa.
Avatar of Ruin
Large fiend, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 68 (8d10+24)
- Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Wis +3, Cha +4
- Skills Perception +6
- Damage Immunities Fire
- Senses passive Perception 16
- Languages Knows all languages, but can't speak
- Challenge 3 (700 XP)
Confer Fire Resistance. The Avatar of Fear can grant resistance to fire damage to anyone riding it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Ethereal Stride. The Avatar of Conquest and up to three willing creatures within 5 feet of it magically enter the Plane of Abaddon from the Material Plane, or vice versa.





The Titan
Your magic is derived from a pact with The first of the Giants. Quasi-deities to Giants and mortals alike, these immortal beings implore the aid of mortals to complete their biddings within the mortal planes.
Such beings include Bouřka, Kámen, Led, Nebe, Oheň, Země, and even some ancient giants. One might gain their favor from completing an ancient ritual, or by being of aid to the Titan before the pact was made. No matter how you gained their patronage though, be prepared to forever be bound to them in servitude.
Expanded Spell List
The Titans 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 | Spells |
|---|---|
| 1st | earth tremor, feather fall |
| 2nd | enlarge/reduce, heat metal |
| 3rd | call lightning, sleet storm |
| 4th | ice storm, stoneskin |
| 5th | Bigby's hand, conjure elemental |
Titans Vitality
You inherit part of your patron’s immortal constitution. Starting when you accept this Patron at 1st level, your hit point maximum increases by 1 and increases by 1 additional point whenever you gain a level in this class.
Titans Strength
At 1st level, you know how to leverage the full extent of your patron's bestowed strength in combat. When you hit a creature with a melee weapon attack, you can use your bonus action to deal extra damage equal to half your warlock level. You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining expended uses after you finish a short or long rest.
Elements of Battle
Starting at 6th level, your patron Titan grants you 2 resistances. The first resistance is based off of the Titan you have formed a Pact with, as seen in the titan table below. The second resistance is one of your choosing from either acid, cold, fire, lightning, or poison. You cannot select 2 of the same resistances, and a resistance does not grant you any benefits if you already have the resistance.
| Titan | Damage Type |
|---|---|
| Bouřka | lightning |
| Kámen | force |
| Led | cold |
| Nebe | thunder |
| Oheň | fire |
| Země | acid |
Environmental Adaptation
At 10th level you gain the ability to add 1d8 of elemental damage to your melee attacks. The damage type is determined by the element of your Patron Titan, which can be determined with the titan table below. You can use this ability a number of times equal to your Charisma modifier (minimum one), regaining all uses after you finish a short or long rest.
Eidolon of the Titans
Beginning at 14th level you can use a bonus action to manifest a spiritual form of your Patron around you. Upon doing so, you gain the following benefits for 1 minute.
- Your size becomes Large.
- You gain advantage on Constitution saving throws, Strength checks and Strength saving throws.
- When you make a melee weapon attack involving Strength, the attack does an additional 1d8 die of damage.
- The reach of your melee attacks increases by 5 feet.
- Your melee weapon attacks gain the Siege trait (double damage to objects and structures).
This spiritual manifestation ends early if you are knocked unconscious, die, or if you end it as a bonus action. You can use this ability a number of times equal to half your Charisma modifier rounded down (minimum one), regaining all uses after you finish a short or long rest.


Credits
Created by Nicholas H.
Contributors: David D.D., Kegan C., Jory C.
Proofreaders/Balancers: David D.D., /u/lidanma,References
The Harbinger patron was inspired and based off of the Souldrinker prestige class created by Paizo for use within the Pathfinder system.
Art in Order of Appearance
"Young Warlock and her Patron - Commission" by Tamás Patkós
"The Four Horsemen" by Daniel Kamarudin
"Glory" by Daniel Kamarudin
"Despair" by Daniel Kamarudin
"Fallen Titans 1" by Jinho Bae