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Spellcasting Focus Using the optional feats rule, you can forgo taking this
You can use an arcane focus (see the Adventuring Gear feature to take a feat of your choice instead.
section) as a spellcasting focus for your warlock spells.
5th-level Warlock feature
Variant: Core Abilities
Charisma represents the warlock’s capability to Your eyes become imbued with the eldritch power you
harness magic through force of being. However, wield. You can see normally in darkness, both magical
your warlock may harness magic through faith or and nonmagical, to a distance of 120 feet.
wield magic through arcane understanding. As such,
you can replace every instance of charisma with At 15th level, you can see the true form of any
either wisdom or intelligence. shapechanger, or a creature concealed by illusion or
transmutation magic while the creature is within 30 feet
of you and within line of sight.
Resolute
18th-level Warlock feature You gain immunity to three conditions of your choice.
Your patron’s favor is evident, and your power can Shadow Aura
easily shatter the world. You can cast the spell Wish You darken the area around you in a 30ft radius. No
once without using a spell slot. Once you do so, you light can illuminate this magical darkness.
cannot do so again until you finish a long rest. Supernatural Awareness
If you lose the ability to cast Wish, you have a You know if you hear a lie, your passive perception
cumulative 5 percent chance per long rest you take to increases by 10, and you have Truesight 120ft.
regain the ability to cast Wish. Unchained Step
As a bonus action, you can teleport 60ft to a location
20th-level Warlock feature you can see. If you teleport to another creature’s space,
you can push the creature 10ft in a direction of your
Your power has grown beyond that of the contract choice.
which once bound you. You undergo a transformation,
Wraith Walk
becoming something else entirely. Choose a creature
You can move through other creatures and objects as if
type related to your chosen Pact. You become the
they were difficult terrain. While in the space of a
chosen creature type. Furthermore, choose three of
creature or object, attacks against you have
the following traits. You gain the benefits of the chosen
disadvantage.
traits.
Forceful Defense The Hexblade
You add your Charisma modifier your AC. The Hexblade is a popular build and subclass of the
warlock, allowing a player to play as the archetypal
Immunity
You gain immunity to two damage types of your choice. dark warrior, utilizing fell powers as the dark
reflection to the righteous paladin.
Indomitable
You gain proficiency with two saving throws of your However, this archetype is not translated in this
choice. version of the warlock and will not be converted,
due to the design premises and goals of this class
Inexorable rework, as listed earlier in the document.
You cannot be banished, your form cannot be altered
by magic, and spells of 2nd level or lower cannot affect As such, in time I will be developing a proper class
you in any way, unless you allow for yourself to be for the Hexblade, utilzing things from this version of
affected by any of these effects. the Warlock and some ideas from the paladin, along
with new concepts.
Life Eater
Creatures within 30ft of you take 1d10 damage. The
damage is the same as your Eldritch Blast. Furthermore,
any creature that dies within 60ft of you cannot be
revived by any means short of a Wish spell.
Primeval Right
If you are the closest to the target of your Eldritch Blast,
you have advantage on the attack roll.
Regeneration
At the start of each of your turns, you regain 2d10 hit
points.
Resistance
You gain resistance to four damage types of your
choice.
Melter of Minds
In your study of occult lore, you have unearthed eldritch When you hit a creature with Eldritch Blast, that
invocations, fragments of forbidden knowledge that creature cannot take reactions until the start of your
imbue you with an abiding magical ability. next turn.
Each invocation has a level requirement, you must meet Mire the Mind
When you hit a creature with Eldritch Blast, that
them to learn it. You can learn the invocation at the
creature has disadvantage on the next attack roll it
same time that you meet its prerequisites. The level
makes.
refers to your level in this class.
Reckless Scheme
There are three times of Invocations: Eldritch, Cursed, When you miss a creature with Eldritch Blast, you can
or Abiding. Eldritch Invocations alter how your Eldritch
reroll the attack against a different creature within 15ft
Blast behaves. Cursed Invocations alter how your
of the missed target.
Warlock’s Curse behaves, and Abiding Invocations
providing additional powers. Touch of Corruption
When you hit a creature with Eldritch Blast, that
creature is unable to regain hit points until the start of
your next turn.
Eldritch Invocations are invocations that alter how your
Eldritch Blast behaves. You can only have one of each
Adept Invocations can be taken at 11th level and
type of invocation (lesser, greater, master, esoteric)
showcase the deadly power of a competent wielder of
affect a given casting of Eldritch Blast.
dark magic.
Dark Lance
Lesser invocations can be taken at 1st level and provide Your Eldritch Blast becomes a deadly lance. Whenever
insight to the devastating powers they may one day you cast Eldritch Blast, it takes the form of a 60ft long
wield. 5ft wide line, originating from you. You can make an
Concussive Blast attack with your Eldritch Blast against any creature of
When you hit a creature with Eldritch Blast, any your choice within the area.
creature within 5ft of it takes 1d10 damage, the same Chain of the Kyton
as the damage type of your Eldritch Blast. Whenever you hit a creature with Eldritch Blast, one
Eldritch Spear creature of your choice within 30ft of the original target
The range of your Eldritch Blast is 300 feet. must make a Dexterity saving throw. On a failure, it is
also hit by Eldritch Blast. On a success, it takes no
Grasp of Hadar damage.
When you hit a creature with Eldritch Blast, you can
move that creature in a straight line 10 feet closer to Lifedrinker
yourself. Once on your turn, when you hit a creature with a soul
with Eldritch Blast, you regain 1d10 hit points.
Lance of Levistus
When you hit a creature with Eldritch Blast, you can Trap of the Contracted
reduce that creature’s speed by 10 feet until the start of When you hit a creature with Eldritch Blast, the target
your next turn. has a -1d4 penalty on its next saving throw.
Greater invocations can be taken at 5th level, allowing a Deadly powers realized by only the most powerful of
warlock to transform their repertoire of dark powers. warlocks, master invocations can be accessed at 17th
level, and represent pieces of hidden lore and forgotten Warlock’s Ire
power, which when weaponized, grant a warlock All attack rolls against a creature affected by your
unprecedented power. Warlock’s Curse gain a 1d4 bonus.
Caress of Lilith
The damage of your Eldritch Blast cannot be reduced in Greater invocations can be taken at 5th level, allowing a
any way, and when you miss with Eldritch Blast, you still warlock to truly transform their repertoire of dark
deal half damage. powers.
Maw of the Night Serpent Binding
Whenever you hit a creature with Eldritch Blast, make a A creature affected by your Warlock’s Curse has their
check using your spell attack modifier versus the movement speed halved.
target’s constitution saving throw. On a success, the
target gains 1 level of exhaustion. Mantle of Bane
A creature affected by your Warlock’s Curse is
Missiles of Mephistopheles frightened of you. It can make a wisdom saving throw
Your Eldritch Blast becomes akin to the great magics of against this effect at the end of each of its turns. On a
Hell. Whenever you cast Eldritch Blast, it takes the form success, the target is no longer frightened.
of a 60ft cone. You can make an attack with your
Eldritch Blast against any creature of your choice within Negativity Charge
A creature affected by your Warlock’s Curse cannot
the area.
regain hit points.
Relentless
When you cast Warlock’s Curse, you create a dark bond
Cursed Invocations are invocations that alter how your between you and your target. As a bonus action, you
Warlock’s Curse behaves. You can only have one of each can magically teleport up to 30 feet to an unoccupied
type of invocation (lesser, greater, master, esoteric) space you can see within 5 feet of the cursed target. To
affect a given casting of Warlock’s Curse. teleport in this way, you must be able to see the cursed
target.
Lesser invocations can be taken at 1st level and provide Shattered Mind
insight to the devastating powers that a warlock may As a bonus action, you can cause a psychic disturbance
one day wield. around the target affected by your Warlock’s Curse.
When you do so, you deal psychic damage to the cursed
Broken Blade target and each creature of your choice within 5 feet of
A creature affected by your Warlock’s Curse has it. The psychic damage equals your Charisma modifier
disadvantage on attack rolls against you. (minimum of 1 damage).
Contest of Wills Wounds of the Conspiring
At the start of each of its turns, a creature affected by Once per round, when a creature affected by your
your Warlock’s Curse must make a charisma saving Warlock’s Curse is hit by an attack made by a creature
throw or take your Warlock’s Curse damage. other than you, you can use your reaction to cause the
Painful World attack to also deal your Warlock’s Curse damage.
A creature affected by your Warlock’s Curse takes an
additional 1d6 damage from all sources of damage
Adept Invocations can be taken at 11th level and
other than you.
illustrate the uncanny capabilities of a competent
Sundered Body wielder of the dark powers.
When you cast Warlock’s Curse, choose one ability
when you cast the spell. The target has disadvantage on Echoes of Illusion
As a reaction to a creature affected by your Warlock’s
ability checks made with the chosen ability.
Curse hitting with an attack, you force the creature to
reroll the attack.
Tides of Minauros Aspect of the Moon
A creature affected by your Warlock’s Curse is poisoned. You no longer need to sleep and cannot be forced to
It can make a constitution saving throw against this sleep by any means. To gain the benefits of a long rest,
effect at the end of each of its turns. On a success, the you can spend all 8 hours doing light activity, such as
target is no longer poisoned. reading or keeping watch.
Gift of Lifeblood Beguiling Influence
When a creature affected by your Warlock’s Curse starts You gain proficiency in the Deception and Persuasion
its turn, you regain 1d10 hit points. skills.
Eldritch Mind
Deadly powers realized by only the most powerful of You have advantage on Constitution saving throws that
warlocks, master invocations can be accessed at 17th you make to maintain your concentration.
level, and represent pieces of hidden lore and forgotten Gaze of Two Minds
power, which when weaponized, grant a warlock You can use your action to touch a willing humanoid
unprecedented power. and perceive through its senses until the end of your
next turn. As long as the creature is on the same plane
Blessing of the Inheritor
When a creature affected by your Warlock’s Curse dies, of existence as you, you can use your action on
you can roll half its hit dice, regaining the rolled amount subsequent turns to maintain this connection,
as hit points. extending the duration until the end of your next turn.
While perceiving through the other creature's senses,
Curse of Five Fates you benefit from any special senses possessed by that
Whenever a creature affected by your Warlock’s Curse creature, and you are blinded and deafened to your
makes a saving throw or an attack roll, roll a d20. If your own surroundings.
result is higher than the target’s un-modified die roll,
the target’s attack misses, or the target’s saving throw
fails. Greater invocations can be taken at 5th level, allowing a
warlock to truly enhance their repertoire of dark
Devastation of the Mind’s Eye
A creature affected by your Warlock’s Curse cannot powers.
benefit from any spells. Cloak of Shadows
When you are in an area of dim light or darkness, you
Wrath of the Lost God
A creature affected by your Warlock’s Curse must make can use your action to become invisible until you take
an action, a reaction, or move into an area of bright
a Wisdom saving throw at the start of each of its turns.
If it fails, it wastes its action that turn doing nothing. light.
Chaos Ward
Whenever you take damage, you reduce the damage by
an amount equal to your proficiency modifier.
Abiding Invocations are invocations that alter how you
March of the Drider
interact with the world, granting you powers unseen by
You can move up, down, and across vertical surfaces
the world.
and upside down along ceilings, while leaving your
hands free. You also gain a climbing speed equal to your
Lesser invocations can be taken at 1st level and provide walking speed.
insight to the devastating powers that a warlock may Tomb of Levistus
one day wield. As a reaction when you take damage, you can entomb
Armor of Shadows yourself in ice, which melts away at the end of your
You gain a bonus to your AC equal to half your next turn. You gain 10 temporary hit points per warlock
proficiency modifier (rounded down) while you are level, which take as much of the triggering damage as
holding your spellcasting focus. possible. Immediately after you take the damage, you
gain vulnerability to fire damage, your speed is reduced
to 0, and you are incapacitated. These effects,
including any remaining temporary hit points,
all end when the ice melts.
You have forged a pact for the ability to manipulate 6th-level Arcane Pact feature
arcane power, pledging yourself to an entity in order to
Your understanding of magic allows you to manipulate
wield magic. This entity may be a powerful archmagi, a
energy found throughout the world. Whenever a
lich, or even a dragon that possesses the secrets of
creature creates an effect that affects an area, you can
magic. In making this pact, you may search for lost lore
use your reaction to shift that area of effect by 5ft in a
and hidden secrets, or slay the foes who threaten your
direction of your choice.
patron’s power. Such powerful archmages who could
make a pact with a warlock could be the Archmage At 10th level, you can instead shift the area of effect by
Elminster Aumar, the Red Wizard Szass Tam, or the High 10ft. At 17th, 15ft.
Lady Alustriel Silverhand.
Arcane Quirks 10th-level Arcane Pact feature
You potentially consigned your soul for power. Your
Your understanding of magic granted by your patron
pact may alter you, manifesting as a quirk.
empowers you, allowing you to become resistant to the
d6 Quirk effects of spells. Choose one of the damage types of
1 You have tattoos of arcane formulas. your Arcane Magic feature whenever you finish a short
2 You mutter verbal components of spells in your or long rest. You are resistant to that damage type.
sleep.
3 Arcane glyphs float and flit around you. You can change this resistance whenever you cast
4 Esoteric arcane runes adorn your body. Warlock’s Curse. The resistance matches the damage
5 Your eyes appear to be precious gemstones. type of the curse.
6 You carry a magical trinket of importance to you.
14th-level Arcane Pact feature
1st-level Arcane Pact feature You have mastered magic and can manipulate it easily.
Your Eldritch Blast and Warlock’s Curse deals acid, cold, You can use your Dispel feature as a reaction to the
fire, lightning, or poison damage. casting or use of a spell or magical effect.
The elemental affinity of your patron allows you to Law of Gravity. Once per round whenever a creature
interact with the world through its fundamental arcane moves within 10ft of you, you can reduce the creature’s
laws. At the start of your turn, choose one Law you wish speed to 0ft.
to use. You can only use one Law on your turn.
14th-level Cursed Pact feature
Law of Earth. At the start of your turn, you can make a
charisma saving throw against every condition affecting Your patron teaches you how to harness the natural
you. flow of the elements within yourself, maximizing the
power of your Eldritch Blast. Whenever you deal
Law of Fire. When you hit a creature with an attack roll,
damage with your Eldritch Blast, if the damage type
you can deal extra damage to the target equal to your
matches one of the laws currently affecting you, you
proficiency bonus. This damage is the same as your
can cause the damage of Eldritch Blast to increase by
Eldritch Blast.
2d10.
Law of Metal. Choose a damage type. Until the start of
Law Damage Type Law Damage Type
your next turn, whenever you take this damage of the
Earth Bludgeoning Time Necrotic
chosen type, the damage is reduced by your proficiency
Fire Fire Water Cold
modifier. Gravity Force Wood Radiant
Metal Slashing
• A creature ends its turn closer to you than at
You have stuck your pact with a powerful entity of the the start of its turn
fey, a creature of legend who holds secrets that were • A creature spots you while you were hidden
forgotten before the mortal races were born. This • A creature targets you with an attack or spell
being's motivations are often inscrutable, and
sometimes whimsical, and might involve a striving for Once you use this feature, you cannot use it again until
greater magical power or the settling of age-old you finish a short or long rest, or you roll for initiative.
grudges. Such a powerful fey that could employ a
warlock could be Oberron: the Green Lord, Titania: 6th-level Fey Pact feature
Queen of the Summer Court, or the Queen of Air and
Darkness. Your patron teaches you how to wield mind-affecting
magic against your enemies. Whenever you move half
Fey Quirks your movement speed or more, you are considered
You potentially consigned your soul for power. Of lightly obscured to all creatures until the start of your
course, it left a mark upon you. Maybe not a literal one next turn, or until you suffer damage, as natural
however… phenomena cloud sight of you.
d6 Quirk At 14th level, you become heavily obscured instead.
1 Your moods are mercurial and deep.
2 Your ears appear as an elf’s, regardless of your
race. 10th-level Fey Pact feature
3 Your eyes change color based on your mood.
Your wake causes pain to all who draw near. Anytime
4 There is always time for a conversation.
you teleport, you can use your reaction to cause any
5 Colors seem to be more vibrant near you.
6 You are fully invested in some form of art. creature of your choice within 10ft of where you
teleport from to take 2d10 psychic damage.
d6 Quirk
1 You have small horns, or red skin. Or both. 10th-level Infernal Pact feature
2 Your knowledge of legalese is extensive.
You can choose one damage type when you finish a
3 You always lie.
short or long rest. You gain resistance to that damage
4 You exhale thick smoke. It smells of brimstone.
5 You know of the Archdevils, and often argue type until you choose a different one with this feature.
who would win a fight. Damage from silvered weapons ignores this resistance.
6 Your nightmares write themselves on your flesh.
14th-level Infernal Pact feature
1st-level Infernal Pact feature When you hit a creature with an attack, you can use this
feature to instantly transport the target through the
Your Eldritch Blast and Warlock’s Curse deal fire or
lower planes. The creature disappears and hurtles
necrotic damage.
through a nightmarish landscape.
1st-level Infernal Pact feature At the end of your next turn, the target returns to the
space it previously occupied, or the nearest unoccupied
When you reduce a hostile creature to 0 hit points, you space. If the target is not a fiend, it takes 10d10 psychic
gain temporary hit points equal to your Charisma damage as it reels from its horrific experience.
modifier + your warlock level (minimum of 1).
Once you use this feature, you cannot use it again until
Furthermore, whenever you have temporary hit points, you finish a long rest.
on your turn, you can remove all temporary hit points
you have, and the next time you deal damage, the
damage increases by 1d10.
When you create a Logic Bomb, you mentally describe
You have made a bargain for power granted by an that circumstance when the Logic Bomb would end.
entity that is born of machines. Whether it is a shard of When a Logic Bomb ends, Eldritch Blast is cast from the
a great machine, or an ancient defected modron, your target’s location at your criteria, using your spell attack
patron grants you the power to harness the power of modifier.
technology, magical or not.
For example, you may stipulate that Eldritch Blast is cast
Digital Quirks at a named creature when the target carrying the Logic
You potentially consigned your soul for power. Of Bomb is within 30ft of that named creature.
course, it left a mark upon you. Maybe not a literal one
however… The Eldritch Blast is cast immediately after the
circumstance is met for the first time, whether or not
d6 Quirk you want it to.
1 Wires or copper serves as your veins.
2 Electricity harmlessly dances across your flesh. A creature can only possess one Logic Bomb at a time.
3 Your ability to appreciate art is horrible. You can only have a number of Logic Bombs in existence
4 Occasionally, when you are thinking, you equal to your proficiency modifier. You know when a
become nonresponsive to others. Logic Bomb is ended.
5 Symbols scroll vertically across your flesh.
6 Déjà vu occurs frequently wherever you are.
10th-level Haywire Pact feature
Your Eldritch Blast and Warlock’s Curse deal radiant or 10th-level Star Pact feature
cold damage.
Your knowledge of the stars now allows you to exploit
the fates of those around you more drastically. Your
1st-level Star Pact feature
fated dice increase to d8s.
You become proficient with a gaming set of your choice
and with the nature skill, as you learn to divine fortunes 14th-level Star Pact feature
and read the stars. Additionally, you can use any gaming
set you are proficient with as your spellcasting focus. Your understanding of the stars has revealed a deeper
insight, one that has shown you how to utter words of
power, causing reality to shudder and buckle under
1st-level Star Pact feature
your intention. As a reaction, you can cause a target you
You learn how to decipher possible futures in the stars see who succeeds on a check to fail, as if they rolled a 1.
and make bend reality towards the future you desire. This 1 cannot be altered or changed by any feature,
When you finish a short or long rest, you gain a number such as legendary resistance. You can only use this
feature once per long rest.
Cantrips The following is a reprised version of the cantrip True
• Control Flames Strike.
• Dancing Lights
• Friends Divination cantrip
• Guided Strike
• Gust Casting Time: 1 bonus action
• Mage Hand Range: 120 feet
• Mending Components: S
• Message Duration: Concentration, up to 1 round
• Minor Illusion You extend your hand and point a finger at a target in
• Mold Earth range. Your magic grants you a brief insight into the
• Shape Water target’s defenses. On the next attack roll you make
• Thaumaturgy against the target, you roll a 1d4 and add the result to
the attack roll.
1st Level Spells
• Charm Person
• Command
• Comprehend Languages
• Detect Evil and Good
• Detect Magic
• Disguise Self
• Expeditious Retreat
• False Life
• Find Familiar
• Fog Cloud
• Gift of Alacrity
• Hellish Rebuke
• Identify
• Mage Armor
• Silent Image
2nd Level Spells
• Alter Self Credits
• Continual Flame
D&D Content and Warlock Icon by WarfrontJack
• Detect Thoughts
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• Invisibility
• Lesser Restoration
• Locate Object Cover - The Reverie, Anato Finnstark
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• Misty Step
Page 15 - The Shadow and the Flame, Anato
• See Invisibility
Finnstark
• Silence Page 10 - Negate, Billy Christian
• Spiritual Weapon Page 15 - Avacyn, Bastien Lecouffe Deharme
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