The Warlock
A striking tiefling with an auburn
complexion and dark horns stood
in the center of a ritual circle he
scrawled under the light of a full
moon. As he chanted in a forgotten
tongue, the moon was swallowed
by darkness, and an otherworldly
voice came from beyond the stars.
The disembodied voice offered him
unspeakable power so long as he
worked toward the entity's goals.
The tiefling agreed, and the light
of the moon reappeared as he
was filled with eldritch power.
The massive goliath finished
carving an eldritch idol from the
bones of the guardian beast he had slain. The elder
guardian had steeped in the magic of this jungle for
years. Its bones would make the perfect vessel for the
magicks he had discovered within its temple.
As the cultists of a rival demon lord circled him,
the dark warrior held out his open hand and conjured
an axe made of clear blue ice. Despite his thin frame,
he moved impossibly fast. Fueled by the frigid magic of
a powerful demon lord, he made quick work of his foes.
As the cultists lay motionless, his axe melted away.
The characters above are all examples of the occult
mages known as Warlocks. By gathering dark secrets
and sinister magicks, these scholars open themselves
to bargains with unspeakable entities of great power.
Lure of Secrets
Driven by an irresistible thirst for knowledge, a Warlock will do almost anything to uncover lost bits of lore. Unlike others who practice the arcane arts, Warlocks will make use of any shortcut to power. They are often marked by a strange array of tiny trinkets: small idols, totems, holy symbols, and occult paraphernalia. They use these trinkets to hold fragments of lost, secret, and sinister arcane magicks, often drawing their power from many different occult traditions at once.
To a Warlock, no relic is too sacred, no forbidden text too dangerous, no tomb is too risky to be delved in the pursuit of occult knowledge and the power that comes along with it.
Dire Bargains
The ultimate goal of every single Warlock is the accumulation of personal power. The reason for this pursuit is different for each Warlock: some desire personal wealth and glory, others seek out power to protect others or as a means for good, and still others use their power to exact revenge on their enemies. Eventually, all Warlocks stumble upon or are approached by powerful otherworldly beings drawn to their thirst for power.
Though the circumstances of the relationship are as varied as each Warlock's reason for accumulating knowledge, every Warlock will eventually enter into an agreement with such an otherworldly being of immense power. Whether they forge a bargain willingly, trick this powerful entity into lending them its power, or secretly draw their magic from these beings, all
Warlocks find themselves part of these dire bargains.
Creating
Your Warlock
When creating a Warlock, the most important thing for you to consider is the motivation for their pursuit of knowledge and power. Are they driven by an insatiable desire to uncover lost secrets? Have they been seduced by a powerful otherworldly entity to serve as their pawn on the material plane? Or, does their quest for power come from a desire to serve others?
Also, consider how your Warlocks's magic manifests itself. Does each one of their spells and Eldritch Invocations come from a different occult tradition? Or, is their esoteric magick indistinguishable from those of more traditional mages?
Multiclassing and the Warlock
If your group uses the rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Warlock as one of your classes.
Ability Score Minimum. As a multiclass character, you must have a minimum of 13 in Intelligence, Wisdom, or Charisma to take a level in Warlock, or to take a level in another class if you are a Warlock. It must also be your Pact Spellcasting Ability.
Proficiencies Gained. If Warlock isn't your initial class, you gain proficiency with light armor and simple weapons when you take your first level.
Spellcasting. If you have a feature from another class that allows you to learn and cast spells, you can use your Pact Magic spell slots to cast spells that you gained through that feature, and you can use those spell slots to cast your Warlock spells.







The Warlock
| Level | PB | Features | Invocations Known |
Cantrips Known |
Spells Known |
Spell Slots |
Slot Level |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Eldritch Invocations | 2 | — | — | — | — |
| 2nd | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 3 | 2 | 1st |
| 3rd | +2 | Pact Focus | 3 | 2 | 3 | 2 | 2nd |
| 4th | +2 | Ability Score Improvement | 3 | 3 | 4 | 2 | 2nd |
| 5th | +3 | Empowered Blast | 4 | 3 | 4 | 2 | 3rd |
| 6th | +3 | Otherworldly Patron Feature | 4 | 3 | 5 | 2 | 3rd |
| 7th | +3 | ─ | 5 | 3 | 5 | 2 | 4th |
| 8th | +3 | Ability Score Improvement | 5 | 3 | 6 | 2 | 4th |
| 9th | +4 | ─ | 6 | 3 | 6 | 2 | 5th |
| 10th | +4 | Otherworldly Patron Feature | 6 | 4 | 7 | 2 | 5th |
| 11th | +4 | Elder Arcanum, Empowered Blast (3) | 6 | 4 | 7 | 3 | 5th |
| 12th | +4 | Ability Score Improvement | 7 | 4 | 8 | 3 | 5th |
| 13th | +5 | Elder Arcanum (2) | 7 | 4 | 8 | 3 | 5th |
| 14th | +5 | Otherworldly Patron Feature | 7 | 4 | 8 | 3 | 5th |
| 15th | +5 | Elder Arcanum (3) | 8 | 4 | 9 | 3 | 5th |
| 16th | +5 | Ability Score Improvement | 8 | 4 | 9 | 3 | 5th |
| 17th | +6 | Elder Arcanum (4), Empowered Blast (4) | 8 | 4 | 9 | 4 | 5th |
| 18th | +6 | ─ | 9 | 4 | 10 | 4 | 5th |
| 19th | +6 | Ability Score Improvement | 9 | 4 | 10 | 4 | 5th |
| 20th | +6 | Pact Master | 9 | 4 | 10 | 4 | 5th |
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
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Wisdom, Intelligence
- Skills: Choose any two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
As a Warlock, you start with the following equipment, along with the equipment granted to you 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
Quick Build
You can make a Warlock quickly by using these suggestions: First, make Intelligence, Wisdom, or Charisma your highest ability score, followed by Constitution. Second, choose the Charlatan background. Last, take Eyes of the Rune Keeper
and Mask of Many Faces as starting Eldritch Invocations.
Eldritch Invocations
You have bound fragments of occult power known as Eldritch Invocations to Trinkets, tiny objects reminiscent of the power bound within them. If a Trinket is lost or destroyed, it reforms on your person at the end of your next short or long rest.
Your Trinkets and Eldritch Invocations use the rules below:
Invocations Known
At 1st level, you have two Trinkets. Bound within each is one Eldritch Invocation from the list at the end of this class.
At certain Warlock levels, you unlock more Invocations, as shown in the Invocations Known column of the Warlock table above. If the Invocation has prerequisites, you can learn it at the same time that you meet all of its prerequisites.
When you gain a Warlock level, you can replace one of your Eldritch Invocations with another Invocation of your choice.
Eldritch Spellcasting
Through ancient knowledge, dark bargains, or occult study, Warlocks can manipulate and access Eldritch magic. Choose Intelligence, Wisdom, or Charisma as the Spellcasting Ability for your Invocation features and any spells they produce.
You use this Pact Ability, and Pact modifier, whenever your Eldritch Invocations or spells refer to a Spellcasting Ability, setting a saving throw DC, or when making a spell attack roll:
Spell save DC = 8 + your Proficiency Bonus
+ your Pact modifier
Spell attack modifier = your Proficiency Bonus
+ your Pact modifier
Eldritch Blast
You can unleash the raw magick of your Eldritch Invocations as beams of pure energy. While holding a Trinket containing an Invocation, you can use your action to make a ranged spell attack against one target you can see within 120 feet. On hit, it takes force damage equal to 1d8 + your Pact modifier.
Otherworldly Patron
At 2nd level, the occult knowledge you have gathered unlocks greater secrets, allowing you to enter into an eldritch bargain with one of the Otherworldly Patrons from the list below:
| Archfey | Exalted | Noble Genie |
| Darklord | Fiend | Undying |
| Deep One | Great Old One | Wyrm |
Your Patron grants you features at 2nd level, and again at 6th, 10th, and 14th level. If one of your Otherworldly Patron feature forces a saving throw, it uses your Pact save DC.
Patron Magic
Each Otherworldly Patron has a list of Patron Spells that you learn at the Warlock levels noted in your Otherworldly Patron description. These spells count as Warlock spells for you, but they do not count against your total number of Spells Known.
This magic also changes the effects of your Eldritch Blast.
Pact Magic
Also at 2nd level, the otherworldly power gained through your occult bargain allows you to cast powerful eldritch spells:
Cantrips
You learn two Cantrips from the Warlock Spell List. At 4th level and 10th level, you learn another Warlock Cantrip, as shown in the Cantrips Known column of the Warlock table.
Spellcasting Ability
As your Pact Magic is an extension of the otherworldly and esoteric knowledge you have already gathered. You use your Eldritch Magic Spellcasting Ability for all Pact Magic spells.
Spell Slots
The Warlock table shows how many spell slots you have to cast your Warlock spells of 1st through 5th-level. This table also shows the level of those slots; all of your spell slots are the same level. To cast a Warlock spell of 1st-level or higher, you must spend a spell slot. You regain all of your expended spell slots whenever you finish a short or long rest.
For example, if you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt ll, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st-Level and Higher
At 2nd level, know three 1st-level spells of your choice from the Warlock Spell List, found at the end of this class. The Spells Known column of the Warlock table shows when you learn additional Warlock spells of your choice of 1st-level or higher. Spells you learn must be of a level equal to, or lower than, your Slot Level on the Warlock table. For example, at 3rd level, you learn a Warlock spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can replace one Warlock spell you know with another Warlock spell of a level equal to your Slot Level or lower.
Invocation Spells
Any spell that you learn from an Eldritch Invocation counts as a Warlock spell for you for as long as you have the Invocation; however, they do not count against your Spells Known.
Spellcasting Focus
You can use any Trinket bearing an Eldritch Invocation, or an arcane focus, as a Spellcasting Focus for your Warlock spells.




Pact Focus
You can channel the eldritch power of
your Patron into a Pact Focus reminiscent
of their true nature. At 3rd level, you gain a
Pact Focus, chosen from the options here:
Eldritch Blade
You can focus your Patron's power into
a sinister weapon. As a bonus action,
you can conjure an Eldritch Blade in
an empty hand. Each time you do, it
takes the form of a non-magical melee
weapon of your choice, with benefits:
- It can be used as a Trinket for one Eldritch Invocation.
- You can use your Pact modifier, in place of your Strength or Dexterity, for attack and damage rolls with this weapon.
- You are proficient with this weapon if you weren't already.
- Attacks with this weapon deal the same type of damage as your Eldritch Blast, but do not apply its other effects.
The Eldritch Blade disappears if it is more than 5 feet from you for 1 minute, if you conjure another Eldritch Blade, if you dismiss your Eldritch Blade (no action required), or if you die.
You can bond a magic melee weapon as an Eldritch Blade by performing a 1-hour ritual. You can use a bonus action to shunt it to an extradimensional space or conjure it. Bonding a second weapon ends the bond for any previous weapons.
Eldritch Familiar
You focus your Patron's power to bind an Eldritch Familiar.
You learn conjure familiar ll and can cast it as a Ritual, but it does not count against your number of Spells Known. When you cast conjure familiar, it gains the following bonuses:
Eldritch Forms. Your Familiar can also take the form of one of the Eldritch Familiars at the end of this class.
Combat. The Familiar is bound to obey your orders to the best of its abilities. In combat, it shares your initiative, and it acts on your turn. It can move and use its reaction on its own; however, it will only take the Dodge action on its turn unless you use your bonus action to command it to take an action from its stat block or another combat action.
Spellcasting. Whenever you cast a spell or use Eldritch Blast, you can choose for the spell, or any number of beams, to originate from the Familiar if you are within 60 feet of it.
Eldritch Tome
You focus your Patron's power into a dark grimoire known as an Eldritch Tome. It contains one copy of each Warlock spell you know, and this Tome grants you the following benefits:
- Your total number of Invocations Known increases by 1. This bonus Invocation must be chosen from those without prerequisites, and your Tome serves as its Trinket. At the end of each long rest, you can replace this Invocation with another Invocation, following the same restrictions.
- At the end of a long rest, you can replace a Warlock spell you know with another Warlock spell of the same level.
- You can cast any Warlock spell contained within your Tome as a Ritual if that Warlock spell has the Ritual tag.
You can spend 1 hour, which can be during a short or long rest, to conjure an exact copy of your Tome, destroying any
previous Tomes. If you die, your Tome crumbles to ash.
Ability
Score Improvement
When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.
Empowered Blast
Beginning at 5th level, when you use Eldritch Blast, it creates two beams. You can direct the beams at the same target or at different ones, making a separate spell attack roll for each.
At certain Warlock levels, the number of beams increases: at 11th level it creates three, and finally four at 17th level.
Elder Arcanum
You have begun to unlock strange and terrifying power in the form of Elder Arcanums. At 11th level, you unlock one Elder Arcanum from the list at the end of this class. You can learn an Arcanum at the same time you meet its prerequisites, and once learned, an Arcanum cannot be unlearned or replaced.
You unlock one additional Elder Arcanum of your choice when you reach 13th, 15th, and 17th level in this class.
Pact Master
At 20th level, you can strain the eldritch power of your Pact in times of great need. Once per long rest, you can use an action to regain all of your expended Pact Magic spell slots.






Eldritch Invocations
Below is the list of Eldritch Invocations available to Warlocks. If an Eldritch Invocation has prerequisites, like Warlock level or a Pact Focus, you can learn that Eldritch Invocation at the same time that you meet any prerequisites it may have.
Armor of Shadows
As an action, you can ward yourself (or dismiss) armor made from living shadow. So long as you are not wearing armor or wielding a shield, your Armor Class is equal to 10 + your Pact modifier + your Dexterity modifier.
Aspect of the Moon
You no longer need to sleep and cannot be forced to sleep by any means. To gain the benefits of a long rest, you can spend 8 hours doing light activity, like reading or keeping watch.
Beguiling Influence
You have become infused with an otherworldly charm and presence. You gain proficiency in two of the following skills: Deception, Insight, Intimidation, or Persuasion.
Whenever you make an ability check with the skills you gained from this Invocation, you can use your Pact Ability in place of the normal ability score associated with these skills.
Eldritch Sight
As an action, you can awaken your senses to see the presence of magic within 30 feet of you. For 10 minutes, you can see a faint aura around any visible creature or object in that radius that bears magic, instantly learning its school of magic, if any.
This Eldritch Sight is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt. This sight requires your concentration, as if concentrating on a spell.
Eyes of the Rune Keeper
The irises of your eyes are ringed with glowing elder runes. You can read and understand any written words, symbols, or scripts as if they were written in your native tongue.
Gaze of Two Minds
As an action, you can touch a willing Humanoid and perceive through its senses until the end of your next turn. During this time, you benefit from all special senses the target possesses, but you are Blinded and Deafened to your own surroundings.
When you are both on the same plane of existence, you can use your action to extend this connection for one more turn.
Gift of the Deep Ones
You manifest aquatic features. You can breathe underwater and gain a swimming speed equal to your walking speed.
At 5th level, you know the water breathing spell and can cast it once per long rest without expending a spell slot.
Infernal Sight
You can enhance your sight with the infernal magic of devils. You can see normally in dim light and darkness, both magical and non-magical, out to a distance of 120 feet.
Otherworldly Vigor
You bolster yourself with a necromantic facsimile of life. As
a bonus action, you can grant yourself temporary hit points
equal to your Pact modifier (a minimum of 1 hit point).
Mask of Many Faces
Strange and sinister magick has made your form fluid. As an action, you can change your physical appearance and voice to match that of a creature that you have seen before, so long as the new appearance has the same arrangement of limbs.
You determine specifics, including race, coloration, height, weight, sex, and hair length, but you cannot change your size. This transformation doesn't affect clothing or game statistics.
Misty Visions
As an action, you shape otherworldly shadow into an illusory image of an object, creature, or a visible phenomenon that is no larger than a 15-foot cube in a spot you can see within 60 feet of. This image is purely visual; it cannot be accompanied by sound, smell, or other effects. It lasts for 10 minutes.
As an action, you can cause this illusory image to move to another spot within 60 feet. When you do so, you can choose for it to move in a way that appears natural for the image.
A creature that succeeds on an Intelligence (Investigation) check against your Spell save DC sees through the illusion.
Conjuring a second illusion dispels any previous illusions.
Sylvan Speech
You learn to speak Sylvan, and while speaking in Sylvan, you can comprehend and verbally communicate with Beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, they can give you information about nearby locations and monsters, including whatever they can perceive or have perceived in the past day.
At 7th level, you can speak in Sylvan to communicate with plants as if you were under the effects of speak with plants.
Cloak of Decay
Prerequisite: 3rd-level Warlock
As a bonus action, you conjure (or dispel) a swarm of infernal insects that swirl around you in a 5-foot radius. Creatures of your choice that start their turn within this area take piercing damage equal to your Pact modifier (minimum of 0).
The insects grant you advantage on Intimidation checks, but disadvantage on all other Charisma ability checks.
Accursed Armor
Prerequisite: 3rd-level Warlock, Eldritch Blade
Over the course of 1 hour, you can perform an occult ritual on a set of armor you touch, turning it into your Accursed Armor and changing it to resemble your Eldritch Blade. You can only have one set of Accursed Armor at a time, and performing the ritual on another set of armor ends the effect on the first.
You are considered proficient with this armor, and you can instantly don or doff it when you conjure your Eldritch Blade.
When you doff it, you can store it with your Eldritch Blade.
Eldritch Spear
Prerequisite: 3rd-level Warlock
Whenever you use Eldritch Blast or cast a Warlock spell that requires a ranged spell attack roll, the range is doubled.
Grasp of Hadar
Prerequisite: 3rd-level Warlock
When you hit a creature with Eldritch Blast, you can pull it up to 10 feet toward you in a line. The total distance you move a creature in one turn is halved for each size it is above Large.
Lance of Lethargy
Prerequisite: 3rd-level Warlock
Whenever you damage a creature with Eldritch Blast, you can halve its speed until the beginning of your next turn. You can only apply this effect to a creature once per turn.
Repelling Blast
Prerequisite: 3rd-level Warlock
When you hit a creature with Eldritch Blast, you can push it up to 10 feet away from you in a line. The total distance you move a target in a turn is halved for each size above Large.
Thief of Five Fates
Prerequisite: 3rd-level Warlock
As an action, you can force one creature you can see within 30 feet to make a Charisma saving throw. On a failed save, it must subtract 1d4 from any d20 roll it makes for 1 minute. You must concentrate on this feature to maintain the curse.
It can repeat its saving throw at the end of each of its turns, ending the effect on a success. Creatures that succeed on this saving throw are immune to this effect until the next dawn.
Tome of Ancient Secrets
Prerequisite: 3rd-level Warlock, Eldritch Tome
Your Eldritch Tome gains two new pages, each detailing one 1st-level Ritual spell of your choice from any class spell list. These spells become Warlock spells for you, but they don't count against your total number of Spells Known.
You can add additional Ritual spells to your Eldritch Tome, so long as the spell's level is equal to Slot Level or lower. To do so, you perform a 1-hour ritual where you burn one scroll detailing the Ritual, and 50 gold worth of material pleasing to your Patron per level of the Ritual spell. This Ritual spell then appears in your Tome, and can only be cast as a Ritual.
Voice of the Master
Prerequisite: 3rd-level Warlock, Eldritch Familiar
You can communicate telepathically
with your Familiar and can perceive
through its senses as long as you are
on the same plane of existence. If you
are connected in this way, you can
speak through your Familiar in
your voice, even if the Familiar
is incapable of speech.
Blasphemous Prayer
Prerequisite: 5th-level Warlock, Eldritch Tome
A new page appears in your Eldritch Tome detailing a single Channel Divinity option of your choice from those available to any Cleric Divine Domain at 2nd level. You use your Warlock level in place of Cleric level and your Warlock Spell save DC.
You can invoke this Channel Divinity once, then you must finish a short or long rest before you can invoke it again.
Erupting Blast
Prerequisite: 5th-level Warlock
When you damage a creature with Eldritch Blast, you can use a bonus action to cause other creatures of your choice within 5 feet of the target to take damage of the type of your Eldritch Blast equal to your Pact modifier (minimum of 1 damage).
One with Shadows
Prerequisite: 5th-level Warlock
You learn the invisibility spell, and can cast it once per long rest, targeting only yourself without expending a spell slot, so long as you are in an area of dim light or darkness.
At 9th level, it is no longer limited to once per long rest.
Thirsting Blade
Prerequisite: 5th-level Warlock, Eldritch Blade
You can make two attacks with your Eldritch Blade, instead of one, whenever you take the Attack action. Moreover, if you use your action to cast a Warlock spell or use Eldritch Blast, you can make one Eldritch Blade attack as a bonus action.
Tomb of Frost
Prerequisite: 5th-level Warlock
Whenever you take damage, you can use your reaction to instantaneously encase yourself in a crystal of ice. This ice has a number of hit points equal to ten times your Warlock level and an Armor Class of 10. The ice takes as much of the triggering damage as possible. While the ice crystal persists, you can't be targeted and are immune to all damage, but you are Incapacitated and Restrained.
At the start of your turn, you can choose for this effect to end, causing the ice crystal to melt as quickly as it appeared.
You can use this Invocation once between each short or long rest at no cost. When you have no uses remaining, you
can expend a Pact Magic spell slot to use it again.




Vitality of the Ageless
Prerequisite: 5th-level Warlock, Eldritch Familiar
Whenever you or your Eldritch Familiar regain hit points while you are within 30 feet of each other, you treat any dice rolled to determine hit points either you or your Familiar regain as their maximum possible value, in place of rolling.
Arcane Secrets
Prerequisite: 7th-level Warlock
You have unearthed a fragment of powerful arcane lore. You learn one spell of your choice from the Warlock spell list of 4th-level or lower, and you can cast it once, at its lowest level, without expending a spell slot. Once you cast it in this way, you must finish a long rest before you can do so again.
You can gain this Invocation more than once, but you must select a new Warlock spell each time you do so, and you can only learn one Warlock spell per spell level in this way.
Ascendant Step
Prerequisite: 7th-level Warlock
As a bonus action, you can grant yourself a temporary flying speed equal to your walking speed, which lasts until the end of your current turn, but you cannot hover. If you end your turn and are not secure, then you fall to the ground.
Enspelled Blade
Prerequisite: 7th-level Warlock, Eldritch Blade
You channel your eldritch magicks through your Pact Blade. Whenever you hit a creature with an Eldritch Blade attack, it applies all the additional effects of your Eldritch Blast from Invocations and your Patron, other than its damage, on hit.
Ethereal Sight
Prerequisite: 7th-level Warlock
As an action, you can enhance your vision with the ethereal energy of undeath, allowing you to see through solid objects within 30 feet. For 1 minute, you have Darkvision if you did not already, and you perceive objects as ghostly, transparent shadows of themselves. You must concentrate on this sense
as if you were concentrating on a spell.
Favored Servant
Prerequisite: 7th-level Warlock
Your Patron has granted you a great gift. Once per long rest, you can cast one of your Patron Spells at a level equal to your Pact Magic spell slots without expending a spell slot.
You can learn this Invocation multiple times, but it cannot be used to cast the same Patron Spell more than once.
Otherworldly Nature
Prerequisite: 7th-level Warlock
Your very being is suffused with eldritch magic. You no longer need to eat, breathe, or sleep. However, to gain the benefits of a long rest, you must spend 8 hours doing light activity. Also, for every 10 years that pass, your body ages only 1 year.
Whispers of the Grave
Prerequisite: 7th-level Warlock
You learn the speak with dead spell, and you can cast the spell at will, without expending a Pact Magic spell slot.
Commune with Patron
Prerequisite: 9th-level Warlock
Your Pact advances, allowing you to communicate directly with your Patron. You learn the contact other plane spell.
Once between each long rest, you can cast contact other plane without expending a spell slot to contact your Patron, and you automatically succeed on the spell's saving throw.
Favor of the Master
Prerequisite: 9th-level Warlock, Eldritch Familiar
You grant your Familiar a measure of your power. At the end of a long rest, choose one Warlock spell you know of 1st-level or higher. Your Familiar can cast it once, at a level equal to your Pact Magic spell slots, without expending a spell slot.
Witch Sight
Prerequisite: 9th-level Warlock
Your eyes glow with an unnatural pale green light. You have Truesight out to a radius of 10 feet while you are conscious.
At 15th level, the radius of your Truesight becomes 30 feet.



Warlock Spell List
Below is the list of spells available to the Warlock. They are organized by spell level, not character level. The spells listed below can be found in the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.
Spells marked with ll are found in the laserllama Spell Compendium, which includes both new and alternate spells.
Cantrips (0-Level)
blade ward ll
booming blade ll
chill touch
create bonfire *
dancing lights
frostbite *
green-flame blade ll
infestation *
lightning lure ll
mage hand
magic stone *
mind sliver **
minor illusion
otherworldly grasp ll
poison spray ll
prestidigitation
sword burst ll
tempestuous blade ll
thunderclap *
toll the dead *
true strike ll
1st-Level
armor of agathys
arms of hadar
bane
cause fear *
charm person
color spray
comprehend languages
dissonant whispers
expeditious retreat
ghastly flight ll
hellish rebuke
hex
hideous laughter
illusory script
inflict wounds
jump ll
protection from evil & good
ray of sickness
sleep
unseen servant
witch bolt ll
2nd-Level
cloud of daggers
create ooze ll
crown of madness
darkness
earthbind *
enthrall
flame whip ll
hold person
invisibility
levitate
mind spike *
mind whip **
mirror image
misty step
mystic spear ll
phantasmal force
ray of enfeeblement
shadow blade *
shatter
spider climb
suggestion
3rd-Level
bestow curse
conjure fey ll
conjure elemental ll
conjure fiend ll
counterspell ll
dispel magic
enemies abound
3rd-Level (Cont.)
fear
fly
gaseous form
hunger of hadar ll
hypnotic pattern ll
intellect fortress **
life transference *
magic circle
major image
remove curse
slow
spectral passage ll
spirit shroud **
thunderstep *
tongues
vampiric touch
4th-Level
accursed touch ll
arcane eye
banishment
blight
charm monster *
compulsion
confusion
conjure aberration ll
create undead ll
dimension door
eldritch tentacles ll
elemental bane *
giant insect
greater invisibility
hallucinatory terrain
phantasmal killer
polymorph ll
shadow of moil *
sickening radiance *
summon aberration **
5th-Level
contact other plane
contagion
danse macabre *
dominate person
dream
enervation *
far step *
geas
hallow
hold monster
insect plague
legend lore
mislead
negative energy flood *
planar binding
scrying
spiritual sundering ll
synaptic static *
teleportation circle
wall of light *






Elder Arcanum
Below is the list of Elder Arcana that a Warlock can learn. If an Arcanum has a prerequisite, like a certain Warlock level or a Pact Focus, you can learn that Elder Arcanum at the same time that you meet any prerequisites it may have.
Elder Focus
Prerequisite: 11th-level Warlock
Your Patron has bestowed you with an increased amount of their power. You gain an additional Pact Focus of your choice. You cannot select the same Pact Focus more than once.
You can learn this Elder Arcanum more than once, but you must select a different Pact Focus each time you learn it.
Minion of Chaos
Prerequisite: 11th-level Warlock, Eldritch Familiar
As an action, you can infuse your Eldritch Familiar with the full power of your Pact, causing it to transform, significantly growing in power. This transformation uses the rules here:
Statistics. Your Familiar transforms into another creature of your choice of CR 6 or lower. This new creature must have the same creature type as your Familiar, and you need to have seen a living specimen of this new creature before.
Your Familiar uses the statistics of the creature, but retains its alignment, personality, and hit points. It gains temporary hit points equal twice to your Warlock level.
Spellcasting. If the creature can cast spells, you can order the Familiar to cast them, but it uses your spell slots to do so.
Duration. This transformation lasts for 1 minute, or until your Familiar is reduced to 0 hit points. You can cause your Familiar to transform this way once between each long rest.
Minor Arcanum
Prerequisite: 11th-level Warlock
Choose one spell from the list below. It counts as a Warlock spell for you, and once per long rest, you can cast this Minor Arcanum spell, at 6th-level, without expending a spell slot:
| arcane gate |
| circle of death |
| eyebite |
| flesh to stone |
| investiture of flame * |
| investiture of ice * |
| investiture of stone * |
| investiture of wind * |
| mass suggestion |
| mental prison |
| otherworldly guise ** |
| scatter * |
| soul cage * |
| true seeing |
Occult Scholar
11th-level Warlock, Eldritch Tome
The occult power of your Tome allows you to prepare spells and eldritch powers. Over the course of 1 hour, which can be during a short or long rest, you perform an occult ritual with your Tome to replace any number of your Spells Known with alternate Warlock spells equal to your Slot Level or lower.
Once between each long rest when you perform this ritual, you can forgo replacing your Spells Known to instead replace one Eldritch Invocation you know with another Invocation of
your choice for which you meet the prerequisites.
Occult Warrior
Prerequisite: 11th-level Warlock, Eldritch Blade
Your Eldritch Blade has been empowered by ancient, sinister magicks. Whenever you hit with an Eldritch Blade attack, you deal a bonus 1d10 damage of the same type as Eldritch Blast.
Also, after you hit a creature with an Eldritch Blade attack, it has disadvantage on the first saving throw that you force it to make before the end of your next turn.
Bond of the Master
Prerequisite: 13th-level Warlock, Eldritch Familiar
While you and your Eldritch Familiar are within 30 feet of one another, you both have advantage on any saving throws you make against spells or other magical effects.
Also, when you cast a Warlock spell that targets yourself, you can choose for your Eldritch Familiar to also gain the benefits of the spell, so long as it is within 30 feet of you.
Greater Arcanum
Prerequisite: 13th-level Warlock
Choose one spell from the list below. It counts as a Warlock spell for you. Once per long rest, you can cast your Greater Arcanum spell, at 7th-level, without expending a spell slot:
| crown of stars |
| etherealness |
| finger of death |
| forcecage ll |
| mirage arcane |
| plane shift |
| power word pain * |
| teleport |
Greater Magicks
Prerequisite: 13th-level Warlock, Eldritch Tome
Your Eldritch Tome has been saturated with magic, allowing you to draw upon an increased amount of eldritch potential. Your total number of Pact Magic spell slots increases by one.
Otherworldly Step
Prerequisite: 13th-level Warlock, Eldritch Blade
Your Blade cuts rifts through reality itself. When you make an attack with your Eldritch Blade, you can teleport up to 10 feet to an unoccupied space you can see before or after the attack.
In addition, when you take the Attack action and only make attacks with your Eldritch Blade, you can make an additional attack with your Eldritch Blade as part of that Attack action.
Arcana of the Ancients
Prerequisite: 15th-level Warlock, Eldritch Tome
The pages of your Eldritch Tome have been filled with magic from secret societies and dark cults long forgotten. You learn three additional Eldritch Invocations of your choice, and your number of Invocations Known increases by three to match.
Chains of the Abyss
Prerequisite: 15th-level Warlock, Eldritch Familiar
You can dominate other creatures with the eldritch chains of your Pact. You learn the hold monster spell. You can cast it without expending a spell slot or material components when you target an Aberration, Celestial, Elemental, Fey, or Fiend.
Once a creature succeeds on its saving throw against this spell, it is immune to this Invocation's effects until the next dawn, unless you expend a Pact Magic spell slot to cast it.
Eldritch Wind
Prerequisite: 15th-level Warlock, Eldritch Blade
As an action, you can infuse your Eldritch Blade with the full power of your Pact and disappear. Choose up to 5 creatures you can see within 60 feet and make a single Eldritch Blade attack against each one. On hit, they take 6d10 damage of the same type as your Eldritch Blast. Each attack also applies any additional effects of your Eldritch Blast. You then reappear in an unoccupied space within 5 feet of one of your targets.
Once you use this Arcanum, you must finish a short or long rest before you can use it again. However, if you have no uses left, you can expend a Pact Magic spell slot to use it again.
Mystic Arcanum
Prerequisite: 15th-level Warlock
Choose one spell from the list below. It counts as a Warlock spell for you, and once per long rest, you can cast this Mystic Arcanum spell, at 8th-level, without expending a spell slot:
| demiplane |
| dominate monster |
| feeblemind |
| glibness |
| maddening darkness * |
| maze |
| power word stun * |
| telepathy |
Awakened Blade
Prerequisite: 17th-level Warlock, Eldritch Blade
Your Eldritch Blade has gained a level of sinister sentience. While you are holding your Eldritch Blade, you cannot have disadvantage on attack rolls, and whenever you are forced to make a saving throw to maintain concentration on a spell, you add your Pact modifier (minimum of +1) to your roll.
As an action, you unleash an explosion of power from your Eldritch Blade. Creatures of your choice within 30 feet must succeed on a Dexterity saving throw or take 10d6 damage of the same type as Eldritch Blast and fall Prone. On a
success, they take half damage and don't fall prone.
You can use this action once per long rest at no
cost, but you can expend a Pact Magic spell
slot to use it again.
Ancient Arcanum
Prerequisite: 17th-level Warlock
Choose one spell from the list below. It counts as a Warlock spell for you, and once per long rest, you can cast this Ancient Arcanum spell, at 9th-level, without expending a spell slot:
| astral projection |
| foresight |
| gate |
| imprisonment |
| power word kill |
| psychic scream * |
| true polymorph |
| weird ll |
Distort Reality
Prerequisite: 17th-level Warlock, Eldritch Tome
A final page appears in your Tome, written in the primordial language of creation. It contains the wish spell. You can cast wish once per long rest without expending a spell slot.
If you use wish to duplicate a spell, it can only duplicate spells with a casting time of one action or one bonus action.
Eldritch Domination
Prerequisite: 17th-level Warlock, Eldritch Familiar
You can extend your will through the chains of your eldritch
bond. One in between each short or long rest, you can cast
dominate monster without expending a spell slot.
If you target a creature that is under the effect of your
hold monster spell with dominate monster, it auto-
-matically fails its saving throw against your
dominate monster spell, but the effects of
your hold monster spell instantly end.





Otherworldly Patron
Choose the Otherworldly Patron to best represent the entity that is the source of your strange and sinister eldritch power:
| Archfey | Exalted | Noble Genie |
| Darklord | Fiend | Undying |
| Deep One | Great Old One | Wyrm |
The Archfey
You have entered a Pact with a powerful entity of the faerie. Whether you were gifted this Pact or you tricked your Patron into granting you a measure of power, you can draw upon the whimsical and terrifying power of the Fey. Only the eldest of the faerie can form such Pacts; the Archfey of the Fey courts, ancient sylvan spirits, and the most powerful covens of hags.
Fey Magic
2nd-level Archfey Patron feature
Your Patron infuses your magic with its whimsical fey power. You can choose for your Eldritch Blast beams to deal psychic damage equal to 1d10 + your Pact modifier on hit.
You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:
| Warlock Level | Spells |
|---|---|
| 2nd | faerie fire, sleep |
| 3rd | misty step, phantasmal force |
| 5th | fear, hypnotic pattern ll |
| 7th | hallucinatory terrain, greater invisibility |
| 9th | mislead, seeming |
Fey Presence
2nd-level Archfey Patron feature
You can beguile others with fey magic. As an action, you
can force one creature that can see or hear you within
10 feet to make a Wisdom saving throw. On a failure,
it is Charmed or Frightened by you (your choice) for
10 minutes. The effect ends early if the creature
takes damage, or if you or one of your allies
attack it or force it to make a saving throw.
You can use this feature once between
each short or long rest at no cost, then you
must expend a Pact Magic spell slot to
use this feature again.
Beguiling Blast
6th-level Archfey Patron feature
Your magic clouds the minds of
your foes. When you deal psychic
damage to a creature with Eldritch
Blast, it has disadvantage on the
first attack roll it makes before
the start of your next turn.
Creatures immune to the
Charmed condition are
immune to this effect.
Misty Escape
6th-level Archfey Patron feature
You can draw on the magic of the Fey to elude danger. When you take damage, you can use your reaction to turn invisible and teleport to an unoccupied space you can see within 60 feet. You remain invisible until the start of your next turn, or until you attack, cast a spell, or force a saving throw.
You can use this feature once in between each short or long rest at no cost, after which, you need to expend a Pact Magic spell slot to use this feature again.
Whimsical Defense
10th-level Archfey Patron feature
You gain Immunity to the Charmed condition, and when a creature attempts to inflict the Charmed condition on you, it must make a Wisdom saving throw. On a failure, it suffers the effects of your Fey Presence. If it also cannot be Charmed, it takes psychic damage equal to your Warlock level.
Terrible Delights
14th-level Archfey Patron feature
Your fey magic overwhelms even the strongest minds. Your Warlock spells and features ignore Immunity to the Charmed condition. However, these creatures have advantage on their saving throws to resist being Charmed by you.
Finally, when a creature fails its saving throw against Fey Presence, you can plunge it into an illusory realm of emotion, but this enhanced effect requires your concentration. For the duration, it can see and hear only itself, you, and this illusory reality of your creation. Each time it takes damage, it repeats its Wisdom saving throw, ending this effect on a success.
Once a creature succeeds on this saving throw
it is immune to this effect for 24 hours.





The Darklord
You have entered into a Pact with one of the sinister rulers
of the Shadowfell. These powerful entities are imprisoned within their Domain of Dread, only able to affect the outside world through trusted servants. Imbued with a fraction of your Darklord's power, you can wield the sinister
power of shadows against your Darklord's foes.
Darklord Magic
2nd-level Darklord Patron feature
Your Patron infuses your magic with their umbral power.
You can choose for your Eldritch Blast to deal necrotic damage equal to 1d10 + your Pact modifier.
You also learn certain spells at the Warlock levels
below. They become Warlock spells, but do not count
against your Spells Known, and cannot be replaced:
| Warlock Level | Spells |
|---|---|
| 2nd | hex, inflict wounds |
| 3rd | blindness/deafness, blur |
| 5th | fear, enemies abound |
| 7th | accursed touch ll, phantasmal killer |
| 9th | dream, enervation * |
Fell Curses
2nd-level Darklord Patron feature
The sinister magic of your Patron enhances the curses
you inflict. Your concentration on Darklord Magic spells cannot be broken by taking damage.
In addition, your attack rolls score a critical hit on a
roll of 19 or 20 on the d20 against creatures under the
effects of your Darklord Magic spells. Whenever you deal
necrotic damage to such a creature, you gain temporary hit points equal to half the damage (up to your Warlock level).
Shadow Warrior
2nd-level Darklord Patron feature
Your Pact has deepened the shadows you summon. You gain the Armor of Shadows Invocation, and while it is active, you add your Pact modifier to Stealth checks.
This Invocation can't be replaced, and if you already know it, you gain a different Eldritch Invocation of your choice.
Cursed Specter
6th-level Darklord Patron feature
You can bind the souls of your slain foes in your service for a short time. When a Humanoid under the effects of a Darklord Magic spell dies, you can capture its spirit as a reaction.
You can only have a single spirit captured at a time. As an action, you can consume this spirit to conjure a Specter in an unoccupied space within 10 feet. It is under your control, and it uses the Specter stat block from the Monster Manual, but it uses your Spell save DC and Spell attack modifier for attack rolls. It remains for 1 minute, or until it is destroyed.
In combat, your Specter acts during your turn. It can move and use its reaction on its own, but it will only take the Dodge action unless you use your bonus action to order it to take an action from its stat block or another action.
If you become Unconscious, your Specter is destroyed.
Dread Mantle
10th-level Darklord Patron feature
Your curses vex your foes' attempts to harm you. Whenever a creature under the effects of a Darklord Magic spell damages you, you reduce it by your Pact modifier (minimum of 1).
In addition, whenever you make a death saving throw, you add your Pact modifier (minimum of +1) to your roll.
Right Hand of Dread
14th-level Darklord Patron feature
Your dark Pact infuses you with power to rival your Patron. When a creature under the effects of one of your Darklord Magic spells is slain, you can use your reaction to regain a single expended Pact Magic spell slot, in place of capturing its spirit with your Cursed Specter feature.
Finally, when you use Cursed Specter, you can expend a Pact Magic spell slot to conjure your Specter in place of the spirit. You can only have one Specter conjured at a time.
Darklords & Eldritch Blades
Since the ability to use your Spellcasting modifier is now part of the Eldritch Blade Focus, this Patron has been reworked to be equally useful no matter which Pact Focus your Warlock chooses to use.






The Deep One
You have bonded yourself to a primordial force of the ancient waters, known as a Deep One. These Thalassic entities often enter into Pacts with desperate sailors, expert navigators, or scholars of the oceans. Any aquatic being of sufficient power can form such a Pact, but ancient krakens, primordial water elementals, and demigods of the ocean are most common.
Deep Magic
2nd-level Deep One Patron feature
Your Patron has infused your magic with the ancient power of the depths. You can choose for your Eldritch Blast to deal cold damage equal to 1d10 + your Pact modifier.
You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:
| Warlock Level | Spells |
|---|---|
| 2nd | create water ll, torrent ll |
| 3rd | aura of frost ll, gust of wind |
| 5th | tidal wave *, sleet storm |
| 7th | control water, eldritch tentacles ll |
| 9th | cone of cold, maelstrom * |
Grasp of the Deep
2nd-level Deep One Patron feature
Your oceanic magick calls out to your Patron. Any time
you deal cold damage to a Large or smaller creature with Eldritch Blast, you can conjure a spectral tendril of your Patron in its space, which it is Grappled by it for 1 minute.
As an action, a Grappled creature can make a Strength check against your Spell save DC. On a success, it escapes this Grapple, and the spectral tendril disappears.
You can use this feature a number of times equal to your Pact modifier (minimum of once). You regain all uses when you finish a long rest. If you have no uses, you can expend
a Pact Magic spell slot to use this feature again.
Scion of the Deep
2nd-level Deep One Patron feature
Your Pact has altered your physiology so that you may
survive the depths. You gain Resistance to cold
damage, a 30-foot swimming speed, and you
can breathe both air and water.
Also, while underwater, you and any other
creature underwater can understand each
other as if you shared a common language.
Oceanic Grasp
6th-level Deep One Patron feature
If you deal cold damage to a creature with Eldritch Blast
two or more times in one turn, you can use Grasp of the
Deep without expending a use of that feature.
Greater Tendrils
10th-level Deep One Patron feature
You bring ever more of your Deep Patron's power to bear
upon the world. You can use Grasp of the Deep on Huge creatures, and when a creature begins its turn Grappled
by Grasp of the Deep, it takes 2d8 cold damage.
Thalassic Mind
10th-level Deep One Patron feature
Your mind is set in frozen purpose. Your concentration on Deep Magic spells cannot be broken by taking damage.
Unleash the Depths
14th-level Deep One Patron feature
You can cause the full might of your thalassic Patron to burst forth. As an action, you conjure up to five Grasp of the Deep tendrils in spaces of your choice within 30 feet. Each tendril forces one creature within 10 feet to make a Dexterity saving throw. On a failure, creatures take 2d8 cold damage and are Restrained by the tendril for its duration. On a success, they take half as much damage and are not Restrained.
You can use this feature once per long rest at no cost. After that, you must spend a Pact Magic
spell slot to use it again.








The Exalted
You have entered a Pact with a powerful Celestial native
to the upper planes. Whether your Patron sought you as
an ally or you proved yourself worthy, you are now bound
to a being of absolute good. Only the most powerful of the heavenly hosts can serve as Patrons; Archangels, scions of deities, and powerful demigods of law are most common.
Celestial Light
2nd-level Exalted Patron feature
You can channel the divine power of your Pact to heal others. Whenever you fire a beam of Eldritch Blast, you can instead channel a beam of healing light at one creature you can see within range, restoring 1d10 hit points to the target.
You can do so a number of times equal to 1 + your Warlock level, and you regain all uses when you finish a long rest.
Exalted Magic
2nd-level Exalted Patron feature
Your Patron has infused your magic with the celestial power of heaven. You can choose for Eldritch Blast to deal radiant damage equal to 1d10 + your Pact modifier.
You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:
| Warlock Level | Spells |
|---|---|
| 2nd | cure wounds, guiding bolt |
| 3rd | flaming sphere, restoration ll |
| 5th | daylight, revivify |
| 7th | guardian of faith, wall of fire |
| 9th | conjure celestial ll, flame strike |
Radiant Conduit
6th-level Exalted Patron feature
Increased devotion to your Pact allows you to draw upon greater holy power. You gain Resistance to radiant damage, and when you use Celestial Light, you can expend multiple uses (up to your Pact modifier) at one time to restore 1d10 hit points to your target for each use expended.
In addition, you can expend one of your Pact Magic spell slots as a bonus action to regain expended uses of Celestial Light equal to the level of that Pact Magic spell slot.
Celestial Fortitude
10th-level Exalted Patron feature
Your divine presence fortifies you and your allies. Each time you finish a short or long rest, you gain temporary hit points equal to your Warlock level + your Pact modifier.
You can also choose up to five creatures who completed the short or long rest with you to gain temporary hit points equal to half your Warlock level + your Pact modifier.
Blinding Defiance
14th-level Exalted Patron feature
The heavenly power that flows through your Pact allows you to resist death. When you make a death saving throw, you can choose to instantly return to life with half your maximum hit points, stand up, and unleash a burst of radiant light.
When you do, creatures of your choice within 30 feet must make a Constitution saving throw. On a failure, they take 8d6 radiant damage and are Blinded until the end of your current turn. On a success, creatures take half as much damage and are not Blinded.
Once you use this feature to return to life, you must finish a long rest before you can use it again. If you have no uses left, you can expend a Pact Magic spell slot to use it again.




The Fiend
You have entered into a Pact with a powerful Fiend from the lower planes of existence. Whether you struck a bargain, you were coerced, or you tricked your Patron, you are now linked to a being of absolute evil. Only the most powerful Fiends can serve as Patrons; Archdevils, Demon Lords, and particularly powerful servants of extraplanar evil are the most common.
Fiendish Magic
2nd-level Fiend Patron feature
Your Patron infuses your magic with infernal flame. You can choose for Eldritch Blast to deal fire damage equal to 1d10 + your Pact modifier, ignoring Resistance to fire damage.
You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:
| Warlock Level | Spells |
|---|---|
| 2nd | command, hellish rebuke |
| 3rd | blindness/deafness, flame whip ll |
| 5th | bestow curse, fireball |
| 7th | blight, wall of fire |
| 9th | cloudkill, immolation * |
Dark Vitality
2nd-level Fiend Patron feature
You can draw vitality from death and pain. Whenever you kill a Hostile creature, you can gain temporary hit points equal to your Warlock level + your Pact modifier.
You can also use this feature as a reaction when a Hostile creature within 10 feet of you is reduced to 0 hit points.
Accursed Flames
6th-level Fiend Patron feature
Your magic scours the very soul of your foes. Whenever you deal fire damage to a creature, it cannot regain hit points or gain temporary hit points until the start of your next turn.
Dark Bargain
6th-level Fiend Patron feature
You can sacrifice your very vitality to alter fate in your favor. When you fail an ability check or saving throw, you can roll a d10, adding the result to your roll, but reducing your hit point maximum by the same amount.
Reductions to your hit point maximum from this feature are restored at the end of your next long rest.
Fiendish Resilience
10th-level Fiend Patron feature
At the end of each short or long rest you choose one type of damage. You gain Resistance to that type of damage until the end of your next short or long rest. Damage you take from magical or silvered weapons ignores this Resistance.
Hurl Into Hell
14th-level Fiend Patron feature
You can temporarily inflict the horrors of hell upon your foes. When you deal damage to a creature with Eldritch Blast, you can teleport it to your Patron's domain, where it experiences unimaginable horrors. At the end of your next turn, it returns to the space it previously occupied or the nearest unoccupied space. If the creature was not a Fiend, it takes 6d10 psychic damage as it grapples with the horrors it experienced.
Once you use this feature, you must finish a short or long rest before you can use it again.




The Great Old One
You have made a Pact with an incomprehensible entity from beyond the reaches of your reality. Perhaps it is from the Far Realm or the void between stars. Desires of Great Old Ones are incomprehensible to mortals, and true knowledge of the vast alien intelligence of your Patron would rend your mind and plunge what is left of your consciousness into madness.
Aberrant Magic
2nd-level Great Old One Patron feature
Your Patron infuses your magic with its alien energies. Any time you fire a beam of Eldritch Blast, you can instead force one creature in range to make an Intelligence saving throw, or take psychic damage equal to 1d10 + your Pact modifier.
You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:
| Warlock Level | Spells |
|---|---|
| 2nd | arms of hadar, dissonant whispers |
| 3rd | detect thoughts, mind whip ** |
| 5th | clairvoyance, hunger of hadar ll |
| 7th | confusion, eldritch tentacles ll |
| 9th | modify memory, telekinesis |
Awakened Mind
2nd-level Great Old One Patron feature
You can telepathically communicate with any creature you can see within 60 feet. You don’t need to share a language, but the target must speak at least one language to respond. You can only communicate with one creature at a time.
You also gain Resistance to psychic damage.
Mental Lance
6th-level Great Old One Patron feature
Once per turn, when you deal psychic damage to a creature with Eldritch Blast, you scour the target's mind so it cannot take reactions until the beginning of your next turn.
Psionic Ward
6th-level Great Old One Patron feature
You can repel attacks with your mental abilities. Whenever a creature you can see targets you with an attack roll, you can use your reaction to impose disadvantage on its attack roll. If it misses, you can target your attacker with one beam of your Eldritch Blast as part of the same reaction.
You can use this reaction a number of times equal to your Pact modifier (a minimum of once), and you regain all of your expended uses when you finish a long rest.
Thought Shield
10th-level Great Old One Patron feature
Your thoughts cannot be read by telepathy or any other magic (or psionic) means unless you allow them to be. Also, if you succeed on an Intelligence or Wisdom saving throw, you can choose to deal psychic damage equal to your Warlock level to the creature that forced you to make that saving throw.
Create Thrall
14th-level Great Old One Patron feature
As an action, you can touch one Incapacitated Humanoid and flood them with the mind-shattering influence of your Patron, turning it into your Thrall.
This Thrall is Charmed by you, and you can telepathically issue it commands so long as you are both on the same plane
of existence. It obeys your commands to the best of
its ability, but will not follow commands that would
cause it immediate harm.
It remains your Thrall until it dies or it is released from this effect by a remove curse spell or another spell of similar power. You can only have one Thrall under your control, and
creating a second Thrall releases any previous Thralls
from the effects of your
alien influence.






The Noble Genie
You have entered into a Pact with a Noble Genie, the rulers of the elemental planes. Only the most powerful of Dao, Djinn, Efreeti, and Marid, can rise to this rank. Masters of elemental forces, these entities have magical abilities that rival those of lesser deities and alter reality with the wishes they grant.
Select your type of Noble Genie from the table below. Each Genie is associated with an Element and Damage Type:
| Noble Genie | Element | Damage |
|---|---|---|
| Dao | Earth | Bludgeoning |
| Djinn | Air | Thunder |
| Efreeti | Fire | Fire |
| Marid | Water | Cold |
Magic Vessel
2nd-level Noble Genie Patron feature
Your Patron has gifted you a magic Vessel as a sign of your Pact. It appears as a Tiny container of your choice, with hit points equal to twice your Warlock level and an Armor Class equal to your Spell save DC. If lost or destroyed, it reappears next to you at the end of your next long rest. Your Vessel can serve as a Trinket for an Eldritch Invocation.
Inside the Vessel is a 20-foot cube extradimensional space. As an action, you can hold a Medium or smaller object to its opening and store it inside. As an action, you can touch your Vessel and enter this space. You can remain within a number of hours equal to half your Warlock level. You exit early with an action or if your Vessel is destroyed. Anytime you exit, you can bring objects out, and you appear in your Vessel's space.
Noble Magic
2nd-level Noble Genie Patron feature
Your Patron has infused your magic with its power. You can choose for your Eldritch Blast to deal damage of your Noble Genie's Element equal to 1d10 + your Pact modifier.
You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced.
The first is bestowed by all Noble Genies. Genie Spells are determined by your Noble Genie and are shown below:
| Warlock Level | Spells |
|---|---|
| 2nd | sleep, genie spell |
| 3rd | enlarge/reduce *, genie spell |
| 5th | fly, genie spell |
| 7th | polymorph ll, genie spell |
| 9th | arcane hand, genie spell |
Ethereal Nature
6th-level Noble Genie Patron feature
Your elemental magics have begun to physically change you. You gain Resistance to your Noble Genie's Element damage.
Also, once per turn, when you deal Element damage with Eldritch Blast, you can force the target to make a Charisma saving throw, or it instantly switches places with you.
Mystical Sanctuary
10th-level Noble Genie Patron feature
When you enter your Vessel, you can choose up to five willing creatures within 30 feet to enter with you. The creatures can remain inside for up to 1 hour, but they exit early if you leave, the Vessel is destroyed, or you use an action to eject them.
While within your Vessel, creatures can complete a short rest in 10 minutes, following normal short rest limitations.
Limited Wish
14th-level Noble Genie Patron feature
You can invoke your Patron to alter reality. As an action, you can hold aloft your Vessel to cast one spell of your choice of 6th-level or lower from any spell list. It must have a casting time of an action or bonus action, and your Vessel replaces material components, including those with a gold cost.
Once you use this feature, you must finish three long rests before you can use it again.
| Warlock Level | Dao Spells | Djinn Spells | Efreeti Spells | Marid Spells |
|---|---|---|---|---|
| 2nd | sanctuary | thunderwave | burning hands | torrent ll |
| 3rd | spike growth | gust of wind | flaming sphere | misty step |
| 5th | meld into stone | gaseous form | minute meteors * | tidal wave * |
| 7th | pillars of earth ll | greater invisibility | fire shield | watery sphere * |
| 9th | wall of stone | seeming | flame strike | cone of cold |






The Undying
You have entered into a Pact with a formerly mortal creature who has found a way to cheat death. Only the most powerful Undead can become Undying Patrons: powerful liches, dread vampire lords, death knights, and sinister spirits of undeath.
Undying Magic
2nd-level Undying Patron feature
Your Patron infuses your magic with undead power. You can choose for your Eldritch Blast to deal necrotic damage equal to 1d10 + your Pact modifier.
You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:
| Warlock Level | Spells |
|---|---|
| 2nd | cause fear *, ray of sickness |
| 3rd | blindness/deafness, ray of enfeeblement |
| 5th | fear, phantom steed |
| 7th | blight, death ward ll |
| 9th | antilife shell, contagion |
Necrotic Husk
2nd-level Undying Patron feature
As a bonus action, you can infuse yourself with the magic of undeath, decaying into a Necrotic Husk for 1 minute. While transformed you gain the following benefits:
- You resemble your Patron and are horrifying to look at.
- When you transform, you gain temporary hit points equal to your Warlock level + your Pact modifier (minimum of 1).
- You are immune to the Frightened condition.
- Once per turn, when you hit a creature with an attack, you can force it to make a Wisdom saving throw. On a failure, it is Frightened of you until the start of your next turn.
This transformation lasts for 1 minute, but you can end it early with a bonus action. You can transform once in between each short or long rest at no cost; after that, you must expend a Pact Magic spell slot to transform again.
Touch of the Grave
2nd-level Undying Patron feature
The magic of your Pact has begun to infect your mortal form. You no longer need to eat, drink, or breathe. Also, Undead of a CR equal to your Warlock level or lower are not Hostile to you until you say or do something Hostile to them.
Lifedrinker
6th-level Undying Patron feature
Your Pact allows you to feed on the vitality of the living. Once per turn, when you deal necrotic damage to a creature that is not a Construct or Undead, you can gain temporary hit points equal to half the damage dealt (up to your Warlock level).
If you are in Necrotic Husk form, you add these temporary hit points to those from Necrotic Husk, but your total cannot exceed your Warlock level + your Pact modifier.
Unsettling Visage
6th-level Undying Patron feature
While you are in Necrotic Husk form, creatures that can see you within 30 feet have disadvantage on any saving throw you force them to make to resist the Frightened condition.
Unnatural Resilience
10th-level Undying Patron feature
Your mortal form has been fortified by the unnatural magic of your sinister Patron. You gain Resistance to necrotic damage.
In Necrotic Husk, this becomes Immunity to necrotic, and Resistance to all bludgeoning, piercing, and slashing damage from non-magical and non-silvered weapons.
Unending Life
14th-level Undying Patron feature
If you are reduced to 0 hit points but not killed outright, you instead gain hit points equal to your level. Once you use this feature, you must finish a long rest before you use it again.
Lastly, if you begin your turn with less
than half of your total hit points, but
at least 1 hit point, you regain hit
points equal to your Pact modifier
(minimum of 1 hit point).




The Wyrm
Innately arcane beings with
incredibly long lifespans, great
dragons hoard not only wealth,
but powerful servants and slaves.
Kind and terrible, good and evil,
benevolent and malicious, elder
dragons of every disposition have
motivations that are beyond the
comprehension of mortals beings,
and make for dire Patrons.
Draconic Spark
2nd-level Wyrm Patron feature
Your Patron has bestowed upon you a
portion of its elemental power, a Draconic
Spark. Choose acid, cold, fire, lightning, or
poison for your Draconic Spark. Dragons
often bestow Sparks that match the power
of their breath weapon. Once chosen, your
Draconic Spark cannot be changed, and
it grants you the benefits below:
- You gain Resistance to the damage
type of your Draconic Spark. - Whenever you cast a Warlock spell that deals damage, you
can alter the spell, changing its damage type to match that of your Draconic Spark. - You learn to speak, read, and write Draconic.
- You gain proficiency in either Deception, Intimidation, or Persuasion. When you make an ability check with any of these skills, you use your Pact ability for the ability check.
Wyrm Magic
2nd-level Wyrm Patron feature
Your Patron infuses your magic with draconic power. You can choose for your Eldritch Blast beams to deal Draconic Spark damage equal to 1d10 + your Pact modifier on hit.
You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:
| Warlock Level | Spells |
|---|---|
| 2nd | command, burning hands |
| 3rd | dragon's breath *, scorching ray |
| 5th | fear, fireball |
| 7th | dominate beast, wall of fire |
| 9th | conjure dragon ll, dominate person |
Draconic Blast
6th-level Wyrm Patron feature
Your Pact has reshaped your physiology to resemble that of a dragon. When you use Eldritch Blast or cast a Warlock spell that deals Draconic Spark damage, you can produce its effect from your mouth without the use of a Trinket or Focus.
When you do so, you ignore Resistance to Draconic Spark damage, treat any Immunities to Draconic Spark damage as Resistance, and treat a roll of 1 or 2 on damage dice as a 3.
Regal Presence
10th-level Wyrm Patron feature
Your willpower rivals that of your elder draconic Patron.
You are immune to the Charmed and Frightened conditions.
You also unlock the Beguiling Influence Invocation. It can't be replaced and doesn't count against Invocations Known. If you already know it, you gain another Eldritch Invocation.
Dragon Wings
14th-level Wyrm Patron feature
As a bonus action on your turn, you can manifest (or retract) a pair of Draconic Wings from your back. While manifested, you have a flying speed equal to your walking speed.
When you manifest these wings, they destroy any armor
or clothing that isn't designed to accommodate your wings.
Ancient Blast
14th-level Wyrm Patron feature
You have unlocked the full potential of your Draconic Spark. As an action, you can exhale pure elemental power in either a 25-foot cone or 50-foot line, forcing all creatures in that area to make a Dexterity saving throw. On a failure, creatures take 6d10 Draconic Spark damage and suffer the non-damaging effects of your Eldritch Blast. On a success, they take half as much damage and suffer no additional effects.
You can use this feature once per long rest at no cost. After that, you must expend a Pact Magic spell slot to use it again.





Eldritch Familiars
Below are the Familiar options for the Eldiritch Familiar Pact Focus: the Aberrant, Draconic, Faerie, or Fiendish Familiar.
These Eldritch Familiar stat blocks use your Proficiency Bonus (PB), and references to Spell save DC or Spell Attack modifier refer to your Warlock Spell save DC and modifiers:
Aberrant Familiar
Tiny Aberration, Patron Alignment
-
AC 11 +PB (natural armor)
- HP 5 + three times your Warlock level
- Speed 10 ft., fly 40 ft. (hover)
| MOD | SAVE | Str | 3 | -4 | -4 |
|---|---|---|---|
| Int | 13 | +1 | +1 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 8 | -1 | -1 |
- Resistances Psychic
- Senses Darkvision 120 ft.
- Languages Deep Speech, understands its Warlock
Traits
Eldritch Bond. When the Familiar is forced to make an ability check or saving throw, it adds your PB to its roll.
Hit Dice. The Familiar has a number of d4 Hit Dice equal to your Warlock level. It also gains all the normal benefits of both short and long rests.
Magic Resistance. The Familiar has advantage on saving throws to resist spells and other magic effects.
Actions
Aberrant Whipspers. One creature the Familiar can see within 30 ft. must make an Intelligence saving throw or take 1d4 +PB psychic damage and subtract 1d4 from its first d20 roll before the start of the Familiar's next turn.
Draconic Familiar
Tiny Dragon, Patron Alignment
-
AC 13 +PB (natural armor)
- HP 5 + three times your Warlock level
- Speed 20 ft., fly 60 ft.
| MOD | SAVE | Str | 3 | -4 | -4 |
|---|---|---|---|
| Int | 10 | +0 | +0 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 13 | +1 | +1 |
- Resistances Essence type
- Senses Blindsight 10 ft., Darkvision 60 ft.
- Languages Draconic, understands its Warlock
Traits
Draconic Essence. When the Familiar is conjured, choose acid, cold, fire, poison, or lightning to be its Essence type. This choice affects its Resistances and Bite attack.
Eldritch Bond. When the Familiar is forced to make an ability check or saving throw, it adds your PB to its roll.
Hit Dice. The Familiar has a number of d4 Hit Dice equal to your Warlock level. It also gains all the normal benefits of both short and long rests.
Keen Senses. The Familiar has advantage on any Wisdom ability checks that rely on its sense of sight or smell.
Magic Resistance. The Familiar has advantage on saving throws to resist spells and other magic effects.
Actions
Bite. Melee Weapon Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: (1d4 +3 +PB) piercing + 1d4 Essence damage.




Faerie Familiar
Tiny Fey, Patron Alignment
-
AC 11 +PB (natural armor)
- HP 5 + three times your Warlock level
- Speed 20 ft., fly 40 ft.
| MOD | SAVE | Str | 3 | -4 | -4 |
|---|---|---|---|
| Int | 8 | -1 | -1 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 13 | +1 | +1 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 12 | +1 | +1 |
- Immunities Charmed, Frightened
- Languages Elvish, Sylvan, understands its Warlock
Traits
Eldritch Bond. When the Familiar is forced to make an ability check or saving throw, it adds your PB to its roll.
Hit Dice. The Familiar has a number of d4 Hit Dice equal to your Warlock level. It also gains all the normal benefits of both short and long rests.
Magic Resistance. The Familiar has advantage on saving throws to resist spells and other magic effects.
Actions
Invisibility. The Familiar magically turns invisible until it attacks or forces a creature to make an ability check or saving throw. Equipment it is wearing or carrying turns invisible with it. The Familiar must concentrate on this effect as if it were concentrating on a spell.
Sting. Melee Weapon Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: (1d4+3+PB) piercing damage. The Familiar also learns the target's emotional state.
Fiendish Familiar
Tiny Fiend, Patron Alignment
-
AC 11 +PB (natural armor)
- HP 5 + three times your Warlock level
- Speed 20 ft., fly 40 ft.
| MOD | SAVE | Str | 3 | -4 | -4 |
|---|---|---|---|
| Int | 10 | +0 | +0 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 13 | +1 | +1 |
- Immunities Poisoned
- Resistances Cold, Fire, Poison
- Languages Abyssal, Infernal, understands its Warlock
Traits
Devil's Sight. The Familiar can see normally in magical and non-magical dim light and darkness.
Eldritch Bond. When the Familiar is forced to make an ability check or saving throw, it adds your PB to its roll.
Hit Dice. The Familiar has a number of d4 Hit Dice equal to your Warlock level. It also gains all the normal benefits of both short and long rests.
Magic Resistance. The Familiar has advantage on saving throws to resist spells and other magic effects.
Actions
Claw. Melee Weapon Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: (1d4+3+PB) slashing damage, and the target must make a Constitution saving throw or be Poisoned until the start of the Familiar's next turn.
Shapechanger. The Familiar can transform it resemble a rat (speed 20 ft., climb 20 ft.), lizard (20 ft., swim 20 ft.) raven (20 ft., fly 60 ft.), or its true form. Its statistics are the same in each form, except its speed. Its equipment is not transformed, and it reverts to its true form if it dies.




The Alternate
Warlock
Become the Master of Occult Lore you were meant to be! Includes new and revised Eldritch Invocations, Familiars, and Otherworldly Patrons.
Version 3.1.0 - Created by /u/laserllama
Last Updated: November 25th, 2025
Artist Credits:
Covers - Valera Lutfullina - Herald of Hadar
Page 1 - Yongjae Choi - Tome-Bound
Page 3 - Campbell White - Ray of Enfeeblement
Page 4 - David Raposa - Elturel Exile
Page 6 - KILART - Hellish Rebuke
Page 7 - Alex Branwyn - Contact Other Plane
Page 8 - Lius Iasahido - The Broker
Page 10 - Cristi Balanescu - Dark Justicar
Page 11 - Anna Steinbauer - Into the Fae Court
Page 12 - Jason Engle - Baron of Bats
Page 13 - Chase Stone - Orvar, the All-Form
Page 14 - Billy Christian - Valkyries
Page 15 - Andrew Mar - Warlock Collector
Page 16 - Ryan Pancoast - Sefris of the Ways
Page 17 - Magali Villeneuve - Djinn of the Lamp
Page 18 - Mirko Failoni - Arms of Hadar
Page 19 - J. Grenier - Ancient Bronze Dragon
Page 20 - Brian Valeza - Intellect Devourer
Page 21 - Lucas Graciano - Vexing Devil
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