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Become a Patron!
# Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
##### The Warlock | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Points | Max Level | Invocations | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Otherworldly Patron, Pact Magic, Eldritch Blast | 2 | 2 | 1 | 1st | - | | 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 | | 3rd | +2 | Pact Boon | 2 | 4 | 3 | 2nd | 3 | | 4th | +2 | Ability Score Improvement | 3 | 5 | 4 | 2nd | 3 | | 5th | +3 | - | 3 | 6 | 5 | 3rd | 4 | | 6th | +3 | Otherworldly Patron Feature | 3 | 7 | 6 | 3rd | 4 | | 7th | +3 | - | 3 | 8 | 7 | 4th | 5 | | 8th | +3 | Ability Score Improvement | 3 | 9 | 8 | 4th | 5 | | 9th | +4 | - | 3 | 10 | 9 | 5th | 6 | | 10th | +4 | Otherworldly Patron Feature | 4 | 10 | 10 | 5th | 6 | | 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 11 | 5th | 7 | | 12th | +4 | Ability Score Improvement | 4 | 11 | 12 | 5th | 7 | | 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 13 | 5th | 8 | | 14th | +5 | Otherworldly Patron Feature | 4 | 12 | 14 | 5th | 8 | | 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 15 | 5th | 9 | | 16th | +5 | Ability Score Improvement | 4 | 13 | 16 | 5th | 9 | | 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 17 | 5th | 10 | | 18th | +6 | - | 4 | 14 | 18 | 5th | 10 | | 19th | +6 | Ability Score Improvement | 4 | 15 | 19 | 5th | 11 | | 20th | +6 | Eldritch Master | 4 | 15 | 20 | 5th | 11 |
\pagebreakNum ## 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 and Charisma - **Skills:** Choose two skills 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)* scale mail or *(b)* leather armor - *(a)* a light crossbow and 20 bolts or *(b)* simple weapon - *(a)* a component pouch or *(b)* an arcane focus - *(a)* a scholar’s pack or *(b)* a dungeoneer’s pack - Any simple weapon, and two daggers ### Eldritch Blast As an action, you can fire a beam of crackling energy that streaks toward a creature within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. You must provide a verbal and somatic component as if casting a spell. At 9th level, the damage increases to 1d12 force damage. You create more than one beam as you gain more Warlock levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. ### Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice, granting you features at 1st level and again at 6th, 10th, and 14th level. ### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing 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. \columnbreak #### Spell Points The Warlock table shows how many spell points you have to cast your warlock spells of 1st through 5th level. The table also shows the maximum level of spell you can cast. To cast a spell you must expend one spell point per level of the spell. You may cast a spell at a higher level (up to the maximum spell level) by spending one additional spell point per level added. You regain all expended spell points when you finish a short or long rest. For example, when you are 5th level, you have five spell points. To cast the 1st-level spell *Hex*, you must spend one of those points, and you cast it at 1st-level. If you spend three spell points, 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. A spell you choose must be of a level no higher than what’s shown in the table’s Max Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which must 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 may cast. #### Spellcasting Ability Charisma is your spellcasting ability for 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 as a spellcasting focus for your warlock spells. ### 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. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. 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. \pagebreakNum ### Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You choose one of the following: #### Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it, when you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage roll. 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, or if you die. 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 You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your 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. When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. #### Pact of the Tome 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 (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. 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. \columnbreak ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You can forgo taking this feature to take a feat of your choice instead. ### Mystic Arcanum 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 can cast your arcanum spell once without expending spell points. 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. Additionally, when you gain a level in this class, you can replace one of your Mystic Arcanum spell choices with another spell from the warlock spell list of the same level. ### Eldritch Master At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell points and Mystic Arcanum. You can spend an action entreating your patron for aid to regain all your expended spell points from your Pact Magic feature and restore your level 6 and 7 Mystic Arcanum if they are expended. Once you regain spell points and Mystic Arcanum with this feature, you must finish a long rest before you can do so again. \pagebreakNum ## Eldritch Invocations 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. #### Agonizing Blast When you use an Eldritch Blast, you may add your Charisma modifier to the damage it deals on a hit. #### Armor of Shadows You are constantly surrounded by a coating of shadow. Your AC is equal to 13 + your Dexterity modifier if you are not wearing armor, and you have advantage on Stealth checks. #### Ascendant Step ***Prerequisite: 9th level.*** You may levitate up or down as part of your regular movement. While levitating, if you want to move horizontally you must push or pull against a fixed object or surface within reach. #### Beast Speech You can understand the language of beasts, and they understand your speech. You gain advantage on any Charisma checks when dealing with beasts. #### Beguiling Influence You gain proficiency in the Deception and Persuasion skills. If you already have proficiency in either of these skills, you gain expertise in that skill. #### Binded to the Elements ***Prerequisite: 9th level.*** You gain resistance to Fire, Cold, or Lightning damage (your choice). #### Book of Ancient Secrets ***Prerequisite: Pact of the Tome feature.*** You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same 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 as rituals. You can’t cast the spells 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. \columnbreak #### Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. #### Eldritch Mind You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. #### Eldritch Smite ***Prerequisite: 5th level, Pact of the Blade feature.*** Once per turn when you hit a creature with your pact weapon, you can expend a spell points to deal extra damage to the target. You can spend up to 5 spell points when you do this, for each point spent you add 1d8 force damage to the damage roll. If the target is Huge or smaller you can knock it prone. #### Eldritch Spear When you use your Eldritch Blast, its range is 300 feet. #### Eyes of the Rune Keeper You can read all writing. #### Fiendish Vigor As an action, you may provide yourself temporary hit points equal to 3 + your Charisma modifier. #### Gaze of Two Minds You can use your action to touch a 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 surroundings. If you try to use this feature on an unwilling creature they can make a Wisdom saving throw against your spell save DC to resist this effect, becoming immune to it for 24 hours if they succeed. #### Ghostly Gaze ***Prerequisite: 7th level*** As an action, you gain the ability to see through solid objects 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. \pagebreakNum #### Gift of the Depths ***Prerequisite: 5th level*** 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 Once on each of your turns when you hit a creature with Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself. #### Greater Spread ***Prerequisite: 12th level*** When you cast Eldritch Blast you can attack with one extra bolt, provided that all bolts target different creatures. #### Investment of the Chain Master ***Prerequisite: Pact of the Chain Feature*** 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. * Your familiar adds your Charisma modifier to their attack and damage rolls. * 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 take that damage instead. #### Lance of Lethargy 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 until the end of your next turn. #### Lifedrinker ***Prerequisite: 12th level, Pact of the Blade feature.*** When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier. #### Long Road to Death You have advantage on death saving throws. When you reach three successes you regain 1 hitpoint. #### Master of Myriad Forms ***Prerequisite: 15th level.*** You can cast Alter Self at will, without spending spell points. \columnbreak #### Minion of Chaos ***Prerequisite: 9th level.*** Once per long rest you can utter words of chaos, that summon fiendish or fey spirits (your choice) that take the form of a *Gibbering Mouther*. As an action, it appears in a space you choose that you can see within 60 feet. The Gibbering Mouther is considered fiendish or fey (depending on the spirit you chose) disappears when it drops to 0 hit points, after one hour has passed, or when you use this invocation again. The Gibbering Mouther is hostile to all creatures, including you. Roll initiative for the creature, which has its own turns. The Gibbering Mouther pursues and attacks the nearest creature to the best of its ability. At Warlock level 13 you can summon up to two *Gibbering Mouthers* at the same time, at 17th level you can summon up to three. #### Mired Step ***Prerequisite: Pact of the Chain Feature*** Any creature other than you and your allies that starts its turn within 10 feet of your familiar has their speed halved until the end of their turn. #### One with Shadows ***Prerequisite: 5th level.*** When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. #### Otherworldly Leap ***Prerequisite: 5th level.*** Your jump distance is tripled, in addition you may touch a creature as an action. The creature's jump distance is tripled for one minute or until you use this ability again. #### Patron's Specialty ***You may choose this Invocation multiple times, pick a new spell each time*** Choose one spell from the Patron's Specialty Table on the next page. You learn that spell without it counting towards your spells known. In addition you may cast it using 1 less Spell Point than normal. If it is a first level spell it costs you no spell points to cast. You can only choose a spell if you are at least the minimum Warlock level shown beside the spell in the table. #### Relentless Hex ***Prerequisite: 7th level, Hex spell or a warlock feature that curses*** Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. \pagebreakNum ##### Patron's Specialty Spells
| Min Level | Spell | |:---:|:-----------:| | 2 | Bane | | 2 | Charm Person | | 2 | Color Spray | | 2 | Comprehend Languages | | 2 | Detect Magic | | 2 | Disguise Self | | 2 | Grease | | 2 | Hex | | 2 | Identify | | 2 | Mage Armor | | 2 | Silent Image | | 3 | Alter Self | | 3 | Animal Messenger | | 3 | Blindness/Deafness | | 3 | Calm Emotions | | 3 | Crown of Madness | | 3 | Darkness | | 3 | Detect Thoughts | | 3 | Enlarge/Reduce | | 3 | Enthrall | | 3 | Find Steed | | 3 | Flock of Familiars | | 3 | Hold Person | | 3 | Invisibility | | 3 | Mirror Image | | 3 | Misty Step | | 3 |Pass Without Trace | | 3 |Ray of Enfeeblement | | 3 | Suggestion | | 3 | Web | | 3 | Zone of Truth | | Min Level | Spell | |:---:|:-----------:| | 5 | Animate Dead | | 5 | Bestow Curse | | 5 | Blink | | 5 | Dispel Magic | | 5 | Elemental Weapon | | 5 | Fear | | 5 | Fly | | 5 | Gaseous Form | | 5 | Haste | | 5 | Hypnotic Pattern | | 5 | Major Image | | 5 | Sending | | 5 | Slow | | 5 | Speak with Dead | | 5 | Summon Fey | | 5 | Summon Lesser Demons | | 5 | Summon Shadowspawn | | 5 | Summon Undead | | 7 | Arcane Eye | | 7 | Banishment | | 7 | Confusion | | 7 | Dimension Door | | 7 | Evard's Black Tentacles | | 7 | Polymorph | | 9 | Bigby's Hand | | 9 | Contagion | | 9 | Danse Macabre | | 9 | Dominate Person | | 9 | Geas | | 9 | Hold Monster | | 9 | Passwall |
\columnbreak #### Repelling Blast When you hit a creature with an Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line. #### Spell Absorption ***Prerequisites: 9th level.*** When you succeed on a saving throw against a spell of 5th level or lower cast from a hostile creature you learn that spell until you complete a long rest. During that time you can spend Spell Points equal to that spell's level - 2 (Minimum of 1) to cast that spell. #### Thief of Five Fates As an action, a creature of your choice that you can see within 30 feet must make a Charisma saving throw. For the next minute, whenever a target that fails this saving throw makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. #### Thirsting Blade ***Prerequisites: 5th level, Pact of the Blade feature.*** You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. #### Voice of the Chain Master ***Prerequisite: Pact of the Chain feature.*** 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. #### Witch Sight ***Prerequisite: 15th level.** You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. #### Will of Another Once per long rest, when you fail a Wisdom saving throw you can choose to succeed instead. \pagebreakNum ## The Archfey ### Expanded Spell List The following spells are added to your warlock spell list. ##### Archfey Expanded Spells | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | *Faerie Fire*, *Sleep* | | 2nd | *Calm Emotions*, *Phantasmal Force* | | 3rd | *Blink*, *Plant Growth* | | 4th | *Dominate Beast*, *Greater Invisibility* | | 5th | *Dominate Person*, *Seeming* | ### Fey Presence At 1st level, as an action, you can cause any creature of your choice within 30 feet of you to make a Wisdom save against your warlock spell save DC. A creature that fails their saving throws is charmed or frightened by you (your choice) until the end of your next turn. On a successful save a creature is immune to this feature for 24 hours. ### Misty Escape 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 for 1 minute 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, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed 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. 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. \columnbreak ## The Celestial ### Expanded Spell List The following spells are added to your warlock spell list. ##### Celestial Expanded Spells | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | *Cure Wounds, Guiding Bolt* | | 2nd | *Flaming Sphere, Lesser Restoration* | | 3rd | *Daylight, Revivify* | | 4th | *Guardian of Faith, Wall of Fire* | | 5th | *Flame Strike, Greater Restoration* | ### Bonus Cantrips At 1st level, you learn the Light and Sacred Flame cantrips. They count against your number of cantrips known. ### Healing Light At 1st level, you have a pool of d6s you can spend to heal. The number of dice equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. You regain all expended dice when you finish a long rest. ### Radiant Soul 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 add your Charisma modifier to one damage roll of that spell against one of its targets. ### Celestial Resistance Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. ### 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 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. \pagebreakNum ## The Fathomless ### Expanded Spell List The following spells are added to your warlock spell list. ##### Fathomless Expanded Spells | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | *Create or Destroy Water, Thunderwave* | | 2nd | *Gust of Wind, Silence* | | 3rd | *Lightning Bolt, Sleet Storm* | | 4th | *Control Water, Summon Elemental* | | 5th | *Bigby's Hand (Tentacle), Cone of Cold* | ### Tentacle of the Deep At 1st level, as a bonus action, you create a 10-foot-long tentacle at a point you see within 60 feet. The tentacle lasts 1 minute or until you use this feature again. When you create it, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until your next turn. At 10th level, the damage increases to 2d8. As a bonus action, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, per long rest. ### Oceanic Soul At 6th level, you gain resistance to cold damage. While fully submerged, any creature that is also submerged can understand your speech, and you can understand them. You also gain a swimming speed of 40 feet, and can breathe underwater. ### Guardian Coil At 6th level, when you or a creature you can see takes damage while within 10 feet of your tentacle, you can use your reaction to reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. ### Grasping Tentacles At 10th level, You learn the spell Evard's Black Tentacles. It doesn't count against the number of spells you know. You can cast it once without using a spell slot per long rest. Whenever you cast this spell, you gain temporary hit points equal to your warlock level. Damage can't break your concentration on this spell. ### Fathomless Plunge At 14th level, once per short or long rest, as an action, you teleport yourself and up to five other willing creatures within 30 feet. You all vanish amid a whirl of tentacles and reappear up to 1 mile away in a body of water you've seen (pond size or larger). \columnbreak ## The Fiend ### Expanded Spell List The following spells are added to your warlock spell list. ##### Fiend Expanded Spells | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | *Burning Hands*, *Command* | | 2nd | *Blindness/Deafness*, *Scorching Ray* | | 3rd | *Fireball*, *Stinking Cloud* | | 4th | *Fire Shield*, *Wall of Fire* | | 5th | *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. ### 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 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 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum ## The Genie When you choose this Otherwordly Patron at 1st level choose a type of genie to be your patron: Dao, Dhinni, Efreeti, or Marid. Your choice determines which benefits of this subclass you get as you level up. ### Expanded Spell List The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid. ##### Genie Expanded Spells | *Spell Level* | *Genie Spells* | |:---:|:---:|:---|:---:| | 1st | Detect Evil and Good | | 2nd | Phantasmal Force | | 3rd | Create Food and Water | | 4th | Phantasmal Killer | | 5th | Creation | | 9th | Wish | | *Spell Level* | *Dao Spells* | | 1st | Sanctuary | | 2nd | Spike Growth | | 3rd | Meld into Stone | | 4th | Stone Shape | | 5th | Wall of Stone | | *Spell Level* | *Djinni Spells* | | 1st | Thunderwave | | 2nd | Gust of Wind | | 3rd | Wind Wall | | 4th | Greater Invisibility | | 5th | Seeming | | *Spell Level* | *Efreeti Spells* | | 1st | Burning Hands | | 2nd | Scorching Ray | | 3rd | Fireball | | 4th | Fire Shield | | 5th | Flame Strike | | *Spell Level* | *Marid Spells* | | 1st | Fog Cloud | | 2nd | Blur | | 3rd | Sleet Storm | | 4th | Control Water | | 5th | Cone of Cold | \columnbreak ### Genie's Vessel At 1st level, your patron gifts you an object you can use as a focus. You decide what it is, such as a lamp or locket. While touching the vessel, you can use the following: * ***Bottled Respite:*** As an action, you enter your vessel. The interior is a 20-foot-radius cylinder, 20 feet high extradimensional space that resembles your vessel. The interior is appointed with cushions and tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit early if you use a bonus action to leave, if you die, or if the vessel is destroyed. Any objects left in the vessel remain there, and if the vessel is destroyed, every object stored there appears close to the vessel. Once you enter the vessel, you can't enter again until you finish a long rest. * ***Genie’s Wrath:*** Once during each of your turns when you hit with an attack roll, you can deal extra damage equal to your proficiency bonus. The type of damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). The vessel's AC and hit points both equal your spell save DC. It is immune to poison and psychic damage. You can perform a 1-hour ceremony to receive a replacement. The previous vessel is destroyed. ### Elemental Gift At 6th level, you have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). As a bonus action, you can give yourself a flying speed of 30 feet for 10 minutes. You can use this a number of times equal to your proficiency bonus per long rest. ### Sanctuary Vessel At 10th level, When you enter your Genie's Vessel you can choose up to five willing creatures that you can see within 30 feet, to enter with you. As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. Anyone who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and can add your proficiency bonus to the number of hit points they regain if they spend Hit Dice as part of the short rest. ### Limited Wish At 14th level, You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower from any class spell list and has a casting time of 1 action. Once you use this feature, you can't use it again until you finish 1d4 long rests. \pagebreakNum ## The Great Old One ### Expanded Spell List The following spells are added to your warlock spell list. ##### Great Old One Expanded Spells | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | *Dissonant Whispers*, *Hideous Laughter* | | 2nd | *Detect Thoughts*, *Phantasmal Force* | | 3rd | *Clairvoyance*, *Sending* | | 4th | *Dominate Beast*, *Evard's Black Tentacles* | | 5th | *Dominate Person*, *Telekinesis* | ### Awakened Mind At 1st level, you can telepathically speak to any creature you can see within 120 feet. 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. As an action, you can frighten a creature targeted by Awakened Mind. The creature makes a Wisdom save against your spell DC. On a failed save, the creature is frightened until the beginning of your next turn. On a successful saving throw a creature is immune to this feature for 24 hours. ### Entropic Ward At 6th level, 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 charisma modifier per short or long rest. ### Thought Shield At 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You have immunity to psychic damage, and when a creature attempts to deal psychic damage to you, that creature must make a Wisdom save against your spell DC. On a failed save, the creature is stunned until the beginning of its next turn. ### Create Thrall At 14th level, you can use your action to touch an incapacitated humanoid. That creature is charmed by you until a remove curse spell is cast on it, the charmed condition is removed, or you use this feature again. While charmed, the creature is compelled to obey you. If the creature is commanded to do something against its nature, the target may make a Wisdom save against your spell DC. On a failure, it pursues the course of action you described to the best of its ability. You can communicate telepathically with the creature. \columnbreak ## The Hexblade ### Expanded Spell List The following spells are added to your warlock spell list. ##### Hexblade Expanded Spells | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | *Shield, Wrathful Smite* | | 2nd | *Blur, Branding Smite* | | 3rd | *Blink, Elemental Weapon* | | 4th | *Phantasmal Killer, Staggering Smite* | | 5th | *Banishing Smite, Cone of Cold* | ### Hexblade's Curse Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse lasts for 1 minute. It ends early if the target or you die. 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 your warlock level + your Charisma modifier. You can’t use this feature again until you finish a short or long rest. ### Accursed Specter Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and gains a special bonus to its attack rolls equal to your Charisma modifier. The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest. ### Armor of Hexes At 10th level, if the target of your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack misses instead. ### Master of Hexes Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature. \pagebreakNum ## The Undead ### Expanded Spell List The following spells are added to your warlock spell list. ##### Undead Expanded Spells | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | *Bane, False Life* | | 2nd | *Blindness/Deafness, Phantasmal Force* | | 3rd | *Phantom Steed, Speak with Dead* | | 4th | *Death Ward, Greater Invisibility* | | 5th | *Antilife Shell, Cloudkill* | ### Form of Dread At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed: * You gain temporary hit points equal to 1d10 + your warlock level. * Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. * You are immune to the frightened condition. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron. ### Grave Touched At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe. In addition, once during each of your turns, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. \columnbreak ### Necrotic Husk At 10th level, Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage. In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests. ### Spirit Projection At 14th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. Your spirit resembles your mortal form in almost every way, replicating game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice). While projecting your spirit, you gain the following benefits: * Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage. * When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost. * You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. * While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt. Once you use this feature, you can’t do so again until you finish a long rest. \pagebreakNum ## The Undying ### Expanded Spell List The following spells are added to your warlock spell list. ##### Undying Expanded Spells | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | *False Life, Ray of Sickness* | | 2nd | *Blindness/Deafness, Silence* | | 3rd | *Feign Death, Speak with Dead* | | 4th | *Aura of Life, Death Ward* | | 5th | *Contagion, Legend Lore* | ### Death Can Wait Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. In addition, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. ### Among the Dead Also at 1st level, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom save against your spell save DC (they needn't make the save when including you in an area effect). On a failure, 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 At 6th level, you grant vitality when cheating death. You can regain hit points equal to 1d8 + your Warlock level when you succeed on a death saving throw. When you stabilize a creature with Spare the Dying they regain 1 hitpoint. ### Undying Nature At 10th 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 also age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. ### Indestructible Life When you reach 14th level, once per short or long rest, on your turn, you can use a bonus action to regain hit points equal to twice your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
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