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Shadowfell, becoming exposed to the fell energies


With a pseudodragon curled on his shoulder, a young and the entities that employ such power.
elf in black robes smiles sinisterly, torturing the mind of
Once a pact is made, a warlock’s thirst for knowledge
his foe with a psychic curse.
and power cannot be slaked with mere study and
As a flaming Eldritch Blast streaks forth from her hands, research. No one makes a pact with such a mighty
a human utters an incantation, infusing her blast with patron if he or she does not intend to use the power
eldritch magic. thus gained. Rather, the vast majority of warlocks spend
their days in active pursuit of their goals, which typically
Shifting his gaze between a battered scroll and the odd means some kind of adventuring. Furthermore, the
alignment of the stars overhead, a wild-eyed tiefling demands of their patrons drive warlocks toward
mutters a dark word, binding fate to his will. adventure.
Warlocks are seekers of the knowledge that lies hidden
in the fabric of the multiverse. Through pacts made with
Design Philosophy
mysterious beings of supernatural power, warlocks
unlock magical effects both subtle and spectacular. The revised warlock is an attempt to correct several
Drawing on the ancient knowledge of beings such as fey issues I personally had with the warlock, while also
nobles, demons, devils, hags, liches, dragons, celestials, addressing issues the community had with previous
and things from beyond, warlocks’ piece together revisions.
arcane secrets to bolster their own power.
Goal. The warlock in this version primarily is a
Sworn and Beholden damage and debuff focused class.
A warlock is defined by a pact with an otherworldly
being. Sometimes the relationship between warlock and Core Three Concepts. The reaction to a class feature
patron is like that of a cleric and a deity, though the Eldritch Blast is mixed. To this end, I refocused to
beings that serve as patrons for warlocks are not gods. three core paradigms for this class:
A warlock might lead a cult dedicated to a celestial, a Eldritch Blast. This has been reworked into a feature
lich, or an archdevil—beings not typically served by similar to the Rogue’s Sneak Attack, however, it is
clerics. More often, though, the arrangement is similar not as strong (by itself), and is the main source of
to that between a master and an apprentice. The damage for warlocks (except blade-locks).
warlock learns and grows in power, at the cost of
occasional services performed on the patron’s behalf. Warlock’s Curse. This is a new feature, and acts as
the main debuff feature.
The magic bestowed on a warlock manifests as to
access to powerful and eldritch abilities. Unlike bookish At-Will Powers. There are no spell slots in this
wizards, warlocks supplement their magic with some version of the Warlock. Instead, the Warlock gets to
facility at hand-to-hand combat. They are comfortable cast spells at-will, adding back some flexibility. This
in light armor and know how to use simple weapons. version sees more at-will spells.

Delvers into Secrets Invocations. The warlock in 5e has a lot of flexibility,


Warlocks are driven by an insatiable need for so weighing the options, I decided to cut most of the
knowledge and power, which compels them into their spells and go all in on invocations. With this, some
pacts and shapes their lives. This thirst drives warlocks invocations were still cut, while I added several. The
into their pacts and shapes their later careers as well. way invocations progress has also changed.
Stories of warlocks binding themselves to fiends are In short, some choices have been cut down or
widely known. But many warlocks serve patrons that simplified, but I hope it makes for a more cohesive
are not fiendish. Sometimes a traveler in the wilds class overall, with the eldritch themes still present.
comes to a heavenly tranquil grove, meets its celestial
master and stumble into a pact without being fully As always, I appreciate your feedback!
aware of it. And sometimes, while poring over tomes of Thanks, WarfrontJack
forbidden lore, a brilliant student is opened unto the
Proficiency Cantrips Eldritch Warlock’s Invocations
Level Bonus Features Known Blast Curse Known
1st +2 Eldritch Pact, Pact Magic 2 1d10 1d6 —
2nd +2 Invocations 2 1d10 1d6 3
3rd +2 Abiding Magic 2 1d10 1d6 4
4th +2 Ability Score Improvement 2 1d10 1d6 4
5th +3 Eldritch Sight 3 2d10 2d6 5
6th +3 Pact Feature 3 2d10 2d6 5
7th +3 — 3 2d10 2d6 6
8th +3 Ability Score Improvement 3 2d10 2d6 6
9th +4 — 3 3d10 2d6 7
10th +4 Pact Feature 4 3d10 2d6 7
11th +4 — 4 3d10 2d6 8
12th +4 Ability Score Improvement 4 4d10 2d6 8
13th +5 — 4 4d10 2d6 9
14th +5 Pact Feature 4 4d10 2d6 9
15th +5 — 5 5d10 3d6 10
16th +5 Ability Score Improvement 5 5d10 3d6 10
17th +6 — 5 5d10 3d6 11
18th +6 Unbound Arcana 5 6d10 3d6 11
19th +6 Ability Score Improvement 5 6d10 3d6 12
20th +6 Apotheosis 5 6d10 3d6 12

1st-level Warlock feature


As a warlock, you gain the following class features.
You have forged a pact with an otherworldly being,
Hit Dice: 1d8 per warlock level granting you power. Choose one of the following: the
Arcane Pact, the Cursed Pact, the Elemental Pact, the
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Infernal Pact, the Fey Pact, the Haywire Pact, the Light
Constitution modifier per warlock level after 1st Pact, or the Star Pact, which are detailed at the end of
the class description. Your choice grants you features at
1st level and again at 6th, 10th, and 14th level.
Armor: Light armor
Weapons: Simple weapons
Tools: None 1st-level Warlock feature
Saving Throws: Wisdom, Charisma Your arcane research and the magic bestowed on you
Skills: Choose three skills from Arcana, Deception, by your patron have given you facility with spells. See
History, Intimidation, Investigation, Nature, Persuasion Spells Rules for the general rules of spellcasting and the
and Religion Spells Listing for the warlock spell list.
Cantrips
You start with the following equipment, in addition to You know two cantrips of your choice from the warlock
the equipment granted by your background: spell list. You learn additional warlock cantrips of your
choice at higher levels, as shown in the Cantrips Known
• (a) a component pouch or (b) an arcane focus
column of the Warlock table.
• (a) a scholar’s pack or (b) a dungeoneer’s pack
• Leather armor, any simple weapon, and two Eldritch Blast
daggers As an action, you can create a blast of crackling energy
against a creature within 120ft of you. Make a ranged
spell attack against the target. On a hit, the target takes
damage equal to the damage shown on the Eldritch
Blast column on the Warlock table.
Your Eldritch Blast's damage type is determined by your
chosen Eldritch Pact. If your Pact offers more than one 2nd-level Warlock feature
damage type, you choose one type to use when you You gain three eldritch invocations of your choice. Your
cast your Eldritch Blast. invocation options are detailed at the end of the class
Warlock’s Curse description. When you gain certain warlock levels, you
As a bonus action, you can place a baleful curse on a gain additional invocations of your choice, as shown in
creature that you can see within 60ft of you. Until the the Invocations Known column of the Warlock table.
curse ends, or you lose concentration (as if you were
Additionally, when you gain a level in this class, you can
concentrating on a spell), once on each of your turns,
choose one of the invocations you know and replace it
when you hit the cursed creature with an attack, you
with another invocation that you could learn at that
deal extra damage as shown on the Warlock’s Curse
level.
column of the Warlock table.

Your Warlock’s Curse damage type is determined by


3rd-level Warlock feature
your chosen Eldritch Pact. If your Pact offers more than
one damage type, you choose one type to use when Your use of eldritch powers grants you abiding abilities,
you cast your Warlock’s Curse. allowing you to wield magic easily. Choose one 1st-level
spell from the warlock spell list.
You can only have one creature cursed by this feature at
a time. Once you use this feature, you cannot use it The chosen spell is your abiding spell. Abiding spells can
again until you finish a short or long rest, or you roll for be cast without using a spell slot and are always cast at
initiative. their lowest level. When you gain a level in this class,
you can change any abiding spells you have to another.
A Remove Curse cast on the target ends this curse early.
You gain another 1st-level spell as an abiding spell at
Spellcasting Ability
9th, and 17th level.
Charisma is your spellcasting ability for your warlock
abilities, so you use your Charisma whenever a spell or At 15th and 18th level, you gain a 2nd-level spell as an
ability refers to your spellcasting ability. In addition, you abiding spell.
use your Charisma modifier when setting the saving
throw DC for a warlock spell or ability you cast and
4th-level Warlock feature
when making an attack roll with one.
When you reach 4th level, and again at 8th, 12th, 16th,
Spell save DC = 8 + your proficiency bonus + your
and 19th level, you can increase one ability score of
Charisma modifier
your choice by 2, or you can increase two ability scores
Spell attack modifier = your proficiency bonus + your of your choice by 1. As normal, you cannot increase an
Charisma modifier ability score above 20 using this feature.

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.

Repulsive Blast Corruption of the Divine Will


When you hit a creature with Eldritch Blast, you can When a creature loses hit points due to Eldritch Blast,
push the creature up to 10 feet away from you in a that creature cannot regain those hit points by any
straight line. means short of a Wish spell.

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.

Adept Invocations can be taken at 11th level


and illustrate the uncanny capabilities of a
competent wielder of the dark powers.
Eye of the Void Dragon
You gain blindsight 30ft.
Step of the Hidden Lord
Opportunity attacks against you automatically
miss.
Sanctum of the Heartless
You can specially prepare a chest or box known as a
Sanctum. A sanctum can be created with 1,000 gold
pieces over the course of six days, at the end of
which, you place your own heart within it.
Whenever you die, a new body of a race and
appearance of your choice (or your original race
and appearance) appears within 5ft of your
Sanctum, and your original body is destroyed. If
your heart takes any damage, you instantly die.

Deadly powers realized by only the most powerful


of warlocks, master invocations can be accessed at
17th level, and represent pieces of hidden lore and
forgotten power, which when weaponized, grant a
warlock unprecedented power.
Astride the Veil
You can expend half your movement to enter the
ethereal plane.
Eater of Souls
Whenever you kill a creature, if it has a soul, you
can choose to consume it instead of letting it pass
to the afterlife, regaining hit points equal to twice
your warlock level.
Life of the Eternal
You no longer age and cannot be aged magically.
Furthermore, you are immune to all nonmagical
damage.
Reach of the Accursed
The range of all your warlock features and
abilities is doubled. This does not affect
invocations that create an area of effect.
You can use this feature a number of times equal to
You have forged a pact with an otherworldly being, your proficiency modifier in this class. You regain all
granting you untold power. Each pact is detailed here. uses when you finish a long rest.

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.

Furthermore, you can cast certain rituals intrinsically.


Choose two spells that have the ritual tag. You can cast
those spells as rituals. Furthermore, whenever you find
a spell in written form, if that spell can be cast as a
ritual, you can cast that spell as ritual without
destroying the written spell (if it was a spell scroll, for
example).

1st-level Arcane Pact feature

Your capabilities to annihilate magic


are unparalleled. As a bonus action,
you can attempt to dispel a magical
effect within 60ft of you. Make a
charisma check + your proficiency
modifier. The DC equals 10 + the spell's
level. On a successful check, the effect is
dispelled.
You have made your pact with a mysterious entity that 6th-Level Cursed Pact feature
derives power from the slaughter of others. The
Your patrons teaches you how to take advantage of
wretched power of this entity empowers warlocks who
another foul aspect of magic, harnessing the dark
form pacts with it, allowing them to channel and wield
emotions of hatred and fear. Whenever you finish a
horrid, torturous magic, known as curses, against their
short or long rest, choose one of the following:
foes, allowing a warlock to sap mind and soul of those
who would fall victim to such power. A patron who Hatred. When a creature is under your Warlock’s Curse,
would wield such magics and employ a warlock could be the cursed creature’s AC is reduced by 1.
the Witch Queen Iggwilv: the Mother of All Witches,
Baba Yaga, or the Simbul. Fear. For each creature under your Warlock’s Curse,
you gain a +1 bonus to your AC.
Accursed Quirks
You potentially consigned your soul for power. Your
pact may alter you, manifesting as a quirk. 10th-level Cursed Pact feature

d6 Quirk You evolve your curses, sapping the capabilities of your


1 Darkness streams from the jet-black orbs that foes. If a target cursed by you hits you with an attack
serve as your eyes. roll, you can use your reaction to roll a d6. On a 4 or
2 Your magic is marked with twisted iconography. higher, the attack instead misses you, regardless of its
3 When you sleep, you dream of souls you have roll.
cursed.
If you fail a saving throw against a target cursed by you,
4 Regardless of your original personality, you have
developed a hard to control cruel streak. you can use your reaction to roll a d6. On a 4 or higher,
5 You compulsively collect bones. you halve the damage you receive.
6 Whispers constantly hound you.
10th-level Cursed Pact feature
1st-level Cursed Pact feature You can curse two creatures with your Warlock’s Curse
when you cast it. Each creature must be within 60ft of
Your Eldritch Blast and Warlock’s Curse deal necrotic,
you.
poison, or acid damage.

14th-level Cursed Pact feature


1st-level Cursed Pact feature
You can spread your curse from a slain creature to
Your patron enhances your capabilities as a conduit for
another creature. When a creature affected by your
its cursed magic. Whenever you cast Warlock’s Curse,
Warlock’s Curse dies, you can apply the curse to a
the curse is empowered with shadowy magic. Your
different creature you can see within 60 feet of you,
Warlock’s Curse gains the following benefits:
provided you are not incapacitated.
• The damage of your Warlock’s Curse increases
Furthermore, if you have not dealt damage with
by 1d6. At 10th level, this extra damage
Warlock’s Curse on your turn, you can use your bonus
increases to 2d6.
action to deal your Warlock’s Curse damage to any
• Any attack roll you make against the cursed
creature under your Warlock’s Curse.
target is a critical hit on a roll of 19 or 20 on the
d20.
• If the cursed target dies, you regain hit points
equal to half your warlock level (rounded down,
minimum 1) + your Charisma modifier
(minimum 1).
Law of Water. Whenever a creature would provoke
You have made your pact with an entity bourn of the an opportunity attack from you, you can use your
primeval elements that make up the world and reality. reaction to move your full movement speed.
Such an entity would either seek to maintain the
elemental balance of the world or to shift that balance Law of Wood. Once at the start of your turn, if you have
in favor their element. An entity that could bind a 1 hit point or more, you regain hit points equal to your
warlock to its will could be a particularly powerful proficiency modifier.
elemental, a genie, or even one of the primordial titans.
6th-Level Cursed Pact feature
Elemental Quirks
You potentially consigned your soul for power. Your You begin to take on characteristics of your patron's
pact may alter you, manifesting as a quirk. kind. Choose one type of damage. You are now resistant
d6 Quirk to that type of damage.
1 Your eyes reflect your elemental affinity. In addition, as a bonus action, you can give yourself a
2 You practice a faith involving elemental spirits.
flying speed equal to your movement speed that lasts
3 Small motes of elemental power flit around you.
for 10 minutes, during which you can hover. You can
4 You can recognize the elemental affinity of
use this bonus action a number of times equal to your
anyone you converse with.
5 You collect stones that harmonize with the proficiency bonus, and you regain all expended uses
elements. when you finish a long rest.
6 You constantly clash with scientific minds.
10th-level Cursed Pact feature
1st-level Cursed Pact feature Your understanding of the primeval elements evolves
under the tutelage of your patron. Whenever you finish
Choose one damage type. Your Eldritch Blast and
a long rest, choose one of the following modern laws.
Warlock’s Curse deals the chosen damage type. You
gain additional damage types of your choice at 6th, Law of Time. Once per round, whenever a creature
10th, and 14th level. moves within 10ft of you, you can cause the creature to
move 10ft. to a space the creature previous occupied
1st-level Cursed Pact feature during the move.

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.

1st-level Fey Pact feature


14th-level Fey Pact feature
Your Eldritch Blast and Warlock’s Curse deal psychic or
You master the trickery of the fey, allowing you to
lightning damage. directly affect the minds of your foes. As a bonus action,
Furthermore, when a creature is affected by your you can force a creature within 60ft of you to make a
Warlock’s Curse, it is charmed by you. While charmed, it charisma saving throw. On a failure, the target must
is evident magic is being used on the creature. An make one weapon attack (or cast a cantrip if they have
affected creature can make a charisma saving throw no weapons) against a target of your choice. On a
against this effect at the end of each of its turns if it has success, or if the target has no way to attack, the target
taken damage since its last turn. On a success, the suffers 2d10 psychic damage.
target is no longer charmed.

1st-level Fey Pact feature

Your patron bestows upon you the ability to walk as the


fey do. When you move on your turn, you can squeeze
through a space as narrow as 1 inch wide, appearing as
incorporeal mist, a wisping shadow, or a swarm of
insects.

In addition, your patron teaches you how to avoid


creatures through cunning use of magic. As a reaction
to one of the following, you can teleport a number of
feet equal to 10 x half your warlock level (rounded
down, minimum 10ft).
6th-level Infernal Pact feature
You have made a pact with a fiend from the lower
planes of existence, a being whose aims are evil, even if You can call on your patron to alter fate in your favor.
you strive against those aims. Such beings desire the When you make an ability check or a saving throw, you
corruption or destruction of all things, ultimately can use this feature to add a d10 to your roll. You can
including you. Fiends powerful enough to forge a pact do so after seeing the initial roll but before any of the
include the archdevils of the Nine Hells, such as Glasya roll's effects occur.
or Dispater, or former archdevils, such as Moloch. Once you use this feature, you cannot use it again until
Devilish Quirks you finish a short or long rest, or if you reduce a hostile
You potentially consigned your soul for power. Your creature to 0 hit points, instead of gaining the benefits
pact may alter you, manifesting as a quirk. of Soul Burn, you can regain a use of this ability.

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

You have learned to apply the laws of the digital realm


1st-level Haywire Pact feature to the material world. As a bonus action, you can cause
a translucent wall of force to spring into existence at a
Your Eldritch Blast and Warlock’s Curse deal psychic or
point you choose within range. The wall appears in any
lightning damage. You gain the On/Off cantrip, which is
orientation you choose, as a horizontal or vertical
considered a warlock cantrip to you.
barrier or at an angle. It can be free floating or resting
on a solid surface. This wall is a 5-foot-by-5-foot panel.
1st-level Haywire Pact feature The wall is 1/4 inch thick. It lasts you finish a long rest,
or until you dismiss it (no action required).
As a bonus action, you can target a computerized device
or magic item within 60 feet of you. If the device or Nothing can physically pass through the wall. It is
item is held or otherwise actively used by a living immune to all damage and cannot be dispelled by dispel
creature, that creature must make an Intelligence magic. A disintegrate spell destroys the wall instantly,
saving throw against your spell save DC. On a failed however. The wall also extends into the Ethereal Plane,
save, the device or item ceases to function until the end blocking ethereal travel through the wall.
of your next turn. If the device or item is not held or
used by a creature, the DM makes a special saving
14th-level Haywire Pact feature
throw for the device with disadvantage and a +0
modifier. Certain shielded devices or items might You gain the ability to infect a creature’s body with
negate the disadvantage, at the DM’s determination. living circuitry. When you hit a creature with an attack,
the target must make a Constitution saving throw
Once you use this feature, you cannot use it again until
against your spell save DC as a techno-organic virus
you finish a short or long rest, or you roll for initiative.
quickly spreads through its body. On a failed save, the
target takes 8d10 psychic or lightning damage (you
6th-level Haywire Pact feature choose), or half as much damage on a successful one.
When you hit a creature with Eldritch Blast, you can Additionally, if the target fails the saving throw, the
choose to not damage in creature, and instead create a target is stunned until the end of your next turn. Once
Logic Bomb within their mind. The creature is unaware you use this feature, you cannot use it again until you
a Logic Bomb is placed within their mind. finish a long rest.
Bound to an ancient celestial entity
that resides in the planes of
everlasting bliss, the dark power
you wield touches the barest of
holy light that illuminates the
multiverse. A celestial that could
forge a pact with a warlock could
be a solar, such as Gabriel, or a
powerful Archon, such as Raziel.
Celestial Quirks You can
You potentially consigned your soul use this feature a
for power. Your pact may alter you, number of times equal to your
manifesting as a quirk. proficiency modifier in this class. You regain all uses
when you finish a long rest.
d6 Quirk
1 You know all the proverbs of your holy tomes.
2 A faint halo appears over your head. 6th-level Light Pact feature
3 Everything seems incredibly dreary to you.
4 You are supernaturally beautiful and fearsome. Your link to the upper planes allows you to manipulate
5 You like arguing which is better, warlocks or positive energy around you. You have resistance to
clerics. radiant and fire damage. Whenever a creature regains
6 When you sleep, your eyes glow under your hit points within 60ft of you, the hit points granted is
eyelids. You do not notice this. increased or reduced by 1d10 (you choose). This effect
increases to 2d10 at 14th level.

1st-level Light Pact feature


10th-level Light Pact feature
Your Eldritch Blast and Warlock’s Curse deal radiant or
The dark power you wield is further infused with the
fire damage.
light, allowing you to become like the lords of the upper
planes. You gain set of celestial wings. These wings
1st-level Light Pact feature reflect the nature of your patron and grant you a flying
You can transform your Warlock’s Curse into a blessing. speed equal to your walking speed.
You can choose an ally for your Warlock’s Curse,
granting that ally temporary hit points equal to twice 14th-level Light Pact feature
the amount on the Warlock’s Curse column of the
The damning pact you have sworn to the holy powers
Warlock table. This effect lasts until you finish a short or
long rest, or you lose concentration (as if you were has further improved your dark powers, allowing you to
release a corona of sunlight. As a bonus action, you can
concentrating on a spell).
unleash this light. Bright sunlight shines from you in a
30-foot radius, and dim light shines 30 feet beyond that.
1st-level Light Pact feature
While the light is manifested, as an action, you force
The power of the upper planes suffuses you and your every creature within range of the bright sunlight
dark powers, transforming them. When you hit a (including you) to make a Dexterity saving throw. On a
creature with Eldritch Blast, as a bonus action, you can failure, a creature takes your Eldritch Blast damage. On
choose to empower an ally within range of your Eldritch a success, a creature takes half damage.
Blast. The chosen ally gains a bonus to its next attack
roll equal to half the number of dice of your Eldritch Creatures with sensitivity to light have disadvantage on
Blast (rounded down, minimum 1). this saving throw.
of d6s equal to your proficiency modifier, known as
You have uncovered power in the readings of the stars.
fated dice.
Through an understanding of divination and astrology,
you divined the secret names and hidden power of the When a creature within 60ft of you makes an attack,
stars, it is through this secret knowledge how your pact ability check, or saving throw, you can expend a fated
works; as you draw from the power of unseen truths, die and force the creature to roll the fated die as a
draw fate to your favor; you become the enactor of fate penalty or bonus to its roll. A roll can only be affected
itself, forever entangled in the mysteries of stars. by one fated die.
Stars Quirks
You potentially consigned your soul for power. Your 6th-level Star Pact feature
pact may alter you, manifesting as a quirk.
You can call upon the fickle nature of the stars to
d6 Quirk glimpse the future. As an action, you can cast one
1 You always speak with your eyes closed. divination spell of your choice from any spell list,
2 You can tell a person’s astrological sign after a without any components, but you must use your
minute of speaking to them. spellcasting focus. The divination spell must be of a
3 Everything is part of a prophecy. level equal to half your warlock level (rounded down,
4 One of your allies reminds you of a star, you maximum 9th level). You cannot use this ability again
refer to them by the name of that star. until you finish a short or long rest.
5 Your eyes are orbs, appearing as the night sky.
6 Your arcane focus appears older than time. If you use this feature to cast a spell of 6th level or
higher, you cannot use this ability again until you finish
a long rest.
1st-level Star 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
Font designed by MARSNEV. Font:
• Darkvision Lemon/Milk - MARSNEV: blog
• Invisibility
• Lesser Restoration
• Locate Object Cover - The Reverie, Anato Finnstark
Page 9 - Unsung Hero 04, Dominik Mayer
• 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
Page 16 - Time Warp, Dominik Mayer

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