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Become a Patron!
# The Eldritch Tome: A Warlock Expansion for 5e D&D Warlocks are easily the most malleable class in 5th edition, giving you access to dozens of individual choices through your combination of subclass, spells, pact boon, and invocations. This document seeks to expand their already bountiful options, with new options for pact boons, invocations, and class exclusive spells. ## Pact Boons This section includes new Pact Boons for warlocks to choose at 3rd level. ### Pact of the Bulwark - While unarmored, you can use your action to create a set of pact armor around your body, automatically donning it. You can choose the form that this armor takes each time you create it, though it must be light or medium armor. You are proficient with it while you wear it, and you may use your Charisma modifier, instead of your Dexterity modifier, to determine the AC of your pact armor. - Your pact armor disappears if it is more than 10 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the armor (no action required), or if you die. - You can transform one set of magic light or medium armor into your pact armor by performing a special ritual while you touch the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. - You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you create your pact armor thereafter. The armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different set of armor, or if you use a 1-hour ritual to break your bond to it. The armor appears at your feet if it is in the extradimensional space when the bond breaks. \columnbreak ### Pact of the Mark - Your patron has emblazoned you with a tattoo, brand, glyph, or other such symbol, denoting your pact with them and allowing you to channel additional magic. You may use the mark to cast one of the spells from your subclass's Expanded Spell List feature, even if you don't know that spell. The spell you cast must be of a level equal to or less than half your proficiency bonus (rounded down), and is cast at its lowest level. Once you've cast a spell using the mark, you cannot do so again until you finish a short or long rest. ### Pact of the Vessel - Your patron gives you an alchemical vessel called an Eldritch Chalice. The vessel takes the form of a flask, a stoppered bottle, or some other drinking vessel, and is filled with a ever replenishing healing draught. The vessel has a number of charges equal to your proficiency bonus. You may use your action to consume a portion of the draught, expending a number of charges of your choice. When you do, you regain 1d6 hit points per charge expended, plus your Charisma modifier (minimum of +1). The vessel regains all of its charges when you finish a long rest. Additionally, as an action, you may expend one of your Pact Magic slots to restore charges to the vessel equal to the level of the spell slot. Once you've restored charges in this way, you cannot do so again until you finish a long rest. - The vessel only works because of your connection to your patron. If another creature attempts to drink from the vessel, no charges are expended, and they regain no hit points. - If you lose your Eldritch Chalice, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The vessel turns to ash when you die. \pagebreak ## Eldritch Invocations This section includes new Eldritch Invocations for warlocks to choose at 2nd level and beyond. ### Absorbing Armor *Prerequisite: 9th level, Pact of the Bulwark* While wearing your pact armor, you can cast *absorb elements* at will, without expending a spell slot. ### Attuned Weapon *Prerequisite: 15th level, Pact of the Blade feature* While holding your pact weapon, you can use a bonus action to attune it to your Patron's essence. While the weapon is attuned, it deals an additional 1d6 damage, the type of which is determined by your Otherworldly Patron. The weapon remains attuned for 1 minute, or until you are incapacitated. Once you've imbued your weapon in this way, you cannot do so again until you finish a short or long rest. | Patron | Damage Type | |:---:|:-----------:| | Archfey | Psychic | | Celestial | Radiant | | Fathomless | Cold | | Fiend | Fire | | Genie- Dao | Bludgeoning | | Genie- Djinni | Thunder | | Genie- Efreeti | Fire | | Genie- Marid | Cold | | Great Old One | Psychic | | Hexblade | Force | | Undead | Necrotic | | Undying | Necrotic | ### Authority of the Chain Master *Prerequisite: 9th level, Pact of the Chain* You can cast *command* at will—targeting a celestial, fiend, or elemental—without expending a spell slot. You must finish a long rest before you can use this invocation on the same creature again. ### Connection of the Talisman *Prerequisite: 9th level, Pact of the Talisman* While someone else is wearing your talisman, you can use your action to establish a telepathic link with that creature. You and creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). The wearer of your talisman can do the same thing, using their action to establish a telepathic link to you. The telepathic connection lasts for a number of minutes equal to your warlock level. It ends early if you or the other creature are incapacitated or die. ### Corrupting Touch You can cast *inflict wounds* once using a warlock spell slot. You can't do so again until you finish a long rest. ### Draught of Protection *Prerequisite: 7th level, Pact of the Vessel* When you drink from your vessel, you may choose to consume a draught of protection, instead of healing. For each charge you expend, up to an amount equal to half your proficiency bonus (rounded down), you gain a +1 bonus to your AC for 1 minute. Once you've used this invocation, you cannot do so again until you finish a long rest. ### Grand Elixir *Prerequisite: 15th level, Pact of the Vessel* When you use your action to drink from your vessel, you regain 1d10 hit points per charge expended, instead of 1d6. ### Eldritch Conduit *Prerequisite: 7th level, Pact of the Chain* Whenever you cast a warlock spell, you can cast it as if you were in your familiar's space, instead of your own, using its senses. ### Eldritch Gunslinger *Prerequisite: Pact of the Blade feature* You can create a pact weapon that is a firearm, and you can transform a magical firearm into your pact weapon. A firearm you create gains a +1 bonus to its attack and damage rolls. Additionally, your pact weapon can be used as a spellcasting focus for your warlock spells. ### Heavy Bulwark *Prerequisite: 7th level, Pact of the Bulwark* When you create armor using your Pact of the Bulwark feature, the armor you conjure can be a set of heavy armor. Additionally, you can transform a set of heavy armor into your pact armor. If the armor normally has a Strength requirement, the pact armor lacks this requirement for you. ### Improved Pact Armor *Prerequisite: Pact of the Bulwark* You can use any armor you summon with your Pact of the Bulwark feature as a spellcasting focus for your warlock spells. In addition, the armor gains a +1 bonus to its AC, unless it is a set of magic armor that already has a bonus to its AC. \pagebreak ### Major Arcana *Prerequisite: 15th level, Pact of the Tome* Your patron has granted you even greater arcane knowledge. When you gain this invocation, choose two spells of 5th level or lower from any class's spell list (the two needn't be from the same list). While the book is on your person, you can cast those spells using Pact Magic spell slots. They don't count against your number of spells known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you ever lose this invocation, you lose the ability to cast those spells. ### Mark of Channeling *Prerequisite: Pact of the Mark* When you cast a spell using a Pact Magic spell slot, you can choose to channel extra magic through your mark. If the spell includes a damage or healing roll, the spell deals additional damage or restores additional hit points equal to half your warlock level (rounded down). If the spell does not include a damage or healing roll, you can instead give one creature targeted by the spell disadvantage on its saving throw. Once you've used the mark in this way, you cannot use any features of the mark until you finish a long rest. ### Mark of Invigoration *Prerequisite: 5th level, Pact of the Mark* When you use your mark to cast a spell from your Expanded Spell List feature, you can give yourself temporary hit points equal to three times the spell's level plus your Charisma modifier (minimum of +1). Once you've used this invocation, you cannot do so again until you finish a long rest. ### Mark of Malleability *Prerequisite: 7th level, Pact of the Mark* Your mark is more responsive to your needs, allowing you to cast spells outside your patron's specialty. When you use your mark to cast a spell, you can choose to cast a spell you don't know from the warlock spell list, instead of from your Expanded Spell List feature. The spell you cast must be of a level equal to or less than half your proficiency bonus (rounded down), and is cast at its lowest level. Once you've used this invocation, you cannot do so again until you finish a long rest. ### Mark of Power *Prerequisite: 15th level, Pact of the Mark* Your mark has been invested with greater power. When you cast a spell from your Expanded Spell List feature using your mark, the spell's level can be equal to or less than your proficiency bonus. \columnbreak ### Minor Arcana *Prerequisite: 12th level, Pact of the Tome* Your patron has granted you expanded arcane knowledge. When you gain this invocation, choose two spells of 3rd level or lower from any class's spell list (the two needn't be from the same list). While the book is on your person, you can cast those spells using Pact Magic spell slots. They don't count against your number of spells known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you ever lose this invocation, you lose the ability to cast those spells. ### Mists of Elysium *Prerequisite: 9th level, Pact of the Vessel* When you use your action to expend charges from your vessel, you may choose to disperse it in a healing mist, instead of drinking it. You and a number of creatures of your choice equal to your Charisma modifier (minimum of 1) within 30 feet of you regain 1d4 hit points per charge expended, plus your Charisma modifier (minimum of +1). ### Paindrinker *Prerequisite: 15th level, Pact of the Bulwark* When you take damage while wearing your pact armor, the amount of damage you take is reduced by an amount equal to your Charisma modifier (minimum of 1). ### Patron's Edict *Prerequisite: 9th level* You can cast *geas* once using a warlock spell slot. You can't do so again until you finish a long rest. ### Shadow's Embrace *Prerequisite: 7th level* You can cast *greater invisibility* once using a warlock spell slot. You can't do so again until you finish a long rest. ### Ward of the Talisman *Prerequisite: 15th level, Pact of the Talisman* A creature wearing your talisman is under the effect of the *death ward* spell. Once the spell has been expended, either by the creature dropping to 0 hit points or by negating an instant death effect, the talisman doesn't regain this property until the wearer finishes a long rest. ### Words of the Master *Prerequisite: 9th level* You can cast *commune* once using a warlock spell slot, contacting your patron instead of a deity. You can't do so again until you finish a long rest. \pagebreak ### Vessel of Plenty *Prerequisite: Pact of the Vessel* Your patron's benevolence allows you to share your vessel with those you deem worthy. As an action, you can inscribe a creature's name onto your vessel. Your vessel can hold a number of names equal to your proficiency bonus. A creature who's name is inscribed can use their action to expend charges from the vessel, regaining 1d6 hit points per charge expended, plus your Charisma modifier (minimum of +1). ## Spells This section includes new warlock exclusive spells to choose at 1st level and beyond. At your discretion, other classes can gain access to these spells too. #### Authority of Nessus *9th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a iron rod, inlaid with gold, and topped by a ruby, worth at least 1,500gp) - **Duration:** Concentration, up to 10 minutes ___ You channel the power of Asmodeus, vastly empowering yourself. You gain the following benefits until the spell ends: - You have immunity to fire and poison damage, and resistance to cold and necrotic damage. - You are immune to the charmed, frightened, and poisoned conditions. - Infernal wings sprout from your back, granting you a flying speed of 90 feet. - You have advantage on saving throws against spells and other magical effects. - When a creature targets you with an attack, but before it rolls, it must first make a Charisma saving throw. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, you choose which one it targets. On a successful save, the creature is immune to this effect until the spell ends. A devil with a CR lower than your level automatically fails its saving throw. #### Breath of Stygia *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** V, S - **Duration:** Instantaneous ___ You exhale a gale of icy wind in a a line 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is also pushed up to 15 feet away from you. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Brood of Nihal *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ A fraction of the Serpent Star's mass, a writhing flood of maggots and worms, infests a creature you can see within range. The target must make a Constitution saving throw. A creature takes 2d8 necrotic damage on a failed save, and immediately moves up to half its speed in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move. On a successful save, a creature takes half as much damage and doesn't move. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Delban's Fury *7th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V, S, M (shards of ice) - **Duration:** Instantaneous ___ You summon the howling wind and biting cold of the Star of Ice and Hate. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage and is pierced by shards of ice for 1 minute. On a successful save, a creature takes half as much damage and isn't pierced by ice. A creature pierced by ice has its speed halved, and takes 2d6 cold damage at the start of each of its turns. At the end of each of its turns, it can make a Constitution saving throw, removing the ice on a success. #### Eldritch Claws *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** Instantaneous ___ You form claws of crackling eldritch energy around your hands. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 force damage. After you attack, the claws dissapear. The spell allows you to make more than one attack when you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can direct the attacks at the same target or at different ones. Make a separate attack roll for each attack. \pagebreak #### Fire of Cania *8th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a ruby worth at least 1,250gp) - **Duration:** Instantaneous ___ A vertical column of pure white hellfire roars down from the sky in a location you specify. Each creature in a 50-foot-radius, 100-foot-high cylinder centered on a point within range must make a Constitution saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one. This damage ignores resistance to fire damage, and treats immunity to fire damage as if it were resistance. #### Flames of Caiphon *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (an amethyst worth at least 350gp) - **Duration:** Concentration, up to 1 minute ___ You summon the purple flames of Caiphon to wreathe a creature you can see within range. The target must make a Dexterity saving throw. It takes 5d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target is subjected to Caiphon's maddening influence for the spell's duration. At the start of each of its turns, the target must make an Intelligence saving throw. It takes 2d8 psychic damage on a failed save, and the spell ends on a successful one. A creature that takes psychic damage from this spell has disadvantage on attack rolls until the start of its next turn. #### Form of Malbolge *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ You imbue your body with aspects of Malbolge, causing it to take on one of two following characteristics: - **Bone Spurs.** You gain a +1 bonus to AC. Whenever a creature grapples you, or starts its turn grappling you, it takes 1d6 piercing damage. - **Caustic Blood.** Whenever a creature within 10 feet of you hits you with a melee attack, it takes 1d4 acid damage. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 or 1d6, respectively, for each slot level above 1st. \columnbreak #### Grasp of Dis *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a length of iron chain) - **Duration:** Concentration, up to 1 minute ___ You summon burning chains to wrap around a creature you can see within range. The target must succeed on a Strength saving throw or be restrained by the magical chains until the spell ends. While restrained by this spell, the target takes 2d8 fire damage at the start of each of its turns. A creature restrained by the chains can use its action to make a Strength check against your spell save DC. On a success, the creature is freed. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Influence of Maladomini *6th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You attempt to inflict the obsessive perfectionism of Baalzebul on a creature you can see within range. The target must make a Wisdom saving throw. On a failure, the creature becomes consumed by the need for perfection. Whenever the creature fails an ability check or misses an attack roll, it suffers 4d6 psychic damage. The creature can repeat its Wisdom saving throw at the end of each of its turns, ending the spell on a success. #### Khirad's Whispers *2nd-level divination* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You call on the Star of Secret's influence, attempting to glean information about a creature you can see within range. The target must succeed an Intelligence saving throw, or you learn one of the following pieces of information of your choice: - The creature's damage vulnerabilities. - The creature's damage resistances. - The creature's damage immunities. - The creature's condition immunities. - The creature's saving throw proficiencies. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can choose to learn 1 additional piece of information for each slot level above 2nd. \pagebreak #### Light of Zhudun *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You summon the baleful light of the Corpse Star to shine down on a creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage, the target takes an extra 1d8 necrotic damage. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the extra damage increases by 1d8 for each slot level above 4th. #### Mantle of Gibbeth *9th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Sickly green light washes out from you and coalesces in an aura in a 30-foot radius around you. When a creature starts its turn inside the aura, or enters there for the first time on a turn, you can force it to make a Wisdom saving throw. On a failure, roll a d8 for to determine which effect of Gibbeth's Influence it suffers.
**Gibbeth's Influence** | d8 | Gibbeth's Influence | |:---:|:-----------:| | 1 | The creature retreats into its mind and becomes paralyzed. The effect ends early if it takes any damage. | | 2 | The creature becomes incapacitated and spends the duration screaming, laughing, or weeping. | | 3 | The creature becomes frightened and must use its action and movement each round to flee from you. | | 4 | The creature begins babbling and is incapable of normal speech or spellcasting. | | 5 | The creature must use its action each round to attack the nearest creature. | | 6 | The creature experiences vivid hallucinations and has disadvantage on ability checks. | | 7 | The creature is stunned. | | 8 | The creature falls unconscious. | At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. \columnbreak #### Maw of Acamar *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (5-foot radius) - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You surround yourself with the hungering darkness of Acamar until the spell ends. The darkness turns dim light within 10 feet of you into darkness, and bright light in the same area to dim light. When a creature starts its turn within 5 feet of you, or enters that area for the first time on a turn, you can force it to make a Constitution saving throw. It takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Rage of Avernus *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (an object engraved with a symbol of Avernus, worth at least 350 gp) - **Duration:** Concentration, up to 1 minute ___ Uttering an incantation, you draw on the power of Avernus, transforming yourself into a living weapon of war. You gain the following benefits until the spell ends: - You cannot cast other spells. - You have resistance to cold, fire, and poison damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks. - You have advantage on Strength checks and saving throws, and you gain a +3 bonus to damage rolls using melee weapons. - You gain a +2 bonus to AC. - You can attack twice, instead of once, when you take the Attack action on your turn. If you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn, you can instead make one additional attack when you take the Attack action on your turn. \pagebreak #### Rivers of Phlegethos *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You cause the ground to crack open, creating 4 lines of lava that briefly surge forth from the earth. Each line is 30 feet long and 5 feet wide, the entirety of which must be within range. Each creature in a line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one line is only effected once. Alternatively, all four rivers can be combined into a single 120 foot long, 20 foot wide line, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one. A creature must be touching the ground to be affected by this spell. The fire ignites flammable objects along its path that aren't being worn or carried. #### Storm of Minauros *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S - **Duration:** Instantaneous ___ A downpour of polluted rain, sleet, and hail pounds to the ground in a 40-foot-radius, 80-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d6 piercing damage, 2d6 slashing damage, and 4d8 poison damage on a failed save, or half as much damage on a successful one. The sleet leaves an oily residue, turning the storm's area of effect into difficult terrain for 1 minute.