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The Warlock
ith an aeoptera perched on his shoulder, a

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young tiefling in a verdant cape smiles
warmly, weaving a magical charm into his
honeyed words and bending the palace
sentinel to his will.
As flames spring to life in her hands, a
wizened human whispers the secret name
of her demonic patron, infusing her spell with fiendish
magic.
Shifting his gaze between a battered tome and the odd
alignment of the stars overhead, a wild-eyed gnome
chants the mystic ritual that will open a doorway to a
distant world.
Warlocks are seekers of the knowledge that lies
hidden in the fabric of the multiverse. Through pacts
made with mysterious beings of supernatural power,
warlocks unlock magical effects both subtle and
spectacular. Drawing on the ancient knowledge of
beings such as fey nobles, demons, devils, hags, and
alien entities of the Far Realm, warlocks piece together
arcane secrets to bolster their own power.
However, one may sometimes get more than what
they bargained for…
Sworn and Beholden
A warlock is defined by a pact with an
otherworldly being. Sometimes the relationship
between warlock and patron is like that of a
cleric and a deity, though the beings that serve
as patrons for warlocks are not gods. A warlock
might lead a cult dedicated to a demon prince, an
archdevil, or an utterly alien entity—beings not typically
served by clerics. More often, though, the arrangement
is similar to that between a master and an apprentice.
The warlock learns from their patron and grows in
power, at the cost of occasional services performed on
their behalf.
The magic bestowed on a warlock ranges from minor
but lasting alterations to the warlock’s being (such as
the ability to see in darkness or to read any language) to
access to powerful spells. Unlike bookish wizards,
warlock supplement their magic with some facility at
hand-to-hand combat. They are comfortable in some
armor and know how to use certain weapons.
Delvers into Secrets
Warlocks are driven by an insatiable need for knowledge
and power, which compels them into their pacts and
shapes their lives. This thirst drives warlocks into their
pacts and shapes their later careers as well.
Stories of warlocks binding themselves to fiends are
widely known. But many warlocks serve patrons that are
not fiendish. Sometimes a traveler in the wilds comes to
a strangely beautiful tower, meets its fey lord or lady,
and stumbles into a pact without being fully aware of it.
And sometimes, while poring over tomes of forbidden
lore, a brilliant but crazed student’s mind is opened to
realities beyond the material world and to the alien
beings that dwell in the outer void.
Once a pact is made, a warlock’s thirst for knowledge
and power can’t be slaked with mere study and
research. No one makes a pact with such a mighty
patron if he or she doesn’t intend to use the power thus

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The Warlock
Proficiency Cantrips Spells Spell Maximum Invocations
Level Bonus Features Known Known Points Spell Level Known
1st +2 Eldritch Blast, Otherworldly Patron, 2 2 2 1st —
Pact Magic
2nd +2 Eldritch Invocations 2 3 4 1st 2
3rd +2 Pact Boon 2 4 6 2nd 3
4th +2 Ability Score Improvement 3 5 8 2nd 3
5th +2 - 3 6 10 3rd 4
6th +3 Otherworldly Patron Feature 3 7 12 3rd 4
7th +3 - 3 8 14 4th 5
8th +3 Ability Score Improvement 3 9 16 4th 5
9th +4 - 3 10 18 5th 6
10th +4 Otherworldly Patron Feature 4 10 20 5th 6
11th +4 Mystic Arcanum (6th level) 4 11 22 5th 6
12th +4 Ability Score Improvement 4 11 23 5th 7
13th +5 Mystic Arcanum (7th level) 4 12 24 5th 7
14th +5 Otherworldly Patron Feature 4 12 25 5th 7
15th +5 Mystic Arcanum (8th level) 4 13 26 5th 8
16th +5 Ability Score Improvement 4 13 27 5th 8
17th +6 Mystic Arcanum (9th level) 4 14 28 5th 8
18th +6 - 4 14 29 5th 9
19th +6 Ability Score Improvement 4 15 30 5th 9
20th +6 Eldritch Master 4 15 30 5th 9

gained. Rather, the vast majority of warlocks spend their Quick Build
days in active pursuit of their goals, which typically You can make a warlock quickly by following these
means some kind of adventuring. Furthermore, the suggestions. First, Charisma should be your highest
demands of their patrons drive warlocks toward ability score, followed by Constitution. Second, choose
adventure. the charlatan background. Third, choose the mind sliver
Creating The Warlock and minor illusion cantrips, along with the 1st-level
spells hex and witch bolt.
As you make your warlock character, spend some time
thinking about your patron and the obligations that your Class Features
pact imposes upon you. What led you to make the pact, As a warlock, you gain the following class features.
and how did you make contact with your patron? Were
you seduced into summoning a devil, or did you seek out Hit Points
the ritual that would allow you to make contact with an 1d8 per warlock level
alien elder god? Did you search for your patron, or did Hit Dice:
8 + your Constitution modifier
your patron find and choose you? Do you chafe under Hit Points at 1st Level:
1d8 (or 5) + your
the obligations of your pact or serve joyfully in Hit Points at Higher Levels:
Constitution modifier per warlock level after 1st
anticipation of the rewards promised to you?
Work with your DM to determine how big a part your Proficiencies
pact will play in your character’s adventuring career. Light armor, Medium armor
Your patron’s demands might drive yo u into adventures, Armor:
Simple weapons
or they might consist entirely of small favors you can do Weapons:
None
between adventures. Tools:
Wisdom and Charisma
What kind of relationship do you have with your Saving Throws:
Choose two skills from Arcana, Deception,
patron? Is it friendly, antagonistic, uneasy, or romantic? Skills:
History, Intimidation, Investigation, Nature, and
How important does your patron consider you to be? Religion
What part do you play in your patron’s plans? Do you
know other servants of your patron? Does your patron Equipment
seek you out, or do you your patron? You start with the following equipment, in addition to
How does your patron communicate with you? If you the equipment granted by your background:
have a familiar, it might occasionally speak with your (a) chain shirt or (b) leather armor
patron’s voice. Some warlocks find messages from their (a) a light crossbow and 20 bolts or (b) any simple
patrons etched on trees, mingled among tea leaves, or weapon
adrift in the clouds—messages that only the warlock can
see. Other warlocks converse with their patrons in (a) a component pouch or (b) an arcane focus
dreams or waking visions, or deal only with (a) a scholar’s pack or (b) a dungeoneer’s pack
intermediaries. Any simple weapon, and two daggers

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Eldritch Blast Additionally, when you gain a level in this class, you
can choose one of the warlock spells you know and
Starting at 1st level, you can fire a beam of crackling replace it with another spell from the warlock spell list,
energy to strike your foes. As an action, make a ranged which also must be of a level for which you may cast.
spell attack against a creature or object you can see
within 120 feet of you. On a hit, the target takes 1d10 Spellcasting Ability
force damage. Charisma is your spellcasting ability for your warlock
You create more than one beam as you gain more spells, so you use your Charisma whenever a spell refers
warlock levels: two beams at 5th level, three beams at to your spellcasting ability. In addition, you use your
11th level, and four beams at 17th level. You can direct Charisma modifier when setting the saving throw DC for
the beams at the same target or at different ones. Make a warlock spell you cast and when making an attack roll
a separate attack roll for each beam. with one.
Otherworldly Patron Spell save DC = 8 + your proficiency bonus +

At 1st level, you have struck a bargain with an your Charisma modifier

otherworldly being of your choice: the Fiend, the Archfey Spell attack modifier = your proficiency bonus +
or the Great Old One, which are detailed at the end of your Charisma modifier
the class description, or one from another source. Your Spellcasting Focus
choice grants you features at 1st level and again at 6th, You can use an arcane focus (found in chapter 5) as a
10th, and 14th level. spellcasting focus for your warlock spells.
Pact Magic Eldritch Invocations
Your arcane research and the magic bestowed on you by In your study of occult lore, you have unearthed eldritch
your patron have given you facility with spells. See invocations, fragments of forbidden knowledge that
chapter 10 for the general rules of spellcasting and imbue you with an abiding magical ability.
chapter 11 for the warlock spell list. At 2nd level, you gain two eldritch invocations of your
Cantrips choice. A list of the available options are detailed at the
You know two cantrips of your choice from the warlock end of the class description. You gain additional
spell list. You learn additional warlock cantrips of your invocations of your choice as you level up, as shown in
choice at higher levels, as shown in the Cantrips Known the Invocations Known column of the warlock table.
column of the Warlock table. Additionally, when you gain a level in this class, you
may replace one of the invocations you know with
Spell Points another invocation that you could learn at that level.
The warlock table shows how many spell points you Pact Boon
have to cast your warlock spells of 1st through 5th level.
The table also shows the maximum level of spell you can At 3rd level, your otherworldly patron bestows a gift
cast. To cast one of your warlock spells of 1st level or upon you for your loyal service. You gain one of the
higher, you must expend spell points as shown on the following features of your choice.
Spell Point Cost table. You regain all expended spell
points when you finish a short or long rest. Pact of the Blade
You gain proficiency with shields and martial weapons.
Spell Point Cost You can use your action to create a pact weapon in your
empty hand. You can choose the form that this melee
Spell Level Point Cost weapon takes each time you create it . When you attack
1st 2 with this weapon, you can use your Charisma modifier,
2nd 3 instead of Strength or Dexterity, for the attack and
3rd 5 damage rolls. This weapon counts as magical for the
4th 6 purpose of overcoming resistance and immunity to
5th 7 nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet
For example, when you are 5th level, you have six away from you for 1 minute or more. It also disappears if
spell points. To cast the 1st-level spell witch bolt, you you use this feature again, if you dismiss the weapon (no
must spend two of those points to you cast it as a 1st- action required), or if you die.
level spell. If you spend five spell points, you cast it as a You can transform one magic weapon into your pact
3rd-level spell. weapon by performing a special ritual while you hold the
weapon. You perform the ritual over the course of 1
Spells Known of 1st Level and Higher hour, which can be done during a short rest. You can
At 1st level, you know two 1st-level spells of your choice then dismiss the weapon, shunting it into an
from the warlock spell list. extradimensional space, and it appears whenever you
The Spells Known column of the Warlock table shows create your pact weapon thereafter. You can’t affect an
when you learn more warlock spells of your choice of artifact or a sentient weapon in this way. The weapon
1st level and higher. A spell you choose must be of a ceases being your pact weapon if you die, if you perform
level no higher than what’s shown in the table’s the 1-hour ritual on a different weapon, or if you use a 1-
Maximum Spell Level column for your level. When you hour ritual to break your bond to it. The weapon appears
reach 6th level, for example, you learn a new warlock at your feet if it is in the extradimensional space when
spell, which can be 1st, 2nd, or 3rd level. the bond breaks.

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Pact of the Chain Eldritch Master
You learn the find familiar spell and can cast it as a At 20th level, you can draw on your inner reserve of
ritual. The spell doesn’t count against your number of
spells known. mystical power while entreating your patron to regain
When you cast the spell, you can choose one of the expended spell points and Mystic Arcanum. You can use
normal forms for your familiar or one of the following an action entreating your patron for aid to regain all your
special forms: imp, aeoptera, quasit, or sprite. expended spell points from your Pact Magic feature and
The familiar takes its turn immediately after yours. restore your 6th-level and 7th-level Mystic Arcanum if
and when you take the Attack action, you can forgo one they are expended. Once you use this feature, you must
of your own attacks to allow your familiar to use its finish a long rest before you can do so again.
reaction to make one attack of its own. Additionally,the
familiar gains a number of Hit Points equal to your
warlock level.
Pact of the Tome
Your patron gives you a grimoire called a Book of
Shadows. When you gain this feature, choose three
cantrips from any class’s spell list. The cantrips do not
need to be from the same spell list. While the book is on
your person, you can cast those cantrips at will. They
don’t count against your number of cantrips known. Any
cantrip you cast with this feature is considered a
warlock cantrip for you. If you lose your Book of
Shadows, you can perform a 1-hour ceremony to receive
a replacement from your patron. This ceremony can be
performed during a short or long rest, and it destroys
the previous book. The book turns to ash when you die.
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.
Mystic Arcanum
At 11th level, your patron bestows upon you a magical
secret called an arcanum. Choose one 6th-level spell
from the warlock spell list as this arcanum.
You can cast your arcanum spell once without
expending spell points. 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.
Additionally, when you gain a level in this class, you
can replace one of your Mystic Arcanum spell choices
with another spell from the warlock spell list of the same
level.

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The Archfey Beguilling Caress
Your patron is a lord or lady of the fey, a creature of Also at 10th level, your patron teaches you how to turn
legend who holds secrets that were forgotten before the mind-affecting magic against your enemies. You are
mortal races were born. This being’s motivations are immune to being charmed, and when you cast a spell or
often inscrutable, and sometimes whimsical, and might use a warlock feature that deals damage, you can invoke
involve a striving for greater magical power or the additional words of power to change the its damage type
settling of age-old grudges. Beings of this sort include to psychic or radiant.
the Prince of Frost; the Queen of Air and Darkness, Each time a creature is damaged by this effect, it takes
ruler of the Gloaming Court; Titania of the Summer extra damage equal to your proficiency bonus, and must
Court; her consort Oberon, the Green Lord; Hyrsam, the succeed on a Wisdom saving throw or have its emotions
Prince of Fools; and ancient hags. swayed with despair or adoration, based on the damage
type dealt:
Faerie Magic Psychic. The creature is charmed by you until the
When you learn a warlock spell of the appropiate level, start of your next turn.
Radiant. The creature is frightened of you until the
you also learn the spells on the Archfey Spells table. The start of your next turn.
spells count as warlock spells for you, and don’t count You can use this feature a number of times equal to
against your number of spells known. your proficiency bonus, and you regain all expended
Archfey Spells uses when you finish a long rest.
Spell Level Spells Dark Delirium
1st faerie fire, sleep Starting at 14th level, you can plunge a creature into an
2nd calm emotions, phantasmal force illusory realm. As an action, choose a creature that you
3rd blink, plant growth can see within 60 feet of you. It must make a Wisdom
4th dominate beast, greater invisibility saving throw against your warlock spell save DC. A
5th dominate person, seeming creature already charmed by you automatically fails
9th shapechange the saving throw. On a failed save, it is charmed
by you for 1 minute. This effect ends
Bonus Cantrips early if the creature takes any damage.
At 1st level, you learn the dancing lights and druidcraft Until this illusion ends, the creature
cantrips. They count as warlock cantrips for you, but thinks it is lost in a misty realm, the
they don’t count against your number of cantrips known. appearance of which you choose. The
creature can see and hear only itself,
Fey Presence you, and the illusion.
Starting at 1st level, your patron bestows upon you the Once you use this feature,
ability to project the beguiling and fearsome presence of you can’t use it again until
the fey. As a bonus action, you can cause each creature you finish a long rest.
in a 10-foot cube originating from you to make a
Wisdom saving throw against your warlock spell save
DC. The creatures that fail their saving throws are all
charmed or frightened by you (your choice) until the end
of your next turn.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in
response to harm. When you take damage, you can use
your reaction to turn invisible and teleport up to 60 feet
to an unoccupied space you can see. You remain
invisible until the start of your next turn or until you
attack or cast a spell.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
Courtly Audience
Starting at 10th level, you can contact your patron
through the thin veil between the feywild and the
material plane. You learn the spell contact other plane.
It doesn’t count against the number of spells you know.
You can cast the spell without expending a spell slot,
and you can’t do so again until you finish a long rest.
When you cast the spell in this way, you entreat
with your patron instead, automatically succeeding on
the saving throw and allowing both of you to speak freely
for the duration.

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Eldritch Invocations
If an eldritch invocation has prerequisites, you must
meet them to learn it. You can learn the invocation at
the same time that you meet its prerequisites. A level
prerequisite refers to your level in this class.
Agonizing Blast
When you cast Eldritch Blast, add your Charisma
modifier to the damage it deals on a hit.
Armor of Shadows
You are constantly surrounded by a deep coat of
shadow. While you are not wearing armor, your AC is
equal to 13 + your Dexterity modifier, and you have other means. You
advantage on Dexterity (Stealth) checks. can also cast a warlock
Ascendant Step spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to
Prerequisite: 9th level
You can move vertically as part of your movement. your Book of Shadows. When you find such a spell, you
can add it to the book if the spell’s level is equal to or
While in the air, you may move only by pushing or less than half your warlock level (rounded up) and if you
pulling against a fixed object or surface within reach, can spare the time to transcribe the spell. For each level
which allows it to move as if it were climbing. of the spell, the transcription process takes 2 hours and
Ascpect of the Moon costs 50 gp for the rare inks needed to inscribe it.
Prerequisite: Pact of the Tome Cloven Hooves
You no longer need to sleep and can’t be forced to sleep Your speed increases by 10 feet. Additionally, you can
by any means. To gain the benefits of a long rest, you take the Disengage action as a bonus action on each of
can spend all 8 hours doing light activity, such as your turns. You can’t use this action if you’re wearing
reading your Book of Shadows and keeping watch. medium or heavy armor.
Beast Speech Devil’s Sight
You can understand the language of beasts, and they You can see normally in darkness, both magical and
understand your speech. You gain advantage on any nonmagical, to a distance of 120 feet.
Charisma checks when dealing with beasts. Dreadful Word
Beguiling Influence Prerequisite: 7th level
You gain proficiency in the Deception and Persuasion You can cast confusion once without expending spell
skills. If you already have proficiency in either of these points targeting a single creature. You regain the ability
skills, you gain expertise in that skill. to do so when you finish a short or long rest.
Bewitching Whispers Eldritch Mind
Prerequisite: 7th level You have advantage on Constitution saving throws that
You may cast command without expending spell points you make to maintain your concentration on a spell.
targeting a creature already charmed by you. Eldritch Sight
Binding Decree You can see the presence of magic within 30 feet of you.
Prerequisite: 15th level, Pact of the Chain If you see magic in this way, you can see a faint aura
You can bind a creature that you can see within 60 feet around any visible creature or object in the area that
in magical chains of force as an action. The target must bears magic. Using an action, you can learn its school of
make a Strength saving throw against your spell save magic, if any.
DC. If they fail, they are restrained for a minute or until Eldritch Sight cannot penetrate a barrier you cannot
your concentration ends (as if you were concentrating on see through.
a spell). The target can use their action to attempt to free
themselves from the chains by making a Strength check. Eldritch Smite
You must finish a long rest before you can use this Prerequisite: 5th level, Pact of the Blade
invocation on the same creature again. Once per turn when you hit a creature with your pact
weapon, you can expend spell points as if casting a spell
Book of Ancient Secrets of the Maximum Spell Level on the Warlock table. You
Prerequisite: Pact of the Tome deal an extra 1d8 force damage plus 1d8 per spell level,
You can now inscribe magical rituals in your Book of and you can knock the target prone if it is Huge or
Shadows. Choose two 1st-level spells that have the smaller.
ritual tag from any class’s spell list. The spells needn’t
be from the same spell list. The spells appear in the Eldritch Spear
book and don’t count against the number of spells you When you cast Eldritch Blast, its range is 300 feet.
know. With your Book of Shadows in hand, you can cast
the chosen spells as rituals. You can’t cast the spells Eyes of the Rune Keeper
You can read all nonmagical writing.
except as rituals, unless you’ve learned them by some

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Far Scribe magic is triggered, no creature can benefit from it until
you finish a long rest.
Prerequisite: 5th level, Pact of the Tome
A new page appears in your Book of Shadows. With As an action, you can magically erase a name on the
your permission, a creature can use its action to write its page by touching it.
name on that page, which can contain a number of Inexorable Charm
names equal to your proficiency bonus.
You can cast the sending spell, targeting a creature Prerequisite: 12th level
Your magic now affects even those untouched by the
whose name is on the page, without using a spell slot sway of emotions. Your spells and features ignore
and without using material components. To do so, you immunity to the Charmed condition. Creatures that are
must write the message on the page. The target hears immune to being charmed have advantage on saving
the message in their mind, and if the target replies, their throws against those effects.
message appears on the page, rather than in your mind.
The writing disappears after 1 minute. Impelling Blast
As an action, you can magically erase a name on the When you hit a creature with an Eldritch Blast, you can
page by touching it. move the creature up to 10 feet directly towards or away
Fiendish Vigor from you.
As an action, you may provide yourself temporary hit Improved Pact Weapon
points equal to 4 + your Charisma modifier. Prerequisite: Pact of the Blade
Gaze of Two Minds You can use any weapon you summon with your Pact of
You can use your action to touch a willing humanoid and the Blade feature as a spellcasting focus for your
perceive through its senses until the end of your next warlock spells.
turn. As long as the creature is on the same plane of In addition, the weapon gains a +1 bonus to its attack
existence as you, you can use your action on subsequent and damage rolls, unless it is a magic weapon that
turns to maintain this connection, extending the already has a bonus to those rolls.
duration until the end of your next turn. While Finally, the weapon you conjure can be a shortbow,
perceiving through the other creature’s senses, you longbow, light crossbow, or heavy crossbow.
benefit from any special senses possessed by that Investment of the Chain Master
creature, and you are blinded and deafened to your own
surroundings. Prerequisite: Pact of the Chain
When you cast find familiar , you infuse the summoned
Ghostly Gaze familiar with a measure of your eldritch power, granting
Prerequisite: 7th level the creature the following benefits:
As an action, you gain the ability to see through solid The familiar gains a flying speed and a swimming
objects to a range of 30 feet. Within that range, you have speed of 40 feet and no longer needs to breathe.
darkvision if you don’t already have it. This special sight As a bonus action, you can command the familiar
lasts for 1 minute or until your concentration ends (as if to take the Attack action.
you were concentrating on a spell). During that time, you The familiar’s weapon attacks are considered
perceive objects as ghostly, transparent images. magical for the purpose of overcoming immunity
Once you use this invocation, you can’t use it again and resistance to nonmagical attacks.
until you finish a short or long rest. If the familiar forces a creature to make a saving
Gift of the Depths throw, it uses your spell save DC.
Prerequisite: 5th level When the familiar takes damage, you can use your
You can breathe underwater, and you gain a swimming reaction to half the attack’s damage against it.
speed equal to your walking speed.
You can also cast water breathing once without Lifedrinker
expending spell points. You regain the ability to do so Prerequisite: 12th level, Pact of the Blade
when you finish a short or long rest. When you hit a creature with your pact weapon, the
creature takes extra necrotic damage equal to your
Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain
Charisma modifier (minimum of 1).
Whenever you regain hit points while your familiar is Maddening Hex
within 100 feet of you, treat any dice rolled to determine Prerequisites: 5th level, a spell or feature that curses
the hit points you regain as having rolled their maximum As a bonus action, you cause a psychic disturbance
value for you. around a target cursed by you. When you do so, you deal
psychic damage to the cursed target and each creature
Gift of the Protectors of your choice that you can see within 5 feet of it. The
Prerequisite: 9th level, Pact of the Tome psychic damage equals your Charisma modifier
A new page appears in your Book of Shadows. With (minimum of 1 damage). To use this invocation, you
your permission, a creature can use its action to write its must be able to see the cursed target, and it must be
name on that page, which can contain a number of within 30 feet of you.
names equal to your proficiency bonus.
When any creature whose name is on the page is Mask of Many Faces
reduced to 0 hit points but not killed outright, the You can cast disguise self at will, without expending
creature magically drops to 1 hit point instead. Once this spell points.

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Master of Myriad Forms
Prerequisite: 9th level
You can cast at will, without expending spell
alter self
points. Casting the spell this way grants a duration that
doesn’t require concentration.
Minion of Chaos
Prerequisite: 9th level
You utter words of chaos, that summon a spirit in the
form of an aberration, fey or fiend of challenge rating 5
or lower. As an action, it appears in a space you choose
that you can see within 60 feet.
The spirit disappears when it drops to 0 hit points or
after one hour has passed. The spirit is hostile to all
other creatures, including you. Roll initiative for the
spirit, which has its own turns. The spirit pursues and
attacks the nearest creature to the best of its ability.
Once you use this invocation, you can’t use it again
until you finish a long rest.
Mire the Mind
Prerequisite: 5th level
You can cast once without expending spell points
slow
targeting a single creature. You regain the ability to do
so when you finish a short or long rest.
Misty Visions
You can cast silent image at will, without expending
spell points.
Mystical Secrets
Prerequisite: 12th level
When you learn this invocation, you choose a spell from
any spell list. A spell you choose must be of a level you
can cast with your Mystic Arcanum feature. The chosen
spell counts as a warlock spell for you, and doesn’t
replace your previously chosen Mystic Arcanum. You
may cast this spell as your arcanum spell of the
appropiate level. When you gain a level in this class, you
may change the spell chosen with this invocation.
Nauseating Visage
Prerequisites: 5th level
As a bonus action, you can surround yourself with a
dreadful magical aura. The aura extends 5 feet from you
in every direction, but not through total cover. It lasts
until you’re incapacitated or you dismiss it as a bonus
action.
The aura grants you advantage on Charisma
(Intimidation) checks but disadvantage on all other
Charisma checks. Any other creature that starts its turn
in the aura takes poison damage equal to your Charisma
modifier (minimum of 0 damage).
Once you use this invocation, you can’t use it again
until you finish a short or long rest.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you
can use your action to become invisible until you move
or take an action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
Your jump distance is tripled. Additionally, every 3 feet
you clear while jumping costs 1 foot of movement for
you.

9
Relentless Hex
Prerequisites: 5th level, a spell or feature that curses
Your curse creates a temporary bond between you and
your target. As a bonus action, you can magically
teleport up to 30 feet to an unoccupied space you can
see within 5 feet of a target cursed by you. To teleport in
this way, you must be able to see the cursed target.
Reverie of Distant Realms
Prerequisite: 15th level
As an action, you create an invisible sensor within one
mile in a location familiar to you (a place you have
visited or seen before) or any unnocupied space within
30 feet of you. The sensor lasts for one hour, until your
concentration ends (as if you were concentrating on a
spell).
You mentally receive visual and auditory information
from the sensor as if you were in its space out to 30 feet.
The sensor can look in every direction.
As an action, you can move the eye up to 30 feet in any
direction. A solid barrier blocks the eye’s movement, but
the eye can pass through an opening as small as 1 inch
in diameter.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once without using spell points.
When you do, you must choose one of the following
forms: Cat, Frog, Hare, Owl, Rat, Spider or Weasel. You
regain the ability to do so when you finish a short or long
rest.
Shroud of Shadow
Prerequisite: 15th level Trickster’s Escape
You can cast invisibility at will, without expending spell
points. Prerequisite: 9th level
As a bonus action, you can magically teleport up to 30
Sign of Ill Omen feet to an unoccupied space you can see. You can use
Prerequisite: 5th level this invocation a number of times equal to your
You learn the spell. It counts as warlock proficiency bonus, and you regain all expended uses
bestow curse
spell for you, and doesn’t count against your number of when you finish a long rest.
spells known. Aditionally, you may cast the spell with Vile Retch
your Mystic Arcanum feature. You can cast grease once without expending spell
Thief of Five Fates points. You regain the ability to do so when you finish a
You can cast bane once without expending spell points short or long rest.
targeting a single creature. You regain the ability to do Voice of the Conjurer
so when you finish a short or long rest. Prerequisite: Pact of the Chain
Thirsting Blade You can communicate telepathically with your familiar
Prerequisite: 5th level, Pact of the Blade and perceive through your familiar’s senses as long as
You can attack with your pact weapon twice, instead of you are on the same plane of existence. Additionally,
once, whenever you take the Attack action on your turn. while perceiving through your familiar’s senses, you can
also speak through your familiar in your own voice, even
Tomb of Levistus if your familiar is normally incapable of speech.
Prerequisite: 5th level
Whispers of the Grave
As a reaction when you take damage, you can entomb
yourself in ice, which melts away at the end of your next Prerequisite: 9th level
turn. You gain 10 temporary hit points per warlock level, You can cast speak with dead at will, without expending
which take as much of the triggering damage as spell points.
possible. Immediately after you take the damage, you Witch Sight
gain vulnerability to fire damage, your speed is reduced
to 0, and you are incapacitated. These effects, including Prerequisite: 15th level
any remaining temporary hit points, all end when the ice You can see the true form of any shapechanger or
melts. creature concealed by illusion or transmutation magic
Once you use this invocation, you can’t use it again while the creature is within 30 feet of you and within
until you finish a short or long rest. line of sight.

10
¡ Write The Pact ¡
Anew
Tired of his powerlessness in the face of constant
danger, Hope Whisperwood has slightly altered
the terms of the original deal with his matron,
granting him newfound potential!

This rework gives you the tools in order to create


a warlock more suited to navigate through longer
adventuring days without the need of continually
resting.

Cover: Alex Petruk - Redemption


Page 1: Xib Vaine - Cassus the Tiefling Sorcerer
Page 2: Eric Belise - Autumn Eladrin
Page 2:Xu Tianhua - Plains
Page 5: Witticaster - Aeoptera
Page 5:Lothar Zhou - Bardic College
Page 6: Inge - Lady Dust
Page 7: Lilit Beglarian - Vasilisa the Beautiful
Page 7: Elvira Shatunova - Vanitas
Page 9: Jarel Threat - Doppelganger
Page 10: Kira Night - Rabbit, Rabbit, Rabbit
Back Cover: Gustavo Arteaga - Ancient Tree Shrine

For intended use with the Dungeons and Dragons fifth


edition game system.

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