Inheritor (A Warlock Reface) V 0.8.1

by Grandvon

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Inheritor

Introduction Page

Words from the Author

Firstly, I would like to state that the information here is not relevant to enjoying the rest of this homebrew content. The only prerequisite information to be known is that as the title of this work suggests it is a reworking of the DnD 5e Warlock class. Please do not feel obligated to read or mind the information in the following passages, they are simply notes for those have questions about intent of creation, balancing, and how to provide feedback. Please enjoy!

Problem

From my time playing and running the game, the warlock class has been one of the classes that have the most variance of power and utility, that is determined by GM/DM's utilization of short rest within a game. In practicality, most GM/DM's (myself included at times) don't utilize the adventuring day for encounters, thus they are not utilizing the recommended 2 short rests per day. Causing the warlock to suffer in the end. While it is simple to ask for more short rest within a day as a players, the issue can swing in the other direction with short rest having no set number you're able to take within a 24 hour period. With an 8 hour adventuring day, and 8 hours needed for a long rest, that leave 8 hours of the day to take up to 8 short rests. This provides the Warlock up to 18 spell slots per day at their highest casting level as early as 2nd level.

This combined with the fact that at least in my experience the warlock was used as a point of multiclass more than as a whole class in and of itself. It was full of rich flavor and themes, but yet the pathway of sticking to them through the levels was more a labor of love than of practicality. Now in most eyes these problems aren't large enough to create such changes, but after a brief stint into other systems and finding the pathfinder 2e's witch. I gained the inspiration to revert the class to a full caster class while maintaining much of it's flavor from the Pact Boons and Invocations.

Solution

This class is a conversion and step away from using Pact Magic, which is based on the system of short rests, that as of Wizards of the Coast's Monsters of the Multiverse, it seems they are using less frequently. With the use of new material being centered around the use of Long Rest for recharge and proficiency bonus for number of uses, short rests are quickly being relinquished to minor features or a select few major features of core classes. While it is not completely useless by any means, basing a castings class's magic completely on the mechanic considering how important (and potentially strong) spellcasting can be isn't for the best.

So this rework uses the spellcasting feature like every other spellcasting capable class. It as normal is based on a Long Rest recharge and scales as a full caster. It contains fewer spells known than any other class, but is that way due to heavier importance being placed on the Patron chosen. Speaking of the patron, the spellcasting modifier is no longer soley linked to Charisma, but instead is linked to the Patron, which determines whether Intelligence, Wisdom, or Charisma is the casting ability, with a few Patrons allowing the Inheritor to decide from two choices. Invocations have been altered in way that some are based on the expending of spell slots as power bumps. Finally a mechanic has been introduced that allows for the communication and attitude between Patron and Inheritor to be important to the gathering of power. This hopefully allows GM/DM's the ability to capitalize on the connection between the two with greater depth than simply taking the power away completely leaving the warlock completely useless.

Balancing

Most of the changes and features will feel overpowered upon first glance, but there are several things that are done to conteract the percieved strength of class. Firstly, the Inheritor has been reduced from the 15 known spells down to 10. Considering all possible features given within the Warlock and Inheritor class. The Warlock is capable of knowing 27* spells in total (assuming all invocations were taken to gain additional spells). Comparatively the Inheritor is capable of knowing 23* spells in total (assuming all inheritances were taken to gain additional spells). 4 of these 23 possible spells however, are not consistently available and vary.

*Spells known can increase further through Pact of the Tome, thus making it a mute point in this case.

Secondly, many of the invocations require the expending of spell slots to utilize the features and all at will invocations have been converted to Inheritances that require spell slots. This in practice has been a balance for the enhancing nature of most spells. In the end like many casters when the spell slots are gone, they rely on the base cantrips. Overall it is more likely that the Inheritor will run out of spell slots much quicker and constantly, but that is why many of the subclass remain with the power they have. So while the Wizard can Arcane Recovery, Druid can Wildshape, Clerics and trade their Channel Divinities for spell slots, and Bards utilize their Bardic inspirations over the short rest. The Inheritor relies on it's base subclass it receives at 1st level for continued utility and functionality, where other subclasses from the other classes by be lacking and primarily rely on augmenting spellcasting to make them unique.

Lastly, the number of Invocations (Inheritances) are reduced from the maximum of 8 down to a maximum of 5. With consistent spellcasting being offered and Pact Boons remaining the number of these gifts decreased to ensure, that each was chosen with greater care and thought. These also remain to make up for the fact that the class remains without (and will continue to) any optional features to replenish spell slots naturally over any period shorter than a long rest.

understanding the inheritor

Since the days when we first looked upon our Warlocks they have grown in experience and connection to their Patron. No longer are they mere fledglings of their Patrons, harnessing fragments of power that they are allowed. Instead they have taken the power given and inherited in such a way that it has become just as much their own.

The young elf in golden robes, now sits upon the throne of the palace as he has for decades and the cute pseudodragon has shifted and changed becoming a proxy of the danger that lies underneath that magical charm.

The wizened human now holding a new fiendish vigor wreaths herself in the demonic flames burning her aggressors to a fine black ash as she storms the cathedral.

The wild-eyed tiefling having passed through the doorway to the distant world now studies a more composed and sleek black tome as they attempt to make contact with the new creatures speaking their strange language.

Much like Warlocks, Inheritors are seekers of knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, inheritors unlock magical effects both subtle and spectacular. However, in the case of Inheritors they take these magical effects gifted and mesh with them creating a magical stability similar to that of Wizards, Sorcerers, and other mages. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities, inheritors foster and nurture the small fragment of power provided by these beings to grow in themselves in place of relying solely on a strengthened connection with the being.

Creating an Inheritor

As you make your inheritor you will find that the best way to do so is start from a narrative approach. With the class no longer being solely tied to single casting ability, the story of how and why you made your pact with the being you choose becomes a more enticing one. Patrons now determine the casting modifier showing they generally have a type when selecting who they give power to. Did your wisdom draw the attention of an angel who needs a proxy to understand the complexity of humanoid nature, or did your intelligence and ability to comprehend the maddening whispers of an alien tome draw the interest and a slumbering aberration ? Did you search out this connection, or where you approached for it? Is your Patron one that holds a malicious and manipulative hold on you, do you both view the connection as a business transaction, or is your Patron invested in your safety sharing the abilities from a place of love and care? How do you been able to maintain connection and communication with your Patron since the Pact, have you been stuck interpreting faint signs and signals of abnormal nature, or perhaps it's been silent since the pact with subconscious feelings being your only guide?

Work with your GM/DM to determine how your pact works and the nature of your relationship with your Patron. While you may be stable in your own right, the desire of your Patron may shape the objectives and responsibilities required to tend to during your adventure. These objectives can be small or large, but remember that with any pact there is an expectation your patron has so it's important to build out that aspect to add depth to the relationship.

Patrons and Pacts

Once the pact is formed between an inheritor and a patron, that does not mean that the inheritor is owed the powers they are given. While it is not mechanically required to enforce, a part of an Inheritors story can be tied to the failure to make good on their portion of the pact, or neglecting the communication of the patron altogether. Consequences can remain completely thematic, but below are potential means for DM/GMs to use to add nuance to consequences of failure to adhere and make good on pacts.

Optional Consequences
  • Firstly, there are built in mechanics to represent the relationship between inheritor and patron. These are located within the Patron's Favored Spell List section of the spellcasting feature, and Mystic Arcanum. This is best used for inheritors that still fall within line of their pact, but do things to underhandedly spite the Patron. In both cases they make it more difficult to borrow spells.
  • Secondly, if the relationship with the patron is souring, they can attempt to make it more difficult for the inheritor to use their inheritances. When attempting to use an inheritance the GM/DM can have the inheritor roll a check with their spellcasting modifier against a DC 15. Upon a success of 20 or greater they are able to use the inheritance as normal and rebuff the Patrons attempt to weaken them being safe from such attempts for the next week. On a success the inheritor is able to use the inheritance as normal until the completion of the next long rest. On a failure they are unable to attempt to use it again until the completion of the next long rest. And lastly on a failure of 10 or lower, the inheritor is unable to use the inheritance for the next week.
  • Lastly, if the pact is violated or broken in a large way it is possible to revert the Inheritor back down to a basic spellcaster removing all other features aside from spellcasting altogether until the pact is mended or a new patron is found to take over the inheritor's pact.
Inheritor
Level Proficiency Bonus Features Inheritances Known Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Otherworldly Patron, Spellcasting 2 2 2
2nd +2 Eldritch Inheritance 1 2 3 3
3rd +2 Pact Boon 1 2 4 4 2
4th +2 Ability Score Improvement, Eldritch Versatility 1 3 5 4 3
5th +3 2 3 6 4 3 2
6th +3 Otherworldly Patron Feature 2 3 7 4 3 3
7th +3 2 3 8 4 3 3 2
8th +3 Ability Score Improvement 2 3 9 4 3 3 3
9th +4 3 3 10 4 3 3 3 1
10th +4 Otherwordly Patron Feature 3 4 10 4 3 3 3 2
11th +4 Mystic Arcanum (6th level) 3 4 10 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 10 4 3 3 3 2 1
13th +5 Mystic Arcanum (7th level) 4 4 10 4 3 3 3 2 1 1
14th +5 Otherworldly Patron Feature 4 4 10 4 3 3 3 2 1 1
15th +5 Mystic Arcanum (8th level) 4 4 10 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 10 4 3 3 3 2 1 1 1
17th +6 Mystic Arcanum (9th level) 5 4 10 4 3 3 3 2 1 1 1 1
18th +6 5 4 10 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 10 4 3 3 3 3 2 1 1 1
20th +6 Mass Inheritance 5 4 10 4 3 3 3 3 2 2 1 1

Class Features

As a Inheritor, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple Weapons
  • Tools: none

  • Saving Throws: One strong save (Dexterity, Constitution, and Wisdom); and one weak save (Strength, Intelligence, and Charisma) always taking your spellcasting ability as one of the choices. After your choice you must end up with a combination of one strong save and one weak save.
  • (Example: If your Patron has you cast with Intelligence you must take Intelligence as one saving throw and can choose from Dexterity, Constituion, and Wisdom for your second saving throw.)
  • Skills: Choose two from any skill.

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

Otherworldly Patron

At 1st level, you have crafted a connection with an otherworldly being chosen from the list of available patrons. This connection can be in the form of a deal, bargain, or simply common interest. Either way the individual agrees to impart power to you their inheritor. Your choice grants you several features. You gain features at 1st level and again at 6th, 10th, and 14th level.

Spellcasting

Your connection with your Patron has given you access to a special form of casting in which you hold the mental reservoir of spells and your Patron gives you the connection to raw arcana. See chapter 10 for general rules of spellcasting.

Cantrips

You know two cantrips of your choice, one of which comes from the Inheritor Spell list and the other coming from the favored spell list of your Patron. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inheritor table. When selecting these cantrips you have the choice to learn them from the Inheritor Spell list or your Patron’s favored spell list.

Spell Slots

The Inheritor table shows how many spell slots you have to cast your Inheritor spells of 1st through 9th level. The table also shows what the level of those slots is. To cast one of your Inheritor spells of 1st level or higher, you must expend a spell slot of at least the level of the spell if not higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Inheritor spell list, your Patron’s favored spell list, or one from each.

You learn an additional spell, from the Inheritor spell list or your Patron’s favored spell list, of your choice at each level except for 10th through 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. When you learn new spells no spell learned can be higher than 5th level.

Additionally, when you gain a level in this class, you can choose one of the Inheritor spells you know and replace it with another spell from the Inheritor spell list or your Patron’s favored spell list, which also must be of a level for which you have spell slots, but no higher than 5th level.

Spellcasting Ability

Your spellcasting ability for your Inheritor spells are determined by your Otherworldly Patron, you would use that ability whenever a spell refers to your spellcasting ability. In addition, you use that ability when setting the saving throw DC for an Inheritor spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Patron assigned spellcasting modifier

Spell attack modifier = your proficiency bonus +

your your Patron assigned spellcasting modifier

Patron's Favored Spell List

When selecting your Otherworldly Patron, there is a list of spells that the Patron can provide based on the nature of what they are or the source of power they may pull from or use. Spells that you learn from your patron’s favored spell list are considered Inheritor spells for the sake of determining Spell Save DC and Spell Attack Modifier. Additionally, you can attempt to have your Patron temporarily give you access to a spell from their favored spell list without counting it against your spells known. To do so at the end of a long rest, make an ability check with your spellcasting modifier against the DC of 10 + the level of the spell desired to gain. On a success your Patron grants you access temporarily to the spell until you complete your next long rest.

This DC of the check can change based on the relationship with the Patron as determined by your interactions in game. If your GM determines your Patron is friendly towards you, decrease the DC by 2, however if your GM determines your Patron views you in an unfavorable light, increase the DC by 2.

You cannot ask your patron to provide access to a spell of a level you do not have a spell slot for. At higher levels, you can increase the number of spells obtained in this way. At 5th you can temporarily gain access to 2 spells from your patron's favored list, 3 at 11th level, and finally 4 at 17th level. When determining the DC for obtaining multiple spells at once, use the highest level spell as the spell level for the DC calculation and increase the DC by 1 for every additional spell desired to be gained in this way.

Spellcasting Focus

You can use an arcane spell casting focus for your Inheritor Spells.

Eldritch Inheritance

Whether in line with study into your patron or simply as manifested byproduct of the connection made with your them, you utilize these inherited abilities to sculpt, augment and arm yourself with magical abilities sometimes out of the scope of average spell casting. They are listed at the end of the Otherworldly Patrons.

At 2nd level, you gain one eldritch inheritance of your choice. When you gain certain Inheritor levels, you gain additional inheritances of your choice, as shown in the Inheritances Known column of the Inheritor table. Additionally, when you gain a level in this class, you can choose one of the inheritances you know and replace it with another inheritance that you could learn at the level. If an eldritch inheritance has prerequisites, you must meet them to learn it. You can learn the inheritance at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Pact Boon

At 3rd level, your otherworldly patron bestows a boon of ability as a gift for your service loyalty in progression. 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 (see chapter 5 for weapon options). 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.

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 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 of its own.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

At 9th level, the Agonizing Blast, Eldritch Spear, Grasp of Hadar, Lance of Lethargy, and Repelling Blast Inheritances can be paired together to count as only one Inheritance known. In doing so you select two of the listed Inheritances and it only counts as knowing one. You can do this multiple times using this feature.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered an Inheritor cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

At 9th level, the Agonizing Blast, Eldritch Spear, Grasp of Hadar, Lance of Lethargy, and Repelling Blast Inheritances can be paired together to count as only one Inheritance known. In doing so you select two of the listed Inheritances and it only counts as knowing one. You can do this multiple times using this feature.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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

Eldritch Versatility

4th-level inheritor optional feature

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 inheritor 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 Inheritor spell of the same level.

If this change makes you ineligible for any of your Eldritch Inheritances, you must also replace them now, choosing inheritances 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 Inheritor spell list as this arcanum. When you gain a Mystic Arcanum for 6th level you can use a spell slot of that spell's base level or higher to cast the spell.

Alternatively during a long-rest you can connect with your Patron asking them to expand your knowledge of spellcasting beyond the barrier of the Inheritor spell list, pulling a spell from a spell list associated with the Patron’s Mystic Arcanum Expansion List. Make an ability check with your spellcasting modifier against the DC of 10 + the level of the spell desired to be learned. On a success you replace your Mystic Arcanum with the desired spell. This DC can change based on the relationship with the Patron as determined by your interactions in game. If your GM determines your Patron is friendly towards you, decrease the DC by 2, however if your GM determines your Patron is Hostile towards you, increase the DC by 2. Either way, once you have pulled your Mystic Arcanum from your Patron’s Mystic Arcanum Expansion List, you can keep it as an Arcanum a week or until you release it as your Arcanum replacing it with the Mystic Arcanum you initially choose for the feature.

At higher levels, you gain more arcanums : one 7th-level at 13th level, one 8th-level at 15th level, and one 9th-level at 17th level.

Mass Inheritance

The gifts provided by your connection to your Patron become completely obtainable to you with a brief moment of reprieve. After completing a long rest you can exchange any and all Eldritch Inheritances for others that you meet the prerequisites for.

Otherworldy Patrons

The list below are the Patrons available for selection at 1st level.

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.

Patron's Spellcasting Ability

Inheritors of the Archfey patron use Charisma or Wisdom as their Spellcasting Ability. You must choose which one when you select this Patron and it remains unchanged there after.

Archfey typically possess silver tongues of their own and extend exposure to their own kind have made them generally wise enough to see through the buttered words of other such fey beings. Given this it is no surprise they look for strong minds against charms or strong personalities in the creatures they form pacts with.

Patron's Favored Spell List

The Archfey lets you choose from an expanded list of spells when you learn an Inheritor spell. The following spells are added to the inheritor spell list for you. Additionally, you can request access to these spells temporarily as described in the Patron's Favored Spell List section of spellcasting.

Spell Level Spells
1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Seeming

Mystic Arcanum Expansion List

The following is a list of spells the Archfey favor of their higher tier list. These spells unless already within the Inheritor spell list are not added to said spell list. You can however, request access to these spells temporarily as described in the Mystic Arcanum feature.

Spell Level Spells
6th Conjure Fey, Mass Suggestion
7th Etherealness, Mirage Arcane
8th Dominate Monster, Glibness
9th Psychic Scream, Wierd

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your inheritor spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Beguiling Defense

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

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your inheritor spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature 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 can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Patron's Spellcasting Ability

Inheritors of the Fiend patron use Intelligence, or Charisma as their Spellcasting Ability. You must choose which one when you select this Patron and it remains unchanged there after.

Fiends can range from the deal makers and seducers to crazed and chaotic beings with such force of personality that their sheer presence threatens those around them. As opposed to other patrons who select those that inherit their power so they can work together, to produce a pact with a fiend is almost always deadly for the inheritor. As such Intelligence is valued for pacts with Devils, Charisma is ideal for handling pacts with Demons, Succubus, and Incubus. Either way a strong mind is ideal when dealing with these nefarious beings.

Patron's Favored Spell List

The Fiend lets you choose from an expanded list of spells when you learn an Inheritor spell. The following spells are added to the inheritor spell list for you. Additionally, you can request access to these spells temporarily as described in the Patron's Favored Spell List section of spellcasting.

Spell Level Spells
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow

Mystic Arcanum Expansion List

The following is a list of spells the Fiend favor of their higher tier list. These spells unless already within the Inheritor spell list are not added to said spell list. You can however, request access to these spells temporarily as described in the Mystic Arcanum feature.

Spell Level Spells
6th Investiture of Flame, Summon Fiend
7th Delayed Blast Fireball, Fire Storm
8th Incendiary Cloud, Maddening Darkness
9th Gate, Meteor Swarm

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 Spellcasting modifier + your inheritor level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

The Great Old Ones

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.

Patron's Spellcasting Ability

Inheritors of the Great Old Ones patron use Intelligence, or Wisdom as their Spellcasting Ability. You must choose which one when you select this Patron and it remains unchanged there after.

Patrons of this influence are always difficult to comprehend as their nature can often be unknown to the very rules of our reality. Their true forms as we know them are impossible to look upon, and communication with them are known to drive creatures mad. Due to such difficulties, these patrons often look for creatures with strong minds able to withstand the damage to their mind caused by interactions.

Patron's Favored Spell List

The Great Old One lets you choose from an expanded list of spells when you learn an Inheritor spell. The following spells are added to the inheritor spell list for you. Additionally, you can request access to these spells temporarily as described in the Patron's Favored Spell List section of spellcasting.

Spell Level Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
2nd Detect Thoughts, Phantasmal Forcce
3rd Clairvoyance, Sending
4th Dominate Beast, Evard's Black Tentacles
5th Dominate Person, Telekinesis

Mystic Arcanum Expansion List

The following is a list of spells the Great Old One favor of their higher tier list. These spells unless already within the Inheritor spell list are not added to said spell list. You can however, request access to these spells temporarily as described in the Mystic Arcanum feature.

Spell Level Spells
6th Mental Prison, True Seeing
7th Dream Of The Blue Veil, Plane Shift
8th Feeblemind, Telepathy
9th Foresight, Psychic Scream

Awakened Mind

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

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.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

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

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

The Celestial

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

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

Patron's Spellcasting Ability

Inheritors of the Celestial patron use Charisma, or Wisdom as their Spellcasting Ability. You must choose which one when you select this Patron and it remains unchanged there after.

Patrons of this influence are always difficult to comprehend as their nature can often be unknown to the very rules of our reality. Their true forms as we know them are impossible to look upon, and communication with them are known to drive creatures mad. Due to such difficulties, these patrons often look for creatures with strong minds able to withstand the damage to their mind caused by interactions.

Patron's Favored Spell List

The Celestial lets you choose from an expanded list of spells when you learn an Inheritor spell. The following spells are added to the inheritor spell list for you. Additionally, you can request access to these spells temporarily as described in the Patron's Favored Spell List section of spellcasting.

Spell Level Spells
1st Cure Wounds, Guiding Bolt
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Wall of Fire
5th Flame Strike, Greater Restoration

Mystic Arcanum Expansion List

The following is a list of spells the Celestial favor of their higher tier list. These spells unless already within the Inheritor spell list are not added to said spell list. You can however, request access to these spells temporarily as described in the Mystic Arcanum feature.

Spell Level Spells
6th Heal, Tasha's Otherworldly Guise
7th Conjure Celestial, Resurrection
8th Antipathy/Sympathy, Holy Aura
9th True Resurrection, Wish

Bonus Cantrips

At 1st level, you learn the sacred flame and light cantrips. They count as inheritor 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 + your inheritor 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 spellcasting 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.

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your spellcasting modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your inheritor level + your spellcasting 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 inheritor level + your spellcasting 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 spellcasting modifier, and it is blinded until the end of the current turn.

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

The 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 inheritors who form pacts with it. Many hexblade inheritors 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.

Ultimately as the knowledge of the warriors grows it seems that unlike other Inheritors, the connection between the individual and Patron can be unknown until the user comes into a certain proficiency. It is not uncommon for items with trapped sentience or even powerful mimics looking for a vessel to be amongst the other plausible patrons of this inherited ability set.

Patron's Spellcasting Ability

Inheritors of the Hexblade patron use Charisma, as their Spellcasting Ability. You must choose which one when you select this Patron and it remains unchanged there after.

Unlike other patrons that have the ability to move around freely, Hexblade Patrons are usually weapons who are dependent upon their inheritor to move around. Due to this, the Patron pries on individuals lacking combat prowess to ensure a dependent relationship is formed.

Patron's Favored Spell List

The Hexblade lets you choose from an expanded list of spells when you learn an Inheritor spell. The following spells are added to the inheritor spell list for you. Additionally, you can request access to these spells temporarily as described in the Patron's Favored Spell List section of spellcasting.

Spell Level Spells
1st Shield, Wrathful Smite
2nd Blur, Branding Smite
3rd Blink, Elemental Weapon
4th Phantasmal Killer, Staggering Smite
5th Banishing Smite, Cone of Cold

Mystic Arcanum Expansion List

The following is a list of spells the Hexblade favor of their higher tier list. These spells unless already within the Inheritor spell list are not added to said spell list. You can however, request access to these spells temporarily as described in the Mystic Arcanum feature.

Spell Level Spells
6th Primordial Ward, Tenser's Transformation
7th Mordenkainen's Sword, Tether Essence
8th Dominate Monster
9th Blade of Disaster

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your inheritor level + your Charisma modifier (minimum of 1 hit point).

You can use this feature a number of times equal to your proficiency bonus per long rest.

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your inheritor level. Roll initiative for the specter, which has its own turns. 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 the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

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.

Patron's Spellcasting Ability

Inheritors of the Fathomless patron use Charisma or Intelligence, as their Spellcasting Ability. You must choose which one when you select this Patron and it remains unchanged there after.

Patrons of this variety often utilize their warlocks to understand or interact with the terrain worlds they often don't or can't traverse. As such they seek those with the charisma or intelligence to blend in with societies or study them to uncover the mysteries above the depths.

Patron's Favored Spell List

The Fathomless lets you choose from an expanded list of spells when you learn an Inheritor spell. The following spells are added to the inheritor spell list for you. Additionally, you can request access to these spells temporarily as described in the Patron's Favored Spell List section of spellcasting.

Spell Level Spells
1st Create or Destroy Water, Thunderwave
2nd Gust of wind, Silence
3rd Lightning Bolt, Sleet Storm
4th Control Water, Summon elemental (water only)
5th Bigby's hand , Cone of cold

Mystic Arcanum Expansion List

The following is a list of spells the Fathomless favor of their higher tier list. These spells unless already within the Inheritor spell list are not added to said spell list. You can however, request access to these spells temporarily as described in the Mystic Arcanum feature.

Spell Level Spells
6th Chain Lightning, Otiluke's Freezing Sphere
7th Whirlwind
8th Control Weather, Tsunami
9th Storm of Vengeance

Tentacle of the Deeps

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 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Inheritances

Inheritances are simply eldritch invocations, but some of them are altered below to fit in line with the Inheritor class. Eldritch Invocations that are changed are listed below. Any prerequisites remain unless stated otherwise.

Agonizing Blast

Prerequisites: 2nd Level

You are able to pull for the residual energy of spells you've cast to make your cantrips more lethal. As a reaction after casting a spell of 1st level or higher, or as part of a reaction in which you cast a spell of 1st level or higher, you hold on to the excess energy created by the spell. Within the next minute, if you cast a damaging cantrip, you can expend this energy (no action required) adding your spellcasting modifier to one damage roll result. You cannot use this feature to store excess energy while you are already storing excess energy in this way and lose the excess energy after 1 minute.

Armor of Shadows

You gain the ability to cast mage armor as normal, but it doesn’t count against your spells known. Additionally once per long rest when you cast the spell you can alter the AC calculation to instead be 10 + Dexterity Modifier + Spellcasting Modifier for the duration of the spell.

Ascendant Step

Prerequisites: 9th Level

You gain the ability to cast levitate as normal, but it doesn’t count against your spells known. Additionally when moving a target you can do so as a bonus action or action.

Aspect of the Moon

Prerequisites: Pact of the Tome; 9th Level

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

Beast Speech

You gain the ability to cast speak with animals as normal, but it doesn’t count against your spells known. Additionally while the spell is active you can impose the power and influence of your Patron upon the creatures you speak to it, granting the creature a temporary boost in it's intelligence. Once while speaking to a friendly beast with this spell, you can use an action to grant the creature an Intelligence score of 12. This allows the creature to recall a semi-detailed account of all of the events it has experienced within the last year. This strain however is deadly and immediately after the spell ends, the creature's Intelligence score is reduced to 1, paralyzing it for 1 week, or until removed by lesser restoration or similar magic.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills. Additionally at 11th level (in the inheritor class), you can double your proficiency in these skills if they are not already doubled by some other feature like Expertise.

Bewitching Whispers

Prerequisites: 7th Level

You gain the ability to cast compulsion as normal, but it doesn’t count against your spells known. Additionally once per long rest you can push the distance of the whispers to increase the range of the spell to 60 ft. instead of 30 ft. Creatures outside of the normal range of the spell have advantage on the initial saving throw however.

Bond of the Talisman

Prerequisites: Pact of the Talisman; 12th Level

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

Book of Ancient Secrets

Prerequisites: Pact of the Tome

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a inheritor spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your inheritor level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of Carceri

Prerequisites: Pact of the Chain, 15th Level

You gain the ability to cast hold monster as normal, but it doesn’t count against your spells known. Additionally, while the creatures are paralyzed your familiar siphons power from them emboldening its own attacks. For each paralyzed creature the familiar gains an additional d8 of force damage to the damage rolls of their attacks. However, if they target a creature they are siphoning energy from, the creature gains advantage on breaking free from the spell.

Cloak of Flies

Prerequisites: 5th Level

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

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

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

Devil's Sight

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

Dreadful Word

Prerequisites: 7th Level

You gain the ability to cast confusion as normal, but it doesn’t count against your spells known. Once per long rest when you cast the spell, you can provide a number of creatures equal to your proficiency bonus disadvantage on the initial saving throw.

Eldritch Mind

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

Eldritch Sight

You gain the ability to cast detect magic as normal, but it doesn’t count against your spells known. Additionally, you can detect the faded traces of magic left behind by spells. When casting the spell at 1st level you see cantrips and spells of 1st level that have been cast within the week, in the range of the detect magic. Expending spell slots of 2nd level or higher produce similar effects allowing you to see spells cast of the level expended and lower for the duration. Upon a successful arcana check the GM/DM may allow you to identify the spell.

Eldritch Smite

Prerequisites: Pact of the Blade, 5th Level

Once per turn when you hit a creature with your pact weapon, you can expend a spell slot of 5th level or lower to deal an extra 1d8 force damage per slot level, and you can knock the target prone if it is Huge or smaller. You can use this feature a number of times per short or long rest equal to your proficiency bonus.

Eldritch Spear

Prerequisites: 2nd Level

You are able to pull for the residual energy of spells you've cast to increase the range of your cantrips. As a reaction after casting a spell of 1st level or higher, or as part of a reaction in which you cast a spell of 1st level or higher, you hold on to the excess energy created by the spell. Within the next minute, if you cast a cantrip, you can expend this energy (no action required) doubling the range of the cantrip, so long as it does not have a range of self or touch. You cannot use this feature to store excess energy while you are already storing excess energy in this way and lose the excess energy after 1 minute.

Eyes of the Rune Keeper

You can read all writing. In terms of runes of magic, you can attempt an Arcana check against a DC set by the GM/DM. Upon a success you are able to determine the general purpose the runes serve the function of the item, object, or surface it is on.

Far Scribe

Prerequisites: Pact of the Tome; 5th Level

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on the page, which can contain a number of names equal to your proficiency bonus.

You can cast the sending spell, targeting a creature whose name is on the page, using a spell slot but without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. When casting the spell at 4th level or higher, the number of words written and replied increase by 25 words per slot level above 3rd. The writing disappears after 1 minute along with the name.

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

Fiendish Vigor

You gain the ability to cast false life as normal, but it doesn’t count against your spells known. Additionally, once per short or long rest, you can cast the spell as a bonus action in place of an action.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze

Prerequisites: 7th Level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

You can use this inheritance a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Gift of the Depths

Prerequisites: 5th Level

You can breathe underwater, and you gain a swimming speed equal to your walking speed. Additionally you can breathe underwater as if containing the amphibious trait.

You gain the ability to cast water breathing as normal, but it doesn’t count against your spells known.

Gift of the Everliving Ones

Prerequisites: Pact of the Chain

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

Gift of the Protectors

Prerequisites: Pact of the Tome; 9th Level

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

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

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

Grasp of Hadar

Prerequisites: 2nd Level

You are able to pull for the residual energy of spells you've cast to pull creatures closer to you. As a reaction after casting a spell of 1st level or higher, or as part of a reaction in which you cast a spell of 1st level or higher, you hold on to the excess energy created by the spell. Within the next minute, if you cast a damaging cantrip, you can expend this energy (no action required) pulling the creature 10 feet closer to you if it takes damage. You cannot use this feature to store excess energy while you are already storing excess energy in this way and lose the excess energy after 1 minute.

Improved Magic Conservation

Prerequisites: 9th Level; Agonizing Blast, Eldritch Spear, Grasp of Hadar, Lance of Lethargy, or Repelling Blast

You become proficient with utilizing the excess energy of the spells you cast, allowing you to utilize it to fuel multiple cantrip augmentations. When expending the stored excess energy for a feature as described in the Agonizing Blast, Eldritch Spear, Grasp of Hadar, Lance of Lethargy, or Repelling Blast Inheritance, you can utilize the energy to fuel a number of the above listed Inheritances equal to half your proficiency bonus (rounded down).

Improved Pact Weapon

Prerequisites: Pact of the Blade

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

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

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

Investment of the Chain Master

Prerequisites: Pact of the Chain

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

  • When utilizing a 1st level spell to cast the spell the familiar’s hitpoint maximum and current hit points increase by 5. Additionally, it’s hitpoint maximum and current hit points increase an additional 5 points every slot level above 1st. For every level above 1st the GP cost of the spell increases by 10 GPs
  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action. Additionally if you are 1lth level in the Inheritor class the familiar can attack twice when taking the attack action.
  • The familiars' weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non magical attacks. Additionally your familiar uses your spellcasting modifier when making attack rolls. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Lance of Lethargy

Prerequisites: 2nd Level

You are able to pull for the residual energy of spells you've cast to slow a creature. As a reaction after casting a spell of 1st level or higher, or as part of a reaction in which you cast a spell of 1st level or higher, you hold on to the excess energy created by the spell. Within the next minute, if you cast a cantrip that deals damage, you can expend this energy (no action required) reducing one creature's movement speed by 10 feet until the start of your next turn. You cannot use this feature to store excess energy while you are already storing excess energy in this way and lose the excess energy after 1 minute.

Lifedrinker

Prerequisites: Pact of the Blade; 12th Level

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Spellcasting modifier (minimum of 1).

Maddening Hex

Prerequisites: 5th level, hex spell or a inheritor feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by an Inheritor feature of yours, such as Hexblade’s Curse or Sign of Ill Omen.

When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your spellcasting modifier (minimum of 1 damage). To use this inheritance, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You gain the ability to cast disguise self as normal, but it doesn’t count against your spells known. Additionally you can utilize your Patron's magic to bind the illusion to yourself for longer periods of time. When using a spell slot of 3rd level or higher the duration of the spell increases. 8 hours for a 3rd level slot, 24 hours for a 5th level slot, and 1 week for a 7th level slot.

Master of Myriad Forms

Prerequisites: 15th level

You gain the ability to cast alter self as normal, but it doesn’t count against your spells known. Additionally, once per long rest when you cast this spell you can select two options in place of one and when you use the action to change your option you can change both at the same time. If cast at higher levels you also increase the magical bonus to damage and attack rolls provided by one of the options. Expending a slot of 4th level changes the bonus to a +2 with the damage increasing to 2d6, and Expending a slot of 6th level changes the bonus to a +3 with the damage increasing to 3d6

Minions of Chaos

Prerequisites: 9th level

You gain the ability to cast conjure elemental as normal, but it doesn’t count against your spells known. Additionally, as a reaction to losing concentration on the spell you can attempt to use your Patron's power to banish the creature back to it's own plane before it can act against you and your allies in it's hostility. Have it make a Charisma Saving throw against you spell save DC. Upon a failure the creature is banished.

Mire the Mind

Prerequisites: 5th level

You gain the ability to cast slow as normal, but it doesn’t count against your spells known. Once per long rest when you cast the spell, you can provide a number of creatures equal to your proficiency bonus disadvantage on the initial saving throw.

Misty Visions

You gain the ability to cast silent image as a bonus action, but it doesn’t count against your spells known. Additionally, you can move the image created as a bonus action on subsequent turns. This alteration of the spell however greatly effects the duration of it. When cast as a bonus action or using the bonus action to move the illusion the duration is reduced to 1 minute.

One with Shadows

Prerequisites: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisites: 9th level

You gain the ability to cast jump as normal, but it doesn’t count against your spells known. Additionally, while this spell is active you can utilize your spellcasting modifier to calculate your jump in place of Strength.

Protection of the Talisman

Prerequisites: Pact of the Talisman; 7th level

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

Rebuke of the Talisman

Prerequisites: Pact of the Talisman

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

Relentless Hex

Prerequisites: 7th level, hex spell or a inheritor feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a inheritor feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Prerequisites: 2nd Level

You are able to pull for the residual energy of spells you've cast to push a creature futher from you. As a reaction after casting a spell of 1st level or higher, or as part of a reaction in which you cast a spell of 1st level or higher, you hold on to the excess energy created by the spell. Within the next minute, if you cast a damaging cantrip, you can expend this energy (no action required) pushing the creature 10 feet away in a straight line from you if the cantrip damages it. You cannot use this feature to store excess energy while you are already storing excess energy in this way and lose the excess energy after 1 minute.

Sculptor of Flesh

Prerequisites: 7th level

You gain the ability to cast polymorph as normal, but it doesn’t count against your spells known. Additionally while the spell is cast upon yourself you can use a bonus action to shift to another beast which meets the criteria of the spell. The current hitpoints remain the same in the new form so long as the maximum hitpoints are not lower than the current. If that were to be the case the current hitpoints reduce to match the hitpoint maximum.

Shroud of Shadow

Prerequisites: 15th level

You gain the ability to cast invisibility as normal, but it doesn’t count against your spells known. Additionally, while in dim light and darkness you or another creature you cast this on, can attempt to maintain the spell after casting a cantrip by making a check with your spellcasting modifier against DC 10. Each additional time you attempt this however the DC increases by 2.

Sign of Ill Omen

Prerequisites: 5th level

You gain the ability to cast bestow curse as normal, but it doesn’t count against your spells known. When you cast this spell, Remove Curse no longer immediately removes the curse, but instead the caster of remove curse makes a spellcasting ability check against your spell save DC at the time of your casting of the Bestow Curse.

Thief of Five Fates

Prerequisites: 5th level

You gain the ability to cast bane as normal, but it doesn’t count against your spells known. If you expend two actions in place of one action for in the casting time of this spell the die you roll and subtract from results becomes a d6 in place of a d4.

Thirsting Blade

Prerequisites: Pact of the Blade; 5th level

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

Tomb of Levistus

Prerequisites: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per inheritor level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

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

Trickster's Escape

Prerequisites: 7th level

You gain the ability to cast freedom of movement as normal, but it doesn’t count against your spells known. Additionally once per long rest you can cast this spell as a reaction to having your movement speed reduced. When you do so you teleport to a space you can see within 20 feet of your current location.

Undying Servitude

Prerequisites: 5th level

You gain the ability to cast animate dead as normal, but it doesn’t count against your spells known. When you cast the spell the skeletons or zombies created with the spell use your spellcasting modifier for attack rolls and add your proficiency bonus to damage rolls. The creatures however deteriorate even faster, dying within an hour of being summoned.

Visions of Distant Realms

Prerequisites: 15th level

You gain the ability to cast arcane eye as normal, but it doesn’t count against your spells known. Additionally when casting the spell at 5th level the eye can move 60 feet when using the action to move it. For every slot level above 5th, the distance the eye can move increases an additional 30 feet to a maximum of 150 feet.

Voice of the Chain Master

Prerequisites: Pact of the Chain

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisites: 9th level

You gain the ability to cast speak with dead as normal, but it doesn’t count against your spells known. Additionally when casting the spell at 4th level you can ask the corpse an additional 2 questions. For every slot level above 4th, you can ask an additional 2 questions. If the duration of the spell would end with question remaining and you do not dismiss the spell early, the corpse remains filled with the semblance of life, but you take 5 points of damage that cannot be reduced in any way for every minute spent past the duration of the spell.

Witch Sight

Prerequisites: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Inheritor Spell List

For the sake of brevity, the Inheritor spell list is the same as the Warlock Spell list. The only reason it is named differently is to fit the theme of there being separation between the classes due to the sheer nature of change. When looking for Inheritor spells simply refer to the warlock spell list.

 

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