SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

CHA , WIS

Warlock

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Slot Level Invocations Known
1 + 2 Otherworldly Patron Pact Magic 2 2 1 {@filter 1st|spells|level=1|class=Warlock|Source=EldArc}
2 + 2 Otherworldly Patron Pact Magic 2 3 2 {@filter 1st|spells|level=1|class=Warlock|Source=EldArc} 1
3 + 2 Otherworldly Patron Pact Magic 2 4 2 {@filter 2nd|spells|level=2|class=Warlock|Source=EldArc} 2
4 + 2 Otherworldly Patron Pact Magic 3 5 2 {@filter 2nd|spells|level=2|class=Warlock|Source=EldArc} 2
5 + 3 Otherworldly Patron Pact Magic 3 6 2 {@filter 3rd|spells|level=3|class=Warlock|Source=EldArc} 3
6 + 3 Otherworldly Patron Pact Magic 3 7 2 {@filter 3rd|spells|level=3|class=Warlock|Source=EldArc} 3
7 + 3 Otherworldly Patron Pact Magic 3 8 2 {@filter 4th|spells|level=4|class=Warlock|Source=EldArc} 4
8 + 3 Otherworldly Patron Pact Magic 3 9 3 {@filter 4th|spells|level=4|class=Warlock|Source=EldArc} 4
9 + 4 Otherworldly Patron Pact Magic 3 10 3 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 5
10 + 4 Otherworldly Patron Pact Magic 4 10 3 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 5
11 + 4 Otherworldly Patron Pact Magic 4 11 3 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 6
12 + 4 Otherworldly Patron Pact Magic 4 11 3 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 6
13 + 5 Otherworldly Patron Pact Magic 4 12 3 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 6
14 + 5 Otherworldly Patron Pact Magic 4 12 3 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 7
15 + 5 Otherworldly Patron Pact Magic 4 13 3 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 7
16 + 5 Otherworldly Patron Pact Magic 4 13 4 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 7
17 + 6 Otherworldly Patron Pact Magic 4 14 4 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 8
18 + 6 Otherworldly Patron Pact Magic 4 14 4 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 8
19 + 6 Otherworldly Patron Pact Magic 4 15 4 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 8
20 + 6 Otherworldly Patron Pact Magic 4 15 4 {@filter 5th|spells|level=5|class=Warlock|Source=EldArc} 9

Class Spells

Warlock (PHB) Eldritch Blast|EldArc Sapping Sting|EGW Fog Cloud Frost Fingers|IDRotF Ray of Sickness Sleep Snare Thunderwave Augury Continual Flame Locate Object Knock Magic Weapon Rime's Binding Ice|FTD See Invisibility Tasha's Mind Whip|TCE Ashardalon's Stride|FTD Blink|XGE Glyph of Warding Life Transference|XGE Meld into Stone Stinking Cloud Greater Invisibility Leomund's Secret Chest Stone Shape Storm Sphere Vitriolic Sphere|XGE Antilife Shell Destructive Wave Dominate Person Mislead Modify Memory Planar Binding Teleportation Circle Bones of the Earth|XGE Create Homunculus|XGE Guards and Wards Harm Magic Jar Programmed Illusion Create Magen|IDRotF Prismatic Spray Project Image Reverse Gravity Sequester Tether Essence|EGW Maze Mind Blank Telepathy Gate Ravenous Void|EGW Shapechange Weird fog cloud|xphb ray of sickness|xphb sleep|xphb thunderwave|xphb augury|xphb continual flame|xphb locate object|xphb knock|xphb magic weapon|xphb see invisibility|xphb glyph of warding|xphb meld into stone|xphb stinking cloud|xphb greater invisibility|xphb leomund's secret chest|xphb stone shape|xphb antilife shell|xphb destructive wave|xphb dominate person|xphb mislead|xphb modify memory|xphb planar binding|xphb teleportation circle|xphb guards and wards|xphb harm|xphb magic jar|xphb programmed illusion|xphb prismatic spray|xphb project image|xphb reverse gravity|xphb sequester|xphb maze|xphb mind blank|xphb telepathy|xphb gate|xphb shapechange|xphb weird|xphb

Class Features

Level 1

Otherworldly Patron
Pact Magic

Level 10

Otherworldly Patron feature

Level 11

Mystic Arcanum (6th Level)

Level 12

Ability Score Improvement

Level 13

Mystic Arcanum (7th Level)

Level 14

Otherworldly Patron feature

Level 15

Mystic Arcanum (8th Level)

Level 16

Ability Score Improvement

Level 17

Mystic Arcanum (9th Level)

Level 18

Vault of Knowledge

Level 19

Ability Score Improvement

Level 2

Eldritch Invocations
Pact Boon

Level 20

Arcane Feedback

Level 3

Agonizing Cantrip

Level 4

Ability Score Improvement

Level 5

Liminal Loop

Level 6

Otherworldly Patron feature

Level 8

Ability Score Improvement

Spells Known Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spells Known 2 3 4 5 6 7 8 9 10 10 11 11 12 12 13 13 14 14 15 15

Caster Progression

Caster Progression: pact

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Proficiencies

Armor

light

Weapons

simple

Skills

Starting Equipment

Class Features

Otherworldly Patron (Level 1)

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Ancient Phoenix, the Archfey, the Celestial, the Chosen of Mystra, the Fiend, the Great Old One, the Shadowforce, or the Undying. Your choice grants you features at 1st level and again at 6th level, 10th level, and 14th level.

Pact Magic (Level 1)

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See the Player's Handbook for the general rules of spellcasting and for the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. The Warlock table above shows when you learn additional warlock cantrips of your choice.

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; your spell slots are all the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell of 3rd level or lower.

Also, when you gain a level in this class, you can replace one warlock spell you know with another spell from the warlock spell list. The new spell must also be of a level for which you have spell slots.

Spellcasting Ability

Choose either Intelligence or Charisma when you gain this feature. Your choice determines your spellcasting ability for your warlock spells. You use the chosen ability score when setting the saving throw DC and when making attack rolls with warlock spells you cast.

Spell

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Invocations (Level 2)

At 2nd level,through your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain one eldritch invocation of your choice from the options listed here. At certain warlock levels, you gain new invocations of your choice, as shown in the Invocations Known column of the Warlock table.

When you gain a level in this class, you can replace one invocation you know with another available invocation for your warlock level.

Pact Boon (Level 2)

Also at 2nd level, your patron bestows a gift upon you for your loyal service.You gain one of the following features of your choice.

Pact of the Armory

You can use your action to create a magical pact weapon in your empty hand. You choose the form that this weapon takes each time you create it; it can take the form of any melee weapon, a shortbow, a longbow, a light crossbow or a heavy crossbow. You are proficient with your pact weapon while you wield it, and you can use your spellcasting ability modifier, instead of Strength or Dexterity, for your attack and damage rolls with it.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more, if you use this action again, if you dismiss the weapon (no action required),or if you die.

You can transform one magic weapon into your pact weapon by performing a 1-hour-long special ritual while you hold the weapon. The ritual counts as light activity while you are resting. You gain the ability to dismiss the weapon (no action required), shunting it into an extradimensional space. You can cause it to reappear whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the ritual on another weapon, or if you perform a 1-hour ritual to break your bond to it. The weapon appears at your feet if it's shunted away when the bond breaks.

Also, you can use your action to touch a suit of light or medium armor, which can include a shield, that isn't being worn or carried. Until you use this feature again on another set of equipment, while you wear this equipment, it is magical, and you are proficient with it.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. You gain the following choices for your familiar's form: imp, phoenix wisp, pseudodragon, quasit, or sprite. You can communicate telepathically with your familiar and perceive through your familiar's senses while you are on the same plane of existence. While perceiving through your familiar's senses, you can speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Also, you can use your action or you can forego one of your attacks when you take an action that allows you to make one or more attacks—like the Attack or Cast a Spell action—to allow your familiar to make one attack using its reaction.

Pact of the Effigy

You have a mysterious effigy with a surface that constantly shifts like water. With the effigy in hand, you can use your action and choose a creature you can see within 60 feet of you to magically steal a sliver of their essence, cursing them and storing the essence in your effigy.This essence imposes disadvantage on the creature's Wisdom (Insight) checks against you, as well as its saving throws against being charmed by you. Casting remove curse on the cursed creature or on the effigy removes the curse and makes the creature immune to this effect for 24 hours.

You can have a number of essences equal to your proficiency bonus stored within the effigy at a time. When you steal a creature's essence, you can choose to replace one of your current essences with the new one.

Pact of the Gauntlet

Your arms become covered in a thin layer of eerie, unearthly metal that channels powerful arcane blasts. You learn the eldritch blast cantrip; if you already know it, you instead learn one warlock cantrip of your choice.Once per turn when you cast eldritch blast, you can split part of the beam, targeting a different creature within range and making a separate attack roll. This beam deals 1d4 force damage on a hit.

With these gauntlets, you can use your spellcasting ability modifier in place of Strength for ability checks and saving throws. You can also choose to use your spellcasting ability modifier for the attack and damage rolls of your unarmed strikes.

Pact of the Symbol

You receive a symbol imbued with the influence of your patron's power. You can use your bonus action to create this pact symbol in one of your free hands, which takes the shape of any arcane focus, druidic focus, instrument, or holy symbol of your choice. If you choose an instrument, you are proficient with it while you wield it. You can use this symbol as a spellcasting focus for your warlock spells. Using this feature again destroys your current pact symbol.

Your pact symbol contains one influence charge, used to call upon your patron's power over your fate. While you hold the symbol, before making a d20 roll for one of your warlock spells, you can expend the charge to replace the d20 roll with a 10. Whenever you finish a short or long rest, or whenever you roll a 1 or a 20 on the d20 for a spell attack, the symbol regains its influence charge if it has been expended.

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 three needn't be from the same 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. If they don't appear on the warlock spell list,they are nonetheless warlock spells 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.

Agonizing Cantrip (Level 3)

Starting at 3rd level, you can add your spellcasting ability modifier to damage rolls you make with any warlock cantrip, except for damage rolls that already add your spellcasting ability modifier.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Liminal Loop (Level 5)

At 5th level, when you cast a warlock cantrip, instead of increasing that damage when you reach certain levels, you can cast the cantrip additional times as part of the same action. The cantrip must deal damage, and it must make a spell attack or require a saving throw. You can cast it two times at 5th level, three times at 11th level,and four times at17th level. When you do, the cantrip can deal its damage more than once, but its other effects aren't applied to the same target again.

Otherworldly Patron feature (Level 6)

At 6th level, you gain an additional feature from your Otherworldy Patron.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Otherworldly Patron feature (Level 10)

At 10th level, you gain an additional feature from your Otherworldy Patron.

Mystic Arcanum (6th Level) (Level 11)

At 11th level, choose a 6th-level spell from the warlock spell list as an 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.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Mystic Arcanum (7th Level) (Level 13)

At 13th level, choose a 7th-level spell from the warlock spell list as an additional arcanum. You can cast your additional arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Otherworldly Patron feature (Level 14)

At 14th level, you gain an additional feature from your Otherworldy Patron.

Mystic Arcanum (8th Level) (Level 15)

At 15th level, choose a 8th-level spell from the warlock spell list as an additional arcanum. You can cast your additional arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Mystic Arcanum (9th Level) (Level 17)

At 17th level, choose a 9th-level spell from the warlock spell list as an additional arcanum. You can cast your additional arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Vault of Knowledge (Level 18)

At 18th level, you learn the secret to tapping the depths your patron's otherworldly knowledge and power. You can replace one of your invocations with another option when you finish a short or long rest.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Arcane Feedback (Level 20)

At 20th level, whenever you use your Mystic Arcanum feature, you can regain one expended spell slot from your Pact Magic feature.

Subclasses

The Ancient Phoenix
EldArc
The Archfey
EldArc-PHB
The Celestial
EldArc-PHB
The Celestial
EldArc
The Chosen of Mystra
EldArc
The Fathomless
EldArc-TCE
The Fiend
EldArc-PHB
The Genie
EldArc-TCE
The Great Old One
EldArc-PHB
The Shadowforce
EldArc
The Undead
EldArc-PHB
The Undying
EldArc-PHB

Subclass Features

The Ancient Phoenix

The Ancient Phoenix (Level 1)

Your patron is a phoenix which has survived thousands of years of pursuit. This being has settled on the elemental plane of fire, and is so suffused with magical energy that its powerful magic can be siphoned through rituals, even on the innermost planes.

Positive Energy Infusion (Level 1)

Would-be Warlocks who make contact with an ancient phoenix are accidentally exposed to the raw life energy infused into a phoenix's essence. This change to the composition of your soul causes minor incompatibilities with its vessel. You may roll or choose from the following quirks to add manifestations of this change to your character.

Ancient Phoenix Quirks
d6Quirk

1

You absentmindedly ignite small fires that quickly sputter out.

2

You admire fire, even if it burns your friends.

3

You are covered in burns that mark the first time your power manifested.

4

You have a nervous compulsion to keep a bright light in even the barest shadow.

5

You have an overwhelming hatred of undead creatures.

6

You fidget and are irritable when you can't see the sun.

Expanded Spell List (Level 1)

The following spells are added to the warlock spell list for you.

Mantle of Flame (Level 1)

Starting when you choose this patron at 1st level, you can unleash the phoenix fire that blazes within you.

As an action, you wreathe yourself in swirling flame and your eyes glow like hot coals. You gain the benefits below until you use your bonus action to end the effect or you are incapacitated:

  • Each time a creature hits you with a melee attack or touches you,it take fire damage equal to 1 plus half your warlock level.

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

Warding Cyclone (Level 6)

Starting at 6th level, you can invoke a protective, fiery gale around yourself. When you are attacked or you must make a saving throw against an effect that only deals damage, you can use your reaction to move 5 feet without provoking opportunity attacks. If your new location is outside of the range or reach of the attack or effect, the attack roll has disadvantage, or you have advantage on your save.

Spark of Rebirth (Level 10)

Starting at 10th level, in the face of defeat, your flame knits your wounds and surges outward in a fiery roar.

If you are reduced to 0 hit points, you can draw upon the phoenix's spark. You are instead restored to half of your maximum hit points, and creatures within 10 feet of you take fire damage equal to your warlock level + your spellcasting ability modifier.

Once you use this feature, you can't use it again until you finish a long rest.

Phoenix Pinion (Level 14)

Starting at 14th level, you can manifest one of your patron's feathers to sear your foes, heal your allies, and even restore life.

As an action, you conjure a phoenix pinion in a free hand. This pinion can be used once before crumbling to ashes, and you can use it in one of the following ways:

  • For you, it is a simple melee weapon with the finesse and thrown (range 20/60) properties that deals 10d8 fire damage. When you hit with it, creatures you choose in a 20-foot radius around the target regain 5d8 hit points, and the pinion crumbles to ash.

  • As an action, you stab the heart of a dead creature with the pinion. If creature has died within the last 10 days, the pinion glows brilliantly for 1 minute. If the pinion isn't removed within that time, the creature's body and the pinion crumble to ash, the creature is restored to life as if by the resurrection spell, and you can't use this option again for 7 days.

Once you use this feature, you can't use it again until you finish a long rest. If you have a pinion at that time, it disintegrates.

The Archfey

The Archfey (Level 1)

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature 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.

Once you use this feature, you can't use it again until you finish a short or long rest.

Misty Escape (Level 6)

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.

Beguiling Defenses (Level 10)

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium (Level 14)

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

The Celestial

The Celestial (Level 1)

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Bonus Cantrips

At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul (Level 6)

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience (Level 10)

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance (Level 14)

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

Once you use this feature, you can't use it again until you finish a long rest.

The Celestial

The Celestial (Level 1)

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List (Level 1)

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Bonus Cantrips (Level 1)

When you choose this patron at 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light (Level 1)

At lst level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d8s that you spend to fuel this healing. The number of dice in the pool equals 1 + half of your warlock level, rounded down (minimum of 0). Your pool regains all expended dice when you finish a long rest.

As a bonus action, you can spend dice from the pool to heal one creature you can see within 60 feet of you. The maximum number of dice you can spend at once equals your spellcasting ability modifier (minimum of one die). Roll the dice you spend, add them together,and restore a number of hit points equal to the total.

Radiant Soul (Level 6)

Starting at 6th level, your link to the Celestial emblazons your soul with radiant energy, protecting you. You have resistance to radiant damage, and you are immune to poison and disease.

Celestial Reinforcement (Level 10)

Starting at 10th level, the Celestial magic you wield circulates through you, reinforcing your healing abilities.

When the result of a Healing Light die you roll is below your proficiency bonus, you can replace the result with your proficiency bonus. Also, you and up to 5 creatures of your choice that can see you gain temporary hit points equal to your warlock level + your spellcasting ability modifier whenever you finish a long rest.

Ascendant Aura (Level 14)

Starting at 14th level,the radiant energy you channel exudes from your body, healing your allies and burning your foes.

At the start of each of your turns, you can roll a die from your pool of Healing light. Each creature of your choice within a 30-foot radius of you regains hit points equal to the amount rolled + half of your warlock level, and each other creature within the area must make a Constitution saving throw, taking radiant damage equal to the amount rolled + half your warlock level on a failed saving throw, or half as much damage on a successful one.

The Chosen of Mystra

The Chosen of Mystra (Level 1)

Your patron is one of the Chosen of Mystra: mortals of great power who serve Mystra, the mother of all magic. These mortals have been granted a portion of Mystra's divine essence - called spellfire - which they use to guard the Weave from disruption, preserving the status quo of magic among the realms. These chosen mortals, while extremely powerful, are not infallible themselves; they sometimes contract Warlocks to assist with their goals, granting them a small part of their silver flame in exchange.

Protect the Weave (Level 1)

Occasionally, warlocks of a Chosen of Mystra will receive missives from their patron, ordering them to investigate an event that might cause damage to the Weave. Such events might range from a ritual all the way to an act of the divine. Often, these events will be orchestrated purposely by an evil entity; however, it is still somewhat likely that a Wizard haphazardly creates a broken summoning circle. Work with your DM to determine such scenarios and explore them with your party.

Expanded Spell List (Level 1)

The following spells are added to the warlock spell list for you.

Minor Spellfire (Level 1)

When you choose this patron at 1st level, you possess a fragment of Mystra's spellfire, a flame that protects you from compulsory effects.

At the start of each of your turns, or as an action, you can end one effect for yourself that is causing you to be charmed or frightened.

You can use this feature twice, and expended uses are replenished when you finish a short or long rest.

Chosen's Absorption (Level 6)

Starting at 6th level, you can foil spells directed at you and steal the excess magical power shed by foiled spells for yourself.

When a spell targets only you, you can cast counterspell without expending a spell slot. You can add half your warlock level to the ability check you make for counterspell when you cast it in this way.

Also, when a spell fails within 60 feet of you, you can take a bonus action during your next turn to steal the spell for yourself. The spell must be of a level for which you have spell slots. You can cast the spell once as a warlock spell,using a warlock spell slot.

Once you use this bonus action, you must finish a long rest before you can do so again. A stolen spell is lost when you finish a long rest.

Arcane Senses (Level 10)

Starting at 10th level, you can project your vision and sense arcane energy.

You can cast clairvoyance without expending a spell slot. When cast via this feature, the spell's casting time is 1 action, and your vision through the sensor gains the effects of the detect magic spell.

Silver Fire (Level 14)

Starting at 14th level, you gain the ability to project your spellfire outward, blasting your enemies.

As an action, you can create a line of silver arcane energy that resembles a spout of fire. Creatures in a line 90 feet long and 5 feet wide originating from you must make a Dexterity saving throw against your warlock spell save DC, taking 8d8 force damage on a failure, or half as much damage on a success. This damage bypasses resistance and immunity.

Once you use this feature, you can't use it again until you finish a short or long rest.

The Fathomless

The Fathomless (Level 1)

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.

Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Expanded Spell List

1st-level Fathomless feature

The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fathomless Expanded Spells
Spell LevelSpells

1st

create or destroy water, thunderwave

2nd

gust of wind, silence

3rd

lightning bolt, sleet storm

4th

control water, summon elemental (water only)

5th

Bigby's hand (appears as a tentacle), cone of cold

Tentacle of the Deeps

1st-level Fathomless feature

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

1st-level Fathomless feature

You gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul (Level 6)

6th-level Fathomless feature

You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil (Level 6)

6th-level Fathomless feature

Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacles (Level 10)

10th-level Fathomless feature

You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Fathomless Plunge (Level 14)

14th-level Fathomless feature

You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

Once you use this feature, you can't use it again until you finish a short or long rest.

The Fiend

The Fiend (Level 1)

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz-Urb'luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck (Level 6)

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience (Level 10)

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell (Level 14)

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can't use it again until you finish a long rest.

The Genie

The Genie (Level 1)

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

You choose your patron's kind or determine it randomly, using the Genie Kind table.

Genie Kind
d4KindElement

1

Dao

Earth

2

Djinni

Air

3

Efreeti

Fire

4

Marid

Water

Expanded Spell List

1st-level Genie feature

The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.

Genie's Vessel

1st-level Genie feature

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

Genie's Vessel
d6Vessel

1

Oil lamp

2

Urn

3

Ring with a compartment

4

Stoppered bottle

5

Hollow statuette

6

Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite

As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.

Genie's Wrath

Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Elemental Gift (Level 6)

6th-level Genie feature

You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sanctuary Vessel (Level 10)

10th-level Genie feature

When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.

In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Limited Wish (Level 14)

14th-level Genie feature

You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

The Great Old One

The Great Old One (Level 1)

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward (Level 6)

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Thought Shield (Level 10)

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall (Level 14)

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

The Shadowforce

The Shadowforce (Level 1)

You have made your pact with a mysterious entity — a force manifested in sentient magic weapons carved from shadowstuff. The force behind these weapons can offer power to warlocks who form pacts with it. These warlocks - sometimes called hexblades - can weave this powerful dark magic into the world.

Expanded Spell List (Level 1)

The Shadowforce lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade's Curse (Level 1)

Also at 1st level, you can imbue your weapons with a curse that seals victims' abilities.

While you wield a weapon or arcane focus, you can emblazon it with intricate runes that form a wicked, sealing curse - the Hexblade's Curse. While you wield this emblazoned item, you can force a creature you hit with a weapon or spell attack to succeed on a Charisma saving throw against your spell save DC or be cursed with the Hexblade's Curse for 1 minute. A creature can only be forced to make this saving throw once per turn.

As powerful hexes hamper its abilities, the creature cursed by your Hexblade's Curse must roll a d4 and subtract it from any ability checks,attack rolls,or saving throws it makes.

Once you've cursed a creature with this feature, you can't use this feature again until you finish a short or long rest.

Shadow Shroud (Level 6)

At 6th level, you weave shadowy magic around your body, protecting you from attacks.

When you are hit with an attack, you can use your reaction to activate your protective shroud, which lasts until the start of your next turn. If you do, roll a d6 whenever an attack hits you, including during the triggering attack; on a 4 or higher, the attack instead misses you.

Once you have used this feature, you can't use it again until you finish a short or long rest.

Accursed Specter (Level 10)

Starting at 10th level, you can bind the souls of the slain to your service, weaving them into a shadowy form.

When you slay a creature, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it takes the form of a shadowy, panther-like creature, and it gains temporary hit points equal to twice your warlock level plus your spellcasting ability modifier. Roll initiative for the specter, which has its own turns. The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

It obeys your verbal commands (no action required by you), and it gains a special bonus to its AC and saving throws, as well as to its attack and damage rolls. This bonus is equal to your spellcasting ability modifier (minimum of +0).

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Master of Hexes (Level 14)

Starting at 14th level, your curse becomes more persistent and grants you further benefits.

You can now curse other creatures with your Hexblade's Curse while the curse is in effect. If you do, the curse ends on the previous creature,and the curse's remaining duration carries over.

Additionally, you gain the following benefits against creatures afflicted by your Hexblade's Curse:

  • Once per turn when you deal damage to the cursed target, you can inflict 3d10 extra damage of the same type.

  • Any attack roll you make against the cursed target is a critical hit on a roll of19 or 20 on the d20.

  • If the cursed target dies, you regain hit points equal to your warlock level + your spellcasting ability modifier.

The Undead

The Undead (Level 1)

You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Expanded Spell List

1st-level Undead feature

The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Form of Dread

1st-level Undead feature

You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.

  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.

  • You are immune to the frightened condition.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched (Level 6)

6th-level Undead feature

Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Necrotic Husk (Level 10)

10th-level Undead feature

Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.

Spirit Projection (Level 14)

14th-level Undead feature

Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.

  • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.

  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

Once you use this feature, you can't do so again until you finish a long rest.

The Undying

The Undying (Level 1)

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantilus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

Expanded Spell List

The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Defy Death (Level 6)

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

Once you use this feature, you can't use it again until you finish a long rest.

Undying Nature (Level 10)

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Indestructible Life (Level 14)

When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Once you use this feature, you can't use it again until you finish a short or long rest.