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The Warlock

Table Of Contents
1 Cover Page
1.1 Warlock
1.1.1 Sworn and Beholden
1.1.2 Delvers into Secrets
1.1.3 Creating a Warlock
1.2 Class Features
1.2.1 Otherworldly Patron
1.2.2 Pact Magic
1.2.3 Eldritch Invocations
1.2.4 Pact Boon
1.2.5 Ability Score Improvement
1.2.6 Mystic Arcanum
1.2.7 Eldritch Master
1.3 Otherworldly Patron
1.3.1 The Archfey
1.3.2 The Fiend
1.3.3 The Great Old One
1.3.4 The Undying Light
1.3.5 The Shadow
1.3.6 The Glacial Monarch
1.3.7 The Keeper of the Depths
1.3.8 The Weaver of Lies
1.3.9 The Storm Lord
1.3.10 The Ashen Hunter
1.3.11 The Archlich
1.3.12 The Scribes
1.3.13 The Hexblade
1.3.14 The Celestial
1.3.15 The Blood
1.3.16 The Weave
1.3.16 The Progenitor Ooze
1.3.17 The Collector
1.3.18 The Firemind
1.4 Eldritch Invocations
1.5 Multiclassing

Warlock | Contents
2
The magic bestowed on a warlock ranges from minor but
lasting alterations to the warlock's being (such as the ability
to see in darkness or to read any language) to access to
powerful spells. Unlike bookish wizards, warlocks
supplement their magic with some facility at hand-to-hand
combat. They are comfortable in light armour and know how
to use simple weapons.
Delvers into Secrets
Warlocks are driven by an insatiable need for knowledge and
power, which compels them into their pacts and shapes their
lives. This thirst drives warlocks into their pacts and shapes
their later careers as well.
Stories of warlocks binding
themselves to fiends are widely known. But many warlocks
serve patrons that are not fiendish. Sometimes a traveller in
the wilds comes to a strangely beautiful tower, meets its fey
lord or lady, and stumbles into a pact without being fully
aware of it. And sometimes, while poring over tomes of
forbidden lore, a brilliant but crazed student’s mind is opened
to realities beyond the material world and to the alien beings
that dwell in the outer void.
Once a pact is made, a warlock’s thirst for knowledge and
power can’t be slaked with mere study and research. No one
makes a pact with such a mighty patron if he or she doesn’t
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
Warlock toward adventure.
With a pseudodragon curled on his shoulder, a young elf in Creating a Warlock
golden robes smiles warmly, weaving a magical charm into
his honeyed words and bending the palace sentinel to his will. As you make your warlock character, spend some time
As flames spring to life in her hands, a wizened human thinking about your patron and the obligations that your pact
whispers the secret name of her demonic patron, infusing her imposes upon you. What led you to make the pact, and how
spell with fiendish magic. Shifting his gaze between a did you make contact with your patron? Were you seduced
battered tome and the odd alignment of the stars overhead, a into summoning a devil, or did you seek out the ritual that
wild-eyed tiefling chants the mystic ritual that will open a would allow you to make contact with an alien elder god? Did
doorway to a distant world. you search for your patron, or did your patron find and
Warlocks are seekers of the knowledge that lies hidden in choose you? Do you chafe under the obligations of your pact
the fabric of the multiverse. Through pacts made with or serve joyfully in anticipation of the rewards promised to
mysterious beings of supernatural power, warlocks unlock you?
Work with your DM to determine how big a part your
magical effects both subtle and spectacular. Drawing on the pact will play in your character’s adventuring career. Your
ancient knowledge of beings such as fey nobles, demons, patron’s demands might drive you into adventures, or they
devils, hags, and alien entities of the Far Realm, warlocks might consist entirely of small favours you can do between
piece together arcane secrets to bolster their own power. adventures.
What kind of relationship do you have with your patron? Is
Sworn and Beholden it friendly, antagonistic, uneasy, or romantic? How important
does your patron consider you to be? What part do you play in
A warlock is defined by a pact with an otherworldly being. your patron’s plans? Do you know other servants of your
Sometimes the relationship between warlock and patron is patron?
like that o f a cleric and a deity, though the beings that serve How does your patron communicate with you? If you have
as patrons for warlocks are not gods. A warlock might lead a a familiar, it might occasionally speak with your patron’s
cult dedicated to a demon prince, an archdevil, or an utterly voice. Some warlocks find messages from their patrons
alien entity—beings not typically served by clerics. More etched on trees, mingled among tea leaves, or adrift in the
often, though, the arrangement is similar to that between a clouds—messages that only the warlock can see. Other
master and an apprentice. The warlock learns and grows in warlocks converse with their patrons in dreams or waking
power, at the cost of occasional services performed on the visions, or deal only with intermediaries.
patron’s behalf.

Warlock | Introduction & Class Features


3
The Warlock
Proficiency Cantrips Spells Spells Slot Invocations
Level Bonus Features Known Known Slots Level Known
Otherworldly Patron, Pact
1st +2 2 2 1 1st –
Magic
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 3
4th +2 Ability Score Improvement 3 5 2 2nd 3
5th +3 – 3 6 2 3rd 4
6th +3 Otherworldly Patron Feature 3 7 2 3rd 4
7th +3 – 3 8 2 4th 5
8th +3 Ability Score Improvement 3 9 2 4th 5
9th +4 – 3 10 2 5th 6
10th +4 Otherworldly Patron Feature 4 10 2 5th 6
11th +4 Mystic Arcanum (6th Level) 4 11 3 5th 6
12th +4 Ability Score Improvement 4 11 3 5th 7
13th +5 Mystic Arcanum (7th Level) 4 12 3 5th 7
14th +5 Otherworldly Patron Feature 4 12 3 5th 7
15th +5 Mystic Arcanum (8th Level) 4 13 3 5th 8
16th +5 Ability Score Improvement 4 13 3 5th 8
17th +6 Mystic Arcanum (9th Level) 4 14 4 5th 8
18th +6 – 4 14 4 5th 9
19th +6 Ability Score Improvement 4 15 4 5th 9
20th +6 Eldritch Master 4 15 4 5th 9

Quick Build Proficiencies


You can make a warlock quickly by following these Armour: Light armour

suggestions. First, Charisma should be your highest ability Weapons: Simple weapons

score, followed by Constitution. Second, choose the charlatan Tools: None

background. Third, choose the eldritch blast and chill touch Saving Throws: Wisdom, Charisma

cantrips, along with the 1st-level spells ray of sickness and Skills: Choose two from Arcana, Deception, History,
witch bolt. Intimidation, Investigation, Nature, and Religion
Class Features Equipment
You start with the following equipment, in addition to the
As an warlock, you gain the following class features. equipment granted by your background:
Hit Points (a) a light crossbow and 20 bolts , or (b) any simple
Hit Dice: 1d8 per warlock level
weapon
Hit Points at 1st Level: 8 + your Constitution modifier
(a) aa component pouch, or (b) an arcane focus
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) a scholar’s pack, or (b) a dungeoneer’s pack
modifier per warlock level after 1st Leather armour, any simple weapon, and two daggers
Alternatively, you can purchase your starting equipment
with a starting wealth of 4d4 x 10gp.

Warlock | Class Features


4
Otherworldly Patron Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a
At 1st level, you have struck a bargain with an otherworldly spellcasting focus for your warlock spells.
being of your choice: , each of which is detailed at the end of
the class description. Your choice grants you features at 1st Eldritch Invocations
level and again at 6th, 10th, and 14th level.
In your study of occult lore, you have unearthed eldritch
Patron Spells invocations, fragments of forbidden knowledge that imbue
Each patron has a list of associated spells. You gain access to you with an abiding magical ability.
these spells at the levels specified in the patron description. At 2nd level, you gain two eldritch invocations of your
Patron spells don’t count against the number of spells you choice. Your invocation options are detailed at the end of the
know. class description. When you gain certain warlock levels, you
If you gain an patron spell that doesn’t appear on the gain additional invocations of your choice, as shown in the
warlock spell list, the spell is nonetheless a warlock spell for Invocations Known column of the Warlock table.
you. Additionally, when you gain a level in this class, you can
choose one of the invocations you know and replace it with
Pact Magic another invocation that you could learn at that level.
Your arcane research and the magic bestowed on you by your Pact Boon
patron have given you facility with spells. See chapter 10 for
the general rules of spellcasting and chapter 11 for the At 3rd level, your otherworldly patron bestows a gift upon you
warlock spell list. for your loyal service. You gain one of the following features
of your choice.
Cantrips
You know two cantrips of your choice from the warlock spell Pact of the Blade
list. You learn additional warlock cantrips of your choice at You can use your bonus action to create a pact weapon in
higher levels, as shown in the Cantrips Known column of the your empty hand. You can choose the form that this melee
Warlock table. weapon takes each time you create it (see chapter 5 for
weapon options). You are proficient with it while you wield it.
Spell Slots This weapon counts as magical for the purpose of
The Warlock table shows how many spell slots you have. The overcoming resistance and immunity to nonmagical attacks
table also shows what the level of those slots is; all of your and damage.
spell slots are the same level. To cast one of your warlock Your pact weapon disappears if it is more than 5 feet away
spells of 1st level or higher, you must expend a spell slot. You from you for 1 minute or more. It also disappears if you use
regain all expended spell slots when you finish a short or long this feature again, if you dismiss the weapon (no action
rest. required), or if you die.
For example, when you are 5th level, you have two 3rd-level You can transform one magic weapon into your pact
spell slots. To cast the 1st-level spell thunderwave, you must weapon by performing a special ritual while you hold the
spend one of those slots, and you cast it as a 3rd-level spell. weapon. You perform the ritual over the course of 1 hour,
which can be done during a short rest. You can then dismiss
Spells Known of 1st Level and Higher the weapon, shunting it into an extradimensional space, and
At 1st level, you know two 1st-level spells of your choice from it appears whenever you create your pact weapon thereafter.
the warlock spell list. You can’t affect an artefact or a sentient weapon in this way.
The Spells Known column of the Warlock table shows The weapon ceases being your pact weapon if you die, if you
when you learn more warlock spells of your choice of 1st perform the 1-hour ritual on a different weapon, or if you use
level and higher. A spell you choose must be o f a level no a 1-hour ritual to break your bond to it. The weapon appears
higher than what’s shown in the table's Slot Level column for at your feet if it is in the extradimensional space when the
your level. When you reach 6th level, for example, you learn a bond breaks.
new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can Pact of the Brand
choose one of the warlock spells you know and replace it Your patron marks your body with a symbol or feature
with another spell from the warlock spell list, which also indicative of their influence, called a Pact Mark, used to
must be o f a level for which you have spell slots. channel yours and your patron's power through your body.
Your mark is a symbol, like a tattoo or a blemish, or a physical
Spellcasting Ability feature, such as a unique eye or a wound, and cannot be
Charisma is your spellcasting ability for your warlock spells, removed unless the body part it is on is also removed. Your
so you use your Charisma whenever a spell refers to your mark, and by extension your body, counts as an arcane focus
spellcasting ability. In addition, you use your Charisma for your warlock spells. In addition, you ignore verbal
modifier when setting the saving throw DC for a warlock components for spells that also have somatic components.
spell you cast and when making an attack roll with one. If you lose your mark, you can spend a 1-hour ritual to
Spell save DC = 8 + your proficiency bonus + your Charisma entreat your patron to give you another in a new location.
modifier This ritual can be performed during a short or long rest, and
Spell attack modifier = your proficiency bonus + your it destroys the previous mark.
Charisma modifier
Warlock | Class Features
5
Pact of the Chain Pact of the Tome
You learn the find familiar spell and can cast it as a ritual. The Your patron gives you a grimoire called a Book of Shadows.
spell doesn’t count against your number of spells known. When you gain this feature, choose one spell from the
When you cast the spell, you can choose one of the normal warlock spell list of a level that you can cast. While the book
forms for your familiar or one of the following special forms: is on your person, you can cast that spell using warlock spell
imp, pseudodragon, quasit, or sprite. slots. They don’t count against your number of spells known.
Additionally, when you take the Attack action, you can forgo You learn an additional spell of a level that you can cast at
one of your own attacks to allow your familiar to make one 3rd, 5th, 7th, or 9th levels.
attack of its own. If you lose your Book of Shadows, you can perform a 1-
hour ceremony to receive a replacement from your patron.
Pact of the Cloak This ceremony can be performed during a short or long rest,
You can use your action to conjure a pact cloak around and it destroys the previous book. The book turns to ash
yourself. The cloak has six different forms, with each form when you die.
corresponding to one of the six saving throws, and you can
choose which form it takes each time you conjure it. Ability Score Improvement
As long as you are wearing the cloak and not any medium When you reach 4th level, and again at 8th, 12th, 16th, and
or heavy armor, your walking speed is increased by 10 feet. 19th level, you can increase one ability score of your choice
Also, when you or another creature within 5 feet of you fails by 2, or you can increase two ability scores of your choice by
the save associated with your cloak’s current form, you can 1. As normal, you can’t increase an ability score above 20
use your reaction to add your proficiency bonus to that save. using this feature.
Pact of the Talisman Mystic Arcanum
You are gifted a magical talisman symbolic of your patron; a
mysterious trinket that may be used to channel your power. At 11th level, your patron bestows upon you a magical secret
You may summon this talisman back to your hand as long as called an arcanum. Choose one 6th-level spell from the
it is on the same plane of existence as a bonus action and you warlock spell list as this arcanum.
You can cast your arcanum
know its distance and direction at all times. If your talisman spell once without expending a spell slot. You must finish a
is lost or destroyed, you may reform it by performing a one long rest before you can do so again.
hour ritual during a short or long rest. At higher levels, you gain more warlock spells of your
Your talisman acts as a conduit for your magic; with the choice that can be cast in this way: one 7th-level spell at 13th
exception of spells that only affect the caster, you may cast level, one 8th-level spell at 15th level, and one 9th-level spell
any of your known warlock spells using a warlock spell slot, at 17th level. You regain all uses of your Mystic Arcanum
or any of your warlock cantrips, through your talisman as when you finish a long rest.
long as it is on the same plane of existence. When a spell is
cast in this manner, the spell will be resolved as if originating Eldritch Master
from the talisman's location. This talisman will also double as At 20th level, you can draw on your inner reserve of mystical
a spell focus while you are holding it. power while entreating your patron to regain expended spell
You may direct spells cast through your talisman if the slots. You can spend 1 minute entreating your patron for aid
target is within your line of sight. Unguided spells will be cast to regain all your expended spell slots from your Pact Magic
at the nearest valid target or area following the spell's feature. Once you regain spell slots with this feature, you
behaviour, or the DM may choose the target. If an undirected must finish a long rest before you can do so again.
spell has no valid targets, the spell is wasted.
You may also choose to let a creature carrying your
talisman direct a spell using their reaction if they are aware
of its eldritch nature. Only spells with a casting time of an
action or less may be directed this way.
Your talisman may be subject to direct attack if it isn't being
worn or carried. It has an AC of 10, 10 hit points and
immunity to poison and psychic damage. It is also immune to
any harmful effects caused by spells cast through it.
This talisman projects an aura strongly associated with
your patron's magic that may be visible to a detect magic
spell, and dimly glows with eldritch energy after it is used to
cast a spell, making it immediately apparent as the source.
Your talisman will function properly regardless of whether
it is being worn, held or carried in a creature's inventory.

Warlock | Class Features & Otherworldy


Patrons
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Fey Presence
Otherworldly Patron Starting at 1st level, your patron bestows upon you the ability
The beings that serve as patrons for warlocks are mighty to project the beguiling and fearsome presence of the fey. As
inhabitants of other planes of existence—not gods, but almost an action, you can cause each creature in a 10-foot cube
godlike in their power. Various patrons give their warlocks originating from you to make a Wisdom saving throw against
access to different powers and invocations, and expect your warlock spell save DC. The creatures that fail their
significant favours in return. saving throws are all charmed or frightened by you (your
Some patrons collect warlocks, doling out mystic choice) until the end of your next turn.
knowledge relatively freely or boasting of their ability to bind Once you use this feature, you can’t use it again until you
mortals to their will. Other patrons bestow their power only finish a short or long rest.
grudgingly, and might make a pact with only one warlock.
Warlocks who serve the same patron might view each other Misty Escape
as allies, siblings, or rivals. Starting at 6th level, you can vanish in a puff of mist in
response to harm. When you take damage, you can use your
The Archfey reaction to turn invisible and teleport up to 60 feet to an
unoccupied space you can see. You remain invisible until the
Your patron is a lord or lady of the fey, a creature of legend start of your next turn or until you attack or cast a spell.
who holds secrets that w ere forgotten before the mortal Once you use this feature, you can't use it again until you
races were born. This being’s motivations are often finish a short or long rest.
inscrutable, and sometimes whimsical, and might involve a
striving for greater magical power or the settling of age-old Beguiling Defences
grudges. Beings of this sort include the Prince of Frost; the Beginning at 10th level, your patron teaches you how to turn
Queen of Air and Darkness, ruler of the Gloaming Court; the mind-affecting magic of your enemies against them. You
Titania of the Summer Court; her consort Oberon, the Green are immune to being charmed, and when another creature
Lord; Hyrsam, the Prince of Fools; and ancient hags. attempts to charm you, you can use your reaction to attempt
Archfey Patron Spells to turn the charm back on that creature. The creature must
You gain patron spells at the warlock levels listed. succeed on a Wisdom saving throw against your warlock
spell save DC or be charmed by you for 1 minute or until the
Warlock Level Spells creature takes any damage.
1st sleep Dark Delirium
3rd phantasmal force Starting at 14th level, you can plunge a creature into an
illusory realm. As an action, choose a creature that you can
5th blink see within 60 feet of you. It must make a Wisdom saving
7th greater invisibility throw against your warlock spell save DC. On a failed save, it
is charmed or frightened by you (your choice) for 1 minute or
9th dominate person until your concentration is broken (as if you are concentrating
on a spell). This effect ends early if the creature takes any
damage.

Warlock | Otherworldy Patrons


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Until this illusion ends, the creature thinks it is lost in a misty The Great Old One
realm, the appearance of which you choose. The creature can
see and hear only itself, you, and the illusion. Your patron is a mysterious entity whose nature is utterly
You must finish a short or long rest before you can use this foreign to the fabric of reality. It might come from the Far
feature again. Realm, the space beyond reality, or it could be one of the
elder gods known only in legends. Its motives are
The Fiend incomprehensible to mortals, and its knowledge so immense
You have made a pact with a fiend from the lower planes of and ancient that even the greatest libraries pale in
existence, a being w hose aims are evil, even if you strive comparison to the vast secrets it holds. The Great Old One
against those aims. Such beings desire the corruption or might be unaware of your existence or entirely indifferent to
destruction of all things, ultimately including you. Fiends you, but the secrets you have learned allow you to draw your
powerful enough to forge a pact include demon lords such as magic from it.
Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils Entities of this type include Ghaunadar, called That Which
such as A smodeus, Dispater, Mephistopheles, and Belial; pit Lurks; Tharizdun, the Chained God; Dendar, the Night
fiends and balors that are especially mighty; and ultroloths Serpent; Zargon, the Returner; Great Cthulhu; and other
and other lords of the yugoloths. unfathomable beings.
Fiend Patron Spells Great Old One Patron Spells
You gain patron spells at the warlock levels listed. You gain patron spells at the warlock levels listed.
Warlock Level Spells Warlock Level Spells

1st burning hands 1st dissonant whispers

3rd scorching ray 3rd detect thoughts

5th fireball 5th clairvoyance

7th infernal shackle 7th Evard's black tentacles

9th flame strike 9th dominate person

Dark One’s Blessing Awakened Mind


Starting at 1st level, when you reduce a hostile creature to 0 Starting at 1st level, your alien knowledge gives you the
hit points, you gain temporary hit points equal to your ability to touch the minds of other creatures. You can
Charisma modifier + your warlock level (minimum of 1). communicate telepathically with any creature you can see
within 30 feet of you. You don’t need to share a language with
Dark One’s Own Luck the creature for it to understand your telepathic utterances,
Starting at 6th level, you can call on your patron to alter fate but the creature must be able to understand at least one
in your favour. When you make an attack roll, ability check or language.
a saving throw, you can use this feature to add a 1d4 to your Entropic Ward
roll. You can do so after seeing the initial roll but before any of At 6th level, you learn to magically ward yourself against
the roll’s effects occur. attack and to turn an enemy’s failed strike into good luck for
You can use this feature a number of times equal to your yourself. When a creature makes an attack roll against you,
Charisma modifier, regaining expended uses after you finish you can use your reaction to cause that attack to miss,
a long rest. regardless of the target's roll.
Fiendish Resilience If the attack misses you, your attack rolls against the
Starting at 10th level, you can choose one damage type when creature before the end of your next turn have advantage.
you finish a short or long rest. You gain resistance to that Once you use this feature, you can’t use it again until you
damage type until you choose a different one with this finish a short or long rest.
feature. Damage from magical weapons or silver weapons Thought Shield
ignores this resistance.
Starting at 10th level, your thoughts can’t be read by telepathy
Hurl Through Hell or other means unless you allow it. You also have resistance
Starting at 14th level, when you hit a creature with an attack, to psychic damage, and whenever a creature deals psychic
you can use this feature to instantly transport the target damage to you, that creature takes the same amount of
through the lower planes. The creature disappears and damage that you do.
hurtles through a nightmare landscape. At the end of your Create Thrall
next turn, the target returns to the space it previously At 14th level, you gain the ability to infect a humanoid’s mind
occupied, or the nearest unoccupied space. If the target is not with the alien magic of your patron. You can use your action
a fiend, it takes 10d10 psychic damage as it reels from its to touch an incapacitated humanoid. That creature is then
horrific experience. charmed by you until a remove curse spell is cast on it, the
Once you use this feature, you can’t use it again until you charmed condition is removed from it, or you use this feature
finish a long rest. again.
Warlock | Otherworldy Patrons
8
You can communicate telepathically with the charmed Radiant Soul
creature as long as the two of you are on the same plane of Starting at 1st level, your link to the Positive Plane allows you
existence. to serve as a conduit for radiant energy. You have resistance
The Undying Light to radiant damage, and when you cast a spell that deals
radiant damage or fire damage, you add your Charisma
Your patron is not a specific entity, but the energy that modifier to that damage.
radiates from the Positive Plane. Your pact allows you to Additionally, you know the sacred flame and light cantrips
experience the barest touch of the raw stuff of life that and can cast them at will. They don’t count against your
powers the multiverse. Anything more, and you would be number of cantrips known.
instantly incinerated by its energy.
Contact with the Positive Plane causes subtle changes to Searing Vengeance
your behaviour and beliefs. You are driven to bring light to Starting at 6th level, the radiant energy you channel allows
dark places, to annihilate undead creatures, and to protect all you to overcome grievous injuries. When you would make a
living things. At the same time, you crave the light and find death saving throw, you can instead spring back to your feet
total darkness a suffocating experience akin to drowning. with a burst of radiant energy. You immediately stand up (if
As an optional way to add more flavour to your character, you so choose), and must expend at least 1 hit die, regaining
you can pick from or roll on the following table of flaws the value(s) rolled. All hostile creatures within 30 feet of you
associated with warlocks of the Undying Light. take 10 + your Charisma modifier radiant damage and are
blinded until the end of your turn.
Undying Light Quirks Once you use this feature, you can’t use it again until you
Many undying light warlocks have oddities about them that finish a long rest.
acts as a tell to others that they contain an otherworldy
power. You can choose one or more options from the list Radiant Resilience
below, or roll any number of d8s to determine your quirks. Starting at 10th level, you gain temporary hit points whenever
you finish a long or short rest. These temporary hit points
Undying Light Quirks equal your warlock level + your Charisma modifier.
d8 Quirk Type Additionally, choose up to five creatures you can see at the
You are afraid of the dark and must carry a light source
end of your rest. Those creatures gain temporary hit points
1
at hand.
equal to half your warlock level + your Charisma modifier.
2
You have nervous compulsion to keep a light at hand Healing Light
even in the barest shadow. At 14th level, you gain the ability to channel the Undying
You have a compulsion to enter and illuminate dark Light to heal yourself and other creatures. As a bonus action,
3
areas. you can touch a creature and heal it. With each touch, a
creature regains from 1d6 to 5d6 hit points (your choice). You
4 You have an overwhelming hatred of undead creatures. have a total pool of 15d6 you can expend. Subtract the dice
5 You fidget and are irritable when you can’t see the sun. you use with each touch from that total.
You regain all expended dice from your pool when you
6
Your skin seems to reflect light more than normal,
making you almost glow in direct sunlight.
finish a long rest.
7
Your eyes change colour at random whilst you’re in the The Shadow
sun.
You have made a pact with a creature of shadow, a being who
8
Whilst in the dark, you feel as if it is far colder than it manipulates the fears of the living and who seeks to cover all
actually is. of the planes in darkness. Most creatures of shadow are evil,
wishing to extinguish all sources of life including the spark of
Undying Light Patron Spells life that exists in all living mortals, including yours. Some
You gain patron spells at the warlock levels listed. wish to do so to consume and to savour the taste of their
souls, others collect souls as a sort of currency, and others
Warlock Level Spells wish to destroy and to dominate for secret purposes. Potent
1st ray of light creatures of shadow frequently manipulate the fears of lesser
beings by crafting terrifying illusions, dole out pain and
3rd Auminair's luminous chains torment in the form necromantic magic, and frustrate foes by
5th daylight slipping into the shadows, disappearing entirely.
7th shining force Shadow Patron Spells
9th hallow You gain patron spells at the warlock levels listed.

Warlock | Otherworldy Patrons


9
Warlock Level Spells Glacial Monarch Quirks
1st aura of shade Many glacial monarch warlocks have oddities about them
3rd darkness
that acts as a tell to others that they contain an otherworldy
power. You can choose one or more options from the list
5th umbral form below, or roll any number of d8s to determine your quirks.
7th rend shadows
Glacial Monarch Quirks
9th blast of darkness d8 Quirk
1 Your skin has a slightly light blue tint to it.
Shadow Escape
Starting at 1st level, you can vanish in a swirl of shadows to 2 You are always icy cold to the touch.
escape harm. When a creature misses you with a melee Your breath is cold enough that were you to breathe
attack, you can use your reaction to turn invisible and teleport 3
on a glass of water, it would chill.
up to 30 feet to an unoccupied space you can see. You remain
invisible until the start of your next turn or until you attack or 4
Whenever you enter a room, a cold chill always follows
cast a spell.
Once you use this feature, you can't use it again you; sometimes blowing out candles.
until you finish a short or long rest. Your eyes are so blindingly blue that people find it
5 difficult to look you in the eye for any more than a few
Dark Duplicates seconds.
Starting at 6th level, you can create illusory duplicates of Your skin seems to reflect light more than normal,
yourself to protect you from harm. As a bonus action on your 6
making you almost glow in direct sunlight.
turn, you can create an illusory duplicate of yourself made of
shadow. The duplicate acts as an image created by the mirror 7
Your hair is stark white and shimmers in the light as if
image spell. The AC for the illusion is however equal to 10 + it was melting.
your Dexterity modifier + your Charisma modifier. You can Were you to sleep near water, you would wake to find
create a number of duplicates equal to your Charisma 8
it slightly frosted over.
modifier. Once you have summoned all your duplicates, you
cannot summon any more until you complete a Short rest.
You can have up to 4 duplicates at the same time.
Gloom Guard
At 10th level, you gain resistance to necrotic damage and
cannot have your maximum hit points reduced by an attack
that deals necrotic damage.
Shadow Prison
Starting at 14th level, your patron grants you the ability to
bind your foes in a torturous ethereal prison composed of
shadow energy. As an action, you can conjure a 10-foot radius
sphere of magical darkness centred within 60 feet of you that
lasts up to a minute. Creatures you designate within the area
must make a Wisdom saving throw versus your spell save DC
or become restrained, repeating the saving throw at the end
of each of their subsequent turns. Creatures that start their
turn restrained in this area take 3d10 necrotic damage,
taking half damage if they succeeded the initial save.
The Glacial Monarch
Your patron is a mysterious and extremely powerful being of
primal frost, a master of ice magic, ascended to new heights
of magical power. Over thousands of years of life, the glacial
monarch’s body has become melded with the ice that they
have controlled and formed into their lair, giving them total
omniscience over the frozen wasteland demi-planes they call
home. This being’s motivations for taking on warlocks are
completely unknown. Perhaps it wishes for even greater
magical power, expand its icy domain, or simply add more
creatures into its entourage.

Warlock | Otherworldy Patrons


10
Glacial Monarch Spells Keeper of the Depths Patron Spells
You gain patron spells at the warlock levels listed. You gain patron spells at the warlock levels listed.
Warlock Level Spells Warlock Level Spells
1st ice knife 1st identify
3rd Snilloc's snowball storm 3rd zone of truth
5th sleet storm 5th tidal wave
7th ice storm 7th watery sphere
9th cone of cold 9th maelstrom

Glacial Monarch’s Blessing Secrets of the Depths


Starting at 1st level, you learn the shape water cantrip, which Starting at 1st level, your patron visits you in your dreams,
counts as a warlock cantrip for you, and not against your learning what you've learned in exchange for hidden
number of cantrips known. You may cast this cantrip using knowledge. Whenever you finish a long rest, you gain
your bonus action rather than your action, and you can use its proficiency in two skills, languages, or tools of your choice.
effects on any area of ice within range, including using it to You remain proficient in these until you finish another long
unfreeze that ice. rest, at which point you can choose new ones to replace
In addition, you gain resistance to cold damage. them.
Additionally, you gain a swim speed equal to your
Glacial Prison movement speed.
At 6th level, you can call upon your patron to freeze your
enemies. Strange Aeons
Whenever you deal cold damage with a spell of 1st level or At 6th level, the Keeper shares the secret of false immortality
higher, you can force all enemies afflicted by the spell to with you. Whenever you have 0 hit points, you do not fall
make a Constitution saving throw. On a failure, a creature is unconcious but still must make death saving throws until you
restrained until the end of its next turn. are stabilized. However, you cannot personally take actions
Once you use this feature, you can’t use it again until you that would directly result in you recovering hit points.
finish a short or long rest. You can benefit from this feature once per short or long
rest.
Frozen Shield
At 10th level, your proficiency in ice magic gives you Madness of the Deep
resistance to its effects. You gain immunity to cold damage, At 10th level, your patron allows you to call on its
and whenever a creature deals cold damage to you gain unspeakable secrets and inflict them on others. As an action,
temporary hit points equal to the damage that would have choose a creature within 60 feet. The target must make an
been dealt. These temporary hit points last until the end of Wisdom saving throw against your warlock spell save DC. If
your next turn. they fail, they are driven mad, and must use their action to
make a melee attack against themselves during their turn.
Icy Tomb This lasts until they succeed a repeated saving throw made at
Beginning at 14th level, when you hit a creature with an the end of each of their turns.
attack, you can use this feature to instantly encase that Once you use this feature, you can't use it again until you
creature in ice. The creature becomes petrified by ice for 1 finish a short or long rest.
minute, after which the ice melts. At the start of each of their
turns, the petrified creature can make a Strength saving Consumption of Mind and Soul
throw if they have been dealt damage since the end of their At 14th level, as an action, you can summon the terrible maw
last turn. On a success, the ice is broken and the creature can of the Keeper to appear before you. A massive beak
escape. Any creature encased in ice at the start of its turn surrounded by tentacles appears and attempts to grab a
takes 3d6 cold damage. target of your choice within 30 feet. When a creature is
Once you use this feature, you can’t use it again until you targeted, it must make a Strength saving throw against your
finish a long rest. warlock spell save DC to shake off the grasp of the horror. If
the target fails it is dragged into the beak and bitten, taking
The Keeper of the Depths 6d10 piercing damage and 6d10 psychic damage. If this is
enough to reduce the the target to 0 hit points, you can
You've made a pact with an ancient, oceanic entity known as choose to have them be swallowed whole by the mouth,
the Keeper of the Depths. As life teems within the seas, so do consuming them. Either way, the maw then immediately
the secrets of the forgotten ages - sunken cities, ships lost at disappears. You can summon the maw once per long rest.
sea, and treasures unimaginable gone to the darkest currents If you have a creature eaten using this feature, your patron
that churn with horrible tentacles and creatures from visits you in your dreams during your next long rest and
nightmare. The Keeper watches over all of these, and guides grants you a boon in return for the sacrifice. Choose any spell
them in its endless pursuit of knowledge. In the deepest of 5th level or lower. You can cast this spell once using a
crevices where sunlight has never been seen, all oceans are warlock spell slot. If you do not cast this spell before killing
one to the Keeper of the Depths, and its desire is insatiable. another creature with this ability and resting, it is lost.
Warlock | Otherworldy Patrons
11
The Weaver of Lies Step Into My Parlor
You've forged a pact with a creature known as the Weaver of At 14th level, your blood flows with poison, yet your words
Lies, who dwells in the lost places beyond the eyes of man. are smooth as honey. You gain immunity to poison damage
Its influence is felt each day, in the small comforts one tells and the poisoned condition. As an action, you can attempt to
oneself to the greatest of blasphemies against the divine charm a single target that speaks a language.
concordant. Spiders great and small toil in service to the The target must make a Wisdom saving throw against your
Weaver, spinning webs to catch the unwary. This question warlock spell save DC. If they are in combat, they have
remains for you to answer - are you the spider, or the fly? advantage on this saving throw. If they fail, they are charmed
for one minute and must obey a single verbal command of
Weaver of Lies Patron Spells your choosing that does not put them in visible danger. After
You gain patron spells at the warlock levels listed. they fail to resist once, they have disadvantage on subsequent
attempts to resist. Whenever a creature succeeds on their
Warlock Level Spells Wisdom saving throw, all subesquent attempts to resist have
advantage. A creature that succeeds their Wisdom saving
1st ray of sickness throw is aware that you are attempting to manipulate them,
3rd web but cannot detect the magical nature of the manipulation
5th nondetection
without additional senses or detection by magical means.
Whenever you finish a short or long rest, the saving throw
7th phantasmal killer for all creatures you've attempted to influence resets to
9th insect plague normal.
The Storm Lord
Poisoned Mind
When you forge this pact at 1st level, your patron teaches you You’ve made a pact with a great elemental lord, a Storm Lord.
the first lie ever told. Massive and timeless, Storm Lords sails the winds of the
You gain resistance to poison damage and advantage on void, through the darkest places between the skies of
saving throws made to resist poison. countless worlds. Its is perhaps the spirit that consumes the
Also, whenever you cast a spell of 1st level or higher that remains of the purified souls of heroes, its wings might cover
targets a single hostile creature, you can use a bonus action the sky like the maelstroms he brings. This otherwordly
to force the target to make a Constitution saving throw. If it entity brings thunder, lightning and howling gales.
fails, it is poisoned for one round. Storm Lord Patron Spells
A Touch on the Web You gain patron spells at the warlock levels listed.
At 6th level, you learn to summon the slaves of the Weaver to Warlock Level Spells
extract vengance. Whenever you take damage from a melee
attack, you can use your reaction to summon a horde of 1st thunderwave
spiders into squares adjacent to you. They have the same 3rd gust of wind
statistics as a Giant Spider (MM 328), except they are Small.
You can summon up to one spider per two warlock levels, and 5th call lightning
they disappear when slain or after one minute has passed. 7th storm sphere
Once you use this feature, you can't do so again until you
finish a short or long rest. 9th control winds

Trickster's Dance Majesty of the Cloud Ruler


At 10th level, you can decieve even the fabric of reality. You At 1st level, you can cause other creatures to cower as you
gain proficiency in Dexterity saving throws. manifest a fraction of the awe-inspiring majesty of the Storm
Additionally, you can cast blink without expending a spell Lord.
slot once per short or long rest.
Warlock | Otherworldy Patrons
12
As an action, you can cause creatures of your choosing within Warlock Level Spells
a 30-foot radius originating from you to make a Charisma 1st longstrider
saving throw against your warlock spell save DC. The
creatures that fail their saving throws are knocked prone, and 3rd pass without trace
have their speed halved until the end of your next turn. 5th haste
Once you use this feature, you can’t use it again until you
finish a short or long rest. 7th ashen pack
9th cloudkill
Breath of the Gale
At 6th level, you passively manifest a small tempest around Breath of Smoke
you. Whenever you move at least 5 feet during your turn, you
can use your bonus action to cause ranged attacks against Starting at 1st level, you can breathe smoke and ash without
you are made with disadvantage until the start of your next ill effect. Additionally, you can exhale a cone of blistering
turn. embers 15 feet long as an action. Creatures within the cone
You can do this a number of times per short or long rest take fire damage equal to your warlock level + your Charisma
equal to your Charisma modifier. modifier, and also must make a Constitution saving throw
Also, you have advantage on saving throws against against your warlock spell save DC. Creatures that fail are
dangerous gases, clouds, and forceful winds or other similar poisoned for one minute, but can repeat their saving throw
effects. with advantage if they use an action to clear their lungs.
In addition, your vision is not obscured by fog or mist. This action recharges when you finish a short or long rest.
Rider of Lightning Malevolent Retaliation
Beginning at 10th level, your patron grants you a connection Beginning at 6th level, the Ashen Hunter empowers you with
to the primal places that are heard in the thunder. Whenever a fragment of its terrible fury. Whenever you are attacked, you
you deal lightning or thunder damage or cast a spell granted can choose to unleash an explosive burst of smoke as a
by your patron’s extended spell list, you can use a bonus reaction. Creatures within 20 feet of you are thrown 10 feet
action to teleport to an unoccupied location within 5 feet of directly away from you, and must make a Strength saving
the target. throw. If they fail, they are knocked prone and take 2d6 force
damage.
Slayer of the King The damage dealt by this feature increase as you gain
At 14th level, you discover the secrets of the unspoken heroes warlock levels, increasing by 1d6 at 10th (3d6) and 14th
that sought the downfall of the Storm Lord. (4d6) levels.
As an action, you can cleave the air with a blade of purest Once you use this feature, you can't use it again until you
wind. All targets within a line 300 feet long and 300 feet high finish a short or long rest.
must make a Dexterity saving throw against your warlock Endless Pursuit
spell save DC. Those that fail take force damage equal to At 10th level, your patron grants you a portion of its primal
three times your warlock level, while those that succeed take stamina. Whenever you finish a short rest, you can choose to
half as much damage. reduce your level of exhaustion by one by performing a 10
Once you use this feature, you cannot do so again until you minute ritual to draw strength from your patron. You can do
finish a long rest. this twice, and you recover these uses when you finish a long
The Ashen Hunter rest.
Additionally, you gain resistance to fire damage and your
You've made a pact with a primal spirit of fire and the hunt; a movement increases by 5 feet.
scourge of the forests and fields, and a harbinger of ill fate.
This creature is wise and cunning, making deals with those Hounds of Hell
who have the potential to bring ruin and change. Some At 14th level, you unlock the power to incarnate in the form of
consider the beast to be a native to the Plane of Elemental your patron. As an action, you assume the form of a medium
Fire; others call it a fiend from the darkest hells. Whatever or large canine creature wrapped in flame. Your statistics are
the origin, the ember-eyed hunter often extracts payment in unchanged, and your equipment merges into your new form
the form of wishes gone awry: a demand for power becomes but still functions as normal. For 1 minute, or until you exit
a battle to retain one's humanity, while a request for peace this form as a bonus action, you gain the following benefits.
often has the price of eternal war. You ignore your current level of exhaustion.
Ashen Hunter Patron Spells Your speed increases by 20 feet.
You gain patron spells at the warlock levels listed. You have advantage on attack rolls against a creature if at
least one of your allies is within 5 feet of the creature and
the ally isn't incapacitated.
You are immune to fire damage.
When you use this feature, two hell hounds (MM pg. 182)
burst forth from your burning flesh into squares adjacent to
you. They respond eagerly to your commands for the duration
of the change, and are elementals, not fiends.
Warlock | Otherworldy Patrons
13
When you exit this form, you immediately attempt to Shared Fate
reabsorb the hell hounds. The hell hounds instantly fall apart At 14th level, you can cause your bond of unlife to transfer
as ash and swirl back to you (up to 300 feet). If both hell your own agony to your target. When you subject a target to
hounds have died or cannot return due to distance, you gain your bond of unlife, that creature must make a Wisdom
1 level of exhaustion and are stunned for 1 round. Once you saving throw against your Warlock spell save DC. On a failed
use this feature, you cannot do so again until you finish a long save, the target’s life becomes tethered with your own.
rest. Whenever you take damage within the next minute, the
The Archlich tethered creature takes the same amount of damage. At the
start of each of its turns, the creature can repeat the saving
You have made a pact with an archlich, a creature that has throw, ending the effect on a success.
existed since the dawn of the last age and holds secrets of
arcane magic that have been forgotten for thousands of years. The Scribes
Such a being desires only to expand its own power and Your pact has been made with a scribe from the worlds
influence, only using you as a pawn in its far larger scheme. above. A purveyor of knowledge and guide to many a desire.
Any lich powerful enough to form a pact has lived for many The scribes are numerous, you may have forged a pact with
thousands of years, and many of them were involved in the one, or several. Each has their own goals and motivations, but
invention of lichdom itself. each scribe is generally aligned with one another. Most
Archlich Patron Spells scribes care only for the accumulation of knowledge, and
You gain patron spells at the warlock levels listed. guiding others down a path of their choosing.
Warlock Level Spells Scribes Patron Spells
You gain patron spells at the warlock levels listed.
1st inflict wounds
3rd spectral scythe Warlock Level Spells

5th animate dead 1st guiding bolt

7th beacon of false life 3rd augury

9th danse macabre 5th revivify


7th freedom of movement
Bond of Unlife 9th legend lore
At 1st level, you can use an action on your turn to create a
sickening bond between yourself a creatures within 60 feet of Celestial Orb
you that you can see. The bond lasts for 1 minute, or until the Starting at 1st level, the Scribes reveal the instrument of their
creature ends its turn more than 60 feet away from you. As a liberation. As a bonus action, you can call from the stars a
bonus action on your turn, you can siphon health from the celestial orb and bestow it upon one ally within 30 feet. The
bonded creature. The target creature must succeed on a bearer of the orb gains the following benefit(s) until the end
Constitution saving throw, or take 1d4 + your Charisma of its next turn:
modifier necrotic damage. You regain hit points equal to the
damage dealt. The bearer's movement speed increases by 10 feet.
The damage increases as you gain warlock levels: 1d6 at When the bearer takes an attack action, they gain
5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th temporary hit points equal to your warlock level plus your
level. Charisma modifier (minimum 1).
Once you have used this feature, you cannot do so again
until you complete a short or long rest. The celestial orb is immaterial, and the bearer does not need
free hands to gain these benefits.
Undead Resilience You may conjure only one celestial orb at any given time.
Starting at 6th level, you can call upon your patron to bring However, you may pass the orb to another allied creature as a
you back from the brink of death. When you are reduced to 0 bonus action. The new bearer gains the benefits of the orb as
hit points but not killed outright, you can drop to 1 hit point detailed above until the end of its next turn. You cannot pass
instead. the orb to a creature that already possesses it; you must
Once you use this feature, you can’t use it again until you choose a new bearer each time.
complete a short or long rest. You can return the celestial orb to the heavens as a bonus
action.
Undying Flesh
By 10th level, your body has taken on the attributes of Aura Blast
undeath. You have resistance to necrotic damage, and you Starting at 6th level, you grant your allies the wisdom to
age at a slower rate. For every 10 years that pass, your body reveal their inner aura. When possession of the celestial orb
ages only 1 year. is removed from one of your allies, their aura bursts forth.
Creatures within 5 feet of the former orb-bearer that you
choose take force damage equal to 5 plus your Charisma
modifier.

Warlock | Otherworldy Patrons


14
Guardian Shield Warlock Level Spells
At 10th level, you are gifted the wisdom to shape the auras of 1st shield
your allies for their own protection. After you cause a 3rd branding smite
creature's aura to burst forth, you may choose for that
creature to gain temporary hit points equal to your Warlock 5th blink
level until the end of its next turn. 7th staggering smite
Celestial Spike 9th banishing smite
At 14th level, the scribes share their most devastating
practice. As an action, you may violently hurl the celestial orb Hexblade's Curse
upon a creature of your choice within 30 feet. Starting at lst level, you gain the ability to place a baleful
Make a ranged spell attack. On a hit, the target takes 6d10 curse on someone. As a bonus action, choose one creature
radiant damage and is banished to a shadowy space between you can see within 30 feet of you. The target is cursed for 1
the worlds until the end of its next turn. minute. The curse ends early if the target dies, you die, or you
A banished creature is incapacitated. When the effect ends, are incapacitated. Until the curse ends, you gain the following
it reappears in the space it left or in the nearest unoccupied benefits:
space if that space is occupied.
When you use this ability, you must complete a short rest You gain a bonus to damage rolls against the cursed
before you can do so again. target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a
The Hexblade critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to
You have made your pact with a mysterious entity from the your warlock level + your Charisma modifier (minimum of
Shadowfell—a force that manifests in sentient magic 1 hit point).
weapons carved from the stuff of shadow. The mighty sword
Blackrazor is the most notable of these weapons, which have You can’t use this feature again until you finish a short or long
been spread across the multiverse over the ages. The rest.
shadowy force behind these weapons can offer power to
warlocks who form pacts with it. Many hexhlade warlocks Hex Warrior
create weapons that emulate those formed in the Shadowfell. Also at 1st level, you acquire the training necessary to
Others forgo such arms, content to weave the dark magic of effectively arm yourself for battle. You gain proficiency with
that plane into their spellcasting. medium armor, shields, and martial weapons.
Because the Raven Queen is known to have forged the first The influence of your patron also allows you to mystically
of these weapons, many sages speculate that she and the channel your will through a particular weapon. Whenever you
force are one and that the weapons, along with hexblade finish a long rest, you can touch one weapon that you are
warlocks, are tools she uses to manipulate events on the proficient with and that lacks the two-handed property. When
Material Plane to her inscrutable ends. you attack with that weapon, you can use your Charisma
modifier, instead of Strength or Dexterity, for the attack and
Hexblade Patron Spells damage rolls. This benefit lasts until you finish a long rest. If
You gain patron spells at the warlock levels listed. you later gain the Pact of the Blade feature, this benefit
extends to every pact weapon you conjure with that feature,
no matter the weapon’s type.

Warlock | Otherworldy Patrons


15
Accursed Spectre Healing Light
Starting at 6th level, you can curse the soul of a person you At lst level, you gain the ability to channel celestial energy to
slay, temporarily binding it to your service. When you slay a heal wounds. You have a pool of d6s that you spend to fuel
humanoid, you can cause its Spirit to rise from its corpse as a this healing. The number of dice in the pool equals 1 + your
specter, the statistics for which are in the Monster Manual. warlock level.
When the specter appears, it gains temporary hit points equal As a bonus action, you can heal one creature you can see
to half your warlock level. Roll initiative for the specter, which within 60 feet of you, spending dice from the pool. The
has its own turns. It obeys your verbal commands, and it maximum number of dice you can spend at once equals your
gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of one die).
Charisma modifier (minimum of +0). Roll the dice you spend, add them together, and restore a
The specter remains in your service until the end of your number of hit points equal to the total.
next long rest, at which point it vanishes to the afterlife. Your pool regains all expended dice when you finish a long
Once you bind a specter with this feature, you can’t use the rest.
feature again until you finish a long rest.
Radiant Sprite
Armour of Hexes Starting at 6th level, conjuring the radiant fires of the
At 10th level, your hex grows more powerful. If the target celestial manifests itself as a celestial sprite that fights
cursed by your Hexblade’s Curse hits you with an attack roll, alongside you in battle. When you use one of your warlock
you can use your reaction to roll a d6. On a 4 or higher, the spell slots to cast a spell of 1st-level or higher that deals fire
attack instead misses you, regardless of its roll. or radiant damage, you conjure a radiant sprite in an
unoccupied space that you can see within 10 feet of you. The
Master of Hexes sprite acts on your turn, and continually attacks whatever
Starting at 14th level, you can spread your Hexblade’s Curse creature you damaged with the spell that summoned it.
from a slain creature to another creature. When the creature The stats of the radiant sprite are as follows:
cursed by your Hexblade’s Curse dies, you can apply the
curse to a different creature you can see within 30 feet of you,
provided you aren’t incapacitated. When you apply the curse
in this way, you don’t regain hit points from the death of the Radiant Sprite
previously cursed creature. Tiny celestial, any good alignment

The Celestial Armor Class 12


Your patron is a powerful being of the Upper Planes. You Hit Points 2 (1d4)
have bound yourself to an ancient empyrean, solar, ki-rin, Speed 0 ft. fly 30 ft. (hover)
unicorn, or other entity that resides in the planes of
everlasting bliss. Your pact with that being allows you to
experience the barest touch of the holy light that illuminates STR DEX CON INT WIS CHA
the multiverse. 1 (-5) 14 (+2) 10 (+0) 7 (-2) 10 (+0) 12 (+1)
Being connected to such power can cause changes in your
behavior and beliefs. You might find yourself driven to Damage Immunities radiant
annihilate the undead, to defeat fiends, and to protect the Condition Immunities charmed, exhaustion,
innocent. At times, your heart might also be filled with a frightened, petrified, prone
longing for the celestial realm of your patron, and a desire to Senses darkvision 60 ft., passive Perception 10
wander that paradise for the rest of your days. But you know Languages Celestial
that your mission is among mortals for now, and that your
pact binds you to bring light to the dark places of the world. Actions
Celestial Patron Spells Radiant Pulse. Melee Spell Attack: +3 to hit, reach 5
You gain patron spells at the warlock levels listed. ft., one target. Hit: 2 (1d4) radiant damage.

Warlock Level Spells


1st cure wounds
The sprite has the following alterations:
3rd lesser restoration It's AC is equal to 10 + the level of spell that summoned it.
It's hit points are equal to your warlock level.
5th revivify The damage that the sprites radiant pulse deals increases
7th guardian of faith when you gain warlock levels. It increases to 2d4 at 10th
level, and 3d4 at 14th level.
9th greater restoration Its radiant pulse deals additional damage equal to the
level of spell slot that summoned it, and has a bonus to hit
Bonus Cantrips equal to your warlock spell attack bonus.
At 1st level, you learn the light and sacred flame cantrips. The radiant sprite remains for 1 minute, or until killed,
They count as warlock cantrips for you, but they don’t count upon which its energy returns to the Upper planes.
against your number of cantrips known.
Warlock | Otherworldy Patrons
16
Celestial Resilience Once you have used this feature, you must complete a
Starting at 10th level, you gain temporary hit points whenever short or long rest before you may use it again.
you finish a short or long rest. These temporary hit points Cruor Unsullied
equal your warlock level + your Charisma modifier. Once you reach 10th level, the blood has perfected your life-
Additionally, choose up to five creatures you can see at the essence, purifying its very essence. You gain immunity to
end of the rest. Those creatures each gain temporary hit poison damage and the poisoned condition.
points equal to half your warlock level + your Charisma Additionally, whenever you make a Constitution saving
modifier. throw to maintain concentration on a spell you cast, you can
Searing Vengeance reduce your current hit points by an amount equal to your
Starting at 14th level, the radiant energy you channel allows warlock level to grant yourself advantage on the roll.
you to resist death. When you have to make a death saving Herald of the Blood
throw at the start of your turn, you can instead spring back to Once you have reached 14th level, your power over the blood
your feet with a burst of radiant energy. You regain hit points has allowed you to shape your very essence into a beast of
equal to half your hit point maximum, and then you stand up virulent hunger and ferocity. As an action on your turn, you
if you so choose. Each creature of your choice that is within can reduce your hit point maximum by an amount equal to
30 feet of you takes radiant damage equal to 2d8 + your your warlock level to summon a bloodthrall in an unoccupied
Charisma modifier, and it is blinded until the end of the space within 15 feet of you.
current turn. The bloodthrall obeys your verbal commands, but
Once you use this feature, you can’t use it again until you otherwise fights only to protect itself.
Whenever the
finish a long rest. bloodthrall would regain hit points, you can choose for you to
The Blood gain those hit points instead, and vice versa.
The bloodthrall
remains for 1 minute, after which it dissolves into a pool of
You have made your pact with an ancient force of life and ichor.
death, a force or being tied to the very life-force that runs Your hit point maximum returns to its original value after
through so many creatures of the multiverse. This entity has you complete a long rest. Additionally, once you have used
the untold power of pleasure and pain, elation and despair, this feature, you cannot use it again until you complete a long
life and death. Such a being of The Blood could be an age old rest.
vampire, a dead god of life or death, or perhaps even some
aberrant creature from far-of realms. The Weave
The Blood Patron Spells The Weave was considered many things, including Mystra's
You gain patron spells at the warlock levels listed. body, the source of magic, all the studies of casters, arcane
and divine alike, and the many energies and forces that
Warlock Level Spells existed around the planes. Many saw it as a "fabric" on which
1st false life
magic was "drawn". Some textbooks deliberately falsified the
nature of the Weave, as an attempt to limit the knowledge
3rd wyrd reconstruction associated with spellcasting.
5th vampiric touch Through knowledge gifted to you by your patron you are
able to draw power from the weave through some form of
7th crimson cloak item that you channel the power from.
9th enervation
Weave Patron Spells
You gain patron spells at the warlock levels listed.
Exsanguinate
Starting at 1st level, the power of the blood draws the very life Warlock Level Spell
essence from those your strike. When you cast a warlock 1st shield
spell, you can choose to regain hit points equal to twice the
spell’s level + your Charisma modifier. 2nd Nystul's magic aura
Additionally, whenever an effect that restores your current 3rd clairvoyance
hit points would cause you to reach your hit point maximum,
you can choose for any remaining healing that would 4th dimension door
otherwise be lost to instead be gained as temporary hit 5th teleportation circle
points. Temporary hit points gained in this way last for 1
minute. Eldritch Focus
Macabre Liquor Starting when you choose this otherworldly patron at 1st
When you reach 6th level, your allies may drink deep of your level, you gain a form of focus doubles as an arcane focus for
vigour, restoring their strength. Whenever you take damage material components. Unlike an arcane focus, an eldritch
that is not poison or psychic type, you can use your reaction focus is where you draw your magic from not something you
to choose a creature you can see within 30 feet of you. The channel your magic through. It is required to be be in hand to
target creature regains hit points equal to your warlock level. cast any spells that require material or somatic components.

Warlock | Otherworldy Patrons


17
If you lose the focus a new one can be created out of any item Pact of the Tome. Instead of using Rune Burst, you can
gilded in or created from silver or gold. This process can be instead use your action to expend a rune to cast a Warlock
done over a long rest by etching eldritch runes in a sequence spell of 1st level that you know at 1st level, or one of your
like a key to grant you access to the well of magic that is the Warlock cantrips. At 11th level, you can cast spells of 2nd
weave. Making a conduit of magic, a gift from your patron. level, or 1st level spells as if they were cast at 2nd level
instead.
Raw Magic
Also at 1st level, during a short rest, you gain a mote of stored Spell Fire
energy from the weave you can imbue in your eldritch focus Starting when you reach 10th level, when you are subjected
in the form of a Rune. You etch a number of runes equal to to a spell or magical effect, you can try to suppress,
your total number of Warlock spell slots. dispersing its power into the weave. As a reaction, when you
As an action on your turn, you can unleash the raw power are subjected to a spell or magical effect, you can roll a d20,
of the rune in a destructive display known as a Rune Burst. adding your Charisma modifier.
Your Rune Burst forces a creatures in the target area to make If your roll is equal to or greater than the spells level, or, in
a Dexterity saving throw against your Warlock spell save DC. terms of a magical effect with no spell level, a DC that your
A creature that fails the saving throw takes 2d10 force DM decides, the spell or magical effect has no effect, and you
damage, and a creature that succeeds the saving throw takes regain an expended rune.
half damage. Once you have used this feature, you must complete a
The damage of your Rune Burst increases as you gain short or long rest before you may do so again.
levels, increases by 1d10 at 3rd, 5th, 7th, and 9th level. Arcane Overload
The area your Rune Burst creates is determined by its Beginning when you reach 14th level, you can case the weave
Form. You know one Rune Burst Form at 1st level, and learn of magic to warp and twist in an area, creating a surge of
an additonal one at 6th, 10th and 14th level. magical energy. As an action on your turn, you cause a
Rune Burst Forms are listed below: magical explosion at a point you can see within range. Each
Blast. Your Rune Burst fills a line 30 feet long, and 5 feet creature within 20 feet of the chosen point must make a
wide extending from you. Constitution saving throw. On a failure, a target creature
Explosion. Your Rune Burst fills a 5-foot radius sphere suffers 3d10 force damage and cannot cast spells or activate
centred on a point that you can see within 30 feet. magical items until the end of your next turn. On a success,
Shockwave. Your Rune Burst fills a 10-foot radius sphere the target suffers only half damage and can use magic as
centered on you. normal
Torrent. Your Rune Burst fills a 15-foot cone in front of you. The affected area becomes affected by the antimagic field
You regain expended runes when you complete a short rest. spell for 1 hour.

Pact Focus
At 6th level, your connection to the weave strengthens your
pact. Your pact now counts as an eldritch focus, and you gain
the following additional benefits based on your chosen pact.
Pact of the Blade. For each rune etched into your eldritch
focus, your weapon attacks deal an additional 1 point of
force damage.
Pact of the Brand. You gain an additional etched rune that
exists in the very center of your brand. This rune does not
count against your maximum number of runes. This
additional rune only reappears when you complete a long
rest.
Pact of the Chain. When you use your Rune Burst, you can
use your familiar as your point of origin, as if you were
standing in its space. Additionally, casting the spell find
familiar as a ritual only takes 10 minutes for you.
Pact of the Cloak. When you use your Rune Burst, you can
teleport up to 30 feet to an unoccupied space you can see.
You may teleport in this way before or after using Rune
Burst.
Pact of the Talisman. When you use your Rune Burst, you
can use your talisman as your point of origin, as if you were
standing in its space. Additionally, gaining your talisman
when lost or destroyed only takes 10 minutes for you.

Warlock | Otherworldy Patrons


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The Progenitor Ooze Child of Slime
Your patron is a progenitor ooze, an originator of all ooze When you reach 6th level, you have gained the ability to take
creatures, locked away on some far-flung plane. Such a being the form of the progenitor’s children. As an action on your
is alien in both form and desire, it’s consciousness either non- turn, you can transform into an ooze creature of CR 1 or
existent or on some higher plane of thought. lower as per the polymorph spell.
Such a being is unlikely to ever pay you much mind, often When you are transformed in this way, you maintain your
communicating through obscure signs or other ooze- Intelligence, Wisdom and Charisma scores.
creatures, remaining in its home as a monolith of power. The challenge rating of creature you can assume the form
of increases as you gain levels, increasing by 1 at 6th and
Progenitor Ooze Patron Spells 14th level.
Once you have used this feature, you must
You gain patron spells at the warlock levels listed. complete a long rest before you may do so again.
Warlock Level Spell Melding Flesh
At 10th level, your connection to the progenitor ooze grows
1st caustic killer stronger, allowing you to partially meld your form with its.
2nd corrode metal You gain resistance to acid damage.
3rd slow
Additionally, as a bonus action on your turn, you can move
through a space as narrow as 1 inch wide without squeezing
4th vitriolic sphere until the end of your next turn.
5th corrosive slime
You can use this feature a number of times equal to your
Charisma modifier, regaining expended uses when you
complete a long rest.
Progenitor’s Residue
Starting at 1st level, you can summon an aspect of the All is One
progenitor ooze when you invoke its powers. You learn the Once you have reached 14th level, you may invoke the
acid splash cantrip, which does not count against the number progenitor’s power, summoning an aspect of it within
of cantrips you know. When you cast acid splash, you may yourself. As an action on your turn, you can unleash a storm
target any two creatures within 10 feet of each other. of acid tentacles of slime in a 30-foot radius around you. Each
Additionally, whenever you expend a warlock spell slot, you creature you choose in the area must succeed on a
can create a volatile globule of the progenitor’s form at a Constitution saving throw or suffer 8d6 acid damage, taking
point that you can see within range. If you target a point half damage on a success.
attached to a creature, the target can make a Dexterity saving A creature reduce to 0 hit points by this feature is killed,
throw against your Warlock save DC to avoid the globule, reduced to sludge and devoured by the tendrils, pouring into
with it falling to the ground at the target’s feet on a success. your body.
The globule stays attached to the chosen point and cannot For each creature targeted by this feature, you gain 2
be moved from its fixed point. At the start of your next turn, temporary hit point, plus 2 for each creature that failed its
the globule explodes in a 10-foot radius. Each creature saving throw, plus 10 for each creature killed by this feature.
caught in the area must succeed on a Constitution saving These temporary hit points last for 1 minute.
throw against your Warlock save DC or suffer 2d6 acid Once you have used this feature, you cannot do so again
damage. until you complete a long rest.
The damage dealt by this feature increases as you gain
levels, increasing by 1d6 at 6th level (3d6), 10th level (4d6),
14th level (5d6).

Warlock | Otherworldy Patrons


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The Collector Paid in Blood
You have made a pact with a being of avarice. Something At 10th level, your enemies are forced to offer up their very
obsessed with a certain essence, that will go to any lengths to essence to you and your patron. When you suffer damage
collect, consume or hoard such an essence. Some covet gold, that would reduce you to 0 hit points, you can expend a point
others souls, but whatever they seek, they see you as a tool to of Want as a reaction to instead drop to 1 hit point. Once you
gain more. Such a patron could be a soul-devouring entity have expended Want in this way, you cannot do so again until
from beyond the stars, an elder dragon, eons of wisdom and you complete a short or long rest.
greed behind its eyes, or the devil lord of greed and wealth, Know Ruin
Mamon himself. By the time you reach 14th level, the power over your desires
Collector Patron Spells granted to you by your patron has coalesced into the ability to
You gain patron spells at the warlock levels listed. show others their fate at the hands of your patron, stripping
them of everything they know in a cruel, oppressive
Warlock Level Spell enchantment. As an action on your turn, you can force one
creature you can see within 30 feet of you to make a Wisdom
1st charm person saving throw. On a failure, the target is struck by
2nd soulsever overpowering visions of loss, failure and ruination, the theft
of all things they hold dear. The target suffers 6d12 psychic
3rd incite greed damage, and becomes stunned until the end of its next turn.
4th illusory bounty On a successful saving throw, the target takes half damage
5th thoughtseize
and is not stunned.
Any creature damaged by this feature suffers terrible
nightmares and remembrances of the soul-wrenching visions
Otherworldly Desire it saw, preventing it from properly resting. For this duration,
Starting when you pledge yourself to this patron at 1st level, the target regains half of any hit points it would regain during
your patron sees that your desires are seen through. a rest, and cannot recover hit dice. A successful remove curse
Whenever you expend a warlock spell slot, you gain a point of spell cast on the target ends this effect.
Want. As an action on your turn, you can expend one or more
of your Want. When you do so, your patron grants you a gift The Firemind
in the form of a single non-magical item. This item must fit You have formed a pact with an entity of infinite energy and
within a 5-foot cube and must cost no more than 5 times your intellect. This pact manifests as a mental link with the
warlock spell slot level + twice your warlock level in gold Firemind's consciousness, allowing you to tap into its nigh
pieces per Want expended. omnificent. Linking with such a massive intelligence is not
Items summoned are random in appearance, design and for the faint of the heart, or low minded, as swimming
origin, and cannot fill specific criteria outside of being the through an ancient beings mind is akin to traveling a sea of
requested item. For example, you cannot summon a fire.
document forged to allow you passage, nor can you summon
a specific object you know. Firemind Patron Spells
Once you have gained a number of Want points equal to You gain patron spells at the warlock levels listed.
your maximum number of Warlock spell slots in-between
long rests, you cannot gain additional Want until you Warlock Level Spell
complete a long rest. 1st burning hands
Any items created with this feature last for 8 hours before
dissolving into a pile of ash, as they return to your patron’s 2nd dragon's breath
hoard. When you complete a long rest, you lose all remaining 3rd zerthimon's focus
Want.
4th fire shield
Fill the Void 5th immolation
When you reach 6th level, your desires bring completion to
your soul. As a bonus action, you can expend a point of Want,
choosing one of the following effects: Expanded Mind
When you pledge yourself to this patron at 1st level, you gain
You gain temporary hit points equal to your Warlock level. a fragment of the firemind's knowledge. You gain proficiency
These last for 1 minute. in two of the following skills that you choose: Arcana, History,
You gain advantage on the next ability check or saving Nature, or Religion. Your proficiency bonus is doubled for any
throw you make before the end of your next turn. ability checks you make that use the chosen skills.
Choose an effect you are currently under that allows you Additionally, you can speak, read and write in Draconic.
to make periodic saving throws to end said effect. Make a
saving throw against the chosen effect.

Warlock | Otherworldy Patrons


20
Spark of Genius When you use this feature, each creature within a 5-foot
Also at 1st level, you have learned to tap into the Firemind's radius around you must make a Dexterity saving throw
intellect, if only for a brief moment. When you damage a against your warlock spell save DC or suffer damage as if it
creature with a warlock spell on your turn, you can cause the were affected by your spark of genius feature. Creatures that
spell to deal 1d6 additional damage to the creature. fail their saving throw also cannot make opportunity attacks
Whenever you deal this additional damage, roll a d6 and against you this turn.
consult the following table to determine the type of this The duration of this feature increases as you gain warlock
damage and any additional effects it creates. levels, increasing to 1 minute when you reach 10th level, and
10 minutes when you reach 14th level
⠀⠀d6⠀⠀ Type⠀⠀⠀⠀ Effect
Brainstorm
The target must succeed on a At 10th level, your constant voyages into the firemind have
1 Acid
Constitution saving throw or
become blinded until the end of
granted you a modicum of clarity when tapping into its
their next turn.
intellect. When you roll on the effects table for your spark of
genius feature you may roll twice, taking whatever result you
2 Cold
The target's speed is reduced by half choose.
until the start of your next turn. Additionally, once per turn, whenever you make an ability
The target must succeed on a check, attack roll or saving throw, you may expend a use of
Constitution saving throw. On a your spark of genius to add your Intelligence modifier to the
3 Fire
failure, it takes half the damage again roll. You can wait until after you roll the d20 before deciding
at the start of its next turn. to use this feature, but must decide before the DM says
If the target is Large or smaller it is
whether the roll succeeds or fails.
4 Force pushed 15 feet away from the spell's
point of origin.
Enter the Infinite
By the time you reach 14th level, you can allow the firemind's
Each creature you choose within 5 supreme intelligence to flood into your own, creating a
feet of the target must succeed on a volatile connection between you and your patron. You may
Dexterity saving throw. On a failure, establish this connection as an action on your turn,
5 Lightning a creature takes 1d6 lightning manifesting it as lightning swirling around your body, flames
damage, or half on a success. The
damage increases to 2d6 at 11th
engulfing your eyes or another magically charged
level.
appearance. Whenever you would use a feature that requires
you to expend a use of your spark of genius, it does not
The target and each creature within expend a use.
6 Thunder 10 feet of it is deafened until the Additionally, whenever you suffer damage from a spell or
start of your next turn. other magical effect, you can use your reaction to reduce that
damage by an amount equal to a roll of your spark of genius
The damage dealt by this feature increases as you gain damage dice.
warlock levels, increasing by 1d6 at 5th, 11th and 17th. This effect lasts for 1 minute, upon which it cannot be used
Once you have empowered a spell in this way, you cannot again until you complete a long rest.
do so again until the start of your next turn.
If you cast a spell that targets multiple creatures and you
use this feature, you may select only one target of the spell to
be affected by spark of genius. Additionally, any saving throw
made by a creature against this feature uses your warlock
spells save DC.
You may use this feature a number of times equal to your
Intelligence modifier, regaining all expended uses when you
complete a long rest.
Leap of Flame
When you reach 6th level, spending so much time in the mind
of greatness leaves you with a certain instinct that manifests
itself in grand ways. When you reach 6th level, you may use a
bonus action, expending one use of your spark of genius to
sprout dragon-like wings of flame from your back, granting
you a flying speed equal to your walking speed until the end
of your next turn. You may use subsequent bonus actions to
extend the use of this feature by expending further uses of
spark of genius.

Warlock | Otherworldy Patrons


21
Devil’s Sight
Eldritch Invocations You can see normally in darkness, both magical and
If an eldritch invocation has prerequisites, you must meet nonmagical, to a distance of 120 feet.
them to learn it. You can learn the invocation at the same Eldritch Beacon
time that you meet its prerequisites. Prerequisite: Pact of the Talisman feature

Agonising Blast You are aware of the nature of any creature carrying your
Prerequisite: eldritch blast cantrip
talisman as if it were under the effect of the detect evil and
When you cast eldritch blast, add your Charisma modifier to good spell. In addition, you know if your talisman is being
the damage it deals on a hit. carried by a creature you have met before, and if you are
strongly familiar with them (such as a companion or ally) you
Antecedent of Materials know their exact identity.
As an action, you can view an inanimate object and see any Eldritch Sight
number of previous versions of that object up to a number of
years ago equal to twice your Warlock level. This appearance You can cast detect magic at will, without expending a spell
looks grey, colourless, and ethereal to you. For example, if a slot.
message was written on a note, erased, and written over, you Extraplanar Awareness
would see the old text instead. You can end this effect as an Prerequisite: Pact of the Brand

action. When you roll for Initiative, you can choose for the result of
Armour of Shadows the d20 roll to become equal to 8 + your Charisma modifier.
You can cast mage armour on yourself at will, without Eye of the Ancients
expending a spell slot or material components. Prerequisite: Pact of the Talisman feature

Aspect of the Moon You are aware of the nature of any creature carrying your
Prerequisite: Pact of the Tome feature
talisman as if it were under the effect of the detect evil and
You no longer need to sleep and can’t be forced to sleep by good spell. In addition, you know if your talisman is being
any means. To gain the benefits of a long rest, you can spend carried by a creature you have met before, and if you are
all 8 hours doing light activity, such as reading your Book of strongly familiar with them (such as a companion or ally) you
Shadows and keeping watch. know their exact identity.
Beast Speech Eyes of the Rune Keeper
You can cast speak with animals at will, without expending a You can read all writing.
spell slot. Fiendish Vigour
Beguiling Influence You can cast false life on yourself at will as a 1st-level spell,
You gain proficiency in the Deception and Persuasion skills. without expending a spell slot or material components.
Bond of Blade Gaze into Mortal Hearts
Prerequisite: Pact of the Blade feature
Prerequisite: Pact of the Brand

Your pact weapon is connected to your body. If your pact You can spend an action to learn the nature of a humanoid
weapon has the throwing property and you make an attack creature you can see within 120 feet with an Intelligence of 6
roll to throw it, you can will the weapon to return to your or higher. You learn its alignment and its most prevalent
hand at the end of the attack, no action required. moral or behavioral tendency (violent, altruistic, aloof, etc.).
For 1 minute after doing this, if the d20 roll for a Wisdom
Book of Ancient Secrets (Insight) check against the creature is an 11 or lower, you
Prerequisite: Pact of the Tome feature
treat the roll as a 12 instead. After the minute ends, the target
You can now inscribe magical rituals in your Book of is immune to this ability for 24 hours.
Shadows. Choose two 1st-level spells that have the ritual tag You can use this feature a number of times equal to your
from any classes’ spell list. The spells appear in the book and Charisma modifier, and regain all uses when you complete a
don’t count against the number of spells you know. With your short rest.
Book of Shadows in hand, you can cast the chosen spells as
rituals. You can’t cast the spells except as rituals, unless Gaze of Two Minds
you’ve learned them by some other means. You can also cast You can use your action to touch a willing humanoid and
a warlock spell you know as a ritual if it has the ritual tag. perceive through its senses until the end of your next turn. As
On your adventures, you can add other ritual spells to your long as the creature is on the same plane of existence as you,
Book of Shadows. When you find such a spell, you can add it you can use your action on subsequent turns to maintain this
to the book if the spell’s level is equal to or less than half your connection, extending the duration until the end of your next
warlock level (rounded up) and if you can spare the time to turn. While perceiving through the other creature’s senses,
transcribe the spell. For each level of the spell, the you benefit from any special senses possessed by that
transcription process takes 2 hours and costs 50 gp for the creature, and you are blinded and deafened to your own
rare inks needed to inscribe it. surroundings.

Warlock | Eldritch Invocations


22
Mantle of the Everlasting Supernatural Cunning
Prerequisite: Pact of the Cloak feature
Prerequisite: Pact of the Chain feature

While you are wearing your pact cloak and no other armor, Your familiar can take Disengage or Hide actions as a bonus
your AC equals 10 + your Dexterity modifier + your Charisma action on each of its turns.
modifier.
Tales of the Crimson Tome
Mask of Many Faces Prerequisite: Pact of the Tome feature

You can cast disguise self at will, without expending a spell You can drop a pinch of humanoid blood into your book of
slot. shadows, and then ask one question aloud. Over the next
minute, the blood manipulates itself into a language of your
Might of Limbo choice, answering your question in the process. The answer
Whenever you cast a warlock spell that deals damage, you is provided using the knowledge of the humanoid that
can choose for the damage type to be acid, cold, fire, lightning, provided the blood, and is answered in less than 25 words.
poison or thunder (your choice). The blood must be from a living humanoid, and needs to be
dropped into the book within 30 seconds of it leaving the
Misty Visions body.
You can cast silent image at will, without expending a spell
slot or material components. Thief of Five Fates
You can cast bane once using a warlock spell slot. You can’t
Otherworldly Blade do so again until you finish a long rest.
Prerequisite: Pact of the Blade
Once per turn, when a
weapon attack made with your pact weapon misses, you can Twinned Blades
choose to deal half the weapon's damage to the target of the Prerequisite: Pact of the Blade feature
You gain access to a
attack. second pact weapon, and you can summon both whenever
you would summon one of them. When you engage in two-
Planar Resilience weapon fighting using both your pact weapons, you can add
Prerequisite: Pact of the Chain
Creatures summoned using your ability modifier to the damage of the second attack.
warlock spell slots have their hit point maximum increased
by an amount equal to your warlock level + your Charisma Voice of the Chain Master
modifier. Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and


Reality Tear perceive through your familiar’s senses as long as you are on
Prerequisites: Pact of the Talisman
the same plane of existence. Additionally, you can also speak
You may teleport your talisman to a location you can see through your familiar in your own voice, even if your familiar
within 120 feet of you as an action. If you teleport your is normally incapable of speech.
talisman into the inventory of an unwilling creature, it must Additionally, since you can speak through your familiar, you
succeed a Wisdom (Perception) check contested by your can always cast spells that require verbal components as long
Dexterity (Sleight of Hand) check to notice, as if you were as your familiar is within 60 feet, conscious, and is not under
pick pocketing the creature. On a success the creature will the effects of the silence spell.
avoid the teleportation effect and your talisman will drop to
the ground in its space. Whispering Temptations
Once you use this feature, you can't use it again until you Prerequisites: Pact of the Talisman feature

finish a short or long rest. Any creature carrying your talisman has disadvantage on
saving throws against all mind affecting spells cast by you,
Repelling Blast and you may also cast the suggestion spell on this creature
Prerequisite: eldritch blast cantrip
through your talisman without expending a warlock spell slot
When you hit a creature with eldritch blast, you can push the as long as it is on the same plane of existence. You can't cast
creature up to 10 feet away from you in a straight line. this spell with this feature again until you finish a long rest.
The creature must also make a Wisdom saving throw
Sanguine Blast against your warlock spell save DC in order to recognise your
Prerequisite: eldritch blast cantrip
talisman as the source of any spells cast through it that do
When you hit a creature with eldritch blast, you can choose to not directly cause any damage, on a failure it will ignore any
roll a d4 and add it to your damage roll. If you choose to roll, obvious clues that your talisman was the source of the spell.
you lose a number of hit points equal to 1 + the number Creatures that are immune to being charmed ignore this
rolled. effect.
Shadow Aegis Cloak of Flies
Prerequisite: Pact of the Talisman feature
Prerequisite: 5th Level, Pact of the Cloak feature

You may cast the shield spell on the creature holding your As a bonus action, you can surround yourself with a magical
talisman without using a spell slot if they are within your line aura that looks like buzzing flies. The aura extends 5 feet
of sight using your reaction. You can't do so again until you from you in every direction, but not through total cover. It
finish a short or long rest. lasts until you’re incapacitated or you dismiss it as a bonus
action.
Warlock | Eldritch Invocations
23
The aura grants you advantage on Charisma (Intimidation) You can cast the sending spell, targeting a creature whose
checks but disadvantage on all other Charisma checks. Any name is on the page, without using a spell slot and without
other creature that starts its turn in the aura takes poison using material components. To do so, you must write the
damage equal to your Charisma modifier (minimum of 0 message on the page. The target hears the message in their
damage). mind, and if the target replies, their message appears on the
Once you use this invocation, you can’t use it again until page, rather than in your mind. The writing disappears after 1
you finish a short or long rest. minute.
As an action, you can magically erase a name on the page
Covenant of the Pact Keeper by touching the name on it.
Prerequisite: Pact of the Brand, 5th level

Your Pact Mark becomes a magic item that requires Flesh Puppet
attunement. Choose one of the following magic items: Prerequisites: Pact of the Talisman feature, 5th level

Amulet of Proof against Detection and Location, Brooch of You may place your talisman on the remains of a medium or
Shielding, Cloak of Elvenkind or Gloves of Missile Snaring. smaller humanoid and cause it to rise again as if under the
While attuned to the mark, you gain the benefits of the effect of the animate dead spell cast at 3rd level without
chosen item. expending a warlock spell slot.
If the talisman is separated from the undead creature's
Dark Seal person or is used to cast another spell, the effect will end and
Prerequisite: 5th level, Pact of the Talisman feature
the creature will immediately drop dead.
You may use your talisman as a glyph, casting the glyph of Once you use this feature, you can't use it again until you
warding spell at your warlock spell slot level, however the finish a long rest.
casting time is reduced to 10 minutes. The seal will end if it
is triggered, if you remove your talisman or if it is used to cast Ghost-Iron Chains
another spell before it is triggered. Prerequisite: 5th level, Pact of the Chain feature
Your familiar
Once you use this feature, you can't use it until you finish a becomes ghostly in appearance and gains the ability to
long rest. become incorporeal. Your familiar can move through other
creatures and objects as if they were difficult terrain, but if it
Eldritch Ally ends its turn inside an object it is immediately dismissed to
Prerequisite: 5th level, eldritch blast cantrip, Pact of the its pocket dimension.
Chain feature
When you forgo one of your attacks to allow
your familiar to make an attack with its reaction, the damage Improved Pact Weapon
is increased by 2d10 force damage. Prerequisite: 5th level, Pact of the Blade feature

Any weapon you create using your Pact of the Blade feature
Eldritch Empowerment is a +1 weapon. This invocation doesn’t affect a magic
Prerequisite: Pact of the Blade feature, 5th level, eldritch weapon you transformed into your pact weapon.
blast cantrip

While you are wielding your pact weapon, you can use a Insane Coronation
bonus action to empower it with your eldritch blast. The first Prerequisite: 5th level

time you hit a creature with your pact weapon before the start You can cast crown of madness once per short rest; without
of your next turn, it also takes damage and suffers any expending a spell slot or material components.
additional effects as though it were struck by a single beam
from your eldritch blast. If you have the Agonizing Blast Lingering Energies
invocation, you can choose to add your Charisma modifier to Prerequisite: Pact of the Blade, 5th level

the damage roll if you are at least 11th level. When you cast a spell using a warlock spell slot, the first
weapon attack you make before the end of your next turn
Eldritch Smite deals additional force damage on a hit. The amount of force
Prerequisite: 5th level, Pact of the Blade feature
damage is 1d4 per level of the spell slot.
Once per turn when you hit a creature with your pact
weapon, you can expend a warlock spell slot to deal an extra March of the Restless
1d8 force damage to the target, plus another 1d8 per level of Prerequisite: 5th level
You can cast animate dead using a
the spell slot, and you can knock the target prone if it is Huge warlock spell slot. You can do so twice and regain both uses
or smaller. when you complete a long rest.
Far Scribe Mire the Mind
Prerequisite: 5th level, Pact of the Tome feature
Prerequisite: 5th level

A new page appears in your Book of Shadows. With your You can cast slow once using a warlock spell slot. You can’t
permission, a creature can use its action to write its name on do so again until you finish a long rest.
that page, which can contain a number of names equal to
your Charisma modifier (minimum of 1). Occult Suffusion
Prerequisite: Pact of the Brand, 5th level

You can cast enhance ability on yourself twice without


expending a spell slot and regain all expended uses when you
complete a long rest.
Warlock | Eldritch Invocations
24
Otherworldly Leap Touch of the Elders
Prerequisite: 5th level Prerequisite: 5th level, Pact of the Blade feature

You are permanently under the effects of the jump spell. Once per turn, when you make a spell attack as a part of
casting a warlock cantrip, you can choose to make an attack
Otherworldly Intelligence with your pact weapon instead. On a hit, the target suffers the
Prerequisite: Pact of the Tome, 5th level
weapon attack's normal effects and the spell automatically
You open up a means of communication with your patron. hits.
You may write down one question in your Book of Shadows
and seek answers from your patron, as if casting the Book of Vile Arts
commune spell. Your patron will be truthful in whatever Prerequisite: Pact of the Tome, 7th level

answer they give. Once you have used this invocation, you You can cast a warlock spell you know once without using a
can't use it again until you've finished a long rest. warlock spell slot. When you do so, you take 1d4 necrotic
damage per level of the spell slot expended. This damage
Sacrificial Demise cannot be reduced in any way, ignoring both resistances and
Prerequisite: Pact of the Chain feature, 5th level
immunities.
As an action, you can cause your familiar to sacrifice itself in Once you have used this invocation, you cannot do so again
an explosion of eldritch power. Choose any damage type that until you complete a long rest.
the familiar can inflict with an attack. Creatures within 20
feet of your familiar must make a Dexterity saving throw Dreadful Word
against your warlock spell save DC. If they fail, they take 1d8 Prerequisite: 7th level

damage per two warlock levels you possess of the chosen You can cast confusion once using a warlock spell slot. You
damage type, or half as much damage if they succeed. Your can’t do so again until you finish a long rest.
familiar is instantly slain by this sacrificial attack but can be
summoned again by casting find familiar as normal. Eldritch Harmony
Prerequisite: Pact of the Tome, 7th level

Sign of Ill Omen When you use your action to cast a warlock cantrip, you can
Prerequisite: 5th level make one weapon attack as a bonus action.
You can cast bestow curse once using a warlock spell slot.
You can’t do so again until you finish a long rest. Eldritch Prison
Prerequisite: Pact of the Chain, 7th level

Strength of the Outsider When you reduce a creature of CR 1 or lower to 0 hit points,
Prerequisites: Pact of the Chain, 5th level
You can choose for you can use your reaction to attempt to imprison the
the damage dealt by your familiar's attacks deal 1d10 + your creature. The target must make a Charisma saving throw
Charisma modifier damage instead of their normal damage. against your warlock spell save DC. A creature that is not
Additionally, your familiar can attack twice, instead of once, native to the Material Plane has disadvantage on this saving
when you forgo an attack to allow it to make one attack of its throw, and humanoid creatures have advantage instead. On a
own. failure, the target disappears into a harmless demiplane,
suspended in time.
Swift as the Four Horsemen While you have a creature imprisoned in this way, you can
Prerequisite: 5th level, Pact of the Cloak feature
use your bonus action to summon the creature to an
As long as you are wearing the cloak and not any medium or unoccupied space within 30 feet of you. You can use another
heavy armour, you can take the Dash action as a bonus bonus action to have it disappear to the demiplane again. An
action. When you take the Dash action in this way, imprisoned creature regards you as an ally, although it acts
opportunity attack are made with disadvantage. independently of you. It rolls its own initiative in combat and
follows commands given to it by you or creatures you
Thirsting Blade designate. When you finish a short or long rest, the
Prerequisite: 5th level, Pact of the Blade feature
imprisoned creature receives the same benefits.
You can attack with your pact weapon twice, instead of once, When the imprisoned creature is reduced to 0 hit points, it
whenever you take the Attack action on your turn. disappears back to the demiplane. Until you finish a long rest,
the imprisoned creature cannot be summoned again. You can
Tomb of Levistus only have one creature imprisoned at a time. If you imprison
Prerequisite: 5th level another creature using this invocation, the previously
As a reaction when you take damage, you can entomb imprisoned creature appears in an unoccupied space within
yourself in ice, which melts away at the end of your next turn. 30 feet of you and is no longer bound to you.
You gain 10 temporary hit points per warlock level, which
take as much of the triggering damage as possible. Ghostly Gaze
Immediately after you take the damage, you gain vulnerability Prerequisite: 7th level

to fire damage, your speed is reduced to 0, and you are As an action, you gain the ability to see through solid objects
incapacitated. These effects, including any remaining to a range of 30 feet. Within that range, you have darkvision if
temporary hit points, all end when the ice melts. you don’t already have it. This special sight lasts for 1 minute
Once you use this invocation, you can’t use it again until or until your concentration ends (as if you were concentrating
you finish a short or long rest. on a spell). During that time, you perceive objects as ghostly,
transparent images.
Warlock | Eldritch Invocations
25
    Once you use this invocation, you can’t use it again until Shroud of the Deceiver
you finish a short or long rest. Prerequisites: Pact of the Talisman feature, 9th level

Improved Pact Mark You may cast Nystul's magic aura from your talisman at will,
Prerequisite: Pact of the Brand, 7th level
affecting the creature or object carrying it. This will also
Your Mark grants you a +1 bonus to spell attack rolls and the conceal the talisman's magical aura. This does not consume a
saving throw DCs of Warlock spells you cast through it. This warlock spell slot or any magical components.
effect is overridden by items like a rod of the pact keeper. Superior Pact Weapon
Sculptor of Flesh Prerequisite: 9th level, Pact of the Blade feature

Prerequisite: 7th level Any weapon you create using your Pact of the Blade feature
You can cast polymorph once using a warlock spell slot. You is a +2 weapon. This invocation doesn’t affect a magic
can’t do so again until you finish a long rest. weapon you transformed into your pact weapon.
Serpent’s Tongue Veil of the Night
Prerequisite: 7th level Prerequisite: 9th level, Pact of the Cloak feature

You gain proficiency in the Deception skill and double your When you are in an area of dim light or darkness, you can use
proficiency bonus for it. Creatures can’t automatically detect your action to become invisible until you move or take an
your lies if they have such a feature. action or a reaction.
Trickster's Escape Whispers of the Grave
Prerequisite: 7th level Prerequisite: 9th level

You can cast freedom of movement once on yourself without You can cast speak with dead at will, without expending a
expending a spell slot. You regain the ability to do so when spell slot.
you finish a long rest. Master of Puppets
Walking Desert Prerequisite: 12th level, Pact of the Chain feature

Prerequisite: 7th level The duration of any of your conjuration spells is doubled.
You can cast blight once using a warlock spell slot. You can’t While you are concentrating on conjuration spell, you add
do so until you finish a long rest. your proficiency bonus to any Constitution saving throw
made to maintain your concentration. Additionally, you have
Ascendant Step advantage on these.
Prerequisite: 9th level Lifedrinker
You can cast levitate on yourself at will, without expending a Prerequisite: 12th level, Pact of the Blade feature

spell slot or material components. When you hit a creature with your pact weapon, the creature
Gift of the Ever-Living Ones takes extra necrotic damage equal to your Charisma modifier
Prerequisite: Pact of the Chain feature. 9th level
(minimum 1).
Whenever you regain hit points while your familiar is within Power in Reserve
30 feet of you, treat any dice rolled to determine the hit points Prerequisite: Pact of the Brand, 12th level

you regain as having rolled their maximum value for you. You can use your action to cast a spell with a casting time of 1
March of the Ravanous action or 1 bonus action using a Warlock spell slot into your
Prerequisite: 9th level Pact Brand, storing it for later. You can cast that spell once as
You can cast create undead using a warlock spell slot. You a reaction to an action a creature you can see takes. You can
can do so twice, and regain both uses when you complete a only have 1 spell stored in this way, and you cannot store
long rest. another until you complete a short rest, and when you
complete one the stored spell leaves the mark.
Minions of Chaos
Prerequisite: 9th level Otherworldly Physics
You can cast conjure elemental once using a warlock spell Prerequisite: 12th level

slot. You can’t do so again until you finish a long rest. You can cast reverse gravity using a warlock spell slot. You
must complete a long rest to do so again.
Occult Murmurings Writer's Step
Prerequisite: 9th level Prerequisite: 12th level, Pact of the Tome feature

You can cast detect thoughts at will. When you cast detect You can teleport through your Book of Shadows to an
thoughts in this way, you can only read the surface thoughts, unoccupied space within 5 feet of any paper or parchment as
and cannot probe deeper into another creature's minds. an action on your turn. You must know the location of the
paper or parchment you're teleporting to, either by memory
or line of sight, and it must be within 120 feet of you.

Warlock | Eldritch Invocations


26
Chains of Carceri Visions of Distant Realms
Prerequisite: 15th level, Pact of the Chain feature
Prerequisite: 15th level

You can cast hold monster at will—targeting a celestial, fiend, You can cast arcane eye at will, without expending a spell slot.
or elemental—without expending a spell slot or material
components. You must finish a long rest before you can use Void Step
this invocation on the same creature again. Prerequisite: Pact of the Brand, 15th level

You can cast misty step at will, without expending a spell slot.
Cloak of the Bat
Prerequisite: 15th level, Pact of the Cloak feature
You can use Whispers Beyond Space
a bonus action on your turn to cause large, bat-like wings to Prerequisite: 15th level

sprout out of your cloak. While you wear the winged cloak, You can cast sending at will, without expending a spell slot or
you gain a flying speed equal to your current speed. You can material components.
dismiss the wings using another bonus action.
Witch Sight
Grand Executioner's Blade Prerequisite: 15th level

Prerequisite: Pact of the Blade feature, 15th level


You can see the true form of any shapechanger or creature
Whenever you summon your pact weapon, you can use a concealed by illusion or transmutation magic while the
bonus action to cast a spell of 1st level or higher with a creature is within 30 feet of you and within line of sight.
casting time of one action. When you do so, you gain
advantage on your next attack made with your pact weapon. Multiclassing
Grand Occultist's Mark Ability Score Minimum. Charisma 13

Prerequisite: Pact of the Brand, 15th level


Proficiencies Gained. Light armour, simple weapons
You add your Charisma modifier to one damage roll of a spell
of 1st level or higher that you cast through your Otherworldly
Mark. Additionally, you can use a bonus action to regain one
expended spell slot, and regain the ability to do so when you
complete a long rest.
Grand Occultist's Tome
Prerequisite: Pact of the Tome feature, 15th level

Whenever you cast a cantrip, you can use a bonus action to


empower yourself with a defensive aura. Until the start of
your next turn, you have advantage on saving throws against
spells and magical effects.
Grand Summoner's Chain
Prerequisite: Pact of the Chain feature, 15th level
Your
control over your familiar increases. You can choose to
instantly cast find familiar without expending a spell slot
immediately after you finish a short or long rest, and you do
not need material components for this spell.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without
expending a spell slot.
Reverberating Form
Prerequisite: 15th level

You can cast blur on yourself at will, without expending a


spell slot or material components.
Shroud of Shadow
Prerequisite: 15th level

You can cast invisibility at will, without expending a


spell slot.
Ultimate Pact Weapon
Prerequisite: 15th level, Pact of the Blade feature

Any weapon you create using your Pact of the Blade feature
is a +3 weapon. This invocation doesn’t affect a magic
weapon you transformed into your pact weapon.

Warlock | Eldritch Invocations & Multiclassing


27
Jack Weighill's
Homebrew
Compendium
Hello players and GM Binder devs! You've found
the back page of a class from my class
compendium. Not all of this work is mine, in
fact, most of it isn't! It is simply here for ease of
access for the players, and isn't shared
elsewhere.

The second to last class in the players handbook,


the warlock is a very polarising class to me. In
places it seems amazingly awesome, but a lot of
its core design features can render some
warlocks painfully boring and uninteresting. This
is likely something that I will address at some
point, but we'll have to wait and see.

Almost a dozen additional patrons have been


added since the PHB release, some is official
material, whilst most of it is from Genuine.

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