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Warlock

Otherworldly Patron
1st-level Warlock feature

You have connected with an otherworldly entity, drawing power from it in return for your servitude.
Choose one of the following creatures to be your Patron. This Patron grants you an expanded spell list, a
1st level feature, and gives you access to unique Invocations that only your Patron can grant. You choose
your Patron from the following list: Archfey, a nature spirit of trickery and guile whose whims are often
strange and fanciful; the Fiend, a vile spawn of the lower planes that seeks to spread evil and corruption;
the Great Old One, an alien entity with vast power whose true form and motives are beyond
comprehension; and the Lurker in the Deep, a titanic entity from the ocean's depths that seeks to
consume the world.
At 5th level, 10th level, and 16th level, you gain certain spells from your Patron that you may cast
innately without expending a spell slot. These spells are cast at their lowest level, and unless otherwise
stated, still require their components to be cast. You also add these spells to your list of spells known,
unless you already know that spell, in which case you may select one Warlock spell of your choice to
learn instead. When you gain an innate spell, and every level after, you may choose to replace one or
more of these spells with a spell from the Warlock spell list (not including Patron spells) that is the same
level as the chosen spell.

(Spells from sourcebooks other than the Player's Handbook will have an abbreviation of its name in
brackets [ ]. Some examples include Xanathar's Guide to Everything [XGE] and Tasha's Cauldron of
Everything [TCE]. If you do not use that sourcebook in your games, replace it with the spell labeled with
[PHB].)

Archfey
Expanded Spell List:

Spell level Spells

1st Faerie Fire, Entangle

2nd Calm Emotions [PHB], Phantasmal Force, Summon


Beast [TCE]

3rd Blink, Plant Growth

4th Dominate Beast, Greater Invisibility

5th Dominate Person, Seeming

Arboreal Passage
At 1st level, your Patron grants you access to the secret passageways of the Feywild, allowing you to
teleport between two places instantaneously. As a bonus action, or as a reaction to a creature attacking
you, you can teleport up to 30 feet to a point you can see.
You can do this twice and regain any spent uses of this ability when you finish a long rest. At 6th level
this increases to three uses per long rest, and at 15th level this increases to four uses per long rest.

Innate Spellcasting
At 5th level, you may cast Charm Person
at its lowest level without expending a spell slot.
At 10th level, you may cast Enhance Ability at its lowest level without expending a spell slot.
At 16th level, you may cast Blink at its lowest level without expending a spell slot. When cast in this
way, it brings you to the Feywild instead of the Border Ethereal.

Fiend
Expanded Spell List:

Spell level Spells

1st Burning Hands, Command

2nd Blindness/Deafness, Scorching Ray

3rd Fireball, Stinking Cloud

4th Fire Shield, Wall of Fire

5th Flame Strike, Hallow

Blessing of the Dark One


At 1st level, your Patron gives you a blessing for each soul you send to them. When you reduce a
hostile creature to 0 HP, you gain temporary hit points equal to your Charisma modifier + your Warlock
level (minimum of 1).

Innate Spellcasting
At 5th level, you may cast Hellish Rebuke
at its lowest level without expending a spell slot.
At 10th level, you may cast Scorching Ray at its lowest level without expending a spell slot.
At 16th level, you may cast Bestow Curse at its lowest level without expending a spell slot.

Great Old One


Expanded Spell List:

Spell level Spells

1st Dissonant Whispers, Tasha's Hideous Laughter

2nd Detect Thoughts, Phantasmal Force [PHB], Tasha's


Mind Whip [TCE]

3rd Clairvoyance, Sending

4th Dominate Beast, Evard's Bkack Tentacles

5th Dominate Person, Telekinesis

Call From Beyond


At 1st level, your Patron gives you a peek beyond the veil of reality, allowing you to see the horrors of
the world as they are. This knowledge gives you certain privileges that the ignorant masses lack. You can
speak telepathically to creatures you can see within 60 feet, and they are free to speak back, but the
creature must be able to speak at least one language to understand you.
Additionally, you can use your telepathic abilities to disorient creatures. As an Action, you may choose a
creature you can see within 60 feet and force them to make an Intelligence saving throw against your
spell save DC, and on a failure it has disadvantage on attack rolls until the end of its next turn.
You can use this ability a number of times equal to your Charisma modifier, regaining any spent uses at
the end of a long rest.

Innate Spellcasting
At 5th level, you may cast Arms of Hadar
at its lowest level without expending a spell slot.
At 10th level, you may cast Crown of Madness at its lowest level without expending a spell slot.
At 16th level, you may cast Glyph of Warding at its lowest level without expending a spell slot.

Lurker in the Deep


Expanded Spell List:

Spell level Spells

1st Create or Destroy Water, Fog Cloud [PHB], Ice Knife


[XGE],

2nd Dust Devil [XGE, You conjure living whirlpools in


place of dust devils], Gust of Wind [PHB],
Maximilian's Earthen Grasp [XGE, the earthen hand
is instead the mouth of a beast from the depths],
Silence [PHB]

3rd Lightning Bolt [PHB], Tidal Wave [XGE], Sleet Storm


[PHB], Wall of Water [XGE]

4th Control Water, Evard's Black Tentacles [PHB],


Summon Elemental (TCE, Water only)

5th Bigby's Hand [PHB, it appears as a tentacle], Cone


of Cold, Maelstrom [XGE]
Tendrils from the Depths
At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action,
you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1
minute or until you use this feature to create another tentacle. When you create the tentacle, you can
make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold
damage, and its speed is reduced by 10 feet until the. start of your next turn. When you reach 10th level
in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Gift of the Sea


Also at 1st level, you gain a swimming speed of 40 feet.

Innate Spellcasting
At 5th level, you may cast Thunderwave
at its lowest level without expending a spell slot.
At 10th level, you may cast Locate Object at its lowest level without expending a spell slot. When cast in
this way, the ground ripples like the waves of the ocean, as if a creature just below the surface were
guiding you towards the target of this spell.
At 16th level, you may cast Spirit Guardians at its lowest level without expending a spell slot. The spirits
conjured by the spell take the form of carnivorous fish.

Eldritch Invocations
2nd-level Warlock feature

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge
that imbue you with an abiding magical ability.
You gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the
class description. When you gain certain warlock levels, you gain additional invocations of your choice, as
shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and
replace it with another invocation that you could learn at that level.

(Until I complete this document, assume you have access to every Invocation you normally have access
to, except for the following: Agonizing Blast, Beguiling Influence, Eldritch Mind, Lifedrinker, Thirsting
Blade. For the purposes of the Invocations, replace Pact of the Blade with Occult Warrior, Pact of the
Chain with Mystic Summoner, Pact of the Talisman with Covenant Keeper, and Pact of the Tome with
Eldritch Invoker)

Pact Boon
3rd-level Warlock feature
At 3rd level, the eldritch power granted by your Patron manifests into one of four forms: Occult Warrior,
Eldritch Summoner, Covenant Keeper, or Eternal Invoker. The Pact you choose gives you features at 3rd,
5th, 10th, and 14th level.

Ability Score Improvement


4th-level Warlock feature

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

Mystic Arcanum
11th-level Warlock feature

Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from
the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell
slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level
spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all
uses of your Mystic Arcanum when you finish a long rest.
Also at higher levels, you gain additional uses of your Mystic Arcanum: at 19th level you gain a second
6th-level arcanum spell and at 20th level you gain a second 7th-level arcanum spell.

Occult Warrior

Extra Proficiencies
3rd-level subclass feature

When you choose this Pact at 3rd level, you gain proficiency in Medium armor, Heavy armor, and
Shields.

Eldritch Armsman
3rd-level subclass feature

Your Patron grants you access to their vast armories, allowing you to conjure arms and armor at will. As
an action, you may conjure a pact weapon to your hands, which takes the form of a Simple or Martial
melee weapon of your choice. You may also conjure two Light weapons as a single pact weapon, if you
wish. You are proficient with this weapon while you wield it. This weapon counts as magical for the
purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may use
Charisma, in place of Strength or Dexterity, when making attack and damage rolls using your pact
weapon.
As part of this same action, you may conjure a suit of armor that takes the form of either Studded
Leather, Scale Mail, or Chain Mail armor. This is your pact armor, and you may choose to don it instantly
the moment you summon it. If you find armor you are proficient with in your adventures, you may spend
one minute marking it with magical runes. Upon finishing this act, you put the armor in an
extradimensional space. From then on, you may summon that suit of armor as your pact armor. Only one
suit of armor may be stored in your extradimensional space. You may unmark the armor with a minute
long ritual, allowing you to mark a different suit of armor as your pact armor.
Your pact weapon and armor disappear if they are more than 5 feet away from you for 1 minute or
more. They also disappear if you conjure a second pact weapon or armor, if you dismiss the weapon or
armor (no action required), or if you die.
You can transform one magic item into your pact weapon or armor by performing a special ritual while
you hold the item. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the item, shunting it into an extradimensional space, and it appears whenever you
create your pact weapon or armor thereafter. You can't affect an artifact or a sentient item in this way. The
item ceases being your pact weapon or armor if you die, if you perform the 1-hour ritual on a different
item, or if you use a 1-hour ritual to break your bond to it. The item appears at your feet if it is in the
extradimensional space when the bond breaks.

(The Appearance of Your Pact Items: Your Patron will leave its mark upon the items you conjure with
your Eldritch Armsman feature. For example, the Archfey may cover it with moss and ivy leaves, giving it
a natural appearance. Meanwhile, the Fiend might turn the metal black and give it an orange sheen,
making the weapon appear to always be lit by firelight. The Great Old One could make your items appear
organic, with fleshy eyes and tendrils of meat stretching across the item's surface, watching you silently.)

Fighting Style
3rd-level subclass feature

Your Patron gifts you the knowledge to destroy your foes with skill and precision. You learn one of the
following Fighting Styles of your choice. You cannot learn the same Fighting Style twice, even if you get to
choose again.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are
wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second
attack.
Extra Attack
5th-level subclass feature

You may make two attacks, instead of one, when you take the Attack action.

Eldritch Blade
10th-level subclass feature

When you roll damage with one of your Pact Weapons, you may deal additional damage equal to your
Charisma modifier. You cannot add this extra damage to the damage of an off-hand attack. The damage
is of a type determined by your Patron:
● Fiend Fire
● Archfey Acid
● Great Old One Psychic
● Lurker in the Deep Cold

Patron's Protection
14th-level subclass feature

Your patron uses its eldritch power to protect you from harm. As a reaction to taking damage, you may
gain resistance to that instance of damage. This only functions on the instance of damage that you
reacted to.
You may use this ability a number of times equal to your Charisma modifier, and regain any spent uses
when you finish a long rest.

Eternal Will
20th-level subclass capstone

Your Patron's will is eternal, allowing you to persevere beyond death. When you reach 0 hit points or
die, you may instead return to life, stand up without using any movement, heal your hit points for an
amount equal to half of your hit point maximum, move a distance up to your walking speed, and make two
attacks at advantage.
Once you have used this feature, you cannot use it again until you finish a long rest.
Mystic Summoner

Conjured Servant
3rd-level subclass feature

You earn the service of an eldritch entity from another realm. You learn the Find Familiar spell and can
cast it without expending a spell slot. When you cast it, you may conjure a familiar that uses the Crawling
Familiar, Skittering Familiar, or Flying Familiar starblocks, which are detailed below. You may only have
one of these special familiars with you at once, even if a spell or effect allows you to conjure multiple
familiars. As a bonus action, you may command your familiar to make an attack.
Any time a feature references PB (PBd6, 10+PB, so on), replace that with your Proficiency Bonus.
When you conjure a Crawling, Skittering, or Flying Familiar, you choose its creature type from the
following list, which also grants distinct features based on its creature type:
● Aberration: Creatures that begin their turn within 5 feet of the Familiar must make an Intelligence
saving throw against your spell save DC or take Psychic damage equal to (half of PB)d4. This
Familiar can speak Deep Speech and has resistance to Psychic damage.
● Celestial: Once per rest, the Familiar can force a creature within 60 feet to make a Con save
against your spell save DC or be blinded for a minute. An affected creature may reroll this saving
throw at the end of each of their turns, ending the effect on a success. This Familiar speaks
Celestial, and has resistance to Radiant damage.
● Elemental: Choose one of the following upon summoning your Familiar: Bludgeoning, Cold, Fire,
or Lightning. This is your Familiar's Affinity. Once per short or long rest, this Familiar may be
commanded by you as a bonus action to spew a 15-foot cone of elemental force, forcing
creatures in the cone to make a Dexterity saving throw against your spell save DC, taking PBd6
damage. The damage type matches the Familiar's Affinity type. Your Familiar speaks Primordial,
has resistance to its Affinity damage type, and any damage it deals has its type changed to its
Affinity type.
● Fey: The Familiar may teleport 15 feet as a bonus action on its turn. After using this ability, roll a
d6 at the start of each of your turns. On a roll of 6, the Familiar may teleport again. Your Familiar
speaks Sylvan, and has resistance to Force damage.
● Fiend: When your Familiar rolls a 1 on its damage rolls, it may reroll that die for a new result or
treat the result as 2 (your choice). It speaks your choice of Infernal or Abyssal and has resistance
to Fire damage.
● Undead: When your Familiar would be reduced to 0 HP, it can make a Constitution saving throw
against either a DC of 10 or a DC equal to half the damage taken (whichever is higher). On a
success, it is dropped to 1 HP instead. This ability does not function if the Familiar is brought to 0
HP by a critical hit or Radiant damage. Your Familiar can speak with undead, and it has
resistance to Necrotic damage.
Crawling Familiar
Tiny Creature
Armor Class 11 + PB
Hit Points 2 + your Charisma mod + (3 x your Warlock level)
Speed 30 feet, Climb or Swim 30 feet

Str 14 (+2) Dex 10 (+0) Con 14 (+2) Int 8 (-1) Wis 10 (+0) Cha 10 (+0)

Saving Throws Con 2 + PB


Skills Athletics 2 + PB
Senses Darkvision 60 ft., Passive Perception 10 + PB
Languages Common and one other based on its type

Traits:
Tough Hide If the Familiar takes Bludgeoning, Piercing, or Slashing
damage, it can use its reaction to halve the damage it takes from that one
instance of damage.

Actions:
Slam Melee Weapon Attack Your Charisma modifier + PB to hit, reach 5
feet, one target Hit: 1d8 + your Charisma modifier bludgeoning
Flying Familiar
Tiny Creature
Armor Class 10 + PB
Hit Points 1 + your Charisma mod + (3 x your Warlock level)
Speed 20 feet, flying 30 feet

Str 8 (-1) Dex 14 (+2) Con 12 (+1) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Saving Throws Dex 2 + PB


Skills Perception 2 + PB
Senses Darkvision 60 ft., Passive Perception 12 + PB
Languages Common and one other based on its type

Traits:
Evasive If the Familiar fails a Dexterity saving throw, it only takes half as
much damage as normal, taking no damage on a success.

Actions:
Rend Melee Weapon Attack Your Charisma modifier + PB to hit, reach 5
feet, one target Hit: 1d6 + your Charisma modifier slashing
Skittering Familiar
Tiny Creature
Armor Class 10 + PB
Hit Points your Charisma mod + (3 x your Warlock level)
Speed 40 feet

Str 8 (-1) Dex 14 (+2) Con 10 (+0) Int 10 (+0) Wis 10 (+0) Cha 14 (+2)

Saving Throws Dex 2 + PB


Skills Stealth 2 + (PB x 2)
Senses Darkvision 60 ft., Passive Perception 10 + PB
Languages Common and one other based on its type

Traits:
Skulker If the Familiar is in an area of dim light or darkness, it can take the
Hide action as a bonus action.

Actions:
Bite Melee Weapon Attack Your Charisma modifier + PB to hit, reach 5
feet, one target Hit: 1d8 + your Charisma modifier piercing

Growing Chaos
5th-level subclass feature

Your familiars grow in size and power, becoming formidable foes. When you conjure a Crawling, Flying,
or Skittering Familiar, you may choose to have this Familiar be summoned as a Small or Medium
creature. This does not change the Familiar's statblock.
Additionally, when you summon your Familiar you may grant it one of the following features of your
choice:
● Ram: The familiar gains a Horn attack with a reach of 5 feet that deals 1d8 + your Charisma
modifier Piercing damage on a hit. When the familiar moves 20 feet straight towards a creature
and hits it with a Horn attack, or hits a prone creature with a Horn attack, that attack deals an
extra 2d8 Piercing damage and forces the target to make a Strength saving throw against your
spell save DC or be knocked prone, if they aren't already prone.
● Swift: The Familiar can take the Dash and Disengage actions as a bonus action
● Eldritch Bolt: The Familiar gains the Eldritch Bolt attack: Ranged Weapon Attack your spell
attack bonus to hit, range 60/180 feet, one target Hit: 1d10 + your Charisma modifier Force
damage.
● Toughened Hide: The Familiar's AC increases by 2.
● Unshakable Grip: When your Familiar lands an attack against a creature, it may also choose to
grapple that creature (no check required), but only if the familiar is larger than the target, the
same size as the target, or only one size smaller than the target.
● Multiattack: You may use your action to command the Familiar to take the Multiattack action,
which allows the Familiar to make two attacks using its natural weapons.

Rising Power
5th-level subclass feature

Your familiar slowly grows in power. When you summon your familiar, your may increase one of its
ability scores by 2 or two of its ability scores by 1. These ability score increases only affect its saving
throws and skill checks.
You also increase your familiar's scores at 10th, 14th, and 20th level.

For the Master


10th-level subclass feature

Your familiar is sworn to protect you from harm. When you take damage while your familiar is within 30
feet of you, you may use your reaction to cause your familiar to teleport between you and the source of
the damage, causing it to take the damage instead of you. You are then either teleported to the familiar's
previous space or are harmlessly shunted to an unoccupied space within 5 feet of your own.

Greater Servant
14th-level subclass feature

Your familiar becomes even more powerful, gaining one of the following features of your choice when
you summon it:
● Specialist: The Familiar gains one feature of your choice from Growing Chaos.
● Explosive Death: When the Familiar dies, each creature within 10 feet of it must make a
Dexterity saving throw against your spell save DC or take PBd8 Fire damage.
● Corrupting Curse: Your Familiar deals an extra 1d6 Necrotic damage to creatures under the
effects of Hex or Bestow Curse.
● Titan: Your Familiar is under the effects of the Enlarge option of Enlarge/Reduce until it is
dismissed. This makes your Familiar a Large creature no matter its base size.
● Patron's Gift: Choose an Invocation that does not require any level or Pact prerequisites. Your
Familiar benefits from that Invocation while it is summoned. You do not need to know the
Invocation chosen for this feature.

Master's Will
20th-level subclass feature
You and your Familiar share a deep connection, a bond that ties you both inextricably together, almost
as though you are a single soul in two bodies.
While your Familiar is within 30 feet of you, you may possess your Familiar as a bonus action, taking full
control of it and entering its space. You cannot be attacked or damaged while possessing your Familiar,
you see through your Familiar's senses, and are in full control of your Familiar, acting on your Initiative
count. A creature with Truesight can see your spirit standing just behind your Familiar, copying its
movements.
While being possessed, your Familiar has resistance to all Bludgeoning, Piercing, and Slashing
damage, has a +2 bonus to its attack rolls, and adds your Charisma modifier to its damage rolls (for a
total bonus of twice your Charisma modifier).
If your Familiar is brought to 0 HP, your possession ends and you are shunted harmlessly to the nearest
unoccupied space. You can also end the possession prematurely as a bonus action.

Chaos Emissary

Heart of Chaos
3rd-level subclass feature

Your Patron has given unto you the task of transforming your world into theirs, and to do this, they have
sent you a planar entity known as a Heart of Chaos. The Heart takes on a form depending on your
Patron, such as a literal heart bound in chains for a demonic Fiend patron, or a walking altar of bone and
sticks for Archfey, or even a coiled mass of tendrils for Great Old One. Whatever form it takes, it is a
Medium creature that has a creature type befitting of your Patron (Fiend for Fiend, Fey, Beast, or Plant for
Archfey, Aberration or Monstrosity for GOO, etc.). Its statblock is detailed down below.
The Heart remains with you on your journeys, following you wherever you go. It acts on your Initiative,
and if the Heart is within 60 feet of you, you may use your Bonus Action to command it to take an action
in its statblock. Moving does not require a command for the Heart to do. When not given a command, the
Heart will take the Dodge action.
The Heart has a number of hit dice equal to your level, which are d8s, that it can spend during a short
rest. If the Heart dies, you may spend one minute performing a ritual to bring it back. As part of this ritual,
you must spend one of your Warlock spells slots or a use of Mystic Arcanum, whichever is most
convenient.
Any time a feature references PB (PBd6, 10+PB, so on), replace that with your Proficiency Bonus.
Heart of Chaos
Medium Creature
Armor Class 11 + PB
Hit Points Your Charisma modifier + (5 x your Warlock level)
Speed 30 feet, Climb 30 feet

Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 8 (-1) Wis 10 (+0) Cha 6 (-2)

Saving Throws Con 2 + PB, Dex 3 + PB


Senses Darkvision 60 ft., Passive Perception 10 + PB
Languages Understands any languages you know but cannot speak

Actions:
Patron's Protection Choose one creature within 60 feet of the Heart,
granting that creature temporary HP equal to 1d8+half of your Warlock level
(rounded up). The Heart may use this ability a number of times equal to PB,
and regains any spent uses upon finishing a long rest.
Marked Ground Choose a point within 60 feet of the Heart. The area within
10 feet of that point is changed, transforming to appear like the realm of your
Patron. The area remains like this for the next minute or until you use this
ability again. While transformed like this, hostile creatures treat the area as
difficult terrain and have disadvantage on their attack rolls.

Dark Gift
5th-level subclass feature

The Heart feeds upon the energies of the world and its creatures, using it to empower you and your
allies. Whenever a creature has temporary hit points granted by your Heart of Chaos, they also add +2 to
any attack rolls they make and increase their spell save DCs by +2. This lasts for as long as they have
the temporary hit points from the Heart.
Altar of the Master
10th-level subclass feature

The Heart is more than a mere gift, but a veritable temple to your Patron in and of itself. As an Action
while the Heart is within 60 feet of you, you may command it to transform into an unholy altar, which may
or may not actually cause the Heart to change shape. The Heart cannot move in this state, but gains a +2
bonus to its AC for as long as it is in altar form. While in its altar form, the Heart transforms the area 30
feet around it into one more suiting for your Patron, maintaining the layout of the area but changing its
appearance to match the realm your Patron resides in (for example, the Fiend might conjure a hellish
landscape of brimstone and magma, the Archfey may fill the area with lush flora and the ominous sounds
of supernatural beasts, and the Great Old One may reshape the area into an alien temple made of
mind-bending shapes). As well, hostile creatures within 30 feet of the Heart while it is transformed treat
the area as difficult terrain and have disadvantage on ability rolls while in the area. Allied creatures within
30 feet of the Heart when you use Patron's Protection gain temporary hit points equal to 2d8+half of your
Warlock level.
The transformation of the surrounding area is temporary, disappearing when you use your Action to
command the Heart to return to its normal form. It also disappears if you or the Heart die. However,
sacrifices can be made to the Heart to make the transformation permanent, and even increase the size of
the affected area. These sacrifices are either in gold pieces, item of value, or in living creatures. When
sacrificing gold or items, you must place the gold or item on the altar and use your Action to pray to your
Patron, causing sacrificed items to be transported to your Patron's realm. When sacrificing creatures, you
must kill a willing, unconscious, restrained, or incapacited creature that you are not currently in combat
with (DM discretion). The value of your sacrifices is measured in GP/XP, with items being worth their
value in GP and creatures being worth an amount of XP equal to what is listed next to the creature's CR.
You cannot sacrifice a creature that is already dead, but for certain Patrons, an undead sacrifice will
suffice. For every 200 GP/XP sacrificed to the Heart, the radius that becomes permanent increases by 5
feet, starting at the Heart's space and not starting at the edge of the 30-foot area around the Heart. The
permanently transformed area is known as a Planar Scar, something that will be referenced in Invocations
pertaining to the Heart.
Hostile creatures treat Planar Scars as difficult terrain. They have disadvantage on saving throws
against being Charmed or Frightened while in the area of a Planar Scar. You are made aware of when a
creature enters a Planar Scar you have created, but not where. If the radiuses of multiple Planar Scars
overlap, you treat the area as one, continuous Planar Scar. A Planar Scar can be destroyed by casting
Remove Curse while standing in the Scar's area. If you are not the caster, the caster must make an
Arcana check against your spell save DC, otherwise the casting fails and their slot is wasted. On a
success, the effects of the Scar in a 30-foot radius around the caster are removed, returning the area to
its normal state.

Dread Portal
14th-level subclass feature

Your Heart of Chaos weakens thexq


Eldritch Invoker

Cantrip Savant
3rd-level subclass feature

You learn three cantrips of your choice from any class's spell list.
When you cast Eldritch Blast, you may add your Charisma modifier to the damage each beam deals.
Additionally, you may replace one or more beams with a casting of another cantrip you know that has a
casting time of one Action. This cantrip is cast as though you were a 1st level spellcaster, and can be cast
multiple times at once with this feature. When a cantrip is cast as part of Eldritch Blast, it benefits from
any features that affect Eldritch Blast.

Occult Ritualist
3rd-level subclass feature

You gain a Tome of Shadows that you record eldritch knowledge into. You can inscribe magical rituals in
your Tome of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the
two needn't be from the same list). The spells appear in the book and don't count against the number of
spells you know. With your Tome of Shadows in hand, you can cast the chosen spells as rituals. You can't
cast the spells except as rituals, unless you've learned them by some other means. You can also cast a
warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Tome of Shadows. When you find such a
spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded
up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription
process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Maximum Potential
5th-level subclass feature

Your Patron teaches you the secret to casting spells to achieve their maximum potential. When you roll
damage for a spell, you may choose to make it so each die cannot roll below half of their maximum value,
replacing any low rolls with half of the die's maximum.
Once you use this ability, you cannot use it again until you finish a short or long rest.

Eldritch Mind
10th-level subclass feature

Your mind is solidified against interruption, making concentration easier. You have advantage on saving
throws to maintain concentration on Warlock spells.
Dark Channeler
14th-level subclass feature

You can invoke your Patron's power to strengthen your magic. As part of casting a spell, you may
choose to Empower it. You may add your Charisma modifier twice, instead of once, to your spell attack
bonus and spell save DC when it relates to this spell. This benefit ceases when the spell ends.
Once you use this ability, you cannot use it again until you finish a long rest.

Unleashed Will
20th-level subclass feature

Your Patron's power manifests in an explosion of magic. Once per long rest, you may choose any spell
of any level from any class's spell list and cast it as though it were a Warlock spell.

Eldritch Invocations

Invocation
Prerequisites:

Description

Aura of Desecration
Prerequisites: Fiend Patron, Mystic Summoner, 7th level

When you have a Fiend Familiar summoned, it emanates an aura of desecration in a 10-foot radius
around it. Creatures of your choice treat the area as difficult terrain. Additionally, affected creatures
subtract 1d4 from any saving throws, attack rolls, or skill checks they make while in the aura.
The Familiar and any creatures of your choice ignore the effects of the Hallow spell while they are within
10 feet of the Familiar.

Charmed Mindslave
Prerequisites: Archfey Patron, Mystic Summoner, 5th level

Your Patron has many thralls under its control, and is generous enough to share them with you. You
may summon a Medium or Small Familiar of the Humanoid creature type, resembling a race of your
choosing. This Familiar has proficiency in all Simple and Martial weapons, and may use your spell attack
bonus for the attack and damage rolls of those weapons.
Charming Persona
Prerequisites: Archfey Patron, Eternal Invoker, 9th level

Your charismatic and charming aura makes controlling lesser creatures far easier. You may ignore the
Charm immunity of any non-Legendary creatures with an Intelligence of 6 or less, given that Charm
immunity does not come from an outside source such as a spell or magic item.
Additionally, creatures that fit the above criteria can now be charmed by Charm Person regardless of
their creature type.

Consistent Casting
Prerequisites: Eternal Invoker

Once per long rest, you may cast one of the spells from your Patron's Expanded Spell list without
expending a spell slot. This spell is cast at a level equal to that of your highest level spell slot (maximum
of 5th level).

Dark One's Luck


Prerequisites: Fiend Patron, 6th level

Your Patron blesses you with unholy luck. When you roll an ability check, saving throw, or attack roll,
you may roll a d10 and add the result to your roll. Once you've used this ability, you cannot use it again
until you finish a short or long rest.

Dark One's Magma Weapon


Prerequisites: Fiend Patron, Occult Warrior, 5th level

When you conjure your pact weapon, you may choose for it to take the form of a Magma Weapon.
Magma Weapons usually take the shape of hafted aces, though other forms of these weapons do exist,
using the stats of a melee weapon (or ranged weapon, if you have Improved Pact Weapon) of your
choice. You may even transform a magical Pact Weapon into a Magma Weapon, granting it all the same
powers as other Magma Weapons on top of its existing magical effects. Magma Weapons have the
following properties:
● This weapon can make ranged weapon attacks out to 30 feet, conjuring a wave of fire that deals
the weapon's damage dice in Fire damage on a hit. If your weapon is normally a ranged weapon,
you may instead make this attack as a melee weapon attack with a reach of 10 feet.
● Once per turn, when you hit a target with the Magma Weapon or with Lava Eruption (detailed
below), you may force them to make a Wisdom saving throw against your spell save DC or
become Frightened until the end of your next turn.
● You gain a special ability that you may activate while holding the Magma Weapon, which you may
use a number of times equal to your proficiency bonus. You regain any spent uses of this ability
when you finish a long rest. The ability is as follows: Lava Eruption You strike the ground at a
point within range of the weapon. Each creature (excluding yourself) within 10 feet of that point
must make a Dexterity saving throw against your spell save DC or take 3d8 Fire damage, taking
half as much on a success. Any flammable objects that aren't being worn or carried in the radius
are ignited by the splashing lava. At 10th level, this increases to 4d8 Fire damage, and at 15th
level, the damage increases to 5d8 Fire damage.

Deep Abyss
Prerequisites: Lurker in the Deep Patron, 10th level

Your patron's presence brings terror to the hearts of all that hear of it and destruction to all who dare
cross its path. As an action, you can invoke the presence of your patron, conjuring a horrifying visage of
its titanic terror. Every creature of your choice within 60 feet that can see you when you use this ability
must make a Wisdom saving throw or become Frightened until the start of their next turn.
Additionally, you conjure three tentacles that function like their counterparts from the Tendrils from the
Depths feature, but which do not dismiss any tentacles you have summoned with that feature. These
tentacles appear in spaces of your choosing within 60 feet. You may use your bonus action to command
two tentacles to move 30 feet and attack, or you may use your action to command every tentacle at once,
but you cannot make commands to the tentacles more than once per turn. The tentacles can be
commanded as a free action on the same turn that you use this ability. These tentacles last for a minute
without requiring concentration. You may dismiss the tentacles summoned by this Invocation as a bonus
action.
Once you have used this ability, you cannot use it again until you finish a long rest.

Eldritch Transposition
Prerequisites: 6th level

Your patron provides you safe transport through the ethereal plane, allowing you to teleport up to 30
feet to a point you can see as a bonus action once every minute. After using this ability, roll a d6 at the
start of each of your turns. On a roll of 6, you regain the use of this ability as if a minute had passed.

Fey Lord's Command


Prerequisites: Archfey Patron, 5th level

Your Patron channels their commanding presence through you. When you take the Attack action,
command your Familiar to attack, or cast Eldritch Blast, you may replace one beam or attack with a
command made to a creature that is Charmed by you. This creature makes one attack against a target of
your choice, moving up to its movement speed to do so. The attack the creature uses doesn't have to be
its strongest attack, but it cannot be its weakest option, unless it only has one available option.

Guardian Vines
Prerequisites: Archfey Patron, Occult Warrior, 5th level

You may conjure vines to restrain your foes. You can cast Ensnaring Strike once between long rests
without expending a spell slot as if it were cast using your highest level spell slot (maximum of 5th level).
You may also cast this spell using your Warlock spell slots normally, adding it to your list of spells known.
Ire of the Great One
Prerequisites: Great Old One Patron, Occult Warrior, 5th level

When you take the Attack action, you may replace one of those attacks with a use of your Call From
Beyond feature.

Leviathan's Sunken Weapon


Prerequisites: Lurker in the Deep Patron, Occult Warrior, 5th level

When you conjure your pact weapon, you may choose for it to take the form of a Sunken Weapon.
Sunken Weapons usually take the shape of curved swords, though other forms of these weapons do
exist, using the stats of a melee weapon (or ranged weapon, if you have Improved Pact Weapon) of your
choice. You may even transform a magical Pact Weapon into a Sunken Weapon, granting it all the same
powers as other Sunken Weapons on top of its existing magical effects. Sunken Weapons have the
following properties:
● This weapon has advantage on attack rolls against underwater targets and ignores the negative
effects of water when it comes to its attack rolls.
● Once per turn, when you hit a Large or smaller target with the Sunken Weapon, you may force
them to make a Strength saving throw against your spell save DC to avoid being knocked prone
as a wave of water crashes over them. The target is not knocked prone on a success.
● This weapon's reach is increased by 5 feet, as dark tendrils launch outwards from the weapon
with each strike

Otherworldly Parasite
Prerequisites: Great Old One Patron, Mystic Summoner, 10th level

You learn to harness the powers of an otherworldly parasite that feeds on magical creatures. When you
summon a non-Aberration Familiar, you may summon a Familiar that is being feasted on and controlled
by one of these parasites. This Familiar benefits from the Aberration creature type features, has the
Aberration creature type, and also retains the features leftover from its base creature type.
For example, a Fiend summoned in this way would have the Aberration's aura of psychic damage trait
and also reroll any 1s it rolls on its damage rolls.

Summoner's Soul
Prerequisites: Mystic Summoner, 14th level

Your summoning abilities are further enhanced by your experience. When you are concentrating on a
spell that summons a creature, you have advantage on saving throws to maintain concentration on that
spell.

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