Unchained Warlock

by Aussifer

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Unchained Warlock

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.

Sworn and Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity — beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Creating a Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Patron's Attitude

Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.

The Unchained Warlock is an unofficial homebrew publication created by /u/Ozzifer.


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

Quick Build

You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and minor illusion cantrips, along with the 1st-level spells charm person and witch bolt.

Class Features

As a warlock, you gain the following class features.

Hit Points

Hit Dice: 1d8
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
Weapons: simple weapons
Tools: none


Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons, which are detailed at the end of the class description. Your choice grants 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 chapter 10 of the PHB for the general rules of spellcasting, and "Warlock Spells" at the end of the class description for the warlock spell list.

Cantrips (0-Level Spells)

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.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and 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 of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can 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 have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your 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 with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed in the "Eldritch Invocations" section at the end of the class description. When you reach certain levels in this class, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

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.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You choose the form that this melee weapon takes each time you create it (see "Weapons" in chapter 5 of the PHB for weapon options). Your pact weapon gains the following benefits while you are wielding it:

  • You are proficient with the weapon, and it becomes magical if it isn't already.
  • You can use your Charisma modifier, instead of your Strength or Dexterity modifier, for the weapon's attack and damage rolls.
  • You can't be disarmed of the weapon unless you are incapacitated.

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.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. (You can't perform this ritual on an artifact or a sentient weapon.) You perform the ritual over the course of 1 hour, which can be done during a short or long rest. At the end of the ritual, the weapon becomes your pact weapon, and it appears whenever you summon your pact weapon thereafter. When you dismiss this pact weapon, you shunt it into an extradimensional space until the next time you summon it. The weapon ceases to be 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 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.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own as mentally commanded by you.

Pact of the Flesh

Your hit point maximum increases by an amount equal to your warlock level when you gain this boon, and increases by 1 again whenever you gain a level in this class.

In addition, you can add half your proficiency bonus (rounded up) to any Constitution check or Constitution saving throw you make that doesn't already include your proficiency bonus.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the talisman's wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success.

Additionally, the talisman's wearer can invoke its power to gain advantage on a saving throw. The talisman regains the use of this power when its wearer finishes a long rest.

 

As long as the talisman is on the same plane of existence to you, you know its distance and direction from you at all times, and you can use a bonus action to instantly summon the talisman into your hand.

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

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 cantrips need not be from the same spell list. While the book is on your person, you can cast those cantrips at will (they don't count against your number of cantrips known). Any cantrip you cast with this feature is considered a warlock cantrip 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.

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.

If your DM allows the use of feats, you may instead take a feat.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them, choosing invocations for which you qualify.

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 a spell slot. 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.

Channel Arcanum

At 18th level, when you cast one of your warlock spells, you can cast it without expending a spell slot by instead expending one of the uses of your Mystic Arcanum feature. When you cast the spell in this way, it is produced at the same spell level as the expended arcanum spell.

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

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

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. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

As a warlock, the choice of which patron to entreat with forms a cornerstone of your identity from that point on. Your choice reflects the nature of the mystical gifts you inherit, and serves as the foundation for the kind of relationship you have with your patron. The options available for you to choose from are listed below.

  • The Archfey, a noble figure hailing from the Feywild who provides its charges with beguiling magic.
  • The Celestial, a powerful being from the Upper Planes in whose pacts lies the holy light of the multiverse.
  • The Fiend, a powerful denizen of the Lower Planes whose evil plans beget corruptive desires.
  • The Gatekeeper, an entity which observes and ensures the timely demise of all living things.
  • The Genie, a ruling spirit of the Elemental Planes, legendary for its ability to grant wishes to mortals.
  • The Great Old One, a mysterious entity whose origins are beyond reality, its powers beyond understanding.
  • The Hexblade, a patron reaching forth from the Shadowfell, offering powerful weapons in exchange for servitude.
  • The Leviathan, an otherworldly creature of the sea's depths revered for its power and feared for its wrath.
  • The Logos, a personification of magical incantation who bestows words of power upon its charges.
  • The Undying, which has surpassed the boundaries of life and death, and shares its secrets for a price.

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Fey Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Archfey Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Archfey Patron Spells
Warlock Level Spells
1st faerie fire, sleep
3rd calm emotions, phantasmal force
5th blink, plant growth
7th dominate beast, greater invisibility
9th dominate person, seeming

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Archfey Arcanum Spells
Spell Level Spells
6th transport via plants
7th mirage arcane
8th control weather
9th shapechange

Gift of the Fey

At 1st level, you learn one druid cantrip of your choice from your patron. It counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

Fey Presence

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 in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

Misty Escape

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 reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a 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 have advantage on saving throws against being charmed or frightened.

When a creature attempts to charm or frighten you, and you successfully resist the attempt, you can use your reaction to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed or frightened by you (the same as the original effect) 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 or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature believes that 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.

Once you trap a creature in this illusion, you can't use this feature again until you finish a short or long rest.

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Celestial Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Celestial Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Celestial Patron Spells
Warlock Level Spells
1st cure wounds, guiding bolt
3rd flaming sphere, lesser restoration
5th daylight, revivify
7th guardian of faith, wall of fire
9th greater restoration, holy weaponXGE

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Celestial Arcanum Spells
Spell Level Spells
6th heal
7th conjure celestial
8th sunburst
9th true resurrection

Gift of the Celestial

At 1st level, you learn the light or sacred flame cantrip (your choice) from your patron. The cantrip you learn counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

Healing Light

Also at 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can spend a number of dice from the pool to heal one creature you can see within 60 feet of you. Roll the dice you spend, add them together, and restore a number of hit points equal to the total to that creature.

 

The maximum number of dice you can spend at once equals your proficiency bonus. You regain all expended dice when you finish a long rest.

Radiant Soul

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, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience

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 it 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.

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.

Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Fiendish Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Fiend Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Fiend Patron Spells
Warlock Level Spells
1st burning hands, command
3rd blindness/deafness, scorching ray
5th fireball, stinking cloud
7th compulsion, wall of fire
9th hallow, immolationXGE

 

 

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Fiend Arcanum Spells
Spell Level Spells
6th harm
7th fire storm
8th incendiary cloud
9th meteor swarm

Gift of the Fiend

At 1st level, you learn to tinge your arcane magic with a fiendish hue. When you deal damage with a warlock cantrip, you can have all of that cantrip's damage become fire damage.

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 (minimum of 1).

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.

The Gatekeeper

Your patron is an avatar of doom and death, a mysterious judge of mortal creatures which foresees their ends and ushers the passage of souls from one realm to the next. Such entities often reach into the world, sending spirits that take the form of animals to watch over a creature in anticipation of its impending demise.

Warlocks sworn to a Gatekeeper receive visions and whispers in their dreams, sending them on quests to defeat those who seek to cheat death through undeath or other imitations of mortality. Gatekeepers naturally detest intelligent undead, who possess the cunning to elude a timely demise, and expect their charges to strike these blasphemers down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in their eyes.

Magic of the Boundary

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Gatekeeper Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Gatekeeper Patron Spells
Warlock Level Spells
1st bane, sanctuary
3rd silence, spiritual weapon
5th blink, speak with dead
7th banishment, locate creature
9th cone of cold, teleportation circle

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Gatekeeper Arcanum Spells
Spell Level Spells
6th disintegrate
7th sequester
8th antimagic field
9th gate

Gift of the Gatekeeper

At 1st level, you learn the guidance or toll the dead cantrip (your choice) from your patron. The cantrip counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

Boundary Companion

Also at 1st level, you gain the service of a spirit companion sent by your patron to watch over and assist you. This companion assumes the form and game statistics of a Tiny beast that has a challenge rating of 0 (your choice), and is treated as if you had cast the find familiar spell to summon it, with the following additional features:

  • You and your companion can occupy the same space, and doing so doesn't limit your actions or capabilities.
  • While sharing a space with your companion, you gain a bonus to your passive Wisdom (Perception) score and Wisdom (Perception) checks, which is equal to your Charisma modifier (minimum of +1).
  • While in your space, your companion can't be targeted by any attack or harmful effect, it can't take damage, it is incapacitated, and only you can cast spells on it.
  • Your companion doesn't require sleep, and it can rouse you from your sleep as an action if it is in your space.
  • If your companion is killed by a creature, you gain advantage on all attack rolls against that creature until the end of your next short or long rest.

At the end of a short or long rest, your companion reappears in an unoccupied space within 5 feet of you — no matter where it was or whether it died — as though you had cast find familiar to summon it again.

Gatekeeper's Bond

At 6th level, you gain the ability to merge with your boundary companion. As a bonus action when your companion is sharing your space, your body assumes the form of your companion, and your companion disappears as though you dismissed it. While you are transformed, you undergo the following changes:

  • You become Tiny, and you replace your speed with that of the companion.
  • You gain the benefits of your companion sharing your space.
  • You can act only by taking the Dash, Disengage, Dodge, Help, Hide, or Search action.
  • Your equipment merges into your new form, and has no effect until you return to your normal form.

As an action, you can separate from your companion and return to your normal form, and your companion reappears in your space. You automatically separate from your companion if you fall unconscious, drop to 0 hit points, or die.

Deathwalker's Shield

At 10th level, your patron grants you a protective blessing. You have advantage on death saving throws, and you gain resistance to necrotic damage.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, you can use your reaction to have that creature make a Wisdom saving throw against your spell save DC (it needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, you cannot be targeted by the creature with that attack or spell for its duration, potentially causing it to be wasted. On a successful save, the creature is immune to this effect for 24 hours. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Cycle of Demise

Starting at 14th level, you can use the power of your patron to bind a departing soul to your service. When you kill a hostile creature with one of your warlock spells, you can use your reaction to siphon its life essence, causing a doomshade to rise from the creature's space at the start of your next turn. This reaction has no effect when used on constructs or undead.

The doomshade appears as a shadowy approximation of the slain creature. It has the game statistics of a zombie (as shown in the Monster Manual), with the following modifications:

  • It has additional hit points equal to your warlock level.
  • It has a flying speed equal to its walking speed, and it can hover.
  • It is immune to necrotic damage and features that turn undead, and it can't be charmed, frightened, or petrified.
  • It gains a bonus to Armor Class, attack and damage rolls, and saving throws; this bonus equals your Charisma modifier (minimum of +1).

The doomshade is under your control and follows your verbal commands to the best of its ability. In combat, the doomshade shares your initiative count, but it takes its turn immediately after yours. If it receives no commands from you, it attacks your foes indiscriminately. The doomshade vanishes when it is reduced to 0 hit points, when you die, or when you use this feature to create another doomshade.

Once you use this feature to create a doomshade, you can't do so again until you finish a short or long rest.

The Genie

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures.

Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

You choose your patron's kind or determine it randomly, using the Genie Kind table.

Genie Kind
d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water

Genie Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Genie Patron Spells table. You learn the spell listed in the Genie Spells column for that level, plus the spell associated in the table with your patron's kind: dao, djinni, efreeti, or marid. Each of the spells you learn counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Genie Patron Spells
Warlock Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st detect evil and good sanctuary thunderwave searing smite fog cloud
3rd phantasmal force spike growth gust of wind scorching ray blur
5th create food and water erupting earthXGE wind wall fireball tidal waveXGE
7th phantasmal killer stone shape greater invisibility fire shield control water
9th creation wall of stone seeming flame strike cone of cold

 

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Genie Arcanum Spells
Spell Level Spells
6th planar ally (summons a genie)
7th project image
8th control weather
9th wish

Gift of the Genie

At 1st level, you learn a cantrip from your patron associated with its kind: mold earth (dao), gust (djinni), control flames (efreeti), or shape water (marid). The cantrip you learn counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

Additionally, you gain the ability to converse with geniekind; you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Genie's Vessel

Also at 1st level, your patron bestows upon you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

Genie's Vessel
d6 Vessel
1 Oil lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern

 

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low 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 the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. 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 to the target equal to your proficiency bonus. The damage is magical, and type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Elemental Blessing

At 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. 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.

Sanctuary Vessel

Starting at 10th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel 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.

In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Limited Wish

From 14th level, you can 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 and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

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

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Magic of the Beyond

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Great Old One Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Great Old One Patron Spells
Warlock Level Spells
1st dissonant whispers, Tasha's hideous laughter
3rd detect thoughts, Tasha's mind whipTCE
5th clairvoyance, sending
7th confusion, Evard's black tentacles
9th dominate person, telekinesis

 

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Great Old One Arcanum Spells
Spell Level Spells
6th programmed illusion
7th symbol
8th mind blank
9th time stop

Gift of the Great Old One

At 1st level, you learn the mind sliver cantrip from your patron, and it doesn't count against the number of warlock cantrips you know.

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. 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.

When you reach 10th level in this class, the range of this telepathy increases to 60 feet, and you no longer need to see the creature to communicate with it, though you must still be aware of its presence.

Entropic Backlash

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, you cause one of the following effects of your choice:

  • The creature takes psychic damage equal to 1d6 + half your warlock level.
  • The creature has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes against a warlock spell you cast before the end of your next turn.
  • You have advantage on the first attack roll you make against the creature before the end of your next turn.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Thought Shield

Starting at 10th level, you are immune to any effect that would sense your emotions or read your thoughts, you can't be compelled to tell the truth by magic, and magic that would determine if you are telling the truth indicates you are being truthful if you so choose.

Additionally, you have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. The charmed creature regards you fondly as its master, its superior, or as some other figure worthy of equivalent devotion and reverence.

The Hexblade

You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Hexblade Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Hexblade Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Hexblade Patron Spells
Warlock Level Spells
1st shield, wrathful smite
3rd blur, magic weapon
5th blink, elemental weapon
7th phantasmal killer, staggering smite
9th banishing smite, cone of cold

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Hexblade Arcanum Spells
Spell Level Spells
6th blade barrier
7th Mordenkainen's sword
8th illusory dragonXGE
9th time stop

Gift of the Fell

At 1st level, your patron grants you the power necessary to arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Hexblade's Curse

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 your warlock level + your Charisma modifier (minimum of 1 hit point).

Once you use this bonus action, you can't use it 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 to your service. When you kill a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to your warlock level.

The specter is friendly to you, indifferent to others, and obeys your verbal commands. In combat, the specter shares your initiative count, but it takes its turn immediately after yours. It gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +1).

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, unless you expend a warlock spell slot to use it again.

 

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by 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 instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you gain complete control over the power of your fell curses. While a creature is cursed by your Hexblade's Curse, you can use a bonus action to transfer the curse to a different creature you can see within 30 feet of you, ending its effect on the previously cursed creature. You can also transfer the curse in this way as a reaction when the cursed creature dies; if you do so, you don't regain hit points from the death of the previously cursed creature.

The Leviathan

You have plunged into a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation's earliest days that now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

 

Perhaps you were born into a generational cult that venerates the Leviathan and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you, and you serve as your patron's eyes and ears, watching the world beyond its domain and reporting your findings.

Magic of the Fathoms

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Leviathan Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Leviathan Patron Spells
Warlock Level Spells
1st create or destroy water, thunderwave
3rd gust of wind, silence
5th lightning bolt, sleet storm
7th control water, summon elementalTCE (water only)
9th Bigby's hand, cone of cold

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Leviathan Arcanum Spells
Spell Level Spells
6th chain lightning
7th teleport
8th tsunami
9th storm of vengeance

Gift of the Seas

At 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

 

Forms and Fathoms

When you cast one of your patron spells or use one of the features it grants you, it takes a form appropriate for the nature of your patron. For example, when casting the Bigby's hand spell, a warlock who entreated with a kraken might summon a monstrous tentacle or a serrated crab claw, while the servant of a primordial water elemental might create a raging torrent of water that assumes the shape of a hand.

These thematic considerations can extend beyond the scope of your patron spells and be applied to any warlock spell you cast, as you first obtained your magic from the Leviathan's pact.

Grasp of the Deep

Also at 1st level, you learn to summon a minor manifestation of your patron to strike at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 acid, cold, or lightning damage (your choice when it takes the damage), and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, 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, and you regain all expended uses when you finish a long rest.

Oceanic Soul

At 6th level, your patron grants you abilities to exert greater control of the deep. You gain resistance to cold damage. In addition, while you are underwater, you can speak clearly, your speech is understood by any creature within 120 feet of you that is also underwater, and you can understand their speech.

Finally, your Grasp of the Deep feature can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and 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.

Devouring Depths

At 10th level, you learn to magically draw forth your patron's ageless hunger and loose it upon your enemies. As an action, you choose a point you can see within 60 feet of you, and a manifestation of your patron appears in a 20-foot cube centered on that point. The manifestation lasts for 1 minute and turns its area into difficult terrain, and any creature that enters the manifestation's area for the first time on a turn or starts its turn there takes 2d6 acid, cold, or lightning damage (your choice each time it takes damage).

When the manifestation appears, each creature within its area must succeed on a Strength saving throw against your spell save DC or be restrained until the manifestation ends. A creature restrained by the manifestation can use its action to repeat the saving throw, freeing itself on a success. At the start of your turn, if a creature is currently restrained by the manifestation, you gain temporary hit points equal to your warlock level.

Once you use this feature, you can't do so again until you finish a short or long rest.

The appearance of the manifestation reflects some aspect of your patron. For example, you could conjure a writhing mass of tentacles, a maze of watery tendrils, the gaping maw of a giant lamprey, a swarm of razor-shelled crustaceans, or some other form entirely.

Call of the Leviathan

At 14th level, you can implore your patron directly for aid. As an action, you can call upon your patron to create a small tear in reality through which it unleashes a measure of its thalassic grandeur. This measure takes the form of one of the following effects of your choice:

The Breach. You and up to five willing creatures you can see within 30 feet of you are transported through your patron's realm. Amid a whirl of water, you and the chosen creatures magically vanish and then reappear up to 10 miles away in a location of your choice which you visited in the last 24 hours, appearing in unoccupied spaces within 30 feet of each other.

The Fury. A spectral barrage strikes up to five creatures you can see within 60 feet of you, and each target must make a Dexterity saving throw against your spell save DC. On a failed save, a target takes 8d8 acid, cold, or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.

Regardless of your choice, once you call upon your patron, you can't do so again until you finish a long rest.

The Logos

Your patron is an entity formed from the manifestation of ancient words of power, commonly known as a Logos. These enigmatic beings are stewards of the powerful emotions brought forth by language spoken and silent, written and gestured, positive and negative. Many of the first Logos came into existence as living scriptures of divine worship or as the sentient consciousness of an arcane grimoire, while others serve as mighty guardians of magical lore, jealously presiding over vast archives and ancient libraries hidden across the multiverse.

The Logos hone the power of magical incantations founded upon words of special significance, and your pact with such an entity reflects this. Those who strike bargains with a Logos find great value in channeling this magic, weaving words of formulaic eloquence to bring safety and salvation to their allies and despair and destruction upon their enemies.

Magic of the Word

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Logos Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Logos Patron Spells
Warlock Level Spells
1st command, healing word
3rd blindness/deafness, suggestion
5th sending, tongues
7th banishment, compulsion
9th dominate person, Rary's telepathic bond

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Logos Arcanum Spells
Spell Level Spells
6th word of recall
7th divine word
8th telepathy
9th power word heal

Gift of the Logos

At 1st level, you learn the vicious mockery or word of radiance cantrip (your choice) from your patron. The cantrip counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

Additionally, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, or Persuasion.

Words of Affirmation

At 1st level, you can bolster your allies by invoking words laced with magic. If you use your action to cast a warlock spell on your turn, you can take the Help action as a bonus action during the same turn. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the ally can hear you.

Indelible Censure

Starting at 6th level, you can manifest the magical potential of creation to crush the hearts and minds of your enemies. As an action, you utter words of power and create a field of magical energy in a 20-foot-radius sphere centered on a point of your choice that you can see within 60 feet of you. The field lasts for 1 minute or until you are incapacitated, and its area is filled with dim light.

Each creature of your choice within the field when it appears must make a Wisdom saving throw against your spell save DC. On a failed save, the creature's mind is filled with magical incantations for the field's duration, during which time the creature is deafened and cannot speak or cast spells that include a verbal component. If an affected creature ends its turn within the field, the incantations intensify and deal 2d8 psychic or radiant damage (your choice when you create the field) to the creature.

An affected creature that ends its turn outside the field can repeat the Wisdom saving throw, ending the effect on itself on a success.

Once you create this field, you can't do so again until you finish a short or long rest.

Infusion of Eloquence

At 10th level, the words woven into your magic induce ecstasy and dismay in whomever they reach. When you cast a warlock spell that deals damage, you can invoke additional words of power to modify it in the following ways:

  • You change the spell's damage type to psychic or radiant damage (your choice).
  • You gain a bonus to the spell's damage rolls equal to your proficiency bonus.
  • Any creature damaged by the spell is frightened of you or charmed by you (your choice) until the end of its 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.

The True Word

Starting at 14th level, you can exploit negative emotions to bind an enemy's body and mind with but a single utterance. When a creature you can see within 30 feet of you takes damage, misses with an attack roll, or fails an ability check or saving throw, you can use your reaction to speak your patron's name and call forth their power upon that creature. If the creature can hear you, it must make a Charisma saving throw against your spell save DC. On a failure, the creature is paralyzed until the end of its next turn. On a success, the creature is immune to this effect for 24 hours.

Once a creature fails its saving throw against your use of this feature, you can't use it again until you finish a short or long rest.

The Undying

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the infamous vampire Count Strahd von Zarovich.

While you may seek to gain knowledge from your patron's countless lifetimes of experience, it may see you as a piece of a centuries-long plan. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass.

Undying Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Undying Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Undying Patron Spells
Warlock Level Spells
1st bane, false life
3rd blindness/deafness, phantasmal force
5th feign death, speak with dead
7th death ward, greater invisibility
9th antilife shell, contagion

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Undying Arcanum Spells
Spell Level Spells
6th magic jar
7th regenerate
8th clone
9th invulnerabilityXGE

Gift of the Undying

At 1st level, you learn the spare the dying cantrip from your patron. It counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

In addition, you have advantage on saving throws against disease.

Dread Form

At 1st level, you learn to wreathe yourself in 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 Dread Form 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 face might transform into bat-like features due to your vampire patron.

Touch of the Grave

At 6th level, your patron's powers begin having a profound effect on your body. You no longer need to eat, drink, breathe, or sleep, although you still require rest.

In addition, once per turn 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 Dread Form, you can roll one additional damage die when determining the necrotic damage the target takes.

Mortal Husk

At 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage, and you 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.

In addition, when you are reduced to 0 hit points, you can cause your body to explode, and each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you suffer a level of exhaustion. Once you revive in this way, you can't do so again until you finish a long rest.

Spirit Projection

By 14th level, your body is now simply a vessel for your spirit. 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, and your spirit can remain outside your body for up to 1 hour or until your concentration ends (as if you were 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:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal, somatic, 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 Dread Form, you become immune to necrotic damage, and 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.

Eldritch Invocations

The eldritch invocations are presented in alphabetical order. 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 in an invocation refers to warlock level, not character level.

Agonizing Blast

Prerequisite: eldritch blast cantrip


When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast the mage armor spell on yourself at will, without expending a spell slot or requiring material components.

Ascendant Step

Prerequisite: 9th level


You can cast the levitate spell on yourself at will, without expending a spell slot or requiring material components.

Aspect of the Moon

Prerequisite: Pact of the Tome


You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Beast Speech

You can cast the speak with animals spell at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level


You can cast the compulsion spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

 

Blessing of Brio

Prerequisite: eldritch blast cantrip


When you score a critical hit with eldritch blast, you regain hit points equal to 1d8 + your Charisma modifier (minimum of 1 hit point).

Bond of the Talisman

Prerequisite: 12th level, Pact of the Talisman


While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome


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 spells 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 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.

Chains of Carceri

Prerequisite: 15th level


You can cast the hold monster spell at will — targeting a celestial, fiend, or elemental — without expending a spell slot or requiring material components. You must finish a long rest before you can use this invocation on the same creature again.

 

Cloak of Flies

Prerequisite: 5th level


As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

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

Corporeal Shroud

Prerequisite: Pact of the Flesh


While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Defiance of Flesh

Prerequisite: 15th level, Pact of the Flesh


You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level


You can cast the confusion spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Eldritch Armor

Prerequisite: Pact of the Blade


As an action, you can touch a suit of light or medium armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast the detect magic spell at will, without expending a spell slot.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade


Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Spear

Prerequisite: eldritch blast cantrip


When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Far Scribe

Prerequisite: 5th level, Pact of the Tome


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 sending spell, targeting a creature whose name is on the page, without using a spell slot or requiring material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

Fiendish Vigor

You can cast the false life spell on yourself at will, without expending a spell slot or requiring material components.

Gaze of Two Minds

You can use your action to touch a willing 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.

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.

Gift of the Depths

Prerequisite: 5th level


You can breathe underwater, and you gain a swimming speed equal to your walking speed.

Additionally, you can cast the water breathing spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain


Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome


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.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching it.

Grasp of Hadar

Prerequisite: eldritch blast cantrip


When you hit a creature with eldritch blast, you can move that creature in a straight line 10 feet closer to you. A creature can be affected by this invocation no more than once per turn.

Improved Pact Weapon

Prerequisite: Pact of the Blade


You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Investment of the Chain Master

Prerequisite: Pact of the Chain


When you cast the find familiar spell, 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.
  • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical 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.

Lance of Lethargy

Prerequisite: eldritch blast cantrip


When you hit a creature with eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn. A creature can be affected by this invocation no more than once per turn.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade


When you hit a creature with your pact weapon, the creature takes an extra 1d8 necrotic damage.

Maddening Hex

Prerequisite: 5th level, hex spell or a warlock feature that curses


As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast the disguise self spell at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level


You can cast the alter self spell at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level


You can cast the conjure elemental spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Mire the Mind

Prerequisite: 5th level


You can cast the slow spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Misty Visions

You can cast the silent image spell at will, without expending a spell slot or requiring material components.

Mortal Coil

Prerequisite: 9th level, Pact of the Flesh


You become stable after two death saving throw successes (instead of three), and you die after four death saving throw failures (instead of three).

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: 9th level


You can cast the jump spell on yourself at will, without expending a spell slot or requiring material components.

Protection of the Talisman

Prerequisite: 9th level, Pact of the Talisman


When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success

Rebuke of the Talisman

Prerequisite: Pact of the Talisman


When the wearer of your talisman is 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 your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

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 or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Prerequisite: eldritch blast cantrip


When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level


You can cast the polymorph spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Seeker's Tongue

When you complete a long rest, choose two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.

Shroud of Shadow

Prerequisite: 15th level


You can cast the invisibility spell at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level


You can cast the bestow curse spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Thief of Five Fates

You can cast the bane spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade


You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tomb of Levistus

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 vulnerability to 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.

Trickster's Escape

Prerequisite: 7th level


You can cast the freedom of movement spell once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Undying Servitude

Prerequisite: 5th level


You can cast the animate dead spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Visions of Distant Realms

Prerequisite: 15th level


You can cast the arcane eye spell at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain


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.

Whispers of the Grave

Prerequisite: 9th level


You can cast the speak with dead spell at will, without expending a spell slot.

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.

Warlock Spells

The list of warlock spells below is presented in alphabetical order, sorted by spell level. Spells not originally included in the warlock spell list are written in bold.

Each spell is in the Player's Handbook, unless it has one asterisk (a spell in Xanathar's Guide to Everything) or two asterisks (a spell in Tasha's Cauldron of Everything).

List of Spells

Cantrips (0 Level)
  • Blade ward
  • Booming blade **
  • Chill touch
  • Create bonfire *
  • Eldritch blast
  • Friends
  • Frostbite *
  • Green-flame blade **
  • Infestation *
  • Lightning lure **
  • Mage hand
  • Magic stone *
  • Mind sliver **
  • Minor illusion
  • Poison spray
  • Prestidigitation
  • Sword burst **
  • Thunderclap *
  • Toll the dead *
  • True strike
1st Level
  • Armor of Agathys
  • Arms of Hadar
  • Cause fear *
  • Charm person
  • Comprehend languages
  • Expeditious retreat
  • Hellish rebuke
  • Hex
  • Illusory script
  • Protection from evil and good
  • Thunderwave
  • Unseen servant
  • Witch bolt
2nd Level
  • Cloud of daggers
  • Crown of madness
  • Darkness
  • Earthbind *
  • Enthrall
  • Hold person
  • Invisibility
  • Mind spike *
  • Mirror image
  • Misty step

 

  • Phantasmal force
  • Ray of enfeeblement
  • Shadow blade *
  • Shatter
  • Spider climb
  • Suggestion
3rd Level
  • Counterspell
  • Dispel magic
  • Enemies abound *
  • Fear
  • Fly
  • Gaseous form
  • Hunger of Hadar
  • Hypnotic pattern
  • Intellect fortress **
  • Magic circle
  • Major image
  • Remove curse
  • Spirit shroud **
  • Summon fey **
  • Summon lesser demons *
  • Summon shadowspawn **
  • Summon undead **
  • Thunder step *
  • Tongues
  • Vampiric touch
4th Level
  • Banishment
  • Blight
  • Charm monster *
  • Dimension door
  • Elemental bane *
  • Hallucinatory terrain
  • Phantasmal killer
  • Shadow of moil *
  • Sickening radiance *
  • Summon aberration **
  • Summon greater demon *
5th Level
  • Contact other plane
  • Danse macabre *
  • Dream
  • Enervation *
  • Far step *
  • Hold monster
  • Infernal calling *
  • Mislead
  • Modify memory
  • Negative energy flood *
  • Planar binding
  • Scrying
  • Synaptic static *
  • Teleportation circle
  • Wall of light *
6th Level
  • Arcane gate
  • Circle of death
  • Conjure fey
  • Create undead
  • Eyebite
  • Flesh to stone
  • Investiture of flame *
  • Investiture of ice *
  • Investiture of stone *
  • Investiture of wind *
  • Mass suggestion
  • Mental prison *
  • Scatter *
  • Soul cage *
  • Summon fiend **
  • Tasha's otherworldly guise **
  • True seeing

 

7th Level
  • Crown of stars *
  • Dream of the blue veil **
  • Etherealness
  • Finger of death
  • Forcecage
  • Plane shift
  • Power word pain *
8th Level
  • Demiplane
  • Dominate monster
  • Feeblemind
  • Glibness
  • Maddening darkness *
  • Power word stun
9th Level
  • Astral projection
  • Blade of disaster **
  • Foresight
  • Gate
  • Imprisonment
  • Mass polymorph *
  • Power word kill
  • Psychic scream *
  • True polymorph
  • Weird

 

Class Changes

The warlock's unique thematic flavor, arrangement of features, and the nature of its level progression — most notably, having both a quasi-Spellcasting feature and access to eldritch invocations — all provide players with an array of customization options not typically afforded to other officially published classes. In this respect, the warlock has the freedom to act flexibly as both a martial-inclined class and a fully fledged spellcaster, depending on the situation at hand and the choices made by the player at previous levels. With these freedoms in mind, the changes to the warlock class presented in this handbook are more limited than in other classes, concerned mostly with ensuring that the class's patron options occupy a more equal footing whilst preserving their roleplaying appeal.

Otherworldly Patron. The benefit of the warlock subclass's 1st-level feature which grants patron-related spells to the warlock has been redesigned. Instead of its previous benefits, the warlock automatically learns their patron's spells of 1st through 5th level when their Spellcasting allows it; the patron now also grants access to additional spells for the warlock to choose from for their Mystic Arcanum feature. These changes are intended to address the warlock's limited spell availability, as well as to provide the warlock with meaningful and thematic choices for their most powerful spells in high-tier play. Finally, the Fathomless subclass has been renamed to the Leviathan, the Undead and Undying patrons have been merged into a singular subclass, and two new subclasses, the Gatekeeper and Logos patrons, have been added.

Eldritch Invocations. New invocations have been added, including those based on the Pact of the Flesh (see below).

 

Pact Boon. A new pact, the Pact of the Flesh, has been added, designed to give warlock a greater variety of pact choices at 3rd level.

Pact Boon: Pact of the Blade. This feature has been redesigned and now incorporates some of the former benefits of Hex Warrior, the 1st-level Hexblade patron feature (see below); the warlock's pact weapon can now use Charisma, instead of its normal ability modifier, for attack and damage rolls. This change is intended both to bring the Hexblade patron's 1st-level features more in line with the other warlock subclasses, and also to provide all warlocks with the ability to synergize their spellcasting with the use of a pact weapon, regardless of subclass choice.

Pact Boon: Pact of the Talisman. This feature's bonus to failed ability checks no longer has a usage limit. In addition, the talisman's wearer can invoke its power once between long rests in order to gain advantage on a saving throw. Finally, the warlock now also knows the distance and direction to its talisman, and can summon the talisman back to its hand, provided the talisman is on the same plane of existence.

Channel Arcanum. This is a new feature, which is intended to allow the warlock to utilize their Mystic Arcanum feature in additional ways without enhancing the warlock's spellcasting abilities.

The Archfey

The following changes have been made to this patron:

Fey Magic. Renamed from Expanded Spell List, this feature integrates the changes to spell list availability for the warlock's subclass (see above).

Gift of the Fey. This is a new feature, intended to standardize the features given to warlocks from their subclass choice at 1st level.

Misty Escape. The warlock can use this feature a number of times equal to their proficiency bonus between long rests, instead of once per short or long rest. This change is designed to avoid doubling up on the "once per rest" availability of this feature, Fey Presence, and Dark Delirium (see below).

Beguiling Darkness. The warlock is no longer immune to being charmed; in exchange, they gain advantage on saving throws against being charmed or frightened, and this feature's reaction-based effect now also includes the frightened condition.

Dark Delirium. This feature's usage limit is based on whether the creature becomes trapped in the illusion, rather than the warlock using the feature.

The Celestial

The following changes have been made to this patron:

Celestial Magic. Renamed from Expanded Spell List, this feature integrates the changes to spell list availability for the warlock's subclass (see above). Additionally, at 9th level, the warlock gains access to the spell holy weapon, instead of flame strike.

Gift of the Celestial. Renamed from Bonus Cantrips, this feature now only grants the warlock one of the listed cantrips, instead of both.

Healing Light. The maximum number of dice the warlock can spend from this feature's pool equals their proficiency bonus, instead of their Charisma modifier (minimum of one die).

The Fiend

The following changes have been made to this patron:

Fiendish Magic. Renamed from Expanded Spell List, this feature integrates the changes to spell list availability for the warlock's subclass (see above). Additionally, at 7th level, the warlock gains access to the spell compulsion, instead of fire shield; and at 9th level, they gain access to immolation, instead of flame strike.

Gift of the Fiend. This is a new feature, intended to standardize the features given to warlocks from their subclass choice at 1st level.

The Gatekeeper

While it draws inspiration from the Raven Queen (a playtest-exclusive warlock patron that was never officially published), the Gatekeeper is a new patron included to give warlocks a different choice of subclass. As such, there are no changes to official material to be detailed here.

The Genie

The following changes have been made to this patron:

Genie Magic. Renamed from Expanded Spell List, this feature integrates the changes to spell list availability for the warlock's subclass (see above); in addition, the wish spell has been moved to the Genie Arcanum Spells table. Finally, at 1st level, the Efreeti warlock gains access to the spell searing smite, instead of burning hands; at 5th level, the Dao warlock gains access to erupting earth, instead of meld into stone; and at 5th level, the Marid warlock gains access to tidal wave, instead of sleet storm.

Gift of the Genie. This is a new feature, intended to standardize the features given to warlocks from the subclass choice at 1st level.

Genie's Vessel. The extra damage of this feature's Genie's Wrath benefit is explicitly magical.

Limited Wish. After using this feature, the warlock can't do so again until they finish a long rest, instead of finishing 1d4 long rests.

The Great Old One

The following changes have been made to this patron:

Magic of the Beyond. Renamed from Expanded Spell List, this feature integrates the changes to spell list availability for the warlock's subclass (see above). Additionally, at 7th level, the warlock gains access to the spell confusion, instead of dominate beast.

Gift of the Great Old One. This is a new feature, intended to standardize the features given to warlocks from the subclass choice at 1st level.

Awakened Mind. This feature's benefits now improve when the warlock reaches 10th level.

Entropic Backlash. When the warlock uses this feature successfully, they can choose one effect from an expanded list of options (previously, one effect was triggered without choice). Additionally, this feature can be used a number of times equal to the warlock's proficiency between long rests, instead of once between short or long rests.

Thought Shield. The warlock gains additional protections from effects that would intrude upon its mind.

The Hexblade

The following changes have been made to this patron:

Hexblade Magic. Renamed from Expanded Spell List, this feature integrates the changes to spell list availability for the warlock's subclass (see above). Additionally, at 3rd level, the warlock gains access to the spell magic weapon, instead of branding smite.

 

Gift of the Fell. Renamed from Hex Warrior, this feature no longer allows the warlock to channel their influence into a weapon; this benefit has been relocated to become one of the benefits of the Pact of the Blade (see above).

Accursed Specter. The specter's temporary hit points equal the warlock's class level, instead of half their warlock level. Additionally, the warlock can expend a warlock spell slot to use this feature again, potentially allowing them to have multiple specters in their employ at once.

Master of Hexes. The warlock can now also transfer their curse while its target is still alive as a bonus action.

The Leviathan

Previously known as the Fathomless, the following changes have been made to this patron:

Magic of the Fathoms. Renamed from Expanded Spell List, this feature integrates the changes to spell list availability for the warlock's subclass (see above).

Grasp of the Deep. The tentacle can deal the warlock's choice of acid, cold, or lightning damage (previously, it could only deal cold damage).

Oceanic Soul. This feature combines the benefits of the former feature of the same name and Guardian Coil. In addition, the feature's underwater telepathy benefit now has a range limit of 120 feet.

Devouring Depths. This feature, which replaces Grasping Tentacles entirely, is closely based on the feature of the same name from this patron's playtest version, the Lurker in the Deep.

Call of the Leviathan. This feature, which replaces Fathomless Plunge entirely, is closely based on the 14th-level feature of this patron's playtest version, the Lurker in the Deep.

The Undying

The following changes have been made to this patron:

Undying Magic. Renamed from Expanded Spell List, this feature integrates the changes to spell list availability for the warlock's subclass (see above). The feature's expanded spell list is taken from the Undead patron, rather than the Undying patron; however, at 5th level, the warlock gains access to the spell feign death, instead of phantom steed; and at 9th level, the they gain access to contagion, instead of cloudkill.

Gift of the Undying. This is a new feature, which grants some of the benefits of the previously-existing Among the Dead feature (see below).

Dread Form. This feature, which replaces Among the Dead, is identical to the Form of Dread feature of the Undead patron. The feature no longer grants a benefit, previously existing in Among the Dead, which allows the warlock to force undead to make saving throws when certain conditions are met.

Touch of the Grave. This feature, which replaces Defy Death, is functionally identical to the Grave Touched feature of the Undead patron, except that the warlock now also no longer needs to sleep. The feature's benefits, which also include some of the benefits of the previous 10th-level feature Undying Nature, also necessitate a change in this subclass's 10th-level feature (see below).

 

Mortal Husk. This feature, which replaces Undying Nature, grants the benefits of the feature of the same name from the Undead patron. When the feature's revive ability is used, it can't be used again until the warlock finishes a long rest (previously, it couldn't be used for 1d4 long rests). Additionally, this feature grants the benefit of Undying Nature which inures the warlock to aging.

Spirit Projection. This feature, which replaces Indestructible Life, is identical to the feature of the same name from the Undead patron.

Eldritch Invocations

The changes to existing eldritch invocations are listed below.

(Spellcasting Invocations.) Invocations such as Bewitching Whispers and Dreadful Word, which grant the warlock a limited ability to cast certain spells using a warlock spell slot, now no longer require a warlock spell slot to be expended, bringing them in line with other invocations such as Undying Servitude.

Protection of the Talisman. This invocation's benefit no longer has a usage limit.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Anthony Star (ArtStation; pg 11)
  • Beatriz F. Valverde (ArtStation; cover)
  • BryanSyme (DeviantArt; pg 22)
  • Min Gyu Lee / "ATEC" (ArtStation; pg 6)
  • Paizo, Inc. (© Paizo; pg 13)
  • Valera Lutfulling / "Jortagul" (ArtStation; pg 20)
  • Wizards of the Coast (© Wizards; pg 2, 8, 17)

Thank You

... for taking the time to read this reimagining of the Warlock class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

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      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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