The Warlock
Warlocks are seekers of occult truths that most would consider best left buried. Through forbidden texts, forgotten rites, profane relics, or whispered revelations, they uncover the existence of an otherworldly being of immense power. Where other spellcasters master established traditions of magic, Warlock will eventually enter into a covenant with asuch a being. Whether they forge a bargain willingly, trick this powerful entity into lending them its power, or secretly undermine it to draw magic from these beings.
Whatever its nature, the faustian covenant changes those who enter into it. Once a Warlock has glimpsed what lies beyond the mortal world, the truths of mundane existence no longer suffice. The bond draws them ever deeper, toward greater mysteries, greater powers, and forbidden revelations waiting beyond the veil.
Mortal flesh and mind were never meant to bear such knowledge or power, and those who invoke it inevitably pay a price. Every invocation risks leaving its mark, and those who reach too deeply may find their bodies twisting or their thoughts beginning to unravel. Only the most ambitious and skilled learn to push beyond these limits, accepting terrible strain and corruption in exchange for arcane might that would otherwise lie beyond their grasp.
Becoming a Warlock
As a Level 1 Character
- Gain all the traits in the Core Warlock Traits table.
- Gain the Warlock's level 1 features, which are listed in the Warlock Features table.
- Choose your Occult Rite and Otherworldly Covenant.
As a Multiclass Character
- Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
- Gain the Warlock's level 1 features, which are listed in the Warlock Features table.
Class Features
As a Warlock, you gain the following class features.
Core Warlock traits
Primary Ability: Intelligence, Wisdom or Charisma
Hit Dice: D8 per Warlock level
Saving Throw Proficiencies: Intelligence, Wisdom
Skills Proficiencies: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Weapons Proficiencies: Simple weapons
Armor Training: Light Armor
Starting Equipment
As a Warlock, you start with the following equipment, along with the equipment granted to you by your background. Choose A or B:
- (A) Leather Armor, Sickle, 2 Daggers, Book (occult lore), Scholar's Pack, and 15 GP
- (B) 100 GP.
The Warlock
| Level | Proficiency Bonus |
Features | Revelations Known |
Cantrips Known |
Spells Known |
Invocation Dice |
Spell Level |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Occult Rite, Eldritch Arcana, Otherworldly Covenant | — | 2 | 1 | 1d6 | 1st |
| 2nd | +2 | Eldritch Revelations | 2 | 2 | 3 | 1d6 | 1st |
| 3rd | +2 | Otherworldly Covenant | 3 | 2 | 4 | 2d6 | 2nd |
| 4th | +2 | Feat | 3 | 3 | 5 | 2d6 | 2nd |
| 5th | +3 | Privileged Communion | 4 | 3 | 6 | 3d6 | 3rd |
| 6th | +3 | Covenant Feature | 4 | 3 | 7 | 3d6 | 3rd |
| 7th | +3 | Exert Dominion | 5 | 3 | 8 | 4d6 | 4th |
| 8th | +3 | Feat | 5 | 3 | 9 | 4d6 | 4th |
| 9th | +4 | — | 6 | 3 | 10 | 5d6 | 5th |
| 10th | +4 | Covenant Feature | 6 | 4 | 10 | 5d6 | 5th |
| 11th | +4 | Forbidden Arcanum (6st-level) | 6 | 4 | 11 | 5d6 | 5th |
| 12th | +4 | Feat | 7 | 4 | 11 | 5d6 | 5th |
| 13th | +5 | Forbidden Arcanum (7st-level) | 7 | 4 | 12 | 6d6 | 5th |
| 14th | +5 | Covenant Feature | 7 | 4 | 12 | 6d6 | 5th |
| 15th | +5 | Forbidden Arcanum (8st-level) | 8 | 4 | 13 | 6d6 | 5th |
| 16th | +5 | Feat | 8 | 4 | 13 | 6d6 | 5th |
| 17th | +6 | Forbidden Arcanum (9st-level) | 8 | 4 | 14 | 7d6 | 5th |
| 18th | +6 | Covenant Feature | 9 | 4 | 14 | 7d6 | 5th |
| 19th | +6 | Feat | 9 | 4 | 15 | 7d6 | 5th |
| 20th | +6 | Absolute Dominion | 9 | 4 | 15 | 7d6 | 5th |


Level 1: Occult Rite
Every Warlock follows an occult path through which they establish a connection with an otherworldly Entity and draw upon its power. Some bind fragments of its power within a ritual weapon, others invite a fragment of the Entity into the mortal world, while some uncover its secrets through forbidden knowledge and forgotten lore.
At 1st-level, choose one of the following Occult Rites. Your choice grants additional benefits and determines your Occult ability, which you use for your Warlock spells and class features. Some Revelations have a particular Occult Rite as a prerequisite.
Rite of the Blade
You learn ancient rites that bind fragments of an Entity's otherworldly power into an occult weapon, allowing you to invoke the power sealed within it.
- Occult Ability. Your Occult ability is Wisdom. You gain proficiency with Smith's Tools.
- Rite Weapon. You can perform a 1-hour ritual while holding a melee weapon, binding it to you as your Rite Weapon. You can't bind a weapon if another creature is attuned to it or another Warlock is bonded with it. You have proficiency with your Rite Weapon, it counts as magical, and you can use it as a Spellcasting Focus for your Warlock spells. As a Bonus Action, you can dismiss the weapon into an extradimensional space or conjure it into your empty hand. Your Rite Weapon disappears into this space if it is more than 5 feet away from you for 1 minute or longer. Your bond with the weapon ends if you perform this ritual on another weapon or if you die.
- Guided Malice. You can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls you make with your Rite Weapon.
Rite of the Chain
As you seek communion with an otherworldly Entity, your mind is flooded by a torrent of alien thoughts. Amidst them, you discern a ritual to conjure an Eldritch Chrysalis, within which a fragment of the Entity's being slowly takes shape.
- Occult Ability. Your Occult ability is Charisma. You gain Proficiency in Deception or Persuasion.
- Eldritch Chrysalis. You learn a 1-hour ritual through which you conjure an Eldritch Chrysalis. Though dormant for now, the Chrysalis serves as a Spellcasting Focus for your Warlock spells. If it is lost or destroyed, you can conjure another by performing the ritual again. The Chrysalis withers away if you don't touch it for 24 hours.
- Beast Speech. While your Eldritch Chrysalis or Familiar is within 100 feet of you, you are under the constant effect of the Speak with Animals spell.
Rite of the Tome
Through forbidden texts and forgotten lore, you uncover an Entity and the secrets needed to draw upon its power. Your Eldritch Grimoir preserves the occult knowledge you acquire.
- Occult Ability. Your Occult ability is Intelligence. You gain Proficiency in Arcana, History, Nature or Religion.
- Eldritch Grimoir. You learn a 1-hour ritual to create an Eldritch Grimoire, which serves as a Spellcasting Focus for your Warlock spells. Choose one cantrip and one 1st-level spell with the Ritual tag. You learn these spells and they don't count against your number of cantrips or spells known. You can cast any Warlock spell recorded in your Eldritch Grimoire as a Ritual if it has the Ritual tag. If your Grimoire is lost or destroyed, you can recreate it by performing the ritual again, causing any previous Grimoire to crumble into dust. The recreated Grimoire retains all knowledge previously recorded within it. Your Grimoire crumbles into dust when you die.
- Rune Keeper. While holding your Eldritch Grimoire, you can understand any written language.
Level 1: Eldritch Arcana
Through occult rites, you have become bound to an unknown Entity beyond the veil of reality, granting you access to occult arcana that few mortals can wield safely. Unlike other spellcasters, you do not simply cast spells. Each invocation is bargained or contested for with the unnatural forces that empower you. The greater the magic you invoke, the greater the toll it takes on you.
Spellcasting Ability
Your Occult Rite choice determines your Occult modifier. This is your spellcasting ability for your warlock abilities, so you use your Occult ability whenever a spell or ability refers to your spellcasting ability. In addition, you use your Occult ability modifier when setting the saving throw DC for a warlock power you cast and when making an attack roll with one.
Spell Save DC = 8 + your Proficiency Bonus + your Occult modifier
Spell Attack Modifier = your Proficiency Bonus + your Occult modifier
Spells Known
Your study of forbidden arcana and communion with your Entity grant you knowledge of Warlock spells.
At 1st level, you know two 1st-level spells of your choice from the Warlock spell list.
The Spells Known column of the Warlock table shows when you learn additional Warlock spells of your choice. Each spell you learn must be of a level no higher than the Spell Level shown in the table for your Warlock level.
Marked spells are new (⛧) or modified (✞) versions of existing spells and are detailed on Page 20.
Whenever you gain a Warlock level, you can replace one Warlock spell you know with another spell from the Warlock spell list (PHB p157). The new spell must also be of a level no higher than the Spell Level shown in the Warlock table.
Invocation Dice
Your ability to draw upon and channel the Entities power is represented by a pool of Invocation Dice (d6s). Whenever you cast a Warlock spell of 1st-level or higher, you roll these dice to shape its volatile power into a spell. The Warlock table shows how many Invocation Dice you roll at each level.
Invoking Spells & Strain
Whenever you cast a Warlock spell of 1st-level or higher, roll all your Contest Dice. Each die showing 4 or higher is a success. You need a number of successes equal to the spell’s level.
-
Successful Invocation. If you roll enough successes, the spell is cast without consequence.
-
Force the Invocation. If you fall short, you can gain 1 Strain for each missing success. If you do, the spell is cast.
-
Sever Invocation. You may choose to abandon the spell to limit the amount of Strain you gain, if you do you gain 1 Strain and the spell fails, but you don't lose the action used to cast it.
Upcasting. When you cast a spell at a higher level, use that level to determine the successes required.
Heroic Inspiration. If you have Heroic Inspiration, you can expend it after rolling Invocation Dice to reroll one Invocation Die.
Rerolling Dice. When a feature allows you to reroll one or more Invocation Dice, you must always use the new results.
Gaining Strain
Each time you gain Strain, choose whether you gain Flesh Strain or Mind Strain.
Flesh Strain and Mind Strain are tracked separately, and each causes increasingly severe corruption as shown on the Warlock Strain table. The effects of both are cumulative.
Whenever you reach an even level of Flesh or Mind Strain, you immediately roll the corresponding damage die shown on the table and take that damage. You don't take the damage from lower Strain levels again while your Strain remains at or above those levels.
Maximum Strain. If your combined Flesh and Mind Strain ever exceeds your Warlock level + your Proficiency Bonus, you immediately die.
Recovering from Strain
When you finish a Short Rest, you can spend one or more of your Hit Dice to remove Strain instead of regaining Hit Points. For each Hit Die you spend this way, reduce either your Flesh Strain or your Mind Strain by 1.
When a spell or feature would remove a level of Exhaustion from you, you can instead reduce your Flesh Strain or Mind Strain by 1.
When you finish a Long Rest, all your Flesh and Mind Strain is removed.
Warlock Strain Manifestations
| # | Flesh Strain | Mind Strain |
|---|---|---|
| 1 | You take 1 Necrotic damage. | You take 1 Psychic damage. |
| 2 | Paroxysm — You gain the Poisoned condition after the spell takes effect and until the end of your next turn. | Lethargic — You have Disadvantage on Initiative rolls. |
| 3 | You take 1d4 Necrotic damage. | You take 1d4 Psychic damage. |
| 4 | Strange Shivers — Disadvantage on Strength and Dexterity based skill checks. | Eerie Apathy — You have Disadvantage on Wisdom and Charisma based skill checks. |
| 5 | You take 1d6 Necrotic damage. | You take 1d6 Psychic damage. |
| 6 | Enfeebled — Your Speed and jump distance are halved. | Disturbed — You lose you Dexterity bonus to AC, if positive. |
| 7 | You take 1d8 Necrotic damage. | You take 1d8 Psychic damage. |
| 8 | Internal Bleeding — You have Disadvantage on Strength, Dexterity and Constitution saving throws. | Unsettling Visions — You have Disadvantage on Intelligence, Wisdom, and Charisma saving throws. |
| 9 | You take 1d10 Necrotic damage. | You take 1d10 Psychic damage. |
| 10 | Cloudy Eyes — You have the Blinded condition. | Fracturing Mind — You can only take an Action or Bonus Action on your turn, not both. You can't take Reactions. |
| 11 | You take 1d12 Necrotic damage. | You take 1d12 Psychic damage. |
| 12 | Flesh Rot — You have Disadvantage on Charisma checks and Vulnerability to all damage. | Psychosis — You are treated as though under the affect of the Confusion spell. |
| 13 | You take 1d20 Necrotic damage. | You take 1d20 Psychic damage. |
Cantrips
You know two Warlock cantrips of your choice. When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice.
Eldritch Blast
As a Magic action, you unleash a blast of eldritch energy at a creature within 120 feet. Using a free hand, make a ranged spell attack against the target. On a hit, the target takes the damage shown for your Otherworldly Covenant in the Eldritch Blast table, plus your Occult modifier.
Eldritch Barrage. Starting at Warlock level 5, you create two blasts when you use Eldritch Blast. The number of blasts increases to three at Warlock level 11 and four at Warlock level 17.
Make a separate attack roll for each blast. You can target the same creature or different creatures with the blasts.
| Accursed | 1d8 Necrotic | Empyrean | 1d8 Radiant |
| Beyond | 1d8 Psychic | Gloaming | 1d6 Force |
| Deathless | 1d8 Necrotic | Profane | 1d10 Fire |
| Depths | 1d8 Cold | Vestige | 1d6 Force |
Level 1: Otherworldly Covenant
Your Covenant leaves its mark upon the magic you wield, which begins to reflect the nature of the Entity itself. Choose an Otherworldly Covenant, representing the Entity with which you have forged your supernatural bond.
Your Covenant determines the damage dealt by your Eldritch Blast and grants you specific spells at 1st-level, and additional features at 6th, 10th, 14th, and 18th level.
If an Otherworldly Covenant feature requires a saving throw, it uses your Occult save DC.
Level 2: Eldritch Revelations
As your understanding of the unknown deepens, you uncover Revelations — fragments of forbidden knowledge that hold the power to reshape both flesh and mind. Each Revelation reveals an eldritch secret, granting you supernatural abilities or altering the way you wield your arcana.
You gain two Revelations of your choice. Revelation are described in the Revelation Options section later in this class's description. If a Revelation has a prerequisite, you must meet it to learn that Revelation, but you can learn it at the same time that you meet all of its prerequisites.
Replacing and Gaining Revelations. Whenever you gain a Warlock level, you can replace one Revelation you know with another for which you qualify. You gain additional Revelation at certain Warlock levels, as shown in the Revelation column of the Warlock class table. Unless an Revelation's description states otherwise, you can't learn the same Revelation more than once.
Level 4: Feat
You gain a Feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, 16 and 19.
This version of the Warlock is recommened to be used with the Feats presented in the Baelrog Feat Compendium.
Level 5: Privileged Communion
Your communion with the Entity has deepened. On rare occasions, your will and that of the Entity align perfectly, allowing you to invoke its power with startling potency.
When you roll enough successes to cast a Warlock spell, the spell's effective level increases by 1 for each Invocation Die that rolled a 6, up to the spell's maximum level.
Level 7: Exert Dominion
For a brief moment, your will eclipses that of your Entity, compelling it to yield to your demands. When you roll Invocation Dice to cast a Warlock spell of 5th-level or lower. Regardless of the outcome, you can't gain more than 1 Strain from that casting.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 11: Forbidden Arcanum
The barriers that once protected your mind from the Entity have all but dissolved. You can now wrest fragments of its true power into the world.
Choose one 6th-level Warlock spell as your Forbidden Arcanum. Once between Long Rests, you can cast your Forbidden Arcanum as though it was a 5th-level spell, regardless of the spell's level.
After you have cast your Forbidden Arcanum in this way, you can cast it again before finishing a Long Rest, but when you do, you automatically gain Strain equal to the spell's level. As shown in the Warlock Features table, you gain another Forbidden Arcanum at 13th level (7th-level), 15th level (8th-
level), and 17th level (9th-level). Each arcanum can be cast once as a 5th level spell between Long Rests.
Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.
Level 20: Absolute Dominion
Your will acts absolute dominion over the Entity's power. Your Privileged Communion improves, each Invocation Die that rolls a 5 or 6 now increases the spell's effective level increases by 1.




Revelations
This section lists the Revelations available to Warlocks.
Abyssal Sight
You can see normally in Dim Light and Darkness both magical and nonmagical within 120 feet of yourself.
Agonizing Blast
The damage die of your Eldritch Blast increases by one die size (for example, d8 to d10).
Armor of Shadows
You can inocualte yourself in writhing darkness. You can cast Mage Armor without needing to roll for Strain. While Mage Armor is active, your AC increases by 1 while you are in Dim Light or Darkness.
Between Worlds
You can cast Detect Magic. Your otherworldly covenant made you sensitive to disturbances between planes. You can sense the presence of Invisible or Ethereal creatures within 30 feet of you, though you don't learn their location.
In addition, you can sense the presence and direction of any planar portal within 1 mile of you.
Deep Speech
Prerequisite: Rite of the Chain
You understand the voices of unnatural creatures. While under the effect of Speak with Animals you can also comprehend and verbally communicate with Aberrations, Celestials, Fiends, Monstrosities, and Undead.
In addition, you have Advantage on all Charisma skill checks you make when interacting with these creatures.
Eldritch Scent
Your senses have become attuned to the lingering presence of otherworldly beings. You can discern whether an Aberration, Celestial, Elemental, Fey, Fiend, or Undead has passed within 30 feet of you during the last 24 hours.
You have Advantage on Wisdom (Survival) checks made to track such creatures.
Mark of the Weeping Star
You no longer need to sleep and cannot be forced to sleep by any means; though your periods of rest are often filled with silent visions of distant planes and impossible starlit skies.
To gain the benefits of a Long Rest, you can spend all 8 hours doing light activity, such as reading or keeping watch.
Pain Attunement
When you cast an instantaneous Warlock spell of 1st-level or higher that deals damage, the first time the spell deals damage, it deals extra damage equal to your Flesh Strain.
Repelling Blast
When you hit a creature with your Eldritch Blast, you can push it up to 10 feet directly away from you. Huge creatures are pushed 5 feet instead. Gargantuan aren't pushed.
If another feature or Revelation allows you to forcefully move a creature in a similar way, you choose one to apply.
Secrets of Silence
You have learned to invoke occult magic through thought and will alone. When you cast a Warlock spell, you can cast it without Verbal or Somatic components. If you do, the spell requires one additional success to cast.
Secrets of the Flesh
You can cast Disguise Self without needing to roll for Strain.
In addition, whenever you finish a Short Rest, reduce your Flesh Strain by 1.
At 5th-level Warlock or higher, you also learn Alter Self, which you may cast as though it was a 1st-level Warlock spell.
Secrets of the Vast
The range of your Eldritch Blast increases to 240 feet, and when you cast a Warlock spell that has a range of at least 5 feet, you can double the spell's range.
Unnatural Will
Your mind refuses to relinquish the Entity's power. If you fail on a Concentration check as a result of taking damage, you can choose to gain 1 Mind Strain to succeeded instead.
In addition, whenever you finish a Short Rest, reduce your Mind Strain by 1.
Whispers of Insane Truth
While you have Mind Strain, whenever you make an Intelligence ability check or saving throw, you can roll a 1d4 and add the result to the check. If your Mind Strain is 6 or greater, roll a d6 instead.
3rd-Level Revelations
This subsection contains all Revelations that require you to be a 3rd-level Warlock or higher.
Delver of Secrets
Prerequisite: Rite of the Tome, Level 3+ Warlock
Your Living Tome records occult formulae drawn from forgotten Covenants and abandoned traditions.
Whenever you finish a Long Rest, choose one spell from the Warlock spell list, including a spell granted by an Otherworldly Covenant. The chosen spell must be of a level no higher than the Spell Level shown for your level in the Warlock table. You know the chosen spell until you finish your next Long Rest, and it doesn't count against your number of spells known.
Evoking Plump the Void
Eldritch Armament
Prerequisite: Rite of the Blade, Level 3+ Warlock
You can cast Shadow Blade. When you do you can choose to have it shroud your Rite Weapon in dark ichor instead of creating a new one. If you do, the spell doesn't conjure a separate weapon. The Rite Weapon's damage die becomes that of the Shadow Blade spell (2d8 at 2nd-spell level), and its damage type changes to the damage type of your Eldritch Blast. The weapon otherwise retains all of its normal properties.
While your Rite Weapon is enchanted in this way, your Concentration on Shadow Blade cannot be broken by taking damage.
Eldritch Regalia
Prerequisite: Rite of the Blade, Level 3+ Warlock
You extend your occult rites beyond your weapon, binding a suit of armor to your Entity's power.
Over the course of a 1-hour ritual, you can bind a suit of Light or Medium armor you touch, transforming it into your Eldritch Regalia. You can have only one suit of Eldritch Regalia at a time. Performing this ritual on another suit of armor ends the bond with the previous one.
While wearing your Eldritch Regalia, you are proficient with it, and may have the Armor Class it provides become equal to 10 + your Wisdom modifier + your Dexterity modifier.
As a Bonus Action, you can magically don or doff your Eldritch Regalia.
Eldritch Servant
Prerequisite: Rite of the Chain, Level 3+ Warlock
Your Eldritch Chrysalis has matured and hatches, spawning your eldritch familiar. This functions as the Find Familiar spell, except as described below.
- Eldritch Spawn. You can cast Find Familiar as a Magic action and it requires your Eldritch Chrysalis instead of its normal material components. When you cast the spell, you choose one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- Command. As an Action, you can command the familiar to take an action. If you do not command it, it will take the Dodge action.
- Conduit. Whenever you cast a Warlock cantrip or use Eldritch Blast, you can cause it to originate from your familiar instead of you, provided it is within 60 feet of you. You no longer need a Spellcasting Focus for your Warlock spells while it is within 100 feet of you.
- Familiar Death. If your familiar drops to 0 Hit Points, instead of disappearing, it reverts back into Chrysalis Form.
Murmering Incantations
Prerequisite: Level 3+ Warlock
As a Bonus Action, you can start murmering incantations. You may roll an additional Invocation Die the next time you have to roll for Strain before the end of your next turn. You can use this feature only if you haven't rolled for Strain this turn, and you can't cast a spell or use a feature that requires rolling for Strain on the same turn after using it.




Warping Utterance
Prerequisite: Level 3+ Warlock
You utter forbidden words that distort reality around your target. When you use Eldritch Blast against a creature within 60 feet, you can force the target to make a Wisdom saving throw against your Warlock spell save DC instead of making an attack roll. On a failed save, the target takes the Eldritch Blast's damage, or half as much damage on a successful one.
For the purpose of your Warlock features, a failed saving throw against this Eldritch Blast counts as a hit.
5th-Level Revelations
This subsection contains all Revelations that require you to be a 5th-level Warlock or higher.
Blasphemous Scriptures
Prerequisite: Rite of the Tome, Level 5+ Warlock
Your Living Tome records blasphemous doctrines that defy the boundaries between faith and eldritch truth.
Whenever you learn a Warlock spell through this class (including Forbidden Arcana), you can choose the spell from either the Warlock spell list or the Cleric spell list, except you can't learn Cleric spells that restore Hit Points this way.
You unlearn these spells if you replace this Revelation.
Defy Gravity
Prerequisite: Level 5+ Warlock
You can cast Levitate on yourself. While under the spell's effects, you can move across vertical surfaces and ceilings at your walking Speed (without needing to use your hands).
Eldritch Favor
Prerequisite: Level 5+ Warlock
When you roll for Strain to cast a spell and the successes exceed the spell level by 1 or more, treat the spell as though it had been cast using a spell slot one level higher.
Eldritch Symbiosis
Prerequisite: Rite of the Chain, Level 5+ Warlock
Your bond empowers your Familiar beyond the limits of its natural form, granting it the following benefits:
Quickened Command. When you command your Familiar to take an action, you can do so as a Bonus Action instead of an Action.
Regenerate. As a Bonus Action, you can cause your Familiar to regain Hit Points equal to your Warlock level, provided it is within 100 feet of you.
Esoteric Appropriation
Prerequisite: Level 5+ Warlock
Your understanding of forbidden magic allows you to wield powers never intended for you. You ignore class requirements when attuning to or using magic items, and you can use Spell Scrolls regardless of whether the spell they contain is on the Warlock spell list. When you cast a spell from a magic item or Spell Scroll, you can use your Warlock spell attack modifier and spell save DC in place of those provided by the item.
If you possess an Eldritch Grimoire, you can also add Ritual spells to it, provided the spell is of a level you can cast. To do so, you perform a 1-hour ritual in which you burn a Spell Scroll containing the spell along with 50 GP of materials for each level of the spell. The spell then appears within your Eldritch Grimoire and can be cast from it only as a Ritual.
Grasping Blast
Prerequisite: 5th-level Warlock
When you hit a creature with your Eldritch Blast, you can pull it up to 10 feet directly towards you. Huge creatures are pulled 5 feet instead. Gargantuan aren't pulled.
You can't apply Grasping Blast and Repelling Blast at the same time.
Hungering Blade
Prerequisite: Rite of the Blade, Level 5+ Warlock
Your Bound Blade has grown ever more eager to feed upon the power of your foes, urging you to strike again before its hunger is sated.
You gain the Extra Attack feature, but only while attacking with your Bound Blade. With that feature, you can attack twice, instead of once, whenever you take the Attack action.
One with Shadows
Prerequisite: Level 5+ Warlock
You can cast Invisibility on yourself. Whenever you cast Invisibility this way, you may reroll one additional Invocation Die if you are in Dim Light, or reroll two Invocation Dice if you are in Darkness.
Secrets of Spite
Prerequisite: Level 5+ Warlock
When a creature within 30 feet of you deals damage to you, you can use your Reaction to make a single Eldritch Blast attack against that creature.
7th-Level Revelations
This section contains all Revelations that require you to be a 7th-level Warlock or higher.
Clad in Darkness
Prerequisite: Armor of Shadows, Level 7+ Warlock
When you take damage, you can use your Reaction to shroud yourself in an impenetrable otherworldly darkness for up to 1 minute. The shroud has Hit Points equal to your Hit Point Maximum and takes as much of the triggering damage as possible.
The shell's space is filled with magical Darkness. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. While the shell remains, you can't be targeted and are immune to all damage, but you have the Incapacitated and Restrained conditions. Whenever you would take damage, the shell takes that damage instead. If the shell is reduced to 0 Hit Points, the effect ends.
At the start of your turn, you can cause the shell to dissolve into shadow, ending the effect.
Once you use this Revelation, you can't use it again until you finish a Long Rest. You can use it again before then by gaining 2 Flesh Strain.
Dark One's Own Luck
Prerequisite: Level 7+ Warlock
When you make an ability check or saving throw, you can take 1 Strain to add 1d10 to the roll. You can do so after rolling the d20, but before the outcome is determined.
Plump the Void
Prerequisite: Rite of the Tome, Level 7+ Warlock
You learn the Dimension Door spell. When you cast a spell gained through this Revelation you may reroll one Invocation Die.
At Warlock 13th-level or higher, you also learn the Teleport spell. You may cast Teleport as though it was a 5th-level Warlock spell.
Runic Wards
Prerequisite: Eldritch Regalia, Level 7+ Warlock
While wearing your Eldritch Regalia, your spells can't deal damage to you or force you to make saving throws. If one of your spells would otherwise directly affect you, you are unaffected by it. This doesn't negate any environmental effects created by the spell, such as Difficult Terrain or areas of obscurement.
Soul-Tethered Servant
Prerequisite: Eldritch Servant, Level 7+ Warlock
Whenever you cast a Warlock spell or use a Warlock class feature that targets or benefits only yourself, your familiar also gains the benefits of that spell or feature, provided it is within 100 feet of you.
Secrets of Suffering
Prerequisite: Level 7+ Warlock
You have learned to seek enlightment in the corruption of flesh and mind. While your Flesh Strain and Mind Strain are equal and each is at least 3, you can't gain more than 1 Strain as a result of casting a Warlock spell of 5th-level or lower.
Secrets of the Dead
Prerequisite: Level 7+ Warlock
You learn the Animate Dead spell.
In addition, you can cast Speak with Dead without gaining Strain. Once you cast it this way, you can't do so again until you finish a Long Rest.
Visions of Distant Realms
Prerequisite: Level 7+ Warlock
You can cast Arcane Eye without gaining Strain. Once you cast it this way, you can't do so again until you finish a Long Rest.
9th-Level Revelations
This subsection contains all Revelations that require you to be a 9th-level Warlock or higher.
Devour Magic
Prerequisite: Rite of the Tome, Level 12+ Warlock
You can cast Counterspell or Dispel Magic without rolling Invocation Dice or gaining Strain. If you successfully counter or dispel a spell in this way, you regain a number of expended Hit Dice equal to the spell's level.
If you cast Counterspell in this way and fail to counter the spell, this Revelation isn't expended.
Once you use this Revelation, you can't use it again until you finish a Long Rest.
Eldritch Inversion
Prerequisite: Level 9+ Warlock
Through isoteric means your learn to invert the energies you wield. Whenever a Warlock spell or class feature deals one of the following damage types, you can cause it to deal its opposing damage type instead (both ways):
- Cold ⇄ Fire
- Force ⇄ Psychic
- Necrotic ⇄ Radiant
Lifedrinker
Prerequisite: Rite of the Blade, Level 9+ Warlock
Your Rite Weapon feeds upon the life essence of those it strikes. Once on each of your turns, when you hit a creature with your Rite Weapon, you can cause the attack to deal an extra 1d8 Necrotic damage. You can then expend one of your Hit Dice, roll it, and either regain a number of Hit Points equal to the number rolled plus your Constitution modifier or remove 1 Flesh Strain.
Peer Beyond the Veil
Prerequisite: Level 9+ Warlock
Your eyes have gazed beyond the veil of reality, forever altering your perception. You gain Truesight out to a range of 5 times your Proficiency Bonus feet.
12th-Level Revelations
This subsection contains all Revelations that require you to be a 12th-level Warlock or higher.
Aberrant Evolution
Prerequisite: Eldritch Servant, Level 12+ Warlock
As a Magic action, you can transform your Eldritch Familiar into another creature of your choice with a Challenge Rating no greater than your Proficiency Bonus. The chosen creature must have the same creature type as your Familiar.
Your Familiar uses the chosen creature's statistics but retains its alignment, personality, and current Hit Points. It also gains Temporary Hit Points equal to twice your Warlock level.
If the chosen creature has the Spellcasting or Innate Spellcasting trait, you can command it to cast those spells. Those spells are treated as Warlock spells cast by you and require Invocation Dice as normal.
The transformation lasts for 1 minute or until your Familiar is reduced to 0 Hit Points. Once you use this Revelation, you can't do so again until you finish a Long Rest.
Master the Occult
Prerequisite: Rite of the Tome, Level 12+ Warlock
Whenever you cast a Warlock spell and roll Invocation Dice, you can reroll one Invocation Die.
Reaving Blade
Prerequisite: Hungering Blade, Level 12+ Warlock
The Extra Attack of your Thirsting Blade Revelation confers two extra attacks rather than one.
The Second Edict
Prerequisite: Hungering Blade, Level 12+ Warlock
You gain a second Occult Rite, except your Occult Ability does not change. In addition, you learn one additional Revelation for which that Rite is a prerequisite and for which you otherwise qualify.

The Accursed
Your Covenant binds you to an ancient cursed Entity that embodies ruin, malediction, and inevitable doom. Its influence cannot be seen, only suffered, as every whispered curse, cruel coincidence, and untimely death bears the shadow of its will. Through your Covenant, you learn to weave that same inexorable fate into the lives of your enemies.
Level 1: Accursed Arcana
The Entity's influence teaches you certain spells. When you reach a Warlock level specified in the Accursed Spells table, you always know the listed spells.
| Warlock Level | Accursed Spells |
|---|---|
| 3rd | Bane, Hex |
| 3rd | Blindness/Deafness, Ray of Enfeeblement |
| 5th | Bestow Curse, Remove Curse |
| 7th | Blight, Vulnerability⛧ |
| 9th | Contagion, Enervation✞ |
Level 3: Hextouch
Your curses cling to your enemies like an unseen blight. Immediately after you hit a creature with an attack, you can take a Bonus Action to cast an Accursed spell that targets only that creature. When you do so, substract a d4 from its saving throw against the spell.
Level 6: Baleful Mastery
You master the forbidden art of intertwining your curses. Your Concentration on Accursed spells cannot be broken by taking damage.
Malediction. Any attack roll you make against a creature affected by your Hex scores a Critical Hit on a 19 or 20.
Utter Doom. When you cast Bane, you may modify it so that you roll a d6 instead of a d4 and subtract the number rolled from the attack roll or saving throw.
Level 10: Omen of Twisted Fate
Misfortune becomes a thread that you can weave to your will. You gain Heroic Inspiration whenever one of the following occurs:
- You roll a 1 on the first attack roll you make on your turn.
- You fail a saving throw imposed by a hostile creature.
- A creature scores a Critical Hit against you.
When a creature affected by one of your Accursed spells makes an attack roll, ability check, or saving throw, you can use your Reaction and expend your Heroic Inspiration to change the d20 roll to a natural 1.
Level 14: Harvest Misfortune
Those who bear your curses become instruments of their own ruin. Whenever a creature affected by one of your Accursed spells rolls a natural 1 on an attack roll, ability check, or saving throw, you harvest its misfortune, gaining Heroic Inspiration.
Level 18: Crux of Doom
You weave the threads of causality to bring inevitable doom. When a creature you can see that is affected by one of your Accursed spells is attacked, you can use your Reaction and expend your Heroic Inspiration to change the attack roll to a 20.
In addition, you can save up to two Heroic Inspiration.



The Beyond
Your Covenant binds you to an incomprehensible Entity from an alien realm far beyond the stars. Its abhorent nature defies reality and even the faintest glimmer can fracture a mind. Through maddening visions, you learn to fracture reality and twist it to your will.
Level 1: Beyond Arcana
When you reach a Warlock level specified in the Beyond Spells table, you always know the listed spells.
| Warlock Level | Beyond Spells |
|---|---|
| 1st | Arms of Hadar, Dissonant Whispers |
| 3nd | Misty Step, Vortex Warp |
| 5th | Enemies Abound, Hunger of Hadar |
| 7th | Confusion, Summon Aberration |
| 9th | Dominate Person, Far Step |
Level 3: Alien Presence
You always know the Warping Utterance Revelation, and you gain Resistance to Psychic damage.
In addition, once per turn, after a creature fails a saving throw against your Eldritch Blast or a Beyond Arcana spell, choose one of the following effects:
Fractured Thought. The creature can't take Reactions until the start of its next turn.
Warped Geometry. Until the end of the creatures next turn, its movement toward you costs 1 extra foot for every foot moved.
Level 6: Scorn Reality
Your power briefly warps and erodes reality. The following effects are now among your Alien Presence options.
Breach the Fold. If the creature is Large or smaller, you may teleport it 10 feet to an unoccupied space you can see.
Reality Acid. The creature takes Acid damage equal to 1d4 + your Mind Strain.
Level 10: Unfathomable Psyche
You have adapted to truths that would shatter lesser minds. While you have Mind Strain, you ignore the detrimental effect of the highest named Mind Strain level you currently possess.
In addition, you have Advantage on saving throws against being Charmed, Frightened, and become immune to having your thoughts read by magic or telepathy.
Level 14: Betrayal of Flesh
You can warp flesh into forms never meant to exist. When you cast Summon Aberration, you can target a Humanoid creature you can touch. The target must make a Constitution saving throw. It takes 7d6 + your Warlock level Necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, the creature body warps into a Gibbering Mouther.
This summed abboration uses the Mind Flayer Aberrant Spirit stat block, except it appears as a Gibbering Mouther. For this casting, Summon Aberration requires only Verbal components and doesn't require Concentration. The Aberration gains a number of Temporary Hit Points equal to the slain creature's Constitution score.
You can have only one Gibbering Mouther created by this feature at a time. If you use this feature again, the previous Gibbering Mouther immediately disappears.
Level 18: Sanity's Eclipse
You can cast Confusion as a 5th-level spell and center it on a creature instead of a point. If you do, the target creature gains Mind Strain equal to your current Mind Strain, or half as much if it succeeds on its Wisdom saving throw against the spell. The creature suffers all detrimental effects of Mind Strain. Whenever it would roll Psychic damage caused by Mind Strain, it instead takes the highest number on the die.
At the end of each of its turns, if it fails its saving throw against Confusion, it gains 1 additional Mind Strain.
If the creature's Mind Strain exceeds 13, its psyche collapses, killing it instantly.
Once a creature has been affected by this feature, it can't be affected by it again until it finishes a Long Rest.
The Deathless
Your Covenant binds you to an Entity that embodies undeath. Whether an ancient Lich, an accursed Atropal, or some nameless undying horror, its existence defies the natural order. Through your Covenant, you learn to reshape your mortal form through necromantic transformation.
Level 1: Deathless Arcana
When you reach a Warlock level specified in the Deathless Spells table, you always know the listed spells.
| Warlock Level | Lich Spells |
|---|---|
| 1st | False Life, Inflict Wounds |
| 3rd | Blindness/Deafness, Ray of Enfeeblement |
| 5th | Animate Dead, Vampiric Touch |
| 7th | Blight, Death Ward |
| 9th | Antilife Shell, Negative Energy Flood |
Level 3: Undying Aspect
You manifest your Entity’s undying power. While you have Temporary Hit points gained through a Necromancy spell or Warlock class feature, you transform, taking an appearance reflecting that of your Entity, and gain the following benefits:
- When Undying Aspect takes into effect, increase the amount of Temporary Hit Points you have by your Occult modifier, with a minimum of 1.
- You may reroll an Invocation Die when casting Deathless or Necromancy spells.
- Mindless Undead with a CR equal to or lower than your level aren't Hostile toward you unless you harm them.
- You are immune to the Frightened condition.
Level 6: Essence Drain
You can sustain yourself with the life essence of others. You no longer need to eat, drink, or breathe, and you gain resistance to Necrotic damage.
Once per turn, when you deal Necrotic damage to a living creature, you gain Temporary Hit Points equal to half the Necrotic damage dealt, up to your Warlock level.
Level 10: Necropotence
The life essence you steal empowers your necromancy. Whenever you deal Necrotic damage, you ignore Resistance to Necrotic damage, and creatures with Immunity to Necrotic damage take half the damage instead.
In addition, per Necrotic damage die you roll you can expend 3 Temporary Hit Points to reroll it.
Level 14: Hollow One
Temporary Hit Points you gain from Necromancy spells or Warlock class features can stack rather than replace one another, up to a maximum equal to your Warlock level plus your Occult modifier.
In addition, you are immune to disease, and you cannot be magically aged.
Level 18: Lichdom
Your mastery over undeath allows you to defy death. You can cast Death Ward on yourself as a Bonus Action, and while the spell is active you have resistance to Bludgeoning, Piercing, and Slashing damage.
When your Death Ward ends as a result of preventing you from dropping to 0 Hit Points, you gain Temporary Hit Points equal to your Warlock level. Once you gain Temporary Hit Points in this way, you can't do so again until you finish a Long Rest.
The Depths
Your Covenant binds you to a primordial Thalassic Entity hidden deep underneath within the lightless waters, a Deep One. Whether leviathan, kraken, or something more alien still, its true form lies beneath unfathomable depths. Through your Covenant, you learn to call forth its grasp, command the abyssal waters, and sink others into the depths below.
Level 1: Depths Arcana
When you reach a Warlock level specified in the Depths Spells table, you always know the listed spells.
| Warlock Level | Depths Spells |
|---|---|
| 1st | Create or Destroy Water, Fog Cloud |
| 3rd | Silence, Writhing Shallows⛧ |
| 5th | Hunger of Hadar, Tidal Wave |
| 7th | Black Tentacles, Watery Sphere |
| 9th | Bigby's Hand (Large tentacle), Maelstrom |
Level 3: Call from the Depths
As a Bonus Action, you manifest a fleshy tentacle from a wet or watery area you can see within 120 feet of you, including water or fog created by magic. The tentacle lasts for 1 minute, until you dismiss it, until you manifest another tentacle, or until there is no longer a suitable area from which it can emerge.
Whenever the tentacle appears, make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes Bludgeoning damage equal to 1d8 plus your Occult modifier.
As a Bonus Action, you can repeat the attack, or cause the tentacle to disappear and emerge from another wet or watery area you can see within 120 feet of you (triggering the attack).
Level 6: Scion of the Deep
You adept to the abyssal waters.
Thalassic Soul. You can breathe underwater, you gain a Swim Speed equal to your Speed, and you have Resistance to Cold damage. In addition, you can communicate telepathically with any creature within 120 feet of you that has a Swim Speed. The creature can understand you and respond telepathically.
Pull of the Deep. When you hit a creature with your Reach from the Depths, if it is Large or smaller, you can move the creature up to 10 feet toward the tentacle.
Level 10: Thalassic Mind
While you are Concentrating on a Depths Arcana spell, you have Blindsight with a range of 30 feet and Advantage on Constitution saving throws you make to maintain Concentration on that spell.
Level 14: Dark Depths
You call the abyssal waters into the material world. When you cast a Depths Arcana spell that creates an area and requires Concentration, you can call forth the dark depths.
When you do, the spells level counts as one level higher, and its volume becomes filled with supernatural seawater for the duration. If the spell doesn't define a volume, the water instead extends 10 feet above the ground throughout its area. The water remains confined to the spell's area and disappears when the spell ends.
Crushing Depths. Creatures within the water are considered submerged. When a creature starts its turn in the water, it takes Force damage equal to your Occult modifier.
Level 18: Maw of the Abyss
The center of your Maelstrom becomes a breach into the endless waters beyond. When a creature within 10 feet of the center fails its saving throw against the spell, you can gain 1 Strain to drag it through the breach and into the Elemental Plane of Water.
A creature banished in this way remains there until your Maelstrom ends, at which point it reappears in the center of the spell's area or the nearest unoccupied space. While banished, the creature is submerged in water.
You can have only one creature banished by this feature at a time.




The Empyrean
You forged a Covenant with a being of the Empyrean, whose radiance burns brighter than mortal eyes were meant to behold. Its purpose is absolute, its judgment unwavering, and its presence lays bare every flaw in creation. Through your Covenant, you learn to wield its divine radiance, preserve the worthy, and scour the impure.
Level 1: Empyrean Arcana
When you reach a Warlock level specified in the Empyrean Spells table, you always know the listed spells.
| Warlock Level | Empyrean Spells |
|---|---|
| 1st | Command, Light, Sanctuary |
| 3rd | Spiritual Weapon, Zone of Truth |
| 5th | Daylight, Revivify |
| 7th | Aura of Purity, Guardian of Faith |
| 9th | Dawn, Summon Celestial |
Level 3: Consecrated Arcana
Your Entity's radiant grace transforms your most fundamental arcana. Warlock spells you cast that deal Necrotic damage instead deal Radiant damage.
You no longer know or can learn the Hex spell. In its place, you always know the Bless spell, which counts as a Warlock spell for you and doesn't count against your number of spells known.
Whenever you cast Bless and target only one creature, you can cast it as a Bonus Action.
Level 6: Soothing Light
Your Entity's sacred essence can mend even the grievous of wounds. You gain a pool of d6s that fuels this healing. The number of dice in the pool equals 1 + your Warlock level.
As a Bonus Action, you can restore Hit Points to yourself or one creature you can see within 60 feet by expending dice from this pool. You can expend a number of dice up to the number of Invocation Dice you can roll. Roll the expended dice. The target regains Hit Points equal to the total rolled. You regain all expended dice when you finish a Long Rest.
In addition, you gain Resistance to Radiant damage.
Level 10: Searing Radiance
The radiance of your Entity burns with unbearable brilliance. When you cast Daylight, Aura of Purity or Dawn, creatures of your choice in the spell's area become Blinded. At the start of each of its turns, a Blinded creature can make a Constitution saving throw against your Warlock spell save DC, ending the effect on a success. The effect also ends immediately if the creature leaves the spell's area.
While a creature is within the area of one of these spells, your attacks against it deal an additional 1d6 Radiant damage.
Level 14: Exalted Form
You transform into a living embodiment of celestial will. While Concentrating on a Empyrean spell of 3rd-level or higher, you sprout luminous angelic wings, granting you a Flying Speed equal to your Speed and the ability to hover. In addition, you shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Level 18: Supernal Lexicon
You have learned fragments of the language by which celestial beings command creation itself. You always know Power Word: Fortify, Power Word: Heal, and Power Word: Stun. They count as Warlock spells for you and as additional Forbidden Arcanum and each can be cast once as a 5th-level spell between Long Rests.
The Gloaming
Your Covenant binds you to an ancient fey Entity. Its whims are as beautiful as they are cruel, delighting in deception. Through your Covenant, you learn to weave illusion, step unseen through twilight, and lead others hopelessly astray.
Level 1: Gloaming Arcana
When you reach a Warlock level specified in the Gloaming Spells table, you always know the listed spells.
| Warlock Level | Gloaming Spells |
|---|---|
| 1st | Faerie Fire, Sleep |
| 3rd | Misty Step, Silence |
| 5th | Blink, Hypnotic Pattern |
| 7th | Greater Invisibility, Hallucinatory Terrain |
| 9th | Dominate Person, Seeming |
Level 3: Mistwalker
You walk the hidden paths between the planes. You can cast Misty Step without Verbal components and when you cast it you may reroll one Invocation Die.
Level 6: Swirl of Gloaming Mists
You can cast Misty Step as a Reaction in response to taking damage, and whenever you cast Misty Step you may cast it as a 3rd-level spell to choose to add one of the following effects.
Beguiling Vapor. Creatures within 5 feet of the space you left or appear in must succeed a Wisdom saving throw or become Charmed until the end of your next turn.
Enraging Mists. Creatures within 5 feet of the space you left or appear in must succeed a Wisdom saving throw or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.
Vanishing 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.
Level 10: Twilight Weaver
You pull and weave a veil of ethereal twilight over the material world. You can cast Hallucinatory Terrain as an Action. If you do, its duration becomes 10 minutes. While you are withing the area you gain the following benefits:
Twilight. You are Lightly Obscured and can take the Hide action as a Bonus Action, even while only Lightly Obscured.
Mist Weaver. You can apply Swirl of Gloaming Mists even when you cast Misty Step as a 2nd-level spell.
Level 14: Beguiling Deceiver
No glamour can deceive your eyes, and few minds can resist your own. You are immune to the Charmed condition, and you automatically perceive illusions for what they are.
In addition, living creatures immune to the Charmed condition can still be Charmed by your Warlock spells and class features, though they have Advantage on their saving throws against those effects.
Finally, immediately after you cast an Enchantment or Illusion spell of 2nd-level or higher, you can cast Misty Step as part of the same action without having to roll for Strain.
Level 18: Twilight Sovereign
You can Concentrate on two spells simultaneously, provided one of them is an Illusion spell. If your Concentration ends, both spells end.
The Profane
Your Covenant binds you to an ancient Entity that revels in corruption, temptation, and the profanation of mortals. Whether it is a devil, a demon, or some darker power from the deepest bowels of the Lower Planes matters little, for all deal in eternal bargains. Through your faustian Covenant, you learn that suffering and sacrifice are the price of power.
Level 1: Profane Arcana
When you reach a Warlock level specified in the Profane Spells table, you always know the listed spells.
| Warlock Level | Profane Spells |
|---|---|
| 1st | Command, Hellish Rebuke |
| 3rd | Darkness, Suggestion |
| 5th | Fear, Fireball |
| 7th | Banishment, Wall of Fire |
| 9th | Geas, Immolation✞ |
Level 3: Sacrilegious Offering
Your Entity eagerly accepts suffering as tribute. Whenever you gain Flesh Strain or reduce a hostile creature to 0 Hit Points, choose one of the following benefits. You can't choose the same benefit again until you chose the others. This restriction ends when you roll Initiative.
Corrupt Power. The first saving throw made against the next Warlock spell you cast before the end of your next turn has its save DC increased by 1, or by 2 instead if your Flesh Strain 9 or higher.
Dark Blessing. You gain Heroic Inspiration. If unused, this Heroic Inspiration is lost after 1 minute.
Profane Might. You have Advantage on all attack rolls made as part of the next Attack or Magic action you take before the end of your next turn.
Level 6: Corruption's Embrace
Your Entity favors those willing to pay the highest price.
You gain the Pain Attunement Revelation. This Revelation can't be replaced, and if you already know it, you gain a different Revelation of your choice.
In addition, when you fall short and choose to gain Strain to change a failed casting into a success, the spell's effective level increases by 1.
Level 10: Hellfire
The vile flames bestowed by your Entity consume body and soul alike. Whenever you deal Fire damage with a Warlock spell, you can cause it to become Hellfire. The damage becomes half Fire and half Necrotic, and creatures damaged by it can't regain Hit Points or gain Temporary Hit Points until the start of your next turn.
In addition, when you cast Immolation, you may modify it so that it doesn't require Concentration.
Level 14: Unholy Fortitude
Through constant exposure, your mortal flesh has adapted to withstand profane corruption. Whenever you roll for Strain, you may expend a Hit Dice to immediately recover 1 Flesh Strain and Hit Points equal to your Constitution modifier.
In addition, you gain Resistance to Fire and Necrotic damage.
Level 18: Vessel of the Fallen
You have become a chosen herald of the Lower Planes. Whenever you gain Strain, you gain all benefits from Sacrilegious Offering instead of choosing one.
In addition, you ignore the detrimental effects of the highest named Flesh Strain you currently possess.
The Vestige
Your Covenant binds you to a spectral Entity that is trapped in eternal purgatory. Bereft of physical form, it vengefully reaches into the material world through you, its ghostly grasp becoming an extension of your will.
Level 1: Vestigial Arcana
When you reach a Warlock level specified in the Vestigial Spells table, you always know the listed spells.
| Warlock Level | Vestigial Spells |
|---|---|
| 1st | Catapult✞, Cause Fear |
| 3rd | Levitate, Hold Person |
| 5th | Fear, Spirit Shroud |
| 7th | Arcane Eye, Resilient Sphere |
| 9th | Bigby's Hand, Telekinesis |
Level 3: Vestigial Claws
The ethereal Vestige reaches into the material world, answering to your will. You always know the Mage Hand spell and can cast it as a Bonus Action. When you cast it, you can manifest up to two spectral hands instead of one.
The spectral hands function as extensions of your own hands. They can manipulate objects, deliver Touch spells, and perform other tasks that normally require a hand. Together, they can carry a total weight in pounds equal to 15 times your Occult score. For each of your hands that is free, you can direct one spectral hand without taking an action.
In addition, you can use your spectral hands to attack. Such an attack is treated as an Eldritch Blast, except its range is 30 feet and it deals 2d8 Force damage.
Level 6: Ghastly Grasp
Once per turn, when you hit a creature with your Vestigal Claws, you can choose one of the following effects:
Spectral Clutch. As a Bonus Action, you can attempt to Grapple the creature with one of your spectral hands. The hand maintains the Grapple in your place, and the Grapple ends if the creature leaves the Mage Hand's range.
Dreadful Caress. You force the creature to make a Wisdom saving throw against your Warlock spell save DC. On a failed save, the creature has the Frightened condition until the end of your next turn.
Level 10: Spectral Intercession
Your Vestige shelters you and your allies from enemy attacks. When you or a creature within 15 feet of you takes damage, you can use a free spectral hand and your Reaction to reduce that damage by 1d8 plus your Occult modifier.
Level 14: Dread Manifest
Whenever a creature within 30 feet of you gains the Frightened condition, you can use your Reaction to make a Vestigial Claws attack against it.
In addition, living creatures immune to the Frightened condition can still be Frightened by you, though they have Advantage on their saving throws against those effects.
Level 18: Paralyzing Fright
When a creature Grappled by your spectral hands would gain the Frightened condition from one of your Warlock spells or class features, you can gain 1 Strain to cause it to gain the Paralyzed condition instead for the same duration. The condition ends early if the Grapple ends.
Spell Section
This section contains spells presented in this document and recommended for use with this version of the Warlock. Rebalanced versions of existing spells are marked with a cross (✞), while new spells are marked with a star (⛧).
Catapult✞
1st-level Transmutation
- Casting Time: 1 Action
- Range: 120 feet
- Components: S
- Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 120 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, make a ranged spell attack against the target. If the attack hits, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 4d8 Bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Enervation✞
5th-level Necromancy
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Tendrils of consuming darkness extend from you, allowing you to siphon the vitality of other creatures. Until the spell ends, you can take a Magic action to target one living creature (not a Construct or Undead) you can see within 60 feet of yourself. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 Necrotic damage and becomes tethered to you. On a successful save, the target takes half as much damage and isn't tethered.
You can have only one creature tethered to you at a time. If another creature becomes tethered to you, the previous tether ends. The tether also ends if the target is ever more than 60 feet away from you or has Total Cover from you.
While a creature is tethered to you, you can take a Bonus Action to drain its vitality. The target takes 2d8 Necrotic damage and has Disadvantage on Constitution saving throws until the start of your next turn.
Whenever this spell deals Necrotic damage to a creature, you gain Hit Points equal to half the Necrotic damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d8 for each slot level above 5th.
Immolation✞
5th-level Evocation (Arcane)
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target bursts into flames, taking 6d6 Fire damage. The burning target sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
At the end of each of its turns, the target makes a Dexterity saving throw, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. On a successful save, the spell ends.
If a creature burning from this spell is reduced to 0 Hit Points, it and everything nonmagical it is wearing and carrying are reduced to ash.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, both the initial and Burning damage increases by 1d6 for each slot level above 5th.
Vulnerability⛧
4th-level Enchantment (Warlock)
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
Choose one creature you can see within range, one ability, and one damage type. The target is cursed for the duration. While cursed, the target has Disadvantage on saving throws it makes using the chosen ability. If the target has Resistance to the chosen damage type, it loses that Resistance until the spell ends.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature you can see within range. When you do so, you can choose a different ability and damage type.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, choose one additional ability or damage type. The target has Disadvantage on saving throws it makes using each chosen ability and loses Resistance to each chosen damage type.
Writhing Shallows⛧
2nd-level Transmutation
- Casting Time: Action
- Range: 90 Feet
- Components: V, S
- Duration: Concentration, up to 1 minute
The ground in a 20-foot-radius Sphere centered on a point within range turns into a pool of shallow water filled with writhing thalassic tentacles, turning the area in Difficult Terrain for the duration. The water and tentacles disappear when the spell ends.
When a creature other than you, starts its turn in the area, it must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A creature Restrained by the tentacles can take an action to make a Strength (Athletics) check against your spell save DC, freeing itself on a success. Alternatively, a creature wielding a weapon that deals Slashing damage can use an action to cut itself free.
The Warlock Reimagened
Created by u/Baelrog_
Version 1.1
Released on 31 August 2026
Artist Credits
Cover Art: Matt Cavotta
Page 2: Joshua Raphael
Page 3: Winter_ink (Left symbol)
Page 3: Paschal McGuire (Right symbol)
Page 4: Andrew Mar
Page 6: Halil Ural
Page 7: Killing Floor 3 Concept Art by Hammy
Page 8: Olivia Rae
Page 9: Collette Curran
Page 11: Dibujante Nocturno
Page 12: Daniel Kamarudin
Page 13: Sergey Urlapov
Page 14: Park Yeonjun
Page 15: Maciej Kuciara
Page 16: Donato Giancola
Page 17: Eduardo Garcia
Page 18: Piotr Kwasnicki
Page 19: Eduardo Garcia
Page 21: Matt Cavotta
Recommended to be used with
Baelrog's Feat Compendium
For More Feat Options and Better Balance