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The Warlock, Remastered

A warlock is defined by a pact made with a mysterious supernatural entity. This grants them magical powers but also obligations to their patron. Warlocks seek knowledge through any means, exploring secrets from demons, devils, fey, or otherworldly beings. Their magic is supplemented by combat skills, allowing them to navigate dangerous situations in pursuit of arcane mysteries.

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0% found this document useful (0 votes)
16 views41 pages

The Warlock, Remastered

A warlock is defined by a pact made with a mysterious supernatural entity. This grants them magical powers but also obligations to their patron. Warlocks seek knowledge through any means, exploring secrets from demons, devils, fey, or otherworldly beings. Their magic is supplemented by combat skills, allowing them to navigate dangerous situations in pursuit of arcane mysteries.

Uploaded by

002-023437
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Warlock, Remastered

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SSSSSummary
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Warlocks channel arcane might wrested from primeval
With a pseudodragon curled on his shoulder, a young elf in
entities. They commune with infernal intelligences and fey
golden robes smiles warmly, weaving a magical charm into his
spirits, scour enemies with potent blasts of eldritch power,
honeyed words and bending the palace sentinel to his will. As
and bedevil foes with hexing curses. Armed with esoteric
flames spring to life in her hands, a wizened human whispers
secrets and dangerous lore, warlocks are clever and
the secret name of her demonic patron, infusing her spell with
resourceful foes. However you came to your arcane
fiendish magic. Shifting his gaze between a battered tome and
knowledge, you need not accept the poor reputation warlocks
the odd alignment of the stars overhead, a wild-eyed tiefling
sometimes endure. You could be a libram-toting scholar
chants the mystic ritual that will open a doorway to a distant
captivated by ominous lore, a foot-loose wanderer searching
world. Warlocks are seekers of the knowledge that lies hidden
for elusive ultimate truths, a devil-touched hunter using
in the fabric of the multiverse. Through pacts made with
infernal spells to eliminate evil, or even a black-clad
mysterious beings of supernatural power, warlocks unlock
mercenary who uses sinister trappings to discourage prying
magical effects both subtle and spectacular. Drawing on the
strangers and unwanted attention. On the other hand, you
ancient knowledge of beings such as fey nobles, demons,
could be a true diabolist using your gifts to tyrannize the weak
devils, hags, and alien entities of the Far Realm, warlocks
— some warlocks unfortunately are exactly that. The pacts are
piece together arcane secrets to bolster their own power.
complete. The rites have concluded. The signs are drawn in
SSSSSworn
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blood, and the seals are broken. Your destiny beckons.

A warlock is defined by a pact with an otherworldly being. C


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Sometimes the relationship between warlock and patron is
As you make your warlock character, spend some time
like that of a cleric and a deity, though the beings that serve
thinking about your patron and the obligations that your pact
as patrons for warlocks are not gods. A warlock might lead a
imposes upon you. What led you to make the pact, and how
cult dedicated to a demon prince, an archdevil, or an utterly
did you make contact with your patron? Were you seduced
alien entity-beings not typically served by clerics. More often,
into summoning a devil, or did you seek out the ritual that
though, the arrangement is similar to that between a master
would allow you to make contact with an alien elder god? Did
and an apprentice. The warlock learns and grows in power, at
you search for your patron, or did your patron find and choose
the cost of occasional services performed on the patron's
you? Do you chafe under the obligations of your pact or serve
behalf. The magic bestowed on a warlock ranges from minor
joyfully in anticipation of the rewards promised to you? Work
but lasting alterations to the warlock's being (such as the
with your DM to determine how big a part your pact will play
ability to see in darkness or to read any language) to access to
in your character's adventuring career.
powerful spells. Unlike bookish wizards, warlocks supplement
Your patron's demands might drive you into adventures, or
their magic with some facility at hand-to-hand combat. They
they might consist entirely of small favors you can do between
are comfortable in light armor and know how to use simple
adventures. What kind of relationship do you have with your
weapons.
patron? Is it friendly, antagonistic, uneasy, or romantic? How
D
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elvers intoS
elversinto
elvers
elvers into
into
into SSSSecrets
ecrets
ecrets
ecrets
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important are you to your patron? What is your part in your
patron's plans? Do you know other servants of your patron?
Warlocks are driven by an insatiable need for knowledge and How does your patron communicate with you?
power, which compels them into their pacts and shapes their If you have a familiar, it might occasionally speak with your
lives. This thirst drives warlocks into their pacts and shapes patron's voice. Some warlocks find messages from their
their later careers as well. Stories of warlocks binding patrons etched on trees, mingled among tea leaves, or adrift
themselves to fiends are widely known. But many warlocks in the clouds — messages that only the warlock can see. Other
serve patrons that are not fiendish. Sometimes a traveler in warlocks converse with their patrons in dreams or waking
the wilds comes to a strangely beautiful tower, meets its fey visions, or deal only with intermediaries.
lord or lady, and stumbles into a pact without being fully
aware of it. And sometimes, while poring over tomes of Quick Build
forbidden lore, a brilliant but crazed student's mind is opened You can make a warlock quickly by following these
to realities beyond the material world and to the alien beings suggestions. First, Intelligence or Charisma should be your
that dwell in the outer void. highest ability score, followed by Constitution. Second,
Once a pact is made, a warlock's thirst for knowledge and choose the charlatan background. Third, choose the chill
power can't be slaked with mere study and research. No one touch and prestidigitation cantrips, along with the 1st-level
makes a pact with such a mighty patron if he or she doesn't spells armor of agathys and hellish rebuke.
intend to use the power thus gained. Rather, the vast majority
of warlocks spend their days in active pursuit of their goals,
which typically means some kind of adventuring.
Furthermore, the demands of their patrons drive warlocks
toward adventure.

1
The Warlock
Proficiency Cantrips Spells Spell Spell Slot Invocations
Level Bonus Features Known Known Slots Level Known
Otherworldly Patron, Pact Boon, Pact
1st +2 2 3 1 1st —
Magic, Eldritch Overflow (1d4)
2nd +2 Eldritch Invocations 2 4 2 1st 2
3rd +2 Pact Boon Feature 2 5 2 2nd 2
4th +2 Ability Score Improvement 3 6 2 2nd 2
5th +3 Pact Boon Feature 3 7 2 3rd 3
6th +3 Otherworldly Patron feature 3 8 2 3rd 3
7th +3 Pact Boon Feature 3 9 2 4th 4
Ability Score Improvement, Eldritch
8th +3 3 10 3 4th 4
Overflow (1d6)
9th +4 — 3 11 3 5th 5
10th +4 Otherworldly Patron feature 4 13 3 5th 5
11th +4 Mystic Arcanum (6th level)\ 4 13 3 5th 6
12th +4 Ability Score Improvement 4 14 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 15 3 5th 6
Otherworldly Patron feature, Eldritch
14th +5 4 15 3 5th 7
Overflow (1d8)
15th +5 Mystic Arcanum (8th level) 4 15 3 5th 7
16th +5 Ability Score Improvement 4 15 4 5th 8
Mystic Arcanum (9th level), Eldritch
17th +6 4 15 4 5th 8
Overflow (1d10)
18th +6 Arcane Feedback 4 15 4 5th 9
19th +6 Ability Score Improvement 4 15 4 5th 9
20th +6 Eldritch Mastery 4 15 4 5th 9

Class Features Equipment


As a warlock, you gain the following class features. You start with the following equipment, in addition to the
equipment granted by your background:
Hit Points
Hit Dice: : 1d8 per Warlock level (a) a light crossbow and 20 bolts or (b) any simple weapon
Hit Points at 1st Level: 8 + your Constitution modifier (a) leather armor or (b) scale mail (if proficient)
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) a component pouch or (b) an arcane focus
modifier per Warlock level. (a) a scholar's pack or (b a dungeoneer's pack
Two daggers
Proficiencies
Armor: Light armor Alternatively, you may start with 4d4 × 10 gp to buy your
Weapons: Simple weapons own equipment.
Tools: None
Saving Throws: Wisdom
Skills: Choose two skills from Arcana, Deception, History,
Intimidation, Investigation, Persuasion, Nature and Religion

2
O
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O therworldlyP
Otherworldly
therworldly
therworldly
therworldly PPP
Patron
atron
atron
atron
atron Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from
At 1st level, you have struck a bargain with an otherworldly
the warlock spell list.
being of your choice. Your choice grants you features at 1st
level and again at 6th level, 10th level, and 14th level. Learning New Spells:
Patron Spells The Spells Known column of the Class Features (Warlock)
table shows when you learn more warlock spells of your
Your Patron has granted you access to certain spells. You gain
choice of 1st level and higher. A spell you choose must be of a
access to these spells at their corresponding Warlock level
level no higher than what's shown in the table's Slot Level
(1st, 3rd, 5th, 7th, 9th). Once you gain a patron spell, you
column for your level. When you reach 6th level, for example,
always know it, and it doesn't count against the number of
you learn a new warlock spell, which can be 1st, 2nd, or 3rd
spells you know. If you gain a spell that doesn’t appear on the
level.
warlock spell list, the spell is nonetheless a warlock spell for
you. Replacing Known Spells:
P
PPP actM
Pact
act
act
act MM
M
Magic
agic
agic
agic
agic
When you gain a level in this class, you can replace any and all
of your warlock spells, substituting them with ones
Your arcane research and the magic bestowed on you by your appropriate for your level.
patron have given you facility with spells. See the Spells
chapter of the Player's Handbook for the general rules of Spell Versatility
spellcasting and for the warlock spell list. Whenever you finish a long rest, you can replace one spell you
The pact you have struck with your patron has given you the learned from this Pact Magic feature with another spell from
ability to cast spells. the warlock spell list. The new spell must be the same level as
the spell you replace.
Cantrips
You know two cantrips of your choice from the warlock spell Spellcasting Ability
list. Choose either Intelligence or Charisma when you gain this
feature. Your choice determines your spellcasting ability for
Learning New Cantrips: your warlock spells. You use the chosen ability score when
You learn additional warlock cantrips of your choice at higher setting the saving throw DC and when making attack rolls with
levels, as shown in the Cantrips Known column of the Class warlock spells you cast. Also, you gain proficiency in saving
Features (Warlock) table. throws using the chosen ability.

Replacing Known Cantrips: Spell Save DC = 8 + your proficiency bonus +


When you gain a level in this class, you can choose one of the your Spellcasting Ability modifier
warlock cantrips you know and replace it with another cantrip
from the warlock spell list. Spell attack modifier = your proficiency bonus +
Spell Slots your Spellcasting Ability modifier
The Warlock table shows how many spell slots you have to
cast your warlock spells of 1st through 5th level. The table
also shows what the level of those slots is; all of your spell M
M
M
M
Multiclassing
ulticlassing
ulticlassing
ulticlassing
ulticlassing
slots are the same level. To cast one of your warlock spells of
1st level or higher, you must expend a spell slot. You do not Should you wish to multiclass into a warlock, the
regain any pact magic spell slots upon completing a short or prerequisites and proficiencies gained are listed below.
long rest. Additionally, you may only use your pact magic spell
Minimum Requirement: Charisma or Intelligence 13.
slots to cast Warlock spells or use other Warlock features. For
example, when you are 5th level, you have two 3rd-level spell Proficiencies: Light armor, simple weapons.
slots. To cast the 1st-level spell witch bolt, you must spend
one of those slots, and you cast it as a 3rd-level spell. Pact Boon: Choose your pact boon at 3rd-level, not 1st-level.
You can spend 1 minute entreating your patron for aid to
regain all your expended spell slots from your Pact Magic
feature, during which you do nothing more strenuous than
eating, drinking, reading, and tending to wounds. You may use
this feature twice before completing a long rest.

3
P
PPP actB
Pact
act
act
act BBB
Boon
oon
oon
oon
oon Renewing your Pact
If you lose your pact boon artifact, you can perform a 1-hour
When you make a pact with a patron, you are rewarded with a
ceremony to receive a replacement artifact from your patron.
boon — a special artifact that symbolizes the eldritch bargain
This ceremony can be performed during a short or long rest,
that has been struck.
and it destroys the previous boon item.
This section introduces four pact boons for you to choose
from — blade, chain, tome, and wand. A New Seal
Spellcasting Focus: For as long as you are holding or wearing Depending on the circumstances in which you lost your
artifact, your patron may demand that you renew your pact
it, your pact boon acts as a spellcasting focus for your warlock
spells. with a fresh seal. This may require you to make a new promise
or sacrifice.
Choosing your Pact
Choose your pact from one of the following options: P
PPP
Promises
romises
romises
romises
romises
Pact of the Blade: You want physical power, and you are d100 I will...
rewarded with an eldritch weapon.
01-06 ...kill an ancient dragon and eat its heart.
Pact of the Chain: You want to control others, and you are ...convince the high priest of Emerset to betray his deity
rewarded with a familiar-summoning trinket. 07-12
and serve you.
Pact of the Tome: You want forbidden knowledge, and you ...visit the realm of Nazirun and burn the sacred Book of
13-18
are rewarded with an eldritch spellbook. Ascension.

Your pact boon artifact bears the unmistakable mark of


...obey every demand and serve you without question
19-24
for the next 10 years.
your patron — fiendish red veins, fey vines and flowers,
aberrant runes and etchings, etc. You may decide how your 25-30 ...serve you forever in death.
artifact is branded by your patron.
31-36 ...capture the souls of 1,000 people.
Sealing your Pact 37-42
...get the Queen of Rendeburg to pose for a portrait that
You gain your pact boon artifact once you seal your pact— I paint.
traditionally by means of making a promise or sacrifice to
...make 1,000 people all sing your name during the
your patron. Choose one of the following, or define your own 43-48
Winter Festival.
sealing ritual:
...free the Dream Stalker from the depths of the
49-54
I made a promise: You have sworn to perform a particular Feywitch Prison.
service in the name of your patron. Your promise should be
55-60 ...build a temple to you in the capital city.
(a) achievable and (b) narrow enough in scope so that it
can be reasonably addressed during gameplay. 61-66 ...find a way to summon you into this world.
I made a sacrifice: You sacrificed something of great value ...let you take possession of my body during the night of
67-72
to your patron. the full moon.
...find and complete the secret puzzle box of
Describe how you sealed your pact with your patron, or pick 73-78
Lamenchard's Lament.
a random suggestion (if appropriate) from the Promises and
Sacrifices tables. 79-84 ...kill the archon of the cult that opposes you.
85-90 ...recruit 1,000 new people into your service.
91- ...create a new festival in your name that is celebrated in
100 all Seven Kingdoms of Thendrae.

4
S
SSS
Ephemeral: This weapon disappears if you use this feature
Sacrifices
acrifices
acrifices
acrifices
acrifices again, if you dismiss the weapon (no action required), or if
you die.
d100 I give you...
01-06 ...my family's vast wealth.
Pact of the Chain
You ask your patron for the ability to control others, and are
07-12 ...the memories of my childhood. rewarded with a bound familiar.
13-18 ...20 years of my remaining lifespan. Chained Familiar
19-24 ...one of my eyes. You gain a special trinket from your patron which allows you
25-30 ...the life of my precious pet. to summon a familiar and bind it to your will.

31-36 ...the life of an innocent. C


C
C
C hain T
Chain
hain
hain
hain T
T
T
Trinket
rinket
rinket
rinket
rinket
37-42 ...my ability to paint.
Item, Trinket
43-48 ...my ability to laugh.
An eldritch trinket — such as a ring, bracelet, earring, or a
49-54 ...two of my fingers.
diadem. While you are wearing this trinket, you can cast the
55-60 ...my soul. Find Familiar spell as a ritual without spending material
components.
61-66 ...my sanity.
Your trinket bears the unmistakable mark of your patron —
67-72 ...my sense of taste. fiendish red veins, fey vines and flowers, aberrant runes and
73-78 ...my sense of aesthetics. etchings, etc.

79-84 ...the beating heart of a unicorn. Chain Master: When you take the Attack action, you can
forgo one of your attacks, or use your bonus action to
85-90 ...my ability to write.
allow your familiar to spend its reaction and make one
91-100 ...my ability to feel strong emotions. attack of its own. You can use your Eldritch Overflow
feature when your familiar damages a creature.
Pact of the Blade I Remember: The Companion or Familiar that is
You gain a unique, eldritch weapon from your patron. This
summoned by this trinket is always the same one.
weapon is honed and shaped by your own mind — the
stronger your ability, the sharper your blade. I Serve: Your familiar has a personality of its own— it may
In addition, you gain proficiency with medium armor, or may not be happy to serve you. But whatever its
shields, and martial weapons. attitude, the familiar must obey the command of

P
PPPact W
Pact W
W
W
Weapon
whomever wears the trinket.
act
act
act eapon
eapon
eapon
eapon Pact of the Tome
Item, Weapon You ask your patron for forbidden knowledge, and are
rewarded with a tome of eldritch secrets.
You can spend one bonus action to summon your pact
weapon into your empty hand. You can choose the form that Book of Erudition
this weapon takes each time you summon it — a dagger, a Starting at 1st level, you gain a book of forbidden knowledge
sword, a bow, etc — though it must be a form you are from your patron, granting you more power over the arcane.
proficient with. Alternatively, you can summon your pact
Adding Rituals: When you find a ritual spell, you can add it
weapon whenever you take the attack action - You must attack
to the book if the spell's level is equal to or less than half your
with the weapon you summon.
warlock level (rounded up).
Your weapon bears the unmistakable mark of your eldritch
For each level of the spell, you must spend 2 hours and 50
patron — fiendish red veins, fey vines and flowers, aberrant
gp for the rare inks needed to inscribe it.
runes and etchings, etc.

Eldritch Strike: When you attack with this weapon, you can
use your warlock spellcasting ability modifier instead of
Strength or Dexterity, for the attack and damage rolls. You
can use your Eldritch Overflow feature when you damage a
creature with a weapon attack that uses your pact weapon.

Magical Origin: This weapon counts as magical for the


purpose of overcoming resistance and immunity to
nonmagical attacks and damage.

5
B
BBB
Book
ook of E
ook of
ook
ook of
of
of EEE
Erudition
rudition
rudition
rudition
rudition
IIIIImproved
mprovedP
mproved
mproved
mproved PPP actB
Pact
act
act
act BBB
Boon
oon
oon
oon
oon
Pact of the Blade
Item, Book
Blade Adept
An eldritch book of forbidden knowledge. While you are
holding your Book of Erudition, you can cast your warlock Beginning at 3rd level, you can transform a magic weapon into
spells as a ritual if they have the ritual tag. your pact weapon by performing a special, eldritch ritual. The
ritual takes 1 hour, during which you must be holding the
Your book bears the unmistakable mark of your patron —
weapon. You can then dismiss the weapon, shunting it into an
fiendish red veins, fey vines and flowers, aberrant runes and
extradimensional space.
etchings, etc.
The weapon appears whenever you create your pact
Forbidden Cantrip: Choose one cantrip from any class weapon thereafter. You can't affect an artifact or a sentient
spell list. While the book is on your person, you can cast weapon in this way. The weapon ceases being your pact
that cantrip at will. It doesn't count against your number of weapon if you die, if you perform the 1-hour ritual on a
cantrips known. different weapon, or if you use a 1-hour ritual to break your
bond to it. The weapon appears at your feet if it is in the
Forbidden Ritual: Choose one 1st-level spell that has the extradimensional space when the bond breaks.
ritual tag from any class spell list. The spell appears in the
Additionally, any weapon you summon with your Pact of the
book and doesn't count against the number of spells you
Blade feature gains a +1 bonus to its attack and damage rolls,
know. While the book is in your hand, you can cast that
unless it is a magic weapon that already has a bonus to those
spell as a ritual. rolls.

E
EEE ldritchO
Eldritch
ldritch
ldritch
ldritch OO
O
Overflow
verflow
verflow
verflow
verflow Greater Pact Weapon
Starting at 1st level, your otherworldly power makes even Starting at 5th-level, you can attack with your pact weapon
your weakest spells formidable, adding a secondary burst of twice — instead of once — whenever you take the Attack
power to their impacts. When a creature takes damage from action on your turn.
one of your warlock cantrips or class feature as a result of
being hit by an attack or failing a saving throw, you can deal
Translocate
an additional 1d4 damage. You can only deal this damage At 5th level, if your pact weapon is within 300 feet of you, you
once per turn. can spend a bonus action to teleport to its location - or to the
The amount of the extra damage increases to 1d6 at 8th nearest unoccupied space if that location is occupied.
level, 1d8 at 14th level, and 1d10 at 17th level. You can use this feature a number of times equal to your
warlock spellcasting ability modifier (minimum of 1), and you
E
EEE ldritchIIIIInvocations
Eldritch
ldritch
ldritch
ldritch nvocations
nvocations
nvocations
nvocations regain expended uses when you finish a long rest.

At 2nd level, through your study of occult lore, you have Pact of the Chain
unearthed eldritch invocations, fragments of forbidden
knowledge that imbue you with an abiding magical ability. Chained Companion
You gain two eldritch invocations of your choice from the Starting at 3rd level, you learn to summon a servant of your
options listed below the class description. At certain warlock
patron, a being known as a Chained Companion. Your familiar
levels, you gain new invocations of your choice, as shown in gained from find familiar is replaced by this Companion. With
the Invocations Known column of the Warlock table. You can
5 hour of work and the expenditure of 30 gp worth of rare
replace one of the eldritch invocations you know with another incense, you call forth your Companion from whichever plane
invocation whenever you finish a long rest. When you gain a it comes from.
level in this class, you can replace any and all invocations you
At the end of the 1 hour, your chained companion appears
know with ones appropriate for your level.
and gains all the benefits of your Servant's Bond ability. You
can have only one chained companion at a time The
companion obeys your commands as best it can.
If your companion is ever slain, the magical bond you share
allows you to return it to life. With 1 hours of work and the
expenditure of 15 gp worth of rare incense, you call forth your
companion's spirit and use your magic to create a new body
for it. You can return it to life in this manner even if you do not
possess any part of its body, but you require the trinket.

6
Forging the Companion Pact of the Tome
You can a list of Chained Companions here. All chained Eldritch Pages
companions have the 'Might of the Master' trait.
Beginning at 3rd level, add two additional cantrips and one
Might of the Master. The following numbers increase by 1 additional 1st-level spell that has the ritual tag to your Book
when your proficiency bonus increases by 1: the companions's
of Erudition. These spells can be from any class spell list (and
skill and saving throw bonuses, the bonuses to hit and
needn't be from the same list).
damage of its attacks, and two ability scores of your choice.
Forbidden Knowledge
Servant's Bond
At 5th level, you can now inscribe magical spells in your Book
Your Chained Companion gains a variety of benefits while it is
of Erudition. Choose two spells of 1st-level or higher of your
accompanying you
choice. These spells must be of a level you can cast. Choose
It acts on your initiative but it takes its turn immediately one of the following classes: bard, cleric, druid, sorcerer, or
after yours. You determine its actions, decisions, attitudes, wizard. You must choose your spells from that class's spell
and so on (no action required by you). If you are list. (the two need to be from the same list). The spells appear
incapacitated or absent, your Companion acts on its own. in the book and don't count against the number of spells you
know.
During the course of a short rest, you can shape and meld Additionally, when your Pact Magic feature lets you learn or
your Companion's body, causing them to take a different replace a warlock cantrip or a warlock spell of 1st level or
form. You can transform them into one of the forms given higher, you can choose the new spell from your selected
in the find familiar spell class's spell list or the warlock spell list. You must otherwise
obey all the restrictions for selecting the spell, and it becomes
Chain Mind a warlock spell for you. Whenever you gain a level, you may
Starting at 3rd level, while your companion is on the same trade one of these selected spells for a new one so long as it is
plane of existence, you can communicate with it of a level which you can cast.
telepathically. Additionally, as an action, you can see through With your Book of Erudition in hand, you can cast the
your companion’s eyes and hear what it hears until the start of chosen spells as if they are warlock spells. On your
your next turn, gaining the benefits of any special senses that adventures, you can add other spells to your Book of
the companion has. During this time, you are deaf and blind Erudition (if they are from your chosen spell list or warlock
with regard to your own senses. Lastly, while perceiving spells). When you find a warlock spell of 1st level or higher,
through your companion’s senses, you can also speak through you can add it to your Book of Erudition if it is of a level which
your servant in your own voice, even if it is normally incapable you can cast, and if you can spare the time to transcribe the
of speech. When looking through your companion’s eyes, if spell. For each level of the spell, the transcription process
you have any of the following invocations, your companion takes 1 hour and costs 25 gp for the rare inks needed to
gains the benefit of them as well: devil’s sight, eldritch sight, inscribe it. If the spell is from your chosen list, the time and
eyes of the rune keeper, witch sight. cost is double the normal amount.

Servant to the Master


Starting at 5th level, your companion's attacks counts as
magical. Additionally, your companion gains additional hit
points equal to your warlock level. It gains a bonus to attack
and damage rolls equal to half your proficiency bonus, and
the DC for any saving throws it uses, uses your Warlock Spell
Save DC instead.

7
A
A
A
A bilityS
Ability
bility
bility
bility SSSScore
coreIIIIImprovement
core
core
core mprovement
mprovement
mprovement
mprovement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this
feature.

M
M
M
M ysticA
Mystic
ystic
ystic
ystic AA
A
Arcanum
rcanum
rcanum
rcanum
rcanum
At 11th level, your patron bestows upon you a magical secret
called an arcanum. Choose one 6th-level spell from the
Warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a
spell slot. Alternatively, you can use this feature to cast a
lower level warlock spell or a spell an invocation allows you to
cast as if it were cast using a spell slot of a level equal to the
arcanum spell. You must finish a long rest before you can do
so again.
At higher levels, you gain more warlock spells of your choice
that can be cast in this way: one 7th-level spell at 13th level,
one 8th-level spell at 15th level, and one 9th-level spell at
17th level. You regain all uses of your Mystic Arcanum when
you finish a long rest.

A
A
A
A rcaneF
Arcane
rcane
rcane
rcane FFF
Feedback
eedback
eedback
eedback
eedback
At 18th level, whenever you use your Mystic Arcanum feature,
you can regain one expended spell slot from your Pact Magic
feature.
Additionally, your patron grants you moments of
unrestricted knowledge. Once per long rest, you can cast any
spell of 5th-level or lower on the warlock spell list, without
expending a spell slot.

E
EEE ldritchM
Eldritch
ldritch
ldritch
ldritch MM
M
Mastery
astery
astery
astery
astery
At 20th level, you can entreat your patron to bestow an
instantaneous surge of power upon you. As a bonus action,
you can regain all your expended Pact Magic spell slots.
Once you regain spell slots with this feature, you must finish
a long rest before you can do so again.
O
O
O
O therworldly P
Otherworldly
therworldly
therworldly
therworldly PPP
Patrons
atrons
atrons
atrons
atrons
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in
The beings that serve as patrons for warlocks are mighty response to harm. When you take damage, you can use your
inhabitants of other planes of existence-not gods, but almost reaction to turn invisible and teleport up to 60 feet to an
godlike in their power. Various patrons give their warlocks unoccupied space you can see. You remain invisible until the
access to different powers and invocations, and expect start of your next turn or until you attack or cast a spell.
significant favors in return. Some patrons collect warlocks, Once you use this feature, you can't use it again until you
doling out mystic knowledge relatively freely or boasting of finish a short or long rest.
their ability to bind mortals to their will. Other patrons bestow
their power only grudgingly, and might make a pact with only Beguiling Defenses
one warlock. Warlocks who serve the same patron might view Beginning at 10th level, your patron teaches you how to turn
each other as allies, siblings, or rivals. the mind-affecting magic of your enemies against them. You
are immune to being charmed, and when another creature
A
A
A
A
Archfey
rchfey
rchfey
rchfey
rchfey
attempts to charm you, you can use your reaction to attempt
to turn the charm back on that creature. The creature must
Your patron is a lord or lady of the fey, a creature of legend succeed on a Wisdom saving throw against your warlock spell
who holds secrets that were forgotten before the mortal races
save DC or be charmed by you for 1 minute or until the
were born. This being's motivations are often inscrutable, and
creature takes any damage.
sometimes whimsical, and might involve a striving for greater
magical power or the settling of age-old grudges. Beings of Dark Delirium
this sort include the Prince of Frost; the Queen of Air and Starting at 14th level, you can plunge a creature into an
Darkness, ruler of the Gloaming Court; Titania of the Summer illusory realm. As an action, choose a creature that you can
Court; her consort Oberon, the Green Lord; Hyrsam, the Prince see within 60 feet of you. It must make a Wisdom saving throw
of Fools; and ancient hags. against your warlock spell save DC. On a failed save, it is
charmed or frightened by you (your choice) for 1 minute or
Archfey Patron Spells until your concentration is broken (as if you are concentrating
Warlock Spells
on a spell). This effect ends early if the creature takes any
1st faerie fire, sleep damage.
Until this illusion ends, the creature thinks it is lost in a
3rd calm emotions, phantasmal force
misty realm, the appearance of which you choose. The
5th blink, plant growth creature can see and hear only itself, you, and the illusion.
7th dominate beast, greater invisibility You must finish a short or long rest before you can use this
feature again.
9th dominate person, seeming

Fey Presence
Starting at 1st level, your patron bestows upon you the ability
to project the beguiling and fearsome presence of the fey. As
an action, you can cause each creature in a 10-foot cube
originating from you to make a Wisdom saving throw against
your warlock spell save DC. The creatures that fail their saving
throws are all charmed or frightened by you (your choice)
until the end of your next turn.
Once you use this feature, you can't use it again until you
finish a short or long rest.

Sylvan Magic
At 1st Level, you become proficient in the Nature skill and
Druidic language, and you learn the druidcraft and thorn whip
cantrips. They count as warlock cantrips for you, but they
don’t count against your number of cantrips known.
F
FFF
Fiend
iend
iend
iend
iend Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack,
You have made a pact with a fiend from the lower planes of
you can use this feature to instantly transport the target
existence, a being whose aims are evil, even if you strive
through the lower planes. The creature disappears and hurtles
against those aims. Such beings desire the corruption or
through a nightmare landscape.
destruction of all things, ultimately including you. Fiends
At the end of your next turn, the target returns to the space
powerful enough to forge a pact include demon lords such as
it previously occupied, or the nearest unoccupied space. If the
Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils
target is not a fiend, it takes 10d10 psychic damage as it reels
such as Asmodeus, Dispater, Mephistopheles, and Belial; pit
from its horrific experience.
fiends and balors that are especially mighty; and ultroloths
Once you use this feature, you can't use it again until you
and other lords of the yugoloths.
finish a long rest.
Fiend Patron Spells
Warlock Level Spells
1st burning hands, command
3rd blindness/deafness, scorching ray
5th fireball, stinking cloud
7th fire shield, wall of fire
9th flame strike, hallow

Fiend-touched Soul
Beginning at 1st level, you learn to mimic both the bearing
and magic of your Patron. You can speak, read and write
Infernal and Abyssal. In addition, you gain proficiency with
deception or persuasion. Finally, choose two of the following
damage types: acid, cold, lightning, poison or necrotic.
Whenever you deal fire damage with a warlock spell or a
warlock feature, you can change it to one of the chosen
damage types.

Dark One's Blessing


Starting at 1st level, when you reduce a hostile creature to 0
hit points, you gain temporary hit points equal to your
warlock spellcasting ability modifier + your warlock level
(minimum of 1).

Dark One's Own Luck


Starting at 6th level, you can call on your patron to alter fate
in your favor. When you make an ability check or a saving
throw, you can use this feature to add a d10 to your roll. You
can do so after seeing the initial roll but before any of the
roll's effects occur.
Once you use this feature, you can’t use it again until you
finish a short or long rest. Alternatively, you can regain a use
of this feature by forgoing the temporary hit points granted by
your Dark One's Blessing feature.

Fiendish Resilience
Starting at 10th level, you can choose two damages type when
you finish a short or long rest. You gain resistance to these
damage types until you choose different ones with this
feature. Damage from silvered weapons ignores this
resistance.
C
C
C
C
Celestial
elestial
elestial
elestial
elestial Celestial Reinforcement
Starting at 10th level, the Celestial magic you wield circulates
Your patron is a powerful being of the Upper Planes. You have
through you,reinforcing your healing abilities. When the result
bound yourself to an ancient empyrean, solar, ki-rin, unicorn,
of a Healing Light die you roll is below your proficiency bonus,
or other entity that resides in the planes of everlasting bliss.
you can replace the result with your proficiency bonus. Also,
Your pact with that being allows you to experience the barest
you and up to 5 creatures of your choice that can see you gain
touch of the holy light that illuminates the multiverse.
temporary hit points equal to your warlock level + your
Being connected to such power can cause changes in your
spellcasting ability modifier whenever you finish a long rest.
behavior and beliefs. You might find yourself driven to
annihilate the undead, to defeat fiends, and to protect the Searing Vengeance
innocent. At times, your heart might also be filled with a Starting at 14th level, the radiant energy you channel allows
longing for the celestial realm of your patron, and a desire to you to resist death. When you have to make a death saving
wander that paradise for the rest of your days. But you know throw at the start of your turn, you can instead spring back to
that your mission is among mortals for now, and that your your feet with a burst of radiant energy. You regain hit points
pact binds you to bring light to the dark places of the world. equal to half your hit point maximum, and then you stand up
if you so choose. Each creature of your choice that is within 30
Celestial Patron Spells feet of you takes radiant damage equal to 4d8 + your warlock
Warlock Spells spellcasting ability modifier, and it is blinded until the end of
1st cure wounds , guiding bolt the current turn.
Once you use this feature, you can't use it again until you
3rd healing spirit, scorching ray
finish a long rest.
5th mass healing word, revivify
7th aura of life, wall of fire
9th greater restoration, mass cure wounds

Celestial-Touched Bearing
When you choose this patron at 1st level, At 1st Level, you
become proficient in the Religion skill and Celestial language,
and you learn the light and sacred flame cantrips. They count
as warlock cantrips for you, but they don’t count against your
number of cantrips known.

Healing Radiance
At lst level, you gain the ability to channel celestial energy to
heal wounds. You have a pool of d8s that you spend to fuel
this healing. The number of dice in the pool equals 1 + your
warlock level (minimum of one). As a bonus action, you can
heal one creature you can see within 60 feet of you, spending
dice from the pool. The maximum number of dice you can
spend at once equals your warlock spellcasting ability
modifier (minimum of one die). Roll the dice you spend, add
them together, and restore a number of hit points equal to the
total. Your pool regains all expended dice when you finish a
long rest.

Burning Soul
Starting at 6th level, your link to the Upper Planes emblazons
your soul with radiant energy, protecting you. You have
resistance to radiant damage, and you are immune to poison
and disease. Additionally, whenever you or a creature within
60 feet that can see you restores hit points, they add your
warlock spellcasting ability modifier to the result.
T
T
T
T
TheheS
he
he
he SSSStars
tars
tars
tars
tars Stellar Arcanum
At 10th, you gain more control over the magic your patron
You are a warlock who has uncovered power in the readings of
brought into being at the beginning of the world, which both
the stars. You know their secret names and can call upon their
empowers and protects you. When you take damage from a
power. This is how your pact works; you draw from the power
spell, you may use your reaction to gain resistance to that
of unseen truths, ever drawing fate to your favor.
damage. Additionally, until the end of your next turn, the spell
level of your pact magic spell slots increases by 1. Once you
Star Patron Spells use this feature, you may not do so again until you finish a
Warlock Level Spells
short or long rest.
1st guiding bolt, bless
3rd augury, enhance ability
Prophet of the Night Sky
At 14th level, your understanding of the stars has revealed a
5th beacon of hope, clairvoyance deeper knowledge, one that has shown you how to utter
words that pluck at the twines of fate itself. When you see a
7th banishment, divination
creature make an ability check, saving throw, or attack roll,
9th dispel evil and good, legend lore you can use your reaction to cause that creature not to roll for
that ability check, instead giving it a roll of either a 1 or 20.
Star-Bound Curse You regain this ability at the end of your next long rest.
Beginning at 1st level, you can call upon the fickle nature of
the stars to curse a creature you see. You can curse a creature
as a bonus action, allowing you to govern its fate instead of
the stars. While a creature is under your star-bound curse, a
creature suffers the following debilitations for 1 minute:

Guiding Light. Glittering starlight guides attacks to this


creature. The first attack on your that hits this creature
deals an additional 1d6 + half your Warlock level radiant or
cold damage.

Cursed Fate. The creature has a d4 penalty to its first


attack roll or saving throw each turn.

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

Stellar Manifestation
At 1st level, you can cause the light within you to shine forth.
As an action, you can emanate a light from any point on your
body, or materialize it as a wispy, star-like entity that you have
control over. The light creates bright light in a radius of 30
feet, and dim light for another 30 feet. You can have the star
follow you at a set distance, or use a bonus action to move it
up to 30 feet. If the star goes beyond 30 feet from you, it fades
out.
The light lasts until you fall unconscious, or until you
dismiss it (no action required).
Additionally, you learn the twinkle cantrip

Astral Insight
At 6th level, your examinations of the night sky grant you brief
flashes of insight. You gain fate dice, which are a number of
d6’s equal to 1 + your warlock spellcasting ability modifier.
Whenever you roll an attack roll, ability check or saving throw,
you may add any amount of fate dice to the roll, potentially
bending fate to your favor. You regain all fate dice at the end
of a long rest.
G
G
G
G reatO
Great
reat
reat
reat OO
O ldO
Old
ld
ld
ld O
O
O
Onene
ne
ne
ne Visions of Horror
At 6th level, you can flood the minds of those who assault you
Your patron is a mysterious entity whose nature is utterly
with terrifying, incomprehensible images from your patron's
foreign to the fabric of reality. It might come from the Far
realm. When a creature within 60 feet damages you, you can
Realm, the space beyond reality, or it could be one of the
use your reaction to force the creature to make an Intelligence
elder gods known only in legends. Its motives are
saving throw against your warlock spell save DC.
incomprehensible to mortals, and its knowledge so immense
On a failed save, the creature takes psychic damage equal
and ancient that even the greatest libraries pale in
to 1d10 + half your warlock level and is frightened for 1
comparison to the vast secrets it holds. The Great Old One
minute. A frightened creature can repeat the saving throw at
might be unaware of your existence or entirely indifferent to
the end of each of its turns, ending the effect on a success. On
you, but the secrets you have learned allow you to draw your
a successful save, the creature takes half as much damage and
magic from it. Entities of this type include Ghaunadar, called
isn't frightened.
That Which Lurks; Tharizdun, the Chained God; Dendar, the
Once you use this feature, you can't use it again until you
Night Serpent; Zargon, the Returner; Great Cthulhu; and other
finish a short or long rest.
unfathomable beings.

Great Old One Patron Spells Labyrinthine Conundrum


At 10th level, the outer layers of your mind become alien in
Warlock Level Spells
scope - becoming indecipherable to those who would plunder
1st dissonant whispers, Tasha's hideous laughter it, while revealing the true nature of the world around you.
3rd detect thoughts, phantasmal force You are immune to any effect that would sense your emotions,
read your thoughts, or determine you are lying, unless you
5th clairvoyance, sending allow it.
7th Evard's black tentacles, phantasmal killer Additionally, you can use your action to open your mind to
the truth of the world. For 10 minutes, you gain truesight out
9th dominate person, telekinesis to 60 feet. Once you do so, you can't do so again until you
finish a short or long rest.
Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability Unfathomable Tear
to touch the minds of other creatures. You can communicate At 14th level, you gain the ability to rip at the fabric between
telepathically with any creature you can see within 30 feet of planes, unveiling the mysteries and majesty of your Patron.
you. While communicating telepathically, you can alter your You can use your action to open a tear in the world, creating a
voice to sound however you wish. You don't need to share a one-way rift to or from the Far Realm for 1 minute. Choose an
language with the creature for it to understand your telepathic unoccupied 5-foot radius sphere that you can see and whether
utterances, but the creature must be able to understand at this portal should lead to, or come from the Far Realm.
least one language. Creatures that end their turn within 30 feet of the sphere are
inexplicably moved 5 feet toward it, as if pulled by an unseen
The Weight of the Space In Between force. If the portal leads to the Far Realm, creatures that enter
Also at 1st level, you can open the minds of your enemies to it must make an Intelligence saving throw, or be flung to the
the terrifying vistas of reality, causing them to go mad from far reaches of space, taking 8d10 psychic damage from the
the revelation. When you hit a creature with an attack or a horrors they witness and are ejected from the far side of the
creature fails a saving throw against one of your spells, you portal 1 round later. On a success, they take 2d10 psychic
can force the creature to make an intelligence saving throw damage, and remain unmoved.
against your spell save DC. If they fail, they are frightened of If the portal leads from the Far Realm, creatures adjacent to
you until the end of your next turn. it are restrained by tentacles, claws, or other monstrous
You can use this feature twice, and you regain all expended appendages that reach through it, taking 3d8 psychic damage
uses when you complete a short or long rest. at the start of each of their turns while they are restrained in
At 6th level, if the creature fails the saving throw, you gain a this way. Creatures so restrained can break free as an action
choice of two afflictions that you can choose to impart unto by making a Strength saving throw against your Warlock spell
the creature, in place of the creature being frightened of you. save DC.
Alternatively, you can inflict the stunned condition instead. After using this ability, you cannot use it again until you
Bleeding Mind. The creature takes 1d8 + half your warlock complete a long rest.
level psychic damage.
Shattered Psyche. The creature rolls on the short term
madness table. They are afflicted with the madness until the
end of your next turn.

13
R
R
R
R adiantS
Radiant
adiant
adiant
adiant SSSStorm
torm
torm
torm
torm Tempest
Starting at 10th level, the storm becomes a part of you and
???
lightning pumps through your veins. Your Everstorm benefits
are increased:
Radiant Storm Patron Spells
Warlock Level Spells You gain resistance to lightning, thunder and radiant
1st guiding bolt, thunderwave damage
Your movement speed is doubled.
3rd blur, skystrikeCOFSA Whenever you hit a creature with an attack, you can deal
5th call lightning, lightning bolt extra lightning, thunder or radiant damage (your choice)
equal to your warlock spellcasting ability modifier + half
7th guardian of faith, storm sphere XGE
your proficiency bonus (rounded down).
9th control windsXGE, dawnXGE
Additionally, whenever you cast the call lightning spell
whilst your Everstorm is active, your Everstorm counts as an
Majesty of the Cloud Ruler existing storm for the purposes of the spell's increased
Starting at 1st level, as a bonus action you can summon damage.
powerful winds to move a creature of size Large or smaller
that you can see within 30 feet of you. The creature must Storm caller
succeed on a Strength Saving throw against your spell save DC Starting at 14th level you can summon your patrons’ weapon
or be moved 5 feet in any direction you choose. If this to aid you in battle. As an action, a giant bright lightning bolt
movement would place them in a space without solid ground crashes down through the sky, piercing the ground at a point
(over a cliff's edge, into a river, etc), the target has advantage of your choice within 100 feet. Each creature in a 1000-foot-
on it's saving throw. tall cylinder with a 40-foot radius centered on that point must
make a Dexterity saving throw. A target takes 6d8 lightning
Everstorm damage and 6d8 radiant damage on a failed save, or half as
Starting at 1st level, you can channel the might of storms much damage on a successful one.
through a magical art called Everstorm, provided you aren't Onceyou use this feature, you can't use it again until you
wearing heavy armor or using a shield. The Everstorm creates finish a long rest.
rain and streaks of lightning that swirl around you and occupy
your space, and it grants you enhanced defences, movement
and arcane strength.
You can use a bonus action to start the Everstorm, which
lasts for 1 minute. It ends early if you are incapacitated, or if
you don heavy armor. You can also dismiss the Everstorm at
any time you choose (no action required).
While you Everstorm is active, you gain the following
benefits:

You gain resistance to lightning and thunder damage


Your movement speed increases by 10 feet
Whenever you hit a creature with an attack, you can deal
extra lightning or thunder damage (your choice) equal to
your warlock spellcasting ability modifier.

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

Lightning Surge
By 6th level, you've learned how to move as fast as lightning.
Whenever you roll for initiative, you add your warlock
spellcasting ability modifier to the roll. You also learn the
thunderstep spell, which doesn't count against your number
of known spells. When you cast thunder step, you can cast it
as a bonus action, and you can choose for thunderstep to deal
lightning or radiant damage instead.
D
D
D
D
Dreadlord
readlord
readlord
readlord
readlord Accursed Specter
Starting at 6th level, you can curse the soul of a person you
Deep in the pits of gloom-filled wastes of the Shadowfell,
slay, temporarily binding it to your service. When you slay a
there lie accursed beings of unfathomable malice and
humanoid, you can cause its spirit to rise from its corpse as a
melancholy. These creatures desire the demolition of positive
specter, the statistics for which are in the Monster Manual.
emotion and the spread of the same misery that plagues
When the specter appears, it gains temporary hit points equal
them. These lords of shadow revel in the perpetual misery
to half your warlock level. Roll initiative for the specter, which
and gloom of the unsatiated dead. Dreadlords have even been
has its own turns. It obeys your verbal commands, and it gains
known to be trapped for the amusement of Dark powers, the
a special bonus to its attack rolls equal to your warlock
vestiges of dead gods that lurk in the Shadowfell. These
spellcasting ability modifier (minimum of +0).
dreadlords are trying to scheme a way out of these Domains
The specter remains in your service until the end of your
of Dread they are caged within, and are using you as a means
next long rest, at which point it vanishes to the afterlife.
of escape.
Once you bind a specter with this feature, you can't use the
Creatures powerful enough to be considered dreadlords
feature again until you finish a long rest.
include artifact-infused dracolich known as The Ghost King,
Lord Soth, the vampire lord Strahd von Zarovich, and the head Mantle of Shadow
Nightshades in service to Shar, or maybe even Shar herself. At 10th level, your enemies' attacks harmlessly passes
through your body as if it were shadow. When a creature hits
Dreadlord Expanded Spells you with an attack roll, you use your reaction to roll a d6. On a
Spell Level Spells
6, the attack instead misses you, regardless of the roll. If the
1st cause fear, inflict wounds attacker is cursed by your Curse of Gloom the attack instead
misses you on a roll of 4 or higher.
2nd blindness/deafness, pass without trace
3rd blink, fear Withering Gloom
Starting at 14th level, you become a locus of negative energy
4th greater invisibility, phantasmal killer
and gloom by drawing in the vitality from the world around
5th antilife shell, cone of cold you. As an action, you unleash 20 tendrils of essence-stealing
shadow energy. Choose any number of creatures within 60
Shadowsight feet of you, and divide 20 tendils among them (a creature can
At 1st level, you gain darkvision out to a range of 60 feet. If you be targeted by a number of die equal to half your warlock
already have darkvision, its range increases by 30 feet. level). Each creature must make a Charisma saving throw,
taking 1d8 necrotic damage for each tendril targeted at it, or
Curse of Gloom half as much on a successful save.
At 1st level, gain the ability to place a baleful curse, a pall of ill You gain temporary hit points equal to the amount of
luck that sustains you. As a bonus action, choose one creature damage you deal, which last for 1 minute. While you have
you can see within 30 feet of you. The target is cursed for 1 these temporary hit points, creatures within 15 feet of you
minute. The curse ends early if you die or are incapacitated. can't regain hit points, and take 2d8 psychic damage every
Until the curse ends, the creature suffers the following effects: time they miss an attack roll, fail a saving throw, or fail an
ability check. Plantlife in this area rapidly withers and dies.
Whenever the cursed creature takes damage from an Once you use this feature, you can't use it again until you
attack or effect that targets only it, damage die results of 1
finish a long rest.
or 2 are rerolled. Whenever the cursed creature rolls a
damage die and rolls the highest or second highest result,
it must reroll that die. A given die can only be rerolled this
way once.

Once each turn, if the creature rolls a 20 on an ability


check, saving throw, or attack roll, it must reroll the result.

If the cursed target dies, you gain hit points equal to your
warlock level + your warlock spellcasting ability modifier
(minimum of 1 hit point).

You can't use this feature again until you finish a short or
long rest.
When the creature cursed by your Curse of Gloom dies, you
can apply the curse to a different creature you can see within
30 feet of you, provided you aren't incapacitated.

15
T
T
T
T
TheheS
he
he
he SSSSoulborn
oulbornW
oulborn
oulborn
oulborn WW
W
Warrior
arrior
arrior
arrior
arrior Turn the Tides
At 10th level, you can deflect the worst of attacks with the
You share a far closer bond with your patron that most
momentum of your own weapon. If you make a weapon attack
warlocks dream of. You have either bound yourself to a single
on your turn, you have resistance to bludgeoning, piercing,
mighty spirit of a long-dead warrior, or to a gestalt force of
and slashing damage until the start of your next turn.
mighty warriors. You are guided by your patron and instructed
in the ways of war and combat, especially single combat. Soul-fueled Resilience
At 10th level, your body is reinforced by the influence of your
Soulborn Warrior Patron Spells warrior spirit, granting you immense strength and resilience.
Warlock Level Spells
When you are subjected to an effect that allows you to make a
1st shield of faith, wrathful smite Strength or Constitution saving throw to take only half
damage, you instead take no damage if you succeed on the
3rd branding smite, find steed
saving throw, and only half damage if you fail.
5th blinding smite, crusader's mantle
7th death ward, find greater steed
Incarnate Hero
At 14th level, you can summon forth the martial spirit of a
9th banishing smite, holy weapon mighty hero in time of need, sweeping lesser warriors aside as
you move through the battlefield. As an action, you gain the
Awesome Blow following benefits for 10 minutes:
Starting at 1st level, spiritual power from your patron lends
You gain a number of temporary hit points equal to three
you the ability to land decisive hits. Once per turn, when you
times your warlock level.
hit a creature with a weapon attack, it must succeed on a
You gain advantage on attack rolls.
Constitution saving throw against your warlock spell save DC
You gain advantage on all Strength and Dexterity saving
or suffer your choice of one of the following effects:
throws and ability checks.
Its speed is reduced to 0 and it can't take reactions until While you are concentrating on a spell, you can treat a d20
the start of its next turn. roll of 9 or lower as a 10 on saving throws made to
It becomes frightened of you until the end of its next turn. maintain concentration.
It becomes deafened until the end of its next turn and has
Once you use this feature, you can't use it again until you
disadvantage on the next saving throw that it makes before finish a short or long rest.
the end of its next turn.

You can use this feature a number of times equal to your


warlock spellcasting ability modifier (a minimum of once). You
regain any expended uses when you finish a short or long rest.
Starting at 10th level, you can use this feature once per turn,
with no other limitations on how many times you can use it
per short or long rest.

Warrior of Destiny
At 1st level, the spirit of a mighty warrior fights alongside you.
While you are wearing no armor, your AC equals 10 + your
Dexterity modifier + your warlock spellcasting ability modifier.
You can use a shield and still gain this benefit.

Dance of Death
Starting at 6th level, your magic shields you even as it speeds
your weapon. While you are concentrating on a spell of 1st
level or higher, your movement doesn't provoke opportunity
attacks and you can use a bonus action to make a melee
weapon attack.
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Undying
ndying
ndying
ndying
ndying Phylactery Ring
Starting at 6th level, your patron grants you a magical ring
Death holds no sway over your patron, who has unlocked the
that can serve to revive you from death. Whenever a creature
secrets of everlasting life, although such a prize—like all
within 60 feet of you is reduced to 0 hit points, you can use
power—comes at a price. Once mortal, the Undying has seen
your reaction to temporarily tether its soul to your body. If you
mortal lifetimes pass like the seasons, like the flicker of
would be reduced to 0 hit points while you a have a soul
endless days and nights. It has the secrets of the ages to
tethered to you, the soul is bound to the ring, empowering it,
share, secrets of life and death. Beings of this sort include
before you fall unconscious. If you die while wearing the
Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-
empowered ring, you are revived 24 hours later with 1 hit
queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen
point, your body fully restored at the location of the ring. If
of the githyanki; and the deathless wizard Fistandantalus.
you instead get up from unconsciousness, the soul is removed
In the Realms, Undying patrons include Larloch the Shadow from the ring and re-tethers to your body.
King, legendary master of Warlock's Crypt, and Gilgeam, the
If you ever lose the ring, you can request your patron to
God-King of Unther
grant you a replacement during a long rest.
Undying Patron Spells Aspect of Undeath
Warlock Level Spells
At 10th level, your patron gifts you with some aspects of
1st false life, inflict wounds undeath. You become immune to disease and the frightened
condition. You also gain resistance to necrotic and poison
3rd blindness/deafness, silence
damage.
5th vampiric touch, speak with dead In addition, you can hold your breath indefinitely, and you
7th death ward, shadow of moil don't require food, water, or sleep, although you still require
rest to reduce exhaustion and still benefit from finishing short
9th danse macabre, enervation and long rests. You age at a slower rate. For every 10 years
that pass, your body ages only 1 year, and you are immune to
Unearthed Bones being magically aged.
Starting at 1st level, your patron grants you the power to draw
on the remains of the ancient dead to shred your foes. As a Right Hand of Death
bonus action you can temporarily draw ancient bone Starting at 14th level, your patron bestows upon you the
fragments from the ground to swirl around you. The gyre of ability to channel the power of undeath to slay your enemies
bones collapses within 1 minute or if it moves more than 60 and bind their spirits to you. You can use your action to cast
feet from you. As apart of the initial bonus action, you can finger of death. After you cast the spell with this feature, you
have the bone shards move up to 60 feet and make a melee can't do so again until you finish a long rest.
spell attack against a creature within 5 feet, dealing 1d8 + your
warlock spellcasting ability modifier necrotic damage on a hit.
You can use this feature twice before taking a short or long
rest.

Among the Dead


At 1st level, you learn the toll the dead cantrip, which counts
as a warlock cantrip for you. You also have advantage on
saving throws against any disease.
Additionally, undead have difficulty harming you. If an
undead targets you directly with an attack or a harmful spell,
that creature must make a Wisdom saving throw against your
spell save DC (an undead needn't make the save when it
includes you in an area effect, such as the explosion of
fireball). On a failed save, the creature must choose a new
target or forfeit targeting someone instead of you, potentially
wasting the attack or spell. On a successful save, the creature
is immune to this effect for 24 hours. An undead is also
immune to this effect for 24 hours if you target it with an
attack or a harmful spell.

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W orldE
World
orld
orld
orld EEE
Eater
ater
ater
ater
ater World Eater Patron Spells
Warlock Level Spells
Far away from the demesne of mortals, out past the borders
where civilization gives way to the great unknown, there dwell 1st inflict wounds, earth tremor
monsters titanic and unimaginable. Each of these mighty 3rd enlarge/reduce, shatter
creatures, whatever they might be, have the power within
them to end an empire and leave only rubble and ashes in 5th erupting earth, pulse wave
their wake. 7th gravity sinkhole, stoneskin
Forgotten by most, these colossal beasts live on in fables
9th destructive wave, ruin
and legends of the dark times when they ruled all the land,
and mortals were as insects before them. But some still
remember their apocalyptic might. Few mortals, though Body of Ruination
others would think them mad or foolish, seek to master the The innate destructive power of your Patron has warped and
cataclysmic potential of these creatures. Often this takes the changed your body. At 1st level, your hit point maximum
form of drinking a specially enchanted tincture of the increases by 1 and increases by 1 again whenever you gain a
creature’s blood, infusing oneself with the creature’s magical level in this class.
energy, or consuming one of its eggs or offspring. Additionally, your skin has toughened to the point of being
The rush of power these mortals wield can be immense and able to withstand weapon blows. When you aren't wearing
overwhelming, both to themselves and others, and many lose armor, your AC equals 12 + your Constitution modifier.
themselves in their quest to take on the mantle of
monstrosities that would give even the gods pause. This Destructive Potential
power can be obtained from entities such as the tarrasque, a Also at 1st level, you carry the destructive power of your
purple worm, a neothelid, a ha-naga, a behemoth or patron within all that you do. Any of your spells or attacks deal
gargantuan creature (such as a gorilla, reptile, moth or double damage to structures and objects that are not worn or
similar), a tayellah, or Dendar the Night Serpent. Warlocks carried by a creature, and damage you deal ignores any
that tread this path almost always carry some mark of the damage thresholds that especially large objects (such as city
power they have taken into themselves. walls or nautical vessels) may have. This includes creatures
with the 'construct' creature type.

Terrifying Resilience.
At 6th level, you can attain the toughness and resilience of
your patron. As a bonus action, you gain resistance to all
damage, except psychic for 1 minute. After you use this ability,
you must complete a short or long rest before you may use it
again.

Unstoppable Endurance
Starting at 10th level, the rage of your patron pushes you
onward, making you an unstoppable force of destruction.
When you are in your normal form and would be reduced to 0
hit points, you may use your reaction to regain a number of hit
points equal to your warlock level. Once you use this ability,
you require a short or long rest before you may do so again.

18
When you transform, choose whether any equipment and
Spawn of the World Eater
items you are holding or wearing become a part of this new
Once you reach 14th level, you can allow the might and fury of
form (vanishing from view), or drop to the ground at your feet.
your patron to overwhelm your physical form, causing a
If you are in an area that is not big enough to contain your
horrifying transformation into a gigantic monster in their
new form and that would not be immediately destroyed as a
likeness.
result of your transformation, this ability fails to function,
You can use an action on your turn to undergo the
expending the action you used, but not your usage of this
transformation, which lasts for one minute, until you end it
ability.
with another action, or until your new form reaches 0 hit
When you revert to your normal form, you return to the
points. For the duration, you replace all of your statistics with
number of hit points you had before you transformed. If you
those of a monstrosity spawn, listed here. You are unable to
revert as a result of dropping to 0 hit points, any excess
speak while within this form, but you may still use your
damage carries over to your normal form. Once you use this
warlock spell slots to cast spells found on the World Eater
ability, you require a long rest before you may use it again.
patron spell list, using your normal form’s statistics for the
purposes of casting those spells.

19
Stinger​Many insectoid or worm patrons come equipped
Monstrous Variations with a large venomous stinger. If your monstrosity form
The colossal monstrosities that threaten the world are as has a stinger, you may gain a stinger attack that replaces
varied as they are frightening, and have at their disposal many two attacks out of either your bite, claw, or tail attack, and
different methods of destruction. The monstrosity spawn may be used as a part of your form’s multiattack. Your
presented here is intended to be a neutral mid-point between stinger attack is a melee weapon attack made against one
many various monstrosity patrons, and can be potentially target with a reach of 5 feet, that has a +12 to hit. On a hit,
modified (with your DM’s permission) to better represent your the target takes 13 (1d10+7) piercing damage and 11 (2d10)
individual patron, using the following options. Once you poison damage, and must succeed on a Constitution
decide upon the features of your monstrosity spawn form, you saving throw with a DC of 18 or become poisoned for 1
may not change them at a later time. minute.

Climbing​If your patron would have a climbing speed, your Tentacles​Some particularly horrifying patrons have
monstrosity spawn form may also gain a climbing speed tentacles. If you emulate their tentacles in your
equal to your normal movement speed. Doing so requires monstrosity spawn form, replace one attack out of either
giving up one attack out of either your bite, claw, or tail your bite, claw, or tail attack with a tentacle attack, which
attack. As an example, a behemoth gorilla patron could may be made as part of your form’s multiattack. This
have a climbing speed, but would lack a tail attack. tentacle attack is a melee weapon attack made against one
target with a reach of 15 feet, that has a +14 to hit. On a hit,
Flying​If your patron possesses a flying speed, you may the target takes 18 (2d10+7) bludgeoning damage and, if it
similarly take on a flying speed of 60 feet when you is a creature, becomes grappled by you.
transform into a monstrosity spawn. Doing so requires
giving up your swimming, your burrow speed, and the
Tunneler feature.

Psionics​Few potential patrons, such as a neothelid, have


the ability to utilize limited psionic magic. If your
monstrosity spawn form takes on this property, it must
give up two attacks out of either your bite, claw, or tail
attacks. Doing so allows you to cast the confusion and
telekinesis spells once each while you are within your
monstrosity spawn form, without expending spell slots or
material components. If you are concentrating on either of
these spells when your monstrosity spawn form ends, that
spell ends automatically.

Ray​Some patrons, often those that fly, can perform a


ranged ray attack that batters creatures with a
concentrated ray of sound or magical force. This attack
replaces one attack out of either your bite, claw, or tail
attacks, and may be used as part of your form’s
multiattack. Your ray attack is a ranged weapon attack
made against one target within a range of 120 feet, which
has a +14 to hit. On a hit, the target takes 22 (4d10) force or
thunder damage (your choice).

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Deceiver
eceiver
eceiver
eceiver
eceiver
Enthrall
Starting at 14th level, when you succeed a Charisma
Many warlock patrons aren’t concerned with subtlety when it
(Deception) or Charisma (Persuasion) check against a creature
comes to displaying their powers. The Deceiver, though
you can choose to enthrall them. You can communicate
powerful, prefers to keep their machinations subtle, often
telepathically with them as long as they know at least one
even putting the blame on innocent bystanders. Warlocks who
language, even if it is not one you know. They can
make a pact with the Deceiver do so with the understanding
communicate telepathically back to you. This effect lasts until
that it is in the nature of their Patron to lie and deceive but
you attack or target the creature with a harmful spell, the
accept this tenuous relationship with the promise of great
creature dies, or you choose to end the effect.
powers of illusion and manipulation.
For the duration you can command the creature to do your
The Deceiver can be a wide array of entities, ranging from
bidding. They will follow any command you give them to the
treacherous fey nobles to lesser demons who must work
best of their ability even if it means putting themselves in
quietly to not raise suspicion from higher ranking lords. Any
danger, however they will not cause themselves direct harm.
powerful and ambitious entity who needs or desires to play
Once you use this feature you cannot use it again until you
the slow game with many pawns and puppets can become the
finish a long rest.
Deceiver.

Deceiver Patron Spells


Warlock Level Spells
1st command, tasha's hideous laughter
3rd calm emotions, detect thoughts
5th nondetection, sending
7th arcane eye, greater invisibility
9th dominate person, modify memory

Dark Influence
Starting at 1st level, you have a pool of d4s that you can spend
to influence the actions of your enemies. The number of dice
in the pool is equal to your warlock spellcasting ability
modifier plus half your warlock level (rounded up).
When a creature within 10 feet of you makes an attack, casts
a spell, makes a saving throw, or makes a skill check, you can
use your reaction to spend one die from your pool and roll it.
Reduce their roll by that amount as they hesitate, flinch, or
reconsider their actions.
Your pool regains spent dice when you finish a long rest.

Beguiling
Starting at 6th level, when you make a Charisma (Deception)
or Charisma (Persuasion) check, you are considered proficient
in this skill check and add double your proficiency bonus to
the check, instead of your normal proficiency bonus.
If you successfully deceive or persuade a target who means
to harm you, you can choose to impose disadvantage on the
next attack they make against you.

Mental Fortitude
Starting at 10th level, you are immune to being charmed, have
resistance against psychic damage, and have advantage on
saving throws against being deceived or persuaded.
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Genie
enie
enie
enie
enie
Genie's Vessel
Starting at 1st level, your patron gifts you a magical vessel
You have made a pact with one of the rarest kinds of genie, a
that grants you a measure of the genie's power. The vessel is a
noble genie. Such entities are rulers of vast fiefs on the
Tiny object, and you can use it as a spellcasting focus for your
Elemental Planes and have great influence over lesser genies
warlock spells. You decide what the object is, or you can
and elemental creatures. Noble genies are varied in their
determine what it is randomly by rolling on the Genie's Vessel
motivations but are all arrogant and wield power that rivals
table.
that of lesser deities. They delight in turning the table on
mortals who so love to bind genies into servitude, readily Genie's Vessel
entering into pacts that expand their reach across the d6 Vessel
multiverse.
You choose your patron's kind or determine it randomly, 1 Oil Lamp
using the Genie Kind table. Each kind of genie is associated 2 Urn
with a particular element, as shown in the table.
3 Ring with a compartment
Genie Kind 4 Stoppered bottle
d4 Kind Element
5 Hollow statuette
1 Dao Earth
6 Ornate lantern
2 Djinni Air
3 Efreeti Fire While you are touching the vessel, you can use it in the
following ways:
4 Marid Water
Bottled Respite. As an action, you can magically vanish and
enter your vessel, which remains in the space you left. The
Genie Patron Spells interior of the vessel is an extradimensional space in the
Warlock Genie Dao Efreeti Marid shape of a 20-foot-radius cylinder, 20 feet high, and resembles
Level Spells Spells Djinni Spells Spells Spells your vessel. The interior is comfortably appointed with
detect evil burning fog cushions and low tables and is a comfortable temperature.
1st sanctuary thunderwave While inside, you can hear the area around your vessel as if
and good hands cloud
you were in its space. You can remain inside the vessel up to a
phantasmal spike scorching number of hours equal to twice your proficiency bonus. You
3rd gust of wind blur
force growth ray exit the vessel early if you use a bonus action to leave, if you
create food meld into sleet die, or if the vessel is destroyed. When you exit the vessel, you
5th wind wall fireball appear in the unoccupied space closest to it. Any objects left
and water stone storm
in the vessel remain there until carried out, and if the vessel is
phantasmal stone greater fire control
7th destroyed, every object stored there harmlessly appears in
killer shape invisibility shield water
the unoccupied spaces closest to the vessel's former space.
wall of flame cone Once you enter the vessel, you can't enter again until you
9th creation seeming
stone strike of cold finish a long rest.
17th wish 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 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.

22
Elemental Gift T
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Moon
oon
oon
oon
oon
At 6th level, you begin to take on characteristics of your
A powerful entity who watches over the planet with every
patron's kind. You now have resistance to a damage type
cycle. It inspires those who look up to it every night with its
determined by your patron's kind: bludgeoning (dao), thunder
ability to illuminate the dark night sky without being able to
(djinni), fire (efreeti), or cold (marid).
shine itself - a similarity it and many warlocks share.
In addition, as a bonus action, you can give yourself a flying
speed of 30 feet that lasts for 10 minutes, during which you
Moon Patron Spells
can hover. You can use this bonus action a number of times
Warlock Level Spells
equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest. 1st black lotus assault, starlight shroud
3rd moonbeam, moon blade
Sanctuary Vessel
Beginning at 10th level, when you enter your Genie's Vessel 5th fox's fangs, starlight cloak
via the Bottled Respite feature, you can now choose up to five 7th lunar sphere, guardian of the moon
willing creatures that you can see within 30 feet of you, and
the chosen creatures are drawn into the vessel with you. 9th destructive wave, dawn
As a bonus action, you can eject any number of creatures
from the vessel, and everyone is ejected if you leave or the Moonsight
vessel is destroyed. Your Patron has given you the ability to see further than what
In addition, anyone (including you) who remains within the most mortals perceive. You gain proficiency in the Insight and
vessel for at least 10 minutes gains the benefit of finishing a Nature skills, if you don't already have them. You can see
short rest, and anyone can add your proficiency bonus to the perfectly in dim light, magical and non-magical darkness out
number of hit points they regain if they spend any Hit Dice as to a range of 60 feet. If you have darkvision from your race, its
part of a short rest there. range increases by 30 feet.

Limited Wish Ebb and Flow


At 14th level, you entreat your patron to grant you a small The power of the moon flows through you in the same way as
wish. As an action, you can speak your desire to your Genie's one would observe the tides changing. Starting at 1st level,
Vessel, requesting the effect of one spell that is 6th level or you know when the time is right to strike and when it is better
lower and has a casting time of 1 action. The spell can be from to fall back - just like the ebbing and flowing of the ocean.
any class's spell list, and you don't need to meet the As a bonus action, you may change your stance between
requirements in that spell, including costly components; the Ebb and Flow. Outside of combat, your stance is considered
spell simply takes effect as part of this action. neither.
Once you use this feature, you can't use it again until you Ebb. Just like how sometimes the waves retreat, you also
finish 1d4 long rests. feel the need to be cautious. When you use your bonus action
to enter this stance, you gain a +2 bonus to your AC as water
surrounds you in a protective shield. This effect lasts for one
minute, or until you dismiss it by changing stances.
Flow. The magic flowing through your veins makes you as
deadly as a tidal wave. When you use your bonus action to
enter this stance, you infuse yourself with the wrath of the
moon. Whenever you deal damage with a weapon attack, or a
warlock cantrip, you deal an additional 1d4 damage.
Additionally, all damage deal during this stance counts as
silvered. This effect lasts for one minute, or until you dismiss
it by changing stances.

Tidal Star
Starting at 6th level, your link to the Moon allows you to
channel its innate power. You gain resistance to radiant and
cold damage.
You can also call upon the brilliant light of the cosmos for
defense. When a creature within 60 feet of you that you can
see targets you with an attack or a spell, you can use your
reaction to force the attacker to make a Constitution saving
throw against your warlock spell save DC. On a failed save, the
creature is blinded until the end of its next turn.
Once you use this feature, you can't use it again until you
take a short or long rest, or expend a warlock spell slot.

23
Ocean's Call E
EEE ldritchIIIIInvocations
Eldritch
ldritch
ldritch
ldritch nvocations
nvocations
nvocations
nvocations
Starting at 10th level, your connection to the Moon has
The following invocations are revised from their official
granted you additional abilities. You gain the ability to
counterparts. In addition to these revised invocations, the
breathe underwater, and you cannot be blinded. You do not
following invocations are removed from the game:
need to eat or breathe, but you can ingest food and drink if
Agonizing Blast, Thirsting Blade, Voice of the Chain Master,
you wish.
Book of Ancient Secrets, Improved Pact Weapon, Eldritch
Your Ebb and Flow feature is also enhanced, allowing you to
Smite
use your reaction defend to yourself in different ways
depending on which stance you are currently in.
All Else Equal
You can use this feature a number of times equal to your
Prerequisites: 7th level, Pact of the Blade
warlock spellcasting ability modifier (minimum of 1), per
short or long rest. Whenever you cast a spell with the word “smite” in the name,
Ebb. When you are hit, you may use your reaction to have you can choose to have it function with cantrips that require
your watery shield lash out at your attacker. The target must an attack roll, and any weapon attack, rather than only melee
succeed on a Dexterity saving throw against your spell save DC weapon attacks. A cantrip benefiting from a “smite” spell
or be pushed 5 feet away from your, and take bludgeoning deals damage as if a 1st-level character had cast it.
damage equal to your Warlock level. On a successful save,
they are not pushed and take half the damage. Armor of Shadows
Flow. When you are hit, you may use your reaction to You can cast mage armor on yourself at will, without
summon forth a minor ward. You add your warlock expending a spell slot or material components.
spellcasting ability modifier to your AC until the start of your
next turn, including against the triggering attack. Ascendant Step
Prerequisites: 9th level
Lumentide
Starting at 14th level, you fully serve as a conduit of the You can cast levitate on yourself at will, without expending a
Moon's power. You gain a +3 to all attack and damage rolls spell slot or material components.
whilst in your Flow stance.
As an action, you can create a 40-foot radius, 60-foot high
Aspect of the Moon
Prerequisites: Pact of the Tome
cylinder of an artificial moonlit night sky centered on you.
This artificial night sky lasts until the end of your next turn, You no longer need to sleep and can't be forced to sleep by
during which time the area within the cylinder is considered any means. To gain the benefits of a long rest, you can spend
magical darkness. all 8 hours doing light activity, such as reading your Book of
When the cylinder of the moonlit night sky first appears, all Shadows and keeping watch.
hostile creatures in it must make a Dexterity saving throw
against your warlock spell save DC, taking 6d10 radiant Awakened Weapon
damage on a failed, or half as much on a successful one as the Prerequisite: Archfey patron, Pact of the Blade
moonlight descends from the sky to crash into them. A
creature that fails the saving throw takes another 3d10 radiant You can choose to create a weapon from polished black wood
at the beginning of its next turn, as the moon's energy and wicked spines using your Pact of the Blade feature. While
continues to sear them. you maintain concentration on a spell cast using a warlock
Once you use this feature, you cannot use it again until you spell slot while wielding this weapon, dense foliage covers
take a long rest. your skin, causing your AC to equal 17 if it would normally be
lower.

Beast Speech
You can cast speak with animals at will, without expending a
spell slot.

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills. If
you are already proficient with either or both of those skills,
your proficiency bonus is doubled for any ability check you
make that uses that proficiency.

24
Bewitching Whispers Cloak of Flies
Prerequisites: 7th level Prerequisites: 5th level

You can cast compulsion once without using a warlock spell As a bonus action, you can surround yourself with a magical
slot. You can't do so again until you finish a long rest. aura that looks like buzzing flies. The aura extends 5 feet from
you in every direction, but not through total cover. It lasts
Blade Empowerment until you're incapacitated or you dismiss it as a bonus action.
Prerequisites: Pact of the Blade The aura grants you advantage on Charisma (Intimidation)
checks but disadvantage on all other Charisma checks. Any
As a bonus action, you can empower your pact weapon with
other creature that starts its turn in the aura takes poison
eldritch energy. The first time you hit a creature with an
damage equal to your warlock spellcasting ability modifier
empowered pact weapon before the start of your next turn, it
(minimum of 1 damage).
takes additional force damage equal to half your warlock level
Once you use this invocation, you can't use it again until
and if the attack was a critical hit, the target is knocked prone.
you finish a short or long rest.
Bond of the Chain Master Curse Bringer
Prerequisites: Pact of the Chain feature
Preqrequisites: Dreadlord patron, Pact of the Blade
Whenever you cast a warlock spell that targets you or has a
range of self, you can have the spell also target your familiar if You can create a weapon forged from silver, with umbral runes
it is within 100 feet of you. Additionally, you can cast warding etched into it, using your Pact of the Blade feature. When a
bond once on your familiar without expending a spell slot. You creature affected by your Curse of Gloom would hit you with
regain the ability to do so when you finish a long rest. an attack, you can use your reaction to increase your AC
against the attack by an amount equal to your warlock
Captured Heart spellcasting ability modifier. If the attack still hits, the attacker
You gain advantage on attack rolls targeting creatures that takes extra damage equal to half your warlock level. The extra
you have charmed. If you attack a creature you have charmed, damage is the weapon's damage type.
it can’t take reactions until the end of your next turn.
Devil's Sight
Chains of Carceri You can see normally in darkness, both magical and
Prerequisites: 15th level, Pact of the Chain nonmagical, to a distance of 120 feet.
You can cast hold monster at will—targeting a celestial, fiend,
Dreadful Word
or elemental — without expending a spell slot or material
Prerequisites: 7th level
components. You must finish a long rest before you can use
this invocation on the same creature again. You can cast confusion once without using a warlock spell
slot. You can't do so again until you finish a long rest.
Charmed Existence
Prerequisite: Archfey Patron, 5th Level Eldritch Armor
Prerequisite: Pact of the Blade
After you make an attack roll, saving throw, or ability check
you may roll one additional die and choose whichever result You can transform one magical or mundane armor into your
you want. You cannot use this ability after you know the pact armor by performing a special ritual while touching the
outcome of the roll. Once you use this additional roll you armor. You're always proficient in your pact armor. When
cannot use it again until you finish a long rest. using an action to summon it, you can also choose to summon
your pact weapon with the same action. You may use your
Improved Pact Weapon warlock spellcasting ability score instead of your Strength
Any weapon you summon with your Pact of the Blade feature score for purposes of speed reduction and the usage of heavy
gains a +1 bonus to its attack and damage rolls, unless it is a armor.
magic weapon that already has a bonus to those rolls. At 9th
level, this bonus increases to +2, and at 15th level, +3. Eldritch Mind
Prerequisite: Pact of the Tome feature

You have advantage on Constitution saving throws that you


make to maintain your concentration on a spell.

Eldritch Sight
You can cast detect magic at will, without expending a spell
slot.

25
Eldritch Spear Ghostly Gaze
When you cast a warlock cantrip that requires a ranged spell Prerequisites: 7th level
attack, its range is increased to 300 feet.
As an action, you gain the ability to see through solid objects
Eyes of the Rune Keeper to a range of 30 feet. Within that range, you have darkvision if
You can read all writing. you don't already have it. This special sight lasts for 1 minute
or until your concentration ends (as if you were concentrating
Far Scribe on a spell). During that time, you perceive objects as ghostly,
Prerequisite: 5th level, Pact of the Tome feature transparent images.
Once you use this invocation, you can't use it again until
A new page appears in your Book of Erudition. With your you finish a short or long rest.
permission, a creature can use its action to write its name on
that page, which can contain a number of names equal to your Gift of the Depths
warlock spellcasting ability modifier (minimum of 1). You can Prerequisites: 5th level
cast the sending spell, targeting a creature whose name is on
the page, without using a spell slot and without using material You can breathe underwater, and you gain a swimming speed
components. To do so, you must write the message on the equal to your walking speed.
page. The target hears the message in their mind, and if the You can also cast water breathing once without expending a
target replies, their message appears on the page, rather than spell slot. You regain the ability to do so when you finish a
in your mind. The writing disappears after 1 minute. As an long rest.
action, you can magically erase a name on the page by
touching the name on it. Gift of the Ever-Living Ones
Prerequisites: Pact of the Chain
Vigor of the Lost
You can cast false life on yourself at will as a 1st-level spell, Whenever you regain hit points while your familiar is within
100 feet of you, treat any dice rolled to determine the hit
without expending a spell slot or material components.
points you regain as having rolled their maximum value for
Additionally, when you fail a death saving throw, you can
you.
instead choose to succeed. If you do, you lose the benefits of
this invocation until you finish a long rest.
Gift of the Protectors
Prerequisite: 9th level, Pact of the Tome feature
Gaze of Two Minds
You can use your action to touch a willing humanoid and A new page appears in your Book of Erudition. With your
perceive through its senses until the end of your next turn. As permission, a creature can use its action to write its name on
long as the creature is on the same plane of existence as you, that page, which can contain a number of names equal to your
you can use your action on subsequent turns to maintain this warlock spellcasting ability modifier (minimum of 1). When
connection, extending the duration until the end of your next any creature whose name is on the page is reduced to 0 hit
turn. While perceiving through the other creature's senses, points but not killed outright, the creature magically drops to
you benefit from any special senses possessed by that 1 hit point instead. Once this magic is triggered, no creature
creature, and you are blinded and deafened to your own can benefit from it until you finish a long rest. As an action,
surroundings. you can magically erase a name on the page by touching the
name on it.
Flaywind Blade
Prerequisite: Radiant Storm Patron, Pact of the Blade Grasp of Hadar
When you create a weapon with your Pact of the Blade Once on each of your turns when you hit a creature with a
warlock cantrip that requires a ranged spell attack, you can
feature, you can infuse it with silver mist and form it from
stormscarred steel. You can choose to have this weapon deal move that creature in a straight line 10 feet closer to you.
lightning or thunder damage. When a ranged attack misses
you while you are wielding this weapon, you can use your
Otherworldly Training
Prerequisite: 5th level, Pact of the Blade
reaction to move up to 15 feet without provoking opportunity
attacks, and you can move through spaces occupied by hostile You gain one fighting style from the Fighter class. At the end of
creatures without spending additional movement. a long rest, you can change the fighting style you know with
another available fighting style.

26
Touch of the Ancient One Maddening Hex
Prerequisite: Great Old One, Pact of the Blade Prerequisites: 5th level, hex spell or a warlock feature that
curses
When you create a weapon using your Pact of the Blade
feature, you can make it from aberrant flesh, twitching with As a bonus action, you cause a psychic disturbance around
eyes and mouths. You can choose to deal psychic damage the target cursed by your hex spell or by a warlock feature of
with this weapon. Once per turn, you can cause your attacks yours, such as Curse of Gloom or Sign of Ill Omen. When you
to become mentally toxic. If you do so, the creature has do so, you deal psychic damage to the cursed target and each
disadvantage on the next attack roll it makes before the end of creature of your choice that you can see within 5 feet of it. The
its next turn. During the first round of combat, attacks with psychic damage equals your warlock spellcasting ability
this weapon deal extra psychic damage equal to your warlock modifier (minimum of 1 damage). To use this invocation, you
spellcasting ability modifier plus half your warlock level. must be able to see the cursed target, and it must be within 30
Additionally, when you hit a creature with a weapon attack feet of you.
made with your pact weapon, you can glimpse into its mind.
You immediately learn if the creature is under any mind Mask of Many Faces
influencing effects and what those effects are, such as a geas You can cast disguise self at will, without expending a spell
spell, and learn the creature's greatest fears and desires. Once slot.
you glimpse a creature's mind, you can't do so again until you
finish a long rest. Master of Myriad Forms
Prerequisites: 15th level
Hide of Cinders
You can cast alter self at will, without expending a spell slot.
Prerequisite: Fiend patron, Pact of the Blade

You can summon a coating of embers and ash to cover your Minions of Chaos
skin, protecting you from harm. You can choose to have your Prerequisites: 9th level
AC equal 10 + your Dexterity modifier + your warlock
You can cast conjure elemental once without using a warlock
spellcasting ability modifier. If a creatures hits you with a
spell slot. You can't do so again until you finish a long rest.
melee attack while this armor is active, you can use your
reaction to deal fire damage to the creature equal to your Mire the Mind
warlock spellcasting ability modifier.
Prerequisites: 5th level
Lance of Lethargy You can cast slow once without using a warlock spell slot. You
Once on each of your turns when you hit a creature with a can't do so again until you finish a long rest.
warlock cantrip that requires a ranged spell attack, you can
reduce that creature's speed by 10 feet until the end of your Misty Visions
next turn. You can cast silent image at will, without expending a spell
slot or material components.
Lifedrinker
Prerequisites: 12th level, Pact of the Blade One with Shadows
Prerequisites: 5th level
When you hit a creature with your pact weapon, the creature
takes extra force damage equal to your warlock spellcasting When you are in an area of dim light or darkness, you can use
ability modifier (minimum of 1). your action to become invisible until you move or take an
action or a reaction.
Limitless Weapon
Prerequisite: Pact of the Blade Otherworldly Leap
You can cast jump on yourself at will, without expending a
While you have this invocation, you gain the ability to modify spell slot or material components.
your pact weapon with greater ease. If your pact weapon is an
attuned magic weapon, rather than one you have created, you
can shift its form to any weapon you could normally create
using your Pact of the Blade feature when you summon it.
Additionally, you can apply the benefits of any invocation that
requires you to create your pact weapon, such as Scorched
Blade, as long as it is in the appropriate form to meet that
invocation’s requirements.

27
Relentless Hex Sign of Ill Omen
Prerequisites: 7th level, hex spell or a warlock feature that Prerequisite: 5th level
curses You can cast bestow curse once without using a spell slot, as if
it was cast using one of your Pact Magic spell slots. You can't
Your curse creates a temporary bond between you and your
do so again until you finish a long rest. When you obtain your
target. As a bonus action, you can magically teleport up to 30
Mystic Arcanum feature, you can use it to cast bestow curse.
feet to an unoccupied space you can see within 5 feet of the
When you cast the spell this way, you can force the target to
target cursed by your hex spell or by a warlock feature of
make a Charisma saving throw instead of a Wisdom saving
yours, such as Dreadlord Curse or Sign of Ill Omen. To teleport
throw. Additionally, you can sense the target's location and
in this way, you must be able to see the cursed target.
see them clearly for the duration of the spell, even through
Repelling Blast full cover and magical obscuration.
When you hit a creature with a warlock cantrip that requires a
ranged spell attack, you can push the creature up to 10 feet
Sorrowfield
Prerequisite: Dreadlord Patron, 9th Level
away from you in a straight line.
When you activate your Curse of Gloom, you may expend a
Revealer of Secrets warlock spell slot and target a number of creatures equal to
You can cast identify at will, without expending a spell slot or
your warlock spellcasting ability modifier (minimum of one)
material components.
you can see within 30 feet. Each creature is now affected by
your Curse of Gloom. When you use this ability, you only
Scorched Weapon regain hit points from the first cursed creature that dies.
Prerequisite: Fiend patron, Pact of the Blade

You can create a wickedly barbed weapon made from embers


The Silver Tongue
and molten steel using your Pact of the Blade feature. You can Prerequisite: Archfey patron, Pact of the Blade
choose to have this weapon deal fire damage. Whenever a
You can create a weapon made of silver and bone using your
creature within your reach takes damage directly due to
Pact of the Blade feature. This weapon deals psychic damage
hitting you with an attack, such as from the effect of the fire
instead of its normal damage type. When you hit a creature
shield spell, you can use your reaction to make an opportunity with this weapon, you can choose to deal no damage. The
attack against your attacker using this weapon. If the spell or
target must make a Wisdom saving throw against your
feature that would deal damage to the attacker requires a
warlock spell save DC. If they fail, they are charmed or
reaction, such as the Hide of Cinders invocation, you can
frightened by you until the start of your next turn and will not
make the opportunity attack as part of the same reaction.
take hostile actions against you, but may target your
Once you do so, you can’t do so again until you finish a short
companions.
or long rest.
Thief of Five Fates
Sculptor of Flesh You can cast bane once without using a warlock spell slot. You
Prerequisites: 7th level
can't do so again until you finish a long rest.
You can cast polymorph once without using a warlock spell
slot. You can't do so again until you finish a long rest.
Tomb of Levistus
Prerequisites: 5th level
When you cast polymorph this way, you can allow the
creature to retain its mental ability scores. Additionally, you As a reaction when you take damage, you can entomb yourself
can use your action to change the form of the affected in ice, which melts away at the end of your next turn. You gain
creature. If the new form has more hit points than the current 10 temporary hit points per warlock level, which take as much
one, the creature's hit points remain at their current value. of the triggering damage as possible. Immediately after you
Otherwise, you assume the beast's hit points as normal. take the damage, you gain vulnerability to fire damage, your
speed is reduced to 0, and you are incapacitated. These
Shroud of Shadow effects, including any remaining temporary hit points, all end
Prerequisites: 15th level when the ice melts.
You can cast invisibility at will, without expending a spell slot. Once you use this invocation, you can't use it again until
you finish a short or long rest.

Trickster's Escape
Prerequisites: 7th level

You can cast freedom of movement once on yourself without


expending a spell slot. You regain the ability to do so when
you finish a long rest.

28
Thirsting Steel Alter Overflow: Backblast
Prerequisite: 5th level, Pact of the Blade feature Prerequisite: 5th level
If you miss with an attack roll using your pact weapon on your When you hit a creature with an attack or cantrip and use your
turn, you can make an additional attack with it. You can use Eldritch Overflow feature, you can cause a backblast of arcane
this feature only once on each of your turns. power. Every creature in a 15-foot cone directly behind the
creature you hit must make a Dexterity saving throw. On a
Twinned Blades failure, they are treated as having been successfully affected
Prerequisite: Pact of the Blade by the attack or cantrip, and take additional damage equal to
your Eldritch Overflow damage die.
You gain access to a second pact weapon, and you can
You can only use one Alter Overflow effect on each of your
summon both whenever you would summon one of them.
turns. Once you use this invocation, you must finish a short or
When you engage in two-weapon fighting using both your
long rest before you can do it again.
pact weapons, you can add your ability modifier to the
damage of the bonus attack. Alter Overflow: Eldritch Beam
Prerequisite: 5th level
Visions of Distant Realms
Prerequisites: 15th level When you cast a damaging cantrip, you can release the spell's
energy as a 5-foot wide, 100-foot long beam of arcane power
You can cast arcane eye at will, without expending a spell slot. originating from you. Each creature in the area must make a
Dexterity saving throw. On a failure, they are treated as having
Weapon of Dawn been successfully affected by the cantrip, and take additional
Prerequisite: Celestial patron, Pact of the Blade feature damage equal to your Eldritch Overflow damage die.
You can only use one Alter Overflow effect on each of your
You can create a weapon from worked stone infused with
turns. Once you use this invocation, you must finish a short or
golden metal using your Pact of the Blade feature. At creation,
long rest before you can do it again.
you can choose to have this weapon deal radiant damage. A
target hit by this weapon cannot make opportunity attacks Revival of the Unhallowed
targeting creatures other than you until the start of your next Prerequisite: 5th level
turn.
You can cast animate dead once using a warlock spell slot.
Weapon of the Lifetaker When you cast this spell, you can animate dead and reassert
Prerequisite: Undying patron, Pact of the Blade feature control over existing undead at the same time. You can't cast
this spell this way again until you finish a long rest.
You can create a weapon of polished bone and golden metal
using your Pact of the Blade feature. This weapon deals Additionally, when you cast animate dead you can forgo
necrotic damage instead of its normal damage type. On a hit, animating three undead to instead animate the remains of
you can cast inflict pain as a bonus action using a warlock one Large humanoid or giant. The resulting undead uses the
spell slot. statistics of a Minotaur Zombie if you target bones, or an Ogre
Zombie if you target a corpse. You treat this creature as three
Whispers of the Grave corpses for the purpose of reasserting control over it.
Prerequisites: 9th level
Alter Overflow: Split Beam
You can cast speak with dead at will, without expending a Prerequisite: 5th level
spell slot. On your turn, you can use your bonus action and forgo the use
of your Eldritch Overflow feature to concentrate magical
Will of the Saint energy until the end of the turn. The next time you cast a
Prerequisites: Warrior-Saint Patron cantrip in the duration, you can cast the same cantrip one
more time as part of the same action.
You can choose to have your AC equal 13 + your Strength
modifier, as the robes of the Warrior-Saint cover your armor You can only use one Alter Overflow effect on each of your
turns.
and flesh to protect you from harm. Additionally, you can
bypass the effects of the nondetection spell as the Saint’s
impartial gaze comes more easily to you.
Alter Overflow: Perfected Arcana
Prerequisite: 7th level
Witch Sight When you miss a creature with an attack that qualifies for your
Prerequisites: 15th level Eldritch Overflow feature, or a creature succeeds on saving
throw against one of your warlock cantrips, you can force the
You can see the true form of any shapechanger or creature attack to hit or the creature to fail the saving throw.
concealed by illusion or transmutation magic while the You can only use one Alter Overflow effect on each of your
creature is within 30 feet of you and within line of sight. turns. Once you use this invocation, you must finish a short or
long rest before you can do it again.

29
Grasp of the Fallen Scribe of Ancient Knowledge
Prerequisite: 9th level Prerequisite: 5th level, Pact of the Tome
You can cast Maximilian's earthen grasp at will, without
Instead of knowing spells, you now prepare a number of spells
expending a spell slot or material components. When a
equal to the Spells Known column of the warlock table plus
creature dies while in the hand's grasp, you can summon a
your warlock spellcasting ability modifier from the warlock
second hand for the spell's duration. When you use your
spell list. A spell you choose must be of a level no greater than
action to direct the hand, you direct only one hand at a time.
what's shown in the Warlock table's Slot Level column for your
When you command the hand to crush, you can command
level. You can change any number of your prepared spells
both hands at once.
whenever you finish a long rest
Mastered Arcanum Bound By Blood
Prerequisite: 15th level
Prerequisite: 7th level, Pact of the Chain
You can pick an additional spell for your Mystic Arcanum.
Whenever your companion is reduced to 0 hit points, you can
Unearthly Alacrity spend one hit die to reduce your familiar to 1 hit point
Prerequisite: Pact of the Blade feature instead. Additionally, choose Strength, Dexterity,
You can take the Dash action as a bonus action. Additionally, Constitution, Intelligence or Wisdom. Whenever your
your movement speed increases by 5 feet, you learn the companion is subjected to an effect that would allow it to
zephyr strike spell, and can cast it without expending a make a saving throw of the chosen ability score to take half
warlock spell slot once per long rest. damage, it instead takes no damage on a success and half
damage on a failure.
Moon-touched Armament
Prerequisite: Moon Patron, Pact of the Blade Arcane Inscription
Prerequisite: 7th level, Pact of the Tome
You can create a weapon of polished mithral capped with a
shining moonstone using your Pact of the Blade feature. You You learn the secrets of transferring spells, granting your allies
can choose for this weapon to deal radiant or cold damage. powers beyond belief. You visibly inscribe the flesh of the
Whilst wielding this weapon, you have advantage on initiative creature with a warlock spell of 1st level or higher that you
checks. know, expending a spell slot appropriate to cast the spell.
Whenever you hit a creature with this weapon, you can While the spell is inscribed, you cannot cast the inscribed
unleash a blast of moonlight. The target and every creature of spell. During your turn, you can use your bonus action to force
your choice within 10 feet of it, must succeed on a Dexterity the creature to use its reaction to immediately cast the spell in
saving throw against your Warlock Spell Save DC. A target a manner of your choosing, selecting targets or effects as you
takes damage equal to the weapon's damage + your warlock desire. If the creature can’t cast the spell, your bonus action is
spellcasting ability modifier on a failed save, or half as much wasted. The creature uses its Intelligence or Charisma score
damage on a successful one. (Whichever is higher) as its spellcasting ability for this spell.
You can do this a number of times equal to your warlock Once the creature successfully casts the spell, or after 1
spellcasting ability modifier per short or long rest. week, the inscription vanishes. You can maintain a number of
inscriptions equal to your warlock spellcasting ability
modifier (minimum 1) at a time. Inscribing another beyond
this limit causes an inscription of your choosing to vanish.

30
W
W arlock S
SSS
5th Level
W
mental prison
W
Warlock
arlock
arlock
arlock Spells
pells
pells
pells
pells contact other plane reign of AtropusNEW
scatter
Here are the list of spells you consult when you learn a contagion
conjure elemental soul cage
warlock spell. The list is organized by spell level, not character
danse macabre true seeing
level. These spells come from both the Player's Handbook and
dominate person
Xanathar's Guide to Everything. If a spell is marked with the 7th Level
word "NEW" it is detailed in the subsequent section. dream
doom of DelbanNEW crown of stars
Cantrips hold person enervation etherealness
invisibility far step finger of death
blade ward
mind spike hold monster forcecage
chill touch
mirror image infernal calling maw of AcamarNEW
create bonfire
misty step negative energy flood plane shift
eldritch blast
ray of enfeeblement planar binding power word pain
friends
frostbite shadow blade scrying
8th Level
infestation shatter synaptic static
suggestion wall of light demiplane
lightning lure
dominate monster
mage hand
magic stone
3rd Level 6th Level feeblemind
Caiphon's malicious arcane gate glibness
minor illusion
guidanceNEW circle of death light of GibbethNEW
poison spray
claws of AcamarNEW conjure fey maddening darkness
prestidigitation
conjure lesser elementals create undead power word: stun
produce flame
sword burst counterspell eyebite
dispel magic flesh to stone
9th Level
thunderclap
enemies abound investiture of flame astral projection
toll the dead
fear investiture of ice foresight
true strike
fly investiture of stone imprisonment
1st Level gaseous form investiture of wind power word: kill
hunger of hadar mass suggestion psychic scream
armor of agathys
hypnotic pattern true polymorph
arms of hadar
cause fear light of Khirad NEW
charm person metamorphosisNEW
command magic circle
comprehend languages major image
dissonant whispers remove curse
expeditious retreat slow
hellish rebuke summon lesser demons
hexCHANGED thunder step
illusory script tongues
Nihal's writhing graspNEW vampiric touch
omen of ShothragotNEW
4th Level
prophecy of ZhudunNEW
protection from evil and banishment
good blight
unseen servant charm monster
witch boltCHANGED confusion
dimension door
2nd Level elemental bane
cloud of daggers freedom of movement
crown of madness hallucinatory terrain
darkness shadow of moil
earthbind sickening radiance
enthrall summon greater demon
fevered certainty of
CaiphonNEW

31
N
N
N
N
Newew or C
ew or
ew
ew or
or
or C
C
C hanged S
Changed
hanged
hanged
hanged SSS
Spells
pells
pells
pells
pells
Omen of Shothragot
1st-level divination
Hex Casting Time: 1 action
1st-level enchantment Range: 30 feet
Components: V, S
Casting Time: 1 bonus action
Range: 90 feet Duration: Instantaneous
Components: V, S, M (the petrified eye of a newt) An apocalyptic portent enters the mind of the target and
Duration: Concentration, up to 1 hour overwhelms them with a deep sense of futility. The target
You place a curse on a creature that you can see within range. must succeed on an Wisdom saving throw or immediately
make a single weapon attack against itself, with advantage.
When you cast this spell, choose one of the following curses.
Until the spell ends, they suffer the effects of curse you chose. You can attempt to use this spell on a target even if they
A remove curse cast on the target ends this spell early. have total cover from you. You must have seen the creature
Curse of Weak Legs. If the target moves further than half within the past minute to do so. If you target a creature and it
is not in range, then this spell fails.
their speed on a turn, they take 1d10 necrotic damage.
Curse of the Marked. Choose a creature you can see. The At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional creature
first time the target damages that creature on a turn, they take
1d10 necrotic damage. for each slot level above 1st.
Curse of Forgetfulness. Choose an ability. The target has
disadvantage on ability checks that use that ability score.
Prophecy of Zhudun
1st-level enchantment
At the DM's option, you may choose an alternative curse
effect, but it should be no more powerful than those Casting Time: 1 action
described above. The DM has final say on such a curse's effect. Range: 30 feet
At Higher Levels. When you cast this spell using a spell slot Components: V, S
of 2nd level or higher, the damage the Curse of Weak Legs and Duration: Instantaneous
Curse of the Marked increases by 1d10 for each spell slot level You bestow the sight of the Corpse Star upon a creature within
above 1st. The duration of Curse of Forgetfulness increases to range, corrupting its grip on reality. The creature must
8 hours if you cast this spell using a spell slot of 3rd level or succeed on an Intelligence saving throw or they take 1d10
higher, or 24 hours if you cast it using a spell slot of 5th level psychic damage and their sight shifts into a far reality. Until
or higher. the start of your next turn, all creatures are heavily obscured
to the target.
Nihal's Writhing Grasp At Higher Levels: When you cast this spell using a spell slot
1st-level conjuration of 2nd level or higher, this spell's damage increases by 1d10
Casting Time: 1 action for every spell level above 1st.
Range: 15 feet
Components: V, M (dried maggots) Fevered Certainty of Caiphon
Duration: Concentration, up to 1 minute 2nd-level divination (ritual)
You call upon the maggot-infested rift that is the Serpent Star Casting Time: 1 action
to birth new life. A creature of your choice within range must Range: Self
succeed on a Constitution saving throw, or it begins to to feel Components: V, S
writhing underneath the surface of its skin. At the start of each Duration: Concentration, up to 10 minutes
of the creature's turns, it takes 1d10 psychic damage, and it You call upon the star-like Dream Whisperer to bestow upon
must move at least half of its speed in a straight line on each you great knowledge. For the duration, you become proficient
of its turns. If it can't, it takes this damage again. in a skill or tool of your choice.
At the end of each of its turns, the creature can repeat this Caiphon punishes those who tread too close to it, however.
saving throw, ending this spell on a success. If the creature The first time you cast this spell, you suffer no adverse effect.
dies while under the effects of this spell, maggots emerge If you cast this spell again before you finish a long rest, you
from the body. must roll a d20. If the result is 10 or less, then you are afflicted
At Higher Levels. When you cast this spell using a 3rd- or with a random long-term madness effect (the DM has the
4th-level spell slot, the damage increases to 2d10. When you Long-Term Madness table). This madness can be cured with a
cast it using a 5th- or 6th-level spell slot, the damage remove curse, lesser restoration or a similar effect.
increases to 3d10. When you cast it using a spell slot of 7th
level or higher, the damage increases to 4d10.

32
Caiphon's Malicious Guidance Metamorphosis
3rd-level enchantment 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: Self
Components: V Components: V, S, M (the scale of a creature that has seen an
Duration: Concentration, up to 10 minutes unfathomable being)
Duration: Concentration, up to 1 hour
The target must succeed on a Charisma saving throw or begin
to glow with Caiphon's deceiving light. If the target saw you Calling upon the corrupting nature of the stars beyond, you
casting this spell, they believed the casting failed. For the briefly allow the power of the Far realms to course through
duration, the target believes they are blessed by an all- your veins. Your body rips apart as your form bursts into a
powerful force, and have advantage on Charisma checks to mass of writhing tentacles, milky white eyes, and pits of
convince its allies to fight alongside it. Additionally, while a bottomless darkness. Your form stays this way for the spell's
creature friendly to the target is within 20 feet of it, that duration, granting you the following benefits:
creature has disadvantage on all attack rolls, and all attack
rolls made against it have advantage. Your speed increases by 20 feet. Your reach becomes 15
feet.
At the end of the target's turn, if one of its allies has taken
Whenever a creature starts its turn within 15 feet of you, it
damage since the end of its last turn, it can repeat the initial
must succeed on a Wisdom saving throw or be frightened
saving throw. On a success, it realizes what the effects of the
of you until the end of your next turn.
spell are and knows you are the cause.
As a bonus action, or as a reaction to when a creature tries
Claws of Acamar (by SgtBriar) to moves outside of your reach, you can make a melee
3rd-level necromancy spell attack against a target within reach. On a hit, they
take 1d12 psychic damage and are pulled to the nearest
Casting Time: 1 action
unoccupied space within 5 feet of you. If they are
Range: 60 feet
frightened of you, you have advantage on this attack.
Components: V, S If a hostile creature is reduced to 0 hit points while within
Duration: Concentration, up to 1 minute
15 feet of you, they are violently absorbed into your body
You unleash black, crackling energies from the corpse-star as their body and mind are obliterated, and you gain
Acamar that streak toward a creature in range, intent on temporary hit points equal to your spellcasting modifier.
drawing others into the star's soul devouring depths. The
At Higher Levels. When you cast this spell using a spell slot
creature must make a Charisma saving throw. On a failed
of 5th or 6th level, the psychic increases to 2d12. When you
save, it takes 3d10 necrotic damage and is phased out for 1
use a spell slot of 7th level or higher, the damage increases to
minute, partially plunged into Acamar's realm. On a successful
3d12.
save, the target takes half as much damage, but suffers no
other effect.
Transfusion
While phased out, the target deals half damage, has
4th-level necromancy
resistance to all damage except necrotic damage, and
creatures have advantage on saving throws the target forces Casting Time: 1 action
them to make. At the end of each of its turns, the target can Range: Touch
repeat the saving throw, taking 2d10 necrotic damage on a Components: S
failed save, and ending the effect on a success. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot Your hands grow innumerable tiny red needles as you reach
of 4th level or higher, the initial damage increases by 1d10 for for a creature within range. Make a spell attack. On a hit, the
each slot level above 3rd. creature takes 6d10 necrotic damage and a creature within 30
feet of you regains half of this amount, as a red strand
connects the two creatures briefly. A creature, including
yourself, can choose to be hit by this attack automatically. On
a miss, the creature takes half as much damage and no hit
points are regained.
Additionally, on a hit, you can choose to lose 5 hit points to
offer the healed creature your own energy until the start of
your next turn. The creature can arise from prone without
expending any movement, and their movement does not
provoke opportunity attacks.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage of the spell increases by
1d10 for every spell level above 4th.

33
Doom of Delban (by SgtBriar) Angelic Rebuke
5th-level conjuration 5th-level evocation
Casting Time: 1 action Casting Time: 1 reaction, which you take in response to being
Range: 500 feet damaged by a creature within 60 feet of you that you can
Components: V, S, M (a frozen telescope lens) see.
Duration: Concentration, up to 1 minute Range: 60 feet
Classes: Warlock Components: V
Duration: Instantaneous
You call on Delban to destroy a creature in range, its
inexorable hatred manifesting as a single shaft of utterly cold With a word, you invoke the searing radiance of the higher
and eldritch starlight that clings to your foes. The target must planes to strike down your attacker. The creature must make a
make a Constitution saving throw, taking 8d8 cold damage on Charisma saving throw. If they fail, they are blinded until the
a failed save, or half as much damage on a successful one. A start of your next turn and take 5d10 radiant damage. If they
creature killed by this spell is turned into a statue of brittle succeed, they take half as much damage and are not blinded.
white ice.
On subsequent turns until the spell ends, you can use your Classes: Cleric, Paladin
action to shift and intensify the starlight, forcing a creature in
range to make another Constitution saving throw. When you
Defiant Smite
1st-level abjuration
do so, the cold damage dealt increases by 2d8, plus another
2d8 for each time you've used your action this way during the Casting Time: 1 bonus action
spell's duration to a maximum of 12d8, and you take 2d8 Range: Self
necrotic damage, plus another 1d8 for each time you've used Components: V
your action this way during the spell's duration to a maximum Duration: Concentration, up to 1 minute
of 4d8, as direct contact with Delban saps your life essence. The first time you hit with a melee weapon attack during this
This necrotic damage ignores resistance and immunity, but
spell’s duration, wrathful energy rushes through your weapon.
doesn't force you to make Constitution saving throws to
The attack deals an extra 1d6 force damage to the target.
maintain concentration.
Additionally, if the target is a creature, its ability to attack is
hindered. Until the spell ends, the creature must make a
Reign of Atropus Charisma saving throw at the start of each of its turns. If it
6th-level conjuration
fails, the first time it hits with an attack before the end of its
Casting Time: 1 action turn, it is knocked prone.
Range: 30 feet At Higher Levels: When you cast this spell using a spell slot
Components: V, S, M (a piece of a black meteorite) of 2nd level or higher, the force damage increases by 1d6 per
Duration: Concentration, up to 10 minutes spell slot level above 1st.
You call upon the necromantic radiance of the World Born
Classes: Paladin
Dead and place a shard of its power on a creature within
range. Constructs are immune to the effects of the spell. Dread
If the target is undead, it gains 50 temporary hit points, 1st-level necromancy
which disappear when the spell ends. When these temporary
hit points are depleted, the spell ends. While it has these Casting Time: 1 bonus action
temporary hit points, the undead has advantage on all of its Range: 30 feet
attack rolls, and their weapon attacks deal an additional 1d12 Components: V, S, M (petrified eye of a rabbit)
necrotic damage. Duration: Concentration, up to 1 minute
If the target is not undead, their strength is sapped by the You speak an augury against a creature that you can see
star's power and they are wracked with waking nightmares. within range, filling them with a sense of trepidation. On a
For the duration, the target's speed is halved, and it has failed Wisdom saving throw, the target suffers disadvantage
disadvantage on all of its attack rolls and ability checks. At the on all attack rolls. The target can make a Wisdom check
end of each of the creature's turns, it can make a Constitution against your spell save DC at the end of each of their turns,
saving throw. On a failure, they take 3d10 necrotic damage. ending the effect on a success.
On a success, the spell ends.
A remove curse spell cast on the target ends this effect.

Classes: Warlock, Wizard

34
Irreversible Smite Twinkle
3rd-level necromancy Evocation cantrip
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 10 feet
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
The first time you hit with a melee weapon attack during this You create or manipulate lights you can see within range and
spell’s duration, cruel shadows creep down your weapon and that fit within a 5-foot cube:
into your target’s wounds. The attack deals an extra 3d6
necrotic damage to the target. Additionally, if the target is a You create a small burst of light, providing bright light in a
creature, its flesh festers and refuses to repair. Until the spell 5-foot radius and dim light for an additional 5 feet until the
ends, the target cannot regain hit points. start of your next turn.
You cause a nonmagical light to dim until the start of your
At Higher Levels: When you cast this spell using a spell slot
next turn. An object that usually casts dim light no longer
of 4th level or higher, the necrotic damage increases by 1d6
casts light, and an object that casts bright light now casts
per spell slot level above 3rd.
dim light.
Classes: Paladin You change the color of a light for 1 minute.

If you cast this spell multiple times, you can have up to


Punishing Smite
three non-instantaneous effects created by it active at a time,
5th-level evocation
and you can dismiss such an effect as an action.
Casting Time: 1 bonus action
Range: Self Ruin
Components: V 5th-level transmutation
Duration: Concentration, up to 1 minute
Casting Time: 1 action
The first time you hit with a melee weapon attack during this Range: 60 feet
spell’s duration, radiant fire and chilling shadow pours forth Components: V, S
from opposite sides of your weapon. The attack deals an extra Duration: Instantaneous
2d10 necrotic damage and 2d10 radiant damage to the target.
The words fallen from your lips resonate with a fell meaning
Additionally, if the target is a creature, a terrible judgment
that conveys the power of destruction, and ruin is left in their
descends upon them, leaving them vulnerable to attack.
wake. Choose a target that you can see within range. The
Whenever the target takes damage from an attack before the
target can be a creature, an object, or a creation of magical
spell ends, they take an additional 1d10 force damage.
force, such as the wall created by wall of force.
Classes: Paladin A creature targeted by this spell must make a Constitution
saving throw. On a failed save, the target takes 8d12 force
Fell Onslaught damage, taking half damage on a success. The target is
5th-level evocation disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and
Casting Time: 1 free action, while taking the Attack action
carrying, except magic items, are reduced to a pile of fine gray
Range: Self
dust. The creature can be restored to life only by means of a
Components: V, S, M (a martial melee weapon)
true resurrection or a wish spell.
Duration: 1 minute
This spell automatically disintegrates a Large or smaller
The first time you take the Attack action during your turn, you nonmagical object or a creation of magical force. If the target
can cast this spell to make your weapon glow with eldritch is a Huge or larger object or creation of force, this spell
power and cleave the fabric of reality with every swing. The disintegrates a 10-foot-cube portion of it. A magic item is
first time you hit during this turn, your attack inflicts an unaffected by this spell.
additional 2d10 force damage, and the target becomes At Higher Levels. When you cast this spell using a spell slot
afflicted by a malignant curse. Until the spell ends, whenever of 6th level or higher, the damage increases by 1d12 for each
you take the Attack action, you can choose to attack the slot level above 5th.
cursed creature regardless of distance or obstacles, and these
attacks deal an additional 1d10 force damage, ignore cover, Classes: Sorcerer, Wizard
and cannot suffer disadvantage.

Classes: Warlock

35
You in
Light of Khirad Black Lotus Assault
dama
3rd-level conjuration 1st-level illusion
d12 →
Casting Time: 1 action Casting Time: 1 free action, while taking the Attack action the sw
Range: 60 feet Range: Self the at
Components: V, S, M (a topaz, bleached by starlight over a Components: V, S, M (a melee weapon) blade
decade) Duration: 1 minute rever
Duration: Instantaneous assum
The first time you take the Attack action during your turn, you
The light of the star of secrets opens unseen doorways in can cast this spell to summon a swirl of black lotus petals to When
space for you. Choose two creatures within range that you can surround your weapon, distracting your foes and enabling you gain a
see, and that do not have total cover from each other. The two to strike with great power. Each successful hit you make with spellc
creatures must swap places, teleporting into each other's this weapon before the spell ends, the target must make a
spaces. If there is not space for either of the targets where the Wisdom saving throw or have a new effect apply. Once you've
other was standing, then that target is sent to the nearest made three weapon attacks, the spell ends.
unoccupied space within range that can fit them. 1st Hit. If the target fails their saving throw, their movement
If a creature is unwilling, it can resist this effect by making a speed is halved until the end of their next turn.
Charisma saving throw. On a failure, the target is teleported. 2nd Hit. If the target fails their saving throw, they take 1d6
On a success, this spell fails. psychic damage and cannot take reactions until after the end
of your next turn.
Witch Bolt 3rd Hit. If the target fails their saving throw, they take 2d6
1st-level evocation psychic damage and cannot take bonus actions during their
Casting Time: 1 action next turn.
Range: 80 feet At Higher Levels. When you cast this spell using a spell slot
Components: V, S of 2nd level or higher, the psychic damage of the 2nd hit
Duration: Concentration, up to 1 minute increases by 1d6 per spell slot level above 1st.

A beam of crackling, blue energy lances out toward a creature Starlight Shroud
within range, forming a sustained arc of lightning between
1st-level abjuration
you and the target. Make a ranged spell attack against that
creature. On a hit, the target takes 1d12 lightning damage, Casting Time: 1 action
and on each of your turns for the duration, you can use your Range: Self
bonus action to deal 1d12 lightning damage to the target Components: V, S
automatically. On a miss, you can spend your action on Duration: 10 minutes
following turns within the spell’s duration to make another Ghostly starlight surrounds your body, casting bright light in a
ranged spell attack. The first time you hit within the spell’s 10-foot radius and dim light for an additional 10 feet. The first
duration, you deal the spell’s initial damage. You cannot deal time you take damage after casting this spell, the starlight
damage on a round that your target is more than 30 feet away explodes outward and the spell ends. Each creature within 10
from you or has total cover from you. feet of you, other than you, must make a Dexterity saving
At Higher Levels. When you cast this spell using a spell slot throw, taking 2d10 radiant damage on a failed save, or half as
of 2nd level or higher, the initial damage increases by 1d12 for much damage on a successful one.
each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d10 for each
slot level above 1st.

Moon blade
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour

36
Fox's Fangs Guardian of the Moon
3rd-level illusion 4th-level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You summon nine illusory blades of light and shadow to swirl The Moon answers your call and transforms you into a
behind you. Whenever you could make a weapon attack or powerful guardian. The transformation lasts until the spells
unarmed strike, you can choose to attack with one of these ends.
blades instead. Make a ranged weapon attack or ranged spell Your eyes begin to glow and your hair appears as if under
attack (your choice) against a target within 60 feet. If you hit, water, and you gain the following benefits:
the target takes 2d6 psychic damage, and you recover 3 hit
points. After a blade is thrown, it vanishes. Once all nine You gain 10 temporary hit points.
blades are gone, the spell ends.
You make Wisdom saving throws with advantage
Moonlight Cloak You make attack rolls with advantage.
3rd-level evocation
Your weapon attacks deal an additional 1d8 radiant
Casting Time: 1 action
damage on a hit.
Range: Self (15-foot radius)
Components: V
Inflict Pain
Duration: 1 minute
1st-level necromancy
The moon's power radiates from in an aura within a 15-foot Casting Time: 1 action
radius, awakening hidden potential in friendly creatures. Until Range: Touch
the spell ends, the aura moves with you, centered on you. Components: V, S
While in the aura, each non-hostile creature (including you) Duration: Instantaneous
deals an extra 1d4 radiant damage when it hits with a weapon
attack. You touch a creature, inflicting them with negative energy and
At Higher Levels. When you cast this spell using a spell slot racking them with excruciating pain. The target must succeed
of 4th level or higher, the extra damage increases by one size, on a Constitution saving throw or take 1d10 necrotic damage
to a maximum of 1d12 (d4 → d6 → d8 → d10 → d12). and become incapacitated with pain until the start of your
next turn.
Lunar Sphere At Higher Levels. When you cast this spell using a spell slot
4th-level evocation of 2nd level or higher, the damage increases by 1d10 for each
slot level above 1st.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of moonstone)
Duration: Instantaneous
You point at a location within range, and a glowing 1-foot
diameter ball of radiant energy streaks there and explodes in
a 25-foot radius sphere. Each creature in that area must make
a Dexterity saving throw. On a failed save, a creature takes
12d6 radiant damage and cannot become invisible. On a
successful save, a creature takes half the damage and can turn
invisible.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 2d6 for each
slot level above 4th.

37
C
C
C
C
Changelog
hangelog
hangelog
hangelog
hangelog
Changed Spell slot recharge - No longer tied to rests Credits
Written by drogn#0797
Restructured Pact Boons, improved and removed Giffyglyph's Darker Dungeon's Wicked Warlock
Invocation taxed - Pact Boons now scale Warlock+ written by Izzy, featuring spells by SgtBriar
Number of Invocations known increased by 1 for high-tier
class progression

New, Patron, Pact specific invocations

New Patrons added, older PHB Patrons revised to match.

Capstone revised.

Spell Versatility is added (from UA).

Choice of Spellcasting Ability modifier - Intelligence or


Charisma.

Eldritch Overflow is added - Hex is revised to fit.

Spell list is revised, new spells are added.

38
The Pact has
been Made
A redesign of the Warlock class for Dungeons
and Dragons Fifth Edition.

WWW.GMBINDER.COM

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