Warlock Unchained | A 2024 Warlock Overhaul

by Smug Coffee Man

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Unchained Warlock

Introduction

This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.

References to Other Documentation

The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.

  • AAG: Astral Adventurer's Guide
  • BMT: Book of Many Things
  • DMG14: Dungeon Master's Guide (2014)
  • DMG24: Dungeon Master's Guide 2024
  • EEPC: Elemental Evil Player's Companion
  • EFA: Eberron: Forge of the Artificer
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FRHoF: Forgotten Realms: Heroes of Faerun
  • FTD: Fizzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MCoC: Magniloth's Compendium of Changes
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MM25: Monster Manual 2025
  • MTF: Mordenkainen's Tome of Foes
  • PHB14: Player's Handbook (2014)
  • PHB24: Player's Handbook 2024
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SatO: Sigil and the Outlands
  • TCE: Tasha's Cauldron of Everything
  • TDSCR: Tal'Dorei Campaign Setting Reborn
  • UCR: Unchained Rules
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything
  • XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
  • XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
  • XUA25P: Unearthed Arcana 2024: The Psion
  • XUA25PU: Unearthed Arcana 2025: The Psion Update
  • XUA25SU: Unearthed Arcana 2025: Subclasses Update

How to Use

To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.

Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.

If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.

Unchained Warlock

Unchained Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Unchained Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Unchained Warlocks piece together arcane secrets to bolster their own power.

Unchained Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Unchained Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.

Once a pact is made, an Unchained Warlock's thirst for knowledge and power can't be slaked with mere study. Most Unchained Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.

Sworn and Beholden

An Unchained Warlock is defined by a pact with an otherworldly being. Sometimes the relationship between Unchained Warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for Unchained Warlocks are not gods. An Unchained Warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The Unchained Warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.

The magic bestowed on an Unchained Warlock ranges from minor but lasting alterations to the Unchained Warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, Unchained Warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers Into Secrets

Unchained Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives Unchained Warlocks into their pacts and shapes their later careers as well.

Stories of Unchained Warlocks binding themselves to fiends are widely known. But many Unchained Warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Keepers of Forbidden Knowledge

Unchained Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, an Unchained Warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce an Unchained Warlock. Many folk would describe that combination as evidence of madness. Unchained Warlocks see it as a demonstration of bravery.

Unchained Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to an Unchained Warlock's entering into a pact with a planar entity. The second one is the nature of the entity an Unchained Warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, an Unchained Warlock might have no love for a patron, or vice versa.

The sections that follow provide ways to embellish an Unchained Warlock character that could generate some intriguing story and roleplaying opportunities.

Patron's Attitude

Every relationship is a two-way street, but in the case of Unchained Warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that an Unchained Warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.

When you determine the attitude your Unchained Warlock character holds toward your patron, also consider how things look from the patron's perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it?

d6 Attitude
1 Your patron has guided and helped your family for generations and is kindly toward you.
2 Each interaction with your capricious patron is a surprise, whether pleasant or painful.
3 Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to influence the world.
4 Your patron is a strict disciplinarian but treats you with a measure of respect.
5 Your patron tricked you into a pact and treats you as a slave.
6 You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear.

Special Terms of the Pact

A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact—what an Unchained Warlock must do to receive a patron's favor—are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but Unchained Warlocks take these dictates as seriously as they do the other requirements of their pacts.

Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn't imposed such a duty on you already, that's not to say it couldn't still happen.

d6 Term
1 When directed, you must take immediate action against a specific enemy of your patron.
2 Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants.
3 At least once a day, you must inscribe or carve your patron's name or symbol on the wall of a building.
4 You must occasionally conduct bizarre rituals to maintain your pact.
5 You can never wear the same outfit twice, since your patron finds such predictability to be boring.
6 When you use an eldritch invocation, you must speak your patron's name aloud or risk incurring its displeasure.

Binding Mark

Some patrons make a habit of, and often enjoy, marking the Unchained Warlocks under their sway in some fashion. A binding mark makes it clear—to those who know about such things—that the individual in question is bound to the patron's service. An Unchained Warlock might take advantage of such a mark, claiming it as proof of one's pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.

If your Unchained Warlock's pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?

d6 Mark
1 One of your eyes looks the same as one of your patron's eyes.
2 Each time you wake up, the small blemish on your face appears in a different place.
3 You display outward symptoms of a disease but suffer no ill effects from it.
4 Your tongue is an unnatural color.
5 You have a vestigial tail.
6 Your nose glows in the dark.
The Unchained Warlock
Level Proficiency Bonus Features Cantrips Known Prepared Spells Spell Slots Slot Level Invocations Known
1st +2 Eldritch Blast, Eldritch Invocations, Pact Magic, Unchained Warlock Subclass 2 3 2 1 2
2nd +2 Patron's Gift 2 4 2 1 3
3rd +2 Eldritch Scholar 2 5 3 2 3
4th +2 Ability Score Improvement 3 6 3 2 4
5th +3 Subclass Feature 3 7 4 3 4
6th +3 Magical Cunning 3 8 4 3 5
7th +3 - 3 9 5 4 5
8th +3 Ability Score Improvement 3 10 5 4 6
9th +4 Contact Patron 3 11 6 5 6
10th +4 Subclass Feature 4 12 6 5 7
11th +4 Mystic Arcanum (6th Level) 4 13 7 5 7
12th +4 Ability Score Improvement 4 14 7 5 8
13th +5 Mystic Arcanum (7th Level) 4 15 8 5 8
14th +5 - 4 16 8 5 9
15th +5 Mystic Arcanum (8th Level), Subclass Feature 4 17 8 5 9
16th +5 Ability Score Improvement 4 18 9 5 10
17th +6 Eldritch Gifts, Mystic Arcanum (9th Level) 4 19 9 5 10
18th +6 Patron's Favor 4 20 9 5 11
19th +6 Epic Boon 4 21 10 5 11
20th +6 Eldritch Master, Patron's Chosen 4 22 10 5 12
Multiclassing

Ability Score Minimum: Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: Light Armor

Creating an Unchained Warlock

As you make your Unchained Warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some Unchained Warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the Unchained Warlock can see. Other Unchained Warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Quick Build

You can make an Unchained Warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the friends and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

Class Features

  • Hit dice: 1d8 per Unchained Warlock level.
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Unchained Warlock level after 1st.

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: one of your choice.
Saving Throws: Intelligence, Charisma
Skills: Any three of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather armor, a Sickle, 2 Daggers, an Arcane Focus, a Book of occult lore, a Scholar's Pack, and 15 GP.
  • (b) 100 GP.

Eldritch Blast

At 1st level, you learn the Eldritch Blast (MCoC) Cantrip, and it does not count against your Cantrips Known.


Your Unchained Warlock Subclass will give you the ability to modify this Cantrip's' Damage Type when you deal damage with it.


At Unchained Warlock Level 5, any Unchained Warlock Cantrip you cast that rquires an Attack Roll with a Range of 10+ feet can be modified. When you cast such a Cantrip, you can either deal all of its Cantrip Upgrade damage to a single target, or reduce its Damage Dice (a D12 becomes a D10, a D10 becomes a D8, a D8 becomes a D6, and a D6 becomes a D4) and target a number of different creatures equal to the number of Damage Dice the Cantrip has, making a separate Attack Roll for each Target.

Eldritch Invocations

At 1st level, you have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "Eldritch Invocation Options" section below.

Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Unchained Warlock, you can select the invocation once you reach Unchained Warlock level 5.

Replacing and Gaining Invocations. Whenever you gain an Unchained Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.

When you gain certain Unchained Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Unchained Warlock Features table.

You can't pick the same invocation more than once unless its description says otherwise.

Eldritch Invocation Options

Eldritch Invocation options appear in alphabetical order.

Agonizing Cantrip

Prerequisites: Know an Unchained Warlock Cantrip That Deals Damage
You can add your Charisma modifier to the damage of any Unchained Warlock Cantrip you cast once.

Armor of Shadows

Prerequisites: Pact Magic Class Feature
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Ascendant Step

Prerequisites: Unchained Warlock Level 5
You can cast Levitate on yourself without expending a spell slot.

Devil's Sight

Prerequisites: N/A
You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself. If you have Darkvision from another source, you increase it by 60 feet instead, and it gains the ability to see in magical and non-magical Darkness.

Devouring Blade

Prerequisites: Unchained Warlock Level 12, Thirsting Blade
The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.

Eldritch Hand

Prerequisites: N/A
You have gained the ability to empower your body with your patron's magic. Your Unarmed Strikes now use a d6 for damage. This damage increases to a d8 at 5th level and a d10 at 10th level. If also have the Pact of the Blade Pact Boon feature, these Unarmed Strikes are treated as magical for piercing resistance and immunity and you may use Charisma instead of Strength for attack and damage rolls with your Unarmed Strikes. If you have the Thirsting Blade Eldritch Invocation, you can use it to make an extra attack with your Unarmed Strikes. You cannot benefit from this Invocation if you wear a shield or are wielding a weapon.

Eldritch Mind

Prerequisites: Pact Magic Class Feature
You have Advantage on Constitution saving throws that you make to maintain Concentration.

Eldritch Smite

Prerequisites: Unchained Warlock Level 5, Pact of the Blade
Once per Round, when you declare a Melee Weapon Attack with your Pact Weapon, you can use this feature (no action required). If you score a hit, you can deal an extra 1d8 Necrotic damage to the target. This damage increases at certain Unchained Warlock Levels as described on the table below. You may deal this damage a number of times equal to the amount listed on the table below, gaining more uses at certain Unchained Warlock Levels. You regain all expended uses of this Invocation when you finish a Long Rest. If you miss the Attack, you do not expend a use of this feature (but you can still only use this Feature Once per Round). This Feature cannot be used on the same Attack as a Martial Strike, Martial Maneuver, Weapon Mastery Property, the Power Attack Class Feature, the Unchained Rogue's Sneak Attack Feature, the Uncahined Ranger's Hunter's Mark Feature, or the Unchained Paladin's Divine Smite Feature. If you miss the Attack, you do not expend a use of this feature (but you can still only use this Feature Once per Round). If you have the Eldritch Hand Warlock Invocation, you can use this Invocation on your Unarmed Strikes.

Unchained Warlock Level Base Damage Dice Uses
5 1d8 3
9 1d10 4
13 1d12 5
17 2d8 6
Eldritch Spear

Prerequisites: Know an Unchained Warlock Cantrip That Deals Damage
Choose one of your known Unchained Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 10 times your Unchained Warlock level.

Fiendish Vigor

Prerequisites: Pact Magic Class Feature
You learn the Spell False Life, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. You can cast False Life on yourself once without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die. You regain the ability to cast False Life in this way again when you finish a Long Rest.

Gaze of Two Minds

Prerequisites: Unchained Warlock Level 5
You can use a Bonus Action to touch a willing creature 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 take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.


While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.

Gift of the Depths

Prerequisites: Unchained Warlock Level 5
You can breathe underwater, and you gain a Swim Speed equal to your Speed.

You learn the Spell Water Breathing, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast Water Breathing in this way again when you finish a Long Rest.

Gift of the Protectors

Prerequisites: Unchained Warlock Level 9, Pact of the Tome
A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).

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 a Magic action, you can erase a name on the page by touching it.

Investment of the Chain Master

Prerequisites: Unchained Warlock Level 5, Pact of the Chain
When you cast Find Familiar (MCoC), you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.

Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.

Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.

Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.

Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.

Lessons of the First Ones

Prerequisites: Pact Magic Class Feature
You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.


Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

Lifedrinker

Prerequisites: Unchained Warlock Level 9, Pact of the Blade
Once per round, when you hit a creature with your Pact Weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice when you score a hit) to the creature, and you can expend one of your Hit Dice to roll it and regain a number of Hit Points equal to the roll plus your Charisma modifier (minimum of 1 Hit Point).

Mask of Many Faces

Prerequisites: Unchained Warlock Level 2
You learn the Spell Disguise Self, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. You can cast Disguise Self without expending a spell slot.

Master of Myriad Forms

Prerequisites: Unchained Warlock Level 5
You learn the Spell Alter Self, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. You can cast Alter Self without expending a spell slot.

Misty Visions

Prerequisites: Pact Magic Class Feature
You learn the Spell Silent Image, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. You can cast Silent Image without expending a spell slot.

One With Shadows

Prerequisites: Unchained Warlock Level 3
You learn the Spell Invisibility, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. While you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.

Otherworldly Leap

Prerequisites: Pact Magic Class Feature
You learn the Spell Jump, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. You can cast Jump on yourself without expending a spell slot.

Pact of the Blade

Prerequisites: Pact Magic Class Feature
As a Bonus Action, you can conjure a pact weapon in your hand — a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Unchained Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Pact of the Chain

Prerequisites: Pact Magic Class Feature
You learn the Find Familiar (McoC) spell, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. You can cast Find Familiar (MCoC) as a Magic action without expending a spell slot.

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see the 2024 Player's Handbook and 2025 Monster Manual for these creatures' statblocks).

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

Pact of the Tome

Prerequisites: Pact Magic Class Feature
Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.

Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, they don't count against your total Unchained Warlock Spells prepared, and they function as Unchained Warlock spells for you.

Spellcasting Focus. You can use the book as a Spellcasting Focus.

Repelling Cantrip

Prerequisites: Pact Magic Class Feature, Know an Unchained Warlock Cantrip That Deals Damage via an Attack Roll
Choose one of your known Unchained Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.

Thirsting Blade

Prerequisites: Unchained Warlock Level 5, Pact of the Blade
You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. You can also replace one of these attacks with the casting of an Unchained Warlock Cantrip.

Visions of Distant Realms

Prerequisites: Unchained Warlock Level 7
You learn the Spell Arcane Eye, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. Yoy can cast Arcane Eye without expending a spell slot.

Whispers of the Grave

Prerequisites: Unchained Warlock Level 3
You learn the Spell Speak with Dead, always have it prepared, it does not count against the number of spells you have prepared, and it counts as an Unchained Warlock Spell for you. You can cast Speak with Dead without expending a spell slot.

Witch Sight

Prerequisites: Unchained Warlock Level 15
You have Truesight with a range of 30 feet.

Pact Magic

At 1st level, Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Unchained Warlock spells, which appear on page 33 of this document.


Cantrips. You know two Unchained Warlock cantrips of your choice. Fire Bolt and Prestidigitation are recommended. Whenever you gain an Unchained Warlock level, you can replace one of your cantrips from this feature with another Unchained Warlock cantrip of your choice.


When you reach Unchained Warlock levels 4 and 10, you learn another Unchained Warlock cantrip of your choice, as shown in the Cantrips column of the Unchained Warlock Features table.


Spell Slots. The Unchained Warlock Features table shows how many spell slots you have to cast your Unchained Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.


For example, when you're a level 5 Unchained Warlock, you have four level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you must cast it as a level 3 spell.


Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Unchained Warlock spells. Cause Fear (XGE), Charm Person, and Hex are recommended.


The number of spells on your list increases as you gain Unchained Warlock levels, as shown in the Prepared Spells column of the Unchained Warlock Features table. Whenever that number increases, choose additional Unchained Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Unchained Warlock spell, which can be of levels 1–3.


If another Unchained Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Unchained Warlock spells for you.

Changing Your Prepared Spells. Whenever you gain an Unchained Warlock level, you can replace one spell on your list with another Unchained Warlock spell of an eligible level.


Spellcasting Ability. Charisma is the spellcasting ability for your Unchained Warlock spells.


Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Unchained Warlock spells.

Unchained Warlock Subclass

At 1st level, you gain an Unchained Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Warlock level or lower.


Unchained Warlocks have Contracts with their Patrons. See page 33 of Unchained Rules for more information on forming your contract, and page 32 of that document for what could happen should you break the terms of your contract with your Patron.

Patron's Gift

At 2nd level, your patron gifts you with their power. Choose one Level 1 Unchained Warlock Spell granted by your Subclass. Once per Long Rest, you can cast that spell without expending a Spell Slot.


You choose an additional spell from the list granted by your Subclass at Unchained Warlock Levels 4 (Level 2), 6 (Level 3), 8 (Level 4), and 10 (Level 5).

Eldritch Scholar

at 3rd level, you add your Charisma Modifier (minimum +1) to all Intelligence (Arcana), Intelligence (History), and Wisdom (Nature) Skill Checks you make.

Ability Score Improvement

When you reach Unchained Warlock Level 4, and again at Unchained Warlock Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

Magical Cunning

At 6th level, you can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.

Contact Patron

At 9th level, you can communicate directly with your Patron; you always have the Contact Other Plane spell prepared, and it counts as an Unchained Warlock Spell for you. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.

Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

Mystic Arcanum (6th Level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose two 6th-level spells as this arcanum.


You can cast each of the Spells from your arcanum once without expending a spell slot, and you must finish a Long Rest before you can cast either in this way again.


Whenever you gain an Unchained Warlock level, you can replace one of your arcanum spells with another Unchained Warlock spell of the same level.

Mystic Arcanum (7th Level)

At 13th level, you learn and always have prepared two level 7 Unchained Warlock Spells of your choice.


You can cast each of the Spells from your arcanum once without expending a spell slot, and you must finish a Long Rest before you can cast either in this way again.


Whenever you gain an Unchained Warlock level, you can replace one of your arcanum spells with another Unchained Warlock spell of the same level.

Mystic Arcanum (8th Level)

At 15th level, you learn and always have prepared two level 8 Unchained Warlock Spells of your choice.


You can cast each of the Spells from your arcanum once without expending a spell slot, and you must finish a Long Rest before you can cast either in this way again.


Whenever you gain an Unchained Warlock level, you can replace one of your arcanum spells with another Unchained Warlock spell of the same level.

Eldritch Gifts

At 17th level, choose a single level 1 Unchained Warlock spell. You always have this spell Prepared, it does not count against the number of spells you have prepared, and you may cast the spell without expending a Spell Slot.


When you finish a Long Rest, you can change which Spell is affected by this feature. If you do, the previous spell loses the benefits of this Feature, including being prepared (though you can choose to prepare it normally instead, in which case it still loses the other benefits of this feature).

Mystic Arcanum (9th Level)

At 17th level, you learn and always have prepared one level 9 Unchained Warlock Spell of your choice.


You can cast this spell from your arcanum once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.


Whenever you gain an Unchained Warlock level, you can replace one of your arcanum spells with another Unchained Warlock spell of the same level.

Patron's Favor

At 18th level, you can now cast all of the Spells granted by your Unchained Warlock Subclass without expending a Spell Slot, but if you do, they are cast at their lowest level.

Epic Boon

At 19th Level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Eldritch Master

At 20th level, when you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.

Additionally, choose a level 3 Unchained Warlock spell other than one granted by an Eldritch Invocation or your Unchained Warlock Subclass. You can cast this Unchained Warlock spell without expending a Spell Slot. When you do so, it is cast as a level 3 Spell, and you can't cast it in this way again until you finish a short or long rest.

Patron's Chosen

At 20th level, you are your Patron's Chosen One. Your Charisma score increases by 4, to a maximum of 26.

Ancient Dragon

Your patron is a mighty Ancient Dragon, a dragon who has lived for hundreds of human lifetimes and amassed great wealth and power. Now, it shares some of its power with you. Ancient Dragons often forge pacts with lesser folk so that they have reliable servants. Chromatic dragons tend to forge these pacts so that they can have loyal servants to aid in expanding their hoard and slay any who come to do harm to the dragon, Metallic dragons tend to make pacts so that they have loyal defenders of themselves and their hoard as well as emissaries to nearby lands, and Gem dragons vary wildly but often use their Unchained Warlocks to broaden their knowledge of the multiverse without having to abandon their precious hoards.

Ancient Dragon Eldritch Magic

At 1st level, choose one of the following Dragon Colors on the table below. This is the type of Dragon your patron is, and also determines some Subclass Features, as well as allows you to change the Damage Type of your Eldritch Blast Unchained Warlock Cantrip to that Damage Type when it is cast as an Unchained Warlock Spell.

Dragon Color Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Crystal Radiant
Emerald Psychic
Gold Fire
Green Poison
Red Fire
Sapphire Thunder
Silver Cold
Topaz Necrotic
White Cold

Ancient Dragon Spell List

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Ancient Dragon Spells table, you thereafter always have the listed spells prepared.

Unchained Warlock Level Spells
1st Charm Person
3rd Dragon's Breath
5th Fear
7th Charm Monster
9th Summon Dragon


Additionally, depending on the Color of your Patron, you gain an additional Cantrip and Level 1+ Spells from the following tables.

Acid
Unchained Warlock Level Spells
1st Acid Splash, Tasha's Caustic Brew (TCE)
3rd Acidic Ray (MCoC)
5th Acid Sphere (MCoC)
7th Vitriolic Sphere
9th Cone of Acid (MCoC)
Cold
Unchained Warlock Level Spells
1st Frost Fingers (MCoC), Ray of Frost
3rd Rime's Binding Ice (FTD)
5th Ice Ball (MCoC)
7th Fire Shield (Chill Only)
9th Cone of Cold
Fire
Unchained Warlock Level Spells
1st Fire Bolt, Burning Hands
3rd Aganazzar's Scorcher (XGE)
5th Fireball (MCoC)
7th Fire Shield (Warm Only)
9th Immolation (XGE)
Lightning
Unchained Warlock Level Spells
1st Shocking Grasp, Shower of Sparks (MCoC)
3rd Witch Bolt
5th Lightning Bolt
7th Storm Shield (MCoC)
9th Cone of Sparks (MCoC)
Necrotic
Unchained Warlock Level Spells
1st Darkness Wave (MCoC), Toll The Dead
3rd Shadowy Surge (SCoC)
5th Void Sphere (MCoC)
7th Blight
9th Enervation (XGE)
Poison
Unchained Warlock Level Spells
1st Poison Spray, Ray of Sickness
3rd Toxic Ray (MCoC)
5th Toxic Sphere (MCoC)
7th Toxic Shield (MCoC)
9th Cloudkill
Psychic
Unchained Warlock Level Spells
1st Psychic Wave (MCoC), Vicious Mockery
3rd Telekinetic Surge (MCoC)
5th Antagonize (BMT)
7th Raulothim's Psychic Lance (XUA25PU)
9th Yolande's Regal Presence
Radiant
Unchained Warlock Level Spells
1st Shining Wave (MCoC), Starry Wisp
3rd Moonbeam
5th Shining Explosion (MCoC)
7th Sickening Radiance
9th Dawn
Thunder
Unchained Warlock Level Spells
1st Thunderwave, Tyrant's Tail (SCoC)
3rd Shatter
5th Sonic Explosion (MCoC)
7th Sickening Radiance
9th Dawn

Dragon's Blessing

At 1st level, if you cast a Spell from the Ancient Dragon Spell List or a Spell chosen with your Mystic Arcanum Unchained Warlock Feature as an Unchained Warlock Spell that deals damage, you can change its damage type to that of your Patron's Eldritch Magic Damage Type (no action required). If it deals multiple Types of Damage, you choose one Damage Type to change.

Additionally, when you cast a spell whose original Damage Type is that of your Patron's Eldritch Magic Type, you add your Charisma Modifier to the damage you deal once.

Dragon's Influence

At 1st level, your body is altered by your Patron's influence. Your base Armor Class is 10 plus your Charisma and Constitution Modifiers when not wearing armor. You can wear a shield and still gain this benefit. When you reach 10th level in the Unchained Warlock class, your base Armor Class increases by 1 when using this feature.

Dragon's Transmutation

At 5th level, your body is further twisted by your patron's influence to become more like them. You gain resistance against your Patron's Eldritch Magic Damage Type.

Additionally, you grow a pair of draconic wings that grant you a fly speed equal to your speed. You can retract or extend these wings as a Bonus Action.

Dragon's Fury

At 10th level, if a creature succeeds on a Saving Throw against an Unchained Warlock Spell you cast that deals your Patron's Eldritch Magic Damage Type, you can force that creature to re-roll its saving throw once and use the new result.

You must finish a Short or Long Rest to use this feature again.

Draconic Echo

At 15th level, your patron's influence has given you the ability to take on a form that echoes their own. As a Bonus Action, you can transform yourself into a Draconic Echo. You remain in this form for 10 minutes, until you are reduced to 0 hit points, or you revert to your normal form as a Bonus Action.

  • You become Huge in size.
  • Your Creature Type becomes Dragon instead of its normal type.
  • Your Resistance to your Patron's Eldritch Damage Type becomes Immunity.
  • Your Speed becomes 40 feet if it isn't already, and you gaim a Climb and Fly Speed equal to your Speed.
  • You gain 30 feet of blindsight and 60 feet of darkvision.
  • You can make a special Unarmed Attack called a Rend Attack. It has a range of 10 feet, deals 2d6 Slashing Damage and 1d6 of your Patron's Eldritch Magic Type and uses your Charisma Modifier for its attack and damage rolls.
  • When you take the Attack Action, you can make three Rend Attacks. You can replace one of these Rend Attacks with a casting of an Unchained Warlock Cantrip with a casting time of an Action.
  • You can replace one of your Attack with a Breath Weapon use. This Breath Weapon strikes all creatures in a 60-foot cone, who must make a Dexterity Saving Throw against your Unchained Warlock Spell Save DC. On a failure, a creature takes 12d6 damage of your Patron's Eldritch Damage Type. On a success, a creature takes half damage. You may only use this Breath Weapon once per use of this transformation.


You must finish a Long Rest to use this feature again unless you expend one use of your Mystic Arcanum Spell Uses to use it again.

Archfey Patron

Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.

Archfey Eldritch Magic

At 1st level, you can cause Eldritch Blast to deal Psychic Damage instead of Necrotic Damage.

Archfey Spell List

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Calm Emotions, Dancing Lights, Sleep
3rd Misty Step, Phantasmal Force
5th Blink, Enemies Abound (XUA25PU)
7th Confusion, Dominate Beast
9th Commune with Nature, Dominate Person

Beguiling Defenses

At 1st level, your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.


In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Steps of the Fey

At 5th level, your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.


In addition, whenever you cast that spell, you can choose one of the following additional effects.


Refreshing Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.


Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

Misty Escape

At 10th level, you can cast Misty Step as a Reaction in response to taking damage.


In addition, the following effects are now among your Steps of the Fey options.


Disappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.


Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.

Bewitching Magic

At 15th level, your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.

Celestial Patron

Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.

Celestial Eldritch Magic

At 1st level, you can cause Eldritch Blast to deal Radiant Damage instead of Necrotic Damage.

Expanded Spell List

At 1st level, the magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Healing Word, Sacred Flame, Shining Wave (MCoC)
3rd Lesser Restoration, Shining Ray (MCoC)
5th Daylight, Revivify
7th Fount of Moonlight, Sickening Radience (XGE)
9th Dawn (XGE), Greater Restoration

Healing Light

At 1st level, You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Unchained Warlock level.


As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll's total. Your pool regains all expended dice when you finish a Long Rest.

Radiant Soul

At 5th level, Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.

Celestial Resistance

At 10th level, You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Unchained Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Unchained Warlock level plus your Charisma modifier.

Searing Vengance

At 15th level, When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.

Once you use this feature, you can't use it again until you finish a Long Rest.

Fathomless

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

Fathomless Eldritch Magic

At 1st level, you can cause Eldritch Blast to deal Cold Damage instead of Necrotic Damage.

Fathomless Spell List

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Fathomless Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Create or Destroy Water, Thunderwave, Water Whip (SCoC)
3rd Arms of Hadar, Watery Surge (SCoC)
5th Tidal Wave (XGE), Wall of Water (XGE)
7th Control Water, Watery Sphere (XGE)
9th Cone of Cold, Maelstrom (XGE)

Gift of the Sea

At 1st level, you gain a swim speed equal to your speed, and you can breathe underwater.

Tentacle of the Deep

At 1st level, you gain a special Melee Spell Attack in the form of a magical tentacle that erups from a portal in the air on the space you are in. It has a reach of 10 feet, uses your Charisma Modifier for its Attack Rolls, and deals 1d10 plus your Charism Modifier on a hit. On a hit with this weapon, the target must make a Strength Saving Throw against your Unchained Warlock Spell Save DC or be restrained. A creature Restrained in this way can attempt a Strength Saving Throw at the end of each of its Turns, breaking free on a success.


At Unchained Warlock Level 10, the Reach of this feature becomes 15 feet. Additionally, when you cast an Unchained Warlock Spell with a Casting Time of 1 Action, you can make one attack with the tentacle against a creature within 15 feet of you. You can make this Bonus Action Attack a number of times equal to your Charisma Modifier (minimum once), and 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 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.

Guardian Coil

At 5th level, your Tentacle of the Deep can defend you and others, interposing itself between them and harm. 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 1d8 plus your Charisma Modifier.


When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacles

At 10th level, you learn the spell Evard's black tentacles. It counts as an Unchained Warlock spell for you, it is always prepared for you, and it doesn't count against the number of spells you have prepared. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.


Whenever you cast this spell, your patron's magic bolsters you, granting you 1d8 plus your Charisma Moddifier temporary hit points. Additionally, taking damage cannot break your concentration on this spell.

Fathomless Plunge

At 15th 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.

Fiend Patron

Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.

Fiend Eldritch Magic

At 1st level, you can cause Eldritch Blast to deal Fire Damage instead of Necrotic Damage.

Fiend Spell List

At 1st level, the magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Burning Hands, Fire Knife (MCoC)
3rd Aganazzar's Scorcher (XGE), Scorching Ray
5th Ashardalon's Stride (FTD), Fireball (MCoC)
7th Fire Shield (Warm Only), Wall of Fire
9th Cone of Flames (MCoC), Immolation (XGE)

Dark One's Blessing

At 1st level, when you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to 1d8 plus your Charisma Modifier (Minimum 1). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

Dark One's Own Luck

At 5th level, You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.


You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Fiendish Resilience

At 10th level, choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Hurl Through Hell

At 15th level, once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.


Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Genie

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

Genie Eldritch Magic

At 1st level, you choose a Genite Kind from the table below. You can cause Eldritch Blast to deal the Damage Type associated with that Kind instead of Necrotic Damage.

Kind Element Eldritch Magic
Dao Earth Bludgeoning
Djinni Air Thunder
Efreeti Fire Fire
Marid Water Cold

Genie Spell List

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Genie Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Burning Hands, Elementalism, Fog Cloud
3rd Blur, Phantasmal Force
5th Create Food and Water, Wind Wall
7th Fabricate, Mordenkainen's Private Sanctum
9th Creation, Seeming


Additionally, when you reach Unchained Warlock Level 17, you learn the Wish Spell. You treat it as part of your Mystic Arcanum (9th Level) Feature, but it is gained in addition to the spell you gain with that Feature.

Genie's Vessel

At 1st level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your Unchained Warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

d6 Vessel
1 Oil Lamp
2 Urn
3 Ring with a compartment
4 Stoppered Bottle
5 Hollow statuette
6 Ornate lantern


While you are touching the vessel, you can use it in the following ways:


Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.


Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).


The vessel's AC equals your spell save DC. Its hit points equal your Unchained Warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.


If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Elemental Gift

At 5th 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), or cold (marid).


In addition, as a bonus action, you can give yourself a fly speed equal to your speed that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your Charisma Modifier (minimum once), and you regain all expended uses when you finish a Short or long rest.

Sanctuary Vessel

At 10th level, you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.


As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.


In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Limited Wish

At 15th 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 a long rest.

Great Old One Patron

When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.

Great Old One Eldritch Magic

At 1st level, you can cause Eldritch Blast to deal Psychic Damage instead of Necrotic Damage.

Great Old One Spell List

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Psychic Wave (MCoC), Tasha's Hideous Laughter
3rd Detect Thoughts, Telekinetic Surge (MCoC)
5th Antagonize (BMT), Psychic Explosion (MCoC)
7th Confusion, Raulothim's Psychic Lance (XUA25PU)
9th Synaptic Static, Telekinesis

Awakened Mind

At 1st level, you can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate 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). To understand each other, you each must mentally use a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Unchained Warlock level. It ends early if you use this feature to connect with a different creature.

Psychic Spells

At 1st level, When you cast an Unchained Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast an Unchained Warlock spell that is from the Enchantment or Illusion schools, you can do so without Verbal or Somatic components.

Thought Shield

At 5th 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 take.

Clairvoyant Combatant

At 10th level, When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.


Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Greater Telekinesis

At 15th level, when you cast Telekinesis, you can modify it so that it doesn't require Concentration. If you do so, the spell does not require Verbal or Somatic Components, its range increases to 90 feet, and it lasts for 1 minute.

Greedallion

You have made a pact with a Greedallion, creatures made through forbidden alchemical rituals and made up of steel coins known as medallions as well as crystal and gold coins known as Core Medallions. The latter grant great power to those who posses them, and in pursuit of their desires your patron has gifted you with the ability to make use of them to further their goals. Greedallion resemble a chimera of animals in humanoid form, but all of their animals follow a general type of creature; perhaps your patron is one whose Core Medallions are themed around various subspecies of bird, or maybe they're based on insects or aquatic life.

Greedallion Eldritch Magic

At 1st level, choose one of the following Greedallion Forms on the table below. This is the type of animal your patron's appearance is based on, and also determines the Damage Type you can change your Eldritch Blast cantrip to when you cast it as well as granting you an additional Cantrip.

Greedallion Form Eldritch Magic Cantrip
Birds Fire Fire Bolt
Aquatic Creatures Thunder Thunderclap
Insects Lightning Shocking Grasp
Savannah Felines Radiant Word of Radiance
Large Mammals Force Sword Burst (TCE)
Dinosaurs Cold Frostbite (XGE)

Greedallion Spell List

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Greedallion Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Disguise Self
3rd Alter Self
5th Gaseous Form
7th Polymorph
9th Steel Wind Strike


Additionally, you gain an extra Spells depending on your Patron's Greedallion Form from the list below at certain Unchained Warlock levels. If you have the Head Medal associated with that Greedallion Form (as described later in this document), you can cast a Spell from that table once without expending a Spell Slot and regain the ability to do so when you finish a Long Rest.

Greedallion Patron Spell Table
Level Bird Aquatic Insect Feline Mammal Dinosaur
1st Burning Hands Thunderwave Shower of Sparks (MCoC) Shining Wave (MCoC) Magnify Gravity (EGW) Frost Fingers (MCoC)
3rd Aganazzar's Scorcher (XGE) Shatter Sparking Blade (MCoC) Shining Ray (MCoC) Kinetic Jaunt (SCC) Rime's Binding Ice (FTD)
5th Fireball (MCoC) Thunder Step (XGE) Lightning Bolt Daylight Pulse Wave (EGW) Ice Ball (MCoC)
7th Fire Shield (must be warm) Thunder Shield (MCoC) Storm Sphere (XGE) Sickening Radiance (XGE) Gravity Sinkhole (EGW) Ice Storm
9th Cone of Flames (MCoC) Jallarzi's Storm of Radiance Cone of Sparks (MCoC) Destructive Wave (must be Radiant) Bigby's Hand Cone of Cold

Greedallion Armaments

At 1st level, you gain proficiency with Longswords and Battleaxes, and you can use a Longsword or Battleaxe you are wielding as a Spellcasting Focus for your Unchained Warlock Spells.

Greedallion Buckler

At 1st level, you gain a +1 to Armor Class while wearing Light Armor or benefiting from the Armor of Shadows Eldritch Invocation. This bonus increases to +2 at Unchained Warlock Level 15.

Greedallion Cores

At 1st level, you gain a special belt buckle called a Greedallion Core Scanner with three slots to hold Greedallion Cores and Greedallion Cores from list in Greedallion Cores section below. Cores are Tiny objects shaped like coins made of glass with gold around the edge.

Core Types. Cores have three Slot Types: Head, Torso, and Leg. You can only benefit from three Cores at a time, one of each Slot Type. You must choose at least one Head, one Torso, and one Leg Core when you gain this feature.

Gaining Cores. You gain four Cores at Unchained Warlock Level 1, two of which must be of your Patron's Greedallion Form, and the Head Core you choose must be one from your Patron's Greedallion Form. You gain an additional four cores at Unchained Warlock Levels 5, 10, and 15.

Preparing Cores. When you gain this feature and again when you finish a Short or Long Rest, choose three Cores you have in your possession; a Head, a Torso, and a Leg. You gain the benefits of those Cores.

Changing Cores. You can change one Core for another of its slot as a Bonus Action.

Core Combos. If you have three Cores of the same Greedallion Type, you create a Core Combo. This confers the benefits listed for each in the Core Combos section below. Once you equip a Core Combo, it lasts for 1 minute or until you are reduced to 0 hit points, at which point all three cores eject themselves. Once you use a Core Combo, you cannot use it again until you finish a Long Rest. If you try to do so, you instantly gain 1 level of exhaustion and do not gain the benefits of that Combo.

Restoring Cores. If a Core is somehow destroyed, you cannot use it until it has been restored. You can estore it at the end of your next Long Rest provided you perform a 1-hour long ritual to do so during the Long Rest.

Core Saving Throws. If a Core's feature would cause a creature to make a Saving Throw, it is made against your Unchained Warlock Spell Save DC.

Greedallion Charge

At 5th level, when you deal damage with a Longsword or Battleaxe, you can deal 1d6 damage of your Patron's Eldritch Magic Damage Type. You can deal this extra damage Once per Round. This increases to 1d8 at Unchained Warlock Level 15. If you have the benefits of the Eldritch Hand Eldritch Invocation, your Unarmed Strikes also benefit from this Feature.

Core Recovery

At 10th level, you may drain the power from a Core to restore one Pact Magic Spell slot as a Bonus Action. While drained, a Core does not grant its benefits.

You can only use this feature once per Long Rest, and any drained Cores are restored at the end of a Long Rest.

Greedallion's Favor

At 15th level, your Patron briefly appears to aid you in battle. You gain access to the following options, which can be taken as a Reaction.

Patron's Guard. When you would be hit with an Attack, you can use a reaction to reduce the damage by 1d8 plus your Unchained Warlock Level.

Patron's Grace. When you would fail a Saving Throw against a Spell that inlifcts the Charmed condition on you or that deals the Damage of your Patron's Eldritch Magic Damage Type, you can re-roll that save once and must use the new result.

Patron Strike. When you miss with a Melee Weapon Attack using a Longsword or Battleaxe, you can use a reaction to force the target of the attack to take 1d8 damage of your Patron's Eldritch Magic Damage Type. If you have the benefits of the Eldritch Hand Eldritch Invocation, your Unarmed Strikes also benefit from this Feature.

Patron's Will. When a creature succeeds on a Saving Throw against an Unchained Warlock Spell you cast that deals damage of your Patron's Eldritch Magic Damage Type, you can use a reaction to force the creature to re-roll that save once, and it must use the new result.

You can use this Feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses when you finish a Long Rest. You can also expend one of your Mystic Arcanum uses to use this feature again if you have no uses remaining.

Greedallion Cores

Bird Cores

Hawk Head

You have a fly speed equal to your speed as long as you aren't wearing Medium or Heavy armor or wearing a shield.

Peacock Body

You gain resistance to Fire damage.

Condor Legs

You cannot be knocked prone.

Aquatic Cores

Killer Whale Head

You can breathe underwater, and have 60 feet of darkvision while underwater.

Eel Arms

You have Resistance to Thunder Damage and your Unarmed Strikes have a Reach of 10 feet.

Ocotopus Legs

You have a swim speed equal to your speed.

Insect Cores

Stag Beetle Head

You have resistance to Lightning damage.

Mantis Body

You have +1 to attack and damage rolls with Longswords and Battleaxes.

Grasshopper Legs

Your jumping height is tripled, and you do not take falling damage as long as you are not unconscious or incapacitated.

Savannah Feline Cores

Lion Head

You can use a Bonus Action to emit bright light in a 15-foot emanation centered on you. You can douse this light as a Bonus Action.

Tiger Body

You have resistance to Radiant damage. If you have the benefits of the Eldritch Hand Eldritch Invocation, your Unarmed Strikes can deal Slashing Damage instead of Bludgeoning Damage.

Cheetah Legs

You gain 10 feet of speed and can take the Dash action as a bonus action.

Large Mammal Cores

Rhinoceros Head

You have resistance to Bludgeoning damage.

Gorilla Body

You add your Charisma Modifier (minimum +1) to Strength Checks and Saving Throws.

Elephant Legs

You ignore difficult terrain.

Dinosaur Cores

Pteranodon Head

You have a fly speed equal to your speed as long as you aren't wearing Medium or Heavy Armor or wearing a shield.

Triceratops Body

You have resistance to Cold Damage.

Tyrannosaurus Legs

You are immune to the Restrained Condition. If you have the benefits of the Eldritch Hand Eldritch Invocation, your Unarmed Strikes gain 5 additional feet of reach and deal Cold Damage instead of their normal Damage Type.

Core Combos

Bird Combo

You gain the following benefits if you equip the Hawk Head, Peacock Body, and Condor Legs.

  • You gain Immunity to Fire Damage
  • You 120 feet of darkvision and can see normally out to 1 mile.
  • You have Advantage on Wisdom Saving Throws.

Aquatic Combo

You gain the following benefits if you equip the Killer Whale Head, Eel Body, and Octopus Legs.

  • You gain Immunity to Thunder Damage.
  • You gain 30 feet of blindsight. This is doubled to 60 feet while in total darkness.
  • You have Advantage on Charisma Saving Throws.

Insect Combo

You gain the following benefits if you equip the Stag Beetle Head, Praying Mantis Body, and Grasshopper Legs.

  • You gain Immunity to Lightning Damage.
  • You can cast the Mirror Image Spell without expending a Spell Slot. You can do so once per use of this Combo.
  • You have Advantage on Intelligence Saving Throws.

Savannah Feline Combo

You gain the following benefits if you equip the Lion Head, Tiger Body, and Cheetah Legs.

  • You gain Immunity to Radiant Damage.
  • You cannot be targeted by opportunity attacks.
  • You have Advantage on Dexterity Saving Throws.

Large Mammal Combo

You gain the following benefits if you equip the Rhinoceros Head, Gorilla Body, and Elephant Legs.

  • You gain Immunity to Bludgeoning Damage.
  • You can cast the Shatter Spell without expending a Spell Slot. You can do so once per use of this Combo.
  • You have Advantage on Strength Saving Throws.

Dinosaur Combo

You gain the following benefits if you equip the Pteranodon Head, Triceratops Body, and Tyrannosaurus Legs.

  • You gain Immunity to Cold Damage.
  • You can cast the Frost Fingers (MCoC) Spell without expending a Spell Slot. You can do so once per use of this Combo.
  • You have Advantage on Constitution Saving Throws.

Hexblade Patron

You’ve made a pact with a sentient magic weapon and the cursed forces contained within its blade. Such a weapon could be the sword sheathed at an Unchained Warlock’s side, or it could be an infamous magic weapon stored elsewhere, projecting its power across the multiverse to further its cunning plans. To those who are willing to follow this weapon’s whims, these inscrutable patrons offer the power to bestow malignant curses, deliver punishing blows, and bolster the wielder.

Hexblade Eldritch Magic

At 1st level, you can cause Eldritch Blast to deal Thunder Damage instead of Necrotic Damage.

Hexblade Spells

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Hexblade Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Booming Blade (TCE), Hex, Shield (MCoC)
3rd Arcane Vigor, Wrathful Smite
5th Bestow Curse, Blinding Smite
7th Freedom of Movement, Staggering Smite
9th Banishing Smite, Steel Wind Strike

Hexblade's Armament

At 1st level, you gain Proficiency with all Martial Melee Weapons that lack the Heavy, Two-Handed, and Special properties as well as Medium Armor. If you have the benefits of the Eldritch Hand Eldritch Invocation, your Unarmed Strikes are affected by any Hexblade feature that affects Melee Weapon Attacks.

Hexblade's Curse

At 1st level, your patron grants you the power to curse and hinder your foes. As a Bonus Action, choose one creature you can see within 30 feet of yourself. The target is cursed for 1 minute, during which you gain the benefits below. The curse ends early if you use this feature again, if you dismiss it (no action required), or die.


You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. When you cast a spell using a spell slot that curses a target, you can use your Hexblade's Curse as a part of casting that spell instead of taking a Bonus Action. When you do so, the target of the spell is the target of your Hexblade's Curse, and your Hexblade's Curse's duration is either 1 minute or the spell's duration, whichever is longer.


If you cast a second spell that curses a target on the same target as your Hexblade's Curse (for example, Hex and Bestow Curse), the effects of the first spell applied to the target immediately end, replaced by the second.


Hungering Hex. When you reduce the Hit Points of the target cursed by your Hexblade's Curse to 0 with a Melee Weapon Attack, you regain Hit Points equal to 1d8 plus your Charisma Modifier and Half of your Warlock Level (round up). If instead the target cursed by your Hexblade's Curse is reduced to 0 Hit Points when within 10 feet of you or by any means other than damage from your Melee Weapon Attack, you regain Hit Points equal to 1d8 plus your Charisma modifier instead.


At Unchained Warlock Level 15, you regain Hit Points equal to 1d8 plus your Charisma Modifier if the target cursed by your Hexblade's Curse is reduced to 0 Hit Points by any means other than damage from your Melee Weapon Attack within 30 feet of you instead of 10 feet.


Accursed Shield. You gain a +2 bonus to AC while you are within 10 feet of the target cursed by your Hexblade's Curse as long as you are not wearing Heavy Armor or a Shield.

Unyielding Will

At 1st level, when you succeed on a saving throw to maintain Concentration, each creature of your choice in a 10-foot Emanation originating from you takes 2d6 Necrotic damage. Once you use this benefit, you can't do so again until the start of your next turn.


In addition, when you fail a saving throw to maintain Concentration, you can choose to succeed instead, and you gain a number of Temporary Hit Points equal to 1d10 plus your Unchained Warlock level. Once you use this feature, you can't do so again until you finish a Long Rest.

Malign Brutality

At 5th level, Your patron's might furthers your bloodthirst, granting you the following benefits.


Harrowing Hex. After you cast a level 1+ Unchained Warlock spell that has a casting time of an action, you can make one attack with a Melee Weapon as a Bonus Action. You may make an Attack in this way a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses when you finish a Long Rest.


Hindering Curse. When you hit the target cursed by your Hexblade's Curse with an attack roll using a Melee Weapon, the target has Disadvantage on the next saving throw it makes against a Spell before the end of your next turn.


Inescapable Hex. When the target of your Hexblade's Curse ends its turn 30 feet or further from you, you can use a Reaction to move up to your Speed straight toward the target.

Armor of Hexes

At 10th level, when you take damage from the target cursed by your Hexblade's Curse Subclass Feature, you can take a Reaction to reduce the damage you take by an amount equal to 1d8 plus your Charisma Modifier plus half of your Unchained Warlock Level (rounded down). If this reduces the damage you take to 0, the target of your Hex immediately takes 1d8 plus your Charisma Modifier in Necrotic Damage.

Masterful Hex

At 15th level, your patron’s accursed might flows even more strongly through you, granting the following benefits.


Accursed Critical. Any attack roll you make against the target cursed by your Hex with a Melee Weapon scores a Critical Hit on a roll of a 18, 19, or 20 on the d20.


Explosive Hex. When you deal damage to the target cursed by your Hexblade's Curse, you can cause your curse to explode with sinister energy. The target and each creature of your choice in a 30-foot Emanation originating from the target take 3d6 Necrotic, Psychic, or Radiant damage (your choice), and their Speed is reduced by 10 feet until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Long Rest unless you expend a Pact Magic slot (no action required) to restore your use of it.


Hex Restoration. You regain one expended use of Hexblade's Curse when you finish a Short Rest or use your Magical Cunning feature.

Observer

Your patron is some great, extraplanar intelligence that craves knowledge of all of reality. It might be a being of pure magic, a great scholar who has transcended the physical planes, or simply an unkowable being that seeks to hoard knowledge. Regardless, your Patron uses you to gain new knowledge for its repository, and in turn shares some of its knowledge with you. Warlocks who have an Observer Patron are uniquely scholarly in their pursuits, making them uniquely suited to using their sharp minds rather than force of personality for their Pact Magic.

Observer Eldrtich Magic

At 1st level, your Eldritch Blast Cantrip can deal Psychic Damage instead of Necrotic Damage.

Observer Spells

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Observer Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Comprehend Languages, Identify
3rd Borrowed Knowledge (SCC), Mind Spike
5th Intellect Fortress (XUA25PU), Tongues
7th Arcane Eye, Confusion
9th Legend Lore, Scrying

Observer's Knowledge

At 1st level, you gain Proficiency with two skills of your choice.


Additionally, you gain Expertise in one Skill of your choice, and in another Skill of your choice at Warlock Level 10.

Observer's Mind

At 1st level, you can replace any Warlock Feature that uses Charisma with Intelligence instead, including your Pact Magic Spellcasting Ability, with the exception of the Eldritch Scholar Warlock Class Feature which still uses Charisma.

Observer's Wisdom

At 5th level, you gain proficiency in Wisdom Saving Throws. If you already have Proficency in Wisdom saving throws, choose one other type of Saving Throw that you lack proficiency in; gain proficiency in that Saving Throw instead.

Observer's Guidance

At 10th level, when you make a Skill Check with which you are Proficient or have Expertise in, you can roll 1d4 and add the amount rolled to the result of the Skill Check (no action required).


You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Observer's Acana

At 15th level, you gain Befuddlement as an 8th Level Mystic Arcanum, and it does not count against your total Mystic Arcanums known.


At Warlock Level 17, you gain Foresight as a 9th Level Mystic Arcanum, and it does not count against your toal Mystic Arcanums known.

Observer's Genius

At 15th level, when you attempt a Skill Check that uses Intelligence, you can choose to succeed instead (no action required).


Once you use this feature, you must finish a Short or Long Rest to do so again.

Raven Queen

Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal Unchained Warlocks to serve her will. Unchained Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.

Raven Queen Eldritch Magic

At 1st level, your Eldritch Blast Cantrip ignores resistance when it deals Necrotic Damage.

Raven Queen Spells

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Raven Queen Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Inflict Wounds, Sleep, Toll the Dead
3rd Darkness, Shadowy Surge (SCoC)
5th Bestow Curse, Void Sphere (MCoC)
7th Blight, Locate Creature
9th Destructive Wave (must be Necrotic), Dispel Evil and Good

Sentinel Raven

At 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven (from the 2025 Monster Manual), and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.

You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

At the end of a short or long rest, you can call the raven back to you — no matter where it is or whether it died — and it reappears within 5 feet of you.

Raven's Shield

At 5th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Soul of the Raven

At 10th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As a bonus action, you and the raven return to normal.

Queen's Right Hand

At 15th level, you can channel the Raven Queen's power to slay a creature. You can cast finger of death as an Unchained Warlock Spell.

After you cast the spell with this feature, you can't do so again until you finish a long rest.

Seeker

Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron's gifts, you wander the world seeking lore that you can share with the Seeker.

Seeker Eldritch Magic

At 1st level, and again when you finish a Long Rest, you can change your Eldritch Blast's Damage Type to Necrotic or any Damage Type other than Force, Bludgeoning, Piercing, or Slashing.

Seeker Spells

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Seeker Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Detect Magic, Feather Fall, Starry Wisp
3rd Locate Object, See Invisibility
5th Clairvoyance, Sending
7th Dimension Door, Locate Creature
9th Legend Lore, Planar Binding

Shielding Aurora

At 1st level, you can invoke the Seeker's power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to 2d8 + your Charisma modifier.

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

Astral Refuge

At 5th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.

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

Far Wanderer

At 10th level, you no longer need to breathe, and you gain resistance to Poison damage and advantage on saving throws made against the poisoned condition.

Astral Sequestration

At 15th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.

During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.

Once you use this ability, you cannot use it again until you complete a long rest.

Sorcerer-King Patron

Your pact draws from the power of a monstrous, tyrannical force akin to a demigod or an overwhelmingly powerful magic-user. Through your pact, you herald this tyrant's interests in the world, channeling their influence and mind-bending, psionic power.

Sorcerer-King's Eldritch Magic

At 1st level, your Eldritch Blast can deal Poison Damage instead of Necrotic Damage.

Sorcerer-King Spells

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st Cause Fear (XGE), Command, Mind Sliver
3rd Hold Person, Mind Spike
5th Fear, Sending
7th Charm Monster, Compulsion
9th Dominate Person, Synaptic Static

Tyrant's Herald

At 1st level, you gain the following benefits.


Intimidating Presence. You gain proficiency in the Intimidation Skill if you don't already have it. You also gain Expertise in the Intimidation Skill. If you already have Proficiency and Expertise in the Intimidation Skill, choose one other Skill you have Proficiency in to gain Expertise in.


Voice of Tyranny. You can cast Command as a Bonus Action without expending a spell slot. You can do so a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decisive Edict

At 5th level, Your patron's power surges through you, allowing you to rally your allies and subjugate your enemies. When you cast a spell using a Pact Magic spell slot, you can cause profane power to erupt in a 30-foot Emanation originating from you. For each creature you can see in the Emanation, choose one of the following effects.


Marshal. The creature has Advantage on attack rolls until the end of its next turn


Oppress. The creature must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition until the end of its next turn.


Once you use this feature, you can't do so again until you finish a Short or Long Rest. You also regain use of this feature when you use Magical Cunning.

Vindictive Rebuke

At 10th level, you learn to rebuff those who challenge you or the might of your patron. When an enemy hits you with an attack roll, you can take a Reaction to force the enemy to reroll the d20, and the enemy must use the new roll. If this Reaction turns the attack roll into a miss, the triggering creature takes Psychic damage equal to your Warlock level.


You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Absolute Tyranny

At 15th level, You wield your patron's tyrannical might with absolute conviction. Whenever you cast Command, you can target one additional creature within the spell's range. Additionally, a creature Frightened by you automatically fails its saving throw against any Command you cast.

Undead Patron

You’ve made a pact with a creature that defies the cycle of life and death: a powerful lich, vampire, or other entity of undeath. Having once been mortal themselves, these ancient patrons know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Undead Eldritch Magic

At 1st level, when your Eldritch Blast deals Necrotic Damage, it ignores Resistance to Necrotic Damage.

Undead Spells

At 1st level, The magic of your patron ensures you always have certain spells ready; when you reach an Unchained Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.

Level Spells
1st False Life, Ray of Sickness, Toll the Dead
3rd Blindness/Deafness, Ray of Enfeeblement
5th Speak with Dead, Void Sphere (MCoC)
7th Blight, Death Ward
9th Antilife Shell, Cloudkill

Form of Dread

At 1st level, as a Bonus Action, you transform into an avatar of your patron’s dreadful power, gaining the benefits below for 1 minute, until you have the Incapacitated condition, or until you end the form (no action required). You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

Facsimile of Life. You gain Temporary Hit Points equal to 1d8 plus your Unchained Warlock level.

Frightful Avatar. You have Immunity to the Frightened condition. Additionally, once per turn, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Frightened condition until the end of your next turn.

Grave Touched

At 5th level, your patron’s powers have a profound effect on your body and magic, granting you the following benefits.

Arcane Necrosis. Whenever you cast a spell or hit a creature with an attack roll and deal Necrotic damage, the damage dealt ignores Resistance to Necrotic damage. Additionally, once per turn when you cast a spell that deals damage while using your Form of Dread, you can change that spell’s damage type to Necrotic. At 14th level, the damage ignores Immunity as well.

Undead Endurance. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation. In addition, you don’t need to sleep, and magic can’t put you to sleep.

Necrotic Husk

At 10th level, your connection to undeath now saturates your body. You gain the following benefits.

Necrotic Resilience. You have Resistance to Necrotic damage. While using your Form of Dread, you have Immunity to Necrotic damage.

Unholy Resuscitation. If you drop to 0 Hit Points and don’t die outright, you can cause your body to erupt with deathly energy. Each creature of your choice in a 30-foot Emanation originating from you makes a Constitution saving throw against your spell save DC, taking Necrotic damage equal to 2d8 plus your Unchained Warlock level on a failure or half as much damage on a success. Your Hit Points then change to 8 times your Charisma modifier (minimum of 8 Hit Points), and you gain 1 Exhaustion level. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

Superior Dread

At 15th level, Your Form of Dread improves, granting you the following benefits while you are using it.

Flight. You have a Fly Speed equal to your Speed and can hover.

Profane Casting. Whenever you cast an Unchained Warlock spell from the Conjuration or Necromancy school, you cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Vitality Siphon. Once per turn when you deal Necrotic damage to a creature, you regain Hit Points equal to 1d8 plus your Charisma modifier (minimum of 1 Hit Point).

Appendix A: Unchained Warlock Spell List


Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.

Cantrips (Level 0 Unchained Warlock Spells)

Blade Ward (MCoC)
Booming Blade (TCE)
Chill Touch
Eldritch Blast (MCoC)
Encode Thoughts (SCC)
Fire Bolt
Friends
Frostbite (XGE)
Green-Flame Blade (TCE)
Lightning Lure (TCE)
Mage Hand
Mending
Message
Mind Sliver
Minor Illusion
Poison Spray
Prestidigitation
Resistance
Starry Wisp
Sword Burst (TCE)
Thaumaturgy
Thunderclap
Toll the Dead
True Strike
Tyrant's Tail (SCoC)
Vicious Mockery

Level 1 Unchained Warlock Spells

Absorb Elements (XGE)
Armor of Agathys
Arms of Hadar
Bane
Burning Hands
Cause Fear (XGE)
Charm Person
Comprehend Languages
Darkness Wave (MCoC)
Detect Magic
Expiditious Retreat
Faerie Fire
False Life
Fire Knife (MCoC)
Hellish Rebuke
Hex
Identify
Illusory Script
Inflict Wounds
Mage Armor (MCoC)
Magic Missile
Magnify Gravity (EGW)
Ray of Sickness
Shield (MCoC)
Silent Image
Silvery Barbs (SCoC)
Sleep
Tasha's Hideous Laughter
Tenser's Floating Disk
Unseen Servant (MCoC)
Witch Bolt

Level 2 Unchained Warlock Spells

Aganazzar's Scorcher (XGE)
Alter Self
Arcane Vigor
Augury
Blindness/Deafness
Borrowed Knowledge (SCC)
Cloud of Daggers
Continual Flame
Crown of Madness
Darkness
Darkvision
Death Armor (FRHoF)
Detect Thoughts
Earthbind (XGE)
Enthrall
Find Traps
Flame Blade
Fortune's Favor (EGW)
Gentle Repose
Heat Metal
Hold Person
Invisibility
Kinetic Jaunt (SCC)
Knock
Levitate
Locate Object
Magic Weapon
Mind Spike
Mirror Image
Misty Step
Nathair's Mischief (FTD)
Nystul's Magic Aura
Pass without Trace
Phantasmal Force
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shadow Blade (XGE)
Shadowy Surge (SCoC)
Silence
Spider Climb
Spray of Cards (BMT)
Suggestion
Vortex Warp (SCC)
Warp Sense (SatO)
Wither and Bloom (SCC)
Wristpocket (EGW)

Level 3 Unchained Warlock Spells

Antagonize (BMT)
Ashardalon's Stride (FTD)
Bestow Curse
Clairvoyance
Counterspell (MCoC)
Dispel Magic
Enemies Abound (XUA25PU)
Fear
Feign Death
Fireball (MCoC)
Fly
Gaseous Form
Glyph of Warding (SCoC)
Hunger of Hadar
Hypnotic Pattern
Intellect Fortress (XUA25PU)
Laeral's Silver Lance (FRHoF)
Leomund's Tiny Hut
Life Transferrence (XGE)
Magic Circle
Major Image
Melf's Minute Meteors (XGE)
Nondetection
Protection from Energy
Pulse Wave (EGW)
Remove Curse
Revivify
Sending
Slow
Speak with Dead
Summon Astral Entity (XUA25PU)
Summon Fey
Summon Undead
Telekinetic Crush (XUA25PU)
Tongues
Vampiric Touch
Void Sphere (MCoC)

Level 4 Unchained Warlock Spells

Arcane Eye
Banishment
Blight
Charm Monster
Compulsion
Confusion
Death Ward
Dimension Door
Divination
Doomtide (FRHoF)
Elemental Bane (XGE)
Evard's Black Tentacles
Fabricate
Fire Shield
Gate Seal (SatO)
Gravity Sinkhole (EGW)
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph
Raulothim's Psychic Lance (XUA25PU)
Shadow of Moil (XGE)
Spirit of Death (BMT)
Summon Aberration
Wall of Fire

Level 5 Unchained Warlock Spells

Animate Objects
Awaken
Bigby's Hand
Circle of Power
Commune
Contact Other Plane
Contagion
Creation
Destructive Wave (EGW)
Dominate Person
Dream
Enervation
Far Step
Geas
Hallow
Hold Monster
Immolation (XGE)
Legend Lore
Jallarzi's Storm of Radiance
Mislead
Modify Memory
Negative Energy Flood (XGE)
Passwall
Planar Binding
Scrying
Seeming
Synaptic Static
Telekinesis
Teleportation Circle
Temporal Shunt (EGW)
Wall of Force (MCoC)

Level 6 Unchained Warlock Spells

Arcane Gate
Blade Barrier
Circle of Death
Contingency
Create Undead
Dirge (FRHoF)
Disintegrate
Eyebite
Find the Path
Fizban's Platinum Shield (FTD)
Flesh to Stone
Forbiddance
Gravity Fissure (EGW)
Harm
Magic Jar
Mass Suggestion
Mental Prison (XUA25PU)
Otto's Irresistible Dance
Planar Ally
Programmed Illusion
Psionic Blast (XUA25PU)
Soul Cage (XGE)
Summon Fiend
Tasha's Bubbling Cauldron
Tenser's Transformation (XGE)
True Seeing

Level 7 Unchained Warlock Spells

Crown of Stars (XGE)
Delayed Blast Fireball
Etheralness
Finger of Death
Fire Storm
Forcecage (MCoC)
Mirage Arcane
Mordenkainen's Magnificent Mansion
Mordenkainen's Sword
Plane Shift
Power Word Pain (XGE)
Prismatic Spray
Project Image
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport
Tether Essence (EGW)

Level 8 Unchained Warlock Spells

Abi-Dalzim's Horrid Wilting (XUA25PU)
Antimagic Field
Befuddlement
Clone
Dark Star (EGW)
Demiplane
Dominate Monster
Glibness
Incendiary Cloud
Maddening Darkness (XGE)
Maze
Mind Blank
Power Word Stun
Reality Break (EGW)
Telepathy

Level 9 Unchained Warlock Spells

Astral Projection
Blade of Disaster (FRHoF)
Foresight
Gate
Imprisonment
Mass Polymorph (XGE)
Meteor Swarm
Power Word Kill
Psychic Scream (XUA25PU)
Ravenous Void (EGW)
Shapechange
Time Ravage (EGW)
Time Stop
True Polymorph
Weird

Credits

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Changes: Me, SmugCoffeeMan

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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.0

  • Created the document.

1.1

  • Updated Source list
  • Updated instances of XUA25P to XUA25PU
  • Updated references to 2014 Spells that were reprinted to XUA25PU
  • Added an Unchained version of the Sorcerer-King Patron (XUA25ApS).

1.2

  • Added some spells from FRHoF.

1.3

  • Fixed some formatting issues.
  • Added the page number for Spells in the Pact Magic Feature.
  • Eldritch Smite is now Necrotic. it now has a similar structure to Divine Smite and Hunter's Mark, more like the latter. It scales d8 (due to being level 5 locked) > d10 > D12 > 2d8 at levels when your Proficiency Bonus would increase (5/9/13/17). You have 3 uses to start, and gain +1 at levels 9/13/17 (when your prof bonus goes up). You regain all uses when you finish a Long Rest. Again, this is not only because of the more slots, this is mainly a consistency measure with the other smitemark features.
  • Hexblade's Curse now specifies that if two spells that would curse a creature affect the target of your Hexblade's Curse, then the oldest spell ends in favor of the newest casting, though your Hexblade's Curse remains for its normal duration.
  • Hungering Hex now procs if you reduce a creature to 0 HP with a Melee Weapon Attack or if they drop to 0 HP within 10 feet of you. Its passive range becomes 30 feet at Unchained Warlock 15.
  • Harrowing Hex is now limited to CHA mod per long rest like the Cleric feature that lets you do something similar.
  • Inescapable Hex now requires a Reaction to use.

1.4

  • Updated Eldrtich Smite to better fit with Divine Smite from Unchained Paladin in terms of usage and wording.
  • Added a new Subclass - Observer, an Intelligence focused Subclass where you serve an extraplanar being that seeks knowledge.