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Become a Patron!
# The Warlock Revised ##### Original Source: Player's Handbook
##### The Warlock | Level | Prof. Bonus | Features | Cantrips Known | Spells Known| Spell Slots | Spell Level | Invocations Known | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Otherwordly Patron, Pact Magic, Eldritch Blast Power | 2 | 2 | 1 | 1st | ─ | | 2nd | +2 | Eldritch Invocations, Hexed Opponent Magic | 2 | 3 | 2 | 1st | 2 | | 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 | | 4th | +2 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 5 | 2 | 2nd | 2 | | 5th | +3 | — | 3 | 6 | 2 | 3rd | 3 | | 6th | +3 | Otherworldly Patron feature | 3 | 7 | 3 | 3rd | 3 | | 7th | +3 | — | 3 | 8 | 3 | 4th | 4 | | 8th | +3 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 9 | 3 | 4th | 4 | | 9th | +4 | — | 3 | 10 | 3 | 5th | 5 | | 10th | +4 | Otherworldly Patron feature | 4 | 10 | 4 | 5th | 5 | | 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 4 | 5th | 5 | | 12th | +4 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 11 | 4 | 5th | 6 | | 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 4 | 5th | 6 | | 14th | +5 | Otherworldly Patron feature | 4 | 12 | 5 | 5th | 6 | | 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 5 | 5th | 7 | | 16th | +5 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 13 | 5 | 5th | 7 | | 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 5 | 5th | 7 | | 18th | +6 | — | 4 | 14 | 6 | 5th | 8 | | 19th | +6 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 15 | 6 | 5th | 8 | | 20th | +6 | Eldritch Master | 4 | 15 | 6 | 5th | 8 |
## Class Features ___ - As a class_name, you gain the following class features. ___ #### Hit Points ___ - **Hit Dice:** 1d8 per warlock level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your - Constitution modifier per warlock level after 1st. ___ #### Proficiencies ___ - **Armor:** Light armor, Medium Armor - **Weapons:** Simple weapons - **Tools:** None - **Saving Throws:** Wisdom, 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
Scale mail, any simple weapon
#### Otherworldly Patron ___ - At 1st level, you have struck a bargain with an ___ \pagebreakNum ___ - otherworldly being of your choice. Your choice grants you - features at 1st level and again at 6th, 10th, and 14th level. ___
| Patron | Source | |:---|:-----------| | Archfey | Player's Handbook | | Celestial | Xanathar's Guide to Everything | | Fathomless | Tasha's Cauldron of Everything | | Fiend | Player's Handbook | | Genie | Tasha's Cauldron of Everything | | Great Old One | Player's Handbook | | Hexblade | Xanathar's Guide to Everything | | Undead | Van Richten's Guide to Ravenloft | | Undying | Sword Coast Adventurer's Guide | #### Pact Magic ___ - Your arcane research and the magic bestowed on you by - your patron have given you facility with spells. ___ **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. You also gain the Eldritch - Blast Power. ___ - **Eldritch Blast Power:** -
- ***Action Type:*** 1 action - ***Range:*** 120 feet - ***Components:*** V, S - ***Duration:*** Instantaneous -
___ - A beam of crackling energy streaks toward a creature - within range. Make a ranged spell attack against the - target. On a hit, the target takes 1d10 force damage. - You can direct the beams at the same target or at - different ones. Make a separate attack roll for each beam. - You may move or use other actions in between each - beam attack. ___ -
At Higher Levels:
The spell creates more than one beam - when you reach higher Warlock levels: two beams at 5th - level, three beams at 11th level, and four beams at 17th - level. ___ ___ **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 or 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 you with an abiding magical ability. ___ - At 2nd level, you gain two eldritch invocations of your - choice. When you gain certain warlock levels, you gain - additional invocations of your choice, as shown in the - Invocations Known column of the Warlock table. A level - prerequisite refers to your level in this class. ___ - 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. ___ - A level prerequisite in an invocation refers to warlock - level, not character level. ___ #### Hexed Opponent Magic ___ - You call on your innate abilities to curse a creature for a - time at 2nd level, you know the hex spell and hex doesn’t - count against the number of warlock spells you know. You - can use it a certain number of times without expending a - spell slot and without requiring concentration—a number - of times equal to your proficiency bonus. You regain all - expended uses when finish a long rest. ___ - When casting hex using this feature the damage starts at - 1d4, grows to 1d6 by warlock level 6 and 1d8 by warlock - level 14. ___ \pagebreakNum ___ - If casting using a pact slot or spell slot to cast the spell, - use the normal description as a guide to its damage - (including requiring concentration) ___ #### 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 can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with this weapon you can use your Charisma modifier instead of your Strength or Dexterity modifier for purposes of to hit and damage rolls.
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 perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
You learn the Find Familiar spell and can only cast it as a ritual. The spell doesn't count against your number of spells known. You may cast this without needing material components.
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 use its reaction to make one attack with its reaction.
Your Familiar gains a bonus to it's armor class equal to your half your proficiency bonus, rounded up.
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.
You may swap out these 3 cantrips, one per long rest. Doing so comes at a cost. Roll a hit die, and take that damage and reduce your maximum by the same amount. You recover from this after taking your next long rest. You can't use this feature until you take a long rest, and have healed your maximum hit points back.
You can then dismiss the Book of Shadows, shunting it into an extradimensional space as a reaction, and it reappears in one of your hands whenever you take a bonus action or reaction to do so. The Book of Shadows appears at your feet if it is in the extradimensional space when your character dies.
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. This die becomes a d6 at warlock 6th level and a d8 at warlock 14th level.
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.
If you are the one wearing this talisman, you have proficiency in constitution saving throws.
\pagebreakNum
Pact of Power (Homebrew)
Gain 2 invocations that have the Eldritch Blast requirement. You can change 1 or both of these each time you take a long rest with another one with Eldritch Blast requirements. You must meet any additional requirements. If using Original Warlock from PHB, you gain the Eldritch Blast cantrip, if you already have it you may choose another.
Additionally, all eldritch invocations are more powerful when you take them when they are associated with Eldritch Blasts.
___ #### 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. ___ #### Eldritch Versatility (Optional) ___ - Whenever you reach a level in this class that grants the - Ability Score Improvement 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 now, 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. ____ #### 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 Action to regain all - your expended spell slots from your Pact Magic feature. - You also regain your 6th and 7th Mystic Arcanum Spell - back as well. Once you regain spell slots with this - feature, you must finish a long rest to use this feature - again. ___ \columnbreak ### Patron: 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. ___ -
Original Source:
Player's Handbook #### Patron Spell List ___ - Each Patron has a list of spells—its patron spells—that - you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th - These spells are known so long as you are within - good standing with your patron. If you have a patron spell - that doesn’t appear on the warlock spell list, the spell - is nonetheless a warlock spell for you.
The Archfey Patron Spells
Spell Level
Spells
1st
Faerie Fire, Entangle
2nd
Enlarge/Reduce, Tasha's Mind Whip
3rd
Bestow Curse, Plant Growth
4th
Confusion, Conjure Woodland Beings
5th
Dominate Person, Animate Objects
#### 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 of your - choice in a 10-foot radius originating from you to make a - Wisdom saving throw against your warlock spell save DC. - The creatures that fail their saving throws are either - charmed or frightened by you (your choice) for 1 minute. - The creatures that failed their saving throw can make - another one at the end of each of their turns for the - remainder of the duration. ___ - Once you use this feature, you can't use it again until you - finish a short or long rest #### Charming Personality ___ - Starting at 1st level, you gain proficiency in two of the - following skills: Deception, Intimidation, Performance or - Persuasion. Pick one of your choices, you gain expertise in - that skill. ___ - Furthermore, you learn the Friend’s Cantrip with the - following changes: ___ \pagebreakNum
When the spell ends, the creature must make an Insight Check opposed to your Warlock Spell Save DC. The creature has advantage on the roll if you or your allies attacked them during the Friend Cantrip. If they fail the check, they do not become hostile toward you
You may cast the Friends Cantrip without needing Somatic or Material Components
At 5th level the friend’s Cantrip no longer requires Concentration.
You may only still affect one creature at a time, if you try to affect another creature, the spell’s effect on the previous creature immediately ends (and triggers the above Insight Check)
#### 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 end of your next turn or until you attack or cast a - spell. ___ - If the creature that damaged you currently has the - frightened condition (not necessarily of you) then you - have resistance to the damage it dealt that triggered this - ability. ___ - You can use this feature a number of time equal to your - proficiency bonus per 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 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 10 minute - or until the creature takes any damage.
Creatures lose - immunity to the charm condition vs Bequiling - Defenses feature.
___ - Additionally, you have advantage on saving throws versus - spells and abilities that cause the frightened condition, as - well as recovering from if you are already frightened. ___ - Once per long rest, as a reaction, you may extend your - immunity to charm condition to an ally within 60 feet of - you that you can see. If the creature you use it on is - already charmed, it is suspended for 10 minutes ___ #### Dark Delirium ___ - Starting at 14th level, you can plunge a creature into an - illusory realm. As a Bonus 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). The creature gets - another saving throw with advantage if they are damaged - by anything other than Psychic damage during this - duration. ___ - 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. ___ ### Patron: 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 to - 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, 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. ___ -
Original Source:
Xanathar's Guide to Everything ___ #### Patron Spell List ___ - Each Patron has a list of spells—its patron spells—that - you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th - These spells are known so long as you are within - good standing with your patron. If you have a patron spell - that doesn’t appear on the warlock spell list, the spell - is nonetheless a warlock spell for you.
The Celestial Patron Spells
Spell Level
Spells
1st
Cure Wounds, Guiding Bolt
2nd
Scorching Ray, Lesser Restoration
3rd
Spirit Guardians, Revivify
4th
Death Ward, Wall of Fire
5th
Flame Strike, Circle of Power
___ #### Celestial Gift ___ - At 1st level, you learn the Light and Sacred Flame cantrips. - They count as warlock cantrips for you, but they don’t - count against your number of cantrips known. ___ #### Healing Light ___ - 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 - plus your warlock level. ___ - As a bonus action, you can heal one creature you can see - within 60 feet of you, spending dice from the pool. The - maximum number of dice you can spend at once equals - your Charisma modifier (minimum of one die). Roll the - dice you spend, add them together, and restore a number - of hit points equal to the total. ___ - Your pool regains all expended dice when you finish a - long rest. ___ \pagebreakNum #### 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 and fire damage, and when you cast a spell that - deals radiant or fire damage, you add your Charisma - Modifier (minimum 1) to the damage rolls of that spell or - ability. You can’t add your Charisma to damage from this - feature more than half your proficiency bonus (rounded - down) number of times per turn, if a spell or feature allow - multiple instances of damage. ___ - Also, when someone makes their saving throw vs - your Sacred Flame Cantrip, if they make their save, they - still take half damage. When the celestial warlock would - cause a creature within the bright light of the celestial’s - Light cantrip to make a Dexterity saving throw, that save - is done so with disadvantage. ___ - In addition, the Celestial warlock’s eldritch blast attacks - are done so with advantage as long as the target is within - the bright light from the celestial's light cantrip. ___ - Furthermore, you can choose to have your Eldritch Blast - deal radiant damage instead of force damage. You must - make this distinction before you roll to attack. ___ #### 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 Warlock level, and is - blinded until the end of your next turn. ___ - Once you use this feature, you can’t use it again until you - finish a long rest. ___ ### Patron: The Fathomless ___ - You have plunged into a pact with the deeps. An entity of - the ocean, the Elemental Plane of Water, or another - otherworldly sea 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 Fathomless 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. ___ - Entities of the deep that might empower a warlock - include krakens, ancient water elementals, godlike - hallucinations dreamed into being by kuo-toa, merfolk - demigods, and sea hag covens. ___ -
Original Source:
Tasha's Cauldron of Everything #### Patron Spell List ___ - Each Patron has a list of spells—its patron spells—that - you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th - These spells are known so long as you are within - good standing with your patron. If you have a patron spell - that doesn’t appear on the warlock spell list, the spell - is nonetheless a warlock spell for you.
The Fathomless Patron Spells
Spell Level
Spells
1st
Create or Destroy Water, Thunderwave
2nd
Rime's Binding Ice, Vortex Warp
3rd
Conjure Animals, Pulse Wave
4th
Control Water, Evard's Black Tentacles
5th
Bigby's Hand (appears as a tentacle), Cone of Cold
#### Tentacles of the Deep ___ - At 1st level, you can magically summon a spectral tentacle - that strikes 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 + your Charisma modifier in cold - damage, and its speed is reduced by 10 feet until the start - of your next turn. When you reach 6th level, the you can - make a melee spell attack against one creature within 15 - feet of it. When you reach 10th level in this class, the - damage increases to 2d8 + your Charisma Modifier. When - you reach 14th level, the speed reduction is increased to - 15 feet, instead of 10 feet. ___ - As a bonus action on your turn, you can move the tentacle - up to 30 feet and repeat the attack. If you summon this - underwater and its movements keeps it completely - submerged, you can move it up to 60 feet with a bonus - action 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. ___ #### Gift of the Sea ___ - Also at 1st level, you gain a swimming speed of 40 feet, - and can breathe underwater. ___ - In addition, while fully submerged, you have Blindsight - out to 60 feet, but only to other creatures and objects that - are also submerged. You lose the ability to use this - Blindsight if you become Deafened. ___ - Furthermore, when you are fully submerged, any creature - that is also fully submerged can understand your speech, - and you can understand theirs. ___ \pagebreakNum #### Guardian Coil ___ - At 6th level, your Tentacle of the Deeps can defend you - and others, interposing itself between them and harm. - When you or a creature you can see takes damage while - within 15 feet of the tentacle, you can use your reaction to - choose one of those creatures and reduce the damage to - that creature by 1d8 + your Charisma Modifier. When you - reach 10th level in this class, the damage reduced by the - tentacle increases to 2d8 + your Charisma Modifier. ___ - In addition, you gain resistance to acid and cold damage. ___ #### Fathomless Plunge ___ - When you reach 10th level, you can magically open - temporary conduits to watery destinations. As an action, - you can teleport yourself and up to a number other - willing or unconscious creatures equal to your proficiency - bonus that you know their location within 60 feet of you. - Amid a whirl of tentacles, you all vanish and then - reappear in a body of water on the same plane you've - seen (pond size or larger) or within 60 feet of it, each of - you appearing in an unoccupied space within 60 feet of - each other. ___ - Once you use this feature, you can't use it again until you - finish a short or long rest. ___ - In addition, you may cast Water Walking and Water - Breathing spells at will, but only as rituals. ___ #### Grasping Tenatcles ___ - Starting at 14th level, you can cast your Evard's Black - Tentacles spell a number of times per long rest without - using a spell slot equal to half your proficiency bonus - (rounded down). The Evard's Black Tentacles is - augmented in the following ways when you cast it: ___
Bludgeoning damage taken is 4d10 + your Charisma modifier, either when the first time they enter the area affected, start it's turn there, or start's it's turn already restrained by the tentacles.
You may change the damage type from bludgeoning to acid, or cold, your choice at the time of casting the spell.
The area of effect of the spell becomes 30 foot cube instead of a 20 foot square when cast underwater and the effects are completely underwater
If this spell is cast underwater, the area of effect moves with a moving body of water at the rate of 30 feet of movement along the same path each round on your turn. If cast in a body of water wear the direction oscillates, or doesn't continue in 1 direction, you may choose the direction at the start of your turn. You may also choose for it to remain stationary for the round under the conditions that allow you to choose the direction at the start of your turn.
If this spell is cast underwater, it not only makes the area of effect difficult terrain, but it also makes the area heavily obscured.
You ignore all effects from your own Evard's Black Tentacles spell.
___ - In addition, when you cast the spell, you gain temporary - hit points equal to your Warlock level. If a hostile creature - takes damage from your Tentacle of the Deep, or your - Evard's Black Tentacle spell, increase your current - Temporary hit points by an amount equal to your - proficiency bonus, until you have up to a maximum of - twice your warlock level in temporary hit points. ___ - More over, damage taken can't break your concentration - of Evard's Black Tentacles. ___ ### Patron: 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. ___ -
Original Source:
Player's Handbook ___ #### Patron Spell List ___ - Each Patron has a list of spells—its patron spells—that - you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th - These spells are known so long as you are within - good standing with your patron. If you have a patron spell - that doesn’t appear on the warlock spell list, the spell - is nonetheless a warlock spell for you.
The Fiend Patron Spells
Spell Level
Spells
1st
Burning Hands, Command
2nd
Heat Metal, Scorching Ray
3rd
Fireball, Conjure Lesser Demon
4th
Fire Shield, Wall of Fire
5th
Flame Strike, Cloudkill
___ #### 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). #### Fiendish Suppression ___ - Starting at 1st level, when you deal poison or fire damage - with a spell or an ability, you may choose to use your - reaction to make the spell or ability ignore creatures’ fire - or poison resistance for that spell’s or ability’s duration. - You may also treat immunities to fire and poison as - resistance when using this feature. ___ - Once you use this feature, you may not use it again until - you finish a long rest. #### 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. You may choose - instead of rolling the 1d10 to negate disadvantage on the - roll. ___ \pagebreakNum ___ - 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. ___ - Furthermore, your Fiendish Suppression may be used - twice per long rest, instead of once. ___ #### 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 ___ ### Patron: 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. ___ -
Original Source:
Tasha's Cauldron of Everything
Genie Kind
d4
Kind
Element
1
Dao
Earth
2
Djinni
Air
3
Efreeti
Fire
4
Marid
Water
#### Patron Spell List ___ - Each Patron has a list of spells—its patron spells—that - you gain at the warlock levels 1st, 3rd, 5th, 7th, 9th and - 17th. These spells are known so long as you are within - good standing with your patron. If you have a patron spell - that doesn’t appear on the warlock spell list, the spell - is nonetheless a warlock spell for you. Summon - Elemental's Elemental type must match your Genie Kind's - Element. You may cast Wish or your 17th level Mystic - Arcanun per long rest but not both. ___
The Genie Patron Spells
Spell Level
Genie Spells
Dao Spells
Djinni Spells
Efreeti Spells
Marid Spells
1st
Sanctuary
Shield
Thunderwave
Burning Hands
Create or Destroy Water
2nd
Misty Step
Spike Growth
Invisibility
Scorching Ray
Rime's Binding Ice
3rd
Sending
Slow
Lightning Bolt
Fireball
Sleet Storm
4th
Summon Elemental
Stone Shape
Greater Invisibility
Wall of Fire
Control Water
5th
Creation
Wall of Stone
Destructive Wave
Flame Strike
Cone of Cold
9th
Wish
--
--
--
--
#### Genie's Vessel ___ - Also at 1st level, your patron gifts 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 Respites:
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.
___ \pagebreakNum ___
Genie's Wrath:
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 type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). At 10th level, you may perform Genie's Wrath twice during each of your turns when you hit with an attack roll.
___ - 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 Gift ___ - 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 and - poison (dao), thunder and lightning (djinni), fire and - radiant (efreeti), or cold and acid (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 ___ - At 10th level, when you enter your Genie's Vessel via the - Bottled Respite feature, you can now choose up to a - number of other willing creatures equal to your - proficiency bonus 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. ___ - Furthermore, when creatures finish a short or long rest - within your Genie Vessel, they gain a number of - temporary hit point's equal to your warlock level + your - Charisma modifier. #### Limited Wish ___ - At 14th level, you entreat your patron to grant you a small - wish. As an action, you can speak your desire to your - Genie's Vessel, requesting the effect of one spell that is - 6th level or lower 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 1d4 long rests. ___ ### Patron: 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. ___ -
Original Source:
Player's Handbook ___ #### Patron Spell List ___ - Each Patron has a list of spells—its patron spells—that - you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th - These spells are known so long as you are within - good standing with your patron. If you have a patron spell - that doesn’t appear on the warlock spell list, the spell - is nonetheless a warlock spell for you.
The Great Old One Patron Spells
Spell Level
Spells
1st
Dissonant Whispers, Tasha's Hideous Laughter
2nd
Detect Thoughts, Tasha's Mind Whip
3rd
Clairvoyance, Sending
4th
Summon Aberration, Evard's Black Tentacles
5th
Dominate Person, Bigby's Hand
___ #### 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 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. You must be aware of a creature to make - contact, but you can scour the area with your mind to - sense them once you know they are there. ___ - Creatures you have made contact with has disadvantage - on Stealth checks to hide from you as long as they are - within your Awakened Mind range ___ #### Thoughts Touch ___ - At 1st level, your Eldritch Blasts is augmented in the - following ways. ___ \pagebreakNum
You may choose to have the damage type become psychic instead of force
Targets hit by Eldritch Blasts have disadvantage on Intelligence, Wisdom and Charisma Saving Throws and Ability Checks versus spells and affects you create until the end of your next turn.
If you hit a creature with your Eldritch Blast, until the end of your next turn, you may perform a Melee spell attack from a spell or an ability on that creature. You must still roll to hit them.
You may cast Eldritch Blast without Verbal or Somatic components if all targets are within Awakened Mind features Range. If cast in this way, you must declare all targets for all beams before you cast Eldritch Blast.
___ #### Entropic Ward ___ - 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, your next attack roll - against the creature has advantage if you make it before - the end of your next turn. ___ - Furthermore, if they miss you with an attack the turn you - use this feature, they also have vulnerability to psychic - damage taken until the end of your next turn. Creatures - who have Psychic damage immunity ignore the - vulnerability to psychic damage. ___ - You may use this feature proficiency bonus number of - times per long rest. ___ - Additionally, your Awakened Mind features range extend - further out 60 feet. ___ #### Thought Shield ___ - Starting at 10th level, your thoughts can't be read by - telepathy or other means unless you allow it. You also - have Immunity to psychic damage, and whenever a - creature other than you tries to deals psychic damage to - you, that creature takes that amount of damage instead. - This damage ignores resistance and immunity to psychic - damage. ___ - Once per long rest, you may as a reaction extend this - Immunity to psychic damage to an ally within your - Awakened Mind feature. You must be aware of their - presence to target the ally. ___ - Your Awakened Mind features range extend further out to - 90 feet. ___ #### Create Thrall ___ - At 14th level, you gain the ability to infect certain - creature's minds with the alien magic of your patron. You - can use your action to make a Melee Spell Attack against - an Incapacitated, Restrained, or Grappled creature that is - an aberration, beast, fey, humanoid, or monstrosity that is - also Large or smaller. 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. You simultaneously benefits from the - tether’s senses as well as your own at the same time (no - action). ___ - Furthermore, you may use your Thrall as a tether, you can - originate any spell or feature you have from the thrall’s - location. ___ - Your Awakened Mind Feature range extend further out to - 120 feet. ___ ### Patron: 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. ___ -
Original Source:
Xanathar's Guide to Everything ___ #### Patron Spell List ___ - Each Patron has a list of spells—its patron spells—that - you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th - These spells are known so long as you are within - good standing with your patron. If you have a patron spell - that doesn’t appear on the warlock spell list, the spell - is nonetheless a warlock spell for you.
Hexblade Patron Spells
Spell Level
Spells
1st
Shield, Wrathful Smite
2nd
Mirror Image, Branding Smite
3rd
Blink, Elemental Weapon
4th
Phantasmal Killer, Staggering Smite
5th
Banishing Smite, Cone of Cold
___ #### Hex Warrior ___ - At 1st level, you acquire the training necessary to - effectively arm yourself for battle. You gain proficiency - with shields and martial weapons. ___ - Whenever you finish a long rest, you can touch one - weapon that you are proficient with. This is now your
Hex - Weapon
. You may only have 1
Hex Weapon
at a time. ___ - You can perform the somatic components of spells even - when you have weapons or a shield in one or both hands, - so long as your
Hex Weapon
is in at least one of your - hands. ___ - In addition you may use your
Hex Weapon
as a - spellcasting focus for your Warlock Spells. \pagebreakNum ___ #### Accursed Specter ___ - Your
Hex Weapon
is possessed by a tormented spirit and - by giving slain creature soul to harvest, you can release - part of its torment momentarily. ___ - Starting at 1st level, you can Curse the soul of a person - you slay, temporarily binding it in your service. When you - slay a hostile large creature or smaller while your
Hex - Weapon
is in at least one of your hands, you can cause its - spirit to rise from its corpse as a medium sized specter. - When the specter appears, it gains temporary hit points - equal to half your warlock level + your Charisma Modifier. ___ - The specter goes after you on your initiative count. It - obeys your verbal commands, and it gains a special bonus - to its attack rolls equal to your Charisma modifier - (minimum of +0). ___ - The specter remains in your service until you finish a 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 while you still have another specter - formed. ___ #### Hexblade's Curse ___ - Starting at 6th 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.
If you do damage to the target using your
Hex Weapon
, you may roll the damage for the weapon twice and choose which one to keep.
Any attack roll you make against the Cursed target is a critical hit on a roll of 19 or 20 on the d20.
If you score a critical with your
Hex Weapon
, you can add an additional damage die of the
Hex Weapon
on top of doubling the damage dice. (don’t double this new die)
If the Cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
If you defeat the target using your
Hex Weapon
, if any of the above healing would put you to your max or above, any excess healing may be stored into the
Hex Weapon
until you utilize this part of the Hexblade’s Curse feature again or you take a short or long rest. You may use this additional healing from your weapon as a bonus action or reaction on a later turn. You may only heal yourself with this extra healing.
While your Accursed Specter is attacking a creature effected by a Hexblade’s Curse, its attacks are done so with advantage
Additionally, if you Accursed Specter hits a creature who is under the effects of Hexblade’s Curse, the Saving throw DC of the Accursed Specter’s Life Drain feature uses the Warlock Spell Save DC instead of its own.
___ - You can use your Hexblade’s Curse feature a number of - times equal to your proficiency bonus. You regain all uses - of this feature after you take a long rest. ___ #### Armor of Hexes ___ - Starting 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.
On a 3 or lower you get your reaction back, but it can't be used on the same turn you tried to use this feature.
___ #### Master of Hexes ___ - Starting at 14th level, if you roll initiative with no uses of - Hexblade’s Curse, regain 1 use. ___ - When a creature dies with your Hexblade's Curse on - them, while you still have an Accursed Specter in your - service, you may make your Accursed Specter inhabit - another creature within range of your Hexblade's Curse to - extend it further, on a new target. Choose a target within - range that you can see. That creature is now affected by - your Hexblade's Curse, but your Accursed Spirit is also - dismissed (no action required). The creature is then - Hexblade's Cursed for 1 minute. After this creature dies, - you may still summon another Accursed Specter to be in - your service. Once you use this part of this feature you - may not do so again until you finish a short rest. ___ - Additionally, you may target creatures up to 60 feet away - instead of 30 feet away, with your Hexblade’s Curse. ___ - Finally your Accursed Specter gains temp hit points equal - to your warlock level + Charisma modifier instead of half - your warlock level + Charisma modifier. ___ ### Patron: The Undead ___ - You've made a pact with a deathless being, a creature that - defies the cycle and life and death, forsaking its mortal - shell so it might eternally pursue its unfathomable - ambitions. For such beings, time and morality are fleeting - things, the concerns of those for whom grains of sand still - rush through life's hourglass. Having once been mortal - themselves, these ancient undead know firsthand the - paths of ambition and the routes past the doors of death. - They eagerly share this profane knowledge, along with - other secrets, with those who work their will among the - living. ____ - Beings of this type include the demilich Acererak, the - vampire tyrant Kas the Bloody-Handed, the githyanki lich- - queen Vlaakith, the dracolich Dragotha, the undead - pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex. ___ -
Original Source:
Van Richten's Guide to Ravenloft #### Patron Spell List ___ - Each Patron has a list of spells—its patron spells—that - you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th - These spells are known so long as you are within - good standing with your patron. If you have a patron spell - that doesn’t appear on the warlock spell list, the spell - is nonetheless a warlock spell for you. ___ \pagebreakNum ___
The Undead Patron Spells
Spell Level
Spells
1st
Command, Inflict Wounds
2nd
Blindness/Deafness, Phantasmal Force
3rd
Summon Undead, Speak with Dead
4th
Death Ward, Phantasmal Killer
5th
Antilife Shell, Cloudkill
#### Form of Dread ___ - At 1st level, you manifest an aspect of your patron’s - dreadful power. As a bonus action, you transform for 1 - minute. You gain the following benefits while - transformed: ___
You gain or increase your current number of temporary hit points equal to 1d10 + your warlock level. You keep these Temporary hit points once your form ends.
Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw versus your Warlock spell save DC, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You are immune to the frightened condition.
___ - You can transform a number of times equal to your - proficiency bonus, and you regain all expended uses - when you finish a long rest. ___ - The appearance of your Form of Dread reflects some - aspect of your patron. For example, your form could be a - shroud of shadows forming the crown and robes of your - lich patron, or your body might glow with glyphs from - ancient funerary rites and be surrounded by desert winds, - suggesting your mummy patron. ___ #### Undeath's Reach ___ - Also at 1st level, your patron’s powers have a profound - effect on your body and magic. You don’t need to eat, - drink, or breathe. ___ - In addition, you may cast Inflict Wounds as a 1st level - spell a number of times per long rest without using a pact - slot equal to your proficiency bonus. When you cast Inflict - Wounds, it has a range of 120 feet instead of touch. You - may perform a melee or ranged spell attack with Inflict - Wounds spell. Creatures that you deal necrotic damage to - cannot heal until the start of your next turn. ___ #### Grave Touched ___ - At 6th, while a creature is frightened of you from your - Form of Dread, they have disadvantage on saving throws - against your spells and warlock abilities other than Form - of Dread you use. ___ - In addition, once during each of your turns, when you roll - damage, you can replace the damage type with necrotic - damage. While you are using your Form of Dread, you can - roll one additional damage die when determining the - necrotic damage the target(s) take(s). ___ #### Necrotic Husk ___ - At 10th level, Your connection to undeath and necrotic - energy now saturates your body. You have resistance to - necrotic damage. If you are transformed using your Form - of Dread, you instead become immune to necrotic - damage. ___ - In addition, when you are reduced to 0 hit points, you can - use your reaction to drop to 1 hit point instead and cause - your body to erupt with deathly energy. Each creature of - your choice that is within 30 feet of you takes necrotic - damage equal to 3d10 + your warlock level. You then gain - 1 level of exhaustion. Once you use this reaction, you - can’t do so again until you finish a long rest while not - having any levels of exhaustion. ___ - Furthermore, while in your Form of Dread, your hit points - maximum cannot be reduced. #### Spirit Projection ___ - At 14th level, your spirit can become untethered from - your physical form. As an action, you can project your - spirit from your body. The body you leave behind is - unconscious and in a state of suspended animation. ___ - Your spirit resembles your mortal form in almost every - way, replicating game statistics but not your possessions. - Any damage or other effects that apply to your spirit or - physical body affects the other. Your spirit can remain - outside your body for up to 10 minutes or you use a - bonus action to dismiss it. When your projection ends, - your spirit returns to your body or your body magically - teleports to your spirit’s space (your choice). ___ - While projecting your spirit, you gain the following - benefits: ___
Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
While you are using your Form of Dread, once during each of your turns when you deal necrotic damage, you regain hit points equal to half the amount of necrotic damage dealt to all target creatures.
___ - Once you use this feature, you can’t do so again until you - finish a long rest. ___ - In addition, once per long rest, when you finish a short - rest, you regain 2 uses of Form of Dread. ___ \pagebreakNum ___ ### Patron: 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 - deathless wizard Fistandantalus. ___ - In the Realms, Undying patrons include Larloch the - Shadow King, legendary master of Warlock's Crypt, and - Gilgeam, the God-King of Unther. ___ -
Original Source:
Sword Coast Adventurer's Guide #### Patron Spell List ___ - Each Patron has a list of spells—its patron spells—that - you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th - These spells are known so long as you are within - good standing with your patron. If you have a patron spell - that doesn’t appear on the warlock spell list, the spell - is nonetheless a warlock spell for you.
The Undying Patron Spells
Spell Level
Spells
1st
False Life, Sanctuary
2nd
Aid, Wither and Bloom
3rd
Spirit Guardians, Life Transference
4th
Aura of Life, Death Ward
5th
Circle of Power, Contagion
#### Undying Will ___ - Starting at 1st level, when are at 0 hit points you gain the - following benefits:
You gain advantage on saving throws vs. disease
You gain advantage on death saving throws
When you succeed on 3 death saving throws, you gain hp equal to your Warlock level + Charisma Modifier. Rolling a 20 on a Death Saving throw or being stabilized by someone else has the same effect.
While at below half hit points, once per turn, when you deal damage, you deal an additional 1d6 necrotic damage.
___ #### Walking Among the Dead ___ - Starting at 1st level, undead have difficulty harming you. If - an undead creature targets you directly with an attack or - a harmful spell, that creature must make a Wisdom saving - throw against your spell save DC (an undead needn't - make the save when it includes you in an area effect, such - as the explosion of Fireball). On a failed save, the creature - must choose a new target or forfeit targeting someone - instead of you, potentially wasting the attack or spell. On - a successful save, the creature is immune to this effect for - 24 hours. ___ #### Danse Macabre ___ - Beginning at 6th level, you can, as a bonus action, stabilize - a creature within 10 ft of you. When you do so, the - creature can choose to use a hit die to heal the rolled - amount + your Charisma modifier. You can use this - feature a number of times equal to your proficiency - bonus per long rest. ___ - In addition, you gain the following deathly traits: ___
You cannot die from exhaustion, you still suffer all the other effects from exhaustion, but you can’t die from it.
You can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
You are immune to the unconscious condition. While at 0 hit points you may still act normally, however you still make Death saving throws at the beginning of each of your turns. However, while in this deathly state, your movement speed is reduced by 10 ft. And if you fail 3 Death saving throw you still die.
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.
Your life failing brings other closer to death. Whenever you fail a death saving throw or roll below a 5 on the die, creatures of your choice within 30 feet of you not behind total cover gain vulnerability to the first instance of damage dealt to them until the start of your next turn. If you rolled a 1 on a Death Saving Throw, this removes resistances and immunities to said damage for the same duration.
___ #### Undying Resilience ___ - When you reach 10th level, you gain the following - benefits:
You have advantage on Saving Throws and Ability Checks to prevent and recover from being incapacitated, paralyzed, petrified, poisoned, and stunned.
You can’t die from Instant Death (damage equaling your maximum hit points at once while at 0 hit points)
Healing spells and abilities targeting you while you are at 0 hit points also give you an equal amount of temporary hit points.
___ #### Indestructible Life ___ - When you reach 14th level, you partake some of the true - secrets of the Undying. Dismemberment no longer limits - your movement and abilities and the need to have them - to live (you can still talk and cast spells, even if you are - beheaded, can use arms and legs even if they are - chopped off although the circumstances of such - situations is up to DM discretion). You also gain the - following features: ___
Whenever you are healed by any spell or ability, you can hold dismembered parts back together to fuse them back to their non-dismembered state. (No action required, although the parts must be within the same 5 ft square).
Your hit point maximum cannot be reduced.
You gain proficiency in death saving throw.
\pagebreakNum
You are immune to spells and ability effects that instantly kill you when you are reduced to 0 hit points, as long as you have above 0 hit points when you were initially affected by such spells or abilities. (You still take the damage of such spells or abilities)
While at below half hit points, each time you take damage, you deal necrotic damage equal to your Charisma modifier to a number of creatures of your choice equal to your proficiency bonus within 30 feet of you that are not behind total cover and you know their location.
## Eldritch Blast Invocations ___ - These are listed both for the additional Pact of Power - invocation effects plus a few new ones list here that - require a pact of power and pact of the Talisman. If they - are not listed here I haven't changed them. #### Agonizing Blast ___ -
Prerequisite:
Eldritch Blast cantrip ___ - When you cast Eldritch Blast, add your Charisma modifier - to the damage it deals on a hit. ___ - In addition, a Pact of Power recipient Eldritch blast beams - are more destructive and can now target objects #### Eldritch Spear ____ -
Prerequisite:
Eldritch Blast cantrip ___ - When you cast Eldritch Blast, its range is 300 feet. ___ - In addition, a Pact of Power recipient, if they hit a target - within 120 ft (eldritch blasts original range) the spell does - 1d12 per beam instead 1d10. ___ #### Grasp of Hadar ___ -
Prerequisite:
Eldritch Blast cantrip ___ - Once on each of your turns when you hit a creature with - your Eldritch Blast, you can move that creature in a - straight line 10 feet closer to yourself. ___ - In addition, a Pact of Power recipients can move creature - an additional 5 ft, for a total of 15 feet closer. ___ #### Lance of Lethargy ___ -
Prerequisite:
Eldritch Blast cantrip ____ - Once on each of your turns when you hit a creature with - your Eldritch Blast, you can reduce that creature’s speed - by 10 feet until the end of your turn. ___ - Pact of Power recipients reduce creatures speed by an - additional 5 ft for a total of 15 ft speed reduction. ____ #### Repelling Blast ____ -
Prerequisite:
5th level, 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. ____ - In addition, a Pact of Power recipient within 5 feet of a - hostile creature doesn’t impose disadvantage on your - ranged spell attack rolls with eldritch blast. #### Eldritch Mastery ____ -
Prerequisite:
9th level, Eldritch Blast cantrip, Pact of - Power feature. You cannot use your 3rd level pact feature - to gain this invocation. ___ - Creatures that are immune to cantrip magic are not - immune to your Eldritch Blasts. Your Eldritch Blasts are - still affected by fields that negate magic all together. ___ - In addition, your Eldritch Blasts beams ignores Force - resistance and Force Immunity is only resistance against - your Eldritch Blasts. ___ - When you make an attack roll with an Eldritch Blast beam - and miss, you can reroll the attack roll against a different - target within 120 feet of the original target. You may use - this part of this feature once per short rest. ___ - Targets do no gain any benefit from cover less than total - cover when attacked by your eldritch blasts or Warlock - spells. #### Eldritch Horror: ___ -
Prerequisite:
5th level, Eldritch Blast cantrip, Hex spell or - a Warlock feature or spell that curses, Pact of Power ___ - Your Hex spells and Warlock class features or spells that - curses can be cast on targets hit by your eldritch blasts as - a bonus action (if they are not already bonus actions, still - using spell slots or use of the ability) even if you are - outside of the range for those spells. You may use this - bonus action in between the beams of your eldritch - blasts. ___ - If you hit a creature that is hexed, cursed, or affected by a - Warlock spell with at least 2 Eldritch blast beams on your - turn, that creature must make a Wisdom Saving throw - versus your Warlock Spell save DC or be Frightened of you - until the end of their next turn, as your visage in their - mind turns into something horrible. The creature must be - able to see you for this part of the feature to work. You - may only affect one creature per your turn. ____ #### Eldritch Bloodlust: ___ -
Prerequisite:
12th level, Eldritch Blast Cantrip. Pact of - Power feature. You cannot use your 3rd level pact feature - to gain this invocation. ____ - You may cast eldritch blast as a bonus action a number of - times per long rest equal to your proficiency - modifier. When you cast Eldritch Blast as a Bonus action - with this feature, you sacrifice your own health to boost - your powers beyond your body’s limits and take 1 - Warlock hit die in damage, per bonus action casting with - this feature. ___ - If a creature dies from one of your Eldritch Blast Beams, - you can recover 1 use of this feature. You may use this - part of the feature once per short rest. You do not recover - the Hit dice used or damage taken however. ____ \pagebreakNum #### Connection of the Talismans ___ -
Prerequisite:
15th level, Pact of the Talisman ___ - You can create a second Talisman, using the same 1 hour - ritual to create it as you did with the first, one for yourself, - and one for another creature. If you try to make a third - you choose which Talisman turns to dust. ____ - While both you and that other creature have a talisman, - and neither of you are incapacitated, you can use an - action to activate the bonds between you. While this bond - is active, you and the bonded creature have resistance to - damage, however when either of you takes damage, the - other takes the same amount of damage. Either you or - the other bonded creature may end the connection with a - bonus action, or if either of you becomes Unconscious or - Incapacitated. ___ \pagebreakNum ## Changelog ___ ### Base Class
Made Eldritch Blast a Warlock Ability instead of a cantrip, essentially works the same, except explicitly mentions can move and perform other actions in between beam attacks.
Added Medium armor (No Shields)
Added Scale mail, and any Simple Weapon as starting equipment.
Made Changes to Pact magic, get more spell slots at faster rate, rate is related to proficiency bonus, but is tied to warlock level. if you straight class warlock you get slots at same level as your proficiency bonus increases, + 1 so at levels 2, 6,10,14,18. Biggest change being from 6th level on.
Kept Spells known the same, but each subclass gives "Patron" Spells that are known as long as you are in good standing with your patron.
Added "Hexed Opponent Magic" feature at 2nd level. Give Hex spell for free and can cast it for free without a spell slot proficiency times per long rest, and without using concentration, but adds different damage at different levels. Very similar to Favored Foe.
Added Pact of Power Homebrew, revised all Eldritch Blast Invocations regarding Eldritch blast, made one new Invocation for Pact of Talisman. Changed functionality of several pacts.
Pact of the Blade
Now can use your Charisma for Attacks and Damage rolls with your Pact weapon.
Pact of the Tome
Added baseline can swap out the any of your chosen Cantrips, but it costs you a hit die in maximum health, that is recovered on a long rest. Can swap out one per long rest as long as your maximum health isn't below it's original maximum.
Added can dismiss your Book into an Extra Dimensional space as a reaction and can bring it back as a bonus action or reaction.
Pact of the Chain
Changed that you "Learn" the Find Familiar spell, but can only cast it as a ritual, and it doesn't take material components to cast.
Added your Familiar gets a bonus to its AC equal to half your Proficiency bonus, rounded up.
Pact of the Talisman
Added while the Warlock is wearing the Talisman, they have proficiency in Constitution saving throws.
Added Pact of Power
Gain 2 invocations that have Eldritch Blast as a requirement. You can gain 1 or both of these each time you take a long rest with another one with Eldritch Blast as a requirement. You must meet any additional requirements.
Additionally, all eldritch invocations are more powerful when you take them when they are associated with Eldritch Blasts. Description of these changes included near the end of the document.
Changed Eldritch Master functionality at 20th
Now takes 1 action to regain all your expended spell slots.
Now regains your 6th and 7th level Mystic Arcanum Spells as well, this is to make up for the fact that other full spellcasters get 2 uses of these spell levels
Changed All Patron Subclasses to get 2 features, plus spell list at 1st level. 1 feature at 6th, 1 feature at 10th and 1 feature at 14th.
### Patron: The Archfey
Changed Spell list spells: Sleep for Entangle, Calm Emotions for Enlarge/Reduce, Phantasmal Force for Tasha's Mind Whip, Blink for Bestow Curse, Dominate Beast for Conjure Woodland Beings, Greater Invisibility for Confusion, Seeming for Animate Objects.
Changed Fey Presence's Duration to being 1 minute instead of until the end of your next turn. Creatures that failed their saving throw can make another one at the end of each of their turns for the remainder of the duration to end the effect.
Added "Charming Personality" feature at 1st level.
Gain 2 of following skills: Deception, Intimidation, Performance, or Persuasion. Pick one of your choices to gain expertise in.
Furthermore, you learn the Friend's Cantrip with the following changes:
When the Cantrip ends, the target creature makes an Insight Check Opposed to your Warlock Spell Save DC. The creature has advantage on the roll if you or your allies attacked them during the Friend's Cantrip duration. If they fail the check, they do not automatically become hostile towards you.
You may cast Friend's Cantrip without needing Somatic or Material Components
At 5th level the Friend's Cantrip no long requires Concentration, but you may still only have 1 creature affected at any given time.
Made the Following Changes to Misty Escape at 6th:
Changed duration of Invisibility to being the End of your next turn, instead of the Start of your next turn.
Added if the creature that dealt you damage was under the effects of the Frightened condition, you have resistance to that damage when you use this ability.
Changed number of uses to being Proficiency bonus times per long rest instead of once per short or long rest.
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Changed Functionality of Beguiling Defenses at 10th
When you throw a Charm back onto a creature, they lose any immunity they have to the Charm condition for this ability.
Changed the Duration to be 10 minutes or until they take any damage instead of 1 minute or they take any damage.
Added Advantage on Saving throws versus the Frightened condition, and ending the Frightened condition.
Added once per long rest as a reaction, you may extend your Immunity to Charm condition to an ally within 60 feet of you that you can see. If they were already Charmed, the charm is suspended for 10 minutes.
Changed functionality of Dark Delirium at 14th
It is now a bonus action to use.
Changed condition for the effect to end to being "... The creature gets another saving throw with advantage if they are damaged by anything other than psychic damage during this duration" instead of "it ends if they take any damage".
### Patron: The Celestial
Changed the Following Spell list spells: Changed Daylight to Spirit Guardians, Changed Guardian of Faith to Death Ward, Changed Greater Restoration to Circle of Power.
Changed Name of "Bonus Cantrips" to "Celestial Gift" at 1st, no change in functionality.
Changed Functionality of Radiant Soul at 6th:
Gain resistance to Fire and Radiant damage
Half your profiiency bonus per turn can add your Charisma modifier to spells and features that deal radiant or fire damage if the spell or feature allows multiple instances.
Added creature that make their saving throw versus your Sacred Flame cantrip still take half damage.
Added creatures within the bright light of the Celestial's Light Cantrip make all Dexterity saving throws at disadvantage.
Celestial's Eldritch Blasts attack as done so with advantage as long as the target is within the bright light from the Celestial's Light cantrip.
You can choose to have your Eldritch Blast may deal radiant damage instead of force damage. You must make this distinction before you roll to attack.
Changed name of "Celestial Resistance" to "Celestial Resilience", no change to functionality
Changed functionality of "Searing Vengeneance" at 14th:
Damage is now 2d8 + your Warlock level instead of 2d8 + Charisma modifier.
\columnbreak ### Patron: The Fathomless
Changed the Following Spell list spells: Changed Gust of Wind to Rime's Binding Ice, Changed Silence to Vortex Warp, Changed Lightning Bolt for Pulse Wave, Changed Sleet Storm for Conjure Animals, Changed Summon Elemental for Evard's Black Tentacles.
Changed Functionality of Tentacles of the Deep at 1st:
Changed damage to be 1d8 + Charisma Modifier and 2d8 + Charisma modifier at 10th
Increased Functionality at 6th and 14th, gaining greater range at 15 ft at 6th level from 10 ft, and gaining 15ft speed reduced movement at 14th level.
Added if Summoned underwater and move it underwater you may move it 60 ft instead of 30 ft.
Changed Functionality of "Gift of the Sea" at 1st:
While completely submerged, have Blindsight out to 60 feet.
Moved from Oceanic Soul the feature to speak and be understood and understand their communicaiton
Removed Oceanic Soul at 6th, added resistances to Guardian Coil at 6th:
Changed Functionality of Guardian Coil
Added Resistance to Acid and Cold damage
Changed Damage reduction to be 1d8 + Charisma modifier and 2d8 + Charisma modifier at 10th level.
Changed range to be 15 feet (same as Tentacles of the Deep at this level)
Changed Functionality of Fathomless Plunge, moved to 10th level:
Specify can take willing or unconscious creatures
Now targets proficiency bonus amount of other creatures instead of just static 5
Removed range limitation as long as it is on the same plane of existence (You still must have seen it before)
Increase Range to 60 feet from 30 feet
Added functionality to cast Water Walking and Water Breathing spells at will, but only as rituals.
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Changed Functionality of Grasping Tentacles, moved to 14th level:
Removed "Learn Evard's Black Tentacles", as that is now a Patron spell
Can cast it without using a spell slot 2-3 times per long rest (half your proficiency bonus, rounded down)
Evard's Black Tentacles spell is augmented when you cast it:
Damage of the spell becomes 4d10 + your Charisma modifier
You may change the damage type to cold or acid damage from bludgeoning when you cast the spell.
If cast underwater, the area of effect becomes a 30 foot cube instead of a 20 ft square.
If cast underwater, the effect moves 30 ft on your turn each round if the body of water is moving, or you can move or keep it stationary at the start of your turn.
If cast underwater, the area becomes heavily obscured as well as difficult terrain.
The Warlock ignores all effects from their own Evard's Black Tentacles spell
### Patron: The Fiend
Changed Spell List to: Swapped out Blindess/Deafness with Heat Metal, Changed Stinking Cloud with Conjure Lesser Demon, Changed Hallow with Cloudkill
Added 1st level feature "Fiendish Suppresion"
Once per long rest, ignore poison or fire resistance, or treat fire or poison immunity to resistance instead.
Added Functionality to Dark One's Own Luck at 6th level:
Now negates any Disadvantage the roll may have when using this feature
Added Functionality to Fiendish Resilience at 10th level:
Now adds an additional use per long rest of Fiendish Suppression
### Patron: The Genie
Changed Spell list to:
General:
Detect Evil and Good for Sanctuary, Phantasmal Force for Misty Step, Create Food and Water for Sending, Phantasmal Killer for Summon Elemental (Elemental must match Genie Type)
Dao:
Sanctuary for Shield, Meld into Stone for Slow
Djinni:
Gust of Wind for Invisibility, Wind Wall for Lightning Bolt, Seeming for Destructive Wave
Efreeti:
Fire Shield for Wall of Fire
Marid:
Fog Cloud for Create or Destroy Water, Blur for Rime's Binding Ice
Changed 17th level Mystic Arcanum can be used once per day on either Wish or your chosen spell
Changed Functionality of Genie's Vessel at 1st
At 10th level, you may do this twice per turn instead of once per turn.
Changed Functionality of Elemental Gift at 6th:
Each of the Genie types get 1 additional resistance
Dao gain poison, Djinni gain lightning, Efreeti gain Radiant, and Marid gain acid. These are in addition to the normal resistances gained at this level.
Added Functionality to Sanctuary Vessel at 10th:
Allows up to your proficiency bonus number of other creature inside your Genie vessel instead of static 5
When a creature finishes a Short or long rest within your Genie Vessel, they gain temporary hit points equal to your Warlock level + your Charisma modifier.
### Patron: The Great Old One
Changed Spell list to: Phantasmal Force for Tasha's Mind Whip, Dominate Beast for Summon Aberration, Telekinesis for Bigby's Hand
Added functionality to Awakened Mind at 1st:
You can Scour (Search) the area with your mind to try to detect the presence of a creature that can speak at least one language. Creatures you have made contact with have disadvantage on Stealth Checks to hide from you as long as they are within your Awakened Mind Range.
Added "Thoughts Touch" feature at 1st level, augmenting your Eldritch Blast in the following ways:
Can choose to do psychic damage instead of force damage
Hitting creatures with Eldritch Blasts have disadvantage on Intelligence, Wisdom and Charisma Saving throws and Ability checks versus spells and affect you create until the end of your next turn
If you hit a creature with your Eldritch Blast, until the end of your next turn, you may perform a Melee spell attack from a spell or an ability you have on that creature, you must still roll to hit them.
You may cast Eldritch Blast without Verbal or Somatic Components if all targets are wqithin your Awakened Mind features range. If cast in this way, targets for all beams must be declared before you cast Eldrtich Blast
Changed Functionality of Entropic Ward at 6th:
Can be used Proficiency times per long rest instead of on a short or long rest.
Now if a creature misses you with an attack from you using this feature, they have vulnerability to Psychic damage until the end of your next turn
Your Awakened Mind feature's range extend now out to 60 feet
\pagebreakNum
Changed functionality of Thought Shield at 10th:
Changed resistance to Psychic damage to Immunity to Psychic damage.
Changed "If a creature deals psychic damage to you, they instead take that amount of damage instead" from "When you take Psychic damage, the creature takes the same amount of psychic damage that you do"
Psychic damage taken from this feature ignores resistance and Immunity to Psychic damage
Once per long rest you may extend your Psychic Immunity to an ally within range of your Awakened Mind feature
Your Awakened Mind feature's range extend now out to 90 ft
Changed Functionality of Create Thrall at 14th:
Expanded the creature types it works on to being Aberrations, Beasts, Fey, Humanoid, or Monstrosity creature types that are Large or smaller
Now it is a Melee Spell attack against an Incapacitated, Restrained, or Grappled creature of the above types.
You and the creature Charmed gain each other senses as well as your own.
You may use your Thrall as a tether, manifesting spells and features you have from it's location
Your Awakened Mind Feature's range extend now out to 120 ft
### Patron: The Hexblade
Changed Spell list to: Blur for Mirror Image
Changed Functionality of Hex Warrior at 1st:
Removed Medium Armor proficiency (As it is a base Warlock feature now)
Added when you finish a long rest, you may designate 1 weapon to being your "Hex Weapon"
Added you may perform the Somatic components of spells even when you have weapons or shields in one or both hands as long as your Hex Weapon is in at least one of your hands
Added you may use your Hex Weapon as a Spellcasting Focus for your Warlock spells
Moved Accursed Specter to 1st level from 6th level:
Changed that you can slay a hostile Large creature or smaller while your Hex Weapon is in at least one of your hands, you cause a medium sized Specter to appear, instead of just humanoids to bring forth your Accursed Specter
Changed that the Specter now goes after you on your initiative count.
The Accursed Specter gains temporary hit points equal to half your warlock level + your Charisma modifier when it appears.
Changed to you can't use this feature while you have another specter formed.
Specter still disappears when you finish a long rest
Moved Hexblade's Curse to 6th level: Changed Functionality to:
Now if you hit a creature with your Hex Weapon, you may roll the damage for the weapon twice and choose which one to keep.
If you score a Critical hit with your Hex Weapon, you can add an additional damage dice of the Hex Weapon, on top of doubling the original damage dice.
If you the healing from Hexblade's Curse would put you over your maximum hit points, you may save the excess hit points in your Hex Weapon to be used later as a bonus as or reaction. This additional hit points are lost if you take a short rest or long rest or if you use your Hexblade's Curse feature again.
Additionally, while your Accursed Specter is attacking a creature effected by your Hexblade's Curse, its attacks are done so with advantage. Also when your Accursed Specter hits a creature with your Hexblade's Curse, the Saving throw DC of the Life Drain feature uses your Warlock Spell save DC instead of its own
Changed you can use Hexblade's Curse a number of times per long rest equal to your proficiency bonus from once per short or long rest.
Changed Armor of Hexes at 10th:
Now when you roll a 3 or lower, you get your reaction you used for this feature back, but can't use your reaction on the same turn you tried using this feature
Changed Functionality of Master of Hexes at 14th:
If you roll initiative with no uses of Hexblade's Curse, you regain 1 use.
If a creature dies with your Hexblade's Curse while your Accursed Specter is in your service, you may make your Accursed Specter inhabit another creature within range of your Hexblade's Curse feature, to extend it's duration further on a new target. This dismisses your Accursed Specter (no action required). The new creature has your Hexblade's Curse for 1 minute. When that creature dies, you may still summon another Accursed Specter to be in your service. Once you use this feature, you can't do so again until you finish a short or long rest.
You may effect creatures with your Hexblade's Curse up to a range of 60 ft instead of 30 ft.
Your Accursed Specter now gain temporary hit points equal to your Warlock level + your Charisma modifier when it is created.
### Patron: The Undead
Changed Patron Spells to: Bane to Command, False Life to Inflict Wounds, Phantom Steed to Summon Undead, Greater Invisibility to Phantasmal Killer.
Changed Functionality of Form of Dread at 1st:
Temporary hit points can either be gained or increase current temporary hit points that you have.
You now keep your temporary hit points if you still have them once your Form of Dread is no more.
\pagebreakNum
Added Undeath's Reach at 1st level
Moved You don't need to Eat, Breathe, or Drink from Graved Touched
You may cast Inflict wounds a number of times per long rest equal to your proficiency bonus without using a pact slot
When you cast Inflict Wounds, it range is now 120 feet instead of touch. You may perform a Melee or Ranged spell attack when casting Inflict Wounds.
Additionally, creatures you deal necrotic damage to cannot heal until the start of your next turn.
Changed Functionality of Grave Touched at 6th:
Creature who are frightened of you from your Form of Dread, have disadvantage on saving throws against your spells and other warlock abilities other than Form of Dread
Changed to "Once during each of your turns when you roll damage, you can change the damage to being necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the total necrotic damage the target(s) take(s)."
Changed Necrotic Husk at 10th level:
Changed Damage to being 3d10 + Warlock level instead of 2d10 + warlock level.
Changed number of uses from 1d4 long rests to finishing a long rest while not having any levels of exhaustion
Added while in your Form of Dread, your Hit Point maximum cannot be reduced
Changed Spirit Projection at 14th level to:
Duration is for 10 minutes instead of an hour.
You no longer need to concentrate on it as if it were a spell, but can dismiss it as a bonus action.
Clarified you heal for half the damage dealt to all creatures, if the necrotic damage effects multiple creatures.
Added once per long rest, when you finish a short rest, you regain 2 uses for Form of Dread.
### Patron: The Undying
Changed Spell list to: Ray of Sickness to Sanctuary, Blindness/Deafness to Aid, Silence to Wither and Blood, Feign Death to Spirit Guardians, Legend Lore to Circle of Power.
Changed Name of "Among the Dead" to "Walking Among the Dead" at 1st
Removed learning the Spare the Dying Cantrip, moved Advantage to Disease to the other 1st level feature "Undying Will"
Changed "creature is immune to this effect if they make their save for 24 hours" from "Undead immune to this effect if you target it with an attack or harmful spell"
Added "Undying Will" feature at 1st level:
Gain advantage on saving throws vs. disease
Gain advantage on Death saving throws
When you succeed on 3 death saving throws, you gain hp equal to your Warlock level + your Charisma modifier. Rolling a 20 on a Death Saving throw or being Stabilized by someone else has the same effect
While at below half hit points, once per turn, when you deal damage, deal an additional 1d6 necrotic damage.
Changed name of "Defy Death" to "Danse Macabre" at 6th:
You can as a bonus action stabilize a creature within 10 ft of you.
When you do so a creature can choose to use a hit die to heal the rolled amount + your Charisma modifier.
You can use the above feature a number of times per long rest equal to your proficiency bonus
You gain several other features at from this feature, including:
You cannot die from exhaustion, but suffer all the other effect from exhaustion
You can hold your breath indefinitely and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
You are Immune to the Unconscious condition, While at 0 hit points you may still act normally, however you still make Death saving throws at the beginning of each of your turns. However while in this deathly state, your movement speed is reduced by 10 ft and if you fail 3 Death saving throws you still die.
You age at a slower rate. For every 10 year that pass your body ages only 1 year, and you are immune to being magically aged.
Whenever you fail a death saving throw or roll below a 5 on the d20 die, creatures of your choice within 30 feet of you not behind total cover gain vulnerability to the first instance of damage dealt to them until the start of your next turn. If you rolled a 1 on a Death saving throw, this removes resistances and immunities to said damage for the same duration.
Changed Name of "Undying Nature" to "Undying Resilience" at 10th:
Moved all original feature of this onto the 6th level "Danse Macabre" feature
Now gain advantage on saving throws and ability checks to prevent or recover from the following conditions: Incapacitated, Paralyzed, Petrified, Poisioned, and Stunned.
You can't die from Instant Death (damage equalling your maximum hit points at once while at 0 hit points)
Healing spells and abilities targeting you while you are at 0 hit points also give you an equal amount of temporary hit points
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Changed Functionality of Indestructible Life at 14th:
Removed Original functionality entirely
Dismemberment no longer impedes your ability to stay alive
Whenever you are healed by any spell or ability you can hold dismembered limbs back together to fuse them back to their non-dismembered state
Your hit point maximum cannot be reduced
You gain proficiency in Death Saving throws
You are Immune to spells and ability effects that instantly kill you when you are reduced to 0 hit points, as long as you had above 0 hit points when you were initially affected by such spell or abilities. You still take any damage, if any, from said spells or abilities, just you don't die from them.
While at Below Half hit points, each time you take damage you deal necrotic damage equal to your Charisma modifier to a number of creature of your choice equal to your proficiency bonus within 30 feet of you that are not behind total cover, and you know their location.