Warlock, Unchained

by FootfulOfSquid

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Warlock, Unchained

The 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.

Mister Zisker | The Warlock | Art by march-01
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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.

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 chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

Mister Zisker | The Warlock | Art by Manuel Castañón
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The Warlock
Level Proficiency Bonus Features Cantrips Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic, Sacrificial Bargain 2 2 1 1st -
2nd +2 Eldritch Invocations 2 3 2 1st 1
3rd +2 Pact Boon 2 4 2 2nd 1
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 - 3 6 2 3rd 2
6th +3 Otherworldly Patron Feature 3 7 2 3rd 3
7th +3 - 3 8 2 4th 3
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 - 3 10 2 5th 4
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 7
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 8
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 8
18th +6 - 4 14 4 5th 9
19th +6 Ability Score Improvement 4 15 4 5th 9
20th +6 Eldritch Master 4 15 4 5th 12

Hit Points

Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saves: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 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

Wealth Rolls

Alternatively, you can ignore the equipment listed above and in your background, and buy 4d4 x 10gp worth of equipment from chapter 5 of the Player’s Handbook.

Multiclassing

The prerequisite for multiclassing into a warlock is an Intelligence, Wisdom, or Charisma score of 13, whatever you would use for your spellcasting modifier. When you multiclass into warlock, you gain proficiency with light armor and simple weapons.

Pact Magic.

When determining your total spell slots, you add none of your warlock levels to the total. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Mister Zisker | The Warlock
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Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. 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 Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

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.

Aspect of Spellpower / Patron Spells

Starting at 1st level, when offered an Aspect of Spellpower or Patron Spell List, you can choose one of the spells offered on the table that you could cast with a warlock spell slot. You learn that spell and it counts as a warlock spell for you, but it doesn't count against your number of Spells Known. You can choose another such spell this way at 3rd, 5th, 7th, and 9th levels.

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 (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

Mister Zisker | The Warlock | Art by Shuxing Li
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Optional Rules

The following section contains a number of optional rules that your group may choose to use during gameplay. These rules are intended to highlight different facets of the game experience and to provide methods for dealing with situations and requests that may arise. Note that these rules are optional for a reason: they are not intended for every group to use, nor appropriate for all scenarios. After each rule is a short discussion detailing how this may impact gameplay and why you may choose to implement the rule. Players, if you are denied the use of one or more of these rules, please accept the benevolent intentions behind the denial and comply with the request. If you don’t trust your group, you won’t enjoy playing with them, so address issues immediately when they arise.

Bargain of the Archivist

Rules for an Intelligence-Based Warlock

Some patrons, such as the Keeper of the Depths and Accursed Archive are particularly suited to a more intelligent warlock, but any of them can be appropriate if you’ve talked with your group about how this may be implemented.

These rules are designed to enable you to play a warlock that is based on Intelligence as the primary ability score for the class instead of Charisma.

Wizards beware – the warlock is entering your domain with secrets once thought forgotten.

Saving Throws

Your saving throw proficiencies become Intelligence, Wisdom instead of Charisma, Wisdom when you select this class at 1st level.

Spellcasting Ability

Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Class Features and Invocations

Whenever a warlock class feature or an Eldritch Invocation references your Charisma modifier, you must use your Intelligence modifier instead of your Charisma modifier.

Intention of the Optional Rule

Intelligence is an ability score that many groups find less useful than other ability scores. Wizards and subclasses based around the wizard spell list are among the only ones that rely on it for anything other than skills. There are very few spells that target Intelligence saving throws, so it isn’t very useful from a defensive standpoint.



















































Additionally, Charisma is essential for four core classes, while Intelligence only boasts one. Shifting your warlocks to rely on Intelligence helps to shift their role away from social prowess into intellectual study, and can provide diversity in party abilities from that perspective. It should have a negligible effect on the overall strength of the class in gameplay.

Mister Zisker | The Warlock | Art by Anthony Star
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Bargain of the Priest

Rules for an Wisdom-Based Warlock

Some patrons, such as the Storm Lord, Ashen Wolf, Eternal Citadel, Forgotten Graveyard, and Warrior-Saint are particularly well suited for a warlock who relies on Wisdom, but many of them can be suitable if you’ve talked with your group about how this may be possible.

These rules are designed to enable you to play a warlock that is based on Wisdom instead of Charisma as the primary ability score for the class.

Clerics and druids should stand aside, for the darkest of gods and spirits once thought forgotten have returned.

Class Skills

The warlock class skill list is replaced with the following one: Animal Handling, Arcana, Insight, Medicine, Nature, Religion, Survival.

Spellcasting Ability

Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Class Features and Invocations

Whenever a warlock class feature or an Eldritch Invocation references your Charisma modifier, you use your Wisdom modifier instead of your Charisma modifier.

Intention of the Optional Rule

The relationship between warlock and otherworldly patron varies dramatically. When a warlock casts spells using their Charisma, they are effectively saying “This is my power. It is inherent to my soul. I have purchased it, and it is now separate and distinct from any other. When I grow in power, I may learn from my patron, but even if my patron were gone, I would still be able to grow and advance.”

Wisdom implies a connection to an external force in most cases. Clerics have a direct connection to their god, and if they were rejected by their deity for some reason, then they would need to find a new one to grant them their abilities. Druids have a similar connection with nature, calling upon it and channeling its power through them.

If your warlock has a similar, directly subservient relationship with their patron, it may be fitting to have them use Wisdom instead of Charisma to represent this distinctive change.

Note, however, that this is not always appropriate from a gameplay perspective. Wisdom is a more valuable ability score when it comes to saving throws, which makes the warlock somewhat more powerful. While in most cases it should have a limited effect on gameplay, think carefully before allowing this rule.

Mister Zisker | The Warlock | Art by kevin hou
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Sacrificial Bargain

At 1st-level, you can petition your patron for power, at the cost of your vitality. Instead of expending a warlock spell slot, you can expend half your maximum amount of hit dice (rounded up) to cast a spell. The spell is cast at a level as if you had spent one of your warlock spell slots.

You can do so only once per short or long rest.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

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

Additionally, if an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. 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.

Finally, if an invocation states that you can cast a spell at will or without expending a spell slot, treat the spell as if you had cast it using one of your warlock spell slots for the purposes of casting it at higher levels.

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

As an action on your turn, you create a pact weapon in your empty hand. You can choose the form this melee weapon takes each time you create it, though it must be a form you are proficient with.

Eldritch Strike. When you attack with this weapon, you can use your warlock spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon counts as magical when overcoming resistances and immunity to nonmagical attacks and damage.

Ephemeral. This weapon disappears if it is more than 5 feet away from you for 1 minute or more, if you create another pact weapon, if you dismiss the weapon (no action required), or if you die.

Magic Weapons. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases to be your pact weapon if you die, ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Thirsting Blade. At 5th warlock class level, you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

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 find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

Magic Assault. The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Master's Command. As a bonus action, you can command the familiar to take the Attack action.

Movement Unbound. The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet, and also gains the ability to breathe air.

Myriad Forms. When you cast the spell, you can choose one of the normal forms for your familiar, another that befits your patron, or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

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.

Mister Zisker | The Warlock | Art from ATLA
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Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one warlock spell of 6th level or lower to be your Arcanum spell. You can cast this spell once, at 6th-level, without expending a spell slot. Onc eyou cast that Mystic Arcanum, you must finish a long rest before you can cast it again.

Your Mystic Arcanum doesn't count towards your total number of Spells Known. If you select a spell of 5th-level or lower to upcast as your Arcanum spell, it must also be one of your Spells Known in order to cast this way.

Whenever you gain a warlock level, you can replace one of your Mystic Arcanum spells with another of your choice.

As you gain levels, you patron bestows upon you more powerful Mystic Arcanum spells, as shown in the Warlock table: a 7th-level Arcanum at 13th level, an 8th-level Arcanum at 15th level, and finally, a 9th-level Arcanum at 17th level. You can cast each Mystic Arcanum spell once per long rest.

Eldritch Master

At 20th level, you have gained mastery over the eldritch power within your soul. Whenever you complete a long rest, you can exchange up to 3 invocations you know for other ones for which you meet the prerequisites. To do so, the invocations being lost cannot be prerequisites other invocations.

And finally, at the start of your turn, you can gain great power, but in doing so, rend your very mortality as recompense to your patron. To do so, you must sacrifice all of your remaining hit dice, and must sacrifice at least 7 when doing so, otherwise your patron laughs at your paltry offer.

If you take this bargain, you immediately gain the following benefits for one minute:

  • You gain all the benefits of a short rest.
  • You are reduced or returned to half of your hit point maximum.
  • Your Bonus Action becomes an Action.
  • You can cast non-cantrip spells on your turn, even if you've already done so on that turn.
  • Any spells you cast do not require concentration, instead lasting for their maximum duration.

After the minute is over, you immediately gain 7 levels of exhaustion, and you roll 1d20+10. For each century of your life you have remaining, natural or otherwise, you forfeit a number of them to your patron equal to the total you rolled.

Mister Zisker | The Warlock | Art by LouieLorry
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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.

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 Summe

Aspect of Spellpower

Starting at 1st level, you learn a spell from the Aspect of the Archfey list granted to you below. You can choose an additional spell at 3rd, 5th, 7th, and 9th level. These spells count as warlock spells for you, but they don't count against your number of spells known.

Aspect of the Archfey
Spell Level Spells
1st faerie fire, sleep
2nd blur, calm emotions
3rd blink, plant growth
4th greater invisibility, polymorph
5th mislead, seeming

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to protect the beguiling and fearsome presence of the fey. As an action, you can cause a creature within 60 feet of you to make a Wisdom saving throw against your warlock spell save DC. A creature that fails their saving throws is charmed or frightened by you (your choice) until the end of your next turn.

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

Mister Zisker | The Warlock | Art by luizamcallister
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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. Alternatively, you can do so as a bonus action on your turn. If you would lose invisibility by dealing damage to a creature, you deal additional damage equal to half your warlock level.

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.

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 8 hours 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 thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again, unless you spend a warlock spell slot to use it again.

Mister Zisker | The Warlock | Art by Greg Rutkowski
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Archfey Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in other supplements.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Dance of the Forest

Prerequisite: Archfey Patron, Pact of the Blade feature
The power granted to you by your patron loosens your inhibitions and eases your worries as you flow and twist around the battlefield in a dangerous dance. You can use your Charisma modifier, rather than your Dexterity modifier, to determine your AC while unarmored or wearing light armor.

Additionally, just as your moves reflect the changing of the seasons, so does your weaponry. When you conjure your pact weapon, choose a season. Your weapon gains an additional benefit based upon the season you choose. You can use each ability once per weapon conjuration.

Spring. You look to the future with the hope of new life. As a bonus action, you can gain a number of temporary hit points equal to twice your proficiency bonus.

Summer. You bear down upon your enemies like the heat of the sun. Whenever you roll an attack roll or saving throw, you can give yourself a +5 bonus to the roll (no action required).

Autumn. You foster the peace of a cool breeze. When a creature that has been charmed or frightened by you would hit you or another creature within 60 feet of you, you can force the attacker to reroll the attack at disadvantage.

Winter. You bring a gaze chilling as ice to the battlefield. When you hit a creature that is charmed or frightened by you with an attack, its movement speed becomes 0 and it can't take reactions until the start of your next turn.

Magic of Nirn

Prerequisite: Archfey Patron
When you cast a warlock spell (or cantrip) that deals damage, you can change the type of damage to cold, lightning, thunder, piercing, or psychic. The change in damage type is meant to represent the storms and seasons in the Forests of Nirn, vines and thorns from plant hazards, and magical fey influence over the mind.

Additionally, if you critically succeed on the spell's attack roll, or a target critically fails it's saving throw, the creature is charmed or frightened of you (your choice) until the start of your next turn.





















Talisman of Fey Kind

Prerequisites: Archfey Patron, Pact of the Talisman
The wearer of your talisman has advantage on saving throws against becoming charmed or frightened. If you have immunity to either of these conditions, the wearer of your talisman also has immunity to that condition.

Whimsy of Pan

Prerequisite: Archfey patron, Pact of the Tome
Your tome of shadows grants you proficiency in an instrument and two artisan tools of your choice. You gain a bonus to any check you make with these tools, which is equal to your Charisma modifier. When you finish a long rest, you can replace one of the two artisan tool proficiencies gained by this invocation with any other artisan tool of your choice.

Additionally, you learn the silent image spell, and can cast it as a ritual. When you cast the spell, you, and you alone, can physically interact with the illusion you create. The interactions can garner improvised weapons, simple terrain, miming actors under your control, and other strange but believable effects.

Adapt to the Seasons

Prerequisite: Archfey Patron, 5th level
You learn the protection from energy spell, and it doesn't count against your number of spells known. You can cast it once per short or long rest without using a spell slot.

Scion of the Eradalis

Prerequisite: Archfey Patron, 5th level
When you use your Fey Presence feature, you can choose to affect a number of creatures up to your Charisma modifier, instead of only one. A creature is affected for 1 minute and can make a Wisdom saving throw at the end of each of its turns to end the effect early.

Mister Zisker | The Warlock | Johannes Voss
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Misty Ambush

Prerequisites: Archfey Patron, 7th level, Pact of the Blade

Additionally, when you hit a creature with an attack while you're holding a spellcasting focus, you can use your reaction to use your Misty Escape feature.

Talisman of the Winged Ram

Prerequisites: Archfey Patron, 12th level, Book of Shadows
The wearer of the talisman has advantage on saving throws against magic. If you already have advantage on such throws, the wearer gains resistance to damage from spells.

Haunting Visage

Prerequisites: Archfey Patron, 12th level
The abilities of your Beguiling Defenses feature are also applied to the frightened condition, and you are immune to becoming frightened.

Serendipity

Prerequisites: Archfey Patron, 12th level, Book of Shadows, Whimsy of Pan
Your patron grants you the ability to create effects that hold no logical reason to exist. You learn the major image spell, it does not count towards your number of spells known, and you can cast it at will.

You, and you alone, can physically interact with the illusion.

Chthonic Revelry

Prerequisites: Archfey Patron, 15th level
Whenever you would charm or frighten one or more creatures using your Fey Presence feature, you can choose to send them into a wild dance as the spirit of Pan overtakes them: shuffling, tapping their feet, and capering indefinitely. Creatures that can't be charmed are immune to this spell. An effect that clears the charmed or frightened conditions will also end the dance early.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature can make a Wisdom saving throw. On a successful save, the dance ends, and the creature regains control of itself.

Mister Zisker | The Warlock | Johannes Voss
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The Fiend

You have made a pact with a fiend, a being from the Nine Cities, whose aims are evil, even if you strive against those aims. Such beings desire position and power, and these desires can be bought, or stolen, with the currency of souls, including yours. Fiends powerful enough to forge a pact include Charon, Cerberus, Megaera, and the Lord of the Underworld himself, Hades.

Fiend Features
Warlock Level Feature
1st Expanded Spells, Dark One's Blessing
6th Dark One's Own Blessing
10th Fiendish Resilience
14th Hurl Through Hell

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th geas, hallow

Blessings of One Unseen

Starting at 1st level, you learn how to use drachma, an ethereal, silvery coin that is used in Hades. You gain a drachma whenever you reduce a creature to 0 hit points, as well as by using a reaction when a creature that you can see is reduced to 0 hit points within 60 feet of you. You have drachmas until you spend them, and you can only have an amount of them up to your Charisma modifier.

You can use a bonus action to spend a drachma and gain an amount of temporary hit points equal to your warlock level + your Charisma modifier.

Devil-Forged Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. Whenever you roll a d20, 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.

You can use this feature once, regaining the ability to do so after finishing a short or long rest, unless you spend a drachma to use it again.



































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 use this feature again, or spend a bonus action and a drachma to do so. 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, unless you spend three drachmas to use it again.

Mister Zisker | The Warlock | Art by Yongjae Choi
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Fiendish Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in other supplements.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Anima Messor

Prerequisite: The Fiend Patron, Pact of the Blade
You can exchange drachma for favor and might. When you roll an ability check or an attack roll, you can spend a drachma to gain advantage on the roll. You can do so after the die is rolled but before the outcome is determined.

Book of Names

Prerequisite: The Fiend Patron, Pact of the Tome
With your permission, a creature can use its action to write its name on a page in your book of shadows, which can contain a number of names equal to your proficiency bonus. You can also rip out a piece of this page, after which you can reattach by pressing it to the page for 1 minute. A creature having its name in your book confers to you a number of advantages:

  • You have advantage on Charisma ability checks made against the creature.
  • You always know what plane the creature is on, and whether or not they're alive.
  • You are considered familiar to the creature for the purposes of the scrying spell and other effects.

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

Dark Taskmaster

Prerequisites: The Fiend Patron, Pact of the Talisman
When a creature other than you is wearing the talisman and reduces a creature to 0 hit points, you gain a drachma, up to the normal limit. You can spend drachma on other creatures so long as they are wearing the talisman.

You can use a bonus action to spend a drachma and grant the wearer of the talisman a number of temporary hit points equal to half your warlock level + your Charisma modifier.

Additionally, if you can see the wearer of the talisman as they make an ability check, attack roll, or saving throw, you can use your reaction to spend a drachma, roll a d10, and add it to their total.
























Devil Magic

Prerequisites: The Fiend Patron
When you cast a warlock spell (or cantrip) that deals damage, you can change the type of damage to acid, cold, fire, or poison. The change in damage is meant to represent the powers that the Archdevils possess, and the means by which they dispose of demons and even other devils.

Additionally, if you critically succeed on the spell's attack roll, or a target critically fails it's saving throw, the hands of the damned burst from a fiery portal and attempt to pull the creature down to hell. The creature is restrained until the start of your next turn.

Tithe of the Psychopomp

Prerequisite: The Fiend Patron, 5th level
The souls you deliver to the Ferryman must pay their own toll, but Charon often rewards gratuity. When you reduce a creature to 0 hit points, you can send the drachma you would gain from the soul of the departed to be delivered to Charon instead. If you forfeit a coin this way, you regain an expended warlock spell slot.

You can use this feature once, and you cannot do so again until you complete a short or long rest.

Mister Zisker | The Warlock | Art by Yongjae Choi
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Step Through Hell

Prerequisite: The Fiend Patron, Pact of the Blade, 7th level
As a bonus action, you can spend a drachma to teleport up to 60 feet to an unoccupied space you can see. A fiery explosion ignites in the space you occupied after you disappear, or in the space you will appear in just before you reappear (your choice). Creatures within 10 feet of the chosen space must make a Dexterity saving throw or take fire damage equal to your warlock level, only taking half damage on a success.

Additionally, after teleporting, the first attack you make before the end of your turn has advantage.

Bargain with the Fates

Prerequisite: The Fiend Patron, 9th level
You can use Dark One's Own Luck a number of times equal to your proficiency bonus per long rest, instead of once per short or long rest. You can still regain uses by spending drachma.

Additionally, whenever a creature attacks you, you can use your reaction to spend a use of Dark One's Own Luck to roll the d10 and subtract the result from the attack roll, potentially causing the attack to miss.


















Feed the Flames

Prerequisite: The Fiend Patron, 12th level
Whenever you finish a short or long rest, you can choose two damage types, instead of only one, for the purposes of your Fiendish Resilience feature. This second type is subject to the same limitations as the first.

Additionally, whenever you resist damage through the use of your Fiendish Resistance, the first time you hit with an attack on your next turn, the target takes extra damage equal to twice your proficiency bonus of the resisted type.

Fiendish Gift

Prerequisites: The Fiend Patron, 12th level, Pact of the Talisman
The wearer of your Talisman gains resistance(s) to the damage type you choose with your Fiendish Resilience feature. Damage from magical weapons or silver weapons ignores this resistance.

Ledger of Contracts

Prerequisites: The Fiend Patron, 12th level, Pact of Tome, Book of Names
As an action, you can cause one or more pages in your book of shadows to bind another creature and yourself in a contract. You write the initial document, but the other creature must willingly, without the influence of mind-altering magic, powers, or other such effects; sign the contract. Both parties are free to make additions and subtracts to the contract before it is signed. Upon both parties signing in agreement to the terms of the contract on the blood-dotted line at the bottom of the page, a pact has been made.

The conditions and consequences for failing to uphold the contract on yours and the other creatures end are up to the details of the contract, and must be listed, agreed to, and signed under the same restrictions above.

The consequences for failing to uphold your end of the contract is up to your Patron, as they hold responsibility for the power you give, and can be anything within their power, up to, and including your death.

Mister Zisker | The Warlock | Art by Yongjae Choi
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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.

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Great Old One Expanded Spells
Spell Level Spells
1st dissonant whispers, Tasha’s hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th Evard’s black tentacles, phantasmal killer
5th modify memory, telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. While communicating telepathically, you can alter your voice to sound however you wish. 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.

Visions of Horror

At 6th level, you can flood the minds of those who assault you. Whenever a creature within 60 feet damages you, you can use your reaction to force the creature to make an Intelligence saving throw against your warlock spell save DC. On a failed save, the creature takes psychic damage equal to 1d10 + your warlock level and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature takes half as much damage and isn't frightened.

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

Thought Shield

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also 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.

Enigmatic Inner Mind Machinations

At 10th level, the outer layers of your mind become alien in scope - becoming indecipherable to those who would plunder it, while revealing the true nature of the world around you. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it.

Additionally, you can use your action to open your mind to the truth of the world. For 10 minutes, you gain truesight out to 60 feet. Once you do so, you can't do so again until you finish a short or long rest.

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 of 5th level or higher 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 as a trusted friend to be heeded and protected. Although the creature isn't under your control, it takes your requests or actions in the most favorable way it can.

Mister Zisker | The Warlock | Art by Alix Branwyn
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Aberrant Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in other supplements.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Book of Eldritch Lore

Prerequisites: The Great Old One Patron, Pact of the Tome
Your book of knowledge grants you esoteric knowledge, but eats away at your sanity. Whenever you roll a d20, you can open your mind and body to the influence of your patron, granting you a bonus to the roll equal to your Charisma modifier.

You can use this feature once per short or long rest, unless you roll a d6 to use it again. On a roll of 4 or higher, nothing happens. On a roll of 3 or lower, you must roll on the Short Term Madness table below.

Short Term Madness
d10 Effect (lasts 1d10 minutes)
1 The character retreats into their mind and becomes paralyzed. The effect ends if the character takes any damage.
2 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
3 The character becomes frightened and must use their action and movement each round to flee from the source of the fear.
4 The character begins babbling and is incapable of normal speech or spellcasting.
5 The character must use their action each round to attack the nearest creature.
6 The character experiences vivid hallucinations and has disadvantage on ability checks.
7 The character does whatever anyone tells them to do that isn’t obviously self-destructive.
8 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
9 The character is stunned.
10 The character falls unconscious.

Eldritch Influence

Prerequisites: The Great Old One Patron
When you cast a warlock spell (or cantrip) that deals damage, you can change the type of damage to cold, piercing, or psychic. The change in damage type is meant to represent the vacuums of the In-Between, unnatural mouths appearing where they do not belong, and the warping madness of your patron.
























Additionally, if you critically succeed on the attack roll of the spell (or cantrip), or a target critically fails it's saving throw, the target is frightened of you until the start of your next turn. It must use its movement on its next turn to move as far away from you as possible. The target can still use its action as normal.

Telepathic Bond

Prerequisites: The Great Old One Patron, Pact of the Talisman
You and the wearer of your talisman can communicate with each other telepathically, as long as both of you are on the same plane of existence.

Tormenting Blade

Prerequisites: The Great Old One Patron, Pact of the Blade
You can cast wrathful smite at will, without expending a spell slot.

Additionally, as a bonus action you can duress a frightened creature you can see within 30 feet of you, dealing psychic damage to it equal to your Charisma modifier.

Distant Delving

Prerequisites: The Great Old One Patron, 5th level
The range of your Awakened Mind increases to 120 feet, and you can also send cryptic, ominous, or otherwise troubling but incomplete imagery using it.

You can use this feature through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the feature. The feature doesn't have to follow a straight line and can travel freely around corners or through openings.

Mister Zisker | The Warlock | Art by Yongjae Choi
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Additionally, you can use this feature to cast detect thoughts without components. When you cast the spell this way, you can detect the thoughts of creatures within 120 feet, instead of 30. You can use this feature to read surface level thoughts at will, but you can only delve deeper into a creature's mind once per rest.

Lesser Anti-Magic Field

Prerequisites: The Great Old One Patron, 5th level
You can cast counterspell without any somatic or verbal components and without spending a spell slot.

You can do so once, and can do so again after completing a short or long rest.

Horrors of the Cosmos

Prerequisite: The Great Old One Patron, 9th level
You can use Visions of Horror a number of times equal to your proficiency bonus per long rest, instead of once per short or long rest.

Additionally, if a creature starts its turn within 15 feet of a creature that's frightened of you, it takes psychic damage equal to your Charisma modifier.

 

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