Invocation Warlock
As a Warlock, you gain the following class features: Hit Dice: 1d8 per Warlock level
Armor: Light Armor
You start with the following equipment, in addition to the equipment granted by your background: Your Eldritch Modifier is equal to your Proficiency Bonus + Intelligence Modifier.
Some of your eldritch attacks and abilities are powered by your eldritch die. This die changes as you gain warlock levels, as shown in the Eldritch Die column of the Warlock table.Warlock
Level
Proficiency Bonus
Features
Eldritch Die
Invocations Known
1st
+2
Eldritch Invocations, Expertise
d4
3
2nd
+2
Eldritch Blast, Hex
d4
4
3rd
+2
Patron Features
d4
5
4th
+2
Ability Score Improvement
d4
5
5th
+3
Eldritch Provision:
Guardian, Talisman, Tome, or Weapond6
6
6th
+3
Expertise
d6
8
7th
+3
Patron Minor Provision Upgrade
d6
10
8th
+3
Ability Score Improvement
d6
10
9th
+4
Patron Lesser Provision Upgrade
d8
12
10th
+4
Level 10 Patron Feature
d8
14
11th
+4
Warlock Feature: Greater Provision Upgrade
d8
15
12th
+4
Ability Score Improvement
d8
15
13th
+5
—
d10
18
14th
+5
Level 14 Patron Feature
d10
19
15th
+5
—
d10
22
16th
+5
Ability Score Improvement
d10
22
17th
+6
Warlock Feature: Ancient Provision Upgrade
d12
23
18th
+6
Warlock Feature: Ancient Secret
d12
24
19th
+6
Ability Score Improvement
d12
24
20th
+6
Warlock Feature: Invocation Master
d12
25
Class Features
Hit Points
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1stProficiencies
Weapons: Simple Weapons
Tools: 1 Tool Kit
Saving Throws: Intelligence & Charisma
Skills: Choose Three from Arcana, Deception, History, Intimidation, Investigation, Nature, Persuasion, and ReligionEquipment
Eldritch Modifier & Save DC
Your Eldritch Save DC is equal to 8 + your Eldritch Modifier.Eldritch Die
Expertise
At 1st level, choose any two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with tools) to gain this benefit.
Eldritch Invocations
You have unearthed Eldritch Invocations, fragments of dark, forgotten, or forbidden lore which you have bound to Trinkets, Scrolls, or Tattoos, or other tiny items so that you may draw on their power.
You learn three such Eldritch Invocations of your choice from the list found in this class and bind them each to one item. At certain Warlock levels you learn additional Invocations, as shown in the Invocations Known column of the Warlock table above. If an Invocation has prerequisites, like a certain Warlock level, you can learn it at the same time that you meet any prerequisites it has. When you gain a Warlock level, you can replace one Eldritch Invocation you know with another Invocation of your choice. You may know an Invocation only once unless it says otherwise, and Invocations may be relearned if exchanged previously.
If one of your Trinkets is lost or destroyed, it reforms on your person at the end of your next short or long rest.
Eldritch Blast
- Attack Action
- Range 60 feet
At 2nd level you gain the ability to point your hand out and fire one beam of crackling energy as a ranged attack against a target using your Eldritch Modifier.
On a hit, the target takes force damage equal to one roll of your Eldritch Die + your INT Modifier.
At Higher Levels.
The attack creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Alternatively starting at level 5 you can focus your Eldritch Blast to explode from your body in a crackling pulse of energy.
Each creature within range must make a Constitution saving throw against your Eldritch Save DC or take force damage equal to one roll of your Eldritch Die + INT modifier.
The base radius of the blast range starts at 5 feet at 5th level and increases by 5 feet each time you add a beam to your attack (Levels 11 and 17).
HEX
- Bonus Action
- Range: 90 feet
- Duration: Concentration, up to 1 hour.
At 2nd level you learn how to place a curse on a creature that you can see within range. You may use this ability a number of times equal to proficiency bonus per Long Rest. Until the curse ends:
- you deal extra necrotic damage to the target equal to one roll of your Eldritch Die each time you hit it with an attack on your turn.
- Also, choose one ability when you cast the spell. The target has disadvantage on ability checks and Saving Throws made with the chosen ability.
- If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
The spell Remove Curse cast on the target ends this effect early.
Warlock Patrons
At 3rd level you make a pact with the patron of your choice from the list below to help you unlock the deep and ancient mysteries of the universe. Your patron gives you access to Warlock features.
As your bond with your patron grows you are given patron features, a special Provision with patron unique upgrades that you focus your Warlock features through.
Eldritch Provision:
At 5th level your patron bestows upon you a provision to aid you on your tasks and quests. Select one Eldritch Provision from the list below. Whenever you gain a level in Warlock you can change your provision at the end of a Long Rest.
Ancient Secret:
At level 18 you learn one Ancient Secret that has been bestowed on you in the form of a 9th level spell that may be cast as an action once per long rest. You may choose one spell from the Warlock Spell list or select the spell unique to each Patron.
Invocation Master:
At level 20 you can change a number of invocations equal to your Intelligence Modifier at the end of a short rest. At the end of a Long Rest you may change your Ancient Secret and/or your Eldritch Provision.
Eldritch Provisions
Eldritch Guardian:
Your patron binds an Eldritch spirit to you. You learn the spell find familiar and can cast it at the end of a long rest with this feature without expending the material components normally required.
When you cast the spell, you can choose one of the typical forms for your familiar, a Pseudodragon, or the special guardian provided by your patron subclass. Your Eldritch 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. 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.
- The Guardian gains either a flying speed or a swimming speed (your choice) of 40 feet.
- The Guardians' weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. You may add your Intelligence Modifier to any damage rolls you make with your Guardian.
- When the Guardian takes damage, you can use your reaction to grant it resistance against that damage.
- You can communicate telepathically with your Guardian and perceive through your Guardians senses as long as you are on the same plane of existence.
- While perceiving through your Guardians senses, you can also speak through your Guardian in your own voice, even if your Guardian is normally incapable of speech.
Greater Eldritch Guardian:
Your Guardians weapon damage die equal your Eldritch Die. If the Guardian forces a creature to make a saving throw, it uses your Eldritch Save DC.
Ancient Eldritch Guardian:
As an action you can change your Guardians size to any size from Tiny to Huge and you may use it as a mount while it is a size of large or huge. While mounted any effect that targets you may also target your Guardian as well and vice-versa. This change lasts for 1 hour and can be dismissed at any time, no action required.
Eldritch Talisman
Your patron bestows upon you a talisman that can aid the wearer when the need is great.
- Whenever the wearer fails a d20 test as a reaction they can add one roll of your Eldritch Die to the roll by expending a charge from your talisman, potentially turning the roll into a success.
These benefits can be used a number of times equal to your proficiency bonus, and all expended charges are restored after a 1-hour ceremony as you finish a short or long rest.
If you lose the talisman, you can perform a 2-hour ceremony to receive a replacement from your patron. This ceremony can be performed during the end of a long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Greater Talisman:
- The number of charges your amulet has increased to the number equal to your Eldritch Modifier.
- You may invoke your patron to give yourself advantage on a saving throw or ability check. You must do so before you roll and you may use this feature again after you finish a long rest.
Ancient Talisman:
- Your Talisman no longer requires charges to be used.
- You may invoke your patron after a short or long rest to give yourself advantage on an ability check or saving throw.
Eldritch Tome
Your patron bestows upon you a dark grimoire known as an Eldritch Tome. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. Your Patron also provides spells that you may cast at certain warlock levels. These spells are cast a spell level equal to half your Warlock level rounded up (Maximum 5th level) if they are able to be cast at a higher level, otherwise they are cast at their lowest level. If you know spells through the Eldritch Arcana and/or Eldritch Magicka Invocation/s they appear written in your Eldritch Tome. If you lose your Eldritch Tome, you can perform a 4-hour ceremony at the end of a long rest to receive a replacement from your patron. This ceremony destroys the previous book and the book turns to ash when you die.
- It counts as a spellcasting focus for your Warlock spells.
- Your tome holds a number of charges equal to your proficiency bonus, which it regains after a 1-hour ceremony at the end of a short rest. You may use 1 charge to cast any known spell.
- When you cast a cantrip you add your Intelligence modifier to the damage roll.
Greater Eldritch Tome:
Choose 1 spell from any spell list for each spell slot level from 1-5. These spells now appear in your Eldritch Tome.
Ancient Eldritch Tome:
You may now cast 1st level spells written in your Tome at their lowest levels at will without expending a charge. You may cast these spells at a higher level by using a charge as usual.
Eldritch Weapon
Your patron bestows upon you a melee weapon of eldritch might. As a bonus action, you can conjure your Eldritch Weapon in an empty hand. Each time you conjure it, your Eldritch Weapon takes the form of a weapon of your choice (but not one that has the Special or Heavy properties) and gains the benefits below:
- You may use your Intelligence modifier, in place of Strength or Dexterity, for attack and damage rolls with this weapon.
- The weapon counts as a +1 magical weapon for the sake of overcoming resistance and immunity to non-magical attacks.
- You are proficient with this weapon if you weren't already.
- You are able to use the mastery properties of the weapon you summon.
The Eldritch Weapon disappears if it is more than 5 feet from you for 1 minute, if you conjure another Eldritch Weapon, if you dismiss your Eldritch Weapon (no action required), or if you die.
You can bond a magic melee weapon as an Eldritch Weapon by performing a special 1-hour ritual. Once bonded, you can use a bonus action to shunt it to an extradimensional space, or to conjure it.
You can only have one magic weapon bonded as an Eldritch Weapon at a time, and in order to bond a sentient magic weapon as your Eldritch Weapon it must be willing.
Greater Eldritch Weapon:
Your Eldritch Weapon becomes a +2 magical weapon. You may summon weapons with the heavy property and if it is a melee weapon without the heavy property it gains the thrown property with a range of 20/60 which returns magically to your hand after a hit or missed attack.
Ancient Eldritch Weapon:
Your Eldritch Weapon becomes a +3 magical weapon. You may conjure a weapon with the special property and you may add your Proficiency Bonus to each damage roll with your Eldritch Weapon.
Archfey Patron
Fey Presence
Starting at 5th level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
Misty Escape
Starting at 5th 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. Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 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 must finish a short or long rest before you can use this feature again.
Ancient Secret:
Prismatic Wall
Archfey Guardian Provision
Eldritch Guardian can take the form of a Sprite. (see statblock at end of class)
Minor Upgrade: Eldritch Guardian uses your Eldritch Modifier on attack rolls and the modifier damage type is Poison. Additionally, it can use its reaction to absorb the damage from an attack that targets only you. Guardian must be within a number of feet to you equal to is available speed.
Lesser Upgrade: Your Eldritch Guardian and you can teleport to each others side as a bonus action if within 60 feet of eachother. This feature can be used a number of time equal to your proficiency bonus per long rest between the two of you.
Archfey Talisman Provision:
The wearer of the Talisman gains Protection from Fey creatures as described in the Protection from Evil and Good spell.
Minor Upgrade: The wearer of the Talisman may use their reaction to give themselves advantage on 1 saving throw. You may not use this ability again until after a long rest.
Lesser Upgrade: The wearer of the Talisman gains True Sight out to 10 feet.
Archfey Tome Provision Spells
| Faerie Fire, Sleep, Calm Emotions, Phantasmal Force | |
| Minor Upgrade: | Plant Growth, Blink, Greater Invisibility |
| Lesser Upgrade: | Dominate Beast, Dominate Person, Seeming |
Archfey Weapon Provision
Intelligence Modifier Damage type: Poison
Minor Upgrade: You invoke your patron to give yourself advantage on 1 Melee attack. You may use this ability one time and not do so again until you finish a long rest.
Lesser Upgrade: The target gains the poisoned condition with max roll on Eldritch Damage Die. The effect lasts until you lose concentration on it as if you were concentrating on a spell.
Celestial Patron
Bonus Cantrips
At 5th level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you and use your Eldritch Attack and Save DC.
Healing Light
At 5th level, you gain the ability to channel celestial energy to heal wounds. You have a pool of Eldritch Die that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can 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 Intelligence 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 5th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant and fire damage, and when you use your Eldritch Blast and Hex abilities you can choose to change the damage dealt to radiant or fire damage, A flammable object hit by this fire damage ignites if it isn’t being worn or carried.
Celestial Resistance
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Intelligence modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Intelligence 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 your Warlock Level + your Intelligence Modifier, 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 two rolls of your eldritch die + your Intelligence modifier, and 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.
Ancient Secret: Mass Heal
Celestial Guardia Provision:
Eldritch Guardian can take the form of a Hollyphant. (See Stat block at end of class)
Minor Upgrade: Eldritch Guardian uses your Eldritch Modifier on attack rolls and the modifier damage type is Radiant. Additionally, it can use its reaction to absorb the damage from an attack that targets only you. Guardian must be within a number of feet to you equal to is available speed.
Lesser Upgrade: While within 10 feet of your Eldritch Guardian your are enveloped in a divine aura that provides a +2 to your AC and any fiend, devil, or undead has 1d4 subtracted from attack rolls inside the aura.
Celestial Talisman Provision:
The wearer of the Talisman gains Protection from Fiends as described in the Protection from Evil and Good spell.
Minor Upgrade: The wearer of the Talisman may use their reaction to give themselves advantage on 1 saving throw. This ability may not be used again until after a long rest.
Lesser Upgrade: The wearer of the Talisman gains resistance to necrotic and radiant damage.
Celestial Tome Provision Spells:
| Cure Wounds, Guiding Bolt, Flaming Sphere, Lesser Restoration | |
| Minor Upgrade: | Daylight, Revivify, Guardian of Faith |
| Lesser Upgrade: | Wall of Fire, Flame Strike, Greater Restoration |
Celestial Weapon Provision:
Intelligence Modifier Damage type: Radiant
Minor Upgrade: You invoke your patron to give yourself advantage on 1 Melee attack. You may use this ability one time and not do so again until you finish a long rest.
Lesser Upgrade: Blind target with max roll on Eldritch die when rolling for damage. The effect lasts until the start of your next turn.
Fathomless Patron
Tentacle of the Deep
At 5th level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1 roll of your eldritch die 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 2 Eldritch die. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1 roll of your eldritch die. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2 eldritch die. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Oceanic Soul
At 5th level, you are now even more at home in the depths. You gain a swimming speed of 40 feet, you can breathe underwater, and you gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
Grasping Tentacles
Starting at 10th level, you learn the spell Evard's Black Tentacles. It counts as a warlock spell for you. You can cast it once, and you regain the ability to do so when you finish a long rest. If you have an Eldritch Tome you may use a charge to cast it again. Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.
Fathomless Plunge
When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. Once you use this feature, you can't use it again until you finish a short or long rest.
Ancient Secret:
Storm of Vengeance
Fathomless Guardian Provision:
Eldritch Guardian can take the form of a special Octopus. (See stat block at end of list)
Minor Upgrade: Eldritch Guardian uses your Eldritch Modifier on attack rolls and the modifier damage type is Cold. Additionally, it can use its reaction to absorb the damage from an attack that targets only you. Guardian must be within a number of feet to you equal to is available speed.
Lesser Upgrade: While within 10 feet of your Eldritch Guardian you have advantage on checks to grapple a creature or avoid the grappled condition and you are immune to being knocked prone. Additionally, you gain a +5 to stealth checks when in the same range.
Fathomless Talisman Provision:
The wearer of the Talisman gains Protection from Monstrosities as described in the Protection from Evil and Good spell.
Minor Upgrade: The wearer of the Talisman may use their reaction to give themselves advantage on 1 saving throw. You may not use this ability again until after a long rest.
Lesser Upgrade: The wearer of the Talisman is immune to the Restrained condition.
Fathomless Tome Provision Spells:
| Create or Destroy Water, Thunderwave, Gust of Wind, Silence | |
| Minor Upgrade: | Lightning Bolt, Sleet Storm, Control Water |
| Lesser Upgrade: | Summon Elemental, Bigby's Hand (appears as a tentacle), Cone of Cold |
Fathomless Weapon Provsion:
Intelligence Modifier Damage type: Cold
Minor Upgrade: You invoke your patron to give yourself advantage on 1 Melee attack. You may use this ability one time and not do so again until you finish a long rest.
Lesser Upgrade: When you roll the max damage on your Eldritch Die target is restrained by a tentacle until start of your next turn.
Fiend Patron
Dark One's Blessing
Starting at 5th level, when a hostile creature you have hit with an attack in the past minute is reduced to 0 hit points within 30 feet of you, you gain temporary hit points equal to your Intelligence modifier + your warlock level (minimum of 1).
Dark One's Own Luck
Starting at 5th 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 one Eldritch Die to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10 rolls of your Eldritch Die 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.
Ancient Secret:
Meteor Swarm
Fiend Guardian Provision:
Eldritch Guardian may take the form of an Imp. (See statblock at end of class)
Minor Upgrade: Eldritch Guardian uses your Eldritch Modifier on attack rolls and the modifier damage type is Fire. Additionally, it can use its reaction to absorb the damage from an attack that targets only you. Guardian must be within a number of feet to you equal to is available speed.
Lesser Upgrade: When you or your Eldritch Guardian are hit with an attack from an attacker either of you can see, as a reaction you can deal Fire damage to the creature equal to 2 rolls of your Eldritch die. The creature makes a Constitution saving throw to only take half damage, and this feature can be used a number of times equal to your proficiency bonus per long rest.
Fiend Talisman Provision :
The wearer of the Talisman gains Protection from Good creatures as described in the Protection from Evil and Good spell.
Minor Upgrade: The wearer of the Talisman may use their reaction to give themselves advantage on 1 saving throw. You may not use this ability again until after a long rest.
Lesser Upgrade: The wearer of the Talisman is immune to the frightened condition.
Fiend Tome Provision Spells:
| Burning Hands, Command, Blindness/Deafness, Scorching Ray | |
| Minor Upgrade: | Fireball, Stinking Cloud, Fire Shield |
| Lesser Upgrade: | Wall of Fire, Flame Strike, Hallow |
Fiend Weapon:
Intelligence Modifier Damage type: Fire
Minor Upgrade: You invoke your patron to give yourself advantage on 1 Melee attack. You may use this ability one time and not do so again until you finish a long rest.
Lesser Upgrade: Target becomes Frightened of you until the beginning of your next turn when you roll the max damage on your Eldritch Die.
Genie Patron
Choose your Genie
Genie Element
Dao -Earth
Djinni -Air
Efreeti -Fire
Marid -Water
Hamid -Acid
Genie's Vessel
At 3rd level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table. While you are touching the vessel, you can use it in the following ways:
Bottled Respite:
As an action, you and up to five willing creatures that you can see within 30 feet of you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. As a bonus action, you can eject any number of creatures from the vessel early, and everyone is ejected if you leave or die or if the vessel is destroyed. When you or other creatures exit the vessel, you appear in the unoccupied space closest to it. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest. The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Genie's Wrath:
At 3rd level, Once during each of your turns when you hit with an attack roll while holding your Genie Vessel, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), cold (marid), or acid (hamid).
Elemental Gift
At 10th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), cold (marid), or acid (hamid).
In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Limited Wish
At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action. Once you use this feature, you can't use it again until you finish 1d4 long rests.
Ancient Secret: Wish
Genie Patron:
Genie Guardian Provision:
Your Eldritch Guardian may take the form of a Chwinga. See statblock at end of list.
Minor Upgrade: Eldritch Guardian uses your Eldritch Modifier on attack rolls and the modifier damage type is bludgeoning (dao), thunder (djinni), fire (efreeti), cold (marid), or acid (hamid). Additionally, it can use its reaction to absorb the damage from an attack that targets only you. Guardian must be within a number of feet to you equal to is available speed.
Lesser Upgrade: As an action you can cause your Eldritch guardian to explode in a blast that targets all creatures of your choice in a 20 foot radius sphere centered on your guardian. The damage type matches your genie's and the amount of damage it deals is a number of eldritch die equal to your proficiency bonus.
Genie Talisman Provision:
The Wearer of the Talisman gains protection from Elementals as desribed the Protection from Evil and Good spell.
Minor Upgrade: Use reaction to give yourself advantage on 1 saving throw. You may use this ability again after a long rest.
Lesser Upgrade: The wearer of the Talisman gains the benefits of the Absorb Elements spell.
Genie Tome Provision Spells:
You gain access to all Genie Spells as well as the spells associated with your specific genie patron type.
| ______ | Genie Spells ____________________ | Dao Spells ____________ | Djinni Spells _______________ | Efreeti Spells ______________ | Marid Spells ________________ | Hamid Spells __________________ |
|---|---|---|---|---|---|---|
| Detect Evil and Good & Phantasmal Force | Sanctuary & Spike Growth | Thunderwave & Gust of Wind | Burning Hands & Scorching Ray | Fog Cloud & Blur | Bane & Melf's Acid Arrow | |
| Minor Upgrade: | Create Food & Water & Phantasmal Killer | Meld into Stone | Wind Wall | Fireball | Sleet Storm | Enemies Abound |
| Lesser Upgrade: | Creation | Stone Shape & Wall of Stone | Greater Invisibility & Seeming | Fire Shield & Flame Strike | Control Water & Cone of Cold | Vitriolic Sphere & Passwall |
Genie Weapon Provision:
Intelligence Modifier Damage type: bludgeoning (dao), thunder (djinni), fire (efreeti), cold (marid), or acid (hamid).
Minor Upgrade: You invoke your patron to give yourself advantage on 1 Melee attack. You may use this ability one time and not do so again until you finish a long rest.
Lesser Upgrade: On a max roll of your eldritch die you may double the amount of damage dealt by your elemental damage type for that attack.
Great Old One Patron:
Awakened Mind
Starting at 3rd 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 3rd 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. Once you use this feature, you can't use it again until you finish a short or long rest.
Thought Shield
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
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.
Ancient Secret:
Ravenous Void
Great Old One Guardian:
Eldritch Guardian can take the form of a Gazer. See statblock at End of list.
Minor Upgrade: Eldritch Guardian uses your Eldritch Modifier on attack rolls and the modifier damage type is Psychic. Additionally, it can use its reaction to absorb the damage from an attack that targets only you. Guardian must be within a number of feet to you equal to is available speed.
Lesser Upgrade: Being within 10 feet of your Eldritch guardian allows you to as a reaction switch Wisdom and Charisma saving throws, to Intelligence Saving throws. You can use this feature a number of times equal to your proficiency bonus per long rest.
Great Old One Talisman:
The wearer of the Talisman gains Protection from Aberrations as described in the Protection from Evil and Good spell.
Minor Upgrade: The wearer of the Talisman may use their reaction to give themselves advantage on 1 saving throw. You may not use this ability again until after a long rest.
Lesser Upgrade: The wearer of the Talisman gains the benefits from the Nondetection spell.
Great Old One Tome Spells:
| Dissonant Whispers, Tasha's Hideous Laughter, Detect Thoughts, Phantasmal Force | |
| Minor Upgrade: | Clairvoyance, Sending, Evard's Black Tentacles |
| Lesser Upgrade: | Dominate Beast, Dominate Person, Telekinesis |
Great Old One Weapon:
Intelligence Modifier Damage type: Psychic
Minor Upgrade: You invoke your patron to give yourself advantage on 1 Melee attack. You may use this ability one time and not do so again until you finish a long rest.
Lesser Upgrade: When you roll an 8 or higher on Eldritch Die when determining damage, the target suffers from effects of Confusion spell until start of your next turn.
Hexblade Patron:
Hex Warrior
At 3rd 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 Intelligence 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 Eldritch Weapon Provision, this benefit extends to but does not stack with every weapon you conjure with that feature.
Hexblade's Hex
Starting at 3rd level, your Warlock Hex gains the following benefits:
- You gain a Necrotic bonus to damage rolls from melee weapons against the cursed target. The bonus equals your proficiency bonus.
- Any melee weapon attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Intelligence modifier (minimum of 1 hit point).
Accursed Specter
Starting at 10th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock 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 Intelligence 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 14th level, your hex grows more powerful. If the target cursed by your Hex hits you with an attack roll, you can use your reaction to roll your eldritch die. On an 8 or higher, the attack instead misses you, regardless of its roll.
Ancient Secret: Invulnerability
Hexblade Guardian Provision:
Eldritch Guardian can take the form of a Flying Sword. (See statblock at end of list)
Minor Upgrade: Eldritch Guardian uses your Eldritch Modifier on attack rolls and the modifier damage type is Acid. Additionally, it can use its reaction to absorb the damage from an attack that targets only you. Guardian must be within a number of feet to you equal to is available speed.
Lesser Upgrade: When you or your Eldritch Guardian roll a critical hit on a creature you may add an additional damage die to the damage roll and you may make another attack as a part of the same action on any creature within 5 feet of you or your Guardian.
Hexblade Talisman Provision:
The wearer of the Talisman gains Protection from Undead creatures as described in the Protection from Evil and Good spell.
Minor Upgrade: The wearer of the Talisman may use their reaction to give themselves advantage on 1 saving throw. You may not use this ability again until after a long rest.
Lesser Upgrade: The wearer of the Talisman gains +3 to their AC.
Hexblade Tome Provision Spells
| Shield, Wrathful Smite, Blur, Branding Smite | |
| Minor Upgrade: | Blink, Elemental Weapon, Staggering Smite |
| Lesser Upgrade: | Phantasmal Killer, Banishing Smite, Cone of Cold |
Hexblade Weapon:
Intelligence Modifier Damage type: Acid
Minor Upgrade: You invoke your patron to give yourself advantage on 1 Melee attack. You may use this ability one time and not do so again until you finish a long rest.
Lesser Upgrade: Target gains 1 level of exhaustion when you roll max damage on your eldritch Die.
Undead Patron:
Undying Nature
Beginning at 3rd level, you don't require air, food, or water. Also, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. In addition, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you.
Form of Dread
At 3rd level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1 roll of your Eldritch Die + your warlock level.
- Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
- You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Necrotic Husk
At 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage and once during each of your turns, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread you become immune to necrotic damage and you can roll one additional damage die when determining the necrotic damage, the target takes.
Indestructible Life
When you reach 14th level, you partake of some of the true secrets of the Undying. You can regain hit points equal to one roll of your Eldritch Die + your warlock level when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.
Also, When you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2 rolls of your Eldritch Die + your warlock level. You then gain 1 level of exhaustion.
Once you use one of these features, you can't use it again until you finish a long rest.
Ancient Secret:
Time Stop
Undead Guardian:
Eldritch Guard may take the form of a Shadow. (See statblock at end of list)
Minor Upgrade: Eldritch Guardian uses your Eldritch Modifier on attack rolls and the modifier damage type is Necrotic. Additionally, it can use its reaction to absorb the damage from an attack that targets only you. Guardian must be within a number of feet to you equal to is available speed.
Lesser Upgrade: As an action you can force your Eldritch Guardian to sacrifice itself for you. When you do so you regain half of your maximum HP + your Warlock level.
Undead Talisman Upgrade:
The wearer of the Talisman gains Protection from Undead creatures as described in the Protection from Evil and Good spell.
Minor Upgrade: The wearer of the Talisman may use their reaction to give themselves advantage on 1 saving throw. You may not use this ability again until after a long rest.
Lesser Upgrade: The wearer of the Talisman becomes Immune to all poisons & diseases.
Undead Tome Provision Spells
| Bane, False Life, Arcane Vigor, Gentle Repose | |
| Minor Upgrade: | Phantom Steed, Speak with Dead, Death Ward |
| Lesser Upgrade: | Greater Invisibility, Antilife Shell, Legend Lore |
Undead Weapon Provision:
Intelligence Modifier Damage type: Necrotic
Minor Upgrade: You invoke your patron to give yourself advantage on 1 Melee attack. You may use this ability one time and not do so again until you finish a long rest.
Lesser Upgrade: When you inflict a killing blow with your Eldritch Weapon, you regain HP equal to 5x the CR level of the creature slain.
Eldritch Invocations:
- Armor of Shadows: You can cast the spell Mage Armor on yourself at will.
- Ascendant Step: You can cast the spell Levitate on yourself at will. Prerequisite: 7th level
- Aspect of the Moon: 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 Eldritch Tome and keeping watch. Prerequisite: Eldritch Tome Provision.
- Beast Speech: You can cast the spell Speak with Animals at will.
- Beguiling Influence: You gain proficiency in 1 Charisma skills. This invocation can be learned multiple times.
- Bewitching Whispers: You can cast the spell Compulsion once. You can't do so again until you finish a long rest. Prerequisite: 9th level Warlock.
- Book of Shadow: 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 two needn't be from the same list), they appear in your Eldritch Tome. With your Eldritch Tome in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Prerequisite: Eldritch Tome Provision.
- Bond of the Talisman: While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. Prerequisite: Eldritch Talisman Provision.
- Chains of Carceri: You can cast the spell Hold Monster at will. You must finish a long rest before you can use this invocation on the same creature again. * Prerequisite: 13th level Warlock & Eldritch Guardian Provision.*
- Cloak of Flies: 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 Intelligence modifier (minimum of 0 damage). Once you use this invocation, you can't use it again until you finish a short or long rest. Prerequisite: 5th level Warlock.
- Deft Influence: You gain proficiency in any 1 Dexterity Skill. This invocation can be learned multiple times.
- Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Dreadful Word: You can cast the spell Confusion once at a level equal to your proficiency bonus. You can't do so again until you finish a short or long rest. Prerequisite: 9th level Warlock.
- Eldritch Appraisal: You can cast the spell Identify at will.
- Eldritch Arcana: You learn one spell from the Warlock spell list. This spell can be of a level equal to half your warlock level rounded down (to a minimum of 1st level and maximum of 5th level) and may be cast at a spell slot level equal to half of your warlock level rounded down (to a minimum of 1st level and maximum of 5th level) if the spell is able to be up cast at a higher level. This spell can be cast once and you may cast the spell again with this Invocation after a short or long rest. Intelligence is the Spellcasting ability for these spells, they use your Eldritch Modifier and Eldritch Save DC, and the invocation they are tied to act as the material component for these spells. If you have the Eldritch Tome Provision you may use a charge from your Tome to cast this spell again and the spells are written in your Eldritch Tome. You may learn this invocation multiple times.
- Eldritch Craftsman: Gain Proficiency with 3 tool sets of your choice.
- Eldritch Ears: You can understand all languages you hear.
- Eldritch Guidance: You gain proficiency in any 1 Wisdom Skill.* This Invocation can be learned multiple times.*
- Eldritch Inquiry: You can cast the spell Divination once targeting your patron. You regain the ability to do so after a Long Rest. Prerequisite 7th level Warlock.
- Eldritch Magicka: You learn two cantrips of your choice from the Warlock Spell list. Intelligence is the Spellcasting ability for these spells, they use your Eldritch Modifier and Eldritch Save DC, and the invocation they are tied to act as the material component for these spells. If you have the Eldritch Tome Provision these spells are written in the tome. This invocation may be learned twice.
- Eldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
- Eldritch Servant: You can cast the spell Unseen Servant at will. You may only have one unseen servant active at a time.
- Eldritch Sight: You can cast Detect Magic at will.
- Eldritch Smite: Once per turn when you hit a creature with your Eldritch Weapon, you can deal extra force damage and you can knock the target prone if it is Huge or smaller. The extra damage inflicted is a number of rolls of your eldritch die equal to your proficiency bonus. You may use this feature a number of times equal to half of your proficiency bonus rounded up and regain the ability to use this feature after a short rest. (Example: at level five you can add 3d6 to an attack with your eldritch weapon twice per short rest.) * Prerequisite: Eldritch Weapon Provision.*
- Eldritch Spear: When you cast eldritch blast, its normal range maximum is raised to 120 feet with a long range maxium of 300 feet for a beam attack and add 5 ft to the radius for the pulse attack. Prerequisite 5th level Warlock.
- Eldritch Tongue: You can cast the spell Tongues at will. Prerequisite 9th level Warlock.
- Empowered Blast: Once per turn you may add your proficiency bonus to one damage roll of your Eldritch blast beam attack. When using Eldritch blast as a pulse attack any creature that fails the save by 5 or more is knocked prone. Prerequisite 5th level Warlock.
- Empowered Hex: The duration now lasts 8 hours and the targets speed is also halved for duration. Prerequisite 5th level Warlock.
- Eyes of the Rune Keeper: You can read all writing.
- Far Scribe: A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and 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. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it. Prerequisite: Eldritch Tome Provision.
- Fiendish Vigor: You can cast False Life on yourself at will as a 1st-level spell, when you do so gain the maximum amount from the die rolls. Prerequisite: 5th level Warlock.
- Flora Speech: You can cast Speak with Plants at will. Prerequisite 9th level Warlock.
- 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: As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have Darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest.
- Gift of the Guardian: 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. Prerequisite: Eldritch Guardian Provision.
- Gift of the Depths: You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast Water Breathing once. You regain the ability to do so when you finish a long rest. Prerequisite: 5th level Warlock.
- Gift of the Protectors: 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. Prerequisite: Eldritch Tome Provision
- Grasp of Hadar: When you hit a creature with your eldritch blast beam, you can move that creature in a straight line 10 feet closer to yourself. If you use a pulse attack you can reduce the movement of one creature who failed the save by 5 or more to 0. Prerequisite: 2th level Warlock.
- Greater Blast: Double the range of your eldritch blast beams. When using Eldritch blast as a pulse attack any creature that fails the save by 5 or more is knocked prone and stunned until the beginning of its next turn. Prerequisite Empowered Blast & 11th level Warlock.
- Greater Hex: The Duration now lasts 24 hours. On casting, the target must succeed on INT Saving throw against Eldritch DC or become Paralyzed. Target may reroll save at beginning of each turn. Prerequisite Empowered Hex & 11th level Warlock.
- Maddening Hex: As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Intelligence modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. Prerequisite: 11th level Warlock.
- Mask of Many Faces: You can cast Disguise Self at will.
- Master of Myriad Forms: You can cast Alter Self at will. Prerequisite: 7th level Warlock.
- Minions of Chaos: You can cast Conjure Elemental once at a level equal to your proficiency bonus. You can't do so again until you finish a short or long rest. Prerequisite: 13th level Warlock.
- Mire the Mind: You can cast Slow once. You can't do so again until you finish a long rest. * Prerequisite: 5th level Warlock.*
- Misty Visions: You can cast Silent Image at will.
- Mystic Arcanum: You learn one spell from the warlock spell list of level 6-8. The level of the spell you can choose is equal to you warlock level halved and rounded down and you may cast it once per long rest. Intelligence is your spell casting modifier for the spell and you use your Eldritch Modifier and Eldritch Save DC for the spell. The invocation they are tied to act as the material component to these spells. If you have the Eldritch Tome Provision these spells are written in the tome. You may learn this Invocation only three times. Prerequisite 12th level Warlock.
- Dream Walker: You can cast Dream once per long rest. Prerequisite 9th level Warlock
- One with Shadows: When you are in an area of dim light or darkness, you can use your action to become invisible until you take an action, bonus action, or a reaction.
- Otherworldly Leap: You can cast Jump at will. Prerequisite: 5th level Warlock.
- Rebuke 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 one roll of your Eldritch Die and push it up to 10 feet away from the talisman's wearer. Prerequisite: Eldritch Tome Provision.
- Relentless Hex: 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 or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.* Prerequisite 5th level Warlock.*
- Repelling Blast: When you hit a creature with your Eldritch Blast beam or pulse, you can push the creature up to 10 feet away from you in a straight line. Prerequisite: 2th level Warlock.
- Robust Ability: You gain proficiency with Athletics.
- Sculptor of Flesh: You can cast Polymorph once at a level equal to your proficiency bonus. You can't do so again until you finish a long rest. Prerequisite: 7th level Warlock.
- Shrewd Influence: You gain Proficiency in 1 Intelligence Skill. You may learn this invocation multiple times.
- Shroud of Shadow: You can cast Invisibility at will. Prerequisite: 7th level Warlock.
- Sign of Ill Omen: You can cast Bestow Curse once at a level equal to your proficiency bonus. You can't do so again until you finish a long rest. Prerequisite: 5th level Warlock.
- Thief of Five Fates: You can cast the Bane spell at its lowest level at will. Prerequisite: 3rd level Warlock.
- Thirsting Blade: You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. Prerequisite Eldritch Weapon Provision.
- Tomb of Levistus: As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can't use it again until you finish a short or long rest. Prerequisite: 5th level Warlock.
- Trickster's Escape: You can cast Freedom of Movement once on yourself. You regain the ability to do so when you finish a long rest. Prerequisite: 7th level Warlock.
- Undying Servitude: You can cast Animate Dead at a level equal to your proficiency bonus. Once you do so, you can't cast it in this way again until you finish a long rest. Prerequisite: 5th level Warlock.
- Visions of Distant Realms: You can cast Arcane Eye at will. Prerequisite: 11th level Warlock.
- Warrior Strike: You gain proficiency with one martial weapon and may use its mastery property.
- Whispers of the Grave: You can cast Speak with Dead at will. Prerequisite: 9th level Warlock.
- Witches Sight: You gain Truesight out to a range of 30ft. Prerequisite: 15th level Warlock.
Warlock Spell List
Cantrips
- Blade Ward
- Booming Blade
- Chill Touch
- Create Bonfire
- Friends
- Frostbite
- Green-Flame Blade
- Infestation
- Lightning Lure
- Mage Hand
- Magic Stone
- Mind Sliver
- Minor Illusion
- Poison Spray
- Prestidigitation
- Sword Burst
- Thunderclap
- Toll the Dead
- True Strike
First Level Spells
- Armor of Agathys
- Arms of Hadar
- Cause Fear
- Charm Person
- Distort Value
- Expeditious Retreat
- Hellish Rebuke
- Illusory Script
- Protection from Evil and Good
- Witch Bolt
Second Level Spells
- Borrowed Knowledge
- Cloud of Daggers
- Crown of Madness
- Darkness
- Earthbind
- Enthrall
- Flock of Familiars
- Hold Person
- Invisibility
- Mind Spike
- Mirror Image
- Misty Step
- Ray of Enfeeblement
- Shadow Blade
- Shatter
- Spider Climb
- Spray Of Cards
- Suggestion
- Warp Sense
Third Level Spells
- Antagonize
- Counterspell
- Dispel Magic
- Enemies Abound
- Fear
- Fly
- Gaseous Form
- Hunger Of Hadar
- Hypnotic Pattern
- Incite Greed
- Intellect Fortress
- Magic Circle
- Major Image
- Remove Curse
- Spirit Shroud
- Summon Fey
- Summon Lesser Demons
- Summon Shadowspawn
- Summon Undead
- Thunder Step
- Vampiric Touch
Fourth Level Spells
- Banishment
- Blight
- Charm Monster
- Dimension Door
- Elemental Bane
- Galder's Speedy Courier
- Gate Seal
- Hallucinatory Terrain
- Raulothim's Psychic Lance
- Shadow Of Moil
- Sickening Radiance
- Spirit Of Death
- Summon Aberration
- Summon Greater Demon
Fifth Level Spells
- Contact Other Plane
- Danse Macabre
- Enervation
- Far Step
- Hold Monster
- Infernal Calling
- Mislead
- Negative Energy Flood
- Planar Bindind
- Scrying
- Synaptic Static
- Teleportation Circle
- Wall of Light
Mystic Arcana
Sixth Level Spells
- Arcane Gate
- Circle of Death
- Conjure Fey
- Create Undead
- Eyebite
- Flesh to Stone
- Investiture of Flame
- Investiture of Ice
- Investiture of Ston
- Investiture of Wind
- Mass Suggestion
- Mental Prison
- Scatter
- Soul Cage
- Summon Fiend
- Tasha's Otherworldly Guise
- True Seeing
Seventh Level Spell
- Crown of Stars
- Dream of the Blue Veil
- Etherealness
- Finger of Death
- Forcecage
- Plane Shift
- Power Word: Pain
Eighth Level Spells
- Demiplane
- Dominate Monster
- Feeblemind
- Glibness
- Maddening Darkness
- Power Word: Stun
Ancient Secrets
Ninth Level Spells
- Astral Projection
- Blade of Disaster
- Foresight
- Gate
- Imprisonment
- Power Word: Kill
- Psychic Scream
- Shapechange
- True Polymorph
- Weird
Eldrich Guardian Statblocks
Archfey:
Sprite
Tiny fey, neutral good
Armor Class: 15 (Leather Armor)
Hit Points: Your Proficiency Bonus x Your Warlock Level
Available Hit Die: Your Eldritch Die x Proficiency Bonus
Speed: 10 ft., fly 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
Skills Perception +3, Stealth +8
Languages Common, Elvish, Sylvan
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, reach 40/160 ft., one target. Hit: 1d4 piercing damage. The target must succeed on a dc 10 constitution saving throw or become poisoned for 1 minute If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake
Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
Celestial:
Hollyphant
Small celestial, lawful good
Armor Class: 16 (natural armor)
Hit Points: Your Proficiency Bonus x Your Warlock Level
Available Hit Die: Your Eldritch Die x Proficiency Bonus
Speed: 20 ft., fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (0) | 11 (0) | 12 (+1) | 16 (+3) | 19 (+4) | 16 (+3) |
Damage Resistances: bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: poisoned
Languages: Celestial, telepathy 120 ft.
Aura of Invulnerability: An invisible aura forms a 5-foot-radius sphere around the hollyphant for as long as it lives. Any creature inside the area has resistance to non-magical Bludgeoning, Piercing, & Slashing Damage.
Innate Spellcasting: It can innately cast the following spells, requiring no material components:
At will: Light
1/day each: Bless, Cure Wounds, Protection From Evil and Good
Actions:
Tusks: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
Fathomless:
Octopus
Small beast, unaligned
Armor Class: 13
Hit Points: Your Proficiency Bonus x Your Warlock Level
Available Hit Die: Your Eldritch Die x Proficiency Bonus
Speed: 5 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 11 (+0) | 3 (-4) | 10 (+0) | 4 (-3) |
Skills: Perception +2, Stealth +4
Damage Resistances: bludgeoning from nonmagical attacks
Damage Immunities: cold
Condition Immunities: Restrained
Senses: Darkvision 30 Ft
Amphibious: The octopus can breathe air and water.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Actions
Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage. The target is grappled (escape dc 10).
Ink Cloud: (Recharges on 6+ on Eldritch Die). A 5-foot-radius cloud of ink extends all around the octopus. The area is heavily obscured for 1 minute, although a significant current or wind can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Fiend:
Imp
Tiny fiend (devil, shapechanger), lawful evil
Armor Class: 13
Hit Points: Your Proficiency Bonus x Your Warlock Level
Available Hit Die: Your Eldritch Die x Proficiency Bonus
Speed: 20 ft., fly 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) |
Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistance: Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 Ft.
Languages: Infernal, Common
Shapechanger: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight: Magical darkness doesn't impede the imp's darkvision.
Magic Resistance: The imp has advantage on saving throws against spells and other magical effects.
Actions
Sting: (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4 poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Invisibility: The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Genie:
Chwinga
Tiny elemental, neutral
Armor Class: 15
Hit Points: Your Proficiency Bonus x Your Warlock Level
Available Hit Die: Your Eldritch Die x Proficiency Bonus
Speed: 20 ft., climb 20 ft., swim 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 20 (+5) | 10 (0) | 14 (+2) | 16 (+3) | 16 (+3) |
Skills: Acrobatics +7, Perception +7, Stealth +7
Senses: blindsight 60 ft.
Evasion When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw or take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Innate Spellcasting The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:
At will: Druidcraft, Guidance, Resistance, Magic Stone
Actions:
Spirit Step (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains the effects of Pass Without Trace.
Natural Shelter The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use it's action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.
Great Old One:
Gazer
Tiny Aberration (Beholder), typically Neutral Evil
Armor Class: 13
Hit Points: Your Proficiency Bonus x Your Warlock Level
Available Hit Die: Your Eldritch Die x Proficiency Bonus
Speed: 0 ft., fly 30 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (-4) | 17 (+3) | 14 (+2) | 3 (-4) | 10 (+0) | 7 (-2) |
Saving Throws: Wis +2
Skills: Perception +4, Stealth +5
Condition Immunities: prone
Senses: darkvision 60 ft.
Mimicry: The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions
Eye Rays: The gazer shoots one of the following magical eye rays at random (roll a d4), choosing one target it can see within 60 feet of it:
1- Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2- Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.
3- Frost Ray. The target must succeed on a DC 12 Dexterity saving throw or take 10 (2d4) cold damage.
4- Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is a Tiny object that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Hexblade:
FLying Sword
Armor Class: 17 (Natural Armor)
Hit Points: Your Proficiency Bonus x Your Warlock Level
Available Hit Die: Your Eldritch Die x Proficiency Bonus
Speed: 0 ft., fly 50 ft. (hover).
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 5 (-3) | 1 (-5) |
Saving Throws: Dex +4
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 60 Ft. (Blind Beyond This Radius)
False Appearance: While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
Actions
Multiattack: The Flying Sword makes two longsword attacks.
Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
Undying:
Shadow
Medium undead, chaotic evil
Armor Class: 12
Hit Points: Your Proficiency Bonus x Your Warlock Level
Available Hit Die: Your Eldritch Die x Proficiency Bonus
Speed: 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 0 (-5) | 14 (+2) | 13 (+1) | 6 (-2) | 10 (+0) | 10 (0) |
Skills: Stealth +4
Vulnerabilities: Radiant
Damage Resistance: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 Ft.
Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Life Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: The target's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.