SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

WIS , CHA

Warlock

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1 + 2 Otherworldly Patron Pact Magic 2 2 1 1st 0
2 + 2 Otherworldly Patron Pact Magic 2 3 2 1st 2
3 + 2 Otherworldly Patron Pact Magic 2 4 2 2nd 2
4 + 2 Otherworldly Patron Pact Magic 3 5 2 2nd 2
5 + 3 Otherworldly Patron Pact Magic 3 6 2 3rd 3
6 + 3 Otherworldly Patron Pact Magic 3 7 2 3rd 3
7 + 3 Otherworldly Patron Pact Magic 3 8 2 4th 4
8 + 3 Otherworldly Patron Pact Magic 3 9 2 4th 4
9 + 4 Otherworldly Patron Pact Magic 3 10 2 5th 5
10 + 4 Otherworldly Patron Pact Magic 4 10 2 5th 5
11 + 4 Otherworldly Patron Pact Magic 4 11 3 5th 5
12 + 4 Otherworldly Patron Pact Magic 4 11 3 5th 6
13 + 5 Otherworldly Patron Pact Magic 4 12 3 5th 6
14 + 5 Otherworldly Patron Pact Magic 4 12 3 5th 6
15 + 5 Otherworldly Patron Pact Magic 4 13 3 5th 7
16 + 5 Otherworldly Patron Pact Magic 4 13 3 5th 7
17 + 6 Otherworldly Patron Pact Magic 4 14 4 5th 7
18 + 6 Otherworldly Patron Pact Magic 4 14 4 5th 8
19 + 6 Otherworldly Patron Pact Magic 4 15 4 5th 8
20 + 6 Otherworldly Patron Pact Magic 4 15 4 5th 8

Class Spells

Blade Ward Booming Blade|TCE Chill Touch Create Bonfire|XGE Eldritch Blast Friends Frostbite|XGE Green-Flame Blade|TCE Infestation|XGE Lightning Lure|TCE Mage Hand Magic Stone|XGE Mind Sliver|TCE Minor Illusion Poison Spray Prestidigitation Sword Burst|TCE Thunderclap|XGE Toll the Dead|XGE True Strike Armor of Agathys Arms of Hadar Cause Fear|XGE Charm Person Comprehend Languages Expeditious Retreat Hellish Rebuke Hex Illusory Script Protection from Evil and Good Thunderwave Unseen Servant Witch Bolt Cloud of Daggers Crown of Madness Darkness Earthbind|XGE Enthrall Hold Person Invisibility Mind Spike|XGE Mirror Image Misty Step Phantasmal Force Ray of Enfeeblement Shadow Blade|XGE Shatter Spider Climb Suggestion Counterspell Dispel Magic Enemies Abound|XGE Fear Fly Gaseous Form Hunger of Hadar Hypnotic Pattern Intellect Fortress|TCE Magic Circle Major Image Remove Curse Spirit Shroud|TCE Summon Fey|TCE Summon Lesser Demons|XGE Summon Shadowspawn|TCE Summon Undead|TCE Thunder Step|XGE Tongues Vampiric Touch Banishment Blight Charm Monster|XGE Dimension Door Elemental Bane|XGE Hallucinatory Terrain Phantasmal Killer Shadow of Moil|XGE Sickening Radiance|XGE Summon Aberration|TCE Summon Greater Demon|XGE Contact Other Plane Danse Macabre|XGE Dream Enervation|XGE Far Step|XGE Hold Monster Infernal Calling|XGE Mislead Modify Memory Negative Energy Flood|XGE Planar Binding Scrying Synaptic Static|XGE Teleportation Circle Wall of Light|XGE Arcane Gate Circle of Death Conjure Fey Create Undead Eyebite Flesh to Stone Investiture of Flame|XGE Investiture of Ice|XGE Investiture of Stone|XGE Investiture of Wind|XGE Mass Suggestion Mental Prison|XGE Scatter|XGE Soul Cage|XGE Summon Fiend|TCE Tasha's Otherworldly Guise|TCE True Seeing Crown of Stars|XGE Dream of the Blue Veil|TCE Etherealness Finger of Death Forcecage Plane Shift Power Word Pain|XGE Demiplane Dominate Monster Feeblemind Glibness Maddening Darkness|XGE Power Word Stun Astral Projection Blade of Disaster|TCE Foresight Gate Imprisonment Mass Polymorph|XGE Power Word Kill Psychic Scream|XGE True Polymorph Weird blade ward|xphb chill touch|xphb eldritch blast|xphb friends|xphb mage hand|xphb minor illusion|xphb poison spray|xphb prestidigitation|xphb true strike|xphb armor of agathys|xphb arms of hadar|xphb charm person|xphb comprehend languages|xphb expeditious retreat|xphb hellish rebuke|xphb hex|xphb illusory script|xphb protection from evil and good|xphb thunderwave|xphb unseen servant|xphb witch bolt|xphb cloud of daggers|xphb crown of madness|xphb darkness|xphb enthrall|xphb hold person|xphb invisibility|xphb mirror image|xphb misty step|xphb phantasmal force|xphb ray of enfeeblement|xphb shatter|xphb spider climb|xphb suggestion|xphb counterspell|xphb dispel magic|xphb fear|xphb fly|xphb gaseous form|xphb hunger of hadar|xphb hypnotic pattern|xphb magic circle|xphb major image|xphb remove curse|xphb tongues|xphb vampiric touch|xphb banishment|xphb blight|xphb dimension door|xphb hallucinatory terrain|xphb phantasmal killer|xphb contact other plane|xphb dream|xphb hold monster|xphb mislead|xphb modify memory|xphb planar binding|xphb scrying|xphb teleportation circle|xphb arcane gate|xphb circle of death|xphb conjure fey|xphb create undead|xphb eyebite|xphb flesh to stone|xphb mass suggestion|xphb true seeing|xphb etherealness|xphb finger of death|xphb forcecage|xphb plane shift|xphb demiplane|xphb dominate monster|xphb befuddlement|xphb glibness|xphb power word stun|xphb astral projection|xphb foresight|xphb gate|xphb imprisonment|xphb power word kill|xphb true polymorph|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

Channel Arcanum

Level 19

Ability Score Improvement

Level 2

Eldritch Invocations

Level 20

Eldritch Master

Level 3

Pact Boon

Level 4

Ability Score Improvement

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

Alternatively, you may start with: 4d4 × 10|4d4 × 10|Starting Gold

Class Features

Otherworldly Patron (Level 1)

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons, which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic (Level 1)

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 of the PHB for the general rules of spellcasting.

Cantrips (0-Level Spells)

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are 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, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

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

Eldritch Invocations (Level 2)

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you reach certain levels in this class, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon (Level 3)

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You choose the form that this melee weapon takes each time you create it. Your pact weapon gains the following benefits while you are wielding it:

  • You are proficient with the weapon, and it becomes magical if it isn't already.

  • You can use your Charisma modifier, instead of your Strength or Dexterity modifier, for the weapon's attack and damage rolls.

  • You can't be disarmed of the weapon unless you are incapacitated.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature 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 special ritual while you hold the weapon. (You can't perform this ritual on an artifact or a sentient weapon.) You perform the ritual over the course of 1 hour, which can be done during a short or long rest. At the end of the ritual, the weapon becomes your pact weapon, and it appears whenever you summon your pact weapon thereafter. When you dismiss this pact weapon, you shunt it into an extradimensional space until the next time you summon it. The weapon ceases to be your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

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.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own as mentally commanded by you.

Pact of the Flesh

Your hit point maximum increases by an amount equal to your warlock level when you gain this boon, and increases by 1 again whenever you gain a level in this class.

In addition, you can add half your proficiency bonus (rounded up) to any Constitution check or Constitution saving throw you make that doesn't already include your proficiency bonus.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the talisman's wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success.

Additionally, the talisman's wearer can invoke its power to gain advantage on a saving throw. The talisman regains the use of this power when its wearer finishes a long rest.

As long as the talisman is on the same plane of existence to you, you know its distance and direction from you at all times, and you can use a bonus action to instantly summon the talisman into your hand.

If you lose the talisman, 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 amulet. The talisman turns to ash when you die.

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 need not 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 (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.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.

  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them, choosing invocations for which you qualify.

Otherworldly Patron feature (Level 6)

At 6th level, you gain a feature granted by your Otherworldly 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.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.

  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them, choosing invocations for which you qualify.

Otherworldly Patron feature (Level 10)

At 10th level, you gain a feature granted by your Otherworldly Patron.

Mystic Arcanum (6th level) (Level 11)

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 a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

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.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.

  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them, choosing invocations for which you qualify.

Mystic Arcanum (7th level) (Level 13)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Otherworldly Patron feature (Level 14)

At 14th level, you gain a feature granted by your Otherworldly Patron.

Mystic Arcanum (8th level) (Level 15)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

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.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.

  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them, choosing invocations for which you qualify.

Mystic Arcanum (9th level) (Level 17)

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Channel Arcanum (Level 18)

At 18th level, when you cast one of your warlock spells, you can cast it without expending a spell slot by instead expending one of the uses of your Mystic Arcanum feature. When you cast the spell in this way, it is produced at the same spell level as the expended arcanum spell.

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

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.

  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them, choosing invocations for which you qualify.

Eldritch Master (Level 20)

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Subclasses

Subclass Features

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.

Fey Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Archfey Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Archfey Arcanum Spells
Spell LevelSpells

6th

transport via plants

7th

mirage arcane

8th

control weather

9th

shapechange

Gift of the Fey

At 1st level, you learn one druid cantrip of your choice from your patron. It counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

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.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a 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 have advantage on saving throws against being charmed or frightened.

When a creature attempts to charm or frighten you, and you successfully resist the attempt, you can use your reaction to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed or frightened by you (the same as the original effect) 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 believes that 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.

Once you trap a creature in this illusion, you can't use this feature again until you finish a short or 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.

Celestial Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Celestial Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Celestial Arcanum Spells
Spell LevelSpells

6th

heal

7th

conjure celestial

8th

sunburst

9th

true resurrection

Gift of the Celestial

At 1st level, you learn the light or sacred flame cantrip (your choice) from your patron. The cantrip you learn counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

Healing Light

Also 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 spend a number of dice from the pool to heal one creature you can see within 60 feet of you. Roll the dice you spend, add them together, and restore a number of hit points equal to the total to that creature.

The maximum number of dice you can spend at once equals your proficiency bonus. You regain 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 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.

Fiendish Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Fiend Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Fiend Arcanum Spells
Spell LevelSpells

6th

harm

7th

fire storm

8th

incendiary cloud

9th

meteor swarm

Gift of the Fiend

At 1st level, you learn to tinge your arcane magic with a fiendish hue. When you deal damage with a warlock cantrip, you can have all of that cantrip's damage become fire damage.

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 Gatekeeper

The Gatekeeper (Level 1)

Your patron is an avatar of doom and death, a mysterious judge of mortal creatures which foresees their ends and ushers the passage of souls from one realm to the next. Such entities often reach into the world, sending spirits that take the form of animals to watch over a creature in anticipation of its impending demise.

Warlocks sworn to a Gatekeeper receive visions and whispers in their dreams, sending them on quests to defeat those who seek to cheat death through undeath or other imitations of mortality. Gatekeepers naturally detest intelligent undead, who possess the cunning to elude a timely demise, and expect their charges to strike these blasphemers down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in their eyes.

Magic of the Boundary

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Gatekeeper Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Gatekeeper Arcanum Spells
Spell LevelSpells

6th

disintegrate

7th

sequester

8th

antimagic field

9th

gate

Gift of the Gatekeeper

At 1st level, you learn the guidance or toll the dead cantrip (your choice) from your patron. The cantrip counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

Boundary Companion

Also at 1st level, you gain the service of a spirit companion sent by your patron to watch over and assist you. This companion assumes the form and game statistics of a Tiny beast that has a challenge rating of 0 (your choice), and is treated as if you had cast the find familiar spell to summon it, with the following additional features:

  • You and your companion can occupy the same space, and doing so doesn't limit your actions or capabilities.

  • While sharing a space with your companion, you gain a bonus to your passive Wisdom (Perception) score and Wisdom (Perception) checks, which is equal to your Charisma modifier (minimum of +1).

  • While in your space, your companion can't be targeted by any attack or harmful effect, it can't take damage, it is incapacitated, and only you can cast spells on it.

  • Your companion doesn't require sleep, and it can rouse you from your sleep as an action if it is in your space.

  • If your companion is killed by a creature, you gain advantage on all attack rolls against that creature until the end of your next short or long rest.

At the end of a short or long rest, your companion reappears in an unoccupied space within 5 feet of you — no matter where it was or whether it died — as though you had cast find familiar to summon it again.

Gatekeeper's Bond (Level 6)

At 6th level, you gain the ability to merge with your boundary companion. As a bonus action when your companion is sharing your space, your body assumes the form of your companion, and your companion disappears as though you dismissed it. While you are transformed, you undergo the following changes:

  • You become Tiny, and you replace your speed with that of the companion.

  • You gain the benefits of your companion sharing your space.

  • You can act only by taking the Dash, Disengage, Dodge, Help, Hide, or Search action.

  • Your equipment merges into your new form, and has no effect until you return to your normal form.

As an action, you can separate from your companion and return to your normal form, and your companion reappears in your space. You automatically separate from your companion if you fall unconscious, drop to 0 hit points, or die.

Deathwalker's Shield (Level 10)

At 10th level, your patron grants you a protective blessing. You have advantage on death saving throws, and you gain resistance to necrotic damage.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, you can use your reaction to have that creature make a Wisdom saving throw against your spell save DC (it needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, you cannot be targeted by the creature with that attack or spell for its duration, potentially causing it to be wasted. On a successful save, the creature is immune to this effect for 24 hours. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Cycle of Demise (Level 14)

Starting at 14th level, you can use the power of your patron to bind a departing soul to your service. When you kill a hostile creature with one of your warlock spells, you can use your reaction to siphon its life essence, causing a doomshade to rise from the creature's space at the start of your next turn. This reaction has no effect when used on constructs or undead.

The doomshade appears as a shadowy approximation of the slain creature. It has the game statistics of a zombie, with the following modifications:

  • It has additional hit points equal to your warlock level.

  • It has a flying speed equal to its walking speed, and it can hover.

  • It is immune to necrotic damage and features that turn undead, and it can't be charmed, frightened, or petrified.

  • It gains a bonus to Armor Class, attack and damage rolls, and saving throws; this bonus equals your Charisma modifier (minimum of +1).

The doomshade is under your control and follows your verbal commands to the best of its ability. In combat, the doomshade shares your initiative count, but it takes its turn immediately after yours. If it receives no commands from you, it attacks your foes indiscriminately. The doomshade vanishes when it is reduced to 0 hit points, when you die, or when you use this feature to create another doomshade.

Once you use this feature to create a doomshade, you can't do so again until you finish a short or 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

Genie Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Genie Patron Spells table. You learn the spell listed in the Genie Spells column for that level, plus the spell associated in the table with your patron's kind: dao, djinni, efreeti, or marid. Each of the spells you learn counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Genie Arcanum Spells
Spell LevelSpells

6th

planar ally (summons a genie)

7th

project image

8th

control weather

9th

wish

Gift of the Genie

At 1st level, you learn a cantrip from your patron associated with its kind: mold earth (dao), gust (djinni), control flames (efreeti), or shape water (marid). The cantrip you learn counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

Genie's Vessel

Also at 1st level, your patron bestows upon 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 damage is magical, and 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 Blessing (Level 6)

At 6th level, 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)

Starting at 10th level, 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)

From 14th level, you can 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 a long rest.

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.

Magic of the Beyond

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Great Old One Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Great Old One Arcanum Spells
Spell LevelSpells

6th

programmed illusion

7th

symbol

8th

mind blank

9th

time stop

Gift of the Great Old One

At 1st level, you learn the mind sliver cantrip from your patron, and it doesn't count against the number of warlock cantrips you know.

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with 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.

When you reach 10th level in this class, the range of this telepathy increases to 60 feet, and you no longer need to see the creature to communicate with it, though you must still be aware of its presence.

Entropic Backlash (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, you cause one of the following effects of your choice:

  • The creature takes psychic damage equal to 1d6 + half your warlock level.

  • The creature has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes against a warlock spell you cast before the end of your next turn.

  • You have advantage on the first attack roll you make against the creature before the end of your next turn.

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

Thought Shield (Level 10)

Starting at 10th level, you are immune to any effect that would sense your emotions or read your thoughts, you can't be compelled to tell the truth by magic, and magic that would determine if you are telling the truth indicates you are being truthful if you so choose.

Additionally, you 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 charmed creature regards you fondly as its master, its superior, or as some other figure worthy of equivalent devotion and reverence.

The Hexblade

The Hexblade (Level 1)

You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Hexblade Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Hexblade Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Hexblade Arcanum Spells
Spell LevelSpells

6th

blade barrier

7th

Mordenkainen's sword

8th

illusory dragon

9th

time stop

Gift of the Fell

At 1st level, your patron grants you the power necessary to arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

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

Accursed Specter (Level 6)

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you kill a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to your warlock level.

The specter is friendly to you, indifferent to others, and obeys your verbal commands. In combat, the specter shares your initiative count, but it takes its turn immediately after yours. It gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +1).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest, unless you expend a warlock spell slot to use it again.

Armor of Hexes (Level 10)

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes (Level 14)

Starting at 14th level, you gain complete control over the power of your fell curses. While a creature is cursed by your Hexblade's Curse, you can use a bonus action to transfer the curse to a different creature you can see within 30 feet of you, ending its effect on the previously cursed creature. You can also transfer the curse in this way as a reaction when the cursed creature dies; if you do so, you don't regain hit points from the death of the previously cursed creature.

The Leviathan

The Leviathan (Level 1)

You have plunged into a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation's earliest days that 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 Leviathan 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, and you serve as your patron's eyes and ears, watching the world beyond its domain and reporting your findings.

Magic of the Fathoms

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Leviathan Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Leviathan Arcanum Spells
Spell LevelSpells

6th

chain lightning

7th

teleport

8th

tsunami

9th

storm of vengeance

Forms and Fathoms

When you cast one of your patron spells or use one of the features it grants you, it takes a form appropriate for the nature of your patron. For example, when casting the Bigby's hand spell, a warlock who entreated with a kraken might summon a monstrous tentacle or a serrated crab claw, while the servant of a primordial water elemental might create a raging torrent of water that assumes the shape of a hand.

These thematic considerations can extend beyond the scope of your patron spells and be applied to any warlock spell you cast, as you first obtained your magic from the Leviathan's pact.

Gift of the Seas

At 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Grasp of the Deep

Also at 1st level, you learn to summon a minor manifestation of your patron to strike 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 acid, cold, or lightning damage (your choice when it takes the 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.

Oceanic Soul (Level 6)

At 6th level, your patron grants you abilities to exert greater control of the deep. You gain resistance to cold damage. In addition, while you are underwater, you can speak clearly, your speech is understood by any creature within 120 feet of you that is also underwater, and you can understand their speech.

Finally, your Grasp of the Deep feature 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.

Devouring Depths (Level 10)

At 10th level, you learn to magically draw forth your patron's ageless hunger and loose it upon your enemies. As an action, you choose a point you can see within 60 feet of you, and a manifestation of your patron appears in a 20-foot cube centered on that point. The manifestation lasts for 1 minute and turns its area into difficult terrain, and any creature that enters the manifestation's area for the first time on a turn or starts its turn there takes 2d6 acid, cold, or lightning damage (your choice each time it takes damage).

When the manifestation appears, each creature within its area must succeed on a Strength saving throw against your spell save DC or be restrained until the manifestation ends. A creature restrained by the manifestation can use its action to repeat the saving throw, freeing itself on a success. At the start of your turn, if a creature is currently restrained by the manifestation, you gain temporary hit points equal to your warlock level.

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

The appearance of the manifestation reflects some aspect of your patron. For example, you could conjure a writhing mass of tentacles, a maze of watery tendrils, the gaping maw of a giant lamprey, a swarm of razor-shelled crustaceans, or some other form entirely.

Call of the Leviathan (Level 14)

At 14th level, you can implore your patron directly for aid. As an action, you can call upon your patron to create a small tear in reality through which it unleashes a measure of its thalassic grandeur. This measure takes the form of one of the following effects of your choice:

The Breach

You and up to five willing creatures you can see within 30 feet of you are transported through your patron's realm. Amid a whirl of water, you and the chosen creatures magically vanish and then reappear up to 10 miles away in a location of your choice which you visited in the last 24 hours, appearing in unoccupied spaces within 30 feet of each other.

The Fury

A spectral barrage strikes up to five creatures you can see within 60 feet of you, and each target must make a Dexterity saving throw against your spell save DC. On a failed save, a target takes 8d8 acid, cold, or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.

Regardless of your choice, once you call upon your patron, you can't do so again until you finish a long rest.

The Logos

Indelible Censure (Level 6)

Starting at 6th level, you can manifest the magical potential of creation to crush the hearts and minds of your enemies. As an action, you utter words of power and create a field of magical energy in a 20-foot-radius sphere centered on a point of your choice that you can see within 60 feet of you. The field lasts for 1 minute or until you are incapacitated, and its area is filled with dim light.

Each creature of your choice within the field when it appears must make a Wisdom saving throw against your spell save DC. On a failed save, the creature's mind is filled with magical incantations for the field's duration, during which time the creature is deafened and cannot speak or cast spells that include a verbal component. If an affected creature ends its turn within the field, the incantations intensify and deal 2d8 psychic or radiant damage (your choice when you create the field) to the creature.

An affected creature that ends its turn outside the field can repeat the Wisdom saving throw, ending the effect on itself on a success.

Once you create this field, you can't do so again until you finish a short or long rest.

Infusion of Eloquence (Level 10)

At 10th level, the words woven into your magic induce ecstasy and dismay in whomever they reach. When you cast a warlock spell that deals damage, you can invoke additional words of power to modify it in the following ways:

  • You change the spell's damage type to psychic or radiant damage (your choice).

  • You gain a bonus to the spell's damage rolls equal to your proficiency bonus.

  • Any creature damaged by the spell is frightened of you or charmed by you (your choice) until the end of its 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.

The True Word (Level 14)

Starting at 14th level, you can exploit negative emotions to bind an enemy's body and mind with but a single utterance. When a creature you can see within 30 feet of you takes damage, misses with an attack roll, or fails an ability check or saving throw, you can use your reaction to speak your patron's name and call forth their power upon that creature. If the creature can hear you, it must make a Charisma saving throw against your spell save DC. On a failure, the creature is paralyzed until the end of its next turn. On a success, the creature is immune to this effect for 24 hours.

Once a creature fails its saving throw against your use of this feature, you can't use it again until you finish a short or 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 infamous vampire Count Strahd von Zarovich.

While you may seek to gain knowledge from your patron's countless lifetimes of experience, it may see you as a piece of a centuries-long plan. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass.

Undying Magic

Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Undying Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)

Undying Arcanum Spells
Spell LevelSpells

6th

magic jar

7th

regenerate

8th

clone

9th

invulnerability

Gift of the Undying

At 1st level, you learn the spare the dying cantrip from your patron. It counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.

In addition, you have advantage on saving throws against disease.

Dread Form

At 1st level, you learn to wreathe yourself in 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, 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 Dread Form 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 face might transform into bat-like features due to your vampire patron.

Touch of the Grave (Level 6)

At 6th level, your patron's powers begin having a profound effect on your body. You no longer need to eat, drink, breathe, or sleep, although you still require rest.

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

Mortal Husk (Level 10)

At 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage, and 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.

In addition, when you are reduced to 0 hit points, you can cause your body to explode, and each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you suffer a level of exhaustion. Once you revive in this way, you can't do so again until you finish a long rest.

Spirit Projection (Level 14)

By 14th level, your body is now simply a vessel for your spirit. 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, and your spirit can remain outside your body for up to 1 hour or until your concentration ends (as if you were 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:

  • You have resistance to bludgeoning, piercing, and slashing damage.

  • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal, somatic, 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 Dread Form, you become immune to necrotic damage, and 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.