SIGNING IN

Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

WIS , CHA

Warlock

Niveau Proficiency Bonus Eigenschappen Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1 + 2 Pact Magic Otherworldly Patron 2 2 1 {@filter 1st|spells|level=1|class=Warlock} 0
2 + 2 Pact Magic Otherworldly Patron 2 3 2 {@filter 1st|spells|level=1|class=Warlock} 2
3 + 2 Pact Magic Otherworldly Patron 2 4 2 {@filter 2nd|spells|level=2|class=Warlock} 2
4 + 2 Pact Magic Otherworldly Patron 3 5 2 {@filter 2nd|spells|level=2|class=Warlock} 2
5 + 3 Pact Magic Otherworldly Patron 3 6 2 {@filter 3rd|spells|level=3|class=Warlock} 3
6 + 3 Pact Magic Otherworldly Patron 3 7 2 {@filter 3rd|spells|level=3|class=Warlock} 3
7 + 3 Pact Magic Otherworldly Patron 3 8 2 {@filter 4th|spells|level=4|class=Warlock} 4
8 + 3 Pact Magic Otherworldly Patron 3 9 2 {@filter 4th|spells|level=4|class=Warlock} 4
9 + 4 Pact Magic Otherworldly Patron 3 10 2 {@filter 5th|spells|level=5|class=Warlock} 5
10 + 4 Pact Magic Otherworldly Patron 4 10 2 {@filter 5th|spells|level=5|class=Warlock} 5
11 + 4 Pact Magic Otherworldly Patron 4 11 3 {@filter 5th|spells|level=5|class=Warlock} 5
12 + 4 Pact Magic Otherworldly Patron 4 11 3 {@filter 5th|spells|level=5|class=Warlock} 6
13 + 5 Pact Magic Otherworldly Patron 4 12 3 {@filter 5th|spells|level=5|class=Warlock} 6
14 + 5 Pact Magic Otherworldly Patron 4 12 3 {@filter 5th|spells|level=5|class=Warlock} 6
15 + 5 Pact Magic Otherworldly Patron 4 13 3 {@filter 5th|spells|level=5|class=Warlock} 7
16 + 5 Pact Magic Otherworldly Patron 4 13 3 {@filter 5th|spells|level=5|class=Warlock} 7
17 + 6 Pact Magic Otherworldly Patron 4 14 4 {@filter 5th|spells|level=5|class=Warlock} 7
18 + 6 Pact Magic Otherworldly Patron 4 14 4 {@filter 5th|spells|level=5|class=Warlock} 8
19 + 6 Pact Magic Otherworldly Patron 4 15 4 {@filter 5th|spells|level=5|class=Warlock} 8
20 + 6 Pact Magic Otherworldly Patron 4 15 4 {@filter 5th|spells|level=5|class=Warlock} 8

Klasse-eigenschappen

Niveau 1

Pact Magic
Otherworldly Patron

Niveau 10

Otherworldly Patron feature

Niveau 11

Mystic Arcanum (6th level)

Niveau 12

Ability Score Improvement

Niveau 13

Mystic Arcanum (7th level)

Niveau 14

Otherworldly Patron feature

Niveau 15

Mystic Arcanum (8th level)

Niveau 16

Ability Score Improvement

Niveau 17

Mystic Arcanum (9th level)

Niveau 19

Ability Score Improvement

Niveau 2

Eldritch Invocations

Niveau 20

Eldritch Master

Niveau 3

Pact Boon

Niveau 4

Ability Score Improvement
Eldritch Versatility

Niveau 6

Otherworldly Patron feature

Niveau 8

Ability Score Improvement

Voortgang Bekende Spreuken

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekende Spreuken 2 3 4 5 6 7 8 9 10 10 11 11 12 12 13 13 14 14 15 15

Caster-voortgang

Caster-voortgang: pact

Cantrip-voortgang

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

Vaardigheden

Armor

light

Weapons

simple

Skills

Startuitrusting

Als alternatief kun je beginnen met: 4d4 × 10|4d4 × 10|Starting Gold

Klasse-eigenschappen

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 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

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.

Otherworldly Patron (Level 1)

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

Eldritch Invocations (Level 2)

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

At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

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

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

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 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 use its reaction to make one attack of its own.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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 perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being 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 Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

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.

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.

Eldritch Versatility (Level 4)

4th-level warlock optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement 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 now, 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.

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.

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.

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.

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.

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.

Multiklassen

Multiklasse-vereisten

{"cha":13}

Verworven Vaardigheden

Armor light
Weapons simple

Subklasses

Subklasse-eigenschappen

Alternate Archfey

Alternate 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.

Extended Spells

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Alternate Archfey Extended Spells
Spell LevelSpells

1st

faerie fire, sleep

2nd

enthrall, phantasmal force

3rd

blink, Catnap

4th

dominate beast, greater invisibility

5th

dominate person, seeming

Fey Presence

When you enter into your Pact at 1st level, your Patron gives you the ability to revel the whimsy and terror of the Fey. As an action, you can force creatures of your choice within 10 feet of you to make a Wisdom saving throw. On a failure, they are charmed or frightened (your choice) of you and cannot target you with opportunity attacks until the end of your next turn.

Once you use this feature to charm or frighten a target, you must finish a short or long rest before you can use it again.

Misty Escape (Level 6)

At 6th level, you learn to escape like the whimsical fey. As a reaction when you take damage, you can turn invisible and teleport to an unoccupied space you can see within 60 feet, where you remain invisible until the start of your next turn, or until you attack a creature or cast a spell.

Once you use this feature, you must finish a short or long rest before you can use it again.

Beguiling Defenses (Level 10)

At 10th level, you gain immunity to the charmed condition.

Moreover, when a creature attempts to charm you, you can force it to make a Wisdom saving throw. On a failed save, it is charmed by your for 1 minute, or until it takes any damage.

Dark Delirium (Level 14)

At 14th level, you can use an action to force a creature within 60 feet that can hear you to make a Wisdom saving throw. On a failure, it believes that it has been transported to the realm of your Archfey Patron, and cannot discern friend from foe for 1 minute. On each turn, it must use its action to make a weapon attack against a random target within its reach.

The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.

Once you use this feature you must finish a long rest before you use it again. When you have no uses left, you can expend a Pact Magic spell slot to use this feature an additional time.

Alternate Great Old One

Psionic Ward (Level 6)

At 6th level, you can use your psionic power to potentially deflect enemy attacks. When a creature that you can see hits you with an attack, you can use your reaction to roll a d4 and add it to your Armor Class against the triggering attack.

Thought Shield (Level 10)

Starting at 10th level, you gain resistance to psychic damage, and you have advantage on any saving throw you make to resist both the charmed and the frightened condition.

Mind Slave (Level 14)

Beginning at 14th level, you can use your action to touch an incapacitated humanoid, causing it to be charmed by you.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. You can issue the creature commands using your telepathy, which it does its best to obey. It will not follow any commands that cause itself immediate harm or death.

The creature remains charmed until a remove curse spell is used on it, the charmed condition is removed, or you use this feature to charm another creature.

Ancient Dragons

Ancient Dragons (Level 1)

You have made a pact with one or more ancient dragons or a dragon god. You wield a measure of their control over the elements and have insight into their deep mysteries. As your power and connection to your patron or patrons grows, you take on more draconic features, even sprouting scales and wings.

Expanded Spell List

The Great Dragons allows you to 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.

Dragon Tongue

Starting at 1st level, you can speak, read, and write Draconic.

Wyrmling Blessing

Also starting at 1st level, your connection to your draconic patron or patrons bestows a blessing upon you. When you finish a long rest, you choose which blessing to accept. You can have only one blessing at a time. The blessing lasts until you finish a long rest.

Aquatic Affinity

You gain a swimming speed equal to your walking speed, and you can breathe underwater. In addition, you can communicate with beasts that can breathe water as if you had cast the speak with animals spell.

Draconic Hunger

When you are below half your hit point maximum and you reduce a hostile creature to 0 hit points, you regain hit points equal to twice your proficiency bonus. This feature can restore you to no more than half of your hit point maximum.

Draconic Sight

You gain darkvision out to a range of 60 feet. If you already have darkvision, this blessing increases its range by 30 feet. In addition, you can use an action to create an invisible sensor within 30 feet of you in a location you can see or in an obvious location within range, such as behind a door or around a corner, for 1 minute. The sensor is an extension of your own senses, allowing you to see and hear through it as if you were in its place, but you are deaf and blind with regard to your own senses while using this sensor. As a bonus action, you can move the sensor anywhere within 30 feet of you. The sensor can move through other creatures and objects as if they were difficult terrain, and if it ends its turn inside an object, it is shunted to the nearest unoccupied space within 30 feet of you. You can use an action to end the sensor early.

A creature that can see the sensor, such as a creature benefiting from see invisibility or truesight, ees a luminous, intangible dragon's eye about the size of your fist.

Elemental Versatility

Choose one of the following when you accept this blessing: acid, cold, fire, lightning, or poison. You can't change the type until you finish a long rest and choose this blessing again. When you deal damage with a spell, you can choose for the spell's damage to be of the chosen type instead of its normal damage type.

Draconic Mien (Level 6)

At 6th level, you begin to take on draconic aspects. When you finish a long rest, choose one of the following types of damage: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type. This resistance lasts until you finish a long rest.

In addition, as an action, you can harness a portion of your patrons' mighty presence, causing a spectral version of your dragon patron's visage to appear over your head. Choose up to three creatures you can see within 30 feet of you. Each target must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed or frightened (your choice) until the end of your next turn. Once you use this action, you can't use it again until you finish a short or a long rest.

Ascended Blessing (Level 10)

At 10th level, your connection to your draconic patron or patrons grows stronger, granting you more powerful blessings. When you finish a long rest, you choose which ascended blessing to accept. While you have an ascended blessing, you receive the benefits of its associated Wyrmling Blessing in addition to any new features of the ascended blessing. You can have only one blessing active at a time. The blessing lasts until you finish a long rest.

Aquatic Command

While this blessing is active, you receive all the benefits of the Aquatic Affinity Wyrmling Blessing. You can cast the control water and dominate beast spells without expending spell slots. When you cast the dominate beast spell, you can target only beasts that can breathe water. You can cast each spell once in this way and regain the ability to do so when you finish a long rest.

Crystallized Hunger

While this blessing is active, you receive all the benefits of the Draconic Hunger Wyrmling Blessing. When you kill a creature, you can crystallize a portion of its essence to create an essence gem. This gem functions as an ioun stone of protection, but it works only for you and has no value. As a bonus action, you can destroy the gem to regain one expended spell slot. You can have only one essence gem at a time. If you create a new essence gem while you already have an essence gem, the previous gem crumbles to dust and is destroyed. Once you create an essence gem, you can't do so again until you finish a long rest.

Draconic Senses

While this blessing is active, you receive all the benefits of the Draconic Sight Wyrmling Blessing. You have blindsight out to a range of 15 feet, and you have advantage on Wisdom (Perception) checks.

Elemental Expertise

While this blessing is active, you receive all the benefits of the Elemental Versatility Wyrmling Blessing. When you cast a spell that deals damage of the chosen type, including a spell you changed using Elemental Versatility, you add your Charisma modifier to one damage roll of the spell. In addition, when a creature within 5 feet of you hits you with an attack, you can use your reaction to deal damage of the chosen type equal to your proficiency bonus to the attacker. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Draconic Manifestation (Level 14)

At 14th level, you can assume the form of a dragon. As an action, you can transform into a dragon with a challenge rating as high as your warlock level divided by 3, rounded down, for 1 minute. This transformation works like the polymorph spell, except you can take only the form of a dragon, and you don't need to maintain concentration to maintain the transformation. While you are in the form of a dragon, you retain your Intelligence, Wisdom, and Charisma scores. For the purpose of this feature, "dragon" refers to any creature with the dragon type, including dragon turtles, drakes, and wyverns. Once you use this feature, you can't use it again until you finish a long rest.

Animal Lords

Animal Lords (Level 1)

While humanoids have vast pantheons and divine figures of every stripe, the animals of the world have much simpler forms of faith. Among each species there is always one paragon that embodies the animal spirit in a humanoid form, the better to speak to others and represent the animals in the fey courts and the Upper Planes. These timeless entities are connected to every animal of the kind they represent, and their primary concerns are for the well-being of these animals and the natural world as a whole.

Your patron is one such animal lord. Animal lords are varied in their motivations and often come into conflict with each other. They each command legions of animal followers and gather information from all of them. Unlike many other patrons, animal lords often have close relationships with those they bind with pacts, some to control, others to guide and advise. You are your animal lord's hand in the affairs of humanoids, and your allies are as numerous as the spiders in the corner or the birds in the sky.

You choose a specific animal lord to be your patron using the Animal Lord table. Each type of animal in the world can potentially have an animal lord. If you want to follow a specific type of animal lord, work with your GM to determine the animal lord's affinity and beast type and where that animal lord fits in the world. For a deeper dive on specific animal lords and for their game statistics, see Creature Codex and Tome of Beasts 2. These books aren't required to choose an animal lord as your patron or to play this class option.

Animal Lords
Animal LordAffinityBeast Type

Bat King

Air

Bats

Brother Ox

Earth

Hooved mammals

Lord of Vultures

Air

Vultures, birds of prey

Mouse King

Earth

Rodents

Queen of Birds

Air

Birds

Queen of Cats

Earth

Felines

Queen of Serpents

Earth

Reptiles

Queen of Scorpions

Earth

Arachnids

Toad King

Water

Amphibians

Expanded Spell List

Animal Lords let you choose from an expanded list of spells when you learn a warlock spell. The Animal Lord Expanded Spells table shows the animal lord spells that are added to the warlock spell list for you, along with the spells associated with your patron's affinity: air, earth, or water.

Natural Blessing

Starting at 1st level, you learn the druidcraft cantrip, and you gain proficiency in the Animal Handling skill.

Animalistic Insight

At 1st level, your patron bestows upon you the ability to discern your foe's flaws to aid in its downfall. You can use an action to analyze one creature you can see within 30 feet of you and impart this information to your companions. You and a number of creatures within 30 feet of you equal to your proficiency bonus each gain one of the following benefits (your choice). This benefit lasts for 1 minute or until the analyzed creature dies.

  • You gain a +1 bonus to attack rolls against the analyzed creature.

  • You gain a +1 bonus to the damage roll when you hit the analyzed creature with an attack.

  • You have advantage on saving throws against the spells and effects of the analyzed creature.

  • When the analyzed creature attacks you, you gain a +1 bonus to Armor Class.

Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 10th level in this class, each +1 bonus increases to +2.

Patron Companion (Level 6)

At 6th level, your patron sends you a beast companion that accompanies you on your adventures and is trained to fight alongside you. The companion acts as the animal lord's eyes and ears, allowing your patron to watch over you, and, at times, advise, warn, or otherwise communicate with you.

Choose a beast that relates to your patron (as shown in the Beast Type column in the Animal Lords table) that has a challenge rating of 1/4 or lower. If you have the Pact of the Chain Pact Boon, this beast becomes your familiar.

Your patron companion is friendly to you and your companions, and you can speak with it as if you shared a language. It obeys your commands and, in combat, it shares your initiative and takes its turn immediately after yours. Your patron companion can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use a bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

If your companion dies, your patron sends a new one to you after 24 hours. If your patron companions die too often, your patron might be reluctant to send a new one or might reprimand you in other ways.

Primal Mastery (Level 10)

At 10th level, you can use your bond to your patron to tap into the innate connection between all animals. At the end of each short or long rest, choose one of the following benefits. The benefit lasts until you finish a short or long rest.

Cat Eyes

You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Chameleonic

You have advantage on Dexterity (Stealth) checks.

Fangs

You grow fangs. The fangs are a natural melee weapon, which you can use to make unarmed strikes. When you hit with your fangs, you can use Charisma instead of Strength for the attack, and your fangs deal piercing damage equal to 1d6 + your Charisma modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath

You can hold your breath for 10 minutes.

Keen Senses

You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Leap

Your jump distance is doubled.

Spry

You have advantage on Dexterity (Acrobatics) checks.

Swift

Your speed increases by 10 feet.

Thick Hide

You gain a +1 bonus to your Armor Class.

Webbed Limbs

You have a swimming speed of 20 feet.

Call the Legions (Level 14)

At 14th level, you can summon a horde of beasts to come to your aid. As an action, you call upon your animal lord, and several beasts of your patron's type appear in unoccupied spaces that you can see within 60 feet of you. This works like a 7th-level conjure animals spell, except you don't need to maintain concentration. Once you use this feature, you can't use it again until you finish a short or long rest.

Changeling Queen

Changeling Queen (Level 1)

Changeling queens are beings of great power, and they will often share this magic within and without their hive to best serve their nefarious interests. Non-changeling warlocks with this patron often sought knowledge of the changeling's mastery of transmutation magic, and were coerced into pacts for their forbidden quest

Patron Spells

Expanded Spell List

The Changeling Queen 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.

Alter Other

At 1st level, your patron shares the secrets of changeling transmutation magic with you. You may use an action to change the form of one willing creature that you can touch. They change visually and tactilely as per the disguise feature of the spell alter self, but their abilities and personality do not change. This effect lasts 8 hours, until you use it again, or spend an action to end the transformation

Visage of Terror (Level 6)

Beginning at 6th level, your patron gives you the ability to unnerve your enemies by transfiguring your face into a twisted and grotesque form. As a bonus action you can cast cause fear without using a spell slot, and your face takes on a frightening form that you choose for 1 minute or until your concentration ends. During this time you can cast cause fear as a bonus action on each of your turns, without expending a spell slot.

Any creature that can see your face is at disadvantage on its saving throw for cause fear unless it averts its eyes, gaining disadvantage on attack rolls against you. Once you use this feature, you must finish a long rest before using it again.

Mind Cocoon (Level 10)

At 10th level, your patron gifts you with the ability to mentally overpower enemies with enchantment magic. When hit by a melee attack, you may use your reaction to forcefully enter their mind. The attacking creature must make a Wisdom saving throw. On a failure, you take no damage from the attack and they are charmed until the end of their next turn. While charmed they act favorably toward you. On a success, you take half damage from the attack. Once you use this feature, you must finish a short or long rest before you can use it again.

Advanced Shapeshifting (Level 14)

Starting at 14th level, you may spend warlock spell slots when using Alter Other, the spell alter self, or racial shapechanging. You may choose as many extra effects as warlock slots you spend.

  • You affect a number of additional targets up to your charisma modifier (minimum one). Additional spell slots may be spent to apply this effect more than once.

  • The size of any number of affected targets increases or decreases by one category, as in enlarge/reduce

  • You alter the appearance of any number of affected targets to a creature type other than equinoid. The targets gain that type in addition to equinoid.

Chaos Wielder

Elemental Chaos Patron (Level 1)

Chaos Wielders choose the Elemental Chaos as their patron, allowing them to tap into the raw forces of chaos and manipulate fate itself. In their temperaments, these warlocks often resemble the force they serve - they are erratic and sometimes even nihilistic, not bound by any standards of laws or social norms. As a result, Chaos Wielders are usually spurned by the rest of society and are considered dangerous in their seemingly incomprehensible motives.

Expanded Spell List

At 1st level, the Elemental Chaos 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:

Chaos Wielder Expanded Spells
Spell LevelSpells

1st

bane, bless

2nd

flaming sphere, spiritual weapon

3rd

blink, call lightning

4th

confusion, polymorph

5th

flame strike, reincarnate

Wild Magic

Starting at 1st level, your spells can have unforeseen consequences. You can choose to apply a Wild Magic Surge effect immediately after you cast the spell. Roll for a random effect on the Wild Magic Surge table on page 104 of the Player's Handbook. You can use this feature a number of times equal to half your warlock levels rounded down, and you regain all expended uses when you finish a long rest.

Flows of Chaos (Level 6)

Starting at 6th level, you can manipulate fate using the power of chaos. When any creature makes an attack roll, ability check, or saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. At 10th level, this dice increases to 1d6, and at 14th level this dice increases to 1d8. 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.

Order in Chaos (Level 10)

Starting at 10th level, you can manipulate the energies of your spells for optimal effect. For any spell that requires a dice roll, you can roll twice and take the desired roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Twisted Fate (Level 14)

Starting at 14th level, you can manipulate your fate and those of others. When any creature makes an attack roll, ability check, or saving throw, you can use your reaction to give advantage or disadvantage to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. 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.

Cosmic Patron

Cosmic Patron (Level 1)

Some warlocks gain their eldritch power from the very cosmos, answering to entities of space, the constellations, planets, and moons. A warlock swearing fealty to a Cosmic patron typically believes they speak to gods, or god-like beings, but these entities are shrouded in mystery, their appearance incomprehensible and horrible, and their divine power is bestowed into the warlock from the stars and galaxies beyond.

Expanded Spell List

The Cosmos 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.

Cosmic Attributes

You take on an otherworldly cosmic appearance or essence. Choose one or more of the attributes listed below, decide your own, or roll randomly to determine how the cosmic powers bestowed into you take form.

1d6

1

Your eyes become pools of inky black with small galaxies floating within them. To look into them is as if floating through the cosmos lost in the void of space.

2

Your touch becomes cold as ice and your skin becomes pale. Some might think you undead or sickly. You appear as if you had died in the cold of space.

3

Your voice has a slight echoing nature to it. As if there is more than one entity speaking through you. Your own voice is most prominent but when listening carefully one can make out a chorus of celestial voices speaking through you.

4

You give off a faint smell of ozone — acrid and sulfuric, as if lightning had just struck nearby. It seems unnatural and otherworldly.

5

You develop a third eye in the middle of your forehead that is unblinking, and seems to pierce into people's minds as it stares upon them.

6

Your veins glow with a soft radiant light, giving you the appearance of a walking constellation of stars and cosmic energy.

Shooting Stars

Beginning at first level, you learn the eldritch blast cantrip if you don't know it already. It doesn't count against the number of warlock cantrips you know. When you cast eldritch blast, you can have it deal radiant damage instead of force damage.

Cosmic Guidance

You can speak, read, and write Celestial and Deep Speech. In addition, you learn the guidance cantrip. It doesn't count against the number of warlock cantrips you know. Additionally, you may cast the spell augury once without expending a spell slot. You can't do so again until you finish a long rest.

Orbit (Level 6)

Once per turn when you miss a creature with eldritch blast, the beam returns to you as an orbiting comet around your head. While you have an orbiting comet, you can absorb its energy to do the following:

  • Cosmic Power. Once on your turn when you cast eldritch blast, you can consume one orbiting comet to fire an additional beam.

  • Interception. You can use your reaction to intercept a melee or ranged attack, gaining resistance to the damage from that attack.

  • Lightspeed. As a bonus action, you can consume a comet to teleport 30 feet to an unoccupied space you can see.

You can have a maximum number of orbiting comets equal to your proficiency bonus. As long as you have comets, you glow with bright light out to 20 feet, and dim light for an additional 10 feet. The comets last until you finish a short or long rest, or until you dismiss them (no action required).

Meteoric Impact (Level 10)

Once per turn when you hit a creature with eldritch blast, you can cause the beam to explode. Each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 3d6 fire damage.

The damage increases to 4d6 damage at 14th level, and to 5d6 damage at 17th level.

Supernova (Level 14)

Charged by the energy of the stars, you gain additional benefits from the otherworldly entities lurking in the deep void of space.

  • When you cast eldritch blast, you can fire one additional beam.

  • Whenever you score a critical hit with eldritch blast, you can use your Meteoric Impact feature an additional time that turn.

Creature of Limbo

Creature of Limbo (Level 1)

A warlock who enters a pact with a creature from Limbo gains considerable power—but like the plane itself, this power can be unpredictable and unstable, requiring a firm hand to tame its chaos.

Alternative Familiar: Slaad Tadpole

If you have a slaad or Slaad Lord as your otherworldly patron and take the Pact of the Chain feature, your familiar can take on the form of a slaad tadpole. The slaad tadpole does not mature into a full-grown slaad, as it only mimics this form.

Expanded Spell List

The patron of Limbo provides additional spells that can be acquired when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Indiscriminate Talent

Starting at 1st level whenever you finish a short or long rest, roll a d8 and consult the table below, gaining temporary proficiency in the skill corresponding to the result. If you are already proficient in the resulting skill (including from this feature), reroll until your result matches a skill proficiency you do not currently possess.

Roll the d8 again, consulting the table below and gaining temporary proficiency with a tool or other equipment that corresponds to the result. Follow the same guidelines for rerolling existing proficiencies as listed above.

d8SkillTool

1

Acorbatics

Calligrapher's Supplies

2

Athletics

Carpenter's Tools

3

Animal Handling

Cook's Utensils

4

History

Herbalism Kit

5

Insight

Instrument of choice

6

Medicine

Jeweler's Tools

7

Religion

Tinker's Tools

8

Sleight of Hand

Vehicles (land or water)

When you gain this skill and tool proficiency, you remain proficient with both until you finish your next short or long rest, at which time you roll to determine new proficiencies.

Random Teleportation (Level 6)

Starting at 6th level, you can use your action to teleport up to 30 feet toward an intersection of four spaces that you can see see. When you do so, you designate each space adjacent to the target point with number 1-4, rolling a d4 and appearing in that space. Each creature within 5 feet of the space where you appear takes force damage equal to your warlock level. If you appear in a space occupied by a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy; both you and the object or creature take force damage equal to your warlock level. The damage to you cannot be resisted or reduced in any way.

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

Action, Reaction (Level 10)

Starting at 10th level, you can use a bonus action on each of your turns to roll a d8 and record the result. The next weapon or spell attack you make before the end of your turn is both strengthened and weakened; before you make the attack roll, you designate whether your d8 result is added or subtracted from your attack roll's result. If you subtract your d8 result from your attack roll, the same result is added as force damage if the attack still hits; if you add your d8 result to the attack roll, this same amount is subtracted from the attack's damage, to a minimum of 0.

Chaotic Element (Level 14)

Starting at 14th level you can use your reaction to roll a d6 when you take acid, cold, fire, lightning, or thunder damage. On a result of 1, you have immunity to the damage; on a result of 2-4, you have resistance to the damage; on a 5, there is no effect; on a 6, you are vulnerable to the damage. The resulting effect only applies to the source of damage that triggered the reaction.

When you use this feature, you can choose to reroll the d6 once and use the new result. When you reroll the d6 for this feature, you must finish a short or long rest before you can do so again.

Death's Mistress Otherworldly Patron

Death's Mistress (Level 1)

Death's Mistress was once a mortal sorceress, who swayed the lord of the underworld after her demise. She now watches over the mortal realm anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As queen of the Shadowfell, she rules over a decayed, dark reflection of the world.

Pact of Death's Mistress Spells

Murder of Ravens

Starting when you devote yourself to this patron at 1st level, you learn to summon ravens from the Shadowfell to deliver the souls of the dead.

Whenever a humanoid within 30 feet of you is reduced to 0 hit points and dies, you can use your reaction to summon a raven spirit in the square the creature occupied prior to its death. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. A raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

If you have a raven spirit previously summoned, and you summon another, the ravens flock together, and attempt to occupy the same space at all times. If you have 5 or more ravens flocking together in this way, you may permanently band the flock together as a swarm. The flock of ravens assumes the form and game statistics of a a swarm of ravens. The maximum number of raven spirits you can maintain at once is equal to half your warlock level.

In combat, the ravens and swarms move and act as a group and take their turn immediately after your turn. You control how the group acts.

If a raven is slain by a creature, or a swarm is damaged by a creature you gain advantage on all attack rolls against the creature until the end of your next turn.

At the end of a short or long rest, you can call all the ravens back to you—no matter where they are—and they reappear within 5 feet of you. At the end of a long rest, you may spend one spell slot to summon a number of ravens up to half your warlock level, but not exceeding the maximum.

Unceasing Servitude (Level 6)

At 6th level, your patron eases your mortal affairs by taking your soul to the Shadowfell. You no longer need food or water. You also don't require sleep and can rest while remaining alert and performing light tasks. You must spend 8 hours resting in this way to gain the benefits of a long rest. In addition, magic can't put you to sleep.

Shield of the Shadowfell (Level 10)

At 10th level, the Mistress grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Right Hand of Death (Level 14)

Starting at 14th level, your patron bestows upon you the ability to channel the Shadowfell's power to slay your enemies and bind their spirits to you. You can cast finger of death. After you cast the spell with this feature, you can't do so again until you finish a long rest.

Dragon

The Dragon (Level 1)

You've made a pact with a mighty dragon, who has bestowed you with a fraction of its terrifying power. The details of the arrangement varies widely - a metallic dragon may have made the pact to create a force of good or save a life, a chromatic dragon may have made their pact with you in exchange for service... or part of some manipulative plan that the minds of lesser mortals would struggle to comprehend.

Most often these bonds are granted by ancient dragons steeped in immense power and knowledge, but sometimes partnerships of the lesser mortals and younger dragons have been recorded in more unique cases.

Dragon Expanded Spells

The Dragon 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.

Draconic Blast

Beginning at 1st level, you gain the ability to unleash blasts of primal draconic energy from your hand or mouth. As an action, you can unleash this power in a 15 foot cone or a 30 foot long, 5 foot wide line. Invocations that apply to Eldritch Blast also apply to Draconic Blast, though Eldritch Spear has a special interaction making it a 30 foot cone or 60 foot long, 5 foot wide line.

When you gain this feature, select one damage type of acid, cold, fire, lightning, or poison. Creatures in the area of effect must make a Dexterity saving throw, or take 1d8 elemental damage of the selected type. This feature's damage increases by 1d8 when you reach 5th level in Warlock (2d8), 11th level (3d8), and 17th level (4d8).

When you use this ability, you can expend a pact magic spell slot to empower the draconic blast, dealing 1d8 additional damage per level of the pact magic slot expended. When empowered, it deals half damage even against creatures that pass their saving throw against it.

Draconic Blast

  • Typically the damage type of dragon blast matches the color of your dragon patron, but if it does or not is between you and your patron.

  • Draconic Blast is not a spell, though it typically behaves similar to one.

  • Agonizing Blast and other Invocations apply to Dragon Blast, but only once (as it does not fire multiple beams).

Changelog 1.0.1: Draconic Blast damage reduced to 1d8 (from 1d10).

Elemental Devastation (Level 6)

At 6th level, when you deal the elemental damage type you selected as part of Dragon blast to a creature, you can inflict an additional elemental ailment based on the elemental type. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.

  • Acid. You can erode the creature's defenses, giving the next attack roll against them advantage.

  • Cold. You can freeze them, forcing them to make a Strength saving throw. On failure, they are restrained until the start of your next turn.

  • Fire. You can ignite them, causing them to 1d6 fire damage at the start of each of their turns, until a creature spends an action to douse the flames.

  • Lightning. You can shock them, forcing them to make a Constitution saving throw. On failure they are stunned until the start of their next turn.

  • Poison. You can poison them, forcing them to make a Constitution saving throw. On failure, they are poisoned for 1 minute. They can repeat their saving throw at the end of each of their turns.

Hoard Builder (Level 10)

Starting at 10th level, when you take a long rest, at the end of the long rest you gain 1 temporary hit points for each 100 gold pieces in your possession, up to a maximum of your Warlock level.

Elemental Resistance (Level 10)

Additionally at 10th level, you gain resistance to the damage type selected for your Draconic Blast.

Dragon Form (Level 14)

Starting at 14th level, as an action you can take a form reminiscent of your patron, becoming a dragon for 1 minute. You grow mighty horns, thick scales, wings, wicked claws, fangs, and a lashing tail. Any creatures of your choice within 30 feet that witnesses the transformation must make a Wisdom saving throw against your spell save DC, or become frightened until the start of your next turn. While in this form, you gain the following benefits:

  • You are a large sized creature. Any gear you cannot use as a large draconic creature merges with your form and is unavailable until the transformation ends.

  • Your Strength becomes equal to your Charisma.

  • Your scales provide a base AC of 17. You do not add your Dexterity modifier to this.

  • Your horns, fangs, and a tail that serve as natural weapons that deal 1d10 piercing damage on hit. You also grow claws that deal 1d6 slashing damage on hit. If you attack with any natural weapon, you can attack with your claws as a bonus action.

  • The damage of your Draconic Blasts increases by 1 die, and it's range is doubled.

  • You have a flying speed of 40 feet per turn.

  • You gain immunity to the damage type selected for your Dragon Blast.

Once you have used this ability, you may not use it again until you complete a long rest.

Dragon Patron

Great Wyrm Patron (Level 1)

Warlocks who venerate a Great Wyrm are bestowed with powers that emulate those of their draconic patrons. Their patrons share their blood with these warlocks, slowly transforming their physical forms as they gain draconic features like claws and even wings, as well as the senses and frightful presence of their mighty master.

Expanded Spell List

At 1st level, your Great Wyrm patron 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:

Dragon's Tongue

Starting at 1st level, you can speak, read, and write Draconic. Additionally, whenever you make a Charisma ability check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Dragon's Claws

Starting at 1st level, your hands become clawlike that you can use to make attacks. The claws have a reach of 5 feet, can be used as an unarmed strike, and deal 1d6 + Strength modifier slashing damage on a hit.

Dragon Ancestry (Level 6)

Starting at 6th level, you become dragonlike in your nature. You gain the Draconic Ancestry, and associated Breath Weapon and Damage Resistance traits of the Dragonborn race.

Dragon's Senses (Level 10)

Starting at 10th level, you gain blindsight 30 ft. Additionally, you sense the presence of any treasure worth over 100 gold pieces within 120 feet of you. This ability merely reveals that treasure is present. You don't learn the location of the treasure, but you do learn its general value. This ability can't locate treasure if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Dragon Wings (Level 14)

Starting at 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a fly speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Frightful Presence (Level 14)

Additionally at 14th level, you can channel the dread presence of your dragon ancestor, causing those around you to become frightened. As an action, you can draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw against your spell save DC or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. Once you use this feature, you can't use it again until you finish a short or long rest.

Eldritch Blast Patron

Eldritch Blast (Level 1)

Some Warlocks make pacts with ancient gods, others with fiendish devils, or even just a plain old talking sword. But not you, no uou choose to make a pact with the crackling energy that forms the Eldritch Blast spell itself. Is it a god, some primordial power, or just an idea? Who knows? Regardless of your reason for such a bizzare pact, you've gained an unparalleled mastery and understanding of the Eldritch Blast spell.

Eldritch Blaster

Starting at 1st level, your prowess with Eldritch Blast spell is greatly enhanced. You gain the following benefits:

  • Whenever you cast Eldritch Blast as your action you can cast it again as your bonus action.

  • When you cast Eldritch Blast, you can choose to take a -5 penalty to the attack roll. If that spell hits, you add +10 to the spell's damage.

Pact Boon Option: Pact of the Blast

When you select a pact boon at 3rd level, you may instead select the following option:

Pact of the Blast

Once per turn when you cast the Eldritch Blast spell you may choose one of the following options to modify the spell.

Precision Shot

You increase the damage dice of your Eldritch Blast to a d12 but all beams created by the spell must target the same creature.

Burst Shot

You can reduce the damage dice of your Eldritch Blast to a d6 to double the number of beams the spell creates.

Elemental Shot

You may change the type of damage done by your Eldritch Blast to a type of your choosing.

Eldritch Deflection (Level 6)

Starting at 6th level, you can use your reaction to cast Eldritch Blast in an attempt to deflect a weapon when you are hit by a melee attack. When you do so, the damage yo utake from the attack is reduced by the damage from your Eldritch Blast.

If you reduce the damage to 0, you disarm the target, forcing it to drop the weapon used in the attack.

Eldritch Bombardment (Level 10)

Starting at 10th level, you can spend 1 spell slot to unleash a barrage of Eldritch Blasts at a point you can see within the range of your Eldritch Blast. Each creature in a 60-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. A creature takes 10d10 force damage on a failed save and half as much damage on a successful one.

The damage increases by 1d10 for each Warlock level you have above 10.

Eldritch Cloak (Level 14)

Starting at 14th level, you can spend 2 spell slots to enhance your body with a cloak of crackling energy. You gain the following benefits for 1 minute.

  • When you use an action to cast Eldritch Blast you can immediately cast it again as part of the same action.

  • Whenever you take damage you may roll a number of d10 equal to the number of beams created by your Eldritch Blast and reduce the damage by the result.

  • Your movement speed is equal to the range of your Eldritch Blast

Eldritch Champion

Eldritch Champion (Level 1)

Eldritch Champion power comes from a pact you've made with an otherwordly powerful warrior. It might be from a powerful Knights of the Past, or your power comes from a powerful Demon General from The Abyss or Nine Hells, or you gain your power through a deal with a powerful celestial that need a champion to do some biddings. As their champion, you're bestowed with a power that will help you carry on your task and bidding for that being. When you gain the power of an Eldritch Champion, you're granted with a martial prowess that'll aid you in a battle comes, along with the power to help you strike down your foes, or protect you from upcoming harm, the power that ensure you will finish your task for your patron.

Extended Spell List

The Eldritch Champion 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.

Soulbound Weapon

The influence of your patron also allows you to mystically channel your will through a particular weapon. At 1st level, whenever you finish a long rest, you can touch one melee weapon, that weapon become your Soulbond Weapon until you choose a new weapon at the end of another long rest. You become proficient with that weapon. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity for the attack and damage rolls. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature.

Patron's Favor

Your patron bless and enhance your physical body with skill necessary to carry out its task. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

You become proficient with both Athletics and Acrobatics skill if you aren't already. Whenever you're subjected with those checks, you can use your Charisma modifier instead of Strength or Dexterity for those checks. You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a short rest or long rest.

Pact Armor (Level 6)

Your patron power allow you to extend your bond with any armor and shield you deemed suitable to help you on your goals. Starting at 6th level, you can transform one armor and/or one shield into your pact armor by performing a special ritual while you hold the armor and/or shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor and the shield, shunting it into an extradimensional space. You can instantly don or dismiss the armor and/or the shield using your action. Both of them ceases being your pact armor if you die, if you perform the 1-hour ritual on a different armor or shield, or if you use a 1-hour ritual to break your bond to it. The armor and/or the shield appears at your feet if it is in the extradimensional space when the bond breaks.

You become proficient with your pact armor and/or shield. You can use the shield as your warlock spellcasting focus and you can perform the somatic components of spells even when you have weapon and your shield from your Pact Armor in both hands. You can substitute and use your Charisma instead of Strength for the prerequisite of your pact armor if it have any. If you take Pact of the Blade option, you can manifest or dismiss both of your pact weapon and pact armor at a same time as part of same action.

Unwavering Barrier (Level 10)

You have power to create a magical barrier which protect you from harm. Starting at 10th level, whenever a creature attempt to hits you with an attack or force you to make a saving throw, you can use your reaction to grant bonus to your AC or saving throw (your choice) equals to your Charisma modifier. The bonus will last until the start of your next turn.

After you use this feature, you cannot use it again until you finish a short or a long rest, or after you cast a spell using your warlock spell slot.

Gish Transformation (Level 14)

At 14th level, you can use your bonus action to tap into the great power of your patron. Greatly enhancing both of your martial prowess and magical power, and enhance your ability to combine both of them. For 1 minute, or until you're incapacitated you will gain this benefit:

  • Your weapon attacks or warlock spell attacks deals an additional 1d8 force damage to the target on hit.

  • If you use your action to cast a spell or a cantrip, you can make one weapon attack as a bonus action.

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.

After you use this feature, you cannot use it again until you finish a long rest. You also regain the use of this feature after you cast a spell from your Mystic Arcanum feature.

Fandom

Fandom (Level 1)

A fandom is a capricious force, a collection of people with whom you have a connection. Perhaps you were an entertaining jokester, a serious force of personality, or a hateable asshole. Regardless, you have become the center of attention. If deities gain their power through worship, then you gain yours through viewership.

Whether through ritual or pact, you forged this connection, and now your fate is intertwined with your audience. Of course, fandoms are a fickle force, and are quick to abandon those that fail to fascinate them. So, be a rowdy game streamer, a flirtatious hottie, a righteous reporter, a director of Internet drama.

Be anything, except boring.

Expanded Spell List

The Fandom 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.

Always Online

Starting at 1st level, you gain the benefits of having a sense- log augment installed without requiring surgery or counting against your total number of augments installed. The data you record can be magically uploaded in real-time to the internet and broadcasted online to viewers on your streaming platform of choice.

Additionally, you learn the vicious mockery cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

Fandom's Favor

At 1st level, you can attempt to sway your fickle fandom into granting you aid. As a bonus action, you can choose a Favor from the Fandom's Favor table. Make a Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check against the Favor's DC. On a successful check, the effects of that Favor occur.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Fandom's Favor
FavorDCEffect

Cheer

10

You gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Chat

12

You instantly cast the augury spell without material components.

Troll

15

You instantly cast the hex spell at 1st level without material components, and without expending a spell slot, on a creature within 90 feet of you. If the target drops to 0 hit points, the spell ends.

Dox

18

Choose a creature within 60 feet of you. You learn the creature's damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

Boost

20

One creature you can see other than yourself within 60 feet of you gains advantage on its attacks until the end of its next turn.

Donate

22

You magically create a nonliving object you've seen before in an empty space within 5 feet of you. The object can be no larger than a 1-foot cube and its credit value can't be worth more than 3,000 times your warlock level. The DM decides if a specific item can be created in this manner, and its value. It vanishes after 1 hour.

Subscribe

25

You regain an expended spell slot from your Pact Magic feature. Once you regain a spell slot with this effect, you must finish a long rest before you can do so again.

Larger than Life (Level 6)

At 6th level, you can exaggerate or accentuate your personality while surrendering your dignity or sanity. When you make a Charisma ability check you can choose to roll an additional d20 after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the ability check, and you take psychic damage equal to half your warlock level. Once you use this feature, you must finish a short or long rest before you can use it again.

Marathoner (Level 10)

At 10th level, you can ignore the effects of the exhaustion condition until you suffer level 6 exhaustion. At level 6 exhaustion, you die.

Additionally, you gain proficiency in Constitution saving throws.

Cult of Personality (Level 14)

At 14th level, you can harness the unpredictable and dangerous passion your fandom has for you into a physical manifestation. As an action, you summon a Swarm of Fandom in an unoccupied space you can see within 60 feet of you. It is a swarm of tiny celestial, fey, or fiend creatures (your choice). The swarm disappears when it drops to 0 hit points, or after 1 minute.

Roll initiative for the swarm, which has its own turns. When you summon it and on each of your turns thereafter until your concentration ends (as if you were concentrating on a spell), you can issue a verbal command to it as a bonus action, telling it what it must do on its next turn. If you issue no command, it spends its turn pursuing and attacking the nearest creature that has damaged it.

If you lose concentration, your control of the swarm ends for the rest of the duration, and the swarm spends its turns pursuing and attacking the nearest creatures to the best of its ability. As an action, you can dismiss the swarm, causing it to disappear. Once you use this feature, you must finish a long rest before you can use it again.

Fiend Skin

The Skin (Level 1)

You have made a pact with a Fiend from the depths of hell, whose skin you have bonded to your own, affording you a hideous appearance and wicked arcane power. To do this you performed and survived the blasphemous Ritual of Bonding, a foul rite that agonizingly kills most that undertake it. You now wear the essence of a fiend as a second skin, bonded inseparably in body and soul to a beast of hell.

Expanded Spell List

The Skin 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.

Wear Fiend

Beginning when you make this pact at first level, you wear the skin of a fiend as your own. This fiendish skin is for all intents and purposes your own. The skin is unnaturally tough, and your armor class equals 12 + your Dexterity modifier.

Hideous Appearance

At 1st level, your appearance is hideous to behold. You may add double your proficiency bonus to Intimidation checks, but you have disadvantage on Persuasion checks.

Fiendish Hide (Level 6)

At 6th level, when you are struck with a blow, your fiend skin can toughen and become like armor. When a creature attacks you, you can as a reaction temporarily increase your armor class by 3, to a maximum of 20, and you have resistance against bludgeoning, piercing, and slashing damage until the beginning of your next turn. You must finish a short or long rest before using this feature again.

Skin Adaptation (Level 10)

At 10th level, your fiend skin has become thicker. You gain resistance to fire damage and cold damage.

Fell Blooded (Level 14)

By 14th level, you fiend skin has begun to intertwine with your blood, closing your wounds as soon as they open. At the beginning of your turn, if you have taken damage since the end of your last turn, you regain hit points equal to your proficiency bonus, to a maximum of the damage you took.

Flesh Patron

Flesh Patron (Level 1)

A Warlock of the Flesh has made a pact with an entity so alien and unknown that its mere existence is enough to cause madness in most people. These warlocks have allowed an alien entity to inhabit their bodies, answering to some ancient and eldritch thing from beyond comprehension. This entity creates a symbiotic relationship with the host, granting them powers while reshaping and twisting their form.

Expanded Spell List

The Flesh 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.

Unarmored Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Reshape Flesh

As an action, you can take on a reshaped form, which lasts until you become incapacitated, use an action to change back, or use this feature again. When you do, choose from one of the reshaped forms below:

  • Inverse Kneecaps. Your legs become more powerful, and your knees now bend the opposite direction. While in this form, you increase your walking speed by 10 feet, and you can double your long and high jump distance.

  • Aquatic Attributes. You grow gills and your skin becomes slimy, the flesh between your fingers and toes becomes webbed. While in this form, you can breathe underwater, and gain a swimming speed equal to your walking speed.

  • Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. You can use your Charisma modifier for attack and damage rolls. The damage of your unarmed strikes increases as you gain levels in this class: 2d6 damage beginning at 10th level, and 3d6 damage at 14th level.

Body Modification (Level 6)

When you choose your reshaped form, you can choose any two options available to you.

You gain the following additional options when you take on a reshaped form:

  • Gelatin Bones. Your skin looks loose and saggy as you struggle to maintain your structure. You can now fit into spaces as small as one inch in diameter and gain advantage on Stealth checks.

  • Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You can't appear as a creature of a different size than you, and your basic shape stays the same. For example, if you're bipedal, you can't use this spell to become quadrupedal.

  • Combat Instincts. You can attack twice, instead of once, when you take the Attack action on your turn. In addition, your natural weapons and unarmed strikes are considered magical for the purposes of overcoming resistance to bludgeoning, piercing, and slashing damage.

  • Spider Claws. Your hands and feet grow strange mucus-slicked insectoid features that allow you to climb surfaces. You gain a climb speed equal to your walk speed and can stick to ceilings as well without needing to make an ability check.

Physiological Mastery (Level 10)

You gain the following additional options when you take on a reshaped form:

  • Aerial Adaptation. Feathered or batlike wings rip out of your back, you gain a flying speed equal to your walking speed.

  • Toxic Fumes. A cloud of noxious gas seeps from your pores, you appear sickly, and green slime oozes from your pores. You have disadvantage on Charisma checks while in this form, but any creature that starts its turn within 10 feet of you takes 2d6 poison damage and has disadvantage on attack rolls against you.

  • Hardened Skin. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Unfathomable Horror (Level 14)

You can choose any three available options when you transform using your Reshape Flesh feature. Additionally, you are immune to any spell or effect that would alter your form against your will.

Guardian of Rebirth

Guardian of Rebirth (Level 1)

Your patron needs you just as much as you need them. The phoenix chick saved you and you saved them. In exchange for the love, affection, and succor that you give the phoenix, it imparts you with what powers it can spare. As it grows up and recovers its might, the power it offers grows in strength and size as well. The phoenix may make difficult requests of you, but it is not actively antagonistic in the same way that the Fiend or the Archfiend may be.

Creating your Patron

Just a few cosmetic things to think about when imagining your patron.

Enflamed: Are phoenixes fully enwreathed in flame upon hatching; does it happen as they age, or perhaps all at once marking its new stage? Discuss this with your DM.

Hatchling Quirks

The following quirks are unique to Phoenix Chick Patrons.

Roll 1d6Phoenix Hatchling Quirks

1

The phoenix's flames grow in strength as the sun reaches its zenith and weaken as the sun sets. At night, the phoenix gets quite chilly and loves to snuggle up with its warlock or another ally to stay warm.

2

The phoenix enjoys swimming in boiling water or soups. During meal time it happily floats around in the stewpot and gets huffy if it is taken out. It will spend the rest of the night sulking in the campfire.

3

The phoenix refuses to eat uncooked foods. Any bugs that it catches are first char-broiled before they are eaten. Particularly finicky phoenix chicks will attempt to steal spices, such as hot peppers, to flavor their meal.

4

The phoenix is plumper than most phoenix chicks. It loves flying and attempts to jump off of things with great frequency, experiencing mixed results. It remains plump for the rest of its life but becomes an exceptionally strong flier.

5

The phoenix is incredibly anxious at all times. It panics during rainstorms and sticks close to the warlock, preferring to hide in their clothes.

6

The phoenix thinks that its warlock is somewhat weak. It will occasionally attract trouble in order to "test and strengthen" its warlock.

Expanded Spell List

The Phoenix Chick 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.

Phoelarch Body

Starting at 1st level, your connection to the phoenix chick is formed but is very weak. Your skin is tinged with red and your hair shimmers like flame when you cast spells. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, you gain resistance to fire damage.

Shared Health

Also at 1st level, your life and the life of the phoenix chick become intertwined. You and the phoenix chick share hit points. Any damage that the phoenix chick would take is instead taken by the warlock. If you and the phoenix chick are both caught in an area of effect, you do not take damage twice. If you die, the phoenix chick eventually dies as well, unless it finds a new, willing warlock within one month.

Playful Flame (Level 6)

Upon reaching 6th level, the playtime shared between you and the phoenix chick develops a special, tangible power. If you and up to five friendly creatures spend at least 10 minutes during a short or long rest playing with the phoenix chick, each creature gains temporary hit points equal to half your warlock level + your Charisma modifier.

On Burning Wings (Level 10)

At 10th level, you gain the ability to sprout wings of flame. As a bonus action, you gain a 40-foot fly speed for a number of minutes equal to your levels in this class. You can end this effect at any time without using an action. While active, you must spend your fly time in one minute increments. You regain all of your used flying time after finishing a long rest.

Rebirth (Level 14)

After you reach 14th level, when you make a death saving throw at the start of your turn, you can instead burst into radiant flames. You regain hit points equal to your levels in this class + your Charisma modifier, and then stand up if you so choose. Each creature of your choice that is within 30 feet of you takes 3d10 fire damage and 3d10 radiant damage. Once you use this feature, you cannot use it again until you complete a short or long rest.

Guardian of Sunset

Guardian of Sunset (Level 1)

Guardians of the divine and untenable, couatls are a delicate, yet fastidious species that, thanks to their celestial nature, quite literally embody goodness. Breeding rarely, young couatls, known as couatl neonates, are often in great danger as the auspices of their birth usually mean at least one of their parents is in mortal danger. In cases where both parents perish before the egg hatches, these highly intelligent creatures will seek out an individual to broker a deal with. Their terms are fair and their preferences picky. Warlocks of couatl neonates find that they value fastidiousness, are disappointed when their warlocks lie or withhold information, and seek to find their purpose in life.

Creating your Patron

Just a few cosmetic things to think about when imagining your patron.

Scales: The color of the couatl's scales tells you much about its origins.

Sounds Couatl: Unlike snakes, couatl are capable of eventually mimicking speech from any culture. Though while young, they tend to hiss, chirp, and occasionally make some sort of clicking noise.

Couatl patron Quirks

The following quirks are unique to Couatl Snakelet Patrons.

Roll 1d6Couatl Neonate Quirks

1

The couatl's wings are slightly too small. Because of this, they have trouble flying and prefer to cling tightly to their warlock.

2

The couatl really, really dislikes when their warlock or their allies lie. It gently nips at a lying character in frustration any time they attempt to deceive someone.

3

The couatl's scales are a tarnished or dull color. It's self-conscious about that. Each time it sheds, it seems very excited that this might be the time they will get vibrant scales.

4

The couatl sneaks away at night to find gifts for its warlock or their allies. In the wild, it finds neat objects. While within the confines of civilization, it takes a few gold coins, pinches objects it wants, and leaves the coin. It usually overpays for what it takes in the extreme.

5

The couatl often stares off at things that aren't there. When the warlock gains truesight, they can see what the couatl is looking at.

6

The couatl loves spending time in water. It frequently tries to slither into waterskins, mugs, lakes, and baths to go for a swim, even at inconvenient times.

Expanded Spell List

The Couatl Neonate 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.

Blessed Body

Starting at 1st level, your connection to the couatl neonate has formed but is very weak. You gain small, iridescent scales in patches on your body and your hair takes on an ethereal sheen. You also gain resistance to psychic and radiant damage.

Additionally, you can speak Celestial.

Shared Health

Also at 1st level, your life and the life of the couatl snakelet become intertwined. You and the couatl neonate share hit points. Any damage that the couatl neonate would take is instead taken by the warlock. If you and the couatl neonate are both caught in an area of effect, you do not take damage twice. If you die, the couatl neonatedies as well, unless it finds a new, willing warlock within one month.

Playful Link (Level 6)

Upon reaching 6th level, the playtime shared between you and the couatl neonate develops a special, tangible power. If you and up to five friendly creatures spend at least 10 minutes during a short or long rest playing with the couatl neonate, you all become psychically linked. For the next four hours, you and each creature who shares this psychic link can communicate telepathically with one another while within 120 feet of each other.

Shielded Bond (Level 10)

At 10th level, while you and the couatl neonate are within 100 feet of each other, you are both immune to scrying and to any effects that would sense your emotions, read your thoughts, or detect your locations.

Eyes of the Divine (Level 14)

When you reach 14th level, you gain the ability to bestow yourself with your companion's eyes. As a bonus action, you can grant yourself a facsimile of couatl eyes. You gain truesight out to a range of 60 feet for one hour. Once you use this feature, you cannot use it again until you complete a short or long rest.

Guardian of the Deep Scale

Guardian of the Deep Scale (Level 1)

Just moments after emerging from its thick, plated egg, a dragon turtle is already the size of a large dog. Dragon Turtles are methodical patrons that urge caution and slow progress over quick bursts of frantic energy. These greedy creatures often "demand" a portion of their warlock's shiniest treasures in exchange for their continued service, often withholding the fact that the power given cannot be taken away.

Creating your Patron

Just a few cosmetic things to think about when imagining your patron.

Turtles Shell: Is the shell smooth, rough, or some pattern that rises from the shell?

Dragon Turtlette patron quirks

The following quirks are unique to Dragon Turtle patrons.

Roll 1d6Dragon Turtle Quirks

1

The edges of the dragon turtle's shell are particularly sharp. It attempts to dull these edges by rubbing up against hard objects like walls, stones, trees, or unequipped suits of armor.

2

The dragon turtle is uncharacteristically afraid of deep, dark water. It takes a great deal of reassurance to coax it into swimming in water it cannot see the bottom of.

3

The dragon turtle enjoys playing pranks in cahoots with its caretaker. Its favorite prank is to sneak behind an upright creature while the warlock gives them a push backward. The dragon turtle does not realize that pranks such as that might actually hurt its friends.

4

The dragon turtle gently hums at night. As it ages, the song becomes deeper and bassier, not unlike a melodic whale song.

5

The dragon turtle salivates at the smell of cooking meat. It greatly prefers either the meat of landborne creatures or seaborne creatures over any alternative.

6

The dragon turtle enjoys stomping around in the mornings to stretch its legs and fins. It allows other creatures to participate in this activity, provided they agree to follow the dragon turtle's movements.

Expanded Spell List

The Phoenix Chick 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.

Shared Health

Also at 1st level, your life and the life of the dragon turtle become intertwined. You and the dragon turtle share hit points. Any damage that the dragon turtlette would take is instead taken by the warlock. If you and the dragon turtle are both caught in an area of effect, you do not take damage twice. If you die, the dragon turtle dies as well unless it finds a new, willing warlock within one month.

Shared Health

Also at 1st level, your life and the life of the dragon turtle become intertwined. You and the dragon turtle share hit points. Any damage that the dragon turtlette would take is instead taken by the warlock. If you and the dragon turtle are both caught in an area of effect, you do not take damage twice. If you die, the dragon turtle dies as well unless it finds a new, willing warlock within one month.

Defensive play (Level 6)

Upon reaching 6th level, the playtime shared between you and the dragon turtle develops a special, tangible power. If you and up to five friendly creatures spend at least 10 minutes during a short or long rest playing with the dragon turtle you can choose between bludgeoning, piercing, or slashing damage. You and the creatures who played with the dragon turtle gain resistance to the chosen damage type for the next two hours.

Steam Breath (Level 10)

At 10th level, you gain the ability to breath a 30-foot cone of scalding steam as an action. Each creature in that area must make a Constitution saving throw against your Warlock spell save DC. Creatures take 5d10 fire damage on a failed save, or half as much on a successful one. Being underwater doesn't grant resistance against this damage.

Eternal Form (Level 14)

When you reach 14th level, you gain the longevity of the dragon turtle. You do not suffer the fragility of old age, and you can't be aged magically. You can still die of old age, however. Additionally, you become immune to first five levels of the exhausted condition.

Hag Patron

Warlock Hag Patron (Level 1)

Grandmother hags never stop scheming and relish the assistance of a minion...warlock...same thing. They train assistants inclined toward herbalism, animal care, spellwork, and menace. With time, these warlocks rely upon their grandmothers for magical gifts.

Hags are involved patrons. Quick to punish her warlocks for acting against her interests, a hag patron is opinionated and dedicated to molding her "grandchildren." Warlocks who have an entire coven mentoring them typically also have to work around inter-coven politics, with each hag using the warlock to gain advantage over the other hags.

Hag Kind

Choose your patron's kind or determine it randomly, rolling on the Hag Kind table below. If your patron is a coven of hags, you gain the coven features of this subclass, regardless of the kind of hags that make up the coven.

Hag Kind
d4Kind

1

Green

2

Night

3

Sea

4

Coven

Expanded Spell List

The Hag 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, determined by your patron's kind: green, night, sea, or coven.

Hag Patron Expanded Spell List

Bonus Cantrip

At 1st level, you learn the vicious mockery cantrip. It counts as a warlock cantrip for you, but doesn't count against your number of cantrips known.

Horrifying Appearance

At 1st level, you can use a bonus action to make your appearance monstrous with massive, knobbly clawed hands for 1 minute. When you change your appearance, each creature you choose within 30 feet of you that can see you must make a Wisdom saving throw against your spell save DC or become frightened of you until you no longer appear monstrous. A frightened creature can repeat the saving throw at the end of each of its turns, at disadvantage if you are still in line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to your Horrific Appearance for the next 24 hours.

While your appearance is monstrous, you can use an action to make an attack against a creature within 5 feet of you with your claws, which deal 2d8 slashing damage on a hit. You can use your Charisma modifier for the claws' attack and damage rolls.

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

Auntie's Travel Guide (Level 6)

Starting at 6th level, your patron grants you one of her favorite abilities to expedite your escape or spy on your foes.

Green

As an action, you magically turn invisible for 10 minutes or until you attack, cast a spell, or your concentration ends (as if concentrating on a spell). While invisible, you leave no physical evidence of your passage, so you can be tracked only by magic. Any equipment you wear or carry is invisible with you. 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.

Night

You learn to craft a lesser heartstone, a magical lustrous black gem. Crafting a lesser heartstone requires 4 hours of uninterrupted work, which can coincide with a long rest.

While holding the stone, you can use an action to cast the etherealness spell without expending a spell slot, but the spell ends after a number of rounds equal to your proficiency bonus. After you use the lesser heartstone in this way, it is destroyed.

If you create a new lesser heartstone, the previous one ceases to function.

Sea

You gain a swimming speed of 40 feet, and you can breathe underwater. When you are fully submerged, any creature that is also fully submerged can understand your speech if you share a language, and you can understand theirs.

Additionally, you can pollute the very ground upon which you walk or waters where you swim. As an action, you release noxious vapors in a 15-foot-radius sphere centered on yourself for 10 minutes. Any nonmagical plant in the area that is not a creature withers and dies. Any creature of your choice that enters the area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Once you pollute your environment in this way, you can't do so again until you finish a long rest.

Coven

You learn to create a lesser hag's eye by coating an eye in varnish and performing a ritual upon it. Crafting a lesser hag's eye requires 1 hour of uninterrupted work, which can coincide with a short or long rest. While you are on the same plane of existence as the lesser hag's eye, you can use an action to see through it until the start of your next turn. While you see through the eye, you can see invisible creatures and objects as if they were visible, though you are blind with regard to your own senses. A lesser hag's eye has AC 10 and 1 hit point. If it is destroyed by someone other than you, you take 3d8 psychic damage.

If you create a new lesser hag's eye, the previous one ceases to function.

Wicked Claws (Level 10)

Beginning at 10th level, when taking on your Horrifying Appearance, your claws are empowered with the fear of your enemies. Your claws deal an extra 2d8 psychic damage on a hit, plus an additional 3d8 psychic damage if the target is frightened.

Your Horrifying Appearance now lasts a number of minutes equal to your warlock level.

While your Horrifying Appearance is active, you can't be charmed or frightened.

Grandmother's Wrath (Level 14)

Starting at 14th level, you torment and bewilder your foes in a style according to your patron's hag type.

Green

You can expertly mimic animal sounds and humanoid voices you have heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC.

Additionally, while mimicking a sound or voice, you can target one creature that can hear and understand you within 60 feet of you, reminding them of all their failures, flaws, and insecurities. That creature must make a Wisdom saving throw against your spell save DC. On a success, the target takes 4d10 psychic damage. On a failure, it is charmed by you for 1 minute. While charmed in this way, the target falls prone and is incapacitated for the duration, thinking only of its faults. A charmed target can repeat the saving throw whenever it takes damage, ending the condition on itself on a success and taking no psychic damage as a result of the effect ending. Once you attempt to charm a creature with this feature, you can't do so again until you finish a long rest.

Night

While in possession of a lesser heartstone, you hold the power of disease and death in your hands. As a bonus action, you can touch your lesser heartstone to a creature and choose one of the following two options: cure the target of all diseases affecting it or cast finger of death without expending a spell slot (targeting the creature you touch with the lesser heartstone) and gaining temporary hit points equal to half the damage dealt by the spell. Once you use the lesser heartstone in this way, you can't use this feature again until you finish a long rest.

Sea

No one can stand against your horrifying gaze. As an action, you can target one frightened creature you can see within 30 feet of you. If the target can see you, it must make a Wisdom saving throw against your spell save DC. On a failed save, its hit points are reduced to 0. On a successful save, it takes 5d10 psychic damage. Once you use this feature, you can't use it again until you finish a long rest.

Coven

Your lesser hag's eye is imbued with the power of your coven. Your hag's eye can hover up to 15 feet in the air as long as it is within 120 feet of you. On your turn, you can move a floating eye up to 30 feet in any direction (no action). If the eye is more than 120 feet from you, it falls.

Additionally, when you cast a spell with a casting time of 1 action, you can use a bonus action to cast it from the eye as if you were in the eye's space.

You can also use an action to explode your hag's eye in a 60-foot-radius sphere of psychic energy. All creatures in the area must make a Wisdom saving throw against your spell save DC, taking 4d10 psychic damage on a failed save, or half as much damage on a successful one.

Hive Patron

Hive Patron (Level 1)

Your patron is connected to a powerful hive mind psychic entity that, either by forcibly affecting your judgement or through symbiotic agreement, uses you as an additional body in their complex and unfathomable connected organism.

Being connected to such a labyrinthine mind comes with advantages and disadvantages. Thoughts and visions flicker in your mind constantly, and it is a daily struggle to maintain your own mind in such conditions. However, the things you can learn and the sensations you experience are unlike anything any other creature can begin to comprehend.

Expanded Spell List

The Hive Mind 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.

Hive Patron Extended Spells List

Bonus Cantrips

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

Shared Mind

At 1st level, your mind is shared and able to move between different intelligent organisms. At the end of a short rest, you can choose a number of willing creatures up to your proficiency modifier. If willing, until the end of your next short rest, anything that the chosen creature can see and hear at any given time can be seen and heard by you, and when you cast a spell with a range of touch on the chosen creature, you do not need to be within touching range of your chosen creature and can instead cast it at any distance. Additionally, as an action, you can grant one of your chosen creatures a bonus on their next attack roll, save, or ability check that they can use before the beginning of your next turn. This bonus is equal to your charisma modifier and you can perform this action a number of times equal to your proficiency modifier.

Dispersed Intellect (Level 6)

At 6th level, you gain access to the collective intelligence of the hive mind. At the end of your short rest, select two skills; you gain proficiency in these skills until the end of your next short rest. If you already had proficiency in these skills, your proficiency bonus for these skills is doubled.

Once per short rest, you can tap into the hive mind for insight. As an action, you enter a communicative trance for one minute. During this time, you gain advantage on ability checks other than Perception as the hive mind takes over your bodily functions and streamlines your thought processes for you; however due to the influx of information, you gain disadvantage on Perception checks. This effect ends early if you take any form of damage.

Complex Brain (Level 10)

Starting at 10th level, you gain proficiency in intelligence saving throws. Additionally, once per round, the chosen creatures from your Shared Mind feature can gain a bonus to any intelligence, wisdom, or charisma saving throw equal to your charisma modifier.

If they pass the intelligence, wisdom, or charisma saving throw for which the bonus applied, they gain temporary hit points equal to your proficiency modifier. These hit points disappear at the end of your next turn.

Drone (Level 14)

Starting at 14th level, as an action, you can issue a telepathic command to one of your chosen creatures subject to the Shared Mind feature that isn't incapacitated. The creature will immediately either make a weapon attack against a creature you choose that you can see, impose disadvantage on attack rolls against them, or move up to their full movement speed.

If they make a weapon attack as part of this command, they gain a bonus to the attack roll equal to your charisma modifier.

Hunter in Darkness

Hunter in Darkness (Level 1)

The Hunter in Darkness is an entity that sees all creatures as prey and enjoys instilling fear in its prey. It prefers intelligent prey over mere beasts, as their fear tastes so much sweeter. Hunters who display impressive prowess for hunting pique its interest. The Hunter in Darkness often bestows its power on such individuals to spread fear further than the Hunter can by itself.

Though your patron isn't mindless, it cares only for the thrill of the hunt and the spreading of fear. It cares not what you do with the power it grants you beyond that. Your connection with the Hunter can sometimes cause changes in your worldview. You might view every creature you meet as either predator or prey, or you might face problems with a "kill or be killed" attitude.

Expanded Spell List

The Hunter in Darkness 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.

Hunter in Darkness Expanded Spells
Spell LevelSpells

1st

bloodhound*, hunter's endurance*

2nd

instant snare*, mark prey*

3rd

clairvoyance, nondetection

4th

harry*, heart-seeking arrow*

5th

killing fields*, legend lore

Savage Hunter

Starting at 1st level, when you reduce a hostile creature to 0 hp, its nearest ally within 30 feet of you must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you until the end of its next turn.

The Hunter in Darkness and Your Pact Boons (Level 3)

When you select your pact boon at 3rd level, it is altered by your patron in the following ways.

Pact of the Chain

Your familiar is a hunting hound made of shadow, and it uses the statistics of a wolf.

Pact of the Blade

Your pact weapon can be a longbow or shortbow in addition to a melee weapon. You must provide arrows for the weapon.

Pact of the Tome

Your tome contains descriptions of tracks made by a multitude of creatures. If you consult your tome for 1 minute while inspecting tracks, you can identify the type of creature that left the tracks (such as a winter wolf), though not the creature's name or specific appearance (such as Frosttooth, the one-eyed leader of a notorious pack of winter wolves that terrorizes the area).

Step Into Shadow (Level 6)

Beginning at 6th level, you can disappear into darkness and reappear next to an enemy. As a bonus action while in dim light or darkness, you can disappear in a puff of inky smoke and reappear in an unoccupied space that is also in dim light or darkness within 5 feet of a creature within 30 feet of you. If that creature is frightened and you attack it, you have advantage on the attack roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Strike from the Dark (Level 10)

Beginning at 10th level, your patron's constant hunger for fear inures you to it. You are immune to being frightened. In addition, when you are in dim light or darkness and you hit a creature with a weapon attack, it must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you for 1 minute or until it takes any damage.

Avatar of Death (Level 14)

Starting at 14th level, if you reduce a target to 0 hp with a weapon attack, you can use a bonus action to force each ally of the target within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature is frightened of you for 1 minute or until it takes any damage. If a creature is immune to being frightened, it is instead stunned until the end of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Karsus

Karsus (Level 1)

The legends tell that Karsus was once a mortal spellcaster, one of the strongest who ever lived. Using his magic, he attempted to usurp a goddess of magic from her throne. Remarkably, he succeeded, but his not yet immortal body could not bear wielding the goddess's unfathomable power. He erupted into pure magical energy, leaving behind no traces save for the wound the explosion left on the very tapestry of magic. Unfortunately, as a now divine soul, he was not accepted into any afterlife, and was doomed to an eternal existence in the Void.

Though he achieved some measure of distraction from the endlessness of the Void from the few binders that can contact him, Karsus despises them: after all, he was once a god, even if only for a moment, and being forced to act at the whim of an impertinent mortal is nearly too much to bear. To this end, he makes more solid pacts with those few who can both contact him and who would bow in supplication before him: while warlocks are neither believers nor worshipers, they are at least short-sighted enough to serve only him.

Basic Arcana

You learn two wizard cantrips of your choice. These cantrips count as warlock cantrips for you and don't count against your number of cantrips known.

Countermagic (Level 6)

Starting at 6th level, when a creature you can see within 30 feet casts a spell, you can cast the spell counterspell without expending a spell slot or spell components. After using this ability, you must take a short or long rest before using it again.

Arcanaclast (Level 10)

At 10th level you gain resistance to damage dealt by spells.

Master Arcana (Level 14)

At 14th level, Karsus rewards your persistence and loyalty by granting you access to magic other warlocks can merely dream about. Select one spell of 6th, 7th, 8th, and 9th level from the wizard spell list: when you use your Mystic Arcanum feature for that spell level, you can use this spell instead of your Mystic Arcanum spell. Additionally, you can use your 6th and 7th level Mystic Arcanum spells each one additional time between rests.

Karsus

Karsus (Level 1)

The legends tell that Karsus was once a mortal spellcaster, one of the strongest who ever lived. Using his magic, he attempted to usurp a goddess of magic from her throne. Remarkably, he succeeded, but his not yet immortal body could not bear wielding the goddess's unfathomable power. He erupted into pure magical energy, leaving behind no traces save for the wound the explosion left on the very tapestry of magic. Unfortunately, as a now divine soul, he was not accepted into any afterlife, and was doomed to an eternal existence in the Void.

Though he achieved some measure of distraction from the endlessness of the Void from the few binders that can contact him, Karsus despises them: after all, he was once a god, even if only for a moment, and being forced to act at the whim of an impertinent mortal is nearly too much to bear. To this end, he makes more solid pacts with those few who can both contact him and who would bow in supplication before him: while warlocks are neither believers nor worshipers, they are at least short-sighted enough to serve only him.

Basic Arcana

You learn two wizard cantrips of your choice. These cantrips count as warlock cantrips for you and don't count against your number of cantrips known.

Countermagic (Level 6)

Starting at 6th level, when a creature you can see within 30 feet casts a spell, you can cast the spell counterspell without expending a spell slot or spell components. After using this ability, you must take a short or long rest before using it again.

Arcanaclast (Level 10)

At 10th level you gain resistance to damage dealt by spells.

Master Arcana (Level 14)

At 14th level, Karsus rewards your persistence and loyalty by granting you access to magic other warlocks can merely dream about. Select one spell of 6th, 7th, 8th, and 9th level from the wizard spell list: when you use your Mystic Arcanum feature for that spell level, you can use this spell instead of your Mystic Arcanum spell. Additionally, you can use your 6th and 7th level Mystic Arcanum spells each one additional time between rests.

Kraken Otherworldly Patron

Kraken (Level 1)

You have made a pact with a kraken that lurks somewhere in the depths. Krakens are ancient and terrifying creatures; incomprehensible alien knowledge lurks within their minds. Krakens are known to control the rain and storms in areas that surround them, and curse the sailors above.

Pact of the Kraken Spells

Curse of the Deep

When you devote yourself to this patron at 1st level, you learn the secret of infusing your spells with a watery curse. You also learn one cantrip of your choice that deals cold or lightning damage from any spell list.

When you hit a creature with a spell attack or when a creature fails a saving throw against your spell or cantrip, you can curse the target for 1 minute or until you curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell that triggered the curse isn't a cantrip (you choose the effect to use if more than one effect applies):

Cold Damage

If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.

Lightning Damage

If the affected target takes lightning damage from your spell, the target cannot take reactions until the start of your next turn.

Forced Movement

If the target is moved by your spell, increase the distance it is moved by 15 feet.

Inky Escape (Level 6)

At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast Darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no effect on your vision. Once you use this ability, you cannot use it again until you complete a short or long rest.

Scion of the Depths (Level 10)

At 10th level, your patron accepts you into its inner court of servitors. You gain the ability to breathe water and a swim speed equal to your normal speed. you gain resistance to cold and lightning damage. Whenever you take lightning damage from an enemy you can use your reaction to cause creatures of your choice that you can see within 30 feet of you to take lightning damage equal to your Charisma modifier + your proficiency bonus.

Unleash the Kraken (Level 14)

At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 feet of you, and a mass of gigantic tentacles slam onto your foes. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Those that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition.

Once you use this ability, you cannot use it again until you complete a long rest.

Lolth (Twitter)

Lolth (Twitter) (Level 1)

Your patron is Lolth, queen of the dark fey. She rules over the drow that dwell within the Feywild, and commands the loyalty of all hags. Evil fey pay her respect, though not all obey her edicts. She is a sworn enemy of Torog, due to the constant threat he and his minions pose to her Underdark domains.

Expanded Spell List

Lolth 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.

Lolth Expanded Spells
Spell LevelSpells

1st

faerie fire, jump

2nd

darkness, web

3rd

fear, vampiric touch

4th

dimension door, giant insect

5th

cloudkill, hold monster

Dark Queen's Servitor

Starting at 1st level, you gain the ability to transform into Lolth's most beloved servitor, a giant spider. As a bonus action you turn into a spider. You gain a +2 bonus to AC. You gain 3 temporary hit points per level. You gain a climb speed equal to your normal speed. You can climb difficult surfaces, such as along a ceiling, without needing to make a check. You gain a bite attack. You are proficient with this attack and it inflicts poison damage based on your level. You can use your choice of Strength or Dexterity to modify your bite attack's attack and damage rolls. While in this form, you lack hands and cannot do anything that normally requires them. However, you can cast spells but can only cast the ones listed on your expanded spell list for Lolth.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Spider Form Bite Damage
LevelDamage

1st—4th

1d10 poison

5th—10th

2d10 poison

11th—16th

3d10 poison

17th+

4d10 poison

Poisoned Beauty (Level 6)

At 6th level, you gain the ability to use a shard of Lolth's alien beauty, causing other creatures to become enraptured by your appearance. As a bonus action, pick a creature you can see. That creature must succeed on a Charisma saving throw or become charmed by you. While charmed, it also gains vulnerability to poison damage. This benefit lasts for one minute or until you or your allies damages the creature. Once you use this ability, you cannot use it again until you complete a short or long rest.

Spider Queen's Chosen (Level 10)

At 10th level, Lolth extends her protection to you while you are in her favored form. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources while in your spider form.

Kiss of the Spider Queen (Level 14)

Starting at 14th level, you can channel Lolth's malevolence into a deadly kiss. As an action, you touch a creature within your reach. The target takes 12d10 poison or psychic damage (your choice), or half as much on a successful Constitution save. A creature charmed by you has disadvantage on its saving throw. After you use this ability, you cannot cast it again until you complete a long rest.

Lord of Slime Otherworldly Patron

Lord of Slime (Level 1)

You have made a pact with the demon lord Jubilex or another powerful slime that resides in the Underdark. Followers of this pact have their skin and blood become corrosive, and as the pact grows stronger, can shift into a gelatinous form.

Pact of Slime Spells

Corrosive Touch

Starting when you devote yourself to the Lord of Slimes at 1st level, you can deliver a touch of acid to one creature within your reach, forcing the target to make a Dexterity saving throw against your spell save DC. On a failed save the creature takes acid damage equal to 1d10 + your warlock level and is poisoned until the end of the its next turn. On a successful save the creature takes half damage and is not poisoned.

In addition, when a creature touches you for the first time on a turn or starts its turn while touching or grappling you, it takes 1d6 acid damage. If you aren't incapacitated, you can prevent this damage when a creature touches you.

Any nonmagical weapon or armor made of metal or wood that you touch starts corroding. If you are continuously touching a wood or metal item for 1 minute, the item takes a permanent and cumulative -1 to attack and damage rolls, or AC. If its penalty drops to -5, the item is destroyed. Your corrosive touch can eat through 1-inch- thick, nonmagical wood or metal in 10 minutes.

Acid Blood (Level 6)

Starting at 6th level, your patron's corrosive slime runs through your veins. You have resistance to acid damage.

In addition, as a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes acid damage equal to half your warlock level.

Gelatinous Form (Level 10)

Starting at 10th level, your patron grants you the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Slime Lord's Lair (Level 14)

Starting at 14th level, as an action you can cover a 20 foot square on the ground centered within 60 feet of you with ooze. The ooze lasts for 1 minute and has the following effects.

The covered area is difficult terrain. When the ooze appears, each creature standing in its area must succeed on a Dexterity saving throw or its movement speed is reduced to 0 and it takes 3d6 acid damage. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or take 3d6 acid damage and its movement speed is reduced to 0.

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

Mother of Sorrows

Mother of Sorrows (Level 1)

Universal suffering has given rise to an enigmatic being known as the Mother of Sorrows, and warlocks who bind themselves to her cause seek to spread her poisonous vengeance. The Mother of Sorrows was born from the suffering of parents who have lost children to pestilence, disease, and treachery, and her gifts grant warlocks the power to avenge the thousands of sorrows laid at her feet.

Expanded Spell List

The Mother of Sorrows 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.

Poison Soul

Starting at 1st level, your affinity for poison becomes supernatural. Any poison damage you deal ignores any resistance or immunity.

Venomous Mark

Also at 1st level, 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 deal an extra 1d6 poison damage to the target whenever you hit it with a spell attack. (You can only apply this damage once per spell even if there are multiple spell attack instances, such as with eldritch blast.)

If the target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Only one creature can be affected with a venomous mark at any given time.

Sickening Revenge (Level 6)

Starting at 6th level, you can take vengeance on those who harm you. When you take damage, you can use your reaction to attempt to poison the creature that damaged you. The triggering creature must make a Constitution saving throw against your warlock spell save DC or become poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.

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

Dark Inoculation (Level 10)

Starting at 10th level, your poisonous magic has infused your body. You are immune to disease, poison damage, and the poisoned condition.

Touch of Sorrow (Level 14)

Starting at 14th level, when you hit a creature with an attack, you can use this feature to infuse the target with your sorrow. The target must make a Wisdom saving throw or be paralyzed and poisoned for 24 hours. The creature remains paralyzed until it takes damage or is no longer poisoned.

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

Old Wood

Old Wood (Level 1)

You have made a pact with the ancient intelligence of a primeval forest. Before the rise of human civilization, before the time of the elves, before even the dragons, there were the forests. Empires rise and fall around them, but the forests remain as a testament to nature's endurance.

However, times are changing, and the unchecked growth of civilization threatens the green. The intelligences that imbue the antediluvian forests seek emissaries in the world that can act beyond their boughs, and one has heard your call for power. You are a guardian of the Old Wood, a questing branch issuing from a vast, slumbering intelligence sent to act on its behalf, perhaps even to excise these lesser beings from its borders.

Expanded Spell List

Your connection to the forest allows you to 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.

Sap Magic

At 1st level, your patron bestows upon you the ability to absorb magic from nearby spellcasting. When a creature casts a spell of a level you can cast or lower within 30 feet of you, you can use your reaction to.

Forest's Defender

At 1st level, your patron gifts you with the skills necessary to defend it. You gain proficiency with shields, and you learn the shillelagh cantrip. Shillelagh counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

The Old Wood and Your Pact Boons (Level 3)

When you select your pact boon at 3rd level, it is altered by your patron in the following ways.

Pact of the Chain

When you conjure your familiar or change its form, you can choose the form of an awakened shrub or child of the briar (see Tome of Beasts) in addition to the usual familiar choices.

Pact of the Blade

The blade of the Old Wood is a weapon made of wood and thorns and grows out of your palm. When you cast shillelagh, your Pact Blade is affected by the spell, regardless of the form your Pact Blade takes.

Pact of the Tome

The Old Wood grows a tome for you. The tome's cover is hardened bark from the forest's native trees, and its pages are leaves whose color changes with the seasons. If you want to add a new spell to your book, you must first plant it in the ground. After 1 hour, the book emerges from the soil with the new spell inscribed on its leaves. If your tome is lost or destroyed, you must return to your patron forest for it to grow you a new one.

Predatory Grace (Level 6)

Starting at 6th level, you are able to cast pass without trace without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest. In addition, difficult terrain caused by roots, underbrush, and other natural forest terrain costs you no extra movement. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Nature's Endurance (Level 10)

At 10th level, your patron has suffused your body with a portion of its ability to withstand harmful magic. You gain resistance to damage from spells of a level you can cast or lower.

Avatar of the Wood (Level 14)

Starting at 14th level, you can channel the power of the forest to physically transform, taking on many of its aspects. Your legs, arms, and torso elongate, your body becomes covered in thick, dark bark, and branches sprout from your head as your hair recedes. You can transform as a bonus action and the transformation lasts 1 minute. While transformed, you gain the following benefits:

  • Your Armor Class is 16 plus your Dexterity modifier.

  • You gain tremorsense with a radius of 30 feet, and your attacks can reach 5 feet further.

  • Your hands become branch-like claws, and you can use the Attack action to attack with the claws. You are proficient with the claws, and the claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You add your Charisma modifier to your attack and damage rolls with the claws. The damage is slashing and the damage die is a d6. If you have the Pact of the Blade feature, your claw attack benefits from your invocations as if it was a pact weapon.

  • Your Sap Magic feature changes to Arcasynthesis: When a spell of 5th level or lower is cast within 60 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 50 percent chance of regaining 1d10 hp per level of the spell cast.

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

Ooze

The Ooze (Level 1)

You have made a pact with a powerful ooze, gaining the ability to summon and control the primordial essence of slime and ooze. As you gain power, you become more like your patron: your body taking on slimy and gelatinous features.

Ooze Expanded Spells

The Ooze 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.

Adaptive Absorption

Starting at 1st level when you make the pact, as a reaction to taking damage you can manipulate your body gaining resistance to the damage type of the attack until the start of your next turn. If the trigger of the reaction is taking damage from a melee weapon attack, you can force the attacker to make a Strength saving throw against your spell save DC. On failure, their weapon becomes stuck, forcing them to either release it, or become grappled by you (their choice). As an action they can repeat the saving throw to retrieve a stuck weapon. You can release stuck weapons at any time (no action required).

You can use this feature a number of times equal to you proficiency bonus, regaining all uses when you complete a long rest.

Flowing Form

At 1st level, as a bonus action you can briefly completely assume a form akin to your patron. Until the start of your next turn, your body and every object you are wearing and carrying becomes elastic and amorphous, allowing you to pass through gaps as narrow as one inch and granting immunity to the grappled and restrained conditions (freeing you if you are currently affected by them).

Once you do this, you cannot do so again until you complete a short or long rest.

Corrosive Conduit (Level 6)

Starting at 6th level, you can easily channel the melting powers of your patron. You have resistance to acid damage, and when you cast a spell that deals acid damage, you can add your Charisma modifier to one damage roll of that spell.

Acidic Adaptation (Level 10)

Starting at 10th level, your resistance to acid damage evolves to immunity to acid damage. Additionally, when you use Adaptive Absorption against a melee weapon attack, the triggering attacker takes 3d6 acid damage.

Division On Death (Level 14)

when you would drop to 0 hit points, you can instead explode into drops of ooze (no action required). All creatures of your choice within 10 feet of you must make a Dexterity saving throw, or take 3d6 + your Charisma modifier acid damage, after which you leave behind a number of small acidic blobs equal to your Charisma modifier. Each one has an AC of 8, and 10 hit points, each placed in the closest available space to where to where you were before dividing. The blobs are creatures. They automatically fail all strength and dexterity saving throws, but use your statistics for other saving throws. At the start of your next turn, all remaining blobs combine to reform your body, granting you hit points equal to their combined hit points. If all of them were destroyed, you reform at 0 hit points.

Once you have used this ability, you may not use it again until you complete a long rest.

Pact of the Dragon Student

The Dragon Student (Level 1)

The Dragon Student is an unusual patron, as you are the one teaching it. Your power comes from your dragon student, but it is you who helps it harness this awesome power. Technically this power comes from Io, the dragon primordial of creation, who gifted this power as an otherworldly patron. But it's your dragon student who grants it to you directly. This is why you are more warlock than wizard. You are a Dragon Master, a student of the Darastrix Academy.

At a young age you were bonded with a dragon wyrmling, entrusted to you by its dragon parents. Even though you are a student, you are a master in your own right to your dragon wyrmling, as you teach it to harness its power. Due to the bonding, your wyrmling shares your drive to learn its dragon magic quickly, at the cost of other aspects of its draconic might being weakened. Although you are technically a wizard, the bond that you have made with your dragon has granted you access to its dragon magic, but in exchange your own studies towards the arcane have been limited.

However, the ability to delve into the secrets of dragon magic more than makes up for that. Now you and your dragon partner go out on adventures, as you seek to put the power of dragon magic into practice. Most Dragon Masters are human, but half dragons have been known to teach siblings. Brown, celestial, deep, fang, gem, gray, moonstone, song, and steel dragons don't send their young to become dragon students, due to their secretive nature. Your magical bond with your dragon companion grants you access to its powerful dragon magic in addition to your own mortal magic.

For example, a bigby's hand would look like a fist when cast by a humanoid, and as a flaming claw when cast by its red dragon student. And even though you still need to study, most of your magical power comes from this bond. As such, Dragon Masters have a saying when it comes to their dragons: You teach me and I teach you.

Expanded Spell List

You can 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.

Bonded Dragon

At 1st level you become bonded with a dragon wyrmling, whom you help get in touch with its powerful dragon magic. The Dragon is friendly to you and your companions and obeys your commands. See its game statistics in the Dragon Student stat block, which uses your proficiency bonus (PB) in several places. You must choose your dragon student's dragon type from the Dragon Student table.

Dragon Student
DragonDamage TypeBreath WeaponAbility ScoreDragon Student/Companion

Amethyst

Force

15 ft. cone (Str. save)

Wisdom

-

Black

Acid

5 by 30 ft. line (Dex. save)

Constitution

Student/Companion Dragon Black

Blue

Lightning

5 by 30 ft. line (Dex. save)

Constitution

Student/Companion Dragon Blue

Brass

Fire

5 by 30 ft. line (Dex. save)

Charisma

Student/Companion Dragon Brass

Bronze

Lightning

5 by 30 ft. line (Dex. save)

Wisdom

Student/Companion Dragon Bronze

Brown

Acid

5 by 30 ft. line (Dex. save)

Constitution

-

Celestial

Radiant

15 ft. cone (Con. save)

Charisma

-

Copper

Acid

5 by 30 ft. line (Dex. save)

Charisma

Student/Companion Dragon Copper

Crystal

Radiant

15 ft. cone (Con. save)

Charisma

-

Deep

Psychic

15 ft. cone (Wis. save)

Intelligence

-

Emerald

Psychic

15 ft. cone (Int. save)

Intelligence

-

Fang (Officially do not have a Breath Weapon)

Acid

5 by 30 ft. line (Dex. save)

Constitution

-

Gray

Acid

5 by 30 ft. line (Dex. save)

Constitution

-

Gold

Fire

15 ft. cone (Dex. save)

Wisdom

Student/Companion Dragon Gold

Green

Poison

15 ft. cone (Con. save)

Intelligence

Student/Companion Dragon Green

Moonstone

Radiant

5 by 30 ft. line (Dex. save)

Wisdom

-

Red

Fire

15 ft. cone (Dex. save)

Constitution

Student/Companion Dragon Red

Sapphire

Thunder

15 ft. cone (Con. save)

Intelligence

-

Silver

Cold

15 ft. cone (Con. save)

Intelligence

Student/Companion Dragon Silver

Song

Lighting

15 ft. cone (Con. save)

Charisma

-

Steel

Acid

5 by 30 ft. line (Dex. save)

Intelligence

-

Topaz

Necrotic

15 ft. cone (Con. save)

Charisma

-

White

Cold

15 ft. cone (Con. save)

Constitution

Student/Companion Dragon White

In combat, your dragon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take an action on your turn to command it to take another action. That action can be one in its stat block or some other action. It can use its action to cast or use a spell. If a spell requires a reaction or a bonus action, you must use yours to allow your dragon to cast the spell. If you are incapacitated, your dragon can take any action of its choice, except casting spells. If your dragon has died, you can use your action to touch it and expend a 1st level or higher spell slot. It returns to life after 1 minute with all its hit points restored.

You can also fully heal your dragon this way while it's alive and you are both out of combat, but entering combat during this minute will waste the spell slot. Whenever your dragon becomes stabilized it immediately regains 1 hit point. Your dragon regains all its hit points after finishing a short or long rest. Each type of dragon has a unique trait as described in the Dragon Companion section. When you damage a creature yourself, you can expend one use of your dragon's Elemental Bite to gain one of its benefits yourself. You can do so a number of times per day equal to your Intelligence modifier (minimum of 0).

You can speak, read, and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Dragon Magic

At 1st level, you and your dragon share the same spell slots, and you can both cast your known warlock spells. However, the damage type of your eldritch blast, and all spells that your dragon casts (if and when they deal damage), is changed to the damage type associated with your dragon student, as listed in the Dragon Student table. Your dragon can cast eldritch blast as a melee spell attack. Your dragon uses your Charisma modifer for its spells, and shares your spell save DC and spell attack modifiers. Only you can maintain concentration on spells you both cast. Your dragon can cast spells without requiring material components, except material components that have a cost. As an action, you can expend a spell slot to summon your dragon into an unoccupied space within 60 feet of you. You can also summon your dragon's body this way if it has died.

You must choose the Pact of the Dragon as your Pact Boon feature at 3rd level, which is a pact that can only be chosen by this subclass.

You gain some new eldritch invocations of your choice.

Gifted Instructor (Level 6)

At 6th level, your firsthand experience with dragon magic has advanced your own studies substantially, and in return you have taught your dragon how to fly again.

You gain proficiency in Intelligence saving throws, and whenever you make an Intelligence skill check you can add your Charisma modifier (minimum of 1) to the check. When you cast a Warlock spell yourself that affects other creatures that you can see, you can choose a number of them equal to your Charisma modifier (minimum of 1). The chosen creatures automatically succeed on their saving throws against the spell and take no damage from the spell.

In addition, your dragon gains a flying speed of 30 feet. While your dragon is carrying a rider, it can't use the flying speed of this feature until you reach 14th level in this class.

Dragon Magic Mastery (Level 10)

At 10th level, your student's mastery of dragon magic has reached new heights, as has your bond. When you command your dragon to cast a warlock spell that deals damage, it adds your Charisma modifier (minimum of 1) to one damage roll of that spell.

Moreover, when you or your dragon cast a spell targeting yourselves, you can also affect the other with the spell if you are within 30 feet of each other.

Aerial Superiority (Level 14)

At 14th level, your dragon's flying speed is increased to 50 feet, and it doesn't provoke opportunity attacks when it flies out of an enemy's reach (nor does its rider).

While you are mounted on your dragon, you can force an attack targeted at you to target your dragon instead, as it shields you from ongoing attacks. Area effects (such as a dragon's breath) still affect the both of you normally.

Mystic Arcanum: True Polymorph (Level 17)

If you choose the true polymorph spell as your Mystic Arcanum at 17th level, provided the Dragon Student is your patron, then when you cast this spell on your dragon it will willingly transform into a dragon of the same type with a CR equal to or lower than your level. It cannot change into a different creature this way. While your dragon is transformed this way, you no longer need to use your bonus action to issue a command to your dragon. You must still use your action to command your dragon to cast or use a spell. If you have the Dragon Rider invocation, you can use your bonus action to command your dragon to cast a cantrip that way, and it can still use one more action.

Pact of the Helm

Pact of the Helm (Level 1)

It is said that when the spheres were young, two great creations were forged at the same time: The Wildjammer and The First Helm. While The Wildjammer is the first and oldest of all ships that sail the rainbow sea, the First Helm is the artifact from which all Wildjammer Helms are born. Each Wildjammer Helm is connected to the First Helm, constantly sending information back to it from the mind of an attuned Helmsman. The stories say that the First Helm is gathering knowledge for some unspeakable horror to come.

Reasonable people recognize these stories as tall tales. Reasonable people know that countless wizards have investigated that although they can't replicate Wildjammer Helms, there is no sign at all of information being extracted from a Helmsman. Reasonable people don't put much stock in silly, unsubstantiated rumors told by sailors with too much time on their hands.

Reasonable people are wrong.

You know that the First Helm is real. You know that the First Helm has had its hand in the mind of every single person who has ever attuned to a Wildjammer Helm. You have glimpsed the depths of the knowledge it has accrued and recognized that it may know more than even the gods. You don't know what exactly the First Helm seeks or what it values, whether it is benevolent or malevolent, you only know just how much knowledge it has gathered... At this point, the only reasonable thing to do is join it.

Expanded Spell List

The First Helm 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.

Attuned Mind

Starting at 1st level, the influence of the First Helm has granted you unique knowledge of wildjammers. You gain tool proficiency with water vehicles.

In addition, while attuned to a Wildjammer Helm, you can telepathically speak to any creature within your wildjammer's air envelope. 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.

Mental Adaptability (Level 6)

Starting at 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

In addition, as a bonus action on your turn, you can temporarily learn a spell from the Warlock spell list that you don't already know. For the next minute, you can cast this spell as if it was one of your known spells. Once you use this ability, you can't do so again until you finish a long rest.

Infinite Knowledge (Level 10)

Starting at 10th level, as an action you can call upon the power of the First Helm to spontaneously cast a spell you don't know from the Wizard, Sorcerer, or Artificer spell list without expending a spell slot. This spell must have a casting time of 1 action and must be 5th-level or lower. You still need to provide costly components and perform verbal and/or somatic components when casting the spell. After you use this ability, you can't do so again until you finish a long rest.

In addition, your Mystic Arcanum class features count as spell slots for Spell Surge and Hover Sailing.

Perfectly Attuned (Level 14)

Starting at 14th level, when you attune to a Wildjammer Helm, you are no longer rendered helpless. So long as you remain within the air envelope of your wildjammer, you can continue to control the wildjammer as if you were sitting on the Helm.

During combat, you can act both as a Helmsman in wildjammer combat and using your character abilities against boarding parties in ground combat.

In addition, you can Quick Attune to a Wildjammer Helm without expending a spell slot.

Pact of the trigger

Pact of the trigger (Level 1)

You can use your action to draw upon the powers of your Patron and create a hex gun in your empty hand. You can choose the form that this spellcasting focus takes each time you create it. It can either be a Sniper or a Revolver (detailed below).

Your hex gun 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 it (no action required), or if you die.

Your hex gun acts as a spellcasting focus, and when you cast cantrips with it, it channels them as bullets (these still count as spells). Instead of increasing the damage of the cantrip when you reach certain levels, you can cast the cantrip additional times as part of the same action (except for Eldritch Blast, which is cast as normal). To be cast in this way the cantrip must deal damage, it must make a spell attack or require a saving throw, and have a range other than self.

You can fire a cantrip in this manner 2 times at level 5, 3 times at level 11, and 4 times at level 17. If you do, the cantrip can deal its base damage more than once, but its other effects cannot be applied again.

Sniper Form

Your ranged spell attack rolls cast through the hex gun have their range doubled and ignore half-cover. While wielding this weapon you know the ray of frost cantrip.

Revolver Form

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls cast through the hex gun.While wielding this weapon you know the shocking grasp cantrip

New Eldritch Invocations

Agonizing Shots

Prerequisite: Pact of the Trigger feature.

When you cast a cantrip, add your Charisma modifier to the damage it deals on a hit (if you don't already add your Charisma modifier to it).

Bullet Hell

Prerequisite: level 5, Pact of the Trigger feature (revolver form).

You temporarily duplicate your hex gun to unleash a flurry of bullets as an action. All creatures within a 10 foot cone in front of you must succeed a Dexterity saving throw against your spell save DC or take 2d10 force damage. This damage increases to 3d10 at level 11 and 4d10 at level 17. To use this action you need to be holding your hex gun in one hand and have the other hand free.

You can use this action a number of times equal to your Charisma modifier, and regain all expended uses after completing a short or long rest.

Crippling Shot

Prerequisite: Pact of the Trigger feature.

Once per turn, when you damage an enemy with an attack made using your hex gun, you can force them to make a Strength saving throw against your spell save DC or fall prone and have their speed reduced to 0 until the start of your next turn.

You can use this ability a number of times equal to your Charisma modifier, and regain all expended uses after completing a long rest.

Dead Eye

Prerequisite: level 15, Pact of the Trigger feature (sniper form).

If you haven't moved this turn, you can take aim as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your hex gun until the end of your turn.

Headshots

Prerequisite: level 9, Pact of the Trigger feature (sniper form).

Once per long rest, as a bonus action you can enhance your focus to see the weak spots of your foes. For the next minute attacks you make using your hex gun score a critical hit on a roll of 19 or 20 on the dice.

Quickstep

Prerequisite: level 7, Pact of the Trigger feature.

Your reflexes are honed. As a reaction, when an enemy makes a melee attack against you, before being hit, if your speed isn't 0, you can move 5ft away from the foe without triggering attacks of opportunity, potentially avoiding the attack if you leave its range.

You can use this reaction a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest.

Additional Trigger Cantrip (Level 1)

At 1th level, you can fire a cantrip in this manner 1 times.

Additional Trigger Cantrip (Level 5)

At 5th level, you can fire a cantrip in this manner 2 times.

Additional Trigger Cantrip (Level 11)

At 11th level, you can fire a cantrip in this manner 3 times.

Additional Trigger Cantrip (Level 17)

At 17th level, you can fire a cantrip in this manner 4 times.

Patron of Mechanus

Patron of Mechanus (Level 1)

When a warlock enters a pact with a patron from Mechanus, their abilities do not attain new heights as much as they take on a certain level of repetitive reliability.

Expanded Spell List

The patron of Mechanus provides additional spells that can be acquired when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Uniform Cantrip

When you accept this patron at 1st level, you learn how to impose order and consistency to your cantrips. When you finish a short or long rest you can declare the use of this feature, which then lasts until you finish your next short or long rest. While this feature is active you don't make damage rolls for your warlock cantrips, instead dealing a flat amount equal to the average of the die's maximum value before adding any relevant modifiers. Your warlock cantrips can't critically hit while this feature is active.

Axiomatic Inclination (Level 6)

Starting at 6th level you have advantage on saving throws to avoid being charmed, frightened, or magically compelled.

In addition, when you spend warlock hit dice to regain hit points as part of a short rest, you can use this feature to take half the die's maximum value instead of rolling. You still apply your Constitution modifier or any additional modifiers to this value as if you had expended hit dice normally.

Average Results (Level 10)

Beginning at 10th level, when a creature within 60 feet of you that you can see makes a saving throw you can use your reaction to change the result of the creature's d20 roll to 10 before applying any other modifiers. You can do this after the initial result of the creature's saving throw is known.

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

Unerring (Level 14)

Upon reaching 14th level you can use a bonus action to give your attacks uniformity for the next minute. During this time, your weapon and spell attacks automatically hit any creature with an Armor Class equal to or less than 10 + your Proficiency bonus + your Charisma modifier without making an attack roll. If the creature's armor class exceeds this value, your attack roll is made normally. Regardless of whether you must make an attack roll or not, your attacks cannot score a critical hit while this effect is active. You can end the effect early as a bonus action. Once you use this feature, you must finish a long rest before you can use it again.

Primordial

Primordial (Level 1)

Some who search for power settle on lesser gods or demon lords, others delve into deeper mysteries until they touch elder entities. These great entities build worlds, crafting mountains and species as if sculpting clay, or annihilate them utterly. Embodying creation, destruction, and the land itself, your patron is an ancient power beyond mortal understanding.

Primordials stand in opposition to the Great Old Ones, the other side of the scale that maintains the balance of reality. Your primordial patron speaks to you in the language of omens, dreams, or intuition, and may call upon you to defend the natural world, to root out the forces of the Void, or even to manipulate seemingly random people or locations for reasons known only to their unfathomable purpose. While you can't grasp the full measure of your patron's designs, as long as your bond is strong, there is nothing that can stand in your way.

Expanded Spell List

The Primordial 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.

Convulsion of the Worldbuilder

At 1st level, you can use an action to call upon the bond between your primordial patron and the world it created to ripple shockwaves through the ground. Choose a point you can see within 60 feet of you, then choose if the ripples happen in a 30-foot cone, a 30-foot line that is 5 feet wide, or a 20-foot-radius burst. The ripples originate from or are centered on the point you chose, depending on the form the ripples take. Each creature in the cone, line, or burst must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be knocked prone. If the ground in the area is loose earth or stone, it becomes difficult terrain until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

Once you use this feature, you can't use it again until you finish a short or long rest. When you reach certain levels in this class, the damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Redirection (Level 6)

At 6th level, you learn to channel the reality-bending powers of your patron to avoid attacks. When a creature you can see attacks only you, you can use your reaction to redirect the attack to a target of your choice within range of the attacker's weapon or spell. If no other target is within range, you can't redirect the attack.

If the attack is from a spell of 4th level or higher, you must succeed on an ability check using your spellcasting ability to redirect it. The DC equals

Redirection DC

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

Adaptive Shroud (Level 10)

At 10th level, your bond with your patron protects you by adapting itself when you are injured. When you take damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. If you expend a spell slot as part of this reaction, the resistance lasts for a number of rounds equal to your proficiency bonus. Once you use this feature, you can't use it again until you finish a short or long rest.

Crushing Regard of the Primordial One (Level 14)

At 14th level, you learn to direct the weight of your patron's infinite gaze onto the unworthy. You can use an action to cause of the following effects. Once you use this feature, you can't use it again until you finish a long rest.

One Creature

One creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 10d10 force damage and is paralyzed for 1 minute. On a successful save, the creature takes half as much damage and isn't paralyzed. At the end of each of its turns, a paralyzed target can make another Wisdom saving throw. On a success, the condition ends on the target.

Multiple Creatures

Each creature in a 20-foot-radius sphere centered on a point you can see within 100 feet of you must make a Constitution saving throw. On a failed save, a creature takes 5d10 force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Revised Great Old One

Revised Great Old One (Level 1)

That is not dead which can eternal lie, and with strange aeons even death may die.

— H.P. Lovecraft

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.

Weight of Infinity

Also at 1st level, you can open the minds of your enemies to the terrifying vistas of reality, causing them to go mad from the revelation. When you hit a creature with an attack or a creature fails a saving throw against one of your spells, you can force the creature to make an Intelligence saving throw against your spell save DC. If they fail, they are frightened of you until the end of your next turn.

You can use this feature twice, and you regain all expended uses when you complete a long rest.

At 6th level, if the creature fails the saving throw, you gain a choice of two afflictions that you can choose to impart unto the creature, in place of the creature being frightened of you.

Bleeding Mind

The creature takes 1d10 + half your warlock level as psychic damage.

Shattered Mind

The creature rolls on the Short-Term Madness table. They are afflicted with the madness until the end of your next turn.

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.

Dark Bargain (Level 6)

At 6th level, you can push the boat out on the black seas of infinity, risking everything to gain power untold. When you cast a warlock spell, you can attempt to do so without expending a spell slot by drawing power from your patron's realm.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, make a spellcasting ability check. In secret, your DM makes the same roll to set the DC. The DM may instead choose the DC, depending on the relationship between your warlock and your patron.

On a success, you cast the spell normally, and then you immediately roll on the Long-Term Madness table. If you fail, the same occurs, but you double the duration of the madness.

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. In addition, if an effect causes you to roll on the madness tables, you roll twice and pick either outcome.

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.

Shadow Stalker Otherworldly Patron

Shadow Stalker (Level 1)

Expanded Spell List

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

Dark Fears

Starting at 1st level, you gain a sinister, shadow like aura. You may make intimidation rolls as a free action, the creature must make a wisdom check against your Spell DC or be frightened for a minute.

This may not be affected by spells such as bless. They have disadvantage if you are in dim light or darkness.

Shadow Summon (Level 6)

Starting at 6th level you manipulate the space in ones shadows. Once per short rest, you may target a dead creature of equal or lower CR/Level and summon a shadow of it that uses the creatures stat block, this shadow obeys you while it is summoned and is banished after a minute.

You may spend an hour attuning to a creatures shadow by preforming a ritual on its corpse. For the next day you may summon that creature again without it's body's presence.

If you preform this ritual for 30 days consecutivley you can permenantly summon the shadow.

Nights Respite (Level 10)

When you are in darkness of any kind, a 10ft radius around you is treated as magical darkness. You and your allies can see in this darkness.

Once per short rest you may produce this 10 ft of magical darkeness at will.

Nightmareish Repose (Level 14)

At 14th level, you gain the ability to manipulate the living or dead through the shadows. You may touch an unconsious, incapacitated, or dead creature, it becomes your Puppet.

The Puppet remains in the state it was in and does everything you tell it to, be it speak, take an action, or cast a spell as normal.

Only a remove curse, or wish spell can remove this effect and you may only have one Puppet at a time.

Spirit of Vengeance Otherworldly Patron

Spirit of Vengeance (Level 1)

Expanded Spell List

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

First Level Cantrips

At 1st level, you learn the fire bolt and control flames cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Brimstone Rider

Starting at 1st level, you have been bonded with a spirit of vengeance, and can transform into the flaming skeletal form of the Brimstone Rider as a bonus action.

When you transform, the flames from your body emit bright light in 15-foot radius and dim light for an additional 15 feet. While in this form, you can use a bonsu action to expand or reduce its radius of bright and dim light by up to 10 feet each, to a maximum of 30 feet each or minimum of 10 feet each.

While you are transformed, you can use your bonus action to summon the Hellfire Chain. The Hellfire Chain has the versatile property, deals 1d6 (1d8) magical slashing damage, and has a reach of 10 feet. You are proficient with the Hellfire Chain, and when using it, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If you later gain the Pact of the Blade feature, the essence of your melee pact weapon is infused into the Hellfire Chain, granting it any invocations, bonuses to attack and damage, and magical abilities your pact weapon possesses. You cannot infuse your pact weapon's essence if you have it summoned. Any expanded charges are shared between the Hellfire Chain and your pact weapon.

The Hellfire Chain disappears when you summon it again, or when you dismiss it (no action required).

In addition, when you deal fire damage from warlock abilities and spells against evil aligned targets while transformed, you deal radiant damage instead.

You drop out of this form when you fall unconscious, or at any time you choose (no action required).

Burning Vengeance (Level 6)

Starting at 6th level, you can pour hellfire into the weapons you wield while transformed. When you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target.

While transformed, you now have resistance to fire damage, and no longer need to breathe.

Racing Spirit (Level 10)

Starting at 10th level, you have mastered the Spirit of Vengeance's racing spirit, and you can push mounts and vehicles beyond their normal limit. When mounted and transformed, your mount's speed is increased by 10, its jump distance is doubled, its AC is increased by 2, it has resistance to fire damage, and you have advantage on checks to stay on your mount.

In addition, when you are driving/piloting a vehicle that you are proficient with, its speed is increased by 1/4.

Penance Stare (Level 14)

Starting at 14th level, you can make eye contact with a creature within 30 ft. and cause it to feel the pain of all of those it has hurt in its lifetime. Make a spell attack against your target, and on a hit, the target is stunned. The target can make a Wisdom saving throw at the end of each of its turns and the effect ends on a successful saving throw. If target is evil takes 10d10 psychic damage, if the target is neutral it takes 5d10 psychic damage, and if the target is good it takes no damage. When a creature is killed by this ability, its body turns to ash.

This ability has no effect on beasts, creatures who are blinded, or constructs.

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

The Accursed Archive

The Accursed Archive (Level 1)

In every library there is a book that has never been read, a section that has never been seen, and a hallway that leads to nowhere–yet, you have managed to read that tome of unspoken secrets, find that shelf of unholy blasphemies, and step beyond the dead-end corridor into the Accursed Archive, where you have become bound to the nightmareinducing writings within. Demonology, blood magic, and the summoning of things from beyond are among the most mundane of topics here, but draw the eye and call to the hand nonetheless. By some malignant intelligence that selects only the most desperate, the most ambitious, and the most willing to sacrifice, the Accursed Archive collects souls to do its ruinous work: to share the terrible truths that reside upon its endless shelves, and bring chaos and upheaval to the outside world through the disclosure of these forgotten secrets.

Expanded Spell List

The Accursed Archive 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.

Tainted Knowledge

At 1st level, you have feasted your eyes upon the books of the Archive, and your mind has both withered and grown. Choose two of the following: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses a chosen skill if you are proficient in that skill, and you gain proficiency in any one skill of your choosing.

You can use an action to enter the Accursed Archive along with up to ten willing companions of your choosing that you can see. Time does not pass outside the Archive while you are within, and you cannot rest, recover hit points, or maintain concentration while inside. For more information on the Archive, see the "Inside the Archive" section. When you choose to depart, you and your companions return instantly to the point from which you entered.

Once you use this feature, you cannot do so again until you finish a long rest.

Written in Blood (Level 6)

At 6th level, you've learned to read your servants and adversaries as easily as the scrolls located within the darkest places of the Accursed Archive and can twist them to serve your cruel whims.

As an action, touch a creature within reach. The target must make a Charisma saving throw with a DC equal to your warlock spell save DC. If they fail, they are paralyzed until the end of your next turn, and their flesh peels back into the pages of a book bound underneath their skin. The words within describe who they are and what they have done, and you can read up to six different sentences from them, prioritizing details you wish to learn. While the creature is paralyzed, you have advantage on Charisma and Intelligence checks relating to the creature and it has disadvantage on Charisma and Wisdom checks.

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

Vile Heresies (Level 10)

At 10th level, you uncover secrets that could shatter the balance of the heavens and hells. Choose any spell of 4th level or lower that is not a cantrip. You can cast this spell once using a warlock spell slot.

Once you do so, you cannot do so again until you finish a long rest.

Whenever you are within the Archive, you can exchange this spell for a different one, but cannot use it until you finish a long rest. Whenever you cast your chosen spell, you gain immunity to the frightened condition. This immunity lasts until you finish a short or long rest.

Unspeakable Truths (Level 14)

At 14th level, you discover the real purpose of the Accursed Archive–the spread of information that will bring ruin to the world. As an action, you can share an unspeakable truth with all creatures that can hear you within 60 feet of you. All hostile creatures who can hear and understand your words must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are driven mad and suffer confusion as though affected by the confusion spell for one minute. They can repeat this saving throw each time they suffer damage, ending the effect on a success.

When you do this, choose up to four creatures within 60 feet of you that you can see. These creatures are infused with dark power that distorts the fabric of reality. Choose one spell you can cast of 2nd level or lower that inflicts damage and has a casting time of one action or bonus action. Each infused creature can use their reaction to cast this spell immediately without using verbal, somatic, or material components. Charisma is their spellcasting modifier for this spell.

Once you use this feature, you cannot do so again until you finish a long rest.

The Ancient Dragon

The Ancient Dragon (Level 1)

Your patron is an elder true dragon, a winged reptile of equal majesty and dread who has seen the rise and fall of empires. Each of these dragons yearns, ultimately, for one thing above all others. The further expansion of their hoards, an effort it may very well expect you to assist and provide for. Each of these beings requires something somewhat unique, and the methods of its retrieval vary equally so. The table below can be used to discover which dragon your patron in particular might be, or merely as a guide for a discussion on the most appropriate one, between you and your DM.

Hoard Mandate
d10Dragon TypeHoard Mandate

Black

Relics of Fallen Empires

Blue

Sapphires and other Gems

Brass

Sentient Items

Bronze

Sunken Treasures

Copper

Metals and Precious Stones

Gold

Pearls and other Gems

Green

Powerful Subordinates

Red

Wealth of its Enemies

Silver

Remnants of Humanoid History

White

Trophies of the Hunt

Expanded Spell List

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

Might of the Maw

1st-level The Ancient Dragon feature

Starting at 1st level, your patron teaches you how to make a spell become a part of you. Choose one warlock spell you know with a casting time of one action or bonus action. It gains the following benefits:

  • You can cast this spell as if it only had verbal components, although you must still provide material components with a gold cost.

  • After casting this spell, once on your turn during the next minute you can cast it again without using a spell slot. You must complete a long rest before you can do this again.

  • When you cast this spell, you can choose one target of the spell, or a creature within 30 feet of you. That creature must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

Each time you gain a level in this class, you can choose to switch these benefits to a different warlock spell that you know of 5th level or lower.

Scales Ascending (Level 6)

6th-level The Ancient Dragon feature

Starting at 6th level, when a creature hits you with a melee attack, you can use your reaction to fly up to 30 feet without provoking opportunity attacks. When you fly in this way, gas or vapor within 5 feet of you is dispersed, and candles, torches, and similar unprotected flames are extinguished. Until the end of your next turn, you have a flying speed of 30 feet. You fall if you end your turn in the air and nothing else is holding you aloft. Once you have used this feature, you can't do so again until you have completed a short or long rest.

Tempered by Terror (Level 10)

10th-level The Ancient Dragon feature

Beginning at 10th level, you are immune to being frightened, and you have advantage on the saving throws of spells cast by creatures that are frightened.

Hidden Hoard (Level 14)

14th-level The Ancient Dragon feature

Starting at 14th level, you gain access to a lair of your very own. As an action you can touch a solid surface and create an opening no more than 10 feet in any dimension. The opening leads to an extradimensional space of your own design that is no more than 100 feet in each dimension, constructed of wood, stone, and similar materials. The opening lasts until you use your action to create a new opening, at which point the old one immediately vanishes. Objects created by this feature disappear if removed from the lair. After creating an opening to your lair, you must complete a long rest before you can do so again.

The Ancient Wyrm

The Ancient Wyrm (Level 1)

It has been your privilege to make a pact with an ancient dragon of untold power. They reside elsewhere--on an Elemental Plane, in the Elemental Chaos, or in a demiplane of their own creation, for example--but you are their emissary and agent on the Material Plane. Your patron has charged you with furthering their agenda, which generally amounts to glorifying their name, spreading respect for dragonkind, and gathering wealth on their behalf. In exchange for your loyalty and regular tribute, your patron grants you a sliver of their magical influence and prowess.

As dragons are ambitious creatures, and only grow more so as they age, your patron is virtually guaranteed to have one or more rivals of comparable might. They might seek to outdo or embarrass each other, or eliminate each other's forces in a centuries-long game of cat-and-mouse. Whatever their intrigues may be, you are a crucial part of them, though the details may be kept from you.

Notable dragons that you may have the pleasure to serve include the gold dragon Lareth, the King of Justice; the red dragon Balagos, the Flying Flame; and the silver dragon Mithbarakaz, the Mithral Shield.

Dragon Type

Your patron bestows upon you gifts and powers according to their nature. Choose your patron's dragon type, which includes a damage type and a favored treasure. These will affect later features you gain from this subclass. Choose from black (acid, onyxes), blue (lightning, sapphires), brass (fire, textiles), bronze (lightning, ceramics), copper (acid, books), gold (fire, pearls), green (poison, elves), red (fire, rubies), silver (cold, paintings), or white (cold, ivory).

Dragon Type
Dragon TypeDamage TypeFavored Treasure

Black

Acid

Onyxes

Blue

Lightning

Sapphires

Brass

Fire

Textiles

Bronze

Lightning

Ceramics

Copper

Acid

Books

Gold

Fire

Pearls

Green

Poison

Elves

Red

Fire

Rubies

Silver

Cold

Paintings

White

Cold

Ivory

Expanded Spell List

Your dragon patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells connected to your patron's dragon type are added to the warlock spell list for you.

Treasure Sense

You can detect the nearby presence of valuables. As an action, you can sense the location and approximate monetary value of any objects within 30 feet that are your Dragon Type's favored treasure. This sense passes through full cover.

Draconic Gifts

Whenever you make a spell attack, you can choose to change the damage type to the one associated with your Dragon Type.

When you reach 3rd level in this class, you learn the dragon's breath spell. It is a warlock spell for you and does not count against the number of spells you know. You can cast it once at its lowest level without using a spell slot, and may do so again after you finish a long rest.

Compelled Tribute (Level 6)

Starting at 6th level, you can demand tribute from others as if your patron were speaking through you. As an action, choose one creature you can see within 10 feet. The creature must be able to hear you and understand a language, but you do not need to share a language. If the creature fails a Wisdom saving throw, it must give you one item of your choosing on its person that you can see. The item must be held or worn, and if worn must be easily removable (for example, a ring or a cloak, but not armor). Once you've used this feature, you can't use it again until you've completed a short or long rest.

Legendary Presence (Level 10)

Starting at 10th level, you can channel the power of your patron when an enemy dares approach you. When a creature moves within 5 feet of you, you can use your reaction to force it to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn. Once you've used this feature, you can't use it again until you've completed a short or long rest.

Borrowed Audacity (Level 10)

Also at 10th level, you gain resistance to your patron's damage type and have advantage on saving throws against fear. In addition, you become immune to the Frightful Presence feature of any creature.

Draconic Avatar (Level 14)

Starting at 14th level, you can call forth a powerful avatar of your patron as an action. You must conduct a 1-hour ritual to prepare this feature, which can be done as part of a short or long rest and only prepares this feature for 24 hours. This ceremony consumes 500 gp worth of treasure, or half that if the treasure is the patron's favored treasure.

To summon the draconic avatar, you must spend a warlock spell slot. It acts on its own initiative count and obeys your commands (no action required by you). You can communicate with it telepathically as long as it is within 60 feet of you. It disappears after 1 minute, if you or it are reduced to 0 hit points, or if you dismiss it early as an action.

The Animal Spirits

Animal Spirits (Level 1)

The cold climates of the frozen tundra may limit the breadth and depth of the fauna when compared to other ecosystems, but those animals have a power unmatched in other areas and their spirits often linger long after death. Some residents of the frozen lands are attuned to those spirits at a young age and they grow to learn how the spirits can provide power. The nobility, raw power, and energy provided by the animal spirits make those who use it wild and untamed themselves, revered by many but kept at a distance.

Expanded Spell List

The animal spirits let 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.

Animal Tongue

Starting at 1st level, your connection to the animal spirits gives you the ability to converse with beasts. You can speak to any beast that can hear you. While the information conveyed might be limited by the intelligence of the beast, you and the beast can share general knowledge and you can learn the beast's current condition and emotional state.

Beast's Resilience (Level 6)

Starting at 6th level, your calling upon the animal spirits toughens your body. When you use an action to cast a warlock cantrip or spell, or use a warlock incantation, you can use a bonus action to add your Charisma modifier to your AC (minimum +1) and gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. You can use this ability 3 times, and then you can regain uses of this ability by completing a short or long rest.

Beast's Savagery (Level 10)

Beginning at 10th level, in addition to the benefits gained from Beast's Resilience (see above), you also gain another benefit. Any enemy adjacent to you can be attacked by your allies with advantage. You also gain another use of Beast's Resilience for a total of 4.

Full of Spirits (Level 14)

Starting at 14th level, the many animal spirits that infuse your body give you the aspects of different creatures. You gain a swim speed and a climb speed equal to your walking speed.

The Apex Predator

The Apex Predator (Level 1)

Your patron is one of the most powerful predators in the multiverse such as a tarrasque, an astral dreadnought, or an ancient dragon. More than simple beasts, these creatures dominate their domains, taking whatever they want from whoever gets in their way. While these creatures normally treat all other creatures as simply potential meals, they still appreciate the utility that vassals can provide for them. As part of your pact, you take whatever scraps of power and resources they leave behind while serving them by finding new prey or intercepting any threat that would try to usurp their top position.

Expanded Spell List

The Apex Predator 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.

Apex Predator Expanded Spells

Establish Dominance

At 1st level you learn to channel your patron's presence in order to mentally dominate your prey. As an action, you can force a target you can see within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. If a creature has a challenge rating lower than your warlock level, they make the saving throw at disadvantage. On a failure, your target is frightened of you for the next minute. While frightened of you in this way, a creature also has disadvantage on saving throws imposed by you and cannot benefit from spells that grant it a bonus to their movement speed. In addition, you have advantage on opportunity attacks made against the frightened creature. A frightened creature may attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.

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

Devour Prey (Level 6)

Starting at 6th level, your patron grants you access to a pocket dimension where your prey is devoured alive. As an action, you may target a creature you can see within 30 feet of you, forcing them to make a Charisma saving throw against your warlock spell save DC. On a failure, that creature is banished to a pocket dimension. While there, the target is incapacitated, and at the end of each of its turns, it may make another Charisma saving throw. On a failure, it suffers acid damage equal to your warlock level plus your Charisma modifier (minimum of 1). On a success, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the creature dies while in your pocket dimension, you may choose to have all of their harvestable materials reappear in the creature's original space instead of their corpse. These harvestable materials are in perfect condition and can be collected without issue.

Once you use this feature once, you cannot use it again until you finish a short or long rest.

Hunter Becomes the Hunted (Level 10)

Starting at 10th level, you learn to retaliate against any creature that would attempt to harm you. Whenever a creature damages you, you gain advantage on all weapon and spell attack rolls against that creature until the end of your next turn.

Top of the Food Chain (Level 14)

At 14th level, your dominance over lesser creatures gives you a protection against their mediocre abilities. Creatures that have a challenge rating lower than half your warlock level rounded down have disadvantage on attack rolls against you, and you have advantage on saving throws imposed by them or their abilities.

The Arcane Cabal

The Arcane Cabal (Level 1)

One of the most common symbols of power is coin. To some, the ability to influence nations or rewrite reality is simply a means to constantly fill their coffers. You have been given the potential for power by an organization with the magical and financial means to do so: whether that be through mutation, outfitting you with enchanted items, or ritually binding you to one of their sources of mystical strength. You are in their employ, instructed to carry out the tasks that will keep the world spinning in the most preferable direction for their shadowy shareholders. The designs of some cabals even extend through the multiverse, franchising individuals to act on their behalf wherever their magic can turn a profit.

n their behalf wherever their magic can turn a profit. As you accrue personal wealth and influence on the rise through the ranks of the cabal, you gain new insights into its operations, and are able to direct more of the organization's resources yourself. The cabal can offer many protections to its most valued members. In this business, you can live large and make others pay the price.

Expanded Spell List

The Arcane Cabal 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.

Gilded Member

As a fully-fledged member of your eldritch organization, you gain the following benefits:

Revenue Stream

At the end of each long rest, you gain a number of gold pieces equal to your warlock level + your proficiency bonus. As an action, you can commune with your patron to request an advance on a number of days' pay up to your Charisma modifier, instantly gaining the amount of gold for those days. You then lose the benefit of this feature until you finish a number of long rests equal to 1 + the number of days requested.

Propietary Magicks

As an action, you can expend a warlock spell slot and pay a fee in gold pieces equal to 2d4 x the spell slot's level to cast any spell from the Arcane Cabal Expanded Spell list , even if you don't know it. The spell must be of a level you can cast. The fee is whisked through the ether to your patron's pocket. You must complete a short or long rest before you can use this feature again.

Expanded Operations (Level 6)

You now have additional power and responsibility over the resources of the cabal, affording you the following benefits:

Summon Hirelings

Over 1 minute, you can perform a ritual to summon underlings in the employ of the cabal to assist you. You can summon a number of messengers or untrained hirelings up to your warlock level, or half as many skilled hirelings. A hireling you summon uses the statistics of a cultist provided in the Monster Manual, although it adds twice your Charisma modifier to its maximum and total hit points.

As your subordinates, hirelings require payment to carry out tasks, the rates of which are detailed in the Services section in chapter 5 of the Player's Handbook. If payment is not provided up front, the hirelings will vanish. Paid hirelings are friendly to you and your companions, and will help you as directed within their ability. They are willing to follow you into dangerous locales, but will not risk their lives for you unless persuaded and compensated to do so. In combat, hirelings roll their own initiative as a group. By default, their priority is to defend themselves or hide.

The hirelings remain until their task is complete, you cease paying them, or you dismiss them as an action. You can choose to dismiss individual hirelings or entire groups. Hirelings require new payment at dawn of each day, which you can magically provide to them wherever they are, as long as they are on the same plane of existence.

Once you perform this ritual, you can't perform it again until you finish a long rest, unless you spend a warlock spell slot to do so again.

Occult Investment

As an action, you can invest a portion of your power in another. Choose one creature within 5 feet of you to grant one of your warlock spell slots. While the creature has the spell slot, it can use it to cast a spell that you know using your spellcasting ability modifier. If the spell slot is unused, it expires at the end of your next short rest.

As a bonus action, you can buy back the invested spell slot early by expending gold pieces equal to 2d4 x the level of the spell slot. A spell cast using the invested spell slot gains one of the following bonuses (chosen by you when you cast the spell):

  • +2 bonus to the spell attack roll.

  • +2 bonus to the saving throw DC of the spell when cast.

  • Deals additional damage on one roll of the spell equal to twice your Charisma modifier.

You can benefit from one invested spell slot at a time. An invested spell slot that is not used loses its benefits at the end of your next long rest.

Delegate Responsibility (Level 10)

Your position offers you greater loyalty from those below you in the cabal, and can even shield you from the worst consequences of your actions. Whenever you summon skilled hirelings, they are now willing to fight for you, and will obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they aim to defend you as best they can. Hirelings within 60 feet of you add your Charisma modifier to their attack rolls.

In addition, when you take damage or become subject to a condition, you can use your reaction to choose a creature you can see within 30 feet of you. An unwilling creature must make a Wisdom save against your warlock spell save DC. On a success, this feature has no effect. Damage dealt to you by the triggering effect is reduced by a number equal to twice your warlock level. The reduced damage is dealt to the target creature instead, and one condition of your choice affecting you is transferred to the target for its remaining duration.

A creature summoned by one of your Arcane Cabal features or warlock spells can be targeted with this reaction when it is within 90 feet of you, whether or not you can see it.

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

Power Broker (Level 14)

The direct line to the cabal's coffers now threads through your fingers. You learn a ritual for exchanging gold, magic items, or magical power. You perform the ritual over the course of 10 minutes. If you are exchanging a magical item, you must remain in contact with the item for the duration of the ritual. You can't send an artifact or a sentient item in this way. When you complete the ritual, the item vanishes and you gain a number of gold pieces or regain a number of expended warlock spell slots (your choice) dependent on the item's rarity, as shown in the table below.

Power Broker Exchange
Item RarityGold RewardSpell Slots

Common

50gp

0

Uncommon

250gp

1

Rare

2500gp

2

Very Rare

25000gp

3

Legendary

250000gp

4

Alternatively, you can spend gold or warlock spell slots to imbue a nonmagical item with the properties of a magic item that you have previously exchanged with this feature. The cost of gold or spell slots to imbue an item in this way is equal to the item's rarity as shown in the Power Broker Exchange table. The item must be of a type that can make use of the properties: for example, the properties of an animated shield must be applied to a shield. The properties last until the end of your next short rest.

You can perform this ritual up to five times. You regain all expended uses upon completing a long rest.

The Arcanist

The Arcanist (Level 1)

You've made a pact with a powerful being that manipulates the weave of magic. A powerful archmage that has ascended beyond mortality, a creature whose very nature is magic, or even a deity whose portfolio includes spellcraft has chosen you to be their acolyte, channeling their immense knowledge and understanding over the Art to shape the world around you and further their schemes.

Expanded Spell List

1st-level Arcanist feature

The Arcanist 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.

Eldritch Grimoire

1st-level Arcanist feature

Your patron bestows upon you an eldritch grimoire, a book capable of holding arcane secrets and magics. Choose two 1st-level spells from the wizard spell list to be added to your grimoire. Spells in your grimoire count as warlock spells for you even if they don't appear on the warlock spell list but don't count against the number of warlock spells you know. While you're holding the grimoire, you can cast any spell within it by expending a spell slot as normal, and you can use the grimoire as a spellcasting focus for your warlock spells.

When your Pact Magic feature lets you learn a warlock spell of 1st level or higher, you can add another spell of your choice from the wizard spell list to your grimoire, provided the spell is of a level for which you have spell slots. In addition, when you gain a level in this class, you can choose one of the spells you added to your grimoire with this feature and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

If you lose your eldritch grimoire, 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 grimoire. The grimoire turns to ash when you die. If you later gain the Pact of the Tome feature, your grimoire becomes your Book of Shadows.

Manifest Arcanum

1st-level Arcanist feature

Your eldritch grimoire is a conduit of your patron's power and has a number of charges equal to half your warlock level (rounded up). While holding the grimoire, you can can cast a spell in it with a level equal to or lower than half your proficiency bonus by expending a number of charges equal to the spell's level.

Your grimoire regains all expended charges when you finish a long rest.

Eldritch Arcana (Level 6)

6th-level Arcanist feature

The more you tuck on the weave of magic, the more you can connect with your patron. You can maintain concentration on two warlock spells at the same time, provided that at least one of those spells is in your eldritch grimoire and their combined levels are equal to or less than half your warlock level (rounded up).

If you fail a Constitution saving throw that you make to maintain concentration on a spell that's in your grimoire while concentrating on two spells, you lose concentration on only one of them (your choice).

Arcane Surge (Level 10)

10th-level Arcanist feature

Through your patron, you've attained a powerful connection with the weave of magic. You have resistance to force damage.

In addition, immediately after you cast a warlock spell, you can use your bonus action and expend one charge from your grimoire to burst with arcane energy. Creatures of your choice you can see within 30 feet of you must succeed on a Dexterity saving throw against your warlock spell save DC or take force damage equal to half your warlock level + the spell's level.

Spelleater Arcanum (Level 14)

14th-level Arcanist feature

You can devour magic. As an action, choose a creature that you can see within 60 feet of you. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, you peer into its magical reserves, choosing one of the spells it can cast and consuming it. Your eldritch grimoire then regains a number of its expended charges up to the consumed spell's level and the consumed spell appears in it, if it isn't in it already. The spell remains in the grimoire until you use this feature again or until you cast it. While a consumed spell is in your grimoire, the creature that you consumed it from can't cast that spell.

If a consumed spell is of 6th-level or higher, you can expend a use of your Mystic Arcanum feature to cast it, as described in your Mystic Arcanum feature. If a creature fails its saving throw to resist the effects of this feature but isn't capable of casting spells, it takes 10d10 force damage and is stunned until the end of its next turn instead. Once you use this feature, you can't use it again until you finish a long rest.

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 Archlich

The Archlich (Level 1)

You have made a pact with an archlich, a creature that has existed since the dawn of the last age and holds secrets of arcane magic that have been forgotten for thousands of years. Such a being desires only to expand its own power and influence, only using you as a pawn in its far larger scheme. Any lich powerful enough to form a pact has lived for many thousands of years, and many of them were involved in the invention of lichdom itself.

Expanded Spell List

The Archlich 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.

Soulkeeper

Starting at 1st level, you can force the souls of the dead to protect you from attack. Whenever a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction to temporarily tether its soul to your body. Until you lose your concentration (as if you were concentrating on a spell), your AC equals 12 + your Charisma modifier + your Dexterity modifier if you aren't wielding a shield. If you lose your concentration, the soul goes free and the bonus is lost.

Phylactery Ring (Level 6)

Starting at 6th level, your patron grants you a magical ring that can serve to revive you from death. If you would be reduced to 0 hit points while you a have a soul tethered to you with your Soulkeeper feature, the soul is first bound the ring, empowering it, before you fall unconscious. If you die while wearing the empowered ring, you are revived 24 hours later with 1 hit point, your body fully restored at the location of the ring. If you instead get up from unconsciousness, the soul is removed from the ring and re-tethers to your body.

If you ever lose the ring, you can request your patron to grant you a replacement during a long rest.

Undying Flesh (Level 10)

By 10th level, your body has taken on the attributes of undeath. You have resistance to necrotic damage, gain proficiency in Constitution saving throws, and you age at a slower rate. For every 10 years that pass, your body ages only 1 year.

Souleater (Level 14)

Starting at 14th level, you can consume the souls you've enslaved to heal yourself. When you lose concentration on your Soulkeeper feature, you can choose to consume the soul, rather than freeing it. If you do so, you regain hit points equal to half your hit point maximum, and each creature of your choice within 10 feet of you becomes frightened of you until the end of your next turn.

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

The Archmage

The Archmage (Level 1)

For those with the willpower and time, arcane magic can be a path to great power. Those who ascend to these lofty heights of arcane power are known as Archmages, masters of the weave. So wondrous is their power, and so strange are their goals, these masters of magic will sometimes enlist warlocks to help with, what appear to the Archmage, to be trivial tasks.

Archmage Spell List

The Archmage lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Arcane Apprentice

When you make your Pact with the Archmage, they impart to you a mote of their wondrous arcane ability so you may carry out their wishes. At 1st level, you gain the following benefits:

  • Intelligence becomes your spellcasting ability for warlock spells and class features. Anytime you gain a warlock feature that uses Charisma, you use Intelligence instead.

  • You gain proficiency in Arcana.

  • You learn one cantrip of your choice from the wizard spell list. It counts as a warlock cantrip for you, but it doesn't count against your total number of Cantrips Known.

Astral Slip (Level 6)

Beginning at 6th level, you can draw on the arcane power of your patron to shield yourself from harm. When a creature you can see hits you with an attack, you can use your reaction to instantly teleport through the Astral Plane, causing the attack to miss. You immediately reappear in an unoccupied space of your choice that you can see within 30 feet.

Once you use this reaction to evade an attack, you must finish a short or long rest before you can use it again.

Arcane Savant (Level 6)

Your patron grants you enhanced insight into the theories of arcane magic. Also at 6th level, each time you finish a long rest you can replace one warlock spell you know of 1st-level or higher with another warlock spell of your choice.

Spell Ward (Level 10)

Your understanding of the arcane allows you to resist magical effects. At 10th level, you gain resistance to force damage.

Additionally, when you are forced to make a saving throw to resist the effects of a spell, you can make an Intelligence saving throw in place of the normal saving throw.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Banishing Shunt (Level 14)

Starting at 14th level, when you hit a creature with an attack, you can force them to make a Charisma saving throw in place of dealing damage. On a failed save, the target is instantly transported to a demiplane of your patron's creation for up to 1 minute, or until you lose concentration on this ability.

When this feature ends, the banished creature returns to the nearest unoccupied space and must make an additional Charisma saving throw. It takes 5d10 force damage on a failed save, and half as much on a success.

Once you use this feature to banish a creature you must finish a long rest before you can use it again.

The Archmage

The Archmage (Level 1)

Your patron is an incredibly powerful magical practitioner - such as Blackstaff, Elminster, Fistandantilus, Gromphe Baenre, Mordenkainen, or Vecna - one whose skill and strength in the arcane arts has made them tantamount to a god. Such a mage may require minions to aid them in unlocking the great secrets of the multiverse, or perhaps they just need a subject for their eldritch experiments.

No matter your patron's motivations, you have convinced them to take you on as an apprentice, being granted access to a modicum of their knowledge and power.

Expanded Spell List

The Archmage 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.

Arcane Apprentice

At 1st level, you can choose to use Intelligence, instead of Charisma, as your warlock spellcasting ability. If you choose to use Intelligence, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature.

Additionally, you learn the detect magic and identify spells. They count as warlock spells for you, and don't count against the number of warlock spells you know. Unless you learn either spell from another source, you can only cast it as a ritual.

Archmage's Excess

Also starting at 1st level, your patron allows you to siphon off their excess reserves of magical power. As an action, you can regain one of your expended warlock spell slots. Once you use this feature, you must finish a long rest'24 before you can use it again.

Eldritch Efficiency (Level 6)

At 6th level, your patron teaches you how to use your reserves of magical power with greater finesse. As a bonus action, you expend one of your warlock spell slots to gain a number of temporary lower-level warlock spell slots with total level equal to the spell slot expended. For example, if you expend a 3rd-level spell slot this way, you can gain three 1st-level spell slots or one 1st-level and one 2nd-level spell slot.

You lose a temporary spell slot when you expend it or when you regain your expended warlock spell slots at the end of a short or long rest.

Magic Resilience (Level 10)

Starting at 10th level, when you fail a saving throw you make against a spell or other magical effect, you can choose to succeed instead. If you use this feature to succeed on a saving throw against a spell that allows you to take half damage on a success, you instead take no damage from the spell.

Once you use this feature, you must finish a short or long rest before you can use it again.

Archmage Arcanum (Level 14)

Starting at 14th level, your patron allows you to draw further from their knowledge and magical power. When you finish a long rest'24, you can choose to replace one of your arcanum spells with a different spell of the same level from either the warlock or wizard spell list. A wizard spell you choose this way counts as a warlock spell for you until you choose to replace it.

Additionally, as an action, you can regain the use of your 6th or 7th-level arcanum spell. Once you regain the use of an arcanum spell this way, you must finish a long rest'24 before you can use this ability again.

The Archmage

The Archmage (Level 1)

For those with the willpower and time, arcane magic can be a path to great power. Those who ascend to these lofty heights of arcane power are known as Archmages, masters of the weave. So wondrous is their power, and so strange are their goals, these masters of magic will sometimes enlist warlocks to help with, what appear to the Archmage, to be trivial tasks.

Extended Spells

The Archmage lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Arcane Apprentice

When you make your Pact with the Archmage, they impart to you a mote of their wondrous arcane ability so you may carry out their wishes. At 1st level, you gain the following benefits:

• Intelligence becomes your spellcasting ability for warlock spells and class features. Anytime you gain a warlock feature that uses Charisma, you use Intelligence instead.

• You gain proficiency in Arcana.

• You learn one cantrip of your choice from the wizard spell list. It counts as a warlock cantrip for you, but it doesn't count against your total number of Cantrips Known.

Astral Slip (Level 6)

Beginning at 6th level, you can draw on the arcane power of your patron to shield yourself from harm. When a creature you can see hits you with an attack, you can use your reaction to instantly teleport through the Astral Plane, causing the attack to miss. You immediately reappear in an unoccupied space of your choice that you can see within 30 feet.

Once you use this reaction to evade an attack, you must finish a short or long rest before you can use it again.

Arcane Savant (Level 6)

Your patron grants you enhanced insight into the theories of arcane magic. Also at 6th level, each time you finish a long rest you can replace one warlock spell you know of 1st-level or higher with another warlock spell of your choice.

Spell Ward (Level 10)

Your understanding of the arcane allows you to resist magical effects. At 10th level, you gain resistance to force damage.

Additionally, when you are forced to make a saving throw to resist the effects of a spell, you can make an Intelligence saving throw in place of the normal saving throw.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Banishing Shunt (Level 14)

Starting at 14th level, when you hit a creature with an attack, you can force them to make a Charisma saving throw in place of dealing damage. On a failed save, the target is instantly transported to a demiplane of your patron's creation for up to 1 minute, or until you lose concentration on this ability.

When this feature ends, the banished creature returns to the nearest unoccupied space and must make an additional Charisma saving throw. It takes [[5d10]] force damage on a failed save, and half as much on a success.

Once you use this feature to banish a creature you must finish a long rest before you can use it again.

The Ashen Wolf

The Ashen Wolf (Level 1)

You've made a pact with a primal spirit of fire and the hunt–a scourge of the forests and fields, and a harbinger of ill fate. This creature is wise and cunning, making deals with those who have the potential to bring ruin and change. Some consider the beast to be native to the Plane of Elemental Fire; others call it a fiend from the darkest hells. Whatever its origin, the ember-eyed wolf often extracts payment in the form of wishes gone awry: a demand for power becomes a battle to retain one's humanity, while a request for a peaceful resolution often has a price that brings constant regret.

Expanded Spell List

The Ashen Wolf 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.

Breath of Smoke

Starting at 1st level, you can use your action to exhale blistering embers in a 15-foot cone. Each creature in that area must make a Constitution saving throw against your warlock spell save DC. Creature that fail take fire damage equal to your warlock level + your Charisma modifier and are blinded until the end of their next turn.

If you activate this feature again before finishing a short or long rest, you gain one level of exhaustion.

Additionally, you can breathe and see normally in smoke or ash-filled air.

Feast for the Fire (Level 6)

Beginning at 6th level, you have gained the ability to mark a target for sacrifice to the Ashen Wolf. As a bonus action, choose one creature you can see within 60 feet of you. For one minute, the target is cursed by the Ashen Wolf. The curse ends early if the target dies. Until the curse ends, the target loses any resistance to fire damage, and opportunity attacks against the target are made with advantage.

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

At 10th level, the curse grows in strength as your connection with your patron deepens. The target also loses any immunity to fire damage.

Endless Pursuit (Level 10)

At 10th level, your patron grants you a portion of its primal stamina. You gain resistance to fire damage.

Whenever you finish a short rest, you can choose to reduce your level of exhaustion by one.

You can do this once, and this use recovers whenever you finish a long rest.

Beast of the Burning End (Level 14)

At 14th level, you unlock the power to incarnate in the form of your patron. As an action, you wrap yourself in the guise of a massive flaming lupine creature. For 1 minute, or until you exit this incarnation as a bonus action, you gain the following benefits.

  • Your size becomes Medium or Large (your choice).

  • You ignore all levels of exhaustion.

  • Your speed increases by 20 feet.

  • You have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

  • You are immune to fire damage.

When you use this feature, two hell hounds burst forth from your burning flesh into spaces within 5 feet of you. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them or are incapacitated, they defend themselves and you from hostile creatures, but otherwise take no actions. They act on your initiative count, have twice as many hit points as a normal hell hound, and are considered elementals instead of their normal type.

When you exit this incarnation, the hell hounds instantly turn to ash. Your body immediately attempts to reabsorb the ash as it swirls back to you from up to 300 feet away. If a hell hound has died or the ash cannot return to you due to distance, you gain one level of exhaustion per missing hound.

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

The Ashen Wolf

The Ashen Wolf (Level 1)

You've made a pact with a primal spirit of fire and the hunt–a scourge of the forests and fields, and a harbinger of ill fate. This creature is wise and cunning, making deals with those who have the potential to bring ruin and change. Some consider the beast to be native to the Plane of Elemental Fire; others call it a fiend from the darkest hells. Whatever its origin, the ember-eyed wolf often extracts payment in the form of wishes gone awry: a demand for power becomes a battle to retain one's humanity, while a request for a peaceful resolution often has a price that brings constant regret.

Ashen Wolf Expanded Spell List

The Ashen Wolf 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.

Breath of Smoke

Starting at 1st level, you can use your action to exhale blistering embers in a 15-foot cone. Each creature in that area must make a Constitution Saving Throw against your Warlock spell save DC. Creatures that fail take fire damage equal to your Warlock level + your Charisma modifier and are blinded until the end of their next turn.

If you activate this feature again before finishing a Short or Long Rest, you gain one level of Exhaustion.

Additionally, you can breathe and see normally in smoke or ash-filled air.

Feast for the Fire (Level 6)

Beginning at 6th level, you have gained the ability to mark a target for sacrifice to the Ashen Wolf. As a bonus action, choose one creature you can see within 60 feet of you. For one minute, the target is cursed by the Ashen Wolf. The curse ends early if the target dies. Until the curse ends, the target loses any resistance to fire damage, and opportunity attacks against the target are made with advantage.

Once you use this feature, you can't do so again until you finish a Short or Long Rest.

At 10th level, the curse grows in strength as your connection with your patron deepens. The target also loses any immunity to fire damage.

Endless Pursuit (Level 10)

At 10th level, your patron grants you a portion of its primal stamina. You gain resistance to fire damage.

Whenever you finish a Short Rest, you can choose to reduce your level of Exhaustion by one.

You can do this once, and this use recovers whenever you finish a Long Rest.

Beast of the Burning End (Level 14)

At 14th level, you unlock the power to incarnate in the form of your patron. As an action, you wrap yourself in the guise of a massive flaming lupine creature. For 1 minute, or until you exit this incarnation as a Bonus Action, you gain the following benefits.

  • Your size becomes Medium or Large (your choice).

  • You ignore all levels of Exhaustion.

  • Your speed increases by 20 feet.

  • You have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

  • You are immune to fire damage.

When you use this feature, two hell hounds burst forth from your burning flesh into spaces within 5 feet of you. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them or are incapacitated, they defend themselves and you from hostile creatures, but otherwise take no actions. They act on your initiative count, have twice as many hit points as a normal hell hound, and are considered elementals instead of their normal type.

When you exit this incarnation, the hell hounds instantly turn to ash. Your body immediately attempts to reabsorb the ash as it swirls back to you from up to 300 feet away. If a hell hound has died or the ash cannot return to you due to distance, you gain one level of Exhaustion per missing hound.

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

The Astral Griffon

The Astral Griffon (Level 1)

You have made a pact with a powerful demigod of the Astral Plane: a Griffon whose control over space, creation, and pocket dimensions extends throughout the multiverse. It aims to expand its eclectic collection of treasures, both magical and mundane. These treasures may be worth very little in the average shop, but to the Griffon it holds a special place in history or the fabric of existence. Your binding may lead you far and wide in search of foreign artifacts as quickly as it would a nearby pub for a tarnished locket. Regardless of the task, the Griffon's aims are rarely subject to distinctly good or evil motives.

Expanded Spell List

The Astral Griffon 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.

Extradimensional Acuity

At 1st level, your patron grants you the ability to maintain a small pocket dimension. The extradimensional space is always accessible to you and can hold up to 50 pounds of inanimate material, not exceeding 1 cubic foot. You can access and interact with this space using your hands the same way you would with a normal container. Your hands disappear within the space while they're accessing it.

Placing a bag of holding, Heward's handy haversack, portable hole, or similar item inside your pocket dimension instantly destroys both the item and anything else within the two extradimensional spaces. When this happens, you are unable to access your pocket dimension again until 7 days have passed.

In addition, you can sense whether pocket dimensions are present within 60 feet of you. This feature doesn't reveal their location or number.

Planar Escape (Level 6)

By 6th level, you can hide yourself in a temporary extradimensional space to avoid harm. When you take damage from a hostile creature you can see within 30 feet of you, you can use your reaction to disappear into a harmless pocket dimension. You can see into your original plane of existence and move normally while in this extradimensional space, but other creatures can neither see nor harm you while you remain there. You remain in this pocket dimension until the end of your next turn or until you attack or cast a spell. Once you use this feature, you can't do so again until you finish a short or long rest.

Extradimensional Mastery (Level 10)

Starting at 10th level, the fabric of existence is clear to you. You have resistance to force damage, and whenever you discover an extradimensional space, you can perceive what items are stored within it.

In addition, you can use an action to enhance your perception of reality. For 10 minutes, you have advantage on Wisdom (Perception) checks that rely on sight, and you gain truesight out to 30 feet. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Pocketeer (Level 14)

At 14th level, you've learned how to mold extradimensional spaces beyond their normal limits. Your pocket dimension expands to hold up to 250 pounds, or 10 cubic feet.

In addition, you can use an action to shunt an object that isn't being worn that you can see within 30 feet of you into your pocket dimension, provided that there's enough space. If the object is being carried, the holder must succeed on a Wisdom saving throw against your warlock spell save DC. The object remains in the extradimensional space until the end of your next turn or until you retrieve it. When the effect ends, the object reappears in an unoccupied space within 5 feet of you or in your hands, if you have any free (your choice). Once you use this feature, you can't use it again until you finish a short or long rest.

The Banished Gunsmith

The Banished Gunsmith (Level 1)

You've made a pact with a powerful being known as the Banished Gunsmith, who dwells in a place outside of time, creating the weapons of gods and fiends alike. You called to this being, and it answered, granting a boon to a fervent supplicant, or merely agreeing to fulfill your request in exchange for a price of its own. Your body was destroyed, and your soul has been forged into a firearm, preserving your life and keeping you safe. Wandering the world, your power grows with every shot fired and every enemy slain as you fulfill your part of the bargain or try to take back the wishes twisted against you by the devious yet compassionate Gunsmith, who cares deeply for all its creations.

Firearm Pact Objects

Each of the pact objects provides slightly different benefits to a warlock of the Craftsman compared to those who serve other patrons.

Pact of the Blade: You are considered your own pact weapon, and can't be dismissed. You can use an action to transform into any simple or martial melee weapon, and can revert back to your firearm form at any time without using an action.

Pact of the Chain: Your familiar cannot be considered your bearer, unless you take the Nameless Stranger invocation and select the Wandering Stranger as your familiar. Familiars of this patron appear polished and clean, gleaming with a metallic shine.

Pact of the Tome: Your barrel and cylinder are covered with arcane inscriptions, and small paper seals hang from your grip. You are always considered in possession of your Book of Shadows unless it has been destroyed due to your death.

Flawless Firearm

At 1st level, your soul been imbued into a handgun, which serves as your body. You retain any bonuses or features of your race, and are still considered to be of that race and type. You gain immunity to poison and disease, you do not require food, air, or water, and you no longer age. You have the same AC as your bearer, and you can use the higher of your Dexterity modifiers to calculate their AC. Whenever your bearer takes damage but you do not, both you and your bearer take half the amount of damage instead. You can regain hit points as though you were a living creature. Your walking movement speed is 0, and can't be increased.

As a soulbound firearm, you have the following properties: You have a range of 60/120. Your attacks inflict 1d10 piercing damage, and you require no ammunition to fire. You count as a magical weapon for the purposes of overcoming damage resistances and immunities, and grant proficiency with firearms to your bearer. You are not considered a magical weapon for the purposes of spells like elemental weapon. Additionally, your spells' somatic components are replaced with "visual" components, where you visibly flare with magical power. You count as an arcane focus. Your bearer must have at least one hand touching you to enable you to cast a spell that deals damage with a range other than "Self" or "Touch". The exceptions to this rule are eldritch blast and fire bolt, which you learn when you choose this patron.

You can communicate telepathically with your bearer, and with any creature that speaks a language within 60 feet of you. This telepathy is two-way, but otherwise you cannot speak.

If your bearer is unconscious, you can move their body and control their actions, even when they are reduced to 0 hit points. Each time they take damage or would otherwise be awakened, you can choose to force them to make a Wisdom saving throw against your warlock spell save DC. If they fail, they don't awaken.

Whenever your bearer makes a skill or ability check, you can choose to make the check in their stead using your statistics.

Your form is permanent, and you can't be affected by Wild Shape, polymorph, or any other spell that would change it.

Don't Even Blink (Level 6)

Starting at 6th level, you can shoot down other projectiles, even magical ones. Whenever a successful ranged attack roll is made against a creature within 30 feet of you, you can use your reaction to shoot the projectile and steal its momentum, reducing the damage it deals by 1d8 + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier, and these uses recover whenever you finish a long rest.

Merciless Harvest (Level 10)

At 10th level, the true name of your soul is inscribed onto the body of your weapon, and you learn to steal this name from others. You gain resistance to radiant damage. Whenever you kill a creature with an attack using yourself, you and your wielder gain temporary hit points equal to the amount of damage left over after the target was reduced to 0 hit points.

Execution and Redemption (Level 14)

At 14th level, the weapon that houses your soul is both a prison and the key to escape. Whenever you are within 5 feet of a prone humanoid creature, you can choose to fire a single magically-infused round at them as an action. The target must make a Charisma saving throw. If they fail, they take 10d10 force damage. If they die, you appear in their hand and cannot be removed without your consent. They are considered an unconscious creature that cannot awaken, and you can control their body using your actions. Treat your statistics as theirs, and your health as their own.

When dawn arrives, the body you've taken disintegrates into dust and reforms into your firearm. You can do this once, and can't do so again until you finish a long rest.

The Beard

The Beard (Level 1)

Otherworldy Patron by heavyarms

There once was a dwarf, and that dwarf had a beard. His beard was so mighty that he ascended to godhood.

Restriction: No Beard, No Good

You must have a beard to hope to draw the attention of the Beard. Typically, elves and half-elves lack the facial fortitude to gain favor with the Beard.

Basically a Wizard

As all wizards have beards, when your Pact Magic feature lets you learn or replace a warlock cantrip or a warlock spell of 1st level or higher, you can choose the new spell from the warlock spell list or wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a warlock spell for you.

Majestic Beard

A magnificent magical beard appears on your face, which is the source of your magic. You can use it as a focus for your warlock spells. While you have your magical you have advantage on Charisma checks against other intelligent creatures that have a beard, such as dwarves or bearded devils.

Your magical beard vanishes when you have no warlock spell slots remaining, and reappears whenever you finish a short or long rest or regain one or more warlock spell slots by some other means. Whenever your magical beard vanishes, it is replaced by your original one until it reappears.

Invoke Beard (Level 6)

You can stroke your beard as a bonus action to regain one expended warlock spell slot. Once you regain a spell slot in this way, you can't do so again until you finish a long rest.

Iron Curtain (Level 10)

Your magical beard counts as a shield you are wielding and are proficient with, increasing your AC by 2 while you have it. You can still only benefit from one shield at a time.

Uncowed, Unkempt, Unshaven (Level 14)

While you have your magical beard, you can't die due to failing death saving throws, and massive damage or other effects can't cause you to die instantly.

The Beholder

The Beholder (Level 1)

Your patron is an everwatchful beholder, filled with malice and an often insane drive towards dominating all those it considers below it, which is everyone, especially other beholders. While it might share its power with you in an attempt to further its own goals, it despises you and mistrusts you as much as you it. Prominent beholders include Xanathar, of the eponymous Thieves' Guild in Skullport, or Large Luigi, the barkeeper on the Rock of Bral.

Variant: Gazer Familiar

Along with the special forms listed within the Pact of the Chain feature in the Player's Handbook, a DM can allow a player access to the gazer, a creature described in Volo's Guide to Monsters (Page 126).

Expanded Spell List

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

Eyes of the Beholder

1st-level The Beholder feature

Starting at 1st level, you can treat your eyes as an arcane focus, and you can ignore any somatic component of spells you cast.

Additionally, when you cast a spell that does not have a range of self, you can have it originate at a point within sight. Once you use this feature, you can't use it again until you finish a long rest.

Partners Through Prejudice (Level 6)

6th-level The Beholder feature

Starting at 6th level, you can attempt to bring an insubordinate and lesser creature momentarily on your side. As a reaction, when a creature you can see targets you with an attack, you can force it to make a Wisdom saving throw against your warlock spell save DC. If the creature fails its saving throw, you can choose a new target within range, and the creature is charmed by you until the end of your next turn. This feature has no effect on humanoids.

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

Confirmed Suspicions (Level 10)

10th-level The Beholder feature

Starting at 10th level, you have resistance to all damage when you haven't taken a turn in combat yet.

Extraneous Ego (Level 14)

14th-level The Beholder feature

Starting at 14th level, you can conjure a manifestation of your dream self while in the grip of sleep. When you would be rendered unconscious as a result of being reduced to 0 hit points, you can choose to craft yourself a new body within 15 feet of you identical to the original that lasts for 1 minute, or until it is reduced to 0 hit points or dies.

At the end of the duration, or if you become conscious, your clone vanishes and you regain hit points equal to its current hit points. The clone is under your control, has none of your gear, has a number of hit points equal to half its maximum, and takes your place in the initiative order.

While you remain unconscious you do not make death saving throws for your original body, but you fail them from taking damage as normal. If you would die while your clone is still present, your clone becomes your new body permanently.

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

The Beyond

The Beyond (Level 1)

Your patron is a being from beyond all known planes of existence. The methods through which you came into contact with them became unknown to you as soon as contact was made. Your patron only desires to see the planes you inhabit destroyed from the inside. As such, they provide you with the power to slowly decontruct and disrupt the flow of the world around you. Entities of this type do not have names, nor species. If contacted, they appear as the creature speaking with them.

Expanded Spell List

The Beyond 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.

Unknown Phenomena

Starting at 1st level, you gain the ability to subtly cause effects around you. You learn the thaumaturgy and prestidigitation cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. You can cast these cantrips without verbal or somatic components and the range is doubled.

Ethereal Eyes

At 1st level, you gain the ability to shift your sight away from your current plane. As an action, you can peer into the Ethereal Plane for 1 minute. Ethereal creatures and objects appear ghostly and translucent. You can use this feature a number of time equal to your Charisma modifier (minimum of 1), and regain all expended uses when you finish a long rest.

When you reach 10th level in this class, you also know the location of all disconnected creatures within 60 feet of you while using this feature.

Disturb Natural Order (Level 6)

At 6th level, your patron endows you with a new ability to further meddle with the intended behaviour of the planes. At the start of your turn, you can apply one of the following effects to a creature you can see within 60 feet of you:

  • Choose a damage type besides force, if the creature would have resistance against that type, it is now damaged normally. If the creature would have immunity, they are now resistant. This effect ends at the end of your turn.

  • Choose a condition, if that creature would have immunity against that condition, it no longer does. This effect ends at the end of your turn, but the condition lasts as long as it normally would.

Only your attacks and conditions you apply can benefit from these effects. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and regain all expended uses when you finish a long rest.

Planar Disconnection (Level 10)

Beginning at 10th level, your connection to your patron becomes stronger, as your connection to the planes begin to falter. You learn the blink spell. 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 regain the ability to do so when you finish a long rest.

Whenever you cast this spell, you have a chance to temporarily disconnect from the planes. On a roll of 16 or higher, you vanish from all planes of existence. The same rules apply for returning to the plane you cast the spell from. While outside of the planes, you can see and hear the plane you originated from as if you were there. You cannot affect or be affected by other creatures while disconnected. Creatures that aren't there can't perceive you or interact with you.

Additonally, while a creature is disconnected, all magical effects on them are suspended and they cannot die. If they would die, they remain alive until they reconnect to the planes.

Forceful Disconnect (Level 14)

Starting at 14th level, you are able to disconnect other creatures from the planes. You can now cast the blink spell a second time without a spell slot, and regain the ability to do so when you finish a long rest. Whenever you cast the this spell, you can no longer appear on the Ethereal Plane. As such, you now disconnect on a roll of 11 or higher.

Whenever you disconnect, you can attempt to do the same to another creature within 5 feet of you. An unwilling creature must make a Charisma saving throw to avoid the effect.

The disconnected creature returns at the start of your next turn or when the spell ends. Optionally, disconnected creatures, including yourself, can now use their reaction to forcibly reconnect to the planes early.

If you or a creature you designate as friendly reconnects early, that creature is considered to be in three-quarters cover until the start of your next turn. the creature also appears to be semi transparent.

If a creature you designate as hostile reconnects early, attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage until the start of your next turn.

The Big Tiddy Goth Girlfriend

The Big Tiddy Goth Girlfriend (Level 1)

Your patron is what is known to those with culture as a big tiddy goth girlfriend. These powerful and sought after beings are few and far between, and with that sort of rarity comes an otherworldly power that few understand. You are one of the lucky few, that has encountered and tamed one of these powerful beings. Even though she exists on a higher plane of existence than you, the two of you are still partners, and she is your personal big tiddy goth girlfriend.

Expanded Spell List

The Big Tiddy Goth Girlfriend lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the Warlock list for you.

Big Tiddy Goth Girlfriend Spells

My Girl's Done Worse to Me

Your big tiddy goth girlfriend has shown you plenty, from her terrifying hobbies to her absolutely enthralling self. At 1st level, when you fail a saving throw that would cause you to become charmed or frightened you can choose to instead succeed the saving throw. You can do this once, regaining expended uses upon completing a short or long rest.

Goth Makeover

Additionally at 1st level, your girlfriend has shown her excessive habit of wanting to do your makeup, and dress you up in all black, just like her. You have learned from this, and are able to give yourself a supernatural makeover infused with her occult techniques. As long as you are wearing black clothes, and have spent at least ten minutes after your last long rest with a disguise kit doing your makeup, your AC equals 13 + your Dexterity modifier.

Spirit Crystals (Level 6)

Upon reaching 6th level, your big tiddy goth girlfriend grants you the ability to conjure crystals from her realm that carry with them magical qualities that alter and effect your life. Upon completing a short rest, choose one of the following stones to create.

Spirit Crystals

You can only have one of these stones created at a time, and when you create a second one the first is destroyed.

Expanded Collection (Level 10)

Upon reaching 10th level, your big tiddy girlfriend has opened up her large collection of arcane crystals to you, and you gain the ability to have up to two crystals active at a time. When you would create a third, you can choose which of the other two to destroy.

Public Display of Affection (Level 14)

At 14th level, you have become close enough to your big tiddy girlfriend that she is willing to support you in public. As a reaction to either falling prone, or being about to take falling damage, you can open an ethereal gate and summon your girlfriend to catch you in her bosom before vanishing. When you do this, you do not fall prone, and you do not take any damage from the fall as she cushions your landing with her loving embrace.

The Bitch With Many Teeth

The Bitch With Many Teeth (Level 1)

You swore allegiance to the hungriest of all hated gods - to the Bitch With Many Teeth. Many are afraid of her gifts - mouth full of razor sharp teeth is not as fancy as beauty granted by the Queen of Mirrors or endless rebirth from the womb of All-Mother.

They see her as nothing more but a hungry beast. But you? You know the truth.

You know there is nothing more powerful than love, nothing more beautiful than unity of two souls, when the two become one.

Singing serenades under the moonlight or expensive gifts or wild animalistic fuck are nothing more than a lie, born by this world of fakes.

Watered down, sanitized substitutes for true feelings.

Love isn't about holding hands.

Love isn't about saying fancy lies to each other.

Love isn't about support.

Love is all about power.

Love is all about the predator and her prey.

Love is all about Hunger.

There is a reason, after all, why even those pathetic poets always talk about unity of hearts.

Ravenous

At 1st level, your teeth start growing out of control. You can bite when making an unarmed attack and can use your Dexterity for the attacks and damage rolls of your bite attack. Your bite attacks deal 1d6 Piercing damage and automatically deal maximum damage against targets that do not wear armour. Also, you can safely eat anything, be it flesh, bones or even stone. Having enough time, you can eat your way through the wall of the mightiest fortress. You still need something to drink, though.

You are immune to any ill effects of poison you ingest.

Expanded Spell List

The Bitch With Many Teeth 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.

Devourer of Souls (Level 6)

Starting at 6th level, you can devour not only flesh, but the very soul of your prey. Your bite attacks deal additional 1d6 Psychic Damage.

When you eat brain of a creature, you get some of the memories that your prey had. You may ask GM up to five questions that your dinner may have known answers for and they must answer truthfully. If he refuses for whatever reasons, keep punching their lying face until he has no teeth left.

If you eat the whole body of a creature, you destroy its soul. This creature cannot be resurrected by any means. No magic, no Gods and even no GM intervention can help your prey now. Delicious.

Feast (Level 10)

Starting at 10th level, when you devour a brain of a sentient being that never meant you any harm, you regain all of your Warlock spell slots.

Belly of the Beast (Level 14)

Starting at 14h level, when you make a bite Attack against a creature you are Grappling and it hits, the target takes the bite's damage, it is swallowed and the grapple ends.

While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other Effects outside of your belly, and it takes 4d6 Acid damage at the start of each of your turns.

If you take 60 damage or more on a single turn from a creature inside it, you must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10' of you. If you die, a swallowed creature is no longer Restrained by it and can easily escape your corpse.

The Blackthorn Grove

The Blackthorn Grove (Level 1)

You've torn out your heart as an offering to the Blackthorn Grove after braving the Maze of Blood and resisting the temptations of the Fields of Acedia. In place of your heart, a pulsing, beating, writhing mass of thorns has grown and made you whole. The lifeblood of the world itself runs through your veins, granting you power and passion alike to fulfill your purpose, whatever that may be. The trials and suffering of your past beckon you to make amends or take your revenge, but the feeling of grass under your feet and the sunlight upon your face is enough to help you understand the worth of life. Wander alone no longer, for even in death the Grove shall grant you a home.

Expanded Spell List

The Blackthorn Grove 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.

Blackthorn Heart

At 1st level, you have torn out your heart and replaced it with something otherworldly, granting you the will to survive. You ignore nonmagical difficult terrain. Whenever you fail a death saving throw, your Blackthorn heart bursts from your chest and lashes out with life-stealing briars toward the nearest hostile creature. Make a melee spell attack against an enemy within 15 feet of you. On a hit, the creature takes magical piercing damage equal to your warlock level, and you regain hit points equal to the damage dealt.

After you recover hit points using this feature, you cannot make this attack again until you finish a short or long rest.

Apathy is Death (Level 6)

At 6th level, you can use your reaction to surge with purpose and haste whenever you make an Intelligence, Wisdom, or Charisma saving throw. You gain advantage on the saving throw, can move up to half your speed, and can make a single weapon attack before the result of the roll is revealed.

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

Arboreal Guardian (Level 10)

At 10th level, your purpose is not merely to exist, but to safeguard life. Whenever a creature within 5 feet of you would take damage, you can choose to redirect half of the damage to you by shielding them with vines from your Blackthorn heart. Only the original target suffers any additional effects of the damage. If this damage reduces you to 0 hit points, you gain advantage on the first attack made by your Blackthorn Heart feature.

Seeds of Destruction (Level 14)

At 14th level, you realize the reason you have been blessed with this power and purpose: to spread the Blackthorn Grove. As an action, or whenever you are reduced to 0 hit points and you fail to recover hit points using your Blackthorn Heart feature, you can choose to have the beginnings of a new Maze of Blood appear around you. The area within a 30-foot radius of you becomes difficult terrain as blood-hungry vines emerge from the assembled briars to drink their fill. A creature within the radius at the start of its turn must make a Constitution saving throw against your warlock spell save DC. A target takes 4d6 magical slashing damage on a failed save, or half as much damage on a successful one. Allies make this saving throw with advantage. If summoned as an action, it lasts until the start of your next turn. If summoned when you are at 0 hit points, it lasts until you recover 1 hit point, or becomes permanent if you die.

The Maze can be summoned once as an action, and this use recovers whenever you finish a long rest. The Maze can also be summoned once when you are at 0 hit points, and this use recovers whenever 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

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 Chaos

The Chaos (Level 1)

You have made a pact with a creature that revels in the madness and infinite possibility of the chaotic planes. Your patron could be a powerful slaad lord of Limbo, an ever-changing and roiling soup of impermanent matter and energy. Your patron could be a god of madness, such as Cyric, or a demon lord-in-exile in the depths of Pandemonium, a dark plane of tunnels carved by howling winds. Your patron could be a fearsome giant or celestial valkyrie of Ysgard, a heroic plane of soaring mountains, endless battles, and boundless creativity.

Unlike devils with their carefully crafted words and contracts, your patron is beholden to nothing but its twisted whims. Many chaos warlocks find their powers to be a cruel curse, but those who embrace the chaos learn that unpredictability is their greatest source of strength.

Chaos Expanded Spells

The Chaos 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.

Strings Attached

When you take this pact at 1st level, you learn the strings your patron attached are greater than they seem. Each night, denizens from the chaotic planes visit you in your sleep to play cruel tricks but reward you with the sweetest of treats. When you finish a long rest, roll a d6 to determine the "gifts" bestowed on you. When you roll for a new gift, it replaces the old one.

Chaos Patron Gifts
1d6TrickTreat

1

You wake to eyes fogged over. You are blind beyond 5 feet.

You can see invisible creatures and objects out to a range of 120 feet.

2

You speak only in screams audible out to 300 feet. You have disadvantage on Dexterity (Stealth) checks whether your mouth is open or closed.

Once per short or long rest, you can channel your booming voice to cast thunderwave at the level of your warlock spell slots.

3

You can't tell a lie. You have disadvantage on Charisma (Deception) checks.

People find you trustworthy. You gain advantage on Charisma (Persuasion) checks.

4

You are filled with a bloodlust and act with abandon. Attacks against you are rolled with advantage.

Your seemingly random and aggressive lash-outs mark your instability. You have advantage on attack rolls.

5

You've shrunk! You are Tiny, and your base walking speed is 20 feet.

You have advantage on Dexterity (Stealth) checks and can take the Hide action as a bonus action.

6

You have a masochistic urge to inflict ridicule and pain on yourself. When you make an attack roll, you always miss your target on a 1 or a 2, and hit yourself instead.

Your attacks score a critical hit on a roll of 19 or 20.

Tumble Through Chaos (Level 6)

Starting at 6th level, you can conjure a portal to travel through the planes of chaos. You can cast dimension door with this feature without expending a spell slot or material components. However, denizens of that plane try to hamper your progress. When you use your action to use this feature in this way, you declare your intended destination and then roll a d4 to determine how the denizens intervene.

Whenever you would bring a willing creature with you, that creature always arrives at the intended destination unharmed.

Once you use this feature, you can't use it again until you finish a short or long rest. At 14th level, at the end of the turn you use this feature, you can roll a d6 and, on a 6, you regain the use of this feature immediately.

Chaotic Intervention
d6Effect

1

Ysgard's war horns call you to battle, and you are compelled to answer. When you reappear on your original plane, at the end of your next turn, you have aged 7 days and bear a fresh scar as a souvenir of your conquests.

2

Tiny, disorienting slaad tadpoles whirl around you as you float through gravity-less limbo. You reappear by yourself 1d6 x 5 feet short of your intended destination.

3

Howling headwinds rake your senses as you dash through the twisted tunnels of Pandemonium. You take 2d4 psychic damage and arrive at your destination deafened for a number of rounds equal to the damage you received.

4

You arrive at your destination unscathed.

5

Denizens in cahoots with your patron aid your travel your through the planes. You gain temporary hit points equal to 1d6 + your warlock level.

6

Your patron blesses your travel through its plane, and you are under the effects of the bless spell for the next hour.

Chaos Walker (Level 10)

Your dreams are so nonsensical they would drive most creatures insane, but your senses have been dulled to the madness. Starting at 10th level, you gain advantage on saving throws against being frightened and madness checks, and your physical form begins to reflect the chaos in your mind. Bits of energy, planar residue from your travels through the chaotic planes, cling to your body in constantly shifting forms and color. Whenever you finish a short or long rest, roll a d6 to determine your current chaotic features.

Chaos Walker's Features
d6Feature

1

Horns made of magenta planar energy grow from your head. If you already have horns, magenta energy wraps around them and writhe like tendrils behind you.

2

Massive, muscled, and clawed arms made of jet black planar energy overlap your own arms and stutter behind your movements.

3

Your eyes bulge to twice their size, and your pupils narrow like those of a slaad.

4

Shimmering wings made of indigo planar energy sprout from your back but don't give you a fly speed.

5

You are seemingly unchanged. However, whenever your shadow is cast, it reflects a different demon shape from a tiny quasit to a hulking barlgura, watching your every move.

6

Whenever someone looks at you, your nose seems to drift slowly to the side of your face but returns to its normal position when they blink.

Planar Vertigo (Level 14)

At 14th level, you can draw the chaotic essence of your patron's plane to launch yourself and all creatures within 30 feet of you into the air. Each affected creature must make an Intelligence saving throw. On a failure, it is launched into the air 10 feet in a random direction (use the Planar Vertigo table) and suspended in midair for 1 minute. While suspended, the creature is incapacitated by supernatural vertigo. You can grant advantage on this saving throw to a number of creatures of your choice, up to your Charisma modifier (minimum of 1), including yourself.

On a success, a creature gains a fly speed equal to its walking speed for the duration.

Planar Vertigo Direction
d6Direction

1

North

2

South

3

West

4

East

5

Skyward

6

Earthward

At the end of each of its turns, a creature incapacitated in this way repeats this saving throw. On a failure, the creature is launched another 10 feet in a random direction and remains incapacitated. On a success, it gains a fly speed equal to its walking speed for the duration and is no longer incapacitated.

An incapacitated creature that impacts a solid surface takes 2d6 bludgeoning damage, and the effect immediately ends, causing it to fall to the ground.

The effect ends for all creatures after 1 minute, when each creature loses the fly speed gained from this feature and fall to the ground, unless they already have a fly speed.

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

The Compound

The Compound (Level 1)

Instead of a single patron, you're beholden to a myriad of pacts and contracts with different magical creatures, drawing small fragments of power from each of them to form a coherent magical library. You might forge these pacts during a long journey, painstakingly searching for a number of patrons willing to work with one another, or multiple lesser entities might approach you after witnessing you fall out with your previous patron.

Living up to the demands of multiple patrons can be taxing, and you might find yourself at the center of conflicting requests from many of them. Warlocks who manage to maintain these manyfold pacts often pit their patrons against one another, using their bickering rivalries as a way to force them to keep one another in check.

Expanded Spell List

Your patrons allow you to 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.

Compound Expanded Spells

Counsel of the Many

Starting at 1st level, you have a catalog that represents the purviews and knowledge of your many patrons. This catalog consists of two skills, two tools, and two weapons of your choice. Each time you gain a level in this class, you can replace up to two of the choices in your catalog for different ones.

When you gain this feature, you also gain proficiency with two of the six choices in your catalog. In addition, whenever you finish a short or long rest, you can seek the counsel of another one of your Compound patrons, replacing one of the bonus proficiencies you gain from this feature with another one of the choices in the catalog. The change lasts until you use this feature again to choose new proficiencies from your catalog.

Motley Support

Also at 1st level, you are constantly surrounded by a motley crew of Tiny spectral entities that follow you around. These entities are intangible and invulnerable, and you can cause them to become visible or invisible to others at will (no action required by you). They are manifestations of your different patrons and take aspects from them. For example, if one of your patrons is a fey, it could manifest as a spectral pixie, while an undead patron could manifest as a ghost.

When a creature you can see within 30 feet of you makes an attack roll or an ability check, you can use a reaction to command one of the entities to briefly appear and aid that creature. The creature can roll a d4 and add the number rolled to the attack roll or ability check. However, if the attack roll or ability check is with a weapon, skill, or tool that is part of your Counsel of the Many catalog, the creature rolls a d6 instead.

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

Warding Convocation (Level 6)

When you reach 6th level, you gain the ability to employ the spectral entities from your Motley Support feature around you in a defensive manner.

As a bonus action, you cause the entities to become semi-corporeal and surround you until the end of your next turn. While they do, you have half cover, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls, and you make Constitution saving throws to maintain concentration with advantage.

You can use this feature once, and you regain the ability to do so when you finish a short or long rest. Optionally, you can expend one use of your Motley Support feature to use this feature again before you regain it.

Eldritch Sundry (Level 10)

At 10th level, your patrons regale you with an arsenal of magical gifts. You can choose an additional option for your Pact Boon feature, for a total of two.

In addition, once you gain your Mystic Arcanum feature at 11th level, you choose two 6th-level spells that can be cast as that arcanum, instead of only one. You can still cast only one of them without expending a spell slot. You can similarly choose two spells for each higher-level Mystic Arcanum you get from then on.

Partitioned Mind (Level 14)

Starting at 14th level, you gain the ability to maintain concentration on two different spells at the same time, sharing the spellcasting locus of your mind with the entities that orbit you. While concentrating this way, you make concentration checks for each spell separately.

Once you use this feature to concentrate on two spells, you must finish a long rest before you can do so again.

The Compound

The Compound (Level 1)

Instead of a single patron, you're beholden to a myriad of pacts and contracts with different magical creatures, drawing small fragments of power from each of them to form a coherent magical library. You might forge these pacts during a long journey, painstakingly searching for a number of patrons willing to work with one another, or multiple lesser entities might approach you after witnessing you fall out with your previous patron.

Living up to the demands of multiple patrons can be taxing, and you might find yourself at the center of conflicting requests from many of them. Warlocks who manage to maintain these manyfold pacts often pit their patrons against one another, using their bickering rivalries as a way to force them to keep one another in check.

Compound Spell List

Your patrons allow you to 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.

Counsel of the Many

Starting at 1st level, you have a catalog that represents the purviews and knowledge of your many patrons. This catalog consists of two skills, two tools, and two weapons of your choice. Each time you gain a level in this class, you can replace up to two of the choices in your catalog for different ones.

When you gain this feature, you also gain proficiency with two of the six choices in your catalog. In addition, whenever you finish a short or long rest, you can seek the counsel of another one of your Compound patrons, replacing one of the bonus proficiencies you gain from this feature with another one of the choices in the catalog. The change lasts until you use this feature again to choose new proficiencies from your catalog.

Motley Support

Also at 1st level, you are constantly surrounded by a motley crew of Tiny spectral entities that follow you around. These entities are intangible and invulnerable, and you can cause them to become visible or invisible to others at will (no action required by you). They are manifestations of your different patrons and take aspects from them. For example, if one of your patrons is a fey, it could manifest as a spectral pixie, while an undead patron could manifest as a ghost.

When a creature you can see within 30 feet of you makes an attack roll or an ability check, you can use a reaction to command one of the entities to briefly appear and aid that creature. The creature can roll a d4 and add the number rolled to the attack roll or ability check. However, if the attack roll or ability check is with a weapon, skill, or tool that is part of your Counsel of the Many catalog, the creature rolls a d6 instead.

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

Warding Convocation (Level 6)

When you reach 6th level, you gain the ability to employ the spectral entities from your Motley Support feature around you in a defensive manner.

As a bonus action, you cause the entities to become semi-corporeal and surround you until the end of your next turn. While they do, you have half cover, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls, and you make Constitution saving throws to maintain concentration with advantage.

You can use this feature once, and you regain the ability to do so when you finish a short or long rest. Optionally, you can expend one use of your Motley Support feature to use this feature again before you regain it.

Eldritch Sundry (Level 10)

At 10th level, your patrons regale you with an arsenal of magical gifts. You can choose an additional option for your Pact Boon feature, for a total of two.

In addition, once you gain your Mystic Arcanum feature at 11th level, you choose two 6th-level spells that can be cast as that arcanum, instead of only one. You can still cast only one of them without expending a spell slot. You can similarly choose two spells for each higher-level Mystic Arcanum you get from then on.

Partitioned Mind (Level 14)

Starting at 14th level, you gain the ability to maintain concentration on two different spells at the same time, sharing the spellcasting locus of your mind with the entities that orbit you. While concentrating this way, you make concentration checks for each spell separately.

Once you use this feature to concentrate on two spells, you must finish a long rest before you can do so again.

The Constellation

The Constellation (Level 1)

Your patron is a being that belongs to the cosmic realm; one that either holds sway over stellar configurations or has been eternally enshrined among them. Your patron may be a celestial that walks the stars or a legendary hero or animal's spirit. You might draw your power from a single constellation or various asterisms present in the night sky. Regardless of your patron's origin, a Warlock's fortune is guaranteed to be fulfilling under the guidance of these powerful beings.

Expanded Spell List

The Constellation 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.

Guiding Stars

Starting at 1st level, your ability to trace patterns in the sky allows you to easily follow the positions of beings around you. As a bonus action, you can choose a number of creatures equal to your proficiency bonus within 60 feet of you that you can see and mark them with spectral starlight for up to 1 minute. You have advantage on any Wisdom (Perception) check you make to find a creature that you select for the duration. You also gain advantage on the first attack roll you make against each creature while it is affected by this effect.

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

Cosmic Demesne

Also at 1st level, the variety of cosmic patterns embodies your versatility. Whenever you finish a long rest you can select one skill that you are not proficient in and add your proficiency bonus to it until you pick a new one with this feature.

Starfield (Level 6)

At 6th level, as an action, you can create a number of radiant beacons equal to your Charisma modifier (minimum of 1) in spaces of your choice within 120 feet of you that you can see. Each beacon is intangible, is Small in size, sheds dim light in a 5-foot radius, and lasts for up to 1 minute.

Whenever you deal damage to a single creature within 120 feet of you with a cantrip, you can choose for a beacon to refract the energy and immediately erupt with stellar force. When a beacon erupts, it is expended and forces all creatures within 5 feet of the beacon other than the creature you damaged with the cantrip to make a Dexterity saving throw against your warlock spell save DC. A creature takes radiant damage equal to the damage you dealt with the cantrip on a failed saving throw, or half as much on a successful one. You can only expend a beacon in this way once per turn.

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

Incarnation of Constellations (Level 10)

At 10th level, your ability to channel cosmic patterns grows, allowing you to add double your proficiency bonus to the skill that you choose with your Cosmic Demesne feature. You can also select one other creature within 60 feet of you when you finish a long rest and allow them to add their proficiency bonus to the same skill. If the creature is already proficient in that skill, this feature has no effect for that creature.

Organize Asterisms (Level 14)

Upon reaching 14th level, when you use your Guiding Stars feature an affected creature now also sheds dim light in a 5-foot radius. You can use a bonus action on each of your turns to select a creature affected in this way within 60 feet of you and immediately teleport it to an unoccupied space within 60 feet of you that you can see. An unwilling creature must make a Wisdom saving throw against your warlock spell save DC to resist this effect. Once a creature has been teleported with this feature, they cannot be teleported in this way again until you finish a short or long rest.

The Coven

The Coven (Level 1)

Unlike most warlocks, who make a pact with a single being, your patron is a triad of powerful witches whose combined powers exceed their individual strengths. Hag covens, made from uneasy partnerships between capricious female fey, have a tumultuous relationship with mortals. They are as likely to curse entire bloodlines as they are to offer healing and guidance to nearby communities, and offer prophecies equally likely to guide their subjects to either great power or an ironic death.

The situations that bring these warlocks to covens vary as widely as the covens themselves. Perhaps you were a member of a druidic circle that pays tribute for knowledge and protection, or you were an infant stolen from the cradle and raised as their child and servant. You may be a consort of one of the younger and more lascivious hags, sent to do her bidding with the promise of a sensual reward. You may even be blessed or cursed by the coven with a tremendous destiny and are determined to make their predictions come true—or escape them—no matter the cost.

Coven Expanded Spells (Level 1)

The coven lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you. Instead of a single list of expanded spells, choose one of the covens from the list below and the corresponding spell list to represent the current whims of the coven you follow. When you finish a long rest, you can switch your chosen coven to a different coven list; any spell you learned from the previous list is replaced by a spell of the same level from the new list.

Death Coven Expanded Spells (Level 1)

Nature Coven Expanded Spells (Level 1)

Prophecy Coven Expanded Spells (Level 1)

Prophecy Coven Expanded Spells
Warlock LevelSpells

1st

bane, bless

2nd

augury, detect thoughts

3rd

clairvoyance, nondetection

4th

arcane eye, locate creature

5th

geas, legend lore

Hag's Eyes (Level 1)

Starting at 1st level, the coven's touch allows you to observe the outside world through their eyes. While you are not blinded, you cannot be surprised and you have advantage on initiative rolls and on attack rolls you make during your first turn in combat.

Three in One (Level 6)

Beginning at 6th level, you gain the power to share your magical knowledge. When you and two willing creatures of your choice finish a long rest within 30 feet of each other, you each gain the following benefits until you complete a long rest:

Shared Tongues

You can each understand (but not speak) any language that one of you knows.

Borrowed Skill

When one of you makes an ability check, the roller can choose another creature in the trio that is willing, conscious, and proficient in the check; the roller may use that creature's modifier instead of its own for the check.

Shared Fortunes

If one of you fails a saving throw, and another succeeded on the same save, the creature who succeeded can choose to fail and allow the creature that failed to succeed instead. Conversely, a creature that succeeded can allow another to fail.

You can use these features only if all three of you are conscious and within 30 feet of each other.

Witching Hour (Level 10)

Starting at 10th level, you can conduct a 10-minute ritual when you cast a spell that has a duration of 1 minute or longer to extend its duration by 1 hour, expending a spell slot to cast the spell as normal. You can use this feature only at night, or in dim light or darkness, and you can do so once per long rest.

Shared Spellcasting (Level 14)

Starting at 14th level, your patrons teach your coven to form its own circle and share magic. Choose two other willing creatures that can cast at least one spell to become members of your coven. So long as each member remains within 30 feet of the others for the next 24 hours, you may conduct a ritual that allows magic to flow between you.

When you form the coven, choose two spells of each of 1st, 2nd, 3rd, 4th, and 5th level, and one spell of 6th level, each of which at least one member knows or can prepare. The chosen spells become the coven's shared spells. When you form a coven, you can forget or unprepare any of your spells and replace them with coven spells of the same level.

Any member of the coven can use any other member's spell slots of an appropriate level to cast a coven spell, so long as the slot's owner is conscious, willing, and within 30 feet of the caster.

You and another member can excommunicate a third member from the coven. If you excommunicate a member, that member immediately loses all benefits from being in the coven and the remaining members lose access to any spells or benefits that depended on that member until you finish a long rest or form a new coven. An excommunicated member cannot join a new coven with you.

The Coven

The Coven (Level 1)

Grandmother, wood witch, medicine woman, old crone; the strange creatures known as hags go by many names. Their motivations are nearly always sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven's unorthodox magic?

Coven Spell List

The Coven lets you choose from an expanded list of spells when you learn a warlock spell. Beginning at 1st level, the following spells are added to the warlock spell list for you.

Weird Magicks

When you make your Pact at 1st level, your Coven grants you knowledge of unorthodox magic. When you cast a warlock spell of 1st-level or higher, you can replace its damage with the damage type from another warlock spell you know of 1st-level or higher, altering the spell for this casting only.

Spells cast in this way resemble the strange magic of hags, and may be unrecognizable to traditional spellcasters, though your spells can be dispelled and counterspelled as normal.

Forming Your Coven

Each warlock may have different requirements for others to enter their Coven. Some take any who provide their power freely, while others require embers to swear loyalty to their own Patron Coven.

Deviant Recovery (Level 6)

Beginning at 6th level, when you finish a short rest, instead of regaining an expended Pact Magic spell slot, you can impart its magical energy to a friendly creature with the spellcasting ability who completed the short rest with you. That creature regains expended spell slots that have a combined level equal to or less than the level of your Pact Magic spell slot.

Once you impart magical energy with this feature you must finish a long rest before you can do so again.

Vile Resilience (Level 10)

You have served your Coven well and they have rewarded you with an accursed magical ward. Beginning at 10th level, when you take damage from a spell or other magical effect, you can use your reaction to grant yourself resistance to the damage from the triggering spell or magical effect.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all of its expended uses each time you complete a long rest.

Shared Spellcasting (Level 14)

Upon reaching 14th level, you have grown powerful enough to form a Coven of your own. At the end of a long rest, you can choose two other willing creatures with the spellcasting ability to form a Coven with you. While the members of your Coven are within 30 feet of one another, they can all cast any Spell Known or prepared by another member of the Coven, along with their own spells, expending their own spell slots.

All members of a Coven are always aware of the direction and distance between them and the other members of their Coven, so long as they are on the same plane of existence.

When you form a Coven, the bond remains in place until you complete 1d6 long rests, or a Coven member dies. You can then form a new Coven at the end of your next long rest.

The Coven

The Coven (Level 1)

Grandmother, wood witch, medicine woman, old crone; the strange creatures known as hags go by many names. Their motivations are nearly alays sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven's unorthodox magic?

Extended Spells

The Coven lets you choose from an expanded list of spells when you learn a warlock spell. Beginning at 1st level, the following spells are added to the warlock spell list for you.

Weird Magicks

When you make your Pact at 1st level, your Coven grants you knowledge of unorthodox magic. When you cast a warlock spell of 1st-level or higher, you can replace its damage with the damage type from another warlock spell you know of 1st-level or higher, altering the spell for this casting only.

Spells cast in this way resemble the strange magic of hags, and may be unrecognizable to traditional spellcasters, though your spells can be dispelled and counterspelled as normal.

Deviant Recovery (Level 6)

Beginning at 6th level, when you finish a short rest, instead of regaining an expended Pact Magic spell slot, you can impart its magical energy to a friendly creature with the spellcasting ability who completed the short rest with you. That creature regains expended spell slots that have a combined level equal to or less than the level of your Pact Magic spell slot.

Once you impart magical energy with this feature you must finish a long rest before you can do so again.

Vile Resilience (Level 10)

You have served your Coven well and they have rewarded you with an accursed magical ward. Beginning at 10th level, when you take damage from a spell or other magical effect, you can use your reaction to grant yourself resistance to the damage from the triggering spell or magical effect.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all of its expended uses each time you complete a long rest.

Shared Spellcasting (Level 14)

At 14th level, you have grown powerful enough to form a Coven of your own. At the end of a long rest, you can choose two willing creatures with the spellcasting or Pact Magic ability to form a Coven with you. While the members of your Coven are within 30 feet of one another, they can all cast any Spell Known or prepared by another member of the Coven, along with their own spells, expending their own spell slots.

All members of a Coven are always aware of the direction and distance between them and the other members of their Coven, so long as they are on the same plane of existence.

When you form a Coven, the bond remains in place until you complete 1d6 long rests, or a Coven member dies. You can then form a new Coven at the end of your next long rest.

The Creeping Vine

The Creeping Vine (Level 1)

Your patron is a magical plant, a powerful primal spirit, or some other grand entity of nature and growth, such as a powerful treant, an ancient green dragon, a Totoro, or an archdryad. This being might seek to expand itself and its influence through seed or spore, or it might want to simply perpetuate, accelerate, or otherwise enable the natural cycles of life. In the Forgotten Realms, such beings include the Great Oak of Kuldahar and Zuggtmoy, the Demon Queen of Fungi. In the world of Ebberon, the daelkyr Avassh might be your patron, and in the world of Ravnica, the Selesnya Conclave might be the source of your powers.

Expanded Spell List

The Creeping Vine 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.

Biome

You gain one of the following features, based on a biome of your choice.

  • Arid

    You retain scarce resources like a cactus retains water. When you expend a Pact Magic spell slot on a spell that targets only one creature, and that spell has no effect on the target, you regain the spell slot.

  • Boreal

    Like a pine tree in the taiga, you can enter a state of hibernation. As an action, you can turn yourself and your equipment to solid wood. You are petrified in a special way. You have all the traits of the petrified condition, except you remain conscious of your surroundings, you can perceive through your senses as normal, and your weight remains the same. You float in water, you are inflammable, and you do not need to eat, breathe, drink, or sleep. You cannot benefit from short or long rests while in this form. You can exit this state at any time (no action required), but no sooner than 1 hour after entering it. Once you have used this feature, you can't use it again until you finish a long rest.

  • Jungle

    You can entangle and ensnare your foes in creepers and vines. You learn the thorn whip cantrip. It counts as a warlock spell for you but doesn't count against the number of cantrips you can know. When you cast it, you can make one melee weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

Defensive Growth (Level 6)

As a reaction when a Huge or smaller creature makes a melee attack against you, you can summon spectral vines to entangle it immediately before it strikes you. The creature must succeed on a Strength saving throw or become restrained until the end of your next turn. Once you have used this feature, you cannot do so again until you finish a short or long rest.

Flora Speaker (Level 10)

You can imbue limited sentience and animation to plants within 5 feet of you, giving them the ability to communicate with you. You can question plants about events in the area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

Natural Defense (Level 10)

You can adapt your form to become plant-like, making you resilient against certain types of damage. Whenever you finish a long rest, choose one of the following plant types to emulate.

  • Algae

    You gain resistance to slashing damage.

  • Leaf

    You gain resistance to bludgeoning damage.

  • Wood

    You gain resistance to piercing damage.

Force of Nature (Level 14)

As an action, you can cast the awaken or wall of thorns spell once without expending a spell slot and without material components. When you cast awaken in this way, the awakened plant returns to mundanity after 8 hours.

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

The Crone

The Crone (Level 1)

Your patron is an elder force of the Feywild that veers capriciously between her maternal and destructive instincts. Such a creature smothers those she holds dear with doting attention and rejects those set against her with ruthless cruelty, often vacillating between these extremes seemingly without prompt. You have chosen a spiteful and suffocating patron, one whose nature you find yourself mimicking more and more. Beings of this sort include Aradia, mother of witchcraft; Baba Yaga, the evil woman; and Hecate, queen of witches.

Expanded Spell List

The Crone 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.

Bind Coven

Starting at 1st level, you learn a ritual that allows you to create a coven by mystically binding you and up to 12 other willing creatures of your choice within 30 feet. This ritual takes 1 hour to complete.

When you cast a warlock spell, you can choose a willing member of your coven within 120 feet. That member of your coven can use its reaction to deliver the spell as if it had cast the spell, targeting itself if the range of the spell is Self. If the spell requires an attack roll or saving throw, it uses your spell attack or spell save DC. If the spell requires concentration, you must maintain concentration on the spell.

If you perform the ritual again, the bonds of your previous coven are destroyed.

Mother Tongue

At 1st level, you have the ability to comprehend and verbally communicate with hags and members of your coven even if you don't share a language.

Bond of Blood (Level 6)

At 6th level, when you deliver a spell through a member of your coven that causes a creature to regain hit points or take damage, that member of your coven can choose to sacrifice its own lifeblood to empower the spell. When it does, it rolls and expends a Hit Die, adding the result to the hit points regained or to the damage dealt for one target of the spell.

Bond of Spirit (Level 10)

At 10th level, you gain a special coven spell slot, which is a 5th level spell slot. You or another creature in your coven within 120 feet of you can cast a spell you know of 5th level or lower, expending the coven spell slot to do so. The creature does not need to provide material components for the spell unless those material components have a cost associated with them. It uses your warlock spell save DC and spell attack modifier if relevant and it must maintain concentration on the spell if the spell requires concentration.

If you expended your coven spell slot to cast a spell, you regain it when you finish a long rest'24. If any other member of your coven expended your coven spell slot to cast a spell, you regain it when you finish a short or long rest.

Bond of Flesh (Level 14)

Starting at 14th level, you can use a bonus action on your turn to chain the resilience of your coven to one another. When you do, you and each member of your coven within 120 feet of you that has at least 1 hit point share a pool of common hit points for 1 minute. This pool of hit points equals the total of all affected coven members' current hit points with maximum hit points equal to the total of all affected coven members' maximum hit points.

At the end of the minute, or when the common current hit point pool is reduced to 0 hit points, this effect ends. When the effect ends, each affected coven member's current hit points equals 1 + the remaining current hit points in the pool divided evenly between all coven members.

The Cryptic Oracle

The Cryptic Oracle (Level 1)

Your patron is a being of inscrutable intellect and an immortal guardian of forgotten knowledge. Such beings often fiercely guard these secrets in long-buried sanctums and lost temples. Others have minds that exist outside of time, simultaneously seeing what has been and what is yet to come, passing on this foresight to those they deem worthy. Some are simply bored, and will often bestow great boons or terrible curses upon those who succeed or fail their riddles.

Beings that forge such pacts with mortals might include sphinxes, mummy lords, nagas or even powerful spellcasters on the cusp of godhood. Maybe you have impressed such a creature and as a reward they have imparted you a sliver of their power, imparting some of their great knowledge upon you. Or perhaps you answered a riddle incorrectly and now must serve their whims, sent out into the world to obtain obscure knowledge and secrets for your master.

Expanded Spell List

The Cryptic Oracle 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.

Hidden Knowledge

You gain proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion. You also learn the guidance cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

Rule of Three

You can deliver riddles with your patron's power to aid your allies or confound your foes. As a bonus action, choose a creature other than you that is within 60 feet of you. If the creature can hear and understand you, it must make an Intelligence saving throw against your warlock spell save DC to attempt to solve the riddle.

If the creature succeeds on its saving throw, you can choose to grant it a boon, which the creature can spend to gain advantage on one type of roll of your choice: an attack roll, an ability check, or a saving throw. If the creature fails its saving throw, you can either grant yourself the boon, or cause the creature to suffer a curse in the form of disadvantage on its next roll of the chosen type. The boon or curse fades when the roll is made, or when the recipient finishes a long rest.

You can use this feature three times, and you regain all expended uses of it whenever you finish a long rest. Each time you use it, you must choose a different type of roll.

Step of Secrets (Level 6)

You can discover secrets by getting into places few others can. As an action, you can teleport to a space within 30 feet of you. You travel the distance in a form of your choosing, perhaps as a fine stream of sand, snow, or glowing runes. You don't need to see your destination, provided there is a path to it (at least 1 inch wide) within 30 feet of you. If the targeted space is occupied, the action fails, but your use of the feature isn't expended.

You can use this feature three times, and you regain all expended uses of it whenever you finish a long rest.

Inscrutable Mind (Level 10)

Your thoughts can't be read by telepathy or other means unless you allow it, and Wisdom (Insight) checks made to discern your intentions or sincerity are made with disadvantage. In addition, you also gain proficiency in Intelligence saving throws.

Riddle for the Ages (Level 14)

You can force your enemies into a contest of wits with your patron. As an action, choose a creature within 60 feet of you. That creature is teleported across time and space to your patron's domain, where it must answer three perplexing riddles. While before your patron, the creature is incapacitated.

At the start of its next turn, the creature must make three consecutive Intelligence saving throws against your warlock spell save DC. If the creature fails any of its saving throws, it is hurled through time and space, either into the past or future of a plane of your patron's choice and according to its whims. For each failed save, the creature takes 3d10 psychic damage and ages by 1 year, but its statistics otherwise remain the same.

At the end of the creature's turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Hurled Through Time

The target of Riddle of the Ages is subject to the whims of an extremely intelligent and ultimately unknowable being. The patron has its own desires and motivations, so who can guess what purpose punishing a creature in this way might serve?

This presents a unique way for the DM to interact with the world. Will the party stumble across hints of what the target might have done in its temporal banishment? What twists might occur in the storyline? Are there major retcons of past events, or just minor, comical changes to the current timeline? Or perhaps the party will encounter the creature again sometime in the future, during the time of its estrangement.

The Currency Conspiracy

The Currency Conspiracy (Level 1)

Hushed whispers fill your mind, informing you that your memories are your own. You don't quite understand what that means, but it seems that the Cabal may have a grand plan that requires your action and needs you to be aware of the reality behind your deeds. Perhaps you were knowledgeable and unscrupulous, willing to bargain away the life of another, or perhaps more powerful entities, intervened on your behalf and restored your memory. Nevertheless, now you know the truth behind the Currency Conspiracy. Along with this knowledge comes the ability to manifest the unusual power of Gilt and to wield a measure of control over the karensee. Will you use it to further the dark goals of the Conspiracy, or will you bite the hand that feeds and turn against the dark masterminds of the Cabal?

The choice is yours, but the price must be paid in blood.

Expanded Spell List

The Currency Conspiracy 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.

Weight of Gilt

When you choose this patron at 1st level, you gain a single coin that acts as a manifestation of your soul, known as a Gilded Coin. You can summon the coin to your hand or dismiss this coin as a bonus action regardless of its location. Other creatures see this coin as 1 gp or other appropriate currency of equivalent value. You are always aware of who is in possession of your Gilded Coin.

As an action, you can choose to convert all currency you have in your possession into an equivalent value in any other denomination or currency. For example, you can convert gold coins into an equivalent value of silver or copper pieces, or change them into other currencies you've seen before. Additionally, you can choose to conceal currency you possess in a pocket dimension, which you can access using a bonus action. If you die, the currency reappears on your corpse.

Also, whenever you reduce a Small or larger creature to 0 hit points using a cantrip or a spell cast using a warlock spell slot or when a creature swears a binding oath of loyalty to you, you can choose to capture a fraction of their soul, granting you an amount of Gilt equal to the creature's hit point maximum. Once you've acquired Gilt from a creature, you can't acquire more from that creature until their Gilt has been spent in full. Whenever you cast a spell using a warlock spell slot that has a material component worth more than 1 gp, you can choose to pay an equal amount of Gilt in place of the material components. The material components appear and exist for the duration of the spell if not consumed by the spell.

Gilded Shadow (Level 6)

At 6th level, you can choose to spend an amount of Gilt equal to your warlock level as a bonus action to conceal your movements for 1 hour. When you take the Hide action, you become invisible and inaudible to creatures until the start of your next turn so long as they are more than 10 feet away from you. This can allow you to Hide even when you lack cover or concealment.

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

Grand Design (Level 10)

At 10th level, your connection to wealth allows you to manipulate events in your favor in subtle yet surprising ways. Whenever a creature is touching your Gilded Coin, you gain a measure of control over them. As a bonus action while you can see this creature, you can manipulate them in a subtle way that can't be detected. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, the target uses its reaction to move up to its speed then takes the Use an Object action, performing an activity of your choice. The action can't cause direct harm to them or anyone that they are aware of, but can have unforeseen consequences. Once you target a creature with this feature, you can't target them again for the next 24 hours.

Conspirator's Veil (Level 14)

At 14th level, your connection to the Conspiracy enables you to erase the memories of others at a whim. As an action, choose any number of creatures that you can see within 60 feet of you, and expend an amount of Gilt less than or equal to three times your warlock level. Each target must succeed on a Wisdom saving throw against your warlock spell save DC or have their memories erased, forgetting about actions you've taken and events that directly involved you for the previous number of minutes equal to the amount of Gilt spent.

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

The Dark Maiden

Dark Maiden (Level 1)

What senses do we lack that the poet can revel in? What muse is all around us?

— Jarlaxle

You have made a pact with Eilistraee – the Dark Maiden – the protective goddess of the emancipated. Though the power you receive is similar to that of other warlocks, the aims and personality of your patron are less inscrutable. You are aware that the Dark Maiden is deeply committed to freeing her people from Lolth's corruption, and helping them to be redeemed in the eyes of other races, particularly their elven brothers and sisters.

Eilistraee has a particular fondness for the arts, and it is in this vein that her warlocks typically flourish. Masters of illusion and performance, they are exceptional purveyors of her message of hope and goodwill, often serving as diplomats or, at the very least, performers whose works are designed to counter the unfavorable opinions that many races have towards the Drow.

Expanded Spell List

1st-level Dark Maiden feature

The Dark Maiden 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.

Muse of the Maiden

1st-level Dark Maiden feature

You gain proficiency in the Performance skill and with one musical instrument of your choice. You may also use this instrument as a spellcasting focus.

When you reach 3rd level in this class, you learn the suggestion spell. This spell does not count against the number of spells you know. If you succeed on a Performance check using the instrument you gained proficiency with through this feature, you can spend at least 1 minute playing the instrument and then cast the suggestion spell without using a spell slot or any components. You can target a number of creatures with this spell equal to half your proficiency bonus (rounded down).

Poet's Charm

1st-level Dark Maiden feature

Whenever you make a Charisma (Deception), Charisma (Performance) or Charisma (Persuasion) check, you can roll a d4 and add the result to your check.

In addition, when you roll for initiative, you can target one hostile creature within 120 feet of you that you can see and attempt to delay it from acting. Roll a Charisma (Deception) or Charisma (Persuasion) check contested by the target's Wisdom (Insight) check. If you succeed, that creature's position in the initiative order is reduced by the number you rolled on the additional d4 gained from this feature. For example, if you rolled a 2 on the d4, the targeted creature's initiative would change so that the next two creatures that were behind it in the initiative order would now be in front of it.

Myriad Musician (Level 6)

6th-level Dark Maiden feature

When you take damage, you can use your reaction to immediately cast mirror image on yourself without expending a spell slot.

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

Disabling Dirge (Level 10)

10th-level Dark Maiden feature

You learn to enthrall enemy creatures to keep them at bay for some time. As an action, you can play an entrancing melody on the instrument you gained proficiency with through your Muse of the Maiden feature and attempt to charm one creature you can see within 60 feet of you. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is incapacitated and takes 1d10 psychic damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a successful save.

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

Refrain of Retribution (Level 14)

14th-level Dark Maiden feature

As an action, you can conjure a mystical ward, which grants you and one other friendly creature you can see within 60 feet of you a number of temporary hit points equal to your warlock level. While a creature has these temporary hit points, that creature can use its reaction when hit by an attack to deal psychic damage to the attacker equal to the number of temporary hit points lost. If the attacking creature was previously effected by either your Poet's Charm or Disabling Dirge features, it takes psychic damage equal to twice the number of temporary hit points lost.

After you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again.

The Dead King

The Dead King (Level 1)

Your patron is a powerful undead being who, through dark magics, commands the forces of death and eternal life. Such entities desire to preserve their unending life above all else. They seek immortality by amassing power and controlling other undead and living servants. Beings such as this include ancient wraiths and powerful necromancer liches like the Black Pharaohs of the Nyssian drow.

Expanded Spell List

The Dead King 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.

Unearthed Blades

Starting at 1st level, your patron grants you the power to draw on the remains of the ancient dead to shred your foes. As an action you can temporarily draw ancient bone fragments from the ground to swirl around you. The gyre of bones collapses within 1 minute or if it moves more than 60 feet from you. As a bonus action, you can have the bone shards move up to 60 feet and attack a creature within 5 feet using your spellcasting ability modifier, dealing 1d8 + your spellcasting ability modifier piercing damage on a hit.

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

Shambling Servant (Level 6)

When you reach 6th level, your patron shows you how to raise undead servants of your own. As a bonus action, you can raise a rapidly decomposing zombie under your control from the corpse of a Medium or Small humanoid within 10 feet of you. In combat, the zombie's turn comes immediately after yours. The zombie collapses within 1 minute or if it moves more than 60 feet from you, and follows your mental commands to the best of its ability. The zombie's hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this zombie to make one attack as its reaction.

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

Aspect of Undeath (Level 10)

At 10th level, your patron gifts you with some aspects of undeath. You become immune to disease and gain resistance to poison and necrotic damage.

Wrappings of the King (Level 14)

Starting at 14th level you learn forbidden secrets of preserving the dead. As an action you can transform a zombie under your control within 10 feet of you into a mummy under your control. The mummy decomposes within 1 hour or if it moves more than 60 feet from you, and follows your verbal orders to the best of its ability. The mummy's hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this mummy to make one attack as its reaction.

The Dead Mists

The Dead Mists (Level 1)

The starry expanse of the Astral Plane contains horrors both great and small, but none rival the mass of astral fog known as the Dead Mists. An inky smoke that curls and drifts about the plane, they are infamous for claiming every incautious traveler that wanders into their misty embrace. Yet the Dead Mists aren't a mere astral hazard: they possess a grim intelligence, an intent, and a bottomless well of necromantic power.

Expanded Spell List

The Dead Mists let 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. New spells are marked with an asterisk.

Drink The Mists

Starting at 1st level, you learn to draw the withering Dead Mists into your soul, granting you eldritch insights and power at the cost of your health. As a bonus action, you can choose to lose hit points equal to 1d8 for each level of your Pact Magic spell slots. At the start of your next turn, you regain an expended Pact Magic spell slot. If this ability reduces you to 0 hit points, you are knocked unconscious, even if you have temporary hit points.

Because of the soul-draining nature of the Dead Mists, you can't regain hit points from any spell you cast.

Feed The Soul (Level 6)

Starting at 6th level, your body begins to merge with the Dead Mists, allowing you to heal your mortal form by burning eldritch energy. As an action on your turn, you can consume one of your available Pact Magic spell slots to regain 1d8 hit points for each level of the spell slot consumed. This amount of healing can't be increased or maximized.

Fog Form (Level 10)

At 10th level, you learn to fully immerse yourself in the Dead Mists, transforming into a hazy, misty reflection of your true self. As an action, you can cast the spell gaseous form, targeting yourself only, without using a spell slot or spell components.

Master of The Mists (Level 14)

Starting at 14th level, once on each of your turns when you deal necrotic damage to a hostile creature with a warlock spell, you drain some of the target's life essence with the Dead Mists. You regain hit points equal to 1d8 + your Charisma modifier, up to a maximum of the damage dealt.

The Dead Mists

Maiden of the Mists (Level 1)

The Dead Mists of R'lyeh have for eons been a deadly trap for astral travelers. Foolhardy wizards and mystics would push themselves further and further into the astral sea, and would eventually find themselves wrapped in the eldritch mists. Lost and without guide, they would inevitably succumb to the mist's soul-draining effects, and would become little more than food for the astral beings who slept in the mists.

Such was the fate of one such explorer: Faye Diamond, a scholar of the otherworldly from another time and another place. Lost in the mists, she assumed that her fate would be the same as those who had come before, and indeed it would have had she not made contact with The Master of the Mists. Though their astral connection, the Master taught her all that he could about how to navigate and control the mists, and though this intervention Faye was saved.

Decades later, a much different woman returned to the mists which once threatened to consume her. Faye had become so attuned with the Dead Mists that they were now a part of her, and she a part of them. Fearing that she would finally be destroyed by the mists, she searched for her old master. Upon discovering his resting place and seeing his lifeless form on an eldritch golden throne, she immediately understood her final purpose: she would become the Maiden of the Mists, and would guide others the way her master had guided her years before.

Expanded Spell List

The Dead Mists 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.

Eldritch investigation

Starting at 1st level, you learn to open your mind to the Dead Mists of R'lyeh, granting you eldritch insights and power. As a bonus action, you can deal yourself necrotic damage equal to 1d8 for each the level of your Pact Magic slots. At the start of your next turn, you regain an expended Pact Magic slot.

Damage from this ability ignores both damage resistance and damage immunity, and does not subtract from your temporary hit points, if you have any. If this ability reduces you to 0 hit points, you are knocked unconscious, even if you have temporary hit points. You must be able to perform the somatic components of a spell in order to use this ability.

Mist-Fueled Recover (Level 6)

Starting at 6th level, your body begins to merge with the Dead Mists, allowing you to heal your mortal form by burning eldritch energy. As an action on your turn, you can consume one of your available Pact Magic spell slots; doing so heals you 1d8 hp per spell level of the slot consumed.

Mist Form (Level 10)

At 10th level, you learn to fully immerse yourself in the Dead Mists, transforming you in to a hazy, misty reflection of your true self. As an action, you can cast the spell gaseous form on yourself without using a spell slot.

Master of the Mists (Level 14)

At 14th level, you learn to infuse the Mists of R'lyeh into your spells, leeching vitality from your foes. Once per turn, when you deal necrotic damage to a hostile creature with a warlock spell, you regain hit points equal to 1d8 + your Charisma modifier.

The Dearly Departed

The Dearly Departed (Level 1)

You have made a pact with the spirit of someone you loved, or with the god of death that was their jailor. This spirit's soul has been returned to you in the mortal plane, and is referred to as your Dearly Departed. Your Dearly Departed can be anyone of great importance to you, who passed away with unfinished business. In exchange for being reunited with this spirit, you must pay with your vitality. For every day that your Dearly Departed's soul is in the mortal plane with you, your lifespan is shortened by an equal amount. Once the business of your Dearly Departed is concluded and they are at rest, their spirit will leave the mortal plane and return to their eternal grave.

Expanded Spell List

Your pact with your Dearly Departed or their jailor allows you to 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.

Spectral Training

At 1st level, as their spirit now resides with you, your Dearly Departed shares some of the skills they learned during their life. Cantrips learned this way count as warlock cantrips for you, but they don't count against your number of cantrips known. Choose one of the following presets to represent your Dearly Departed:

Jester

You learn the vicious mockery and minor illusion cantrips. You can cast tasha's hideous laughter once with this feature and regain the ability to do so when you finish a long rest.

Mage

You learn two of the following cantrips: acid splash, fire bolt, shocking grasp, poison spray, ray of frost, or thunderclap. You additionally learn one of the following cantrips: control flames, gust, mold earth, or shape water.

Priest

You learn the sacred flame and spare the dying cantrips. You can cast shield of faith once with this feature and regain the ability to do so when you finish a long rest.

Thief

You gain proficiency with one finesse or ranged martial weapon. Once per round, you can deal additional damage equal to half your level (rounded down, minimum of one) to one creature you hit with a weapon attack.

Warrior

You gain proficiency with two melee martial weapons, or one martial weapon and shields. You also gain proficiency with medium armor.

Bittersweet Memories

Also at 1st level, when you expend a warlock spell slot, your mind is flooded with memories of your Dearly Departed, and you gain temporary hit points equal to the spell slot expended.

Only a Shadow (Level 6)

At 6th level, your Dearly Departed has been given enough vitality to manifest itself. Once per long rest, you can cast animate dead When casted this way, you follow all the rules of the animate dead, with the following changes:

  • Upon creating your undead servant, your Dearly Departed's soul inhabits it, transforming the corpse's appearance into an exact replica of themselves when they were alive (creature statistics for your Dearly Departed are below). You can only control one undead servant at a time this way. As your undead servant takes damage, their appearance progressively becomes more undead. When your undead servant's health falls to 0, it completely loses the appearance of your Dearly Departed and returns to being a regular corpse.

  • In addition, your undead servant has the personality and memory of your Dearly Departed. They can speak the languages they knew in life, they have skill and saving throw proficiences, they benefit from your Spectral Training feature, and they grow stronger as you level up, all of which is detailed in the Dearly Departed creature statistics.

  • If you do not reuse this feature on your undead servant after 24 hours, or if you lose control of your undead summon, your Dearly Departed's spirit will be forcibly ripped from the corpse, and it returns to being a usual zombie.

Optional Rule

For aesthetic purposes or to make life easier on your DM, you can choose to not have your undead servant be able to speak, or only speak in short, garbled phrases. Perhaps once your undead servant is a higher level, they can speak more clearly, or maybe you need to rely on speak with dead. That decision is up to your table.

Restless Soul (Level 10)

At 10th level, your soul has intertwined more strongly with that of your Dearly Departed. You and your undead servant gain an additional benefit from Spectral Training based on the preset you initially chose:

Jester

Once per long rest, you can give yourself advantage on any attack roll, saving throw, or ability check. You can use this ability after the original roll, but before the outcome is revealed.

Mage

When you cast one of your Spectral Training cantrips, you add your spellcasting modifier to the damage it deals.

Priest

You gain resistance to radiant and necrotic damage. When you cast spare the dying to stabilize a dying creature, the stabilized creature also regains 1 hit point.

Thief

You learn a Fighting Style from the Ranger's list. You can't take a fighting style more than once.

Warrior

You learn a Fighting Style from the Paladin's list. You can't take a fighting style more than once.

Ultimate Sacrifice (Level 14)

Starting at 14th level, when you would fail your last death saving throw, if your Dearly Departed is inhabiting your undead servant, they immediately sacrifice themselves, losing all their hit points and disintegrating. You are stabilized and heal an amount equal to half the hit points your undead servant lost this way (rounded down, minimum of one).

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

The Dragon

The Dragon (Level 1)

Your patron is an ancient spellcasting dragon, either a chromatic dragon (black, blue, green, red, or white) or a metallic dragon (brass, bronze, copper, gold, or silver). Dragons vary from lawful good to chaotic evil and often have far-reaching, inscrutable goals on account of their extremely long lifespans and great power. Some merely desire agents to help them locate and obtain treasures for their hoard, but most do so for reasons that may only come up once every few decades. Such long periods of inaction are trifling to a dragon. Many ancient dragons have acquired enough magical skill to share their power in a pact. Some aspiring warlocks even make pacts with the dragon goddess Tiamat, making a bargain with one of her five heads in particular and drawing on her power as a dragon rather than as a fiend or goddess.

You choose the scales of your dragon or determine it randomly, using the Dragon Kind table. Each dragon is associated with a damage type and a breath weapon, as shown on the table. The damage type and type of breath weapon used by your patron is referenced by some of the features of this subclass.

Dragon Kind
d10Dragon PatronDamage TypeBreath Weapon

1

Black

Acid

5 by 30 ft. line

2

Blue

Lightning

5 by 30 ft. line

3

Brass

Fire

5 by 30 ft. line

4

Bronze

Lightning

5 by 30 ft. line

5

Copper

Acid

5 by 30 ft. line

6

Gold

Fire

15 ft. cone

7

Green

Poison

15 ft. cone

8

Red

Fire

15 ft. cone

9

Silver

Cold

15 ft. cone

10

White

Cold

15 ft. cone

Expanded Spell List

The Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The Dragon Expanded Spells table shows the dragon spells that are added to the warlock spell list for you, along with the spells associated in the table with your dragon's kind.

Armor of the Wyrm

At 1st level, you gain a gift of draconic scales from your patron. Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Breath of the Wyrm

Also starting at 1st level, you can borrow your patron's breath weapon. You have a pool of d6s that you spend to exhale the breath weapon. The number of dice in the pool equals 1 + half your warlock level.

As a bonus action, you can exhale this breath weapon in an area, spending dice from the pool to do so. The maximum number of dice you can spend at once equals your proficiency bonus + 1, divided by two. Roll the dice you spend, add them together, and deal that much damage to each creature in the area. The area and the type of damage are determined by your dragon's entry on the Dragon Kind table.

Your pool regains all expended dice when you finish a long rest. At 6th level, the area of cone weapons increases by 5 feet and the length of line weapons increases by 10 feet. They increase again this way at 10th and 14th levels.

Draconic Essence (Level 6)

Starting at 6th level, your bond with your patron imbues you with a piece of their magical draconic essence. You have resistance to the damage type dealt by your Breath of the Wynn feature, and when one of your spells or class features deals damage of that type to a creature, you can subject that creature to your patron's terrifying draconic presence. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed saving throw, it becomes frightened for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.

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

Everlasting Scales (Level 10)

At 10th level, your patron grants you the ability to draw on the true might of its scales. Before you take damage, you can use your reaction to harden your scales for a brief moment. Until the end of your next turn, you gain resistance to bludgeoning, piercing, and slashing damage, and immunity to the damage type dealt by your Breath of the Wynn feature.

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

Wings of Terror (Level 14)

Starting at 14th level, you can use an action to manifest spectral dragon wings as a symbol of your patron's raw power and magic. The wings are made of your patron's breath weapon energy, such as fire, frost, or lightning. When they appear, you can choose to beat the wings in a wing attack, knocking each creature within 10 feet of you prone and dealing each of them damage of the type dealt by your Breath of the Wynn feature equal to 2d6 + your Charisma modifier (minimum +1), and flying up to half your speed to an unoccupied space.

Then, whether you performed a wing attack or not, the wings' appearance casts a frightening presence over the battlefield. Each creature of your choice within 60 feet of you that is aware ofyou must make a Wisdom saving throw against your warlock spell save DC. On a failed saving throw, a creature becomes frightened for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

The wings remain for 1 minute, granting you a flying speed equal to your walking speed.

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

The Dragon Student

The Dragon Student (Level 1)

The Dragon Student is an unusual patron, as you are the one teaching it. Your power comes from your Dragon Student, but it is you who helps it harness this awesome power. Technically this power comes from Io, the dragon primordial of creation, who gifted this power as an otherworldly patron. But it is your dragon student who grants it to you directly.

You are a Dragon Master, a young student of the Darastrix Academy. At a young age you were bonded with a dragon wyrmling, entrusted to you by its dragon parent. Even though you are a student, you are a master in your own right to your dragon wyrmling, as you teach it to harness its power. Due to the bonding, your wyrmling shares your drive to learn its dragon magic quickly, at the cost of other aspects of its draconic might being weakened. Although you are technically a wizard, the bond that you have made with your dragon has granted you access to its awesome dragon magic, but in exchange your own studies towards the arcane have been limited. Moreover, due to your bond you share some of the dragon's temperament, and you are inclined to actively seek out the joy of adventure. Now you and your dragon wyrmling bonded partner go out on adventures, as you seek to put the power of dragon magic into practice, regardless of your young age. Most Dragon Masters are human, but half dragons have been known to teach siblings.

Your magical bond with your dragon companion has granted you access to its powerful dragon magic in addition to your own mortal magic. For example, a Bigby's hand would appear like a fist when cast by a humanoid, and as a flaming claw when cast by its red dragon student. And even though you still need to study, most of your magical power comes from this bond. As such, Dragon masters have a saying when it comes to their dragons: You teach me and I teach you.

Expanded Spell List

You can 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.

Bonded Dragon

At 1st level you become bonded with a dragon wyrmling, whom you help get in touch with its powerful dragon magic. The Dragon is friendly to you and your companions and obeys your commands. See its game statistics in the Dragon Student stat block, which uses your proficiency bonus (PB) in several places. You must choose your dragon student's dragon type from the Dragon Student table below.

Dragon Student
DragonDamage Type

Black

Acid

5 by 30 ft. line (Dex. Save)

Blue

Lightning

5 by 30 ft. line (Dex. Save)

Brass

Fire

5 by 30 ft. line (Dex. Save)

Bronze

Lightning

5 by 30 ft. line (Dex. Save)

Copper

Acid

5 by 30 ft. line (Dex. Save)

Gold

Fire

15 ft. cone (Dex. Save)

Green

Poison

15 ft. cone (Con. Save)

Red

Fire

15 ft. cone (Dex. Save)

Silver

Cold

15 ft. cone (Con. Save)

White

Cold

15 ft. cone (Con. Save)

In combat, your dragon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an action on your turn to command it to take another action. That action can be one in its stat block or some other action. It can use its action to cast or use a spell. If a spell requires a reaction or bonus action, you must use yours to allow your dragon to cast the spell. If you are incapacitated, your dragon can take any action of its choice, not just Dodge. Over the course of 1 minute, while out of combat and within 5 feet of your dragon, you can mend its wounds by expending a spell slot, after which it regains all its hit points. If your dragon has died, you can use your action to touch it and expend a spell slot; your dragon returns to life after 1 minute with all its hit points restored. If it has been dead for over an hour, it gains one level of exhaustion. Your dragon regains all its hit points after finishing a short or long rest.

Each type of dragon has a unique trait, as described in the Dragon Companion section.

You can speak, read, and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Dragon Magic

At 1st level, you and your dragon share the same spell slots, and you can both cast your known warlock spells. However the damage type of your eldritch blast, and all spells that your dragon casts (if and when they deal damage), is changed to your chosen dragon's damage type, as listed in the Dragon Student table. Your dragon can cast eldritch blast as a melee spell attack. Your dragon uses your Charisma modifer for its spells, and shares your spell save DC and spell attack modifiers. Only you can maintain concentration on spells you both cast. Your dragon can cast spells without requiring material components, except a material component that has a cost. By expending a spell slot you can summon your dragon into an unoccupied 5-foot-square space within 60 feet of you as an action, but afterwards it gains one level of exhaustion.

You must choose the Pact of the Dragon as your pact at 3rd level, which is a pact that can only be chosen by this subclass.

Gifted Instructor (Level 6)

At 6th level, your firsthand experience with dragon magic has advanced your own studies substantially, and your skill as an instructor has taught your dragon to fly again.

You gain proficiency in Intelligence saving throws. Whenever you make an Intelligence skill check, you can add your Charisma modifier (minimum of 1) to the check.

If you damage creatures with a warlock spell that you cast yourself, then you can choose a number of them equal to your Charisma modifier (minimum of 1). The chosen creatures automatically succeed on their saving throws against it (if any), and suffer no damage from it.

In addition, your dragon gains a flying speed of 30 feet.

Dragon Magic Mastery (Level 10)

At 10th level, your student's mastery of dragon magic has reached new heights, as has your bond. When you command your dragon to cast a warlock spell that deals damage, it adds your Charisma modifier (minimum of 1) to one damage roll of that spell.

Moreover, when you or your dragon cast a spell targeting yourselves, you can also affect the other with the spell if you are within 30 feet of each other.

Aerial Superiority (Level 14)

At 14th level, your dragon's flying speed is increased to 50 feet, and it doesn't provoke opportunity attacks when it flies out of an enemy's reach (nor does its rider).

While you are mounted on your dragon, you can force a direct attack targeted at you to target your dragon instead, as it shields you from ongoing attacks. Area effects still affect the both of you normally.

The Dread Lord

The Dread Lord (Level 1)

You have made a pact with a malevolent being with power over death that spearheads legions of undead in their shambling march to battle. It might be a powerful undead warlord, such as a death knight or vampire warrior, or it might be a fearsome champion, deity, or demon lord, such as Kas, Orcus, Soth, or Vecna.

Regardless of its identity, the Dread Lord seeks to bring death and destruction to all planes of existence. It rules the living and the dead alike with an iron fist. Even if you are opposed to such a grim future, you wield the Dread Lord's power as your own, using it to further your own goals.

Expanded Spell List

The Dread Lord 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 Proficiencies

1st-level Dread Lord feature

You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Invoke Dread

1st-level Dread Lord feature

When you hit a creature with a melee attack, or when you target a hostile creature within 30 feet of you with a spell of 1st level or higher, you can choose to assault the creature with magical menace. The target must make a Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. If the frightened target ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw, ending the effect on a success.

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

Undead Servants (Level 6)

6th-level Dread Lord feature

You can use your dark power to animate the corpses of your foes. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately as a zombie with 1 hit point. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

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

Feed on Weakness (Level 10)

10th-level Dread Lord feature

When a hostile creature within 30 feet of you fails a saving throw, you can use your reaction to gain temporary hit points equal to half your warlock level.

Undead Army (Level 14)

14th-level Dread Lord feature

You have infinite uses of your Undead Servants feature. Each undead you create with that feature gains a bonus to its attack rolls and saving throws equal to your Charisma modifier (minimum of +1). Additionally, whenever you use Feed on Weakness, each undead ally within 30 feet of you also receives the same temporary hit points.

The Elder Sphinx

The Elder Sphinx (Level 1)

Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten deities. They are masters of riddles and other trials that reveal the true nature of those they put to the test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.

You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather then perish you opted to serve them with your life?

Elder Sphinx Spell List

The Elder Sphinx lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Guardian's Ward

The power granted by your Patron allows you to prevent the unworthy from approaching you or anything you stand guard over. Beginning at 1st level, you can use an action to project a small but powerful magical Ward outward from yourself, with a radius in feet equal to five times your proficiency bonus.

When a creature enters the area of your Ward, or starts its turn within it, it must succeed on a Strength saving throw in order to move. On a successful save, it can move, but it treats the area within your Ward as difficult terrain. On a failure, it cannot move into, or within, the area of your Ward.

You must concentrate on your Ward as if concentrating on a spell, and it lasts for 1 minute. Once you use your Ward you must finish a short or long rest before you can use it again.

Time Slip (Level 6)

Beginning at 6th level, you learn to manipulate time in minor ways, much like the great Sphinx of legend. As an action, you can pause time for all creatures other than you, and move up to twice your speed without provoking opportunity attacks. You can only use this bonus movement while time is stopped. You cannot use actions, bonus actions, or reactions during this period. Time resumes when you finish your movement.

Once you use this action, you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a Pact Magic spell slot to use it again.

Inscrutable (Level 10)

Your Patron shields you from divination magic, much like it is shielded from such spells. Beginning at 10th level, you are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse.

Moreover, any Wisdom (Insight) checks made to ascertain your intentions or sincerity are made at disadvantage.

Eternal Guardian (Level 10)

The Sphinx you serve has blessed you with a semblance of their immortality. Starting at 10th level, you no longer require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from both short and long rests.

In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic.

Power of the Ancients (Level 14)

Starting at 14th level, you gain an empowered mastery over time, but only in your sphere of influence. As an action, while your Guardian's Ward is active, you can cast a limited version of time stop. However, you may only interact with creatures and objects within the radius of your Guardian's Ward.

When your time stop spell ends, your Guardian's Ward ends as well. Once you cast time stop in this way you must finish a long rest before you can cast it in this way again.

The Elder Sphinx

The Elder Sphinx (Level 1)

You have made a pact with an ancient sphinx born in a bygone age, a being made manifest through the power of devout prayer or the direct intervention of the gods. Such beings are tasked with guarding the secrets and treasures of the gods, and revealing those secrets to those that pass their trials and show their worth. One such treasure that a sphinx can impart is the power of magic. Through your completion of a Sphinx's trial, you have gained access to powerful magic that augments your mind and body.

Expanded Spells

The Elder Sphinx 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.

Elder Sphinx Expanded Spells

Alternate Spellcasting Ability

When you choose this patron at 1st level, you can choose to use Intelligence rather than Charisma as your warlock spellcasting ability. If you choose to do so, Eldritch Invocations you take also use Intelligence rather than Charisma when applicable. This choice is permanent.

Loremaster

At 1st level, you gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.

Also, you can call upon your patron to grant you knowledge about a creature you designate. As a bonus action, choose one creature you can see within 30 feet of you. For 1 minute, you are granted foreknowledge about that creature's intentions, allowing you to better engage it both socially and in combat. This effect ends early if the target dies, you die, or if you are incapacitated. Until the effect ends, you gain the following benefits:

  • When the target hits you with an attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

  • When you fail a saving throw imposed by the target, you can use your reaction to add your proficiency bonus to that saving throw, potentially causing the saving throw to succeed.

  • You can add your Intelligence modifier to the result of any Charisma check or Wisdom (Insight) check you make when interacting with the target.

  • When you use this feature on a target, you can specify some small tidbit of knowledge you wish to gain from the creature. If the target dies during the duration and is capable of providing this knowledge, you are granted it in the form of a few cryptic sentences or a riddle. This knowledge is based on what that creature knew in life, and could therefore be false if that creature was misinformed or left unanswered if the creature didn't have that knowledge.

Once you use this feature, you can't use it again until you finish a short or long rest. Beginning at 10th level, you can use this feature twice between rests, and regain all expended uses when you finish a short or long rest.

Sphinx's Displacement (Level 6)

Starting at 6th level, you can channel the abilities of your patron to allow you to teleport, as you briefly make mental contact with your patron. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. Your patron then grants you some of its divine foreknowledge, giving you advantage on attack rolls until the end of the turn.

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

Inscrutable Mind (Level 10)

At 10th level, your mind becomes as inscrutable as a sphinx's. You are immune to any effect that would sense your emotions or read your thoughts, and any Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

Roar of the Sphinx (Level 14)

Starting at 14th level, you can unleash a terrifying roar that echoes around you. As an action, you can force each creature of your choice within 60 feet of you that can hear you to make Constitution saving throws against your warlock spell save DC. On a failed save, a creature takes 6d10 thunder damage, falls prone, and is frightened of you until the end of your next turn. On a successful save, a creature takes half as much damage and suffers no other effects.

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

The Elder Sphinx

The Elder Sphinx (Level 1)

Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten deities. They are masters of riddles and other trials that reveal the true nature of those they put to the test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.

You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather then perish you opted to serve them with your life?

Extended Spells

The Elder Sphinx lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Guardian's Ward

The power granted by your Patron allows you to prevent the unworthy from approaching you or anything you stand guard over. Beginning at 1st level, you can use an action to project a small but powerful magical Ward outward from yourself, with a radius in feet equal to five times your proficiency bonus.

When a hostile creature enters the area of your Ward, or starts its turns within it, it must succeed on a Strength saving throw in order to move. On a success, it can move, but it treats the area within your Ward as difficult terrain. On a failure, it cannot move into, or within, the area of your Ward.

Your Ward lasts for 1 minute. It ends early if you end it as a bonus action or you are incapacitated. Once used, you must finish a short or long rest before you can use the Ward again.

Time Slip (Level 6)

Beginning at 6th level, you can draw on the arcane power of your patron to shield yourself from harm. When a creature you can see hits you with an attack, you can use your reaction to instantly teleport through the Astral Plane, causing the attack to miss. You immediately reappear in an unoccupied space of your choice that you can see within 30 feet.

Once you use this reaction to evade an attack, you must finish a short or long rest before you can use it again.

Inscrutable (Level 10)

Your Patron shields you from divination magic, much like it is shielded from such spells. Beginning at 10th level, you are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse.

Moreover, any Wisdom (Insight) checks made to ascertain your intentions or sincerity are made at disadvantage.

Eternal Guardian (Level 10)

The Sphinx you serve has blessed you with a semblance of their immortality. Starting at 10th level, you no longer require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from both short and long rests.

In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic.

Power of the Ancients (Level 14)

Starting at 14th level, you gain an empowered mastery over time, but only in your sphere of influence. As an action, while your Guardian's Ward is active, you can cast a limited version of time stop. However, you may only interact with creatures and objects within the radius of your Guardian's Ward.

When your time stop spell ends, your Guardian's Ward ends as well. Once you cast time stop in this way you must finish a long rest before you can cast it in this way again.

The Eldritch Marksman

The Eldritch Marksman (Level 1)

You have made a pact with the Eldritch Marksman, the spirit of the first man to craft and wield a gun, whose ability to blend arcane power with deadly iron and gunpowder has never been equalled. While most adventurers believe this figure to be little more than myth, your relationship with the Eldritch Marksman grants you new insight into the use of firearms.

Expanded Spell List

The Eldritch Marksman 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.

Eldritch Marksman Expanded Spells
Spell LevelSpells

1st

hunter's mark, thunderwave

2nd

darkvision, silence

3rd

fireball, nondetection

4th

stoneskin, locate creature

5th

hold monster, telekinesis

Proficiency

Starting at 1st level, your the Eldritch Marksman grants you proficiency with advanced firearms.

Gunsmith

Upon choosing this patron at 1st level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Marksman's Shroud

Starting at 1st level, the spirit of the Eldritch Marksman to protects you in battle. As a bonus action, you can summon a spectral aspect of the Marksman which surrounds you and shares your space, granting you half cover in all directions. The Marksman's aspect remains with you for one minute or until you move, whichever comes sooner.

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

New Pact Boon

At 3rd level, warlocks may choose the following new pact boon instead of one of the warlock's existing Pact Boon options.

Pact of Gunpowder

You can use your action to create a number of pieces of firearm ammunition equal to 10 + your Charisma modifier in your empty hand. When loaded into your firearm, these bullets count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. These pact bullets disappear if they are 5 or more feet away from you for at least 1 round, or 1 hour after you create them. You may use this feature once, and regain the ability to use it after a long rest.

Marksman's Blessing (Level 6)

Starting at 6th level, you can call on your patron to guide your aim and steady your trigger finger. When you make an attack with a firearm, you can use this feature to add a d10 to your roll. You can do so after seeing the initial die roll but before the DM declares its success or failure.

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

Eldritch Ammunition (Level 10)

Starting at 10th level, you may imbue your firearm ammunition with eldritch magic. Over the course of one minute, you may prepare a number of pieces of ammunition equal to half your warlock level + 1. If you hit a creature with one of these bullets, the ammunition deals its normal damage in addition to delivering the effects of an eldritch blast. You can use this ability even if you do not know the eldritch blast cantrip. Any invocations that would apply to your eldritch blast also apply to a hit made with eldritch ammunition.

Ammunition prepared in this way retains its potency for 1 hour, and you can only imbue one set of eldritch ammunition. You can use this ability again after a long rest.

Banishing Shot (Level 14)

Starting at 14th level, when you hit a creature with a firearm attack, instead of dealing damage, you may instantly cast banishment at 4th level, using your spell save DC. Your patron's power fulfills the material component of this spell and maintains concentration for the duration. If the creature succeeds on its Charisma saving throw, it is unaffected and your attack deals damage as normal.

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

The Elemental

The Elemental (Level 1)

Unlike most warlocks, you didn't make a deal with a powerful mysterious patron. Rather, you found an elemental; perhaps it was already bound, perhaps you bound it yourself, or perhaps found the spark deep within your own spirit. Regardless of your methodology, you are the master of this relationship, and you take what you need from it without being at its beck and call.

The Sulatar drow of the Xen'drik jungles are true masters of the art of elemental binding, able to control bound fire elementals without need for a dragonmark. Binding a fire elemental to their soul is merely an extension of that ability.

Gnomes of Zilargo are also known to follow this path as a result of their own elemental binding skills, and though they lack the same fundamental connection as the Sulatar, they are far more varied in their elemental types.

Far more rarely, planetouched folks might have a deep, intrinsic connection to an outer plane that exemplifies an elemental as part of their very nature. Such creatures as genasi or tieflings of Fernia have a connection to the elements that's deeper even than the Sulatar, and their bond can reach depths that the drow of Xen'drik can only dream of.

Expanded Spell List

The Elemental 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.

Touch of the Planes

At 1st level, your soul is bound to the powers of an element. Choose an elemental damage type: acid, cold, fire, or lightning. This type is your elemental affinity, and once selected, it cannot be changed. When you cast a spell that deals acid, cold, fire, or lighting damage, you can choose for it to deal your elemental affinity type instead.

Additionally, the elemental affinity you choose grants you benefits as listed on the Elemental Affinity table. You learn a cantrip, which counts as a warlock cantrip for you but does not count against your number of warlock cantrips known. In addition, you gain proficiency in a skill, and you have advantage on all ability checks you make with that skill.

Elemental Affinity
Elemental AffinityCantripSkill Proficiency

Acid

move earth

Insight

Cold

shape water

Persuasion

Fire

control flames

Intimidation

Lightning

gust

Deception

Elemental Step (Level 6)

Starting at 6th level, you can attune yourself and flow through the elements that permeate the planes. As a bonus action, you can teleport up to 30 feet. Immediately before and after you teleport, every creature in a 5-foot radius of you must make a Dexterity saving throw against your warlock spell save DC. On a failed save, a creature takes a number of points of damage of your elemental affinity type equal to half of your warlock level.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Planar Admixture (Level 6)

At 6th level, you can channel more power from the elemental you have mastered. Warlock spells that you cast ignore resistance to damage of your elemental affinity type.

At 14th level, warlock spells you cast treat immunity to your elemental affinity type as resistance.

Elemental Mingling (Level 10)

Starting at 10th level, your long exposure has gifted you with traits normally associated with elementals. You gain resistance to poison damage and to your elemental affinity type. If you were already resistant to your affinity type as a racial feature, you instead gain immunity to your elemental affinity type.

In addition, you have advantage on saves against being paralyzed, petrified, poisoned, and stunned, and magic can't put you to sleep.

Overload (Level 14)

Beginning at 14th level, your elemental power overflows from your very being. When you cast a spell that deals damage of your elemental affinity type, you create a number of elemental motes equal to your Charisma modifier that circle your body for 1 minute or until you cause them to explode. You can use a bonus action to move a mote up 40 feet and cause it to explode, dealing 4d6 points of damage of your elemental affinity type to all creatures within 5 feet of the mote.

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

  • You have a +2 bonus on your spell attack rolls, and your spell save DC increases by 2.

  • You gain temporary hit points equal to your Warlock level, which disappear after a short or long rest.

  • If you successfully Wild Surge again during this time, you cast the spell as if the spell slot was 2 levels higher.

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

The Empire

The Empire (Level 1)

It is our homes, our families, our comrades in arms. It is our pride, our honor, our strength. And so, today, as we fight for its defense and its very existence. For our people! For our empire!

Your patron is the strength of your home and the conviction of its people, as you travel and fight in the name of a noble house, state, or even country. Your magic might be a gift from a court, monarch, or some other high ranking offical of your empire whose power allows them to bestow these boons upon you.

Expanded Spell List

The Empire 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.

Imperial Emissary

You're a loyal steward of your empire, either as a diplomat or as a retainer. You choose when you gain this feature:

Diplomat

You learn two languages of your choice. You also gain proficiency in the Persuasion and Insight skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.

Retainer

You gain proficiency with medium and heavy armour. You also gain proficiency in the Intimidation skill if you don't already have it, and your proficiency bonus is doubled for any ability check you make that uses it.

Radiant Decree

You deliver the will of your empire, swift and true. You learn the word of radiance cantrip, which counts as a warlock cantrip for you but doesn't count against the number of cantrips you know.

When you cast word of radiance, you can target a creature that you can see within 60 feet of you, causing the burning radiance caused by the spell to erupt from it, instead of erupting from you. You can decide if the target is affected by the spell when you cast it this way.

Allied creatures in range of word of radiance gain temporary hit points equal to your proficiency bonus, which last until the start of your next turn.

Starting at 3rd level, you can add your Charisma modifier to the damage of word of radiance.

Exalted Emissary (Level 6)

You gain the means to hold sway over the battlefield. You gain one of the following benefits based on your choice at 1st level:

Diplomat

As a reaction when you roll initiative, you can choose another willing creature within 30 feet of you and cast sanctuary on it without expending a spell slot.

Retainer

As a reaction when you roll initiative, you can choose another willing creature within 30 feet of you and cast heroism on it without expending a spell slot. The spell doesn't require concentration when you cast it this way.

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

Empowered Decree (Level 10)

The range of the burning radiance caused by word of radiance increases to 10 feet, and creatures that succeed on their saving throw against it take half as much damage from the spell.

Voice of the Empire (Level 14)

You speak the will of your empire into being. You can cast either divine word or power word pain without expending a spell slot.

You can cast either spell once, and regain your ability to do so when you finish a long rest.

The Enhanced

The Enhanced (Level 1)

The path to power often lies across a mire of hardship and strife. For many, that can mean years of hard study and practice; for some, it can mean deals with people or entities that man was not meant to deal with. For a small few, though, their power is thrust upon them, often against their own wishes. It is from this small group of individuals that the Enhanced pull their ranks.

The Enhanced are warlocks with a peculiar patron, that of one of the whirring, clicking entities of Mechanus. In most cases, an enhanced is a righteous, law-abiding individual who suffer's some form of ignominious or horrific near death; the servants of Mechanus collect the poor soul, craft him a new, powerful body, and bestow upon him great power. Rarely, they will offer a sprig of divine inspiration to one who has lost all hope, and that inspiration allows the chosen one to craft the means to change his life.

Whatever the case may be, the Enhanced are uniformly odd and alien when viewed by common folk, seeming to share much more in common with golems than man.

Expanded Spell List

The Enhanced 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.

Summon Armor

At 1st level, you gain the ability to summon a suit of armor. As a bonus action, this armor appears on your person, fitted and ready to go. You are proficient with this armor, it has no strength requirement, and you suffer no drawbacks from sleeping in this armor. It always appears as a full-body suit of heavy, fully-sealed plate armor made of some alien material, but its ability to protect you grows as your warlock level grows.

You may dismiss your armor as a bonus action. You may summon any version of your armor for which you meet the level prerequisite. Should you obtain suit of magical armor, you may integrate its abilities into your armor plating; doing so requires a ritual that requires 8 hours, after which your armor plating gains the magical enchantment. You may only integrate one magical suit of armor at a time, and you must still attune to it, if required.

Armor Plating
Warlock LevelArmor Class (AC)Type

1st

14 + Dex modifier (max 2)

Medium

5th

15 + Dex modifier (max 2)

Medium

7th

16

Heavy

9th

18

Heavy

Probability Matrix (Level 6)

At 6th level, your mental capacity receives a profound upgrade. Following a short or long rest, select either Intelligence or Wisdom based skills. You add half your proficiency bonus to all skills of that type that you are not proficient in until you again a short or long rest.

Additionally, your benefactors offer you the chance to augment your intelligence at the cost of your emotions. Upon reaching 6th level, you may swap your Intelligence score and your Charisma score; this process takes 24 hours, and is permanent. Should you choose this, your pact magic, invocations, and all other warlock features that utilize Charisma now instead use Intelligence instead.

Ablative Coating (Level 10)

At 10th level, your armor begins to generate a field of ablative energy. Following a short or long rest, select two of Radiant, Lightning, or Force damage. While you are wearing your armor plating, your gain resistance to the chosen damage type until you use this ability again.

Omni-Cannon (Level 14)

At 14th level, you unlock the full power of your enhanced frame. As an action, you may fire a massive blast of energy in a 10-foot wide 120-foot long line. Each creature in this area must make a Dexterity saving throw. On a failed save, the creature takes 5d10 Radiant and 5d10 force damage, or half as much on a successful one. After using this ability, you must take a short or long rest before you can do so again.

The Enigmatic Chromata

The Enigmatic Chromata (Level 1)

You have been visited by the phenomenon of the Mysterious Colors: a force of vivid magic that shines across the universe - and even, some claim, all the multiverse. Its origins are unknown: although it is undoubtedly a vast intelligence, or perhaps, an emotion, that has been split into the visible wavelengths of light. A wizard after some experiment gone horribly right, a rare prismatic dragon, or some cosmic cohort of sentient shades from an alien shore... none can say. But all can see, as you have seen, its dazzling beauty.

Refracted Power

The magic of your patron has been divided seven ways. Choose two colors from this spectrum of power to gain control over. Each color has an associated damage type and school of magic, as shown in the Patron's Colors table. The powers associated with each color are used by other features described later in this section.

When you reach certain levels in this class, you take control over additional colors: a total of three colors at 6th level, five colors at 10th level, and seven colors at 14th level. Whenever you gain control over additional colors, you can also replace one color you control with a different one.

Patron's Colors
ColorDamage TypeSchool of Magic

Red

Fire

Evocation

Orange

Acid

Enchantment

Yellow

Lightning

Divination

Green

Poison

Necromancy

Blue

Cold

Abjuration

Indigo

Necrotic

Transmutation

Violet

Psychic

Conjuration

You also learn the dancing lights cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known. When you cast this spell, the colors of light you can choose from correspond to the colors you have gained control over with this feature.

Color Out of Place

You can stain space itself in your patron's colors. As a bonus action, you can create a 15-foot chromatic cube at a point you can see within 90 feet of you. The space inside the cube is filled with dim light tinted in one of the colors that you control, chosen when you create the cube. Everything within its space is visible only in shades of the chosen color. A creature inside the chromatic cube's space gains advantage on saving throws against spells from the school of magic associated with the cube's color, and resistance to the associated damage type. In addition, the only spells it can cast while inside the cube's space must be of the associated school of magic or deal the associated damage type.

A creature is unaffected by a chromatic cube if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

When you cast a warlock spell of the associated school of magic or damage type from inside a chromatic cube's space or that targets a creature inside a chromatic cube's space, roll 1d6. The spell gains a bonus to one damage roll, or to the spell save DC of the spell on the turn you cast it (your choice), equal to the number rolled.

A cube you create with this feature lasts for 1 hour. It vanishes early if you die, or if you create another cube of the same color within 90 feet of it.

You can use this feature a number of times equal to 1 + your proficiency bonus, and regain all expended uses when you finish a long rest.

Transmute Tone

A light touch of your magic can tint simple items more permanently in shades of your preferred palette. As an action, you can touch a nonmagical object of size Small or smaller and change one or more of its colors to one of those you have control over. The changes last until you are incapacitated, or until removed by the dispel magic spell or similar magic.

Chromatic Mosaic (Level 6)

Your command over the color spectrum broadens. You can now use an action, rather than a bonus action, to expend a use of your Color Out of Place feature and create as many chromatic cubes as there are colors that you control. Each cube must be tinted a different color. You can arrange the cubes how you like, stacking them vertically or horizontally, though each cube must touch at least one other on a side.

As an action while you can see one of your cubes, you can energize it to unleash a magical effect upon any creatures or objects inside it. Each creature inside the cube must make a Constitution saving throw against your warlock spell save DC. The resulting effect depends on the color of the cube. When you energize a cube, it vanishes.

Red

A creature takes fire damage equal to 3d8 + twice your warlock level on a failed save, or half as much damage on a successful one. The energy ignites flammable objects in the area that aren't being worn or carried.

Orange

A creature takes 3d8 acid damage on a failed save, or half as much on a successful one. On a failed save, nonmagical armor worn by the target is partly dissolved and takes a permanent, cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Yellow

A creature takes 3d8 lightning damage on a failed save, or half as much on a successful one. On a failed save, a creature cannot take reactions until the end of its next turn.

Green

A creature takes 3d8 poison damage on a failed save, or half as much on a successful one. On a failed save, a creature is poisoned for 1 minute. It can repeat the save at the end of each of its turns, ending the condition on a success.

Blue

A creature takes 3d8 cold damage on a failed save, or half as much on a successful one. On a failed save, a creature has its movement speed reduced by 15 feet for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success.

Indigo

A creature takes 3d8 necrotic damage on a failed save, or half as much on a successful one. On a failed save, a creature is restrained until the end of its next turn.

Violet

A creature takes 3d8 psychic damage on a failed save, or half as much on a successful one. On a failed save, a creature is teleported to a point you choose within 5 feet of one of the cubes created by this feature.

Spectral Shimmer (Level 10)

You can react to danger in a flash, subjecting attackers to a dizzying array of defensive magic. As a reaction when you are hit by a melee attack, you can deal 1d8 damage to the attacking creature for each of your patron's colors that you control. The damage of each d8 is the type associated with each color. If either you or the attacking creature are within the space of one of your chromatic cubes, the attacking creature takes an additional 2d8 damage of the cube's associated damage type.

If you roll an 8 on any of the dice, the creature that damaged you must succeed on a Constitution saving throw against your warlock spell save DC or become blinded until the end of its next turn.

A creature takes no damage if it can't see you, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

You can use this reaction once, and must complete a short or long rest before you can do so again, unless you expend a use of your Color Out of Place feature to use it again.

Refraction (Level 14)

Having absorbed all seven strands of your patron's power, you now grow close to your own iridescent ascension. You learn the prismatic spray spell. It counts as a warlock spell for you and can be cast using your Mystic Arcanum feature, but it doesn't count against the number of spells you choose using that feature. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you would cast the spell, you can choose to bend its magic through your own body instead, causing you to refract into seven duplicates of colored light for 1 minute. Each duplicate represents one of your patron's colors and appears up to 30 feet away from you, connected to your body by a faintly shimmering beam of light. Your body glows white, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. Each duplicate sheds colored light in the same radius. On each of your turns, you can move your duplicates up to your speed, although they cannot move more than 30 feet away from you or behind total cover. You must concentrate on this effect as if concentrating on a spell.

While the duplicates exist, you are immune to all damage except force damage. A duplicate's AC equals 10 + your Dexterity modifier, and it has 1 hit point. A duplicate can be damaged only by the associated damage type of its color, or by a spell cast from the associated school of magic. It ignores all other damage, conditions, and effects. When a duplicate is destroyed, its light returns to you, and you can once again be damaged by the damage type or school of magic associated with the color of the destroyed duplicate. The effect ends when all of the duplicates have been destroyed.

The Eternal Citadel

The Eternal Citadel (Level 1)

You've made a pact with the Eternal Citadel, a massive yet empty bastion that seems to wander between worlds, collecting travelers and releasing them once they agree to serve. The Eternal Citadel communicates through the silent transfer of emotions and feelings–an instinctual sense to follow a course of action, no matter how enigmatic it may seem. An unknown number of people have sworn their allegiance to the Citadel, and few ever meet, but they all serve the same end, known or otherwise: preservation against the forces that seek destruction.

Expanded Spell List

The Eternal Citadel 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.

Righteous Guardian

At 1st level, you gain the ability to shield yourself and others from harm. Whenever you or an ally within 30 feet takes damage, you can use your reaction to create a mystical barrier of energy. The amount of damage taken is reduced by half your warlock level + your Charisma modifier (minimum 1) after applying resistances or vulnerabilities.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Force of Preservation (Level 6)

At 6th level, you gain the ability to fortify yourself further. Whenever you take damage, you can use your reaction to become immune to the damage from that effect or attack, and you gain temporary hit points equal to half your warlock level.

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

Builder of Walls (Level 10)

At 10th level, your connection with the Eternal Citadel deepens, enabling you to call upon it for defense. You learn two spells with the word "wall" in their name that are of 5th level or lower, they count as warlock spells for you, and they do not count against your total spells known. You can't choose wall of force as one of these spells.

You can cast one of these two spells once without expending a spell slot. Once you do so, you can't do so again until you finish a long rest.

Bound to the Aeons (Level 14)

At 14th level, your oath to the Eternal Citadel becomes irrevocable. You no longer age and cannot be magically aged. You also do not require food or water.

Additionally, you can call down an onslaught of timeless power from the central spire of the Citadel to burn away the souls of your foes. During your turn, you can use an action to choose a location that you can see within 200 feet of you. An infinitely tall 10-foot-radius cylinder expands in that space, illuminating it with bright otherworldly light. At the start of your next turn, a beam of golden energy shoots down from the sky, and creatures within the area must make a Charisma saving throw against your warlock spell save DC. If they fail, they take 7d6 radiant damage, 7d6 force damage, and are blinded until the start of your next turn. If they succeed, they take half as much damage and are not blinded. This beam passes through obstacles without damaging them.

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

The Fallen

The Fallen (Level 1)

Your patron was once a resident of the upper planes, though they are no longer. Cast out by their kin, they have departed from their celestial origins and dabbled in darker magics. Though fallen angels are the most well known patrons of this type, there are many celestials capable of falling from grace. Some warlocks bind themselves with a fallen Empyrean, ki-rin, unicorn, couatl, or other such creature, but fallen angels are by far the most common.

Through your connection with your patron, you gain both holy and unholy powers. It is common for warlocks of the Fallen to be mistaken for Celestial warlocks, as they tend to wield the powers of the divine more often than not. But as combat drags on and a Fallen warlock becomes more desperate, their mind and body transfonn as they unlock their darker powers. Your hair, skin, and eyes might change color, and your personality might change as well, perhaps even drastically. Even an altruistic idealist could become a merciless killer.

Expanded Spell List

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

Angelic Duality

At 1st level, your patron gives you two distinct sets of powers: one derived from their celestial heritage, and the other from their evil nature. You gain the following powers:

Risen

While you have more than or equal to half your hit points left, you gain the powers of the risen. When a friendly creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to give it advantage on its next death saving throw and release a blinding light from its body. Each creature of your choice within 10 feet of your fallen ally must succeed on a Constitution saving throw against your warlock spell save DC or be blinded until the start of your next turn.

Fallen

While you have less than half your hit points left, you gain the powers of the fallen. When a hostile creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to release a menacing aura from its body. Each creature of your choice within 10 feet of the fallen enemy must succeed on a Wisdom saving throw against your warlock spell save DC or take 1d4 + half your Warlock level in psychic damage and be frightened of you until the start of your next turn.

Rise and Fall

Using your bonus action, choose a number no greater than half your hit point maximum. You take necrotic damage equal to the chosen amount, which cannot be reduced through any means, and you store a number of hit points equal to the same amount. As a bonus action, you can consume the stored hit points, allowing you to regain a number of hit points equal to the amount stored. If you still have stored hit points at the end of a short or long rest, those hit points are lost.

Soul Of The Fallen (Level 6)

Starting at 6th level, your link to the Fallen makes you resilient to certain damage types. While you are Risen, you have resistance to radiant damage. While you are Fallen, you have resistance to necrotic damage.

Also, when you take damage from a creature within 30 feet of you, you can use your reaction to magically rebuke them. That creature takes damage equal to your Charisma modifier + your warlock level. The damage type is radiant if you are Risen, and necrotic if you are Fallen. Once you rebuke a creature, you can't do so again until you finish a short or long rest.

Angelic Form (Level 10)

At 10th level, your body changes as you rise and fall. You gain one of the following features, dependent on whether you are Risen or Fallen:

Risen

You gain large, angelic wings that grant you a flying speed equal to your walking speed. If you lose these wings by falling below half health, you gain the effects of featherfall until you touch the ground.

Fallen

Your skin becomes unnaturally tough. If your AC isn't already higher, it becomes 10 + your Dexterity modifier + your Charisma modifier. Additional bonuses cannot be added to this AC calculation.

Gift of the Divine (Level 14)

Beginning at 14th level, you can perform great displays of divine power. As an action, you release bolts of energy from your body with different effects based on whether you are Risen or Fallen:

Risen

You evoke healing energy that can restore 10d10 hit points. Choose any number of creatures within 30 feet of you. You divide these hit points among them.

Fallen

You evoke deathly energy that can deal 10d10 necrotic damage. Choose any munber of creatures within 30 feet of you. You divide this damage among them.

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

The Fallen Exile

The Fallen Exile (Level 1)

Stars beyond measure populate the void beyond the world while celestial spheres circle above. You have met with one of their number, cast down by the many cold and unfeeling suns above for the sin of falling in love with a mortal. As punishment, the spiteful and envious stars shined their pale fury upon the paramour, destroying them utterly. The Exile now wanders the world it has been cast upon, appearing as a shimmer of light. Its goal is known only to those whom it trusts, and it grants power to them as it is powerless itself, stripped of interaction with the mortal world for its hubris. It endlessly searches, seeking either a soul of great kindness to help it find the knowledge and power to resurrect its fallen paramour or one unscrupulous enough to wage war upon the very stars themselves. The light shines, but that fire can be cold and merciless, like the wrath of a love destroyed.

Expanded Spell List

The Fallen Exile 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.

Cosmic Conduit

At 1st level, the Exile's duality of betrayal and compassion infuses your spellcasting, enabling you to reach into the world in the same way that it does. Whenever you cast a spell using a warlock spell slot, you can choose to cast the spell as though you were located in the space of an enemy or ally that you can see within 60 feet. When you cast from the space of an enemy, they take 1d6 radiant damage. When you cast from the space of an ally, they gain 1d6 temporary hit points.

Stardust Crusader (Level 6)

At 6th level, the Exile grants you a portion of the power it stole from the other stars as it fell, allowing access to their spirits. Choose two of the following Dawn Constellations.

  • The Chariot
  • Death
  • The Emperor
  • The Fool
  • The Hanged Man
  • The Lovers
  • The Magician
  • The Sun
  • Temperance
  • The Tower
  • The World

Under the Night Sky (Level 10)

At 10th level, you wrest power from the Exile's true foes with ease. Whenever you finish a long rest, you can exchange your chosen Constellations for different ones. Additionally, you gain resistance to radiant damage.

Astrological Savant (Level 14)

At 14th level, you have finally usurped the celestial spheres. You can choose two of the following Dusk Constellations and can exchange them using your Under the Night Sky feature.

  • The Devil
  • The Empress
  • The Hierophant
  • Justice
  • The Moon
  • The Priestess
  • The Star
  • Strength
  • The Wheel of Fortune

The Fates

The Fates (Level 1)

Your otherworldy patron is actually a trio of ancient beings: the coven of hags known as the Fates. The Fates weave the destinies of all gods and mortals in their magical loom, but whether they manipulate fate or merely record it is unknown. You have sworn yourself into the service of the Fates, and they sometimes reward you with glimpses into the future. However, you know that the Fates are utterly evil—whatever power that your pact affords you may pale in comparison to the ugly fate that they have likely prepared for you.

Expanded Spell List

The Fates let 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.

Fate's Bidding

Starting at 1st level, you are expected to consult with the Fates each morning to learn what they have planned for you. You can cast one divination spell without expending a spell slot immediately after completing a short or long rest. If you do so, you gain temporary hit points equal to your warlock level (minimum of 1). You must choose a spell that you could normally cast, and you must have the necessary material components.

Fate's Foretelling (Level 6)

Starting at 6th level, you can call on the Fates to foretell future events. When you finish a short or long rest, roll 1d20 and record the number you rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. This foretelling roll can be used only once. When you finish a short or long rest, you lose any unused foretelling rolls.

Fate's Demands (Level 10)

Starting at 10th level, the weight of your servitude grows heavy, and the burden only lessens when you help another creature meet its fate. Each time you reduce a creature to 0 hit points, you regain one expended spell slot. You may use this feature twice, and you regain any expended uses when you finish a long rest.

Inescapable Fate (Level 14)

Starting at 14th level, you learn to accelerate the entropic power of fate. You can use an action to force a creature you can see to make a Wisdom saving throw. If the creature is unaware of your presence, then it has disadvantage on the roll. If the creature fails the saving throw, choose another creature that you can see. The first creature is compelled by fate to move toward the second creature for 1 minute.

At the beginning of each of the first creature's turns, if it is not located within 5 feet of the second creature, then the first creature takes 2d10 psychic damage, and it must use its full movement to move closer to the second creature, dashing if necessary, even if it cannot reach them. This effect ends if you or either of the creatures are reduced to 0 hit points or knocked unconscious. Once you use this feature, you can't use it again until you finish a long rest.

The Fates

The Fates (Level 1)

Your otherworldy patron is actually a trio of ancient beings: the coven of hags known as the Fates. The Fates weave the destinies of all gods and mortals in their magical loom, but whether they manipulate fate or merely record it is unknown. You have sworn yourself into the service of the Fates, and they sometimes reward you with glimpses into the future. However, you know that the Fates are utterly evil—whatever power that your pact affords you may pale in comparison to the ugly fate that they have likely prepared for you.

Expanded Spell List

The Fates let 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.

Fate's Bidding

Starting at 1st level, you are expected to consult with the Fates each morning to learn what they have planned for you. You can cast one divination spell without expending a spell slot immediately after completing a short or long rest. If you do so, you gain temporary hit points equal to your warlock level (minimum of 1). You must choose a spell that you could normally cast, and you must have the necessary material components.

Fate's Foretelling (Level 6)

Starting at 6th level, you can call on the Fates to foretell future events. When you finish a short or long rest, roll 1d20 and record the number you rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. This foretelling roll can be used only once. When you finish a short or long rest, you lose any unused foretelling rolls.

Fate's Demands (Level 10)

Starting at 10th level, the weight of your servitude grows heavy, and the burden only lessens when you help another creature meet its fate. Each time you reduce a creature to 0 hit points, you regain one expended spell slot. You may use this feature twice, and you regain any expended uses when you finish a long rest.

Inescapable Fate (Level 14)

Starting at 14th level, you learn to accelerate the entropic power of fate. You can use an action to force a creature you can see to make a Wisdom saving throw. If the creature is unaware of your presence, then it has disadvantage on the roll. If the creature fails the saving throw, choose another creature that you can see. The first creature is compelled by fate to move toward the second creature for 1 minute.

At the beginning of each of the first creature's turns, if it is not located within 5 feet of the second creature, then the first creature takes 2d10 psychic damage, and it must use its full movement to move closer to the second creature, dashing if necessary, even if it cannot reach them. This effect ends if you or either of the creatures are reduced to 0 hit points or knocked unconscious. Once you use this feature, you can't use it again until you finish a 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 Firebird

The Firebird (Level 1)

Your patron is a mighty phoenix, a creature of the elemental plane of fire. While ordinary phoenixes do not have the intelligence to make such a pact, particularly powerful ones, known as firebirds, can bestow great elemental power to a warlock. The aims of a firebird are far from complex—they seek destruction, and use their warlocks to further that goal. They pay no great heed to how a warlock uses the powers they grant them, however, instead tending to assume that those fiery powers would naturally be used to incite chaos and destruction. While warlocks of this pact are often driven to burn and destroy as their patrons do, some manage to use their abilities for good, utilizing their magic in their fight against evil.

Expanded Spells

The Firebird 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.

Firebird Expanded Spells

Blessing of the Phoenix

At 1st level, whenever a creature you can see within 60 feet of you is reduced to 0 hit points, you can use your reaction to conjure magical phoenix-fire and choose either death or rebirth.

Once you use this feature on a creature, you can't use it on the same creature again until you finish a short or long rest. The reaction's effects are described below.

Death

Red flames leap from the target towards another creature of your choice that you can see within 30 feet of the target. That creature must make a Dexterity saving throw against your warlock spell save DC, taking 1d6 + your warlock level in fire damage on a failed save, or half as much damage on a successful one.

Rebirth

White flames imbue the target with life, causing it to regain hit points equal to 1d4 + half your warlock level.

Wings of the Firebird (Level 6)

Starting at 6th level, you can conjure fiery wings and take flight. As a bonus action, you give yourself a flying speed equal to your walking speed. This flying speed lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a spell). When the feature ends, the wings disappear in a burst of flame, causing each creature of your choice within 10 feet of you to take fire damage equal to your warlock level.

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

Ashen Soul (Level 10)

Starting at 10th level, you gain resistance to fire damage and advantage on death saving throws. Also, if you die, your body burns away into ash, and you are put under the effect of the gentle repose spell for 10 days. A spell that has the sole effect of restoring you to life (but not undeath) can be cast on your ashes without needing to use material components. You can be restored to life even from only a small portion of your ashes.

Searing Inferno (Level 14)

Beginning at 14th level, when you deal fire damage to a creature, you can use this feature to further increase the potency of your flame and then transform it into healing energy. The creature takes 5d10 fire damage, and you regain 5d10 hit points as the flame's embers magically return to you.

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

The Firebird (V1)

The Firebird (Level 1)

The Firebird V1 was reworked to lessen its reliance on fire damage, just like the Ember Knight rework.

Your patron is a mighty phoenix, a creature of the elemental plane of fire. While ordinary phoenixes do not have the intelligence to make such a pact, particularly powerful ones, known as firebirds, can bestow great elemental power to a warlock. The aims of a firebird are far from complex—they seek destruction, and use their warlocks to further that goal. They pay no great heed to how a warlock uses the powers they grant them, however, instead tending to assume that those fiery powers would naturally be used to incite chaos and destruction. While warlocks of this pact are often driven to burn and destroy as their patrons do, some manage to use their abilities for good, utilizing their magic in their fight against evil.

Expanded Spells

The Firebird 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.

Firebird (V1) Expanded Spells

Blessing of the Phoenix

At 1st level, your patron grants you the ability to channel flames into certain spells you cast. Whenever you deal damage with a warlock cantrip, you can choose to change the cantrip's damage type to fire damage.

Once you gain the Pact Boon feature at 3rd level, this benefit also extends to your pact. Whenever you deal damage with a pact weapon from the Pact of the Blade, attack with a familiar from the Pact of the Chain, or deal damage with a cantrip from the Pact of the Tome, you can change that damage to fire damage as well.

Starting at 6th level, your patron further blesses your magic. Fire damage you deal begins to ignore fire resistance.

Infused Flames

Also at 1st level, fire damage you inflict begins to have lasting effects. Whenever you deal fire damage to a creature, that creature becomes charred until the end of your next turn. A charred creature receives half as many hit points from any healing, and if a charred creature within 60 feet of you dies, you can use your reaction to form the burning embers rising from its body into the fiery image of a phoenix. This phoenix rushes towards another creature of your choice that you can see within 60 feet of you. Make a melee spell attack roll against the target using your warlock spell attack modifier. On a hit, the target takes fire damage equal to 1d4 + half your warlock level. On a critical hit, you add your full warlock level rather than half.

Wings of the Firebird (Level 6)

Starting at 6th level, you can momentarily don fiery wings in response to harm, allowing you to quickly escape your assailant while returning a blast of fire at them. When you take damage, you can use your reaction to gain these wings and then fly up to 60 feet without provoking opportunity attacks. The wings vanish at the end of the turn, causing you to fall if you end the turn in the air. Also, if the creature that damaged you was within 10 feet of you, it takes fire damage equal to half your warlock level.

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

Ashen Rebirth (Level 10)

Starting at 10th level, you can resist death using the ashes of your enemies. If you are unconscious at 0 hit points and a hostile creature within 60 feet of you is reduced to 0 hit points, its body instantly lights on fire. Embers from this flame then travel back to you, causing you to regain hit points equal to your warlock level.

Once this feature triggers, subsequent triggers will stabilize you instead of restoring hit points until you finish a short or long rest.

Searing Inferno (Level 14)

Beginning at 14th level, when you deal fire damage to a creature, you can use this feature to further increase the potency of your flame and then transform it into healing energy. The creature takes 5d10 fire damage, and you regain 5d10 hit points as the embers of this flame magically return to you.

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

The First Vampire

The First Vampire (Level 1)

You have made a pact with a powerful vampire cursed by the gods or born as a creature of the night. Hundreds of haunted beings serve this vampire, so why enter a pact with you? Because you can act in the light of day unhindered? To cull weaker vampires?

Expanded Spell List

The First Vampire 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.

Nocturnal Predator

At 1st level, as a predator of the night you have been blessed with enhanced vision in darkness. You have darkvision out to a range of 60 feet. If you already have darkvision, increase the range by 60 feet.

Drain Life

Starting at 1st level, you gain an innate power to drain life from the living. When you use the Attack action or cast a spell, you can use a bonus action on the same turn to make a melee spell attack against a creature within 5 feet of you. Your attack deals necrotic damage equal to 1d6 + your Charisma ability modifier on a hit.

When you hit a creature with this feature, you can expend a warlock spell slot to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot. When you expend a spell slot to enhance the attack in this way, you regain hit points equal to the total damage dealt.

Creature of the Night (Level 6)

At 6th level, you can use your action to cast polymorph on yourself, transforming into a bat or wolf. While you are in either of these forms, you retain your Intelligence, Wisdom, and Charisma scores.

You can use this feature a number of times equal to your Charisma modifier, regaining all spent uses upon completion of a long rest.

Eldritch Appetite (Level 10)

Starting at 10th level, when you reduce a creature to 0 hit points with your Life Drain feature, you can use your reaction to consume the last of their fleeting mortality. When you do, you regain one of your expended pact spell slots. Once you use this feature, you can't use it again until you finish a long rest.

Eternal Night (Level 14)

At 14th level, your vampire patron grants you a taste of true immortality. You no longer age, and you gain resistance to necrotic damage.

Additionally, once per long rest, you can use a bonus action to gain the following effects for one minute:

You regain 1d6 hit points at the start of your turn if you have at least 1 hit point and aren't in direct sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

When using your Drain Life feature, you can use it as if you were expending a 1st-level spell slot.

The Forbidden Graveyard

The Forbidden Graveyard (Level 1)

You've stepped into the Forbidden Graveyard, a sanctuary found on the boundary between life and death, where the rare few whose minds are attuned to this place come to wander as their bodies heal or slip away into the cold clutches of the night. Those who embrace the experience and seal shut the Gate of Souls within find themselves gifted with an understanding of both the living and the dead. Unknown to all but those like you, the Gate requires repayment for this mercy, and only the souls of others will do. Choose wisely, for all who cross your path are marked for collection by the Graveyard. It is up to you to safeguard them from that dark plane or to send them there to take your place in the cold embrace of death.

Expanded Spell List

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

Rejection of the Crypt

At 1st level, your refusal to travel through the Gate of Souls has left a mark upon you that cannot be denied. You can add your Charisma modifier to death saving throws, and you gain immunity to effects that would reduce your hit point maximum. While you are at 0 hit points, you can still move, but you can't take actions, reactions, or bonus actions.

Ghoulish Constitution (Level 6)

Starting at 6th level, your flesh is filled with the icy chill of the grave. You can choose to allow attacks against you to hit. Whenever you are hit with a melee attack, you can use your reaction to steal life's precious warmth from your attacker. When you do so, you gain resistance to the damage dealt, and the attacker takes cold damage equal to your warlock level. If the attacker is reduced to 0 hit points by this damage, you gain temporary hit points equal to your warlock level. If you already have temporary hit points, increase those temporary hit points by this amount instead.

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

Keeper of Souls (Level 10)

Starting at 10th level, your gain a measure of control over the spirits that dwell in the Graveyard. Whenever a hostile undead within 60 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your warlock level. Also, you gain resistance to necrotic damage and immunity to effects that would kill you instantly without dealing damage.

Fear the Reaper (Level 14)

At 14th level, you are as implacable as the specter of death itself. You no longer age and cannot be magically aged. You gain immunity to the charmed and frightened conditions. As an action, you can mark a creature you can see within 30 feet of you with a terrible curse. When the creature takes damage, you can use your reaction to delay that damage and store it within a pool. At the end of each minute after the curse was cast, the target takes twice as much necrotic damage as is stored in the pool and the pool is emptied. This curse lasts for one hour or until the target dies.

The Forsaken Playwright

The Forsaken Playwright (Level 1)

Your patron is a cruel being who watches over the world in hopes of fulfilling its dreams. Changing your body and mind for various reasons, be it for fun, or as a result of a deal, it makes you into its character to achieve its goals. Your patron could be any deity or other powerful entity dedicated to games and detailed plots, however as a base is simply known as the Playwright; a secretive being who is obsessed with making their own idealistic story a reality. Alternatively, your patron might be Asmodeus or Mephistopheles. Other patrons include Lolth, the drow spider queen, great parasitic hosts like elder brain hiveminds, the queen of the Fey and master strategist Titania or even the mysterious and terrifying Yellow King.

Traits of the Marionette

Those who have become the Playwright's playthings are given the name of Marionettes by those who know the true nature of their existence and their ill fate. They seek to carry out the story that has been ingrained in them from the beginning with no real understanding of what the story is apart from their own role in it and can often be found in strange or unique scenarios with no memory of how they got there.

When making a warlock with this patron consider adding one or more of these traits, adding another whenever you gain a subclass feature.

d20Personality Trait

1

You speak in the third person.

2

Your arms occasionally lift into the air at random.

3

Your eyes are glossy as if made of glass.

4

Empty books near you sometimes begin recording dialogue.

5

You sometimes pause mid conversation.

6

You see individuals as fictional characters in a play.

7

You struggle to understand the idea of having more than one plan.

8

Scars similar to shallow cuts run along your joints and neck.

9

When you cast a spell, ambient music can be heard.

10

You believe any story you hear to be about you.

11

Your clothes change their appearance each day.

12

You cannot enter through doors without being given a cue.

13

Your blood is black like varnish.

14

You eat food whole without any problem.

15

Your insults and compliments often become monologues.

16

You cannot distinguish toymakers, carpenters and doctors.

17

You are incapable of looking to the top left and to look in such a direction you must make a full right turn.

18

Strings can be seen rising from your body to seemingly nowhere.

19

Your skin feels wooden to the touch.

20

Parts of your skin feature the initials of your patron carved into them.

Expanded Spell List

The Forsaken Playwright lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the Warlock list for you.

Stringed Fate (Level 1)

At 1st level, strings pierce every joint and muscle in your body, binding your movements to what your master sees fit, unable to stray away from their idealistic play.

As a reaction, whenever you would be moved from your current position be it from magical or non-magical means in any direction or be knocked prone by a creature of equal or lesser size to you, you can instead choose to remain in place, this feature can be used an equal amount to your proficiency bonus and you regain all expended uses after a long rest.

Favoured Toy (Level 6)

At 6th level the hold your patron has over you has led to becoming their main method of influence on the play, replacing your muscles entirely with material. If you would be knocked unconscious, your patron utilizes the strings in your body to continue moving you allowing you to continue taking actions.

While you are rolling death saving throws, you can use a bonus action to be forcibly pulled by your patron 10ft in any direction including upwards or downwards so long as there is available space in that area. Alternatively, you can choose to cast a spell at the cost of failing a death saving throw. You must still roll a death saving throw as normal. This feature can be used once per long rest.

Page Turner (Level 10)

Starting at 10th level, the playwright has made you into their main character, replacing all of your body apart from your heart and brain with marionette parts. Your classification becomes Construct, but your racial traits stay the same. You no longer need sleep, food or drink and you are immune to the effects of poison and disease. You can still benefit from the effects of healing spells.

The Finale (Level 14)

At 14th level, the playwright has fully replaced your body with its own casing. Whenever you deal the finishing blow on an enemy, you can proceed to open a crack in your chest to release a swarm of strings that pull in your foe's body. You gain 2d6 temporary hit points from this and have your movement speed reduced to zero until your next turn.

During your next turn, after having consumed an enemy through this way, you are able to perform a number of actions on your next turn:

Standstill

Strings bind around up to three medium or smaller sized creatures or a singular large creature that you can see, forcing them to make a DC 16 Strength save. On a failed save, the targets take 3d6 force damage per turn and are restrained. They can use their action to try to pass the save again. On a success the creature takes half damage and is not restrained.

Betrayal

The playwright uses the offering you provide to alter your appearance, clothing, items and mannerisms to that of who or what you had offered, actively swapping your appearances. This disguise lasts for one full day, mimicking the copied disguise's body perfectly. This is capable of being detected with an Investigation (Intelligence) check of 20 + your Charisma modifier. The disguise's memories are not copied over to you. If someone making an Investigation check against you is close to the person you are disguised as, they have advantage on this check.

Victory

You unleash the playwright's finishing page of the character's victory against an opponent, releasing a horrific mass of wires, strings, and hooks to gouge into a target. Make a melee spell attack. On a hit, the target takes 10d10 of either piercing or slashing damage, whichever the target is not resistant to.

This feature can be used once per long rest and can store three charges.

The Fountainhead

The Fountainhead (Level 1)

You have made a pact with a great source of knowledge, whose aims may be evil, good, or just to procure and use knowledge for their own interests. This being has access to vast libraries of information, which you may be allowed to tap into at certain points.

Your connection to such power can cause changes in your behavior or beliefs. You are likely fueled by learning, and may put this above all else. You may find yourself longing to walk the realm of your patron, where endless, and perhaps forbidden knowledge lies. For now, your mission lies among mortals, and your pact binds you to the procurement of knowledge.

Overarching Spellbook

At 1st level, your patron has given you the ability to fuse together multiple sources of magic. You have been granted a spellbook that contains your learned Warlock spells and cantrips. If you already have a spellbook from another class or source, you can choose to have the two books be one and the same. While the book is on your person, you can cast the contained cantrips at will, though a spellcasting focus is still required for all other spells. Warlock spells found in the world may also be transcribed into this book, through the same process as copying a Wizard spell, but you may not copy a Warlock spell of higher level than your Warlock spell slots allow. Once a spell is in your spellbook it may not be removed.

If this book is lost or destroyed, a replacement may be provided by your patron via a 1 hour ritual, however the replacement will contain only your Warlock spells and cantrips. If this spellbook was doubling as a spellbook for another class or feature, those spells are lost. Your patron may also bless an existing book to add your Warlock spells, though this blessing may only be placed on one spellbook at a time. If you later gain the Pact of the Tome feature, the cantrips you learn from that feature are also stored in this book.

Combined Casting

At 1st level, your Warlock Spells become interchangeable with those from other class spell lists. You prepare the list of warlock spells that are available for you to cast. To do so, choose a number of warlock spells from your overarching spellbook equal to your Intelligence Modifier + your Warlock level (minimum of one spell). If you have a spellbook from another class, you may prepare a number of spells equal to your Intelligence Modifier + your Warlock Level + your level in the other class (minimum of one spell). Finally, you may cast your Warlock spells using your Intelligence, instead of your Charisma, if you so choose.

Spell Supplier

At 1st level, your patron will add two Warlock spells to your spellbook. These spells must be of a level for which you have spell slots. For every Warlock level beyond 1st, one Warlock spell will be added to your spellbook. Once added, these spells cannot be removed from your spellbook.

Fountainhead Level 6 (Level 6)

TBD

Fountainhead Level 10 (Level 10)

TBD

Fountainhead Level 14 (Level 14)

TBD

The Frozen One

The Frozen One (Level 1)

Your patron is the embodiment of winter. This is typically a god associated with winter or cold, but powerful ice maidens, ice devils, and other creatures associated with the cold can serve as patrons.

Your patron seeks to immerse the world in eternal winter or bring about some similar fate. While you may not share this goal, you have sworn fealty to this being and you act as its agent to spread winter wherever you roam.

Expanded Spell List

The Frozen 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:

The Frozen One Expanded Spells
Spell LevelSpells

1st

create or destroy water, fog cloud

2nd

blur, ice hammer

3rd

protection from energy (cold only), sleet storm

4th

ice storm, wintry glide

5th

cone of cold, ice fortress

Deflective Ice

Starting at 1st level, you can bring a small chunk of ice to your aid. As a reaction when a creature makes a weapon attack against you, the ice shields you from the attack. The creature has disadvantage on its attack roll. Regardless of the result of the attack, the ice melts away immediately afterward. Once you use this feature, you can't use it again until you finish a short or long rest.

Frozen Path (Level 6)

Beginning at 6th level, as part of your move for 1 turn, you can leave a layer of ice on the ground along your path. This ice persists for 1 minute. A creature other than you that enters a space of ice must make a successful Dexterity saving throw against your spell save DC or fall prone in that space. Once you use this feature, you can't use it again until you finish a short or long rest.

Icy Body (Level 10)

Beginning at 10th level, your skin takes on an icy sheen. You are immune to cold damage, and you have advantage on Strength and Dexterity checks you make to escape from being grappled.

Wintry Blast (Level 14)

Starting at 14th level, you can designate a creature you see within 60 feet of you. It must make a Constitution saving throw against your warlock spell save DC. If it fails, it feels numbing cold emanating from your patron. The creature takes 10d10 cold damage and must make another Constitution saving throw. If the second saving throw fails, the creature is also restrained for 1 minute. A restrained creature repeats the saving throw at the end of its turn, ending the restraint on a success. You must complete a short or long rest before using this feature again.

The Future You

The Future You (Level 1)

Your patron is you in a decades-distant future. Perhaps your future self found an artifact of great power connecting them to the past, which they must now lead you to discover, or perhaps they were taught the mystic arts by their future self long ago, a cycle you will have to continue by teaching yourself someday. Your future self has forgotten the fine details of some things, and outright refuses to tell you about things you "can't know yet," but offers compelling insight and guidance nonetheless. You're not quite sure what your future self is planning for your future (and for their past), but one thing is certain—they need you alive.

Future You Quirks

Strange effects linger after communicating with your future self. You gain one of the following traits:

d6Personality Traits

1

You often speak in the wrong tense or refer to yourself in a plural.

2

You sometimes refer to a person you just met by name, before they've introduced themselves.

3

Even in dire circumstances, you are unreasonably calm.

4

In certain lighting, you look much older than you are.

5

Seeing certain people alive can instantly reduce you to tears.

6

Your future fashion sense clashes completely with that of today.

Expanded Spell List

Your future self 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. New spells are marked with an asterisk.

It Happened Like This

Starting at 1st level, your discussions of the future with yourself have given you some periphery knowledge about how events played out. When you take a short or long rest, your GM rolls a d20 and a d4 in secret and records the number rolled on the d20. The GM tells you the number recorded, unless they rolled a 4 on the d4; in that case, they give you false information: a random number from 1 to 20.

You can replace any attack roll, ability check, or saving throw you make with this recorded value. You must choose to do so before the roll and can only use this recorded value once. If the GM gave you false information, they inform you after you replace the roll.

I Could Do With Fewer Scars (Level 6)

At 6th level, your future self often warns you of particular attacks to watch out for. When a creature you can see makes an attack against you, you can use your reaction to gain a +10 bonus to your AC against that attack.

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

Expect An Ambush (Level 10)

At 10th level, your future self always warns you about potential ambushes. As a result, you can't be surprised while you are conscious, and you have advantage on initiative rolls.

Grandfather Paradox (Level 14)

At 14th level, your knowledge of the future allows you to exploit some of the rules of spacetime. As an action, you can goad a creature that can hear you into causing a paradox. The creature must make an Intelligence saving throw against your warlock spell save DC. On a failed save, the creature is stunned for up to 1 minute, locked between two opposing timelines while the paradox sorts itself out. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

The Future You

The Future You (Level 1)

Your patron is you in a decades-distant future. Perhaps your future self found an artifact of great power connecting the him to the past, which he must now lead you to discover, or perhaps he was taught the mystic arts by his future self long ago, and you will have to continue this cycle by teaching yourself someday. Your future self has forgotten the fine details of some things, and outright refuses to tell you about things you 'can't know yet,' but nonetheless offers compelling insight and guidance. You're not quite sure what he is planning for your future (and for his past), but one is certain - he needs you alive.

Future You Quirks

Strange effects linger after communicating with your future self. You gain one of the following traits:

d6Quirk

You often speak in the wrong tense.

You sometimes refer to a person you just met by name, before they've introduced themselves.

You often refer to yourself in the plural.

In certain lighting, you look much older than you are.

Seeing certain people alive can instantly reduce you to tears.

Your future fashion sense clashes completely with that of today.

Expanded Spell List

The Future You 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.

It Happened Like This

Starting at 1st level, your discussions of the future with yourself have given you some periphery knowledge about how events played out. When you take a short or long rest, your DM rolls a d20 in secret and records the number rolled. Your DM can disclose the value, keep it a secret, or lie about its value. You can replace any ability check you make with this roll. You must choose to do so before the roll and can only use this recorded value once.

I Could Do With Fewer Scars (Level 6)

At 6th level, your future self often warns you of particular attacks to watch out for. When you are targeted by an attack you can use your reaction to gain a +10 bonus to AC against that attack. After using this ability, you must take a short or long rest before doing so again.

Expect an Ambush (Level 10)

At 10th level, your future self always warns you about potential ambushes. As a result, you cannot be surprised while you are conscious and have advantage on initiative rolls.

Grandfather Paradox (Level 14)

At 14th level, your knowledge of the future allows you to exploit some of the rules of spacetime. As an action, you can cause that creature to make an Intelligence saving throw. On a failed save, you goad the creature into causing a paradox. For 1d6 rounds the creature is incapacitated, locked between two opposing states while the paradox sorts itself out. The creature is unaffected on a successful save. Once you use this feature, you can't use it again until you finish a long rest.

The Gelatinous Convocation

The Gelatinous Convocation (Level 1)

You've made a pact with the cheerful wandering cubes of sentient ooze that wiggle and wobble their way across the multiverse. They visit worlds beyond measure with the singular goal of spreading their offspring within the deepest dungeons to collect and absorb the memories of the fallen. As they happily bounce between the planes, they occasionally encounter a soul they view as truly amusing. With a mere wave of their pseudopods, they granted you a measure of their strange power over slimes and oozes. Now, their joy is yours.

Expanded Spell List

The Gelatinous Convocation 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.

Recovered Memories

At 1st level, you learn to dissolve the bodies of the dead and learn from their lives. As an action while standing adjacent to a corpse, you can produce an iridescent acid that consumes the corpse over the course of 1 minute.

Once the process has finished, you can reabsorb the acid to access the creature's memories. You gain information about the creature's last 48 hours alive and the most important memories from their final year of life.

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

Cheerful Friend

At 1st level, you gain the ability to speak with oozes and communicate simple concepts, even if they can't speak a language. You are not subject to acid damage that would be caused by a non-hostile ooze touching you, and you gain resistance to acid damage.

Side Splitting (Level 6)

At 6th level, your body becomes somewhat... slimy. Whenever you suffer damage, you can use your reaction to divide into a Medium swarm of Tiny oozes. Your hit points remain the same, and you function as a single unified swarm that occupies the same space as a Medium creature. While in this state, you can't take actions other than the Dash action, your movement speed is halved, you gain resistance to bludgeoning, piercing, and slashing damage, you gain immunity to acid and poison damage, you don't provoke opportunity attacks, and you can move through any space as narrow as 1 inch without squeezing. You can return to your normal form at will without using an action, provided there is room to do so.

Once you use this feature, you can't use it again until you finish a long rest. Starting at 10th level, you can use this feature at will as an action. Using this feature as a reaction is still limited to once per long rest.

Acidic Body (Level 10)

At 10th level, your form is infused with caustic power. You gain immunity to acid damage. Whenever a creature starts its turn in a grapple with you, you can choose to have it take 2d8 acid damage.

Consuming Joy (Level 14)

Starting at 14th level, your understanding of the happiness that pervades the Gelatinous Convocation grants you immunity to the charmed condition. You also gain the ability to cast the polymorph spell, but the target can only be turned into an ooze. You can cast this spell using a warlock spell slot or without expending a spell slot. When you cast it without expending a spell slot, you can't do so 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 Genie Lord

The Genie Lord (Level 1)

You have made a pact with a powerful ruler of genie kind on one of the Elemental Planes. The genie lords' aims swing wildly from inscrutable by mortal minds to startlingly simple and innocuous. Genie lords struggle endlessly to one-up each other, and rivalries between these elemental rulers can engulf entire nations. If they think it will gain them an advantage, genie lords aren't above bribing a rival's mortal agents to switch sides.

Genie Lords include: Astallah, djinni Calipha of the Bright Wind from the Plane of Air; Ghorek, dao Khan of the Onyx Depths on the Plane of Earth; Ixingaltrix, efreeti Emir and Keeper of the Molten Tower on the Plane of Fire; and Saliandla, marid Pasha of the Pearl Fane from the Plane of Water.

Expanded Spell List

The Genie Lord lets you choose from an expanded list of spells when you learn a warlock spell. You can choose an elemental magic spell when you learn a new spell. For you, the following spells are added to the warlock spell list.

Genie Lord's Favor

At 1st level you can speak, read, and write Primordial. You understand and can be understood by any creature that speaks Auran, Ignan, Terran, or Aquan.

Additionally, your patron grants you a token that can absorb elemental power. You gain a magical gemstone with the following properties:

  • You can use the gem as an arcane focus.

  • The gem can capture and store elemental power. When you take acid, cold, fire, lighting, or thunder damage, you can choose to transfer some of the damage into the gem instead of taking the damage yourself. The gem's maximum capacity for damage equals twice your warlock level plus your Charisma modifier. The gem drains of energy and becomes empty again when you complete a long rest.

  • While the gem stores any amount of elemental power, you can use an action to cause it to shed bright light out to 20 feet and dim light for an additional 20 feet, to shed dim light out to 5 feet, or to douse the light.

If you lose your token, 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 token. When you die, the token splinters to slivers.

Release Energy (Level 6)

Starting at 6th level, you can use the elemental energy stored in your gem token against foes. When you damage a target with a spell or attack, you can spend stored points to deal additional damage of a type stored in the gem equal to your Charisma bonus. If you deal damage to multiple targets with a single source, choose which one takes the extra elemental damage.

Additionally, you can extend the protection of your gem to other creatures. When an ally within 30 feet that you can see takes damage as described above, you can use your reaction to transfer some of the damage into your gem.

Minor Wish (Level 10)

Starting at 10th level, you can call upon your genie lord to twist fate in your favor. Immediately after you make an attack roll, saving throw, ability check, or damage roll, you can choose to reroll and take the better result.

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

Herald's Aspect (Level 14)

Starting at 14th level, you can channel the power of your patron into your flesh to magically transform into a herald of your Genie Lord. Your legs fade away into a swirl of elemental energy, and your skin and features take on a cast that resembles that of your patron. You can transform as a bonus action and the transformation lasts for 1 minute, during which you gain the following benefits:

  • You gain a flying speed of 60 feet.

  • You have advantage on saving throws against spells and other magical effects.

  • Choose one of the following damage types: acid, cold, fire, lighting, or thunder. You gain immunity to that damage type.

  • Once on your turn when you hit with an attack or spell, you can deal an extra 3d6 damage of one of the following types: acid, cold, fire, lightning, or thunder.

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

The Ghost Ship

The Ghost Ship (Level 1)

You have made a pact with one of the lost ships crewed by listless dead that wander the seas. Sailors see these ships, such as the Flying Dutchman or Ship of One Hundred, as portents of doom, but even in death the cursed crew and their damned captain retain a fierce love of their vessel—the only home known to their forsaken souls. The loyalty shared by captain, crew, and ship pierces the veil between life and death and grant you your power. Whether you are a member of the drowned crew sent alone on a mission, a stowaway who chose an unfortunate vessel, or a sailor rescued from a watery grave, the dead men follow you everywhere—and the spectral ship itself powers your spells.

Expanded Spell List

The Ghost Ship 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.

Haunted Hull

Starting at 1st level, you can manifest phantasmal fragments of the Ghost Ship on the battlefield, crewed by ethereal spirits with wispy skeletons and translucent flesh. You can use an action to manifest parts of the ship as one of the following effects. Once you manifest one of these effects, you can't use this feature again until you finish a short or long rest.

Crow's Nest

You manifest a single undead lookout, which hovers up to 120 feet directly above you for 1 minute. While you aren't deafened, you know the location of every creature within 120 feet of you, including those that are hidden, invisible, or on the Ethereal Plane.

Possessed Rigging

You manifest spectral ropes, which lash out at a creature you can see within 60 feet of you. The target must succeed on a Dexterity saving throw against your warlock spell save DC or be restrained by ropes for 1 minute. A restrained creature can use its action to make a Strength check against your warlock spell save DC, freeing itself and destroying the ropes on a success.

Stolen Sails

You manifest the tattered masts of the ghostly ship, which drain the wind out of your enemies' sails. Your speed increases by 10 feet for 1 minute, and each creatures of your choice within 30 feet of you must make a Wisdom saving throw against your warlock spell save DC. On a failed save, its speed is reduced by 10 feet for 1 minute.

Learn from our Mistakes

At 1st level, the crewmen of the Ghost Ship pass some of their nautical knowledge on to you. You gain proficiency with navigator's tools and vehicles (water). Additionally, you can determine whether or not an item is cursed by spending 1 minute examining it.

Bosun's Lash (Level 6)

Beginning at 6th level, you can conjure a ghastly officer as a bonus action on your turn, who cracks a spectral whip at a willing creature of your choice within 15 feet of you before vanishing. The creature takes 1d4 force damage and gains a bonus equal to the damage taken to the next attack roll or ability check it makes before the start of your next turn.

Eternal Sailor (Level 10)

Starting at 10th level, you gain some traits of the vessel's ghostly crew. You gain the following benefits:

  • You are immune to poison and disease.

  • You no longer need to breathe.

  • You can sink in water at a rate of 60 feet per round, moving at the start of your turn.

  • You suffer no penalties to your movement or attacks from being underwater.

Skeleton Crew (Level 14)

At 14th level, you gain the ability to summon the entire crew to fight at your side. As an action, you can manifest a skeleton crew in an unoccupied space that you can see within 60 feet of you. The crew is friendly to you and follow your commands. Roll initiative for the crew, which has its own turn.

The skeleton crew disappears after 1 hour, when it drops to 0 hit points, or if you lose your concentration (as if you were concentrating on a spell). The skeleton crew's can use your warlock spell attack bonus and spell save DC in place of its own attack bonuses or save DCs.

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

The Ghost Ship

The Ghost Ship (Level 1)

You have made a pact with one of the lost ships crewed by listless dead that wander the seas. Sailors see these ships, such as the Flying Dutchman or Ship of One Hundred, as portents of doom, but even in death the cursed crew and their damned captain retain a fierce love of their vessel—the only home known to their forsaken souls. The loyalty shared by captain, crew, and ship pierces the veil between life and death and grant you your power. Whether you are a member of the drowned crew sent alone on a mission, a stowaway who chose an unfortunate vessel, or a sailor rescued from a watery grave, the dead men follow you everywhere—and the spectral ship itself powers your spells.

Expanded Spell List

The Ghost Ship 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.

Haunted Hull

Starting at 1st level, you can manifest phantasmal fragments of the Ghost Ship on the battlefield, crewed by ethereal spirits with wispy skeletons and translucent flesh. You can use an action to manifest parts of the ship as one of the following effects. Once you manifest one of these effects, you can't use this feature again until you finish a short or long rest.

Crow's Nest

You manifest a single undead lookout, which hovers up to 120 feet directly above you for 1 minute. While you aren't deafened, you know the location of every creature within 120 feet of you, including those that are hidden, invisible, or on the Ethereal Plane.

Possessed Rigging

You manifest spectral ropes, which lash out at a creature you can see within 60 feet of you. The target must succeed on a Dexterity saving throw against your warlock spell save DC or be restrained by ropes for 1 minute. A restrained creature can use its action to make a Strength check against your warlock spell save DC, freeing itself and destroying the ropes on a success.

Stolen Sails

You manifest the tattered masts of the ghostly ship, which drain the wind out of your enemies' sails. Your speed increases by 10 feet for 1 minute, and each creatures of your choice within 30 feet of you must make a Wisdom saving throw against your warlock spell save DC. On a failed save, its speed is reduced by 10 feet for 1 minute.

Learn from our Mistakes

At 1st level, the crewmen of the Ghost Ship pass some of their nautical knowledge on to you. You gain proficiency with navigator's tools and vehicles (water). Additionally, you can determine whether or not an item is cursed by spending 1 minute examining it.

Bosun's Lash (Level 6)

Beginning at 6th level, you can conjure a ghastly officer as a bonus action on your turn, who cracks a spectral whip at a willing creature of your choice within 15 feet of you before vanishing. The creature takes 1d4 force damage and gains a bonus equal to the damage taken to the next attack roll or ability check it makes before the start of your next turn.

Eternal Sailor (Level 10)

Starting at 10th level, you gain some traits of the vessel's ghostly crew. You gain the following benefits:

  • You are immune to poison and disease.

  • You no longer need to breathe.

  • You can sink in water at a rate of 60 feet per round, moving at the start of your turn.

  • You suffer no penalties to your movement or attacks from being underwater.

Skeleton Crew (Level 14)

At 14th level, you gain the ability to summon the entire crew to fight at your side. As an action, you can manifest a skeleton crew in an unoccupied space that you can see within 60 feet of you. The crew is friendly to you and follow your commands. Roll initiative for the crew, which has its own turn.

The skeleton crew disappears after 1 hour, when it drops to 0 hit points, or if you lose your concentration (as if you were concentrating on a spell). The skeleton crew's can use your warlock spell attack bonus and spell save DC in place of its own attack bonuses or save DCs.

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

The Ghost Train

The Ghost Train (Level 1)

Your patron is a spectral machine. Fueled by an infernal engine of souls, this incorporeal machine chugs along the cosmos, a thousand cars long. No one quite knows who designed this curious machine, nor to what end it runs along its tracks, yet such a contraption requires ample fuel. To this end, the Ghost Train occasionally crosses the barrier of worlds, dragging in unsuspecting victims and feeding them into the furnace, as their haunting screams congregate into a echoing train whistle.

Some scholars hypothesize that the Ghost Train is a fearsome demon of the Abyss, while others posit that it's an ancient gith relic, lost to the spacefaring race during the civil war. Whatever its origins, through your pact with the Ghost Train, you may warp the fabric of space, much like the endlessly chugging machine, yet what it gets out of the deal remains uncertain...

Expanded Spell List

The Ghost Train 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.

Ticket to Ride

Starting at 1st level, you can hitch a ride with the Ghost Train for short distances. As a reaction when taking damage, you dive into the ethereal plane, dissappearing and becoming untargetable until the start of your next turn. At the start of your next turn, you reappear in a point of your choice within 30 feet.

You can use Ticket to Ride twice, regaining all spent uses on a long rest. You gain one additional use of this feature when you reach 6th, 10th and 14th level in this subclass, regaining all uses at the end of a short rest.

Running On Rails

Additionally at 1st level, while moving at least 15 feet in a straight line, attacks of opportunity are made with disadvantage against you, and your next weapon or spell attack before the end of your next turn deals an additional 1d8 force damage to one target.

On A Schedule (Level 6)

When you reach 6th level, you operate with a remarkable punctuality, arriving at your destination precisely on time. You can use the Dash or Disengage action as a bonus action, but you can only move in a straight line until the end of your turn.

Additionally, you always know the time to sundown.

No Brakes On This Train (Level 10)

At 10th level, nothing can shake you off your rails. Your movement can't be reduced by any means. Additionally, the first time each turn that you leave the reach of a hostile creature, they take force damage equal to your proficiency modifier.

Bullet Train (Level 14)

At 14th level, you may beckon the Ghost Train from the cosmos, if only for a brief moment. As an action, your movement is doubled and you can move through solid objects. If you end your turn inside an object, you are shunted to the nearest free space.

At the start of your next turn, the Ghost Train appears from the cosmos, running along the path you moved last turn. Friendly creatures standing in the path can, as a free action, choose to ride with the train, teleporting to your current location. Hostile creatures standing in the path must succeed on a dexterity saving throw, taking 8d6 force damage and being knocked prone on a failed save. On a successful save, they take half damage and aren't knocked prone.

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

The GM

The GM (Level 1)

None of this is real, not a lick of it. You, me, the whole damn world: we're nothing but pencil scratches on some pieces of paper. It doesn't matter if you believe me, because there's nothing you or I can do about it. The world is the way it is, and it only exists so long as the GM wants to tell a story. After that, the whole thing goes poof.

The GM isn't one creature. It might be male, female, or something else entirely. Maybe it's old, young, smart, dumb, or any one of a million different things. The GM may be no more powerful than a commoner in its own world, but to our world, its will is absolute. The GM grants us our powers, and its laws and decisions dictate the way everything in our world works. In fact, it can change the very fabric of reality on a whim. Those that fight the will of the GM find that its ire is easy to rouse and hard to be rid of, but if you cater to its wishes and play along with the story that it wants to tell, you might find that things go very well for you.

Expanded Spell List

The enigmatic GM 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.

Player Character

Beginning at 1st level, you have grasped the profound secret that you are merely under the control of a far-distant player, making you a player character, one of the GM's favorite playthings. You have advantage on Charisma (Persuasion) checks and Charisma (Deception) checks that you make to interact with friendly humanoids. However, you only gain this benefit when doing so would advance the plot in a way that the GM feels is appropriate.

Fudge The Roll (Level 6)

By 6th level, your player has gotten a taste of success and wants to look as impressive as possible while achieving it. Consequently, they might occasionally fudge a cosmic die roll in your favor. When you make an attack roll, ability check, or saving throw, you can nudge the d20 slightly, changing the number to one of the three sides adjacent to the topmost side. Alternatively, you can reroll the die. You must use the new result.

Once you use this ability, you can't do so again until you finish a short or long rest. However, you can push your luck and attempt to use it additional times between rests; doing so might evoke the GM's wrath, however, and cause unpredictable negative side effects, decided by the GM.

Plot Armor (Level 10)

By 10th level, you've learned that the universe follows an overarching plot, and your role in the plot is critical. As such, the GM conspires to keep you and your allies alive. When you finish a short or long rest, you and each of your allies that rested with you gains temporary hit points equal to your warlock level plus your Charisma modifier.

OP Class Feature (Level 14)

At 14th level, you have stored up enough cache with the GM to use abilities other player characters would be punished for employing. You can use your bonus action to break the balance of the game. For the next minute, you roll advantage on all attack rolls, ability checks, and saving throws. For this duration, you roll three d20s and take the highest number rolled for advantage, instead of two as normal.

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

The Gray Portrait

The Gray Portrait (Level 1)

Your dedication to art and beauty has led you to discover the art of creating a Gray Portrait: an artifact that your soul and body are bound to that channels the ambitions you have always held but never revealed. The portrait reflects your inner self and the dark desires you hold, and suffers the damage you would take, the diseases you would contract, and the cruelty you may inflict. It grants you the power to use your art to perform feats of incredible magic, and to paint beauty and ugliness alike upon the fabric of reality. This freedom often has hideous consequences, as you are forever tormented by the demands of that horrible self that lurks within your painted mirror. You are not yourself. You are a copy, a false perfection created by a master, and your master's demands must be met. The Portrait requires it.

Expanded Spell List

The Gray Portrait 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.

Gray Portrait Expanded Spells
Spell LevelSpells

1st

color spray, sanctuary

2nd

calm emotions, enhance ability

3rd

glyph of warding, sending

4th

death ward, stone shape

5th

mislead, seeming

Bound to the Portrait

At 1st level, you create and magically bind yourself to your Gray Portrait. The Gray Portrait is a Small or Medium object that weighs at least 15 pounds, has AC 15, hit points equal to four times your warlock level, resistance to all damage, and uses your statistics for saving throws. It can be repaired at a rate of 1 hit point per minute. You can choose to see through the Portrait's eyes at any time and are always aware of its current state. If your portrait is destroyed, you tirelessly construct another during your next long rest, and you gain no benefit from that long rest.

If a spell has the sole effect of restoring you to life, such as revivify, the caster can cast the spell on the portrait as though it were your whole corpse without using material components,causing you to step forth from your portrait. However, if your portrait is destroyed and you are dead, you can't be revived without the use of the wish spell.

You can use your action to cure yourself of any effect that is causing you to be poisoned, diseased, cursed, blinded, or deafened, sending the affliction to appear on your portrait. You can't do this if it is destroyed.

Hunger Within (Level 6)

At 6th level, your portrait's desires begin to catch up to you, and only cruelty or creation will sate it. Whenever a creature succeeds on a saving throw against a spell you cast using a warlock spell slot, you can use your bonus action to tear an unseen fraction of their life from them. When you do, you learn the target's ability scores. For 1 minute, you gain advantage on ability checks and saving throws associated with their highest ability score, and they gain disadvantage on their first saving throw associated with that score.

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

The Painted World (Level 10)

At 10th level, your distinction between reality and the false world of art grows ever thinner. As a bonus action, you can touch an artwork that is Large or larger, creating a portal to a demiplane. The demiplane can be up to 100 feet in every dimension, depending on the level of detail present in the artwork. Any object, creature, or effect can pass through into the art demiplane freely as though the art was an open doorway to another room. The demiplane duplicates the subject of the artwork, containing all objects and locations depicted therein. Everything within the artwork is static, including painted creatures, instantly disintegrates to dust if removed, and has no value. While within, everything from the real world changes in appearance to match the style of the art. A creature trying to detect that something within the art demiplane is real has disadvantage on checks made to do so, and creatures standing still within the art demiplane have advantage on Stealth checks. While you are in an art demiplane, you have advantage on checks made to identify objects, people, and concepts represented within.

If you leave the demiplane or if the painting is an animate image and it changes appearance or moves, every creature and object that entered from the real world is immediately ejected and the demiplane vanishes.

The Canvas of Reality (Level 14)

At 14th level, you learn to change the fabric of the universe to suit the cruel desires of your portrait. Whenever you cast a spell using a warlock spell slot, you can choose a 20-foot cube you can see within 60 feet of you. You can reshape unattended nonmagical objects within that space into different nonmagical objects. The new objects must be of the same size category as the previous objects or smaller and must be of equal or lesser value (measured in gold pieces) and can be of any material or quality so long as it meets the other requirements. For example, you could turn a pile of crates into a collection of chairs, a tree into a mound of ash, a diamond into a fine ruby, or a fortress wall into a pile of sand.

The Great Fool

The Great Fool (Level 1)

Laugh in the Face of Danger with Foolish Antics

What horrors and sorrows can't be remedied by maniacal laughter? Warlocks that have made a pact with the Great Fool draw their enigmatic power from a powerful, otherworldly being of jolly revelry, whose twisted sense of humor is lost on mortal understanding. They are a mocking mirror to bring low the arrogant and mighty, though the Great Fool's ultimate designs are often nonsensical and incomprehensible.

Many Warlocks of the Great Fool adopt a signature aesthetic and performance style that best represents their folly. The Foolish Personas table offers archetypes of fools with suggestions for corresponding outfits and routines.

Foolish Personas
1d6Persona

1

The Harlequin. An elegant outfit of diamond motley with a painted mask—performs dances, gives eloquent speeches, and plays tricks

2

The Jester. A two-toned, checkered motley outfit with cap and bells—favors feats of acrobatics, tumbling, and juggling

3

The Joker. A vibrant, colorful suit with wild hair and bowler hat—favors silly jokes, slapstick comedy, and clumsy self-deprecation

4

The Mime. A striped, black-and-white shirt with a flat cap and red suspenders—pantomimes comical scenarios without speaking

5

The Sad Clown. A monochromatic, one-piece outfit with pointed hat and puffball buttons—utilizes melodramatic melancholy and song

6

The Tramp. A patch-covered coat, tattered scarf, scuffed shoes, and cigar—leverages sardonic wit, insults, and mocking observations

Expanded Spell List

You learn the Vicious Mockery cantrip, and The Great Fool 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.

Killing Joke

You see the humor in everything—especially in the end of things. When a creature you can see within 60 feet of you takes damage or fails a saving throw, you can use your reaction to cast Vicious Mockery on that creature. You can use this reaction a number of times equal to your Charisma modifier (minimum of once). You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest.

Jester's Japes (Level 6)

By calling down an aspect of the Great Fool, you can curse your foes. As an action, you target a creature you can see within 60 feet of you and force it to succeed on a Charisma saving throw against your spell save DC or suffer one of the following curses (your choice).

Flower Spurt

You spray a strange liquid at the creature's eyes, causing it to be blinded.

Clown Shoes

The creature's feet or similar appendages grow to awkwardly exaggerated proportions. The creature's speed is halved, and it has disadvantage on ability checks and saving throws that rely on Dexterity.

Honk Honk

The creature emits sounds, such as honks, chimes, or squeaks, that are audible out to 100 feet with every movement, no matter how slight. The creature can't hide and can't benefit from the invisible condition.

Jolly Arms

Any weapon or unarmed strike the creature attacks with, including natural weapons such as fangs and claws, takes on a comical appearance as if it were made of wood, stuffed cloth, or balloons.

The target deals half damage with weapon attacks and unarmed strikes.

The curse lasts for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the curse on a success.

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

Mocking Banter (Level 10)

Your witty and insulting japes become biting to the point of needling your foes' very psyche. When a creature damages you, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes psychic damage equal to the triggering damage you took, or half as much damage on a successful one.

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

Send in the Clowns (Level 14)

You can call upon the laughing, jeering spirits of the followers of the Great Fool to strike down your foes. As a an action, you magically summon three ghostly fools. The fools are translucent and intangible, and they resemble clowns, jesters, or similar entertainers. Make up to three melee spell attacks against creatures within 60 feet of you. On a hit, a target takes 2d10 psychic damage and is frightened of the fools until the end of its next turn, or the target is knocked prone (your choice). You can use your action on subsequent turns to repeat the attacks.

The fools remain for 1 minute or until you are incapacitated or die. Once you use this feature, you can't do so again until you finish a long rest.

The Great Machine

The Great Machine (Level 1)

The world seems chaotic, but not all worlds are. There are infinite planes of precisely moving parts, gears whose movement is counted in the lifetime of suns in the material world. There are beings of pure rational law. Your patron is such a being of cold precision, to a degree beyond mortal measure. Logical and deliberate but utterly incomprehensible, it might be a denizen of the plane of Rusty Gears or it might have arisen out of the clockwork magic of the material plane.

Where you fit in this great device is unclear to any but the being itself, and perhaps its rivals. Its knowledge is vast and inversely proportional to its tolerance for variation from its plans. It may call on you to enforce the order of your land, to hunt down oath breakers, to purge those who sin, or to make adjustments to the cosmic order in ways unfathomable to mortals. Rava, the Goddess of Gears, is but one example of this type of being; Zurvan, the Iron Angel, is another, and in the infinity of worlds there are countless more.

Expanded Spell List

The Great Machine 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.

Clock's Unwinding

At 1st level, your patron grants you a tiny fraction of its ability to measure and control time. At the beginning of another creature's turn (friend or enemy), before that creature moves or takes any action, you can shift your position in the initiative order to immediately before that creature. If you haven't yet taken your turn this round, you do so immediately. If you have already acted this round, you can either move or take one action immediately, but not both. In either case, your spot in the initiative order shifts to this new position. You must complete a short or long rest before using this feature again.

The Great Machine and Your Pact Boon

  • Pact of the Chain:
  • Pact of the Blade:
  • Pact of the Tome:

Machinelike Precision (Level 6)

At 6th level, you can call on your patron to grant you uncanny precision. When you miss with an attack in combat, you can choose to reroll the attack with advantage. Once you use this feature, you must complete a short or long rest before using it again.

Undying Nature (Level 10)

At 10th level, your thoughts become mechanical and ordered like that of your patron, even if your actions do not. You are immune to psychic damage and your thoughts cannot be read unless you choose to allow it.

Indestructible Life (Level 14)

The mortal mind is not meant to understand the vast complexity of machine intelligences. Starting at 14th level, you can, as an action, designate a creature you can see within 60 feet of you. It must make a Charisma saving throw against your warlock spell save DC. If it fails, it experiences a taste of your patron's mind and its place in the great plan of the multiverse. The creature takes 10d10 psychic damage and must make another Charisma saving throw; if the second saving throw; if the second saving throw fails, the creature is also stunned for 1 minute as it reels from the experience. After using this feature, you must complete a short or long rest before using it again.

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 Great Old One, Tweaked

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 communicate telepathically with any creature you can see within 30 feet of you. While communicating telepathically, you can alter your voice to sound however you wish. 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.

Visions of Horror (Level 6)

At 6th level, you can flood the minds of those who assault you with terrifying, incomprehensible images from your patron's realm. When a creature within 60 feet damages you, you can use your reaction to force the creature to make an Intelligence saving throw against your warlock spell save DC. On a failed save, the creature takes psychic damage equal to 1d10 + half your warlock level and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature takes half as much damage and isn't frightened.

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

Labyrinthine Conundrum (Level 10)

At 10th level, the outer layers of your mind become alien in scope - becoming indecipherable to those who would plunder it, while revealing the true nature of the world around you. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it.

Additionally, you can use your action to open your mind to the truth of the world. For 10 minutes, you gain truesight out to 60 feet. Once you do so, you can't do so again until you finish a short or long rest.

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 of 5th level or higher 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 as a trusted friend to be heeded and protected. Although the creature isn't under your control, it takes your requests or actions in the most favorable way it can.

The Great Ooze

The Great Ooze (Level 1)

Your patron is an ancient and powerful ooze. Unlike the average ooze, whose existence is driven by mindless consumption, your ancient patron has developed powerful psychic abilities and has bestowed the traits of their unusual form upon your body. Often these entities will sow their yearning for destruction within you, compelling you to seep your way into the world on their behalf.

Beings of this type might include one of the original offspring of the demon lord Juiblex or a denizen of the Swamp of Oblivion - the para-elemental plane of ooze. In Eberron, Kyrzin the Daelkyr is one such being. It could also be an ooze from a time before even the gods - primordial leftovers from the soup of creation.

Expanded Spell List

The Great Ooze 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.

Amorphous Form

As an action, you can alter your form to temporarily become ooze-like. For 10 minutes you gain the following benefits:

  • You can move through a space as narrow as 1 inch wide without squeezing.

  • You gain a climbing speed equal to your walking speed.

  • You can occupy the space of other creatures and vice versa.

  • You have the ability to communicate with oozes as if you shared a language.

Once you have used this feature, you cannot do so again until you finish a short or long rest.

Pseudopod's Reach

Your limbs can take on an unnatural, ooze-like quality. As a bonus action, you can make a melee spell attack against one creature within 10 feet of you. On a hit, the target takes acid damage equal to your Charisma modifier.

Engulf (Level 6)

While in your Amorphous Form, a creature that starts its turn in your space takes 2d6 acid damage and is restrained. A creature restrained in this way can try to escape by using its action to make a Strength saving throw against your Warlock spell save DC. On a success, the creature escapes and enters an unoccupied space of its choice within 5 feet of you.

Acidic Defense (Level 10)

You are immune to acid damage. Additionally, when a creature within 5 feet hits you with a melee attack, you splatter. As a reaction, you can force the attacker to make a Dexterity saving throw against your Warlock spell save DC. On a failed save, it takes acid damage equal to your Charisma modifier.

Erode (Level 14)

You are able to rain down corrosive globules, reducing the effectiveness of your foes' armor and weapons. As an action, choose a number of nonmagical weapons or suits of armor that you can see within 60 feet of you, up to your Warlock level. If the target is a weapon, it receives a -2 penalty to attack and damage rolls. If the target is a suit of armor, it receives a -2 penalty to the Armor Class it provides. These changes are permanent, and can only be applied to an object once.

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

The Great Tree

The Great Tree (Level 1)

You have made a pact with an exceptionally old Treant, Dryad or other arboreal being. Your patron might be Pando, a Dryad whose bonded tree is a forest of quaking aspens connected by a single root system. It could be the Tree of Life, with sprawling roots acting as the foundation of an ecosystem.

Expanded Spell List

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

Bonus Language

At 1st level you learn Sylvan.

Livewood Branch

At 1st level your patron bestows upon you a quarterstaff made of livewood which you can use as a focus for your Warlock spells. The wood remains eternally green and alive. While you wield this staff you can cast a Druid cantrip chosen when you get this feature. You can't be disarmed of the quarterstaff unless you are incapacitated. If it is on the same plane of existence, you can summon the quarterstaff weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Should your livewood quarterstaff be destroyed you can perform a 1 hour ritual to be granted another by your patron.

Bramble Barrier (Level 6)

At 6th level while you are wielding your livewood quarterstaff you can cause it to sprout a protective barrier. When you are the target of an attack roll you can use your reaction to cause the livewood staff to sprout a magical thicket of thorns around you to protect you. The thicket forms a sphere of total cover around you. If the attacker made a melee attack within 5 feet of you they take 2d10 piercing damage. The thicket has hit points equal to your Warlock level + your Charisma modifier. Any creature that hits the thicket with a melee attack takes 2d10 piercing damage. At the start of your next turn the thicket recedes back into the staff. You can't use this feature again until you finish a short or long rest.

Tree Traits (Level 10)

At 10th level you gain resistance to non-magical bludgeoning and piercing damage. 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.

Arboreal Ally (Level 14)

At 14th level your livewood quarterstaff can act as a vessel for a forest guardian's spirit. As an action you can plant down your livewood staff within 5 feet of you and have it either transform into a Dryad or an Awakened Tree for 1 minute. The creature is friendly to you and will obey commands you give it. The Dryad or Awakened Tree has temporary hit points equal to your Warlock level when summoned. The Dryad or Awakened Tree use your Warlock spell save DC in place of their own for spells and abilities. The Dryad or Awakened Tree transforms back into your livewood quarterstaff if reduced to 0 hit points or after 1 minute. You can't use this feature again until you finish a long rest.

The Great Trickster

The Great Trickster (Level 1)

You have pledged your allegiance to a spirit of mischief who delights in misdirection and misappropriation. Despite an irredeemable reputation, such patrons are not necessarily evil or even selfish. Some tricksters use pranks to teach others important moral lessons or commit lesser wrongs to serve the greater good. Most, however, are motivated primarily by their own entertainment and self-satisfaction. And selfishness. Beings of this sort include Anansi, Eshu, Huehuecoyotl, Loki, Pan, and Sun Wukong.

Spellswipe

Starting at 1st level, as a reaction when you see a creature within 60 feet of you cast a spell, you can expend a spell slot to try to steal the spell. If the spell slot you expended was equal to or higher than the spell's level, its spell fails and instead produces a momentary harmless sensory effect of your choosing.

In addition, you can add the spell to your spell vault. You can have a number of spells in your spell vault equal to your Charisma modifier (minimum 1). If adding a new spell to your spell vault would cause you to exceed this maximum, choose one spell from your spell vault to lose. All spells in your spell vault count as warlock spells you know, and don't count against the number of warlock spells you know.

As a final benefit of this feature, you can cast a spell from your spell vault without expending a spell slot. When you do, you lose the spell from your spell vault immediately after you cast it. Once you cast a spell this way, you must finish a long rest'24 before you can do so again.

Thieves Cant

Your connection to an entity of mischief personified allows you to understand thieves cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Trick is Trade

Also starting at 1st level, you can use a bonus action on your turn to magically conjure a disguise kit, forgery kit, or thieves' tools'24. You add your proficiency bonus to ability checks that use the conjured tool kit if you aren't already proficient with it. This tool kit remains until you use this feature again to conjure another tool kit.

Steal Fortune (Level 6)

Starting at 6th level, when a creature you can see within 30 feet makes an ability check, attack roll, or saving throw, you can use your reaction to give that roll disadvantage. When you do, one ability check, attack roll, or saving throw of your choice that you make within the next minute gains advantage. Once you use this trait, you can't use it again until you finish a short or long rest.

Skeleton Key (Level 10)

Starting at 10th level, you have advantage on saving throws against being restrained and ability checks made to escape a grapple. Additionally, you can cast the knock spell at will, without expending a spell slot.

Two Steps Ahead (Level 14)

Starting at 14th level, you can't be surprised. When you roll for initiative, you can use your reaction to position yourself for an ambush. When you do, you gain a +20 bonus to your initiative roll, you have truesight out to a range of 120 feet and turn invisible until the end of your next turn, and can immediately teleport to any unoccupied space within 120 feet. Once you use this feature, you must finish a long rest'24 before you can use it again.

The Great Wurm

The Great Wurm (Level 1)

Millennia have passed since the terrifying being, known as The Great Wurm, was banished by the Radiant Cocoon. However, the Wurm has left a festering scar on the Material Plane, from which its tendrils still stretch out to touch the souls of unlucky mortals. Outcasts, driven away from their hives. Those who have been mistreated their whole lives for being different. Folk that can't find a place to fit in. When these kinds of beings cry out their pain into the void, the void calls back with a promise to fix all their problems.

Warlocks of the Wurm become harbingers of the maw. These beings become insatiable creatures that want to see the world plunged into the eternal nothingness of chaos. For in chaos, nobody is different.

Expanded Spell List

The Wurm 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.

Unnatural Resilience

At 1st level, you gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your warlock level + your proficiency bonus, replacing any temporary hit points you already have.

Additionally, starting at 10th level, as part of this bonus action, you can spend hit dice to add to this temporary HP. The additional temporary hit points equal the number you roll on your hit dice, plus your proficiency bonus. You can spend a number of Hit Dice at once equal to half your Proficiency bonus rounded up.

Gluttonous Physique

Also at 1st level, your resilience makes you an unstoppable force in combat. You can use your Constitution modifier, instead of Strength, for melee weapon attack and damage rolls. You can also use your Constitution modifier, instead of Strength, when making an Athletics check to initiate or escape a grapple or shove another creature.

Furthermore, you gain resistance to acid damage and proficiency in shields and medium and heavy armor. Finally, when you use heavy armor, the strength requirement needed to wear it is reduced by 2.

Spawn of the Wurm (Level 6)

Starting at 6th level, when you hit a creature with a melee weapon attack, you can summon a leech to attach itself to the creature. The leech is a tiny beast with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the leech can be killed by normal means or scraped off using an action.

At the start of each of the creature's turns, the leech deals 1d4 points of piercing damage to it and you regain hit points equal to the amount of piercing damage dealt.

Once the leech dealt 24 points of damage falls of the creature skin and dies, dealing no further damage to it.

You can create a number of leeches equal to your Proficiency bonus. You regain all uses of this ability after you finish a short or long rest.

Insatiable (Level 10)

At 10th level, if you already have temporary hit points and receive more of them, you can add them together instead of replacing them.

You can't gain temporary hit points from the same source more than once unless your current pool of temporary hit points is depleted or you replace your current temporary hit points. Replacing your current temporary hit points also allows all other sources to be stacked again.

The number of sources you can stack this way equals half your proficiency bonus.

Consume (Level 14)

At 14th level, you can make your insatiable hunger tangible and absorb the life force of creatures around you. Each creature within a 10-foot cube originating from you must make a Constitution saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to half of the damage dealt.

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

The Great Wyrm

The Great Wyrm (Level 1)

Inherently magical creatures with incredibly long lifespans, dragons hoard not only wealth and material possessions, but servants and slaves as well. Benevolent and malicious, kind and terrible, good and evil, ancient dragons of all types have motivations beyond comprehension to most mortal beings.

What sort of bargain did you enter into in order to access the overwhelming elemental power of an ancient dragon?

Great Wyrm Spell List

The Great Wyrm lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Draconic Spark

When you form this Pact at 1st level, the Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient dragons can impart any element, but they most often bestow one that matches their breath weapon. Choose either acid, cold, fire, lighting, or poison for your Draconic Spark.

You gain resistance to the damage type of Draconic Spark, and any time you cast a warlock spell, you can choose for it to deal the damage type associated with your Draconic Spark.

Moreover, the magic of your Draconic Spark allows you to speak, read, and write Draconic.

Elemental Potency (Level 6)

Your Draconic Spark increases the potency of your magic. Starting at 6th level, when you cast a warlock spell of 1st-level or higher that deals the damage of your Draconic Spark type, you gain a 1d8 bonus to one of the spell's damage rolls.

Imposing Presence (Level 10)

Draconic magic has empowered your willpower and force of personality. Beginning at 10th level, you are immune to both the charmed and frightened conditions.

Draconic Wings (Level 14)

Starting at 14th level, you can use a bonus action to manifest a pair of leathery dragon wings from your back, which grant you a flying speed equal to your walking speed. These wings last until you use your bonus action to dismiss them.

You cannot manifest your wings while wearing armor unless the armor is specifically made to accommodate them. Any clothes you are wearing that do not accommodate your wings are destroyed when you manifest them.

The Great Wyrm

The Great Wyrm (Level 1)

Inherently magical creatures with incredibly long lifespans, dragons hoard not only wealth and material possessions, but servants and slaves as well. Benevolent and malicious, kind and terrible, good and evil, ancient dragons of all types have motivations beyond comprehension to most mortal beings.

What sort of bargain did you enter into in order to access the overwhelming elemental power of an ancient dragon?

Extended Spells

The Great Wyrm lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Draconic Spark

When you form this Pact at 1st level, the Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient dragons can impart any element, but they most often bestow one that matches their breath weapon. Choose either acid, cold, fire, lighting, or poison for your Draconic Spark.

You gain resistance to the damage type of Draconic Spark, and any time you cast a warlock spell, you can choose for it to deal the damage type associated with your Draconic Spark.

Moreover, the magic of your Draconic Spark allows you to speak, read, and write Draconic.

Elemental Potency (Level 6)

Your Draconic Spark increases the potency of your magic. Starting at 6th level, when you cast a warlock spell of 1st-level or higher that deals the damage of your Draconic Spark type, you gain a 1d8 bonus to one of the spell's damage rolls.

Imposing Presence (Level 10)

Draconic magic has empowered your willpower and force of personality. Beginning at 10th level, you are immune to both the charmed and frightened conditions.

Draconic Wings (Level 14)

Starting at 14th level, you can use a bonus action to manifest a pair of leathery dragon wings from your back, which grant you a flying speed equal to your walking speed. These wings last until you use your bonus action to dismiss them.

You cannot manifest your wings while wearing armor unless the armor is specifically made to accommodate them. Any clothes you are wearing that do not accommodate your wings are destroyed when you manifest them.

The Harvest

The Harvest (Level 1)

The pact with a harvest spirit mirrors the autumnal season's transient nature, empowering warlocks with powers that teeter between life and death, bountiful plenty and desperate loss. Followers of such entities find their greatest position of power is at the brink.

Expanded Spell List

The harvest patron provides additional spells that can be acquired when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Feast

Starting at 1st level whenever you expend a warlock spell slot, you can choose a friendly creature you can see within 30 feet of you. That creature gains temporary hit points equal to 2d6 + your Charisma modifier. When you reach 10th level, the temporary hit points increase to 3d6 + your Charisma modifier. If you choose to gain these temporary hit points yourself, one of the die is automatically treated as having rolled its maximum value.

Famine (Level 6)

Starting at 6th level when you roll initiative and have no warlock spell slots remaining, you can immediately use your reaction in the first round to roll a number of d6s equal to your maximum warlock spell slot level, taking necrotic damage equal to the result. You then regain the use of one warlock spell slot. The necrotic damage of this feature cannot be reduced or mitigated in any way, and ignores temporary hit points. If the spell slot regained by this feature is not used by the end of combat, it is lost.

Gleaning (Level 10)

At 10th level, you learn the importance of picking at what's been left behind. When you use a warlock spell to damage any creature that has not yet acted this round, the spell deals additional radiant damage equal to your Charisma modifier.

Reap and Sow (Level 14)

Starting at 14th level, you can use your action to invoke the spirit of the harvest, affecting all creatures within 30 feet that can see you. Friendly creatures with more than half their maximum hit points regain hit points equal to your warlock level; if they have less than half their maximum hit points remaining, they regain hit points equal to half your warlock level instead. Hostile creatures within range must make a Wisdom saving throw; on a failed save, they take necrotic damage equal to your warlock level if they are below half their hit point maximum, or necrotic damage equal to half your warlock level if they are above half their hit point maximum.

Once you use this feature, you must finish a long rest before you can do so again.

The Headless Rider

The Headless Rider (Level 1)

So no head?

— Saige

You have made your pact with a mysterious headless figure, one who traverses the world as an omen of death. It is said that when your patron stops in its tracks, someone dies. You have gained a sliver of this dreadful power, becoming a harbinger of doom for those who cross your path. Your patron might be a Dullahan; Bertilak de Hautdesert, the Green Knight; the Kubinashi Rider; or the restless spirit of a warrior decapitated in battle.

At your option, you can pick from or roll on the Headless Rider Quirks table to create a quirk for your character.

Headless Rider Quirks
d6Quirk

1

You have an unsettling habit of staring at people's necks.

2

You often speak of death as if it were a close friend.

3

You tend to appear unexpectedly, much like your patron.

4

You have a fascination with helmets and headgear.

5

You sometimes hear faint galloping sounds when you're alone.

6

You find horses to be far better company than people.

Expanded Spell List

The Headless Rider 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.

Death Knell

You gain the ability to mark a creature for death. 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 have advantage on all attack rolls and ability checks against the target, and it has disadvantage on saving throws against your warlock spells and abilities. You also always know the direction to the target as long as it is on the same plane of existence as you.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Dreadful Steed (Level 6)

Your patron grants you your own mount from its stables. You learn the find steed spell, which doesn't count against the number of warlock spells you know. When you cast the spell using this trait, the steed has a bonus to its hit point maximum equal to your warlock level, it ignores difficult terrain, and it gains the ability to understand all languages that you speak.

You can cast the spell once without expending a spell slot. Once you cast the spell in this way, you can't cast it in this way again until you finish a short or long rest. You can also cast the spell using spell slots you have of the appropriate level.

Relentless Rider (Level 10)

Your patron's unyielding nature sustains you as you travel. You have resistance to necrotic damage, and you don't require air, food, drink, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. If you are mounted on your Dreadful Steed, you also have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and your steed shares your damage resistances.

Additionally, when you cast find steed, you can summon a nightmare instead of the normal forms for the steed.

Don't Lose Your Head! (Level 14)

Your patron's influence has altered your physiology. As a bonus action, you can harmlessly separate your head from your body. Your head has a number of hit points equal to your hit point maximum. Any effects that apply to your head or your headless body affects the other, except for damage. While your head is detached from your body, you can move your body as normal.

Your headless body has blindsight to a range of 60 feet but is blind beyond this radius. You can use a bonus action to switch between perceiving through your normal senses from your head and perceiving from your body using this blindsight.

If your head or your body drops to 0 hit points, or you don't reattach your head by the end of the hour, your head magically teleports to your body and reattaches to it, and you instead drop to 1 hit point. If the effect that reduced your head or body to 0 hit points destroys it or sends it to another plane of existence, your patron's magic restores it and reattaches your head to your body as normal, but you drop to 0 hit points.

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

The Hero

The Hero (Level 1)

You have made a pact with a hero of legend. Seeing in you the seeds of greatness, they grant you the power to overcome impossible odds and inspire others to victory. Potential patrons include Artoria Pendragon, Drizzt Do'Urden, Minsc, and Pike Trickfoot.

Expanded Spell List

The Hero 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. When you cast Aid or Death Ward with a warlock spell slot (not Mystic Arcanum), the spell ends when you finish a short rest.

Battle-Ready

At 1st level, your patron tutors you in the art of combat. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Moment of Greatness

Starting at 1st level, you can call upon your patron for inspiration. As a bonus action, you gain the following benefits.

  • You have advantage on all attack rolls, ability checks, and saving throws until the beginning of your next turn.

  • You gain temporary hit points equal to your warlock level + your Charisma modifier for 1 hour.

Once you use this feature, you must wait until you finish a short or long rest to use it again.

Steely Negotiator (Level 6)

At 6th level, your patron teaches you that conflicts are not always won on the battlefield. You gain proficiency in Persuasion or Insight (your choice). If you are already proficient in both, then gain proficiency in any other skill available to warlocks.

You also know the spell Zone of Truth. For you, it is a warlock spell and it doesn't count against the limit on the number of spells you know.

You can cast it once without expending a spell slot. You can't do so again until you finish a short or long rest.

Duel of Destiny (Level 10)

Although you prefer to fight alongside your friends, you know that you sometimes must face a mighty villain alone. Starting at 10th level, when you use your Moment of Greatness feature, choose one creature you can see or hear. For 1 minute, or until you are incapacitated, roll a d6 when that creature hits you with an attack roll. On a 4 or higher, the attack instead misses you, regardless of its roll.

Hour of Triumph (Level 14)

Beginning at 14th level, you can truly invoke your patron and lead your companions to victory. When you use Moment of Greatness, you can choose any number of creatures within 60 feet of you that can see or hear you. They gain temporary hit points equal to your warlock level + your Charisma modifier for 1 hour and until the beginning of your next turn, they have advantage on attack rolls, ability checks, and saving throws.

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

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.

Expanded Spell List

The Hexblade 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

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).

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

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

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 slay a humanoid, 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 gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

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.

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 can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

The Hidden One

The Honking Chaos

The Honking Chaos (Level 1)

You have become a follower of Anserath, the multi-headed demonic goose-lord of the Abyss. Anserath's motivations are incomprehensible and fleeting, its multiple heads each drawn to their own machinations of mischief and neither ever working truly in tandem with the other. Anserath's power comes from the raw chaotic magic it wields, which often drives it to unpredictable, senseless acts of rage and violence. You might have chosen to become a follower of Anserath willingly, through devout rituals to the goose-lord as a cleric would a deity, or perhaps you simply found one of Anserath's many cursed items and drew power from it for your own means, without its knowledge. Regardless of your relationship with your patron, you feel Anserath's destructive desires flow through you, channeling its power to fuel your own ends.

Expanded Spell List

The Honking Chaos 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:

Honking Chaos Spells

Anserath's Unpredictable Blessing

Your connection to the dread Anserath allows you to channel chaos magic against your foes. You have a pool of chaos dice that you spend to fuel these abilities, which are d6s. The number of dice in the pool equals your Charisma modifier (minimum of 1) + half your warlock level, rounded down. When a creature you can see within 30 feet of you would make an attack roll, ability check, or saving throw, you can use your reaction to spend chaos dice from your pool, rolling a d6 and reducing the total of the attack roll, saving throw or ability check by the total. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). If you spend more than one chaos die, roll them all at once and add them together to determine the total.

Anserath Takes Notice

If you roll a double 1 or double 6 when rolling chaos dice, Anserath takes a brief interest in your affairs, and its chaotic magic surges through you; you take force damage equal to the total rolled on your chaos dice. In addition, at the end of your next long rest, Anserath makes a demand of you. Roll on the Chaotic Requests table to determine what the request is, and the consequences or boons for failing or completing the task. You must complete the task within 1d4 hours of receiving the request, or it fails.

Chaotic Requests

The number of chaos dice in your pool resets after you finish a long rest.

Soul of Chaos (Level 6)

The chaotic magic in your veins grants you greater control over your environment. Whenever you roll a dice for any reason, you can spend two chaos dice to reroll it, though you must abide by the new result. If the new number is the same as your previous roll, you receive a chaotic backlash of energy as the world stabilizes itself from your meddling; roll a number of chaos dice equal to your Charisma modifier. For each die result of a 1, that chaos die can't be used until the next dawn. Once you use this feature, you can't do so again until you finish a long rest.

Murderous Chaos (Level 10)

When you reduce a creature with a hit point maximum of 40 or greater to 0 hit points, you regain 1 expended chaos die. If you have all your chaos dice when you trigger this feature, you instead gain temporary hit points equal to your Warlock level + your Charisma modifier (minimum of 1).

Anserath's Siphon (Level 14)

When a creature you can see within 60 feet of you casts a spell, you can use your reaction and expend 2 or more chaos dice to attempt to siphon away some of its magic. Roll the chaos dice and add their numbers together. If the total is greater than the casting creature's spellcasting DC, you create one of the following effects:

  • Interrupted Siphon

    The spell fails, and you regain 1 expended warlock spell slot.

  • Bolstered Siphon

    The spell is cast, and you regain 1d6 hit points for each chaos dice expended. If you are already at your hit point maximum, you gain temporary hit points instead.

The Horned King

The Horned King (Level 1)

Live Deliciously with Bewitching Power

Whether motivated by desperation or cunning, warlocks that have signed their name in the book of the Horned King have chosen to live deliciously in a pact sealed in blood and a corrupted soul. Bestowed the power of witchcraft by the beast that stalks the deepest woods and darkest hearts, they perfect ancient rituals and weave maledictions toward aims only they know. With each victim of their malign spells filled with rot, hate, and agony, they become more like their patron until they effortlessly wield his kingly might.

Warlocks of the Horned King prefer particular implements in working their magic. The Witchcraft Implements table offers options for your favored reagents.

Witchcraft Implements
1d6Implements

1

Candles made from tallow mixed with blood

2

Dried bundles of herbs or mushrooms

3

Skulls or long bones carved with glyphs

4

Crushed berries or roots mixed into a paste

5

Iron cauldron marked with symbols

6

Curved blade for offering animal sacrifices

Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Horned King Spells table, you thereafter always have the listed spells prepared.

Witch Mark

When you finish a long rest, you can imbue magic into a nonmagical Tiny object you're holding. Choose one warlock spell you know that has a casting time of 1 action. A creature holding the marked object can take an action to cast the spell (using your Charisma modifier, spell attack bonus, or spell save DC). The mark fades when the spell is cast from it or when you finish a long rest.

Malediction

You can call upon the Horned King's malice to manipulate luck and fate. As an action, you can magically curse a creature you can see within 60 feet of you until the end of its next turn. Alternatively, when a creature within range targets you with an attack roll or a spell, you can use your reaction to curse the creature with your choice of one of the curses below. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Agony

The target has disadvantage on its next attack roll or Constitution saving throw to maintain concentration (your choice).

Hate

The target has disadvantage on its next Intelligence, Wisdom, or Charisma saving throw (your choice).

Rot

The next time the target takes damage, it takes an extra 1d10 necrotic damage, and it can't regain hit points until the end of its next turn.

Spiteful Curse (Level 6)

When you use Malediction, you can now cast Bestow Curse once without a spell slot as the action or reaction for that feature, and you regain the ability to cast it in that way when you finish a long rest. If the target succeeds on its saving throw against the spell, your use of this feature isn't expended.

When you cast the spell in this way, its range becomes 60 feet, and it lasts 1 minute with no concentration required. If the target succeeds on its saving throw against the spell, choose one of the Malediction curses, and the target suffers that curse instead.

Crown of Horns (Level 10)

As a bonus action, you can manifest the majestic might of the Horned King for 1 minute. For the duration, a visible mark appears on you—such as a crown made of horns surmounting your head, or you grow great antlers—and you gain the benefits listed below. Once you use this bonus action, you can't use it again until you finish a long rest unless you expend a warlock spell slot (no action required) to restore your use of it.

Dark Heart

Once on each of your turns when you damage a creature, the target takes an extra 1d8 necrotic damage.

King of All

You radiate an aura of power out to 20 feet from you. When you activate this feature, and at the start of each of your turns, you can choose a creature you can see in the aura. The target must succeed on a Charisma saving throw against your spell save DC or suffer one of the following effects of your choice until the start of your next turn:

  • Enticement

    The target is charmed by you.

  • Wickedness

    The target has disadvantage on attack rolls and ability checks.

  • Terror

    The target is frightened of you and must move away from you by the safest route during its turn unless there is nowhere to move.

Gather the Coven (Level 14)

You can now share the Horned King's power with those you deem worthy. You perform a 1-hour ritual, which can be done during a rest, forming a bond with up to six willing creatures that must remain within 10 feet of you during the ritual. You can end the bond for any number of the creatures (no action required), and the bond ends when you die. The bond grants the following benefits.

Witchcraft

Choose one of the curses from your Malediction feature. The bonded creatures can now each use that reaction option once, and they regain the ability to do so when they finish a long rest.

Fly By Night

As a bonus action, choose one of the bonded creatures. If you and the target are on the same plane of existence, you magically teleport to the nearest unoccupied space next to the creature. You can use this benefit once, and you regain the ability to do so when you finish a short or long rest. If your Crown of Horns feature is active when you use this bonus action, the use isn't expended.

Hand of the King

While your Crown of Horns feature is active, the first time a bonded creature damages another creature during its turn, the target takes an extra 1d10 necrotic damage.

The Horned One

The Horned One (Level 1)

Fear and apprehension permeate the autumn winds. Lush greens pass to dying oranges, soft grass turns to prickling leaves, and vibrant life slows towards deathly stillness. Hunters ready their tools, wit, and ferocity to seek out food and glory. And it is here, in this season of dispassionate bloodshed, that your patron comes to be. A being of blood and sweat, the Horned One is a proud and harried participant in the thrill of the hunt. For sport or for survival, many attempt to share in the Horned One's chase. But only those with true determination and courage can endure the autumn hunt and be molded by its power.

The Horned One often takes the form of hunted or harried animals, testing would-be warlocks to see if they have the courage to face blood. At other times, they take the form of a large and terrifying predator to harry potential warlocks and challenge them to pit fortitude against fear. Those who pass such trials are given the blessing of the autumn hunt: a pact with the Horned One.

Silent and patient, the Horned One rarely interferes with the actions of those who receive their favor, but may call upon you one crisp fall day for a hunt of great importance. Until such a time, it is up to you to continue to prove yourself with dangerous prey and grand kills.

Expanded Spell List

The Horned 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.

Horned One Expanded Spells

Horned Hunter

At 1st level, you are given the tools to take on a proper role in the hunt. You gain proficiency with martial weapons and the Stealth skill, and you can use a ranged weapon as a spellcasting focus for your warlock spells.

In addition, you learn the eldritch blast cantrip, which doesn't count against the number of warlock cantrips you know. When you cast eldritch blast, you can make each beam you create with the cantrip take the form of an arrow, without the need for verbal and somatic components, and immediately fire this arrow from a shortbow, longbow, light crossbow, or heavy crossbow you are wielding. When used in this way, any benefits the weapon may confer to normal ammunition also apply to the magical arrow. For instance, a +1 longbow would confer a +1 bonus to attack and damage rolls made with your eldritch blast cantrip. The weapon may be used as a spellcasting focus for all warlock spells, but only grants its bonuses to the eldritch blast cantrip.

Blessing of the Hunt (Level 6)

At 6th level, the hunt feeds and rewards you for each creature you slay. Each time you kill a creature with a CR of 1 or higher, your melee and ranged attacks deal an extra 1d4 damage for the next 10 minutes.

Additionally, after killing a creature with a CR of 1 or higher, you no longer have to eat or drink that day.

Territory of the Harrier (Level 10)

At 10th level, you've learned to emulate fellow predators and their tactics. As an action, you can declare a number of 5-foot-square spaces on the ground equal to your Constitution modifier to be trapped. Each trapped space must be within 30 feet of you, and cannot be farther than 10 feet apart from another trapped space. The first time a creature enters a trapped space, it must make a Dexterity saving throw against your spell save DC as spectral claws and thorns burst from the ground. On a failed save, the creature takes 2d10 force damage and its walking speed is halved for 1 minute. On a successful save, it takes half as much damage and its speed isn't reduced. A space remains trapped until it is triggered, you regain uses of this feature, you use this feature again, or 8 hours pass.

You can use this feature three times, and you regain all uses when you finish a short or long rest.

Autumn Feast (Level 14)

All creatures of the hunt grow strong from bloodshed, and you are no exception. Beginning at 14th level, you score a critical hit with an attack from the eldritch blast cantrip on a roll of 19 or 20. Additionally, when you score a critical hit against a creature, you regain a number of hit points equal to your level.

The Icebound

The Icebound (Level 1)

You have made your pact with an entity that rules desolate tundras, ancient glaciers, and frozen mountain peaks, or even a portion of the Frostfell, the Quasi-Elemental Plane of Ice. The magic granted by your patron allows you to call upon the power of inhospitable places where the ice never melts and the frost expands to bury the frozen corpses of those foolish enough to brave its blizzards. Such beings — like Auril the Frostmaiden, the Ice Prince Cryonax, or legendary white dragons like Ingeloakastimizilian, better known as "Icingdeath" — seek to expand their arctic domains to freeze and rule the entirety of the planes they occupy, and will often recruit warlock minions to aid them in their conquest.

Expanded Spell List

The Icebound 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 gust and ray of frost cantrips. They count as warlock spells for you, but they don't count against your number of cantrips known.

Decree of Frost

Also starting at 1st level, you can utter a chilling word to call upon your patron's arctic power. As an action, choose a point you can see within 60 feet of you. You infuse the area in a 10-foot-radius sphere centered on the point with bitter cold. If this radius overlaps with a body of water or similar liquid, the surface freezes up to 1 foot thick, harmlessly shunting creatures that would intersect with this surface to the top of the ice. Each surface within the sphere becomes difficult terrain for each creature other than those you choose. If a creature suffers a critical hit or fails a Dexterity saving throw while affected by this difficult terrain, it slips and falls prone.

The sphere remains for 1 minute, after which any ice or frost created by this feature begins to naturally melt. Once you use this feature, you can't use it again until you finish a short or long rest.

Circle of Icicles (Level 6)

At 6th level, you deepen your connection to your patron, gaining resistance against cold damage and the ability to summon shards of frozen ice. As a bonus action, you can conjure a circle of icicles that point away from you and rotate menacingly around you. The number of icicles is equal to your proficiency bonus. The icicles remain for 1 minute, until they are all expended, or until you use a bonus action to dismiss them.

Once on each of your turns when you deal damage with an attack or spell, you can expend and launch a number of the icicles up to half your proficiency bonus at one creature that was dealt damage by the attack or spell. For each icicle, make a melee spell attack against the target. On a hit, the creature takes 1d12 cold damage.

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

Aurora Cloak (Level 10)

Starting at 10th level, when you become the target of an attack but before the attack roll is made, you can use your reaction to sheathe yourself in a cloak of dancing, magical lights. When you do, roll on the following table to determine the cloak's effects.

d6Effects

1

After the attack hits or misses, you become invisible for 1 minute, or until you attack or cast a spell.

2

Your cloak reflects the attack, and the attacking creature instead makes the attack against itself.

3

You can teleport to a location you can see within 30 feet. If you are still within the attack's range after the teleportation, the attacker has disadvantage on the roll; otherwise, the attacker can choose a new target for the attack.

4

You immediately conjure 2 icicles, as though conjured with your Circle of Icicles feature.

5

Until the end of the triggering attacker's turn, you have resistance to one of the damage types dealt by the attack (your choice). On your next turn, the first attack you make creates a phantom replica of the triggering attack, dealing an additional 1d6 damage of the chosen type to the target on a hit.

6

Your cloak attempts to freeze the attacker in ice. The attacker must succeed on a Constitution saving throw against your spell save DC or lose the attack and become restrained until the start of its next turn.

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

Permafrost Prison (Level 14)

Starting at 14th level, you can call upon your patron's power to encase a creature in magical ice that will never naturally melt. As an action, you cause ice to erupt around a creature you can see within 60 feet of you and attempt to imprison it. The target must succeed on a Dexterity saving throw against your spell save DC or become restrained for 1 minute.

A creature restrained by this feature, or a creature within 5 feet of it that isn't restrained, can use its action to attempt to free the restrained creature. It must make a Strength saving throw against your spell save DC. After three successful saving throws, the creature is freed. If the creature remains restrained by the ice for the full minute, the ice seals around its entire body, permanently paralyzing the creature and rendering it unable to breathe, eat, drink, or use any of its senses other than sight until the paralyzed condition ends on it.

Once you use this feature, you can't use it again until you finish a short or long rest if the target succeeded on the initial saving throw; otherwise, you can't use this feature again until you finish a long rest'24.

The Inevitable

The Inevitable (Level 1)

You have forged a contract with an inevitable, an axiomatic being from one of the planes of law set to uphold and enforce order across the multiverse. Whether you sought these powers purposely, misunderstood an agreement you were making, or now serve as punishment for breaching a contract, your patron's powers allow you to impose law and order, sidestepping fate and luck instead for the blessing of definite results.

Perhaps you forged a contract in the Halls of Concordance. If so, your patron may be a quarut, marut, or kolyarut of Mechanus. In the world of Ravnica, a highranking member of the Azorius Senate might act as your patron, or your powers might come from the Guild Pact itself.

Your contract may require you to assist in establishing order in various ways. You can choose a directive, allow your DM to choose one, or determine one randomly, using the Inevitable Directive table.

Inevitable Directive
1d6Directive

1

To hunt fugitives of the law and those who try to escape punishment.

2

To write, deliver, or witness the signing of minor contracts.

3

To apprehend those who break interplanar contracts.

4

To enforce the laws of life and death, hunting those who would deny the grave or otherwise disrupt the flow of souls into the afterlife.

5

To maintain the laws of space and time, investigating permanent portals between planes or temporal disruptions and disorder.

6

To support the divine order and help stop those who seek to destroy or become gods.

Your Contract

To an inevitable, the spirit of an agreement is nothing, and the letter of the law is everything. Work with your DM to determine the nature of your contract, how it might be enforced, what directive best suits your campaign, how closely you might be monitored, and what the consequences might be for breaking it. Breaking your contract, however, shouldn't mean an immediate end for your character. Instead, it should create interesting and meaningful complications.

For example, if you serve a marut hunting someone who broke an extraplanar contract, your patron may suddenly appear to drag you back to the Halls for judgement should you be discovered aiding your quarry or allowing it to escape justice. As punishment, you might temporarily lose access to one or more of your warlock class features, or be assigned a proctor to observe you more carefully, such as a modron for a familiar.

Expanded Spell List

The Inevitable 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.

Mark of Justice

You can use divination magic to help you tail, investigate, or interrogate leads and quarries. As a bonus action, you can mark one creature you can see. You have advantage on any Wisdom (Perception) on Intelligence (Investigation) check you make to find that creature and on any Wisdom (Insight) check you make against it. The mark lasts until you use this feature again.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Rule of Law

You learn the command spell. It counts as a warlock spell for you, but doesn't count against the number of spells you know.

You can cast command as a bonus action once without expending a spell slot. You can't do so again until you finish a short or long rest.

Law of Averages (Level 6)

You can impose law and order through the actions of those around you. When an ally you can see within 30 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to cause it to forgo rolling the d20 and treat the die as if it rolled 8 + your proficiency bonus.

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

Protective Edict (Level 10)

You can declare your authority and punish those who deny it. You can cast the sanctuary spell once without expending a spell slot. Whenever a creature damages the target before the spell ends, you can use your reaction to cause that creature to take force damage equal to your warlock level. If you are the target, dealing this damage doesn't end the spell for you. Once you cast sanctuary in this way, you can't do so again until you finish a short or long rest.

Unerring Strike (Level 14)

As an action, you can deal 50 force damage to a creature within 5 feet of you. Once you use this feature, you can't use it again until you finish a long rest.

The Insatiable

The Insatiable (Level 1)

Your patron is a powerful, possibly incomprehensible being of the cosmos, hungry for knowledge and understanding of all that surrounds it in the depths of space. Your agreement with that being creates a tether between you and them, feeding them knowledge in return for power.

With these powers come changes to normal mortal functions. You no longer gain or lose weight from eating, however are also granted an insatiable hunger and heightened sense of taste, due to the black hole that opens in your stomach. Whether this causes your warlock to be reserved or ravenous when feeding themselves is up to you.

Patron Information

The Insatiable, being a creature of the cosmos, wishes to learn about the worlds of the universe, travelling light years in mere seconds as they search for knowledge. A pact with this patron is typically not aggressive, simply because warlocks under this pact understand that the creature they are talking to simply wants to understand the world, and in return the warlock gains powers many think of as impossible.

Warlock Information

Forming a pact with this patron forms a black hole in the warlock's stomach, tethering the information to their patron's study, somewhere in the Ethereal Plane, in between the folds of space. This black hole causes an insatiable hunger, meaning some warlocks do nothing but eat food constantly, while others learn to live with the permanent, nagging need.

There are theories that killing a warlock with an Insatiable patron and harvesting their stomach fully intact is a natural way of gathering a Bag of Holding.

Expanded Spell List

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

Devoured Knowledge

At 1st level, you gain the ability to gain knowledge about things you consume. As an action, you can eat one object that can fit in both your hands (e.g. a book, a trophy, or a weapon) or the flesh of one creature sized Large or smaller (You do not necessarily eat all of the creature) in order to gain knowledge about it.

The amount of knowledge you gain starts at a relatively minimal amount at 1st level, however increases at 6th, 10th, and 14th level. 14th level consumption tells you almost all if not everything there is to know about what you consume.

You can use this feature 1 + 1/4 of your warlock level (rounded down) time(s) per long rest.

Devoured Knowledge Information

The knowledge you gain depends on what kind of thing you have consumed, but you learn and memorise information about the thing you consume (e.g. contents of a book, a weapon's enchantments, a creature's weakness), albeit destroying it in the process of consumption.

Consuming something does not give you any information about new variations you may come across later (for example a damage resistance on a mimic different to the one you ate earlier) but you can still tell how much of your knowledge applies to this current creature.

Dungeon Masters and Devoured Knowledge

Whether or not you can consume an item, no matter whether it fits the criteria, is at the DM's discretion - DMs may not want you to consume quest-relevant items or other players, for example.

Whether you can comprehend what you learn is also at the DM's discretion - eating a wizard's tome of spells may prove useless to you unless you have levels in Wizard, but that doesn't mean you don't know the words that make the spells up. Another example may be creature HP - DM's may decide not to give you exact values however may inform you of a more vague level of HP the creature has.

Regurgitative Communication

At 1st level, you can communicate with your warlock patron by inscribing your message on a piece of paper or other appropriate writing material (e.g. vellum) and swallowing it. You receive your patron's response by regurgitating said material with the response written on it.

Mind Caster

At 1st level, your patron allows you to stem your casting abilities from their expansive knowledge base. As an Insatiable warlock, Intelligence is your spellcasting ability. You learn the mind sliver and encode thoughts cantrips.

Open Mind (Level 6)

Starting at 6th level, your tether to the Insatiable and their knowledge bank allows you to serve as a conduit for psychic energy.

You have resistance to psychic damage, and when you cast a spell that deals psychic or force damage, you can add your Intelligence modifier to one psychic or force damage roll of that spell against one of its targets.

Burning Knowledge (Level 6)

At 6th level, you are able to burn regurgitated papers you used to communicate with your patron in order to summon them as a translucent, ethereal form.

The patron appears from the burning message and cannot move. The form takes no damage and any form of attack will pass through them, however have all of their senses about them and can communicate with anyone, not just whomever summoned them.

The form lasts until the fire burns out, is put out, or the patron departs the conversation themselves.

Madman's Knowledge (Level 10)

At 10th level, you gain the ability to think beyond the capacity of most mortal minds. You gain a variation of the Keen Mind feat:

  • Your Intelligence capacity increases to a maximum of 22.

  • Your Intelligence increases by 1.

  • You always know which way is north.

  • You always know the number of hours left before the next sunrise or sunset.

  • You can accurately recall anything you have seen or heard within the past two weeks.

  • Your thoughts can't be read by telepathy or other means unless you allow it.

Talisman of Thought (Level 10)

At 10th level, you gain a talisman that you can light on fire and reuse indefinitely in order to summon your patron as a translucent, ethereal form, the same as one summoned via Burning Knowledge, however this one is able to move in a 60 ft. radius around the talisman.

The fire burns indefinitely however can be put out via traditional means, and your patron can still leave whenever they want to.

If this talisman is destroyed, you can use a short rest to meditate with a new necklace and one of your messages in order to fuse them into a new talisman. Creating a new talisman destroys the previous one, if not already destroyed.

Information Overload (Level 14)

At 14th level, you gain the power to call upon the vast knowledge within your patron's repertoire and force it into the mind of another creature to overflow their thoughts.

As an action, you can fill the mind of a creature within 60 ft. with overwhelming information. The creature must make an Intelligence saving throw. On a failed save, the creature is stunned for one minute. On a successful save, it has disadvantage on all saving throws until the end of its next turn, due to being rattled.

A creature must make an Intelligence saving throw at the end of each of its turns to attempt to stop being stunned. You can use this feature once per long rest.

The Insatiables' Study (Level 14)

At 14th level, burning your talisman takes you and up to two creatures you choose within 5 ft. of you to a pocket dimension in the Ethereal Plane to communicate with your patron face to face. Here, you and anyone you take with you can trawl the bookshelves of your patron to find any knowledge which you have previously consumed or gained any other way. You can leave this dimension at any time but it closes after one hour, forcing you out. Your patron may also choose to take you into their pocket dimension whenever they please. You can use this once per long rest.

The Ironwood

The Ironwood (Level 1)

Your patron is a powerful ironheart tree, a patriarch or matriarch of one of the great Ironwood forests. These trees originated from the old world, the Lost Lands. Their motives are unknown, not even to those who claim to have much knowledge of them. Regardless, and for better or worse, you have aligned yourself with them.

Perhaps you were stranded, lost, or otherwise abandoned in such a forest. Or you may have sought them out intentionally, eager to wield their ancient powers. Regardless, you have sworn yourself into the service of the Ironwood.

It is yet to be determined what this means for you—and for Grimnir.

Expanded Spell List

Your connection with the Ironwood Forest grants you access to an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Vitality of the Ironwood

At 1st level, your patron gifts you with a heartseed. It is a Tiny object and may be used as your spellcasting focus for warlock spells. If the seed is destroyed or lost, you may perform a 1-hour ceremony to receive a replacement.

While you are touching the heartseed you may use a bonus action to imbue yourself with the Vitality of the Ironwood. For 10 minutes you gain temporary hit points equal to 3 x your warlock level and your movement speed is increased by 5. The effects of this feature do not stack; if Vitality of the Ironwood is used while already active, the previous temporary hit points and movement speed increase end. This feature may be used a number of times per long rest equal to your proficiency bonus.

Armor of the Ironwood (Level 6)

Starting at 6th level, during a short rest you may grow a suit of armor from your heartseed. Only you may wear the armor and it lasts until you decide to grow a different suit. While wearing your Ironwood Armor your AC equals 10 + Dexterity modifier + Charisma modifier. You may still use a shield while wearing this armor.

The armor grown is one of the following (your choice):

  • Mantle of Leaves
  • Unbreakable Branches

The heartseed can still be used as a spellcasting focus while transformed in this way.

Heart of the Ironwood (Level 10)

Starting at 10th level, while wearing your Armor of the Ironwood, you now have resistance to bludgeoning damage from non-magical/silvered weapons. Additionally, you may use 10 feet of movement to magically enter a tree within your reach. You know the location of all trees within 500 feet of you and their type. You must exit from one of these trees and will appear within 5 feet of it. If you enter a tree with an intelligence score you roll a number of d6 equal to your proficiency bonus. Your hit points are restored by this amount. If you enter any other type of tree, it explodes in a 15-foot radius. All creatures of your choosing in the area of effect must make a Dexterity saving throw. They suffer 17 (5d6) piercing damage on a failed saved, half that amount on a successful save. You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a short or long rest.

Colossus of the Ironwood (Level 14)

Starting at 14th level, you are able to enhance your Armor of the Ironwood, becoming a juggernaut of destruction. You may use an action to trigger the transformation: your armor rapidly expands in size with numerous roots and limbs erupting from it. Upon doing so, everyone of your choosing within 15 feet must succeed on a Dexterity saving throw or suffer 17 (5d6) bludgeoning damage. The damage is halved on a successful saving throw.

While in this form you retain all your existing abilities (you can still cast spells and use weapons) and you also have the following traits:

  • Tree Slam
  • Larger Size
  • Protected
  • Resolute
  • Ironwood Shell

Unless it ends early, with an action or by other means, this feature lasts for 10 minutes. You must finish a long rest to use this feature again.

The Keeper of the Depths

Sailor's Nightmare (Level 6)

At 6th level, you learn to curse your enemies, using the weight of ethereal water to drag them into the sea's embrace. As a bonus action, you can curse a creature that you can see within 60 feet of you for 1 minute. While the creature is afflicted by this curse, it cannot jump or fly, and it treats all terrain as difficult terrain. If the creature is flying or swimming, it automatically descends 60 feet at the start of each of its turns.

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

Madness of the Deep (Level 10)

At 10th level, the Keeper's gaze looms over you. Whenever you take damage, you can use your reaction to unleash a wave of black ink to cloud the air in a 10-foot radius of your current location for one minute, heavily obscuring the area. Hostile creatures that end their turn within the area must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are frightened until the start of your next turn and must attempt to escape the cloud.

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

Hunger for Knowledge (Level 14)

Starting at 14th level, you can summon the terrible maw of the Keeper to appear before you as an action. A massive beak surrounded by tentacles appears and attempts to grab a target of your choice within 30 feet. When a creature is targeted, it must make a Strength saving throw against your warlock spell save DC to shake off the grasp of the horror. If the target fails, it is dragged into the beak and bitten, taking 6d10 piercing damage and 6d10 psychic damage. If this is enough to reduce the target to 0 hit points, you can choose to have them be swallowed whole by the mouth, consuming them. Either way, the maw then immediately disappears.

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

If the maw consumes a creature using this feature, your patron visits you in your dreams during your next long rest and grants you a boon in return for the sacrifice. Choose any spell of 5th level or lower from the warlock or wizard spell lists. You can cast this spell twice using a warlock spell slot, after which it is lost. The spell is also lost if you sacrifice a new creature and select a new spell using this feature.

The Knowledge Keeper

The Knowledge Keeper (Level 1)

You have made a pact with being of ancient knowledge. The actual nature of this being can vary greatly, it can be a Pact with a sentient library, an ancient spirit, or perhaps even a lost god of knowledge. This is a pact for a Warlock that seeks something beyond simple power: they seek knowledge—ancient and unknown knowledge that has once and will again exist.

You can leverage this knowledge to know things that your mortal peers would consider miracles, delve the secrets that others do not even know exist, and (most importantly) perhaps even understand the philosophical mechanics of existence.

Expanded Spell List

The ancient entity of knowledge you've made a pact with 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.

Ancient Secrets

When you select this Patron at 1st level, you can access the ancient secrets your patron has granted you. By expending a pact magic spell slot of at least one level higher than the spell you want to cast (or a 1st-level spell slot for a cantrip), you can cast an Abjuration, Divination, or Transmutation spell that does not appear on your spell list. This spell can be from any class's spell list, but counts as a Warlock spell for you when you cast it this way. Spells cast this way are cast at one level lower than the spell slot used.

You can do this a number of times equal to your spellcasting modifier, and regain all uses of this feature at the end of a long rest.

Ancient Knowledge is Player Knowledge

Ancient Secrets is very demanding to a player's knowledge of the spells—if you haven't played several different classes of casters, it will be challenging to quickly leverage the knowledge at your character's fingertips. Consider playing this subclass only when you feel that you can quickly call to mind and reference enough spells to make full use of these powerful Ancient Secrets. Note that unlike wish, Ancient Secrets does not remove the need for material components or affect the casting time of a mimicked spell.

Esoteric Knowledge

Additionally at 1st level, you gain proficiency in one skill of your choice from Arcana, History, or Nature.


Knowledge Keeper Quirks

The following are some optional quirks for a player of this Otherworldly Patron to choose from.

Knowledge Keeper Quirks
d6Quirk

1

You made this pact to uncover esoteric secrets... but your patron keeps requesting you read pulpy adventure serials.

2

Your patron scolds you if your note taking isn't detailed enough.

3

While your companions rush towards the treasure, you're busy inspecting the engravings on the wall.

4

Instead of adventuring, you'd rather be reading and sipping tea.

5

Even the wizard thinks you're a nerd.

6

You're a knowledge keeper, not a knowledge sharer.

Magical Mechanics (Level 6)

Starting at 6th level, your understanding of the mechanics behind magical effects and the cosmic forces are developed enough that if you see a spell being cast, you can use your reaction to make an Arcana check to know what the spell is. If the spell you identify with this check would force you to make a saving throw, you can make that saving throw with advantage.

Additionally, your comprehension of magic allows you to access magic that is beyond your power, but not beyond your knowledge. You can cast from a Spell Scroll even if the spell isn't on your spell list, and you can add your proficiency bonus to the ability check to successfully cast from a Spell Scroll.

Single-Minded Focus (Level 10)

Starting at 10th level, when you make a constitution saving throw to maintain concentration on a Divination school spell, you automatically pass the saving throw. If you are concentrating on a spell from another school, you can add your spellcasting modifier to the result.

Seeped In Ancient Knowledge (Level 10)

Additionally at 10th level, ancient knowledge has seeped so deeply into you, you instinctively draw from the ancient knowledge of your Patron. You gain the eldritch invocation Eyes of the Rune Keeper and it does not count against your Invocations Known. If you already have this invocation, you can select either Beast Speech or Eldritch Sight instead.

Eyes of the Rune Keeper

You can read all writing.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Fleeting Omniscience (Level 14)

Starting at 14th level, you can briefly comprehend the true form of knowledge and use it to weave together the perfect form of magic. As a bonus action, you can replace your spellcasting ability modifier with the sum of your Intelligence, Wisdom, and Charisma modifiers until the end of your turn. You can't use this feature again until you finish a long rest.

The Kraken (Livestream)

The Kraken (Livestream) (Level 1)

You made a pact with a Kraken somewhere in the world's ocean.

Expanded Spell List

The Kraken 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.

Grasp of the Kraken

Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point that you can see within 60 ft. of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 ft. of that point must make a Strength saving throw against your Warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until you use this ability again. The spectral tentacle's Strength (Athletics) bonus is 2 + your proficiency bonus and its reach is 10 feet.

Inky Escape (Level 6)

At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast darkness centered on a point within 5 ft. of you. The spell lasts until the end of your next turn, and it has no effect on your vision.

Once you use this ability, you cannot use it until you complete a short or long rest.

Scion of the Depths (Level 10)

Starting at 10th level, your patron accepts you into his inner court of servitors. You gain the ability to breathe water, and a swim speed equal to your normal speed.

You gain immunity to lightning damage. When your immunity reduces damage from an effect to 0, as a reaction you can cause creatures of your choice that you can see within 30 ft. of you to take lightning damage equal to your Charisma modifier + your proficiency bonus.

Unleash the Kraken (Level 14)

At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 ft. of you and choose one of the following effects.

Transport (Level 14)

You and up to 5 creatures of your choosing that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited in the past 24 hours, depositing you and your chosen allies there.

Fury (Level 14)

The tentacles slam into your foes. Pick up to 5 creatures that you can see within 30 ft. of the portal. Those creatures must make Dexterity saving throws against your Warlock spell save DC. Creatures that fail their saving throws take 10d6 bludgeoning damage and are restrained for 1 minute. Creatures that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end its restrained condition.

The Land Guardian

The Land Guardian (Level 1)

The Land Guardian protects ancient and forgotten lands. Before the druids protected the corners of the world, there were the giant elk, dryads, treants, and unicorns. You may have met your patron in an enchanted forest, or been visited by it in a dream beneath the stars. Whatever your personal connection to this Land Guardian is, you are duty bound to help it defend the natural world from desecration.

Expanded Spell List

The Land Guardian 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.

Eldritch Nature

Starting at 1st level, you learn the eldritch blast cantrip plus one druid cantrip of your choice. These cantrips count as warlock cantrips for you, but they don't count against the number of warlock cantrips you know; you can change the druid cantrip to a different one from the druid spell list whenever you finish a short or long rest. In addition, you can use your Charisma modifier, instead of Intelligence or Wisdom, whenever you make an Intelligence (Nature) or Wisdom (Animal Handling) check.

Pact Tactics

Also at 1st level, you can use a bonus action to conjure a Medium apparition of your patron in an unoccupied space that you can see within 30 feet of you. The apparition's form is either bestial or plant-like, and it sheds dim light in a 10 foot radius. It remains for 10 minutes or until you end the effect (no action required). For the duration, the apparition obeys your mental or verbal commands. You can command the apparition to move up to 40 feet to a space that you can see using a bonus action on each of your turns.

If you use an action to cast the eldritch blast spell, you can forgo creating one or more of the spell's beams. For each beam you forgo, you command the apparition to make a melee spell attack against a target within 5 feet of it, using your spell attack bonus. If the target of the attack is within 5 feet of you or one of your allies, the attack is made with advantage. On a hit, the target takes damage as if it were hit by your eldritch blast, and is subjected to any of its additional effects. If you roll a 20 on an attack roll against a target in this way, that target must also succeed on a Strength saving throw against your warlock spell save DC or be restrained by magical vines until the end of your next turn, at which time the vines turn to loose soil and disappear.

Once you use this feature, you can't do so again until you finish a short or long rest, unless you expend a warlock spell slot (no action required) to restore your use of it.

If you gain the Pact of the Chain feature, your familiar also has advantage on attack rolls against creatures that are within 5 feet of you, your apparition, or one of your allies.

Keen Senses (Level 6)

By 6th level, your senses are unnaturally heightened. You have advantage on Wisdom (Perception) checks that rely on sight or smell.

Thick Hide (Level 10)

When you reach 10th level, choose either cold, fire, or poison damage. You gain resistance to the chosen type; you can change your selection whenever you finish a short or long rest. Whenever you take damage of the chosen type, you automatically succeed on any Constitution saving throw you make to maintain concentration on a spell as a result of taking that damage.

Vengeful Apparition (Level 10)

Also at 10th level, whenever a friendly creature (including yourself) takes damage from a creature that's within 5 feet of your apparition, you can use your reaction to command your apparition to make a melee spell attack against that creature.

Natural Splendor (Level 14)

By 14th level, you can invoke the verdance and vibrant will of your patron. You can summon your apparition twice between rests, instead of once, and whenever you use your Mystic Arcanum feature to cast a 6th-level spell, you can choose to cast the transport via plants spell instead.

Additionally, you gain the following two options. Once you've used an option, you can't use it again until you finish a short or long rest.

  • Land's Majesty. As a bonus action, you can create a 120-foot-radius circle of lush and verdant earth centered on a point on the ground you can see within 120 feet of you. Friendly creatures of your choice within the area gain temporary hit points equal to half your warlock level (rounded up) at the start of each of their turns, and the area is considered difficult terrain for hostile creatures. The area returns to normal after 1 hour. It returns to normal early if you end the effect using a bonus action or if you're reduced to 0 hit points.

  • Guardian's Majesty. When you summon your apparition, you can choose to make it Huge, instead of Medium. While Huge, the distance it can move is doubled, it can make its attacks against a target within 10 feet of it, and you can use your Vengeful Apparition feature whenever a friendly creature takes damage from a creature that's within 10 feet of it. A hostile creature that ends its turn in the Huge apparition's space takes force damage equal to your Charisma modifier.

The Legacy

The Legacy (Level 1)

Rather than forging a pact inked by blood or bound to your soul, you have inherited a Legacy, a patron embodied by a line of inheritors sworn to a sacred cause. In so doing, you have acquired a relic of this ancient legacy, an object of unimaginable power passed down through the generations or recently uncovered from a long-lost civilization. With it, you can transform into the most powerful version of yourself to continue your Legacy's fight.

Countless Legacies have imbued warlocks with ancient powers, and only a few remain today, but each possesses a unique type of relic and bestows a unique type of transformation. How you use this transformation is ultimately up to you, but the Legacy conspires to see you achieve greatness and advance its unknowable ancient goals.

Expanded Spell List

Your ancient Legacy 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. New spells are marked with an asterisk.

Relic of Transformation

Beginning when you choose this subclass at 1st level, you have a magical relic tied to your patron which allows you to undergo a fantastic transformation or reverse it as a bonus action. The exact nature of the transformation varies from Legacy to Legacy, but it always changes your appearance and confers dramatic power. While transformed, you have the following benefits:

  • Your AC equals 10 + your Dexterity modifier + your Charisma modifier.

  • Unless a creature has truesight or watches you transform, you can't be recognized as your true identity.

  • You have a pool of battle dice, which are d6s. A battle die is expended when you use it. You regain all expended battle dice when you finish a short or long rest, or when you roll initiative. Your battle die changes and more battle dice become available when you reach certain levels in this class, as shown on the Battle Dice table on the next page.

  • Once on each of your turns, when you hit a creature with an attack, you can roll a battle die and add it to the attack's damage roll.

Battle Dice
Warlock LevelBattle Dice

1st

2d6

3rd

2d8

7th

3d8

13th

3d10

19th

4d10

Relic Force

Relics of Legacy are always tied to the fundamental forces of magic, nature, and the elements. At 1st level, choose one of the following damage types: acid, cold, fire, lightning, necrotic, or radiant. While transformed, whenever you deal damage with a warlock spell, warlock ability, or Pact Weapon, you can deal the chosen type of damage instead of the spell, ability, or weapon's normal damage type.

Resolute Legacy (Level 6)

Starting at 6th level, while transformed, you can emanate an aura of courage as an action. For the next minute, you and friendly creatures within 30 feet of you have advantage on death saving throws and saving throws against being frightened. Additionally, for the duration, you can expend a battle die as a bonus action to heal a willing creature within the aura, which regains hit points equal to the die roll + your Charisma modifier.

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

Aura of Legend (Level 10)

Starting at 10th level, while transformed, you and any friendly creatures within 30 feet of you gain resistance to your Relic Force damage type.

Final Legacy (Level 14)

Starting at 14th level, while you are transformed, you can use your action to begin charging the power of your allies into an ultimate attack. Until the start of your next turn, each friendly creature within 10 feet of you can use their action to aid your charge. At the start of your next turn, you fire a massive beam of force in a 120-foot long, 5-foot wide line in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC, taking 10d10 force damage on a failed save, or half as much damage on a successful one. The beam's damage increases by 4d10 for each creature that aided your charge, up to a maximum of 30d10 force damage.

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

The Legendary Hero

The Legendary Hero (Level 1)

Each age has its heroes that stave off the darkness, and after their time has come, these heroes fade into legend and myth. Some especially powerfully heroes are able to avoid the grasp of death, and continue to protect the world, choosing suitably heroic mortals to serve as vessels of their legendary power.

Legendary Hero Spell List

The Legendary Hero lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the following spells are added to the warlock spell list for you.

Heroic Armory

When you make this Pact at 1st level, your Patron infuses you with a portion of their legendary skill. You gain proficiency with medium armor, shields, and all martial weapons.

Heroic Resilience

Also at 1st level, you can call on your Patron to reinvigorate your body with their legendary determination. As a bonus action, you can expend one of your Pact Magic spell slots to gain temporary hit points equal to 1d8 per level of the Pact Magic spell slot that you expend + your Charisma modifier.

Unlike normal temporary hit points, these temporary hit points fade when you finish your next short or long rest.

Extra Attack (Level 6)

The power granted to you by your heroic Patron increases your combat prowess. Starting at 6th level, you can attack twice, instead of once, when you take the Attack action.

Legendary Determination (Level 10)

Your legendary Patron inspires you to fight on when others would fail. Beginning at 10th level, when you are forced to make a saving throw and fail, you can expend one of your Pact Magic spell slots to re-roll your saving throw, possibly turning a failure into a success.

You can only use this feature once per saving throw.

Otherworldly Champion (Level 14)

You directly channel your Patron allowing them to walk in the world once more. At 14th level, you can use an action on your turn to transform, gaining the following benefits:

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

  • Your weapon attacks deal force damage in place of any bludgeoning, piercing, or slashing damage on hit.

  • When you take the Attack action on your turn and make only melee weapon attacks, you can make three attacks as part of that action (instead of the normal two).

This transformation lasts for 1 minute, and it ends early if you are incapacitated or choose to end it as a bonus action

Once you use this feature, you must finish a long rest before you can use it again. If you have no uses remaining, you can expend a Pact Magic spell slot to transform again.

The Ley Harvester

Absorb the Leys (Level 6)

Starting at 6th level, you can call upon the leylines to heal instead of hurt. whenever you take poison, acid, fire, cold, lightning, thunder or force damage, you may use your reaction to have the damage heal you instead.

You may use this ability once per short rest.

Depths of the Leys (Level 10)

Starting at 10th level, your pact with the Ley Harvesters have deepened, allowing them to cover you in a deeper sense of secrecy and protection, granting you the following benefits.

  • You may choose to be subject to the effects of the divination school of spells. Instead, you can willingly subject yourself to them, or even falsify the effects of the spells when you are the target.

  • You can choose a creature within 60 feet of you that you can see. That creature must make a saving throw equal to your spell save DC. On a failure, the creature regards you as friendly for an hour, and you have advantage on Charisma checks made against it. You may only do this benefit once per short rest.

Bending the Leys (Level 14)

Starting at 14th level, whenever you cast a spell that is first level or higher and does poison, acid, fire, cold, lightning, thunder or force damage, you may remove the resistance or immunity on the target creature(s) to a damage type of the spell you just cast. This resistance or immunity is removed until the end of your next turn.

The Librarian

The Librarian (Level 1)

You have made a pact with an enigmatic being that collects knowledge above all else. Whether it is a dragon with an unusual hoard, a fiendish purveyor of dark secrets, or the second face of a god of knowledge, your patron desires to know everything — and maybe, so do you. Your pact grants you the chance to learn far beyond your mortal scope, and as long as you seek what your patron does not yet know, such knowledge will remain within your reach.

Expanded Spell List

The Librarian 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.

Sworn Scholar

At 1st level, you can choose to use Intelligence, instead of Charisma, as your warlock spellcasting ability. If you choose to use Intelligence, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature.

In addition, you learn one language of your choice and become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Meticulous Chronicling

Also starting at 1st level, you create a grimoire of all knowledge with your patron's guidance. The grimoire weighs 10 lbs and its contents shift depending on the topic you choose to research when opening it.

When you finish a rest during which you spent at least 1 hour consulting your grimoire, you can choose any one language and one skill. Until you consult the grimoire again, you can speak, read, and write the chosen language and are proficient in the chosen skill.

Additionally, the grimoire contains a wealth of information regarding the process of scribing scrolls. While you have possession of your grimoire, you can create spell scrolls in half the time and at half the cost. In addition, you can create a spell scroll for any spell that is of a level you can cast with your pact magic spell slots, even if you don't know it and the spell isn't on the warlock spell list. You can cast any spell from a spell scroll as if it were on the warlock spell list.

If your grimoire is destroyed or lost, you can replace it with 8 hours of writing and 25 gp worth of paper and magical inks. When you do, your old grimoire turns to dust.

Librarian's Favor (Level 6)

Starting at 6th level, your patron's favor allows you to navigate the hallowed silence of halls of knowledge. You gain resistance to thunder damage and can ignore the verbal components of spells you cast.

Voracious Learner (Level 10)

At 10th level, your proficiency bonus is doubled for any ability check you make using the skills you gained proficiency in with your Sworn Scholar and Meticulous Chronicling features.

In addition, you can read all written languages. When you read a book, scroll, or other text that would normally take you longer than 1 hour to read completely, it only takes you 1 hour to read it completely.

Thirst for Knowledge (Level 14)

Starting at 14th level, you can snatch magic out of the air and add it to your personal library. When a creature you can see within 60 feet casts a spell, you can use your reaction to interrupt it. If the spell is 5th level or lower, the spell fails and you immediately scribe a spell scroll containing the spell. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell fails and has no effect.

Once you use this feature, you can't do so again until you finish a long rest'24, unless you expend a use of one of your arcanum spells to use this feature again.

The Life Giver

The Life Giver (Level 1)

You may come from a family famous for their magical bloodline, but you were born without that gift. Maybe your sibling was accepted into a prestigious wizard's school and you were denied. Perhaps you need to save your love but another person has the power you require.

In your quest to gain power you struck a deal, a deal with something much greater than you can even conceive. Your patron may be a godlike being of magic, an ethereal entity that floats along the weave, or even the weave itself. In exchange for the power granted, you give up your life itself.

Your magic is powerful and direct, but it comes with a cost. Maybe you bleed yourself, using your blood to cast magic. Casting magic might cause you to age dramatically, or possibly you drain the life from the things around you. No matter what, an exchange is made when you cast any spell.

You may work with your DM to outline specifics for this cost if you wish. However, I recommend not creating anything mechanically involved. The cost should not have the ability to kill or seriously injure you and should not give you a meaningful combat disadvantage. Your cost should just add flavor.

Extended Spells

Your connection to magic grants you an expanded spell list. The following spells count as Warlock spells for you.

Power of Magic

When you take this subclass, you gain the ability to rest easier, letting the magic flow through you as you sleep or meditate. When you take a short rest, you regain a number of hit dice equal to your Charisma modifier (minimum of 1). These hit die cannot be used during this short rest and cannot exceed your maximum number of Warlock hit die.

Power Boost

At 1st level as a bonus action when you cast a spell, you may spend a number of hit dice. In exchange, you may roll the hit die and add the results to the damage dealt by the spell, the added damage is necrotic. The maximum number of hit dice you may spend at once is equal to your Warlock level divided by three rounded up (minimum of 1.) If using non-Warlock hit die you may only use half your max hit die allotted by this ability.

Spellcaster's Renewal (Level 6)

Starting at 6th level your direct connection to magic gives you the ability to spend your own life in exchange for magic. You may use an action to spend three hit dice to regain a spell slot.

Life Drain (Level 10)

Starting at 10th level, once a short or long rest as part of a melee attack action, you can force the target to make a Constitution save. DC equal to your Warlock spell save DC. On a failure, you can steal a number of hit dice from them, equal to your Warlock spell attack modifier. (These convert to Warlock hit dice, replacing any previously used. You cannot have more hit dice than your Warlock levels allow.) If the number of hit die stollen is greater than the number you can regain you can add the number of hit dice left over to the damage of the melee attack. (Note: You do not roll these hit die, only add the number of hit dice to the damage.)

Magical Refresh (Level 14)

At 14th level. As an action, you can spend half your total hit dice, rounded down, to regain one use of your Mystic Arcanum ability. Once you do this you must finish a long rest before you can do so again.

The Lithic

The Lithic (Level 1)

Your patron has stood the test of time immortalized in stone, steeped in powerful earthen magic over eons. They may be a powerful gargoyle or sphinx, a sentient gemstone, an ancient statue or even the stone itself of an entire subterranean realm. Many dwarves have sung and spoken of these patrons for millenia, often calling it the mountains will or the soul of stone. The motivations and grudges of a being such as this are patient and everlasting, for sooner or later, everything else will surely crumble to dust.

Expanded Spell List

The Lithic 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.

Spell LevelSpells

1st

false life, shield (appears as a stone barrier)

2nd

alter self, spike growth (appears as caltrop-sized stone spikes)

3rd

meld into stone, slow

4th

stone shape, stoneskin

5th

animate objects, wall of stone

Major Mending

At 1st level, you learn the mending cantrip, which does not count against the number of warlock cantrips you know. This version of the spell allows you to mend breaks in stone up to three feet across in any dimension, instead of one.

Speak to Stone

Also at 1st level, you can speak, read, and write Terran. In addition, you can use an action to touch a stone no larger than 30 feet in any dimension, giving it the ability to communicate with you for 10 minutes. You can question the stone about events within 30 feet of it from the past day, gaining information about creatures that have passed, the weather, local terrain, and other circumstances.

The stones maximum size, range of awareness, and time in which it can recall events increases when you gain levels in this class. The stones maximum size and range of awareness increases to 60 feet at 6th level, 90 feet at 10th level, and 120 feet at 14th level. Similarly, the time in which the stone can recall information increases to 7 days at 6th level, 30 days at 10th level, and 90 days at 14th level.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Heart of Stone (Level 6)

At 6th level, you understand the very nature of stone itself. You can not be petrified against your will, and moving through difficult terrain created by stone costs you no extra movement. If you are petrified, you can use a bonus action to end the effect on yourself, even if you are incapacitated. You can also cast the illusory script and magic mouth spells, but only as a ritual. These versions of the spells don not require any material components, but must target an object thats made of stone. A spells effect ends early if you use this feature to cast it again.

In addition, you can use a bonus action to become petrified, becoming indistinguishable from an ordinary statue. You remain petrified for up to 1 hour or until you use a bonus action to end the effect. While petrified, you have blindsight and tremorsense out to a range of 10 feet and can hear. Further, you do not need to breathe for the duration, and you and are not considered to be incapacitated, although you still can not take any actions or reactions (except for the bonus action to end the effect). 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.

Invoke Earth (Level 10)

At 10th level, you can use an action to expend a use of your Heart of Stone feature to transform into an earth elemental, as if by the polymorph spell (even though its not a beast), without requiring concentration. You remain transformed for 1 hour or until you end the effect as a bonus action or are reduced to 0 hit points.

You retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. Once you use this feature, you can not do so again until you finish a long rest.

Once you reach 14th level in this class, you can make a third Slam attack as an earth elemental whenever you take the Multiattack action.

Living Statue (Level 14)

By 14th level, you suffer none of the frailty of old age, and you can not be aged magically. You can still die of old age, however. You always have blindsight and tremorsense out to a range of 10 feet, even if you are not petrified. If you are petrified, the range of these senses is increased to 30 feet for the duration, and you can still speak.

Finally, you can use an action to cast the flesh to stone spell. You can not do so again until after you finish a long rest. If you target yourself with the spell, you can choose to fail the saving throws against it.

The Lord

The Lord (Level 1)

You have made a pact with an infamous vampire lord. Whether through direct confrontation, a blood letter or a bat messenger, a deal was offered and you took it. The powerful vampire has bestowed you a sliver of its dreadful powers to test your usefulness and potential. Other vampires or vampiric creatures recognize the bond that you share and either respect it, fear it or envy it. You might have not turned into a vampire but you're one step away, provided that your patron agrees with it as well. You and other children of the night serve under the Lord's patronage and secretly mingle with the mortals to further advance the Lord's ambitions. The prospects of immortality, supernatural abilities and the ticket to a new society excite you and push you forward in this pact.

Expanded Spell List

The Lord 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.

Mortals' Bane

You learn the primal savagery cantrip, which now always sharpens your teeth into fangs. You can cast it as a bonus action and it deals necrotic damage instead of acid. On successful hits, you regain hit points equal to your warlock level. If a successful hit kills a creature, you also gain temporary hp equal to the damage dealt.

As a reaction you can add your Charisma modifier to your AC when you are being attacked by a humanoid. You do so, before the results of the attack roll are known. You can do this a number of times equal to your proficiency bonus per long rest.

Hypnotic Bite (Level 6)

Once per day, you can cast suggestion without expending a spell slot, at a creature you have bitten in the last 24h. On a failed saving throw, the creature feels compelled to pursue the course of action for the rest of its life or until you use this feature again. Other limitations or requirements of suggestion apply normally.

Apex Predator (Level 10)

You've slowly become an apex predator at night. While you are not in bright light, you have advantage on Perception, Insight, Stealth, Sleight of Hand, Intimidation and initiative checks. You can also smell blood up to 150 feet away.

Champion of the Night (Level 14)

You seek to strengthen your pact by forming a more direct contract with your Lord's champions. You get the benefits of the chosen champion.

Night Huntress

When in contract with the Night Huntress, you gain the following benefits.

  • Your speed increases by 20.

  • You can cast hunter's mark once per day without expending a spell slot. Your Eldritch Blast also triggers Hunter's Mark damage.

Blood Caller

When in contract with the Blood Caller, you gain the following benefits.

  • Whenever a creature within 15 feet of you takes slashing or piercing damage, you can use your reaction to cast a spell that targets only that creature.

  • Whenever you reduce a creature to less than 50% hp with a spell, you gain resistance to all damage from that creature until the end of your next turn.

Crimson Lancer

When in contract with the Crimson Lancer, you gain the following benefits.

  • You learn the blood spear spell.

  • Whenever you kill a creature with your blood spear, each creature of your choice within 60 feet, must succeed on a Wisdom saving throw or be frightened of you for 1 min. Those creatures can repeat the saving throws at the end of each of their turns.

Mist Warrior

When in contract with the Mist Warrior, you gain the following benefits.

  • If damage would reduce your hp to 0 or lower it reduces it to 1 instead and you automatically cast gaseous form on yourself without expending a spell slot. You gain temporary hit points equal to two times your warlock level and they last until the spell ends. You regain the use of this feature after a long rest.

  • A shroud of mist surrounds you when the light transitions. While in dim light conditions you can use a bonus action to take the Dodge action.

The Lost Soul

The Lost Soul (Level 1)

You have made a pact with a soul lost in the Ethereal Plane, a wanderer of the place between life and death. Trapped within an endless ethereal expanse, the lost soul may have motivations to correct whatever mistakes they made in life, and otherwise watches over you with curiosity. Using its powers, you become a master of its domain. Many warlocks of this pact are part of the mysterious Wanderer Cult

Expanded Spell List

The Lost Soul 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.

Eerie Resolve

Starting at 1st level, you have advantage on saving throws against being frightened.

Otherworldly Knowledge

At 1st level, lost souls grant you mystical knowledge through whispers. Whenever you finish a long rest, you can gain proficiency in any two skills of your choice. If you are already proficient in either of the skills you choose, your proficiency bonus is instead doubled for any check you make with that skill.

You lose all of the benefits of this feature when you use it to gain skill proficiencies again.

Ethereal Scout (Level 6)

At 6th level, you learn the ethereal jaunt spell if you don't know it already. It counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. You can cast the spell once without expending a spell slot, and you regain the ability to do so after you finish a long rest.

Additionally, you gain the following benefits while under the effects of the spell:

  • For the duration of the spell, you can use your bonus action to return to your mortal body or project back into your ethereal body if you've already returned.

  • While in your ethereal body, you can place a spectral mark on the soul of a creature you can see. Creatures with such a mark on their soul have disadvantage on Initiative rolls. You can have a maximum number of marks active at any time equal to your Charisma modifier (a minimum of 1). If you place more, the earliest one you placed disappears.

  • While in your ethereal body, your material body isn't paralyzed, and you are semi-conscious of its surroundings.

  • When you try to pierce the veil in Soulspace, you automatically succeed on the ability check required to do so.

Spectral Haunting (Level 10)

Once you reach 10th level, you can affect creatures across planes. While you are in the ethereal body granted by the ethereal jaunt spell, you can target the souls of creatures you can see with your warlock spells, as if you were targeting that creature in the Material Plane. Spells you cast this way can't deal damage.

Also, you can cast one spell of 3rd-level or lower while in your ethereal body without expending a spell slot, provided you target a single soul you can see. Once you do, you can't do so again until you finish a long rest.

Possession (Level 14)

Starting at 14th level, you gain the ability to posses humanoids. You can cast the dominate person spell once without expending a spell slot. When you cast it, you must be in the ethereal body granted by the ethereal jaunt spell, and you must remain in that body for the duration of the spell. When you cast the dominate person spell this way, it lasts up to 1 hour.

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

The Machine

The Machine (Level 1)

You have surgically implanted yourself with the Heart of the Machine, a device of immense power that constantly bombards your body and mind with arcane energy and forbidden knowledge. This influx of energy can be manipulated into spells or used to power magitech enhancements similarly installed into your body.

The Heart of the Machine's mechanics are not entirely well understood. While some claim a rational, scientific understanding of its inner workings, others claim a transcendent connection to The Machine–that it is a powerful being, a construct of immense design that embodies itself through those who carry the Heart.

Expanded Spell List

The Machine 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.

Battlefist

When you select this patron at 1st level, you permanently replace one of your hands (your choice) with a mechanical battlefist. The battlefist is a one handed light melee weapon that deals 1d8 bludgeoning damage, and cannot be disarmed. You are proficient with the battlefist. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your battlefist, though you may not attack with your battlefist and use an object or weapon held in that hand on the same turn.

Embedded Component (Level 6)

At 6th level, you gain the ability to embed or attach magitech components to yourself. You may select 1 Embedded Component from the Embedded Components list. At levels 9, 12, and 15, when you learn when you learn new eldritch invocations, you may choose to gain a new component instead.

Arm Servos

Your arms have been infused with magitech components, allowing you a burst of strength. Your Strength score increases by 1, to a maximum of 20. As a bonus action, you may increase your Strength score by 2 (to a maximum of 20) for one minute. Once you use this component, you must finish a short or long rest before you can use it again.

Armored Body

You have incorporated enough reinforcing materials into your body to become somewhat resistant to physical damage. Your armor class increases by 2, to a maximum of 20.

Armored Mind

You have grafted a machine directly onto your nervous system. You have advantage on saving throws against being charmed or frightened.

Fortify Skin

You have alchemically infused your skin with adamantine fibers that toughen on command. You may use an action to Fortify your skin for 1 minute. During this duration, you move at half speed and gain resistance to all Bludgeoning, Piercing, and Slashing damage. After using this, you must finish a short or long rest before you can use it again.

Improved Battlefist

You have upgraded your battlefist to deal more damage. Your battlefist now deals 1d10 damage, is magic, and you gain a +1 bonus to attack and damage rolls you make using it.

Leg Servos

Your legs have been infused with magitech components, allowing you to run longer and faster. Your movement speed increases by 10 feet and you have advantage on Constitution saving throws against being exhausted.

Overload Metabolism

As a bonus action, you can excite your artificial metabolism to heal a number of hit points equal to 5 + your level. Doing this incurs a -2 penalty to your Strength and Dexterity scores for 10 minutes. After using this ability, you may not use it again until you complete a short or long rest.

Eldritch Fist (Level 10)

At 10th level, you have mastered using your battlefist and spellcasting to crush your foes. When you use the Attack action to attack a creature with your battlefist, you may use a bonus action to cast an evocation cantrip targeting that creature. Treat this cantrip as if it had a range of touch.

Total Augmentation (Level 14)

By 14th level, you are more machine than man. You gain immunity to being blinded, deafened, exhausted, or poisoned. In addition, you now have the Construct type.

The Magician

The Magician (Level 1)

While all warlocks are skilled in the art of magic, very few are what most people would consider "magicians," skilled in the arts of physical illusion, sleight of hand, and showmanship. Those with such talents might find themselves drawn to the mysterious Magician, believed to be a minor trickster deity (who most often takes the form of a white rabbit), long forgotten and bereft of worshipers. Under the Magician's patronage, warlocks command an amalgamation of real and fake magic, such that it's never clear if they're casting spells, performing a ruse, or putting on a show.

Expanded Spell List

The Magician 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.

Abracadabra

Starting at 1st level, you gain proficiency in the Sleight of Hand skill, and you learn the card trick and prestidigitation cantrips, which do not count against your total number of cantrips known.

Additionally, you can attempt to cast any cantrip that you do not know from the wizard spell list by succeeding on a DC 10 Charisma check. While being cast, the cantrip counts as a warlock spell for you. On a failure, the spell fails.

Impressive Escape (Level 6)

Starting at 6th level, you can use your Charisma modifier instead of the normal modifier for Dexterity (Sleight of Hand) checks, and you can add your Charisma modifier to all skill checks involving picking locks, escaping ropes or manacles, or other similar feats of escape artistry.

Additionally, as a bonus action, you can vanish in a puff of smoke, a shower of confetti, or a number of released doves, teleporting to any unoccupied location you choose within 120 feet. You can only choose a destination from which no conscious creature can see you appear. Once you use this ability, you can't use it again until you finish a short or long rest.

Alakazam (Level 10)

When you reach 10th level, you learn to alter your spellcasting in a number of ways, both to hide it from your audience and to expand your magical repertoire. Whenever you cast a warlock spell of 1st level or higher using a warlock spell slot, you can manipulate it in one of two ways:

  • Conceal. You can cast the spell without using spell components by succeeding on a Dexterity (Sleight of Hand) check. The DC for this check equals 8 + the spell's level. On a failure, the spell fails. You can't use this ability on a spell with material components that have a cost.

  • Transmute. You can attempt to cast any other spell from the wizard spell list of the same level or lower instead of the spell you initially cast. When you do so, you must succeed on a Charisma check with a DC equal to 12 + the spell's level. Otherwise, the spell fails.

Master of Illusions (Level 14)

Upon reaching 14th level, you gain a mastery over illusion magic. You can cast the spells silent image and major image at will without using a spell slot or spell components, and you can concentrate on one of these spells in addition to another spell.

The Many

The Many (Level 1)

Your patron is a powerful entity composed of a multitude of heads. These heads provide unique strengths, such as the regenerative properties of a mighty hydra, or the bewitching gaze of a medusa. Your patron may consider you one of its estranged or forgotten heads, allowing you to do as you please, or compel you to work toward a shared goal as one of its own. Those that make a pact with a patron such as this may find beauty in patterns or matching sets, or become plagued with internal bickering and indecisiveness. Regardless, one thing is for certain: two heads are always better than one.

Entities of this type include extremely powerful or godlike multi-headed or -conscioused beings, swarms, or hiveminds. Example patrons in this book include the Butcher Dray, Three-Headed Ettin; Grihoo, the Superhydra; Lady Feluciana, Legendary Medusa Sorceress; the Thousand Voices, Supreme Soul Vortex; and Vaanor, Primeval Cerberus. Details on these patrons can be found in appendix I on page 378.

Expanded Spell List

The Many 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.

Eldritch Heads

At 1st level, you gain a number of eldritch heads equal to your proficiency bonus. Only you and creatures with truesight can see these heads, which sprout from your shoulders as representations of your patron. You can choose to ignore the heads and cause them to vanish from your vision.

These eldritch heads provide you with motes of power from your patron that can be expended to grant you the following benefits:

  • Once per turn, you can expend one head when you hit a creature with an attack to cause that creature to take extra psychic damage equal to 1 + your proficiency bonus.

  • When you make a Charisma (Intimidation) check, you can expend one head to gain advantage on the roll. When you do, your eldritch heads become briefly visible to everyone.

  • When you fail a death saving throw, you can expend one head to succeed instead.

When a head is expended, its appearance becomes wispy and gaseous, but its glowing eyes remain. You regain all expended heads when you finish a long rest.

In addition, you can use a bonus action to beseech your patron to restore two of your expended heads. Once you use this ability, you can't use it again until you finish a long rest.

Guarded

Also at 1st level, while you have at least one eldritch head remaining, you can't be surprised, and if a creature would gain advantage on an attack roll against you due to having its ally within 5 feet of you, it makes the attack roll without advantage.

Improved Eldritch Heads (Level 6)

At 6th level, you've devised more ways to use your eldritch heads. You gain the following benefits:

  • You can use a bonus action to expend one eldritch head, reabsorbing it to gain a number of temporary hit points equal to 2d6 + your Charisma modifier.

  • Once per turn, you can expend one head to take a reaction even if you've already used your reaction. You can't use this benefit on the same turn that you take your normal reaction.

  • When you fail a saving throw against being charmed, frightened, or put to sleep by magic, you can expend one head to reroll the saving throw. If you do so, you must use the new roll.

Groupthink (Level 10)

Starting at 10th level, your eldritch heads are always there to support your mortal mind and body. You gain a bonus to Intelligence checks, Wisdom (Perception) checks, and Intelligence saving throws equal to half your proficiency bonus.

Eldritch Frenzy (Level 14)

Starting at 14th level, you can use an action to revive your expended eldritch heads in a frenzied burst, during which time they become visible to everyone. When you do, you regain all expended heads, which releases a thunderous roar audible out to 300 feet as they tear into existence. Choose a number of creatures within 60 feet of you up to the number of heads you regain in this way. Each target must make an Intelligence saving throw against your warlock spell save DC. On a failed save, a target takes 4d8 psychic damage and is incapacitated until the end of your next turn as its mind is flooded with otherworldly energy. On a successful save, a target takes half as much psychic damage and isn't incapacitated.

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

The Many-Handed

The Many-Handed (Level 1)

You have made a pact with The Many-Handed, also known as He-Who-Rises. His influence can be noticed by those who look for it, nudges here and there to the trajectories of worlds and nations, bringing them closer to a grand unified goal. The Many-Handed deals heavily in immortality and undeath, and a portion of those ideals can be gifted to his followers. The vast majority of worlds are repulsed by his influences, but that will change. And you are now one of those who will change it. Slowly but surely, your service will mold this world towards one more receptive to the ideas of cheap immortality and the abolishment of death. One day, far from now, this world will bend the knee in exchange for these gifts, and funnel its time and power towards the endlessly expanding subtle touch that is The Many-Handed.

Many worlds can be found across the mutiverse that already serve under He-Who-Rises, quasi-paradises where death is kept at bay so long as the toil continues. More often than not, these worlds are devoid of any signifigant deific presence, the gods having been bound, killed, or simply withered away due to lack of worshippers. As such, you should probably keep your patron a secret from any local deities, particularly those dealing in Fate, Order, and Death.

Extended Spells

The Many-Handed affords you choices from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Gifts of Knowledge
Spell LevelSpells

1st

find familiar, identify

2nd

continual flame, blur

3rd

haste, lightning bolt

4th

{@spell storm sphere|xge|}, greater invisibility

5th

cloudkill, modify memory

Mental Imprints (Level 1)

When you make your Pact with The Many-Handed, he imprints a fragment of his vast knowledge onto your soul. At 1st level, you gain the following benefits:

• The time it takes you to learn and create runes and glyphs is halved.

• You gain expertise in History.

• You learn the spell {@spell boneshaping|LornestFlukesAdvancedUndead|}. You may cast this spell as a ritual, and you may imbue created bones with skills that you do not have access to.

Little Favors (Level 1)

The Many-Handed does not give out power freely. To regain any number of expended spell slots during a rest, you must spend one Favor. To gain Favor, you must complete tasks for The Many-Handed. Tasks and Favor levels are up to the DM, but some examples are provided below.

His Favor

Finding a tome

Locating a hero's grave

Obtaining the soul of a lich

Delivering a message

Broker an agreement with a guild

Convincing a kingdom to give up their dead

Hiding a beacon rune

Building a teleportation ring

Constructing a warded city

Silencing a witness

Killing a rival warlock

Defeating an army

Digging up a body

Raising a specific person from the dead

Making and releasing a {@creature diplomat|LornestFlukesAdvancedUndead|}

When a task is completed to the satisfaction of He-Who-Rises, you gain an amount of Favor specified by the DM. The maximum Favor you may have at once is 8. This cap increases at 6th level (16), 10th level (32), and 14th level (64). If completing a task would increase your Favor past the limit, it does so, but you may not gain any additional Favor until you are below the limit again.

To get tasks, you might commune with The Many-Handed directly, or perhaps a different follower of He-Who-Rises might deliver a message detailing a problem that needs adressed. Your DM may even choose to award you Favor for doing something in line with the goals of The Many-Handed without it being specified as a task. When you gain Favor in this way, you gain additional Favor equal to your Warlock level.

If you have 0 favor at dawn, you gain 1 Favor.

Spark of Life (Level 6)

At 6th level, The Many-Handed allows you to access a vast and writhing power. As an action, you may spend a Favor to cast {@spell animate dead|LornestFlukesAdvancedUndead|} using a Pact Magic spell slot instantly, with a range of 60 feet. This casting ignores all requirements other than physical materials. When you cast {@spell animate dead|LornestFlukesAdvancedUndead|}, you may choose to spend Favor, increasing the CR level of the spell by 1 step for every 2 Favor spent, to a maximum CR equal to your Warlock level. All creatures raised by this method stay under your control until you use this feature again.

Once you use this feature, you must finish a long rest before you can use it again.

Soul Shroud (Level 6)

Also at 6th level, The Many-Handed hides your soul from the world. You gain advantage on saving throws against being charmed. Additionally, you become immune to detect thoughts, and you automatically succeed on saving throws against scrying, unless the caster has a possesion of yours.

Simple Jobs (Level 6)

At 6th level, your Favor limit increases to 16.

Impersonal Touch (Level 10)

Starting at 10th level, The Many-Handed teaches you how malleable memories really are. You may now spend 2 Favor to cast {@spell boneshaping|LornestFlukesAdvancedUndead|} at a level equal to your Pact Magic spell slots as an action, without expending a spell slot.

Additionally, when you cast {@spell animate dead|LornestFlukesAdvancedUndead|} using Spark of Life, you may now spend Favor to change the creatures you create. For each 2 Favor spent, you may give any and all of the creatures you create a trait or ability from an undead creature you have seen, and that is of a CR equal to or lower than the creatures you are changing. The creature must be of the same undead type as the creatures you are changing. You may also spend Favor to increase an ability score of the creatures you are changing by the amount of Favor spent.

Heavy Labors (Level 10)

At 10th level, your Favor limit increases to 32.

Extant Being (Level 14)

At 14th level, The Many-Handed severs you from the strands of fate and order. You gain advantage on initiative rolls, and cannot be surprised while conscious. As an action, you may spend 2 favor to detach your soul from your current body, and inhabit an allied undead or unoccupied body within 30 feet. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. If the body you left is not undead, it falls into a catatonic state if you leave it in this way, and will die if not properly cared for.

Each time you use this feature, the Favor cost doubles. The cost is reset to 2 Favor after a long rest.

Grand Ordeals (Level 14)

At 14th level, your Favor limit increases to 64.

The Mummy

The Mummy (Level 1)

Not all mummies—desiccated, preserved undead who draw their power from ancient gods instead of the secrets of necromancy—grant their followers the powers of the Undead or the Undying. Some prefer a more personal touch, and grant their warlocks powers not unlike their own to safeguard their tombs or venture out to do their bidding.

Whether you were a servant of the priests embalmed to serve a mummy lord, a lesser noble who followed a mighty pharaoh in life, or simply an unfortunate archaeologist, the trappings of mummies and their ilk surround you. You conjure dust, traps, and death to slay your enemies, and trap their souls forever to serve your mummy lord. Often swathed in bandages yourself, you bear the symbols of your patron wherever you go.

Expanded Spell List (Level 1)

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

Deathly Entanglement (Level 1)

Starting at 1st level, you can use a bonus action to summon aid from the depths of spectral tombs to claim new bodies for your patron's service. You can use your action to launch spectral wrappings from your body at a creature you can see within 30 feet of you, attempting to grapple it. When you do so, you can use either your Strength or Charisma modifier when you make the check to initiate the grapple, and on later checks to maintain it. If successful, you can move as normal, but your target cannot.

You can cast spells with a range of touch on creatures you grapple in this way. If you move more than 30 feet away from the target, you drag it with you using the normal rules for dragging a grappled creature. You can target an additional creature with this action when you reach 5th, 11th, and 17th level in this class, though the number of creatures you grapple at once can't exceed your Charisma modifier (a minimum of 1).

If you use these wrappings to move an object, you can use your Charisma score, rather than your Strength score, to determine the amount that you can push, drag, or lift.

Restless Dead (Level 6)

At 6th level, your patron's power impedes decay, allowing you to embalm creatures the moment they die. When you kill a creature or a creature you are touching dies, you can immediately place its body under the effects of the gentle repose spell.

In addition, your maximum hit points cannot be reduced, and after you take necrotic damage, you gain a number of temporary hit points equal to your warlock level.

Cryptkeeper's Instincts (Level 10)

Starting at 10th level, you become an instinctive explorer of the ornate tombs that guard your patron. You are always under the effects of the find traps spell, have advantage on ability checks and saving throws against traps, hazards, and creatures' lair actions, and resist damage from falling and traps.

Mummia Infusion (Level 14)

At 14th level, your touch prepares bodies to serve your patron in death—even though those bodies' inhabitants are still alive.

Once per day, you can use an action to cast the flesh to stone spell without expending a spell slot. The spell targets every creature you are grappling and requires no concentration. Each target continues making saving throws against this spell even if you stop grappling it.

The Mummy Lord

The Mummy Lord (Level 1)

Ancient monarchs and emperors of old who sought to extend their mortal lives could turn to sinister gods, bargaining their eternal soul for dark preservation. Known as Mummy Lords, these tyrants of ages past are often found deep in the ruins of their long dead empires, often swallowed by the sands. They enlist the help of mortals, imbuing them with a fraction of their accursed power, and look to rebuild their lost empires.

Mummy Lord Spell List

The Mummy Lord lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Ancient Knowledge

Your accursed Patron has imbued you with knowledge of ancient days. At 1st level, you gain proficiency in your choice of either History or Religion. Whenever you make an ability check that uses the skill proficiency you gained from this feature, you treat a roll of 7 or lower on the d20 as an 8.

Dreadful Curse

When you enter into your Pact with your Patron at 1st level, you are taught forgotten curses in long dead tongues. As an action, you can force a creature who can hear you within 60 feet to make a Constitution saving throw. On a failure, the target is blinded, deafened, and cannot speak for 1 minute.

The creature can repeat this saving throw at the end of each turn, ending the effects of your curse on a success.

Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can expend a Pact Magic spell slot to use it again.

Shifting Sands (Level 6)

At 6th level, you learn to disappear into the sands when in danger. When you take damage, you can use your reaction to dissolve into a pile of sand, gaining resistance to the damage of the triggering attack. You then reform in an unoccupied space of your choice within 60 feet that you can see.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you complete a long rest.

Canoptic Preservation (Level 10)

Upon reaching 10th level, your Patron instructs you in their method of preservation. During the course of a long rest, you can spend 1 hour performing a ritual where you remove one of your organs and seal it within a Canoptic Jar, which has an Armor Class and hit points equal to your warlock level.

You can create one of these Jars with no penalty, but for each Canoptic Jar you create after the first, you must expend one of your Pact Magic spell slots. You can't regain the spell slot you expended in its creature until its Jar is destroyed.

When you are reduced to 0 hit points or killed, you can choose to return to 1 hit point at the beginning of your next turn by consuming the magic of one of your Canoptic Jars. That Canoptic Jar is instantly destroyed, and you regain the Pact Magic spell slot you expended to create that Jar.

You can also destroy one of your Jars as an action on your turn, regaining the Pact Magic spell slot contained within.

Blasphemous Word (Level 14)

At 14th level you learn to directly channel the sinister magic of your undead Patron. As an action, you can speak a word of ancient blasphemy, forcing creatures of your choice within 30 feet that can hear you to make a Constitution saving throw. On a failure, they are stunned until the end of your next turn.

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

The Mummy Lord

The Mummy Lord (Level 1)

Ancient monarchs and emperors of old who sought to extend their mortal lives could turn to sinister gods, bargaining their eternal soul for dark preservation. Known as Mummy Lords, these tyrants of ages past are often found deep in the ruins of their long dead empires, often swallowed by the sands. They enlist the help of mortals, imbuing them with a fraction of their accursed power, and look to rebuild their lost empires.

Extended Spells

The Mummy Lord lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Ancient Knowledge

Your accursed Patron has imbued you with knowledge of ancient days. At 1st level, you gain proficiency in your choice of either History or Religion. Whenever you make an ability check that uses the skill proficiency you gained from this feature, you treat a roll of 7 or lower on the d20 as an 8.

Dreadful Curse

When you enter into your Pact with your Patron at 1st level, you are taught forgotten curses in long dead tongues. As an action, you can force a creature who can hear you within 60 feet to make a Constitution saving throw. On a failure, the target is blinded, deafened, and cannot speak for 1 minute.

The creature can repeat this saving throw at the end of each turn, ending the effects of your curse on a success.

Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can expend a Pact Magic spell slot to use it again.

Shifting Sands (Level 6)

At 6th level, you learn to disappear into the sands when in danger. When you take damage, you can use your reaction to dissolve into a pile of sand, gaining resistance to the damage of the triggering attack. You then reform in an unoccupied space of your choice within 60 feet that you can see.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you complete a long rest.

Canoptic Preservation (Level 10)

Upon reaching 10th level, your Patron instructs you in their method of preservation. During the course of a long rest, you can spend 1 hour performing a ritual where you remove one of your organs and seal it within a Canoptic Jar, which has an Armor Class and hit points equal to your warlock level.

You can create one of these Jars with no penalty, but for each Canoptic Jar you create after the first, you must expend one of your Pact Magic spell slots. You can't regain the spell slot you expended in its creature until its Jar is destroyed.

When you are reduced to 0 hit points or killed, you can choose to return to 1 hit point at the beginning of your next turn by consuming the magic of one of your Canoptic Jars. That Canoptic Jar is instantly destroyed, and you regain the Pact Magic spell slot you expended to create that Jar.

You can also destroy one of your Jars as an action on your turn, regaining the Pact Magic spell slot contained within.

Blasphemous Word (Level 14)

At 14th level you learn to directly channel the sinister magic of your undead Patron. As an action, you can speak a word of ancient blasphemy, forcing creatures of your choice within 30 feet that can hear you to make a Constitution saving throw. On a failure, they are stunned until the end of your next turn.

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

The Nebula

The Nebula (Level 1)

Your patron is a cloud of interstellar gas, chaotic and raw. You have bound yourself to this primeval being, allowing you to bear the power of creation that is the nebula's nature.

The nebula is a chaotic force of creation, and its desire to spawn new things into being are imparted upon its warlocks.

Expanded Spell List

The Nebula 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.

Variant: Alternative Spells

For players who do not have access to Xanathar's Guide to Everything, the spells in the Expanded Spell List absorb elements, dragon's breath, and dust devil can be replaced with color spray, continual flame, and flaming sphere respectively.

Shimmering Cloud

At 1st level, the powers of the nebula come to your protection. When you cast a spell using a warlock spell slot, you can create a cloud of glowing stardust around you. The cloud sheds dim light in a 10-foot radius. The cloud has hit points equal to 5 times the level of the warlock spell slot expended. Whenever you take damage, the cloud shifts to protect you, taking the damage instead. The cloud lingers until it is reduced to 0 hit points, or until you take a short or long rest.

If you cast another spell using a warlock spell slot while the cloud has more than 0 hit points, the cloud's hit points become equal to 5 times the level of the warlock spell slot expended.

Pact of the Chain Option

At 3rd level, a warlock gains the Pact Boon feature. The satellite is an additional familiar option available to warlocks of the The Nebula patron who select the Pact of the Chain.

Stardust Magic (Level 6)

At 6th level, you gain the ability to bring objects into creation using stardust. You can expend hit points from your cloud to cast a warlock spell you know at its lowest level without expending a spell slot. The number of hit points expended equals 10 times the spell's level.

Additionally, while your Shimmering Cloud has more than 0 hit points, you can expend 1 hit point from the cloud as a bonus action to coalesce stardust and create an inanimate object in your hand or on the ground in an unoccupied space within the cloud. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet, and vanishes after 1 hour.

Gaseous Evasion (Level 10)

At 10th level, you learn to dissipate and reform your body in order to avoid harm. When you are hit with an attack from an attacker you can see, you can use your reaction to become amorphous gas and negate the damage. Until the start of your next turn, you remain as gas and have resistance to all damage.

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

Star Formation (Level 14)

At 14th level, you learn to materialize your patron's powers in the creation of a new star. Choose a point within 60 feet you can see. A miniature star bursts into existence at the chosen point. Each creature within 30 feet of the star when it first appears must make a Constitution saving throw against your warlock spell save DC. On a failed save, a creature takes 6d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

The star shines for one minute, and provides bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures within 30 feet of the star have disadvantage on saving throws against your warlock spells.

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

The Nebula

The Nebula (Level 1)

Your patron is a cloud of interstellar gas, chaotic and raw. You have bound yourself to this primeval being, allowing you to bear the power of creation that is the nebula's nature.

The nebula is a chaotic force of creation, and its desire to spawn new things into being are imparted upon its warlocks.

Expanded Spell List

The Nebula 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.

Variant: Alternative Spells

For players who do not have access to Xanathar's Guide to Everything, the spells in the Expanded Spell List absorb elements, dragon's breath, and dust devil can be replaced with color spray, continual flame, and flaming sphere respectively.

Shimmering Cloud

At 1st level, the powers of the nebula come to your protection. When you cast a spell using a warlock spell slot, you can create a cloud of glowing stardust around you. The cloud sheds dim light in a 10-foot radius. The cloud has hit points equal to 5 times the level of the warlock spell slot expended. Whenever you take damage, the cloud shifts to protect you, taking the damage instead. The cloud lingers until it is reduced to 0 hit points, or until you take a short or long rest.

If you cast another spell using a warlock spell slot while the cloud has more than 0 hit points, the cloud's hit points become equal to 5 times the level of the warlock spell slot expended.

Pact of the Chain Option

At 3rd level, a warlock gains the Pact Boon feature. The satellite is an additional familiar option available to warlocks of the The Nebula patron who select the Pact of the Chain.

Stardust Magic (Level 6)

At 6th level, you gain the ability to bring objects into creation using stardust. You can expend hit points from your cloud to cast a warlock spell you know at its lowest level without expending a spell slot. The number of hit points expended equals 10 times the spell's level.

Additionally, while your Shimmering Cloud has more than 0 hit points, you can expend 1 hit point from the cloud as a bonus action to coalesce stardust and create an inanimate object in your hand or on the ground in an unoccupied space within the cloud. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet, and vanishes after 1 hour.

Gaseous Evasion (Level 10)

At 10th level, you learn to dissipate and reform your body in order to avoid harm. When you are hit with an attack from an attacker you can see, you can use your reaction to become amorphous gas and negate the damage. Until the start of your next turn, you remain as gas and have resistance to all damage.

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

Star Formation (Level 14)

At 14th level, you learn to materialize your patron's powers in the creation of a new star. Choose a point within 60 feet you can see. A miniature star bursts into existence at the chosen point. Each creature within 30 feet of the star when it first appears must make a Constitution saving throw against your warlock spell save DC. On a failed save, a creature takes 6d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

The star shines for one minute, and provides bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures within 30 feet of the star have disadvantage on saving throws against your warlock spells.

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

The Nemesis

The Nemesis (Level 1)

You have made a pact with a being who hates you with a divine passion. Your Nemesis is deeply invested in your eventual glorious failure, and they lift you up only so you have further to fall. The terms of your pact bind you both for now, and your ambition may outweigh your good sense. Whether you will snatch a final victory in defiance of your Patron or meet your downfall due to your own hubris remains to be seen.

Expanded Spell List

The Nemesis 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.

Spiteful Ambition

Starting at 1st level, when you make a spell attack, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If the attack hits you deal an extra 1d10 + your warlock level radiant damage. A target can only take this extra damage once per turn.

Overconfidence (Level 6)

Beginning at 6th level, your faith in your own abilities pushes you to defy your Patron's taunts. You are immune to the frightened condition. Additionally, you gain two resistances and one vulnerability from among the following damage types: acid, cold, fire, lightning, necrotic, and psychic.

Doom's Ward (Level 10)

From 10th level, the dark attention of your patron marks you as their particular prey. As an action, you can grant yourself temporary hit points equal to your warlock level + your Charisma modifier. These temporary hit points last for 10 minutes, and while you have them you gain the following benefits:

  • You have advantage on Intimidation checks.

  • Before a creature targets you with an attack it must first succeed on a Charisma saving throw against your spell save DC. On a failure, it must choose another target for its attack. If there is no other suitable target in range, the creature loses its action. This feature has no effect on attacks that target an area of effect.

Once you have used this feature, you must finish a long rest before you can use it again.

Not Yet (Level 14)

Starting at 14th level, your patron has invested so much spite in you that they will only allow you a legendary death. When you drop to 0 hit points, you instead drop to 1 hit point and gain temporary hit points equal to your warlock level + your proficiency bonus. If you drop to 0 hit points again before you have completed a long rest, you have disadvantage on your death saving throws and if you die, you cannot be resurrected by any means. Additionally, the moment of your death releases an outpouring of triumphant hatred from your Patron, and all creatures within 60 feet of your body must make a Charisma saving throw against your spell save DC, taking 8d10 radiant damage on a failed save or half as much on a successful one.

The Noble Genie

The Noble Genie (Level 1)

Your pact is one that has been made by legendary advisors, philosophers, and tale-spinners of the desert lands, known throughout the land of Zakhara as sha'irs. Your patron is a noble genie, a creature whose spirit is infused with the primordial essence of the Elemental Planes. These creatures are the rarest and most powerful of their kind. They aim to achieve ultimate greatness, splendor, and the reverence of all beings.

Though noble genies aren't gods, they feel deserving of such veneration from their servants. They're accustomed to wealth and opulence and treat their insatiable indulgence as an entitlement to their own power and grandeur.

Expanded Spell List

The Noble Genie 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.

Noble Patronage

At 1st level, your patron grants you the ability to speak Primordial. You also gain advantage on Intelligence (Arcana) checks made to identify portals to elemental planes and magical inscriptions or items created by other sha'irs, their patrons, or other genie-kind.

Additionally, you choose the one of the four types of noble genie to be your patron as shown on the Noble Genie Patrons table below. Your choice determines several of your class features as you gain level.

Noble Genie Patron
Genie TypeDamage Type

Dao (Earth)

Poison

Djinni (Air)

Lightning

Efreeti (Fire)

Fire

Marid (Water)

Cold

Gen Vizier

At 1st level, your patron assigns a lesser genie, a gen, to accompany you during your travels. The type of gen is dependent upon your patron's genie type as defined on the Noble Genie Patron table. Your gen vizier isn't required to obey your commands, although it usually tries to the best of its ability, and doesn't participate in combat.

You gain the following benefit from your gen vizier.

Spell Fetching

You can send your gen to find and retrieve the knowledge of an additional spell you don't know. The spell can be from any class spell list but must be of a level you can cast with one of your warlock spell slots. As a bonus action, you can request a spell for your gen to retrieve and it returns in a number of rounds equal to 1d12 minus your Charisma modifier (minimum of 1).

When the gen returns, it immediately imparts the spell knowledge to you at the beginning of your turn, which you can then cast normally by expending a warlock spell slot. If you don't cast the spell within two rounds of receiving it, the spell knowledge disappears, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests at 6th level and three times between long rests at 14th level.

Gen Familiar

Any warlock who attains the Pact of the Chain at 3rd level can choose their gen as their familiar. See appendix A for the stat blocks of each gen type.

Bargain of Power (Level 6)

At 6th level, your gen vizier's familiarity with other beings, the magic they possess, and their desires speed its retrieval of the magic you desire. The dice for your Spell Fetching feature turns into a d10. At 14th level, it turns into a d8.

Additionally, you can expend one of these die, to gain advantage on a Charisma (Intimidation or Persuasion) check.

Elemental Attunement (Level 10)

At 10th level, you become more attuned to the primordial realm of your patron. You have resistance to the damage type associated with your gen vizier. Also, whenever you cast a warlock spell of 1st level or higher that deals damage, you can change that damage to the type associated with your gen.

Genie Form (Level 14)

At 14th level, you can merge with your gen vizier to assume the form of an aspect of your genie patron.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits.

  • You gain flying and swimming speed equal to your walking speed and difficult terrain doesn't slow your movement.

  • You gain resistance to slashing, bludgeoning, and piercing damage from nonmagical attacks.

  • You gain advantage to saving throws versus magical spells and effects.

  • The damage dealt by your eldritch blast changes to the type associated with your gen. This damage ignores resistance and immunity.

After you use this feature, you must finish a long rest before ou can use it again.

The Pact of Betrayal

The Pact of Betrayal (Level 1)

The pact of betrayal subclass delves into the treacherous nature of Hell and the art of deception. Warlocks who follow this path gain the ability to manipulate and deceive others through illusions, charms, and enchantments. They can sow discord among enemies, compel others to betray their allies, and even mimic the appearance and abilities of those they encounter in Hell, blurring the line between truth and falsehood.

Illusory Veil

At 1st level, you gain the ability to manipulate the perceptions of others through the art of illusion. You learn the minor illusion cantrip, which doesn't count against your number of cantrips known. Additionally, when you cast the minor illusion cantrip, you can make it affect up to a 10-foot cube instead of a 5-foot cube. Furthermore, you have advantage on saving throws against illusions and can see through magical illusions as if they were transparent.

Soul of Deceit (Level 6)

At 6th level, your connection to Hell grants you the ability to twist the truth and deceive others effortlessly. You gain expertise in the Deception skill. Additionally, you can use your bonus action to force a creature within 30 feet of you to make a Charisma saving throw against your spell save DC. On a failed save, the creature believes your next statement as absolute truth, regardless of how outlandish or contradictory it may seem.

Pact Deceiver (Level 10)

At 10th level, you have honed your ability to mimic others, becoming a master of disguise. As an action you adopt the appearance of any humanoid creature you have seen, or a specific individual you know about, for 1 hour. This transformation is an illusion, but it is so convincing that it withstands physical inspection. You gain advantage on Charisma (Deception) checks made to pass as the creature you are imitating, and any physical features, such as height and weight, can be altered to match the creature you are impersonating. You can use this feature a number of times equal to your Charisma modifier per long rest.

Betrayal's Embrace (Level 14)

At 14th level, you can tap into the essence of betrayal itself, enabling you to turn allies against each other. When you hit a creature with an attack, you can use your reaction to force another creature within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target must use its reaction to immediately make a melee weapon attack against a creature of your choice, other than itself, that it can see within its reach. The target has advantage on the attack roll, and if it hits, it deals an additional 3d6 psychic damage. You can use this feature once per short rest. You may expend any spell slot to gain a use of this feature.

The Parasite

The Parasite (Level 1)

Your patron is a cosmic parasite, draining the vitality out of whole peoples and worlds. Upon forging a pact with such a patron, you become host to one of its nascent offspring. As you grow in power, the boundary between your identity and the parasitic larva within you blurs.

Spell Siphon

Your patron has taught you to siphon magic from your enemies and make it your own. When a creature you can see within 60 feet casts a spell of a level you can cast with your pact magic spell slots, you can use your reaction to force them to make a Charisma saving throw using your warlock spell save DC. On a failure, the spell is cast as normal and you siphon the knowledge of the spell. While the spell is siphoned, the creature cannot cast the spell again and you can cast it as if it was a warlock spell you know by spending a pact spell slot as normal. Once you cast it, the spell is no longer siphoned and you no longer know the spell.

You can siphon a number of spells up to 1 + your Charisma modifier (minimum 1). If you exceed this maximum, a spell of your choice that you have previously siphoned is no longer siphoned. A spell is no longer siphoned if you go unconscious or die.

Physical Specimen

Starting at 1st level, your patron has enhanced your physical form to improve your utility as a host and pawn. When you finish a long rest, choose a number of the following benefits up to your Charisma modifier (minimum 1). You gain these benefits until your next long rest.

  • Your maximum hit points increase by 1 for each level you have in this class.

  • You gain darkvision out to a distance of 60 feet. If you already have darkvision, its range increases by 30 feet.

  • Each of your movement speeds increase by 5.

  • You have advantage on saving throws against disease and poison.

  • Your jump distances are tripled and you gain a climb speed equal to your walking speed.

  • When you make a Strength (Athletics) or Dexterity (Acrobatics) ability check you can use your reaction to add a bonus to the roll. This bonus is equal to your Charisma modifier.

Symbiotic Sentinel (Level 6)

Starting at 6th level, your patron remains alert to all threats to its host at all times. You cannot be surprised and you have advantage on Dexterity ability checks made to determine initiative. You also gain advantage on saving throws against being charmed and frightened.

Spawn Pawn (Level 10)

At 10th level, you learn the dominate person spell. 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.

When you cast this spell, your patron enhances the magic, dealing psychic damage equal to your warlock level if the creature succeeds on a saving throw to end the spell. In addition, damage can't break your concentration on this spell.

Larval Regeneration (Level 14)

Starting when you reach 14th level, when you die, a larval parasite bursts from your corpse the next turn on your initiative. You control the parasite, which disappears after 24 hours. The parasite is a Tiny creature, has an AC of 14, maximum hit points equal to half your maximum hit points, and a walking speed of 30 feet. It otherwise uses your statistics but cannot cast spells.

As an action, the parasite can cause a creature within 5 feet of it to make a Strength or Dexterity saving throw (your choice) against your warlock spell save DC. On a failure, the parasite burrows into the creature dealing piercing damage equal to your warlock level. While burrowed inside a creature, the parasite cannot take any actions, cannot be targeted by attacks, and is immune to all damage except psychic damage.

On each of the creature's subsequent turns it can use its action to make a Constitution saving throw against your warlock spell save DC. If the creature succeeds, the parasite is ejected from its body and into an unoccupied space of the creature's choice within 5 feet of it. If the parasite is still burrowed inside the creature when its turn ends, the creature takes necrotic damage equal to twice your warlock level. If this damage reduces the creature to 0 hit points, it immediately dies, the parasite disappears, and you take over the body of the humanoid as if you had been targeted by the reincarnate spell and rolled the race the humanoid had been.

If you are returned to life, such as by the revivify spell, your parasite immediately disappears. Once you use this feature, you can't use it again until you finish a long rest.

The Parasite

The Parasite (Level 1)

Your patron is no enigmatic inhabitant of a far-off plane, forever out of reach. Instead, your patron lives inside your body. Few of these patrons, such as embryonic slaads, mind flayer tadpoles, and parasite fungi, consider their host's consent when they choose a victim. These victims—like you—realize too late that their body is no longer entirely their own.

Unlike most, your body resists your parasite's maturation. Instead, you two maintain a delicate symbiosis. Though it preys upon you, your patron has a vested interest in your continued well-being and grants you the necessary powers to defend yourself as it slithers beneath your skin and uses your body to reproduce. Most of its young are short-lived weapons that the two of you inject into the bodies of your mutual foes; these parasites act as a magical conduit that accepts magic on behalf of its unwilling host, allowing you and your patron to violate the sanctity of the spells you cast as it has your own body.

Expanded Spell List (Level 1)

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

Implant Embryo (Level 1)

At 1st level, your patron uses your body to spread itself to others. When you hit a creature with a spell attack from one of your warlock spells or touch a willing creature, you can choose to implant a lesser parasite inside it. The target makes a Constitution saving throw against your warlock spell save DC. Whether the target succeeds or fails, you can cast warlock spells targeting that creature regardless of the spell's range or your line of sight, as long as the embryo lives inside it and you are within 300 feet of each other.

On a failed save, the target is considered a willing creature for your warlock spells as your patron's spawn channels magic into its body.

After you bypass a spell's range, sight, or willingness requirements with an embryo once, it dies.

The number of embryos that exist at once cannot exceed your Charisma modifier (a minimum of 1), and a creature cannot have more than one embryo inside it. If you create an additional embryo, you choose an existing embryo, which shrivels and dies. The embryo also dies after a number of days pass equal to your warlock level multiplied by 5, if the lesser restoration spell is cast upon the target, it regains hit points from a single source of healing at least twice your warlock level, or it is subjected to any effect that ends a disease or magical contagion.

The target is also aware that it has been infected with the parasite, and can use its action to make an Intelligence (Arcana) check against your warlock spell save DC to learn its effects.

Brain Worm (Level 1)

Also at 1st level, you can inject mind-numbing toxins from your patron—or even your patron itself—into other creatures. So long as you are touching a creature, you have advantage on Wisdom (Insight), Wisdom (Medicine), and Charisma (Intimidation) checks targeting it.

Two Minds, One Body (Level 6)

Starting at 6th level, when you cast a warlock spell that requires concentration, your patron can concentrate on the spell instead. Its infant mind can only concentrate for a number of turns equal to one-third of your warlock level, after which the spell ends.

You make saving throws to maintain concentration on the spell your patron concentrates on for you as normal, and roll separately for spells you are concentrating on. If concentration ends for either spell, then both spells end.

Flesh Puppet (Level 10)

At 10th level, your patron takes control of your body when you are charmed, exhausted, frightened, paralyzed, unconscious, or stunned. You can move, speak, and take actions while in this state, but still suffer all other effects of these conditions. You also continue to act according to the condition—for example, you may not be aware of your surroundings while unconscious and speak favorably regarding a creature that charmed you.

If you are reduced to 0 hit points, you can continue to act while your patron takes control, but make death saving throws as normal. Once your patron controls your body for an accumulated 10 minutes, it can't do so again until you finish a long rest.

In addition, you can target embryos with spells so long as you and the target are within 1 mile of each other.

Parasitic Domination (Level 14)

At 14th level, your matured patron uses you as a vector to break into the minds of others. When you damage a creature with a critical hit, you can target it with the dominate monster spell, using your warlock spell save DC. The spell requires no action to cast, does not expend a spell slot, does not require concentration, and lasts indefinitely until you choose to end it. If another creature fails its saving throw against dominate monster cast using this feature, the spell ends on the first target.

If the target dies while under the effects of dominate monster, its corpse can be used in place of your own to restore you and your patron to life. If you are resurrected using one of these corpses, you violently emerge from the body in a shower of gore without any of your equipment.

The Parasite

The Parasite (Level 1)

You have bonded, mind and body, with a rare and enigmatic being that calls your body home, whether you like it or not Its origins are unknown; perhaps it came from a vat of biomantic mut-x, the nightmares of an astral projector, or a subterranean pool of primordial ooze. Survival is its watchword and you are its host.

Expanded Spell List

The Parasite 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.

Flavouring Spells

Some of the spells in the Parasite Expanded Spells table have a divine flavour to them. Feel free to corrupt these to fit your parasitic patron! For example, sanctuary might be represented as part of your parasitic symbiont warding the target of your spell from damaging blows. Spirit guardians probably deals necrotic damage, even if you're not evil, and could manifest as viscous threads of corrupting ichor that whirl around you with a mind of their own. If you're especially into horror, you could even express dominate person as a part of your patron physically invading your target's cranium through a nostril!

Parasitic Weapon

Your patron can manifest on and protrude from your body in the form of a parasitic weapon—claws, teeth, tendrils, or other appendages As a bonus action, you can manifest this parasitic weapon; you gain a new attack option that you can use when you take the Attack action on your turn This special attack is a melee weapon attack, with a reach equal to five times your proficiency bonus. You are proficient with this weapon and, when you make a weapon attack with it, you must use your Charisma modifier instead of your Strength modifier for the attack roll The attack deals 1d12 bludgeoning, piercing, or slashing damage on a hit (your choice when you manifest the weapon). You don't add your ability modifier to the damage of the parasitic weapon.

The parasitic weapon retracts back into your body if you are incapacitated or you use a bonus action to end it.

Parasitic Fury

The number of attacks you can make with your parasitic weapons when you take the Attack action on your turn increases when you reach certain levels in this class, increasing to two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level If you have another feature that allows you to make multiple attacks as part of the Attack action (such as Extra Attack), making any of those extra attacks each replace one of these parasitic weapon attacks.

Magical Weapons

Starting at 6th level, your attacks with your parasitic weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Opportunity Attacks & Parasitic Weapon

This parasitic weapon can't be used for opportunity attacks; it specifies that it is only usable when you take the Attack action. Opportunity attacks are made using reactions. Opportunity attacks with a 30-foot-reach weapon are hard to keep track of!

Symbiotic Reinforcement

Invested in your survival, your patron manifests in protective ways You can use your Charisma modifier in place of your Strength modifier when making Strength saving throws In addition, as a bonus action, you can cause your patron to manifest as a shield in your free hand, with which you are proficient. This shield disappears if you are incapacitated or if you dismiss it as a bonus action The increase to AC rises to 3 when you reach 10th level in this class.

Invocations & Parasitic Weapon

If you are the GM, consider allowing invocations that have thethat have the eldritch blast cantrip as a prerequisite to also benefit attacks the warlock makes with their parasitic weapon. For example, Repelling Blast would permit the parasitic weapon to push targets, while Agonizing Blast would allow the warlock to add their Charisma modifier to its damage rolls. However, take this with a pinch of salt; Eldritch Spear extends the weapon's reach by a factor of 2.5 only, not 180 feet!

Liquefied Body (Level 6)

As a bonus action, you can transform your body into a viscous, liquid form for 10 minutes You choose whether your equipment falls to the ground in your space or merges into your new form For the duration, you can squeeze through a space as narrow as 6 inches wide, and moving through difficult terrain costs you no extra movement. After you use this feature, you can't do so again until you finish a short or long rest.

Magical Weapons

Starting at 6th level, your attacks with your parasitic weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Birth Parasite (Level 6)

Over the course of 1 minute, you can extrude an independent piece of your patron, causing it to manifest in an unoccupied space within 5 feet of you This parasite acts as a familiar, as if with the find familiar spell See this creature's game statistics in the parasitic ooze stat block, which uses your proficiency bonus (PB) in several places.

If you have the Pact of the Chain feature, the parasite counts as a familiar for you for the purpose of applying any benefits from that feature or your invocations.

After you birth a parasite, you can't do so again until you finish a short or long rest. If you use this feature while you already have a parasite, the previous one dissolves in a puddle of goo.

Transmit Parasite (Level 10)

At 10th level, you learn new ways to use your parasitic ooze to aid your friends or harm your foes As a bonus action while your parasitic ooze isn't incapacitated, you can command it to immediately use one of the options below.

Detonate Ooze

The ooze moves up to its speed and then explodes, causing it to drop to 0 hit points Each creature within 10 feet of the ooze must make a Dexterity saving throw against your warlock spell save DC On a failed save, a creature takes 4d6 necrotic damage and is blinded until the end of your next turn On a successful save, the creature takes half as much damage and isn't blinded.

Symbiote's Ward

The ooze moves up to its speed and attaches to the body of a willing creature within 5 feet of it While attached in this way, the ooze is incapacitated, has a speed of 0, and you can communicate telepathically with the creature it's attached to, whether or not you share a common language Whenever the creature the ooze is attached to takes damage, the ooze takes the damage instead As a bonus action, you can command the parasite to detach from the creature.

Virulent Form (Level 14)

Your patron allows you to unleash a modicum of its true power as it envelops your form As an action, you can gain the following benefits for 1 minute:

  • You grow in size by one category—from Medium to Large, for example If you lack the room to grow, your size doesn't change.

  • You gain a number of temporary hit points equal to your Charisma modifier (minimum 1) at the start of each of your turns.

  • The damage dice of your parasitic weapon increases to 2d8

  • Your parasitic weapon attacks score a critical hit on a roll of 19 or 20.

  • Whenever you take damage from a creature within your parasitic weapon's reach, you can use your reaction to make an attack with the parasitic weapon against that creature.

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

The Parasite

The Parasite (Level 1)

Most warlocks make pacts with dead gods and foreign, intangible spirits, and therefore always have cause to doubt their patron's veracity. By contrast, you have assurance of your patron's power, for it dwells within you. And not in a metaphorical sense; your patron literally lives inside of you. Others would call your patron a parasite, and you merely a host, but you know the truth.

Your patron is a rare, powerful creature, perhaps the last of its kind. It is foreign to this world or incredibly ancient, and to remain healthy, it must take up residence inside a host. In compensation, it offers immense power and eldritch secrets to the creature that carries it. You took this creature's bargain willingly, accepted its power, and invited its voice into your head.

Expanded Spell List

The Parasite 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.

Leeching Strike

At 1st level, your patron has taught you to feed off of others, just as it feeds off of you. Once per turn, when you deal damage with a melee weapon attack, you gain temporary hit points equal to half the damage dealt, rounded down, up to a maximum of your warlock level.

Agitate Magic (Level 6)

Starting at 6th level, you can use your bonus action to call upon your parasite to disrupt foreign magic around you. For up to 1 minute, you have resistance to damage you take from spells and advantage on saving throws against them. During this time, you take irreducible and unavoidable 1d8 damage at the beginning of your turn, as your patron feeds on you to fuel the effect. You can end this effect early on your turn, but you take an immediate 10 damage.

Host's Resilience (Level 10)

At 10th level, your patron shares some of its vitality with you. When you roll initiative, you gain 10 temporary hit points which remain for up to 1 minute.

Transfer Host (Level 14)

By 14th level, you can use your action to transfer your parasite patron to another host within your reach. For 1 minute, at the beginning of each of its turns, the target must make a Constitution saving throw. On a failed save, the target is paralyzed until the end of its turn, and takes 25 points of irreducible damage. Constructs, elementals, and undead automatically succeed this saving throw.

While your parasite is outside your body, you are left with only remnants of your magical abilities, and cannot cast spells of 1st level or higher, nor can you use any powers or abilities offered by this patron.

At the end of this duration, or when the new host is reduced to 0 hit points, your parasite is ejected from the hosts body, and lands in a space adjacent to the creature. While without a host, the parasite has AC 10 and 10 hit points. If it is reduced to 0 hit points, the parasite is gravely injured, and you will be unable to cast spells of 1st level or higher until you complete a long rest with it inside your body. You can reabsorb your parasite as a bonus action.

If you transfer your parasite to a host whose challenge rating is greater than your level, there is a 50 chance, at the GM's discretion, it will choose to remain with its new host. If this is the case, it imposes no negatives on the target, and will only return if the host is reduced to 0 hit points.

After using this ability, you must complete a long rest before using it again.

The Perfect Chord

The Perfect Chord (Level 1)

You have heard the most sublime sound in the world, and it has changed you forever. You've taken the resonance into your beating heart and it has brought meaning and inspiration to your days. The Perfect Chord resounds through the quiet places of the world as a clear and harmonious note that spirals with infinite complexity, gaining sentience and life with every sound it collects. It has no motive but to include every sound in the universe within itself, and it inspires others with an endless desire to find new forms of radiant music to call forth and collect.

Expanded Spell List

The Perfect Chord 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.

Perfect Chord Expanded Spells
Spell LevelSpells

1st

shrill whistle, thunderwave

2nd

knock, silence

3rd

beacon of hope, resonance

4th

compulsion, shattersong

5th

animate objects, awaken

Seeker of the Sound

At 1st level, your heartbeat is tuned to the Perfect Chord. You gain proficiency in the Performance skill and with all musical instruments. You can use a musical instrument as a spellcasting focus for your warlock spells, and can play it in place of using a verbal spellcasting component.

When you cast a spell that has only a verbal and somatic component, you can choose to cast it as though it only had a verbal component.

When you cast a spell of 1st level or higher that only has a verbal component, including those modified by this feature, you gain temporary hit points equal to your Charisma modifier that last for one minute.

Instrument of the Chord (Level 6)

At 6th level, your practice teaches you to turn others into your instruments. Using your bonus action, you can curse or harmonize with one creature within 60 feet of you. Each time you cast a spell using a warlock spell slot, you can cause that creature to vibrate in harmony with your spell. If the creature is friendly, its movement speed is doubled until the end of its next turn. If it is hostile, it must make a Constitution saving throw against your warlock spell save DC. If it fails, it is knocked prone. This curse lasts for 1 minute or until the creature enters an area of magical silence.

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

Voice of the Maestro (Level 10)

At 10th level, your spirit copies the sounds it hears with perfect clarity. You gain resistance to thunder damage. Whenever you cast a spell that makes noise or the illusion of noise, you can cause it to produce any sound you wish.

Additionally, you can perfectly mimic the speech and other vocalizations of creatures you have heard, but not spellcasting. Creatures must succeed an Insight check against your warlock spell save DC to determine the sound is a mimicry, and they make this check with disadvantage.

The Grand Finale (Level 14)

Starting at 14th level, you can use your action to call upon a single note of the Perfect Chord. Choose one of the following effects. Once you use this feature, you can't do so again until you finish a long rest.

Celebration

Each friendly creature within 1 mile of you gains advantage on Charisma checks for 8 hours. During this time, these creatures can use their actions to magically conjure an instrument of their choosing, and they gain proficiency with that instrument for the duration. They can also use their action to summon delicious food or beverages sufficient to satisfy their needs for one day. They can only use each action once. Finally, they can cast any cantrips that you know that are from the schools of illusion or enchantment. After 8 hours, all of the conjured objects vanish and all ongoing effects created or enabled by this feature end.

Defiance

You unleash a painful sound. Creatures of your choosing within 120 feet of you can choose to use their reaction to drop what they are holding and cover their ears. If they don't do so, they take 8d10 thunder damage and are deafened for one hour. If they do, they take half as much damage and are not deafened.

Discord

Each hostile creature within 60 feet of you that can hear you must make a Charisma saving throw against your warlock spell save DC. If they fail, they are frightened of you and of all creatures friendly to you for one minute. A creature can repeat their saving throw at the end of each of its turns, ending the effect on a success.

Exaltation

Each creature within 60 feet of you that can hear you can use their reaction to cheer. You immediately gain temporary hit points equal to ten times the number of creatures that cheer. These temporary hit points last for 10 minutes.

Unity

Each friendly creature within 60 feet of you that can hear you can use their reaction to immediately move up to 30 feet and make one weapon attack.

The Pharaoh

The Pharaoh (Level 1)

The ancient kings of the deserts, known as pharaohs, were more gods to their subjects than mortal lords. This veneration was not without cause, for the masters of the sands were indeed godlike in their powers: they forged cities out of living sand, raised great pyramids to channel their mighty divine power, and even mastered death itself. You, though either luck, determination, or great misfortune, have come under the sway of one of these old masters, and they grant you a portion of their immense power.

Pharaoh's Will

The pharaohs of old are not as capricious with their gifts as other patrons may be, and demand much from you. When you make this pact, you gain a bond dependent on the pharaoh to which you are bound. Choose one from the list below, or roll 1d10 to determine randomly:

d10PharaohBond

1

Ra

I glory in the sun, and will endeavor to bring my great and terrible light to all corners of the world.

2

Isis

I seek magic in all its forms, and will stop at nothing to gain a new trinket or bauble.

3

Thoth

Knowledge is power, and I seek to be more powerful than all. No scrap of knowledge shall be kept from my grasp.

4

Bast

Felines are divine beings, and deserve my supplication. I will guide everyone to this great bit of truth.

5

Horus

I am king of kings, lord of lords. I bow to no man, and all will one day bow to me.

6

Sekhmet

This world is impure, forsaken, dying. I seek to revel in its destruction, purified by the terrible light of the sun.

7

Hathor

Joy and mirth are the greatest of all miracles, and I seek to indulge in every from of delight, mortal or otherwise.

8

Seth

The great and vast desert holds the secret to true immortality. I will show all this secret, and cover the world with sand.

9

Anubis

Life is a stain upon the vast majesty of creation. I will remove those weak many who can still die, and create a new paradise for the immortal.

10

Amun

Though I granted them the whole of their world, the mortals have forgotten me. I will show them the true face of their god, and force them to their knees in reverence.

The pharaoh to whom you are bound will hold you to this bond until he/she bestows the secret of immortality on you at 14th level.

Expanded Spell List

The Skin 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.

Master of the Dunes

At 1st level, your patron imbues you with the hardiness to not only survive in the desert, but thrive. You no longer require food or water, nor do you suffer any ill effects from dehydration. As well, you can survive comfortably in temperatures up to 300° F, and you gain advantage on Investigation and Perception checks while in a desert.

Twisting Sands (Level 6)

At 6th level, you may transform yourself and any gear you are carrying into a whirling cloud of sand as an action and move up to twice your speed in any direction. At the end of this movement, you immediately transform back into your normal form. While you are in your sand form, you are immune to damage and do not provoke Opportunity Attacks. Once you use this ability, you must take a short or long rest before you can do so again.

If you use this ability while in a desert or over sand, you may do so at will and you may move up to 4 times your speed.

Shaper of the Sands (Level 10)

At 10th level, the pharaohs grant you the ability to shape the sands to your whims. As an action, you may cast the fabricate spell without using a spell slot, though you may only use this ability on sand. You may create objects and structures out of sand, sandstone, or glass. Additionally, you may use this ability to craft weapons and armor you are proficient with out of sand, even if you do not have proficiency in the appropriate crafting tools. If anyone other than you attempts to use a weapon or suit of armor created by this skill, the object immediately crumbles into a pile of sand.

Lord of the Wastes (Level 14)

By 14th level, you have proven your resourcefulness and devotion to your master, and he/she grants you the gift of immortality. You undergo a ritual taking 7 days, consisting of a number of incantations, noxious potions, and ritual marking, culminating in the removal of your still-beating heart. The organ is then placed in a sealed canopic jar, the wound is sealed, and the ritual is complete: while not truly undead, you are now in a perpetual state of near death. This transformation carries several benefits:

  • You no longer accrue penalties for aging, and cannot die of old age.

  • You do not take any extra damage from critical hits

  • You are resistant to necrotic damage

  • If you die, so long as your heart is intact you will resurrect automatically 24 hours from the time you were slain. You reappear in a prepared chamber housing a sarcophagus, the same chamber the ritual took place in. This occurs even if your body is completely destroyed, such as by a disintegrate spell.

This blessing does come with a deadly drawback: your heart is highly vulnerable. Should a foe find your heart, smash the canopic jar, and pierce the organ with an iron spike, you instantly die, and your body turns to dust. You cannot be returned to life, except by a true resurrection or wish spell, or through divine intervention.

This transformation transcends the body; should you be restored to life in that manner, you come back in this same state, and your heart reappears in a reformed canopic jar.

The Predator

The Predator (Level 1)

Your patron is a primal beast, driven by a bloodthirsty need to hunt. These beings tempt creatures to give in to their base instincts and become apex predators. Ancient white dragons, demons with a bestial bent, and the Amaranthine Kren have all been known to occasionally grant feral powers to those desperate enough to seek their aid. Many who strike a pact with a Predator find themselves forever changed, bearing razor teeth and wicked claws, an aspect of their predatory patron.

Expanded Spell List

The Predator 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.

The Predator Expanded Spell List

Bonus Proficiencies

Starting at 1st level, your patron grants you enhanced tracking skills. You gain expertise with the Survival skill, and you add double your proficiency bonus to any Wisdom (Survival) skill checks you make.

Form of the Beast

At 1st level, you can use your bonus action to channel the ferocity and guile of your patron, transforming into a beastly figure. For 10 minutes, you gain the following abilities:

  • You are flooded with adrenaline, feeling nothing besides the thrill of the hunt. You gain temporary hit points equal to two times your warlock level, up to a maximum of 20 temporary hit points at 10th level. These temporary hit points last until the end of your transformation.

  • Your senses become supernaturally keen. You have advantage on Dexterity (Stealth), Wisdom (Perception), and Wisdom (Survival) checks you make to track or stalk your prey.

  • You sprout a set of pointed teeth and razor-sharp claws, which are natural weapons you can use to make unarmed strikes against creatures within 5 feet of you. You have proficiency with these weapons and can use your Charisma modifier for the attack and damage rolls made using these natural weapons. On a hit, your bite deals 1d6 piercing damage, and your claws deal 1d4 slashing damage. If you already had a bite or claw attack (talon attacks count as claw attacks), its damage increases by one step (a d4 becomes a d6, a d6 becomes a d8, etc.). As a bonus action, after making a bite attack, you can make a claw attack.

  • Starting at 5th level, your muscles strengthen, and your movements quicken. You can now make two claw attacks using your bonus action after you have made a bite attack with your action. Additionally, at 5th level, you can take the Dash or Hide action as a bonus action while you are in your Form of the Beast.

You can use this feature twice per short or long rest. At 6th level, your transformation lasts for 1 hour instead of 10 minutes.

Thrill of the Hunt (Level 6)

At 6th level, you gain the ability to feast on the vitality of your foes while you are in your Form of the Beast. Once per turn, when you hit a creature with your bite attack, you can cause the attack to deal an extra 3d6 points of necrotic damage. You regain a number of hit points equal to half the total damage dealt with this attack.

Once you use this feature, you can't use it again until you score a critical hit with a bite or claw attack or until you finish a short or long rest.

At 10th level, the extra necrotic damage provided by this feature increases to 5d6.

Fearsome Presence (Level 10)

At 10th level, you learn how to channel the presence of a frightful beast, even when not transformed. You can use your action to cause each hostile creature you can see within a 30-foot radius to make a Wisdom saving throw against your spell save DC. On a failure, the target becomes frightened of you for 1 minute, and it is restrained until the end of your next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Uncaged Beast (Level 14)

Upon reaching 14th level, you become even more ferocious when pushed to your limits. When an attacker that you can see hits you with an attack, you can use your reaction to immediately transform into your Form of the Beast and then make one bite or claw attack at an enemy within 5 feet of you.

Additionally, while transformed into your Form of the Beast, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a bite or claw attack against that creature.

The Primeval Growth

The Primeval Growth (Level 1)

Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.

Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.

Primeval Growth Spell List

The Primeval Growth lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the following spells are added to your warlock spell list.

Grasping Vines

When you enter your Pact with the Primeval Growth you are imbued with a seed of primeval magic. At 1st level, you learn the thorn whip cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of Cantrips Known.

When you hit a creature with thorn whip, or damage or restrain a creature with a Primeval Growth Spell, you can use a bonus action to drain the life from one target. The creature takes necrotic damage equal to your warlock level, and you gain temporary hit points equal to the necrotic damage dealt.

You can use this bonus action a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Primeval Resilience (Level 6)

Your primeval magic has made your flesh rough and treelike. Starting at 6th level, your Armor Class cannot be less than 16.

In addition, when you cast thorn whip, you can target up to two creatures that are within the range of the spell.

Arboreal Guardian (Level 10)

You have become more plant then mortal. Beginning at 10th level, you are resistant to non-magical bludgeoning, piercing, and slashing damage. You no longer require food or drink, as long as you spend at least 1 hour in sunlight each day.

Wrath of the Forest (Level 14)

Starting at 14th level, you can use an action to lash out with grasping roots. A number of creatures of your choice equal to your proficiency bonus within 30 feet must succeed on a Strength saving throw or be restrained for 1 minute. As an action, a restrained creature can make a Strength (Athletics) check against your spell save DC, escaping on a success.

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

The Primeval Growth

The Primeval Growth (Level 1)

Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.

Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.

Extended Spells

The Primeval Growth lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the following spells are added to your warlock spell list.

Grasping Vines

When you enter your Pact with the Primeval Growth you are imbued with a seed of primeval magic. At 1st level, you learn the thorn whip cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of Cantrips Known.

When you hit a creature with thorn whip, or damage or restrain a creature with a Primeval Growth Spell, you can use a bonus action to drain the life from one target. The creature takes necrotic damage equal to your warlock level, and you gain temporary hit points equal to the necrotic damage dealt.

You can use this bonus action a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Primeval Resilience (Level 6)

Your primeval magic has made your flesh rough and treelike. Starting at 6th level, your Armor Class cannot be less than 16.

In addition, when you cast thorn whip, you can target up to two creatures that are within the range of the spell.

Arboreal Guardian (Level 10)

You have become more plant then mortal. Beginning at 10th level, you are resistant to non-magical bludgeoning, piercing, and slashing damage. You no longer require food or drink, as long as you spend at least 1 hour in sunlight each day.

Wrath of the Forest (Level 14)

Starting at 14th level, you can use an action to lash out with grasping roots. A number of creatures of your choice equal to your proficiency bonus within 30 feet must succeed on a Strength saving throw or be restrained for 1 minute. As an action, a restrained creature can make a Strength (Athletics) check against your spell save DC, escaping on a success.

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

The Seeker Otherworldly Patron

The Seeker (Level 1)

Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron's gifts, you wander the world seeking lore that you can share with the Seeker. The Seeker's power allows you to create small pockets in the Astral Plane to grant you sanctuary, or trap your foes.

Pact of The Seeker Spells

Astral Conjuration

Starting at 1st level, you can invoke the Seeker's power to mold astral energy into objects on your plane. As an action, you can concentrate (like a spell) to conjure astral energy to create a solid, translucent staircase or bridge that lasts 1 minute or until your concentration ends.

The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet. The bridge is flat, 10 feet wide, and up to 40 feet long. You can expend a spell slot to extend the height of the stairs or the length of the bridge by up to 20 feet per level of the spell slot expended. One you use this feature you cannot do so again until you finish a short or long rest.

Shielding Aurora

Starting at 1st level, you can invoke the Seeker's power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain a number of temporary hit points equal to half your warlock level + your Charisma modifier (minimum 1). If a creature within 10 feet of you hits you with an attack while any of these hit points remain, the attacker takes radiant damage equal to the damage dealt to the temporary hit points gained by using this feature.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and you regain all expended uses when you finish a long rest.

Refuge Beyond Time (Level 6)

Starting at 6th level, the Seeker grants you the ability to step into an astral refuge. Whenever a creature makes an attack against you, as a reaction, you vanish from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature.

While in your astral refuge, you can take an action to cast a spell that targets only you. After using the action, you return to the space you occupied, no time having passed in the world, and the attack continues.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and you regain all expended uses when you finish a long rest.

Far Wanderer (Level 10)

At 10th level, your patron bestows upon you a wanderer's blessing with the following benefits.

  • You can move as though you are under the effects of the spider climb spell.

  • You no longer need to breathe.

  • You have resistance to cold damage and are adapted to cold environments. You can switch this resistance to fire damage, and your adaptation to hot environments during a long rest. The effects last until you switch your resistances again.

Temporal Sequestration (Level 14)

Starting at 14th level, as an action you can open a temporal rift around a creature of your choice. The target must succeed on a Wisdom saving throw against your spell save DC or move l round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. Once you use this feature you cannot do so again until you finish a short or long rest.

The Serpent Empress

The Serpent Empress (Level 1)

Situated within her palace of gold and turquoise, the Serpent Empress sleeps in serene silence, guiding her slaves to serve in her secret business. Envious and vain, the Empress personifies greed and avarice in the hearts of man. Jealousy, spite, and simple pride have driven her servants to her side. She whispers in a sibilant voice, speaking of wealth and power promised but so rarely delivered. The sins she offers are subtle at first, but grow in style and salaciousness with every slow cycle of the hourglass. You've assigned yourself to her service and sworn fealty to the Serpent Empress in exchange for a sliver of her supreme strength.

Expanded Spell List

The Serpent Empress 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.

Blessing of the Empress

At 1st level, you receive the favor of your patron. You gain advantage on saving throws against poison and effects that inflict the poisoned condition. You can speak to snakes, serpents, and other reptiles as though you were under the effects of the speak with animals spell.

Whenever you cast a spell that has a verbal component, you can suppress the senses of those around you. Choose one creature that can hear you within 30 feet of you. Your spellcasting is silent to that creature, and it has disadvantage on its next Wisdom, Intelligence, or Charisma check within 1 minute.

Hair of Snakes (Level 6)

At 6th level, you can cause a swarm of serpents to grow from your head as a bonus action, and they remain until you dismiss them. While they are out, you can see through the eyes of these serpents. As long as the serpents can see, you have advantage on Perception checks, gain darkvision out to 30 feet, and gain immunity to the blinded condition.

While you are within 10 feet of a creature, you can use your action to have your serpents whisper a sinful secret to the creature. The target must make a Wisdom saving throw against your warlock spell save DC. If it fails, it is charmed by you until the end of your next turn or until it takes damage.

Toxic Blood (Level 10)

At 10th level, your veins run with venom. You gain resistance to poison damage and immunity to the poisoned condition. Additionally, you can have poison damage you deal treat poison immunity as poison resistance. You can have creatures immune to the poisoned condition lose their immunity against your attacks and effects, but they gain advantage on saving throws to resist the poisoned condition.

Gaze of the Goddess (Level 14)

At 14th level, your patron looks from your eyes and exerts her supreme power through you. As an action, choose one creature within 30 feet of you that you can see. The target is paralyzed for one minute. If the target takes damage, the effect ends. If the target is immune to paralysis, it takes 3d10 psychic damage and is knocked prone.

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

The Shadowcat

The Shadowcat (Level 1)

Your patron is an otherworldly incarnation of fate that strides between planes; a living omen of ill luck and good fortune alike. Drawn to the dreams of mortals, its lesser reflections perch upon the chests of the unwary in their sleep, stealing breath and fragments of life from their victims as they feed upon the nightmares this brings. When they've had their fill, they return to their master, who sends them back again to hunt down the creatures that have escaped from the nightmares of those tormented by darker fates. You've drawn the attention of this creature, for good or ill, and have made your pact in the deepest shadows of the dark. Now, shadows boil around your hands, both inky black and snow white, tainted and blessed by the touch of the Inverse. You've been there, seen the sun of endless emptiness and the void of pure light that shines from beyond the stars, and you have felt the gaze of the nightmares that stare upon you with jealousy, feeling their hate. They know that while you can depart unharmed, their nights are numbered. You've stolen their luck, and now you'll use that power for your own ends.

Expanded Spell List

The Shadowcat 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.

Dream Stalker

Starting at 1st level, your patron's magic allows you to be everywhere and nowhere at once. As an action, you can fade partway into the Inverse, gaining advantage on Stealth checks for 1 hour. When you roll initiative while in this state, you can choose to teleport up to 60 feet to a location within 10 feet of a creature you can see. If you deal damage to the creature with an attack during the first round of combat, you can use your bonus action to steal their breath and spirit. The target takes psychic damage equal to your warlock level and cannot speak or make sound until the start of your next turn.

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

Stolen Luck (Level 6)

At 6th level, you can curse an enemy that you can see within 60 feet of you with terrible misfortune as a bonus action. Whenever the target makes an attack roll or ability check, you can use your reaction to roll a d6 after seeing the result. If the result is a 6, the result of their d20 roll is replaced with a 1. This curse lasts for one minute, and ends early if either you or the target are reduced to 0 hit points.

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

Umbral Leap (Level 10)

Starting at 10th level, whenever you are subject to an effect that requires you to make a Dexterity saving throw, you can use your reaction to instantly dissolve into a dark mist to avoid the initial effect. You reappear in an unoccupied space of your choosing within 30 feet of your initial location.

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

Dark Apparition (Level 14)

At 14th level, the Shadowcat's hunger for nightmares grants you the power to create them. You can no longer be surprised. Your Dream Stalker feature no longer has a limit to the number of times it can be used. Whenever you use your Dream Stalker feature's bonus action, all hostile creatures within 10 feet of you must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are frightened of you until the end of your next turn.

The Shapechanger

The Shapechanger (Level 1)

Your patron is a mighty shapechanger, whose commitment to a single form is often fleeting. Your meetings with your patron may occur even in plain sight, as those around you may fail to see your patron for who they truly are. Succubi, lycanthropes, vampires, and even ancient mimics may grant such power to you in exchange for your service, and can offer you an untold number of ways to circumvent or overcome the problems before you—all by simply changing the limitations of your normal form. By releasing your body from itself, you stand to achieve great things together.

Expanded Spell List

The Shapechanger 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.

Regenerator

Starting at 1st level, you automatically regain a number of hit points equal to your warlock level whenever you finish a short rest, up to half your hit point maximum. In addition, you have advantage on saving throws against any effect that would alter your form against your will.

Shapechanger's Strike

Also at 1st level, you learn to channel the magic of your patron as an action, causing your body to warp in some way as you deliver an attack. For instance, your teeth or fingernails can sharpen as you deliver a vicious attack, or if you have a tail, it can grow sharp spines as you swing it. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d12 acid damage. After you make the attack, your body returns to normal.

The number of attacks you make, as well as the reach of the attacks, increases when you reach certain levels in this class: two attacks with a reach of 10 feet (5th level), three attacks with a reach of 20 feet (11th level), and four attacks with a reach of 30 feet (17th level). You can attack the same target or different ones with each attack, making a separate attack roll for each one.

You can always use an action to make this attack, even if your body is transformed by a spell.

Beginning at 2nd level, any Eldritch Invocation you gain that affects the eldritch blast cantrip also affects the attacks from this feature (except for invocations that affect the spell's range). If you later gain the Pact of the Blade feature, your reach with your pact weapon increases to match the reach of your Shapechanger's Strike whenever you make an attack with it as part of the Attack action. Similarly, if you are attuned to a magic item that grants a bonus to the attack rolls of your warlock spells, that bonus also applies to your spell attack rolls with this attack.

Malleable Form (Level 6)

Starting at 6th level, you can cast the alter self spell at will, without expending a spell slot.

When you reach 14th level in this class, you also gain the following option when casting the spell:

Aerial Adaptation. You adapt your body to grow a pair of wings. You choose the appearance of the wings. For the duration of the spell, you gain a flying speed equal to your walking speed.

Quicksilver Mind (Level 10)

Beginning at 10th level, your patron's malleability helps you adapt without the normal strains of typical spellcasting. You can use this feature in one of the following ways:

  • When you cast alter self or target only yourself with a spell from your expanded spell list, you can choose for the spell to not require concentration. When you do, you can still choose to end the spell early (no action required).

  • You can cast a spell from your expanded spell list that you don't know, expending a spell slot as normal and using the required casting time.

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

Shapechanger's Curse (Level 14)

Starting at 14th level, your patron can curse the forms of the creatures you strike. Once on each of your turns when you hit a target with your Shapechanger's Strike, you can choose to have the target also make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature is cursed by your patron. A cursed creature has disadvantage on attack rolls it makes against you and on saving throws it makes against transmutation spells you cast. The curse remains for 1 minute. At the end of each of the creature's turns, it can make another Constitution saving throw. On a failed save, the creature takes 1d12 acid damage. After three successful saves, the curse ends.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

The Shinigami

The Shinigami (Level 1)

You have entered into a pact with a shinigami, a fearsome spirit of the netherworld, with powers of death and possession. Shinigami themselves are beings of variable character, some playing active roles in the lives of their emissaries, others inscrutable and shrouded in mystery. All, however, serve a singular, ultimate purpose: to perpetuate death. Those who wield a shinigami's power spin magic of shadow and authority, puppeteering objects, creatures, servants, and thralls. Such magic is as vicious and precise as it is hated and feared; even those with noble intent who enter into a shinigami's pact become equal in terror to the evil they seek to vanquish.

Expanded Spell List

1st-level Shinigami feature

The Shinigami 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.

Grim Puppeteer

1st-level Shinigami feature

As a bonus action, you can take control of a corpse or unconscious creature you can see within 60 feet of you for 10 minutes or until you lose concentration (as if concentrating on a spell).

The target must be Large or smaller and of a CR equal to or less than your warlock level (or the CR it had in life if it's a corpse). The size of target you can control with this feature increases to Huge at 6th level and Gargantuan at 14th level.

While you control a target in this way, it uses its own stat block with the following changes:

  • It's treated as an Undead creature if it's a corpse.

  • It can't gain hit points or recover from the unconscious condition.

  • It's immune to the charmed and frightened conditions.

  • It gains temporary hit points equal to your Charisma modifier plus five times your warlock level.

  • It can use your spellcasting ability modifier for its attack and damage rolls.

When its temporary hit points are depleted, your control of the target ends, and you can't use this feature on that target again until you finish a long rest. If the target was unconscious, and it has more than 0 hit points, it immediately regains consciousness when your control over it ends.

Your puppet takes its turn immediately after yours. It does nothing unless you use a bonus action on your turn to command it to take an action. That action can be one in its stat block (or in the stat block it had in life if it's a corpse) or some other action.

Limited Control

There are limitations to the scope of your influence over your puppet. While you are puppeting a target, it can't cast spells and can't use any reactions, any legendary actions, any lair actions, and any actions that create or summon additional creatures (such as a wraith's Create Specter action).

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses left, you can use it if you expend a spell slot from your Pact Magic when you take the action to activate it.

Shinigami Vision

1st-level Shinigami feature

Your bond to the shinigami grants you a piercing insight into the lifespan of others and reveals the best way to cut it short. As a bonus action, you can focus your attention on one creature you can see within 60 feet of you. You become aware of one of its damage vulnerabilities (if any) and one of its damage resistances or damage immunities (if any).

Gift of the Psychopomp (Level 6)

6th-level Shinigami feature

While you are puppeteering a target using your Grim Puppeteer feature, you can make any spell you cast that targets only you also target your puppet.

Shinigami Domination (Level 10)

10th-level Shinigami feature

You have developed the power of precise and meticulous control over your puppets. While a target is under the effect of your Grim Puppeteer feature, you can see through its eyes, hear what it hears, and speak through it using its own voice. You can now puppeteer a creature for up to 1 hour or until you lose your concentration.

A creature interacting with the puppet can use an action to make a Wisdom (Insight) check against your warlock spell save DC, identifying something awry on a success.

Additionally, creatures you puppeteer have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.

Master of Death (Level 14)

14th-level Shinigami feature

When you are reduced to 0 hit points, you don't fall unconscious. Instead, your spirit is thrown from your physical form, and you are able to continue to fight, puppeteering your own body as a disembodied spirit of death.

While puppeteering your own body in this way, your game statistics and capabilities remain the same, you can't puppeteer another creature, you don't make death saving throws, taking damage doesn't result in a failed death save, and you gain temporary hit points equal to your Charisma modifier plus five times your warlock level. Your spirit returns to your body immediately if you regain at least 1 hit point.

You can't fall unconscious until your temporary hit points are depleted, at which time your spirit returns to your body and this feature ends.

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

The Sibyl

The Sibyl (Level 1)

Combat Divination At Your Table

In practical terms, the only way to implement divination in combat is for the GM to tell players what their foes intend to do. By relying heavily on characters' use of reactions—a limited resource with many important uses—players can experience a (very limited) sense of precognition when they interrupt a foe's turn to alter the outcome of the foe's action or boost their defense against it.

Instead of thinking about this as characters reacting to things that are already happening, think of it as characters acting a split second before the foe, thanks to their magical training.

When implementing these new spells and class features, remember that reactions are used only on someone else's turn, never on the reacting character's turn; bonus actions are used only on the acting character's turn, never on someone else's turn; and that a character can take only one bonus action per turn and only one reaction per round unless a spell or ability specifically allows more. If a spell is cast as a bonus action, that character can also use their action to cast a cantrip but not to cast another spell of level 1 or higher.

You have made a pact with the Sibyl, a divine being associated with prophecy, knowledge, and fate. Your patron guides you through visions, portents, and periods of ecstatic clarity to act on its behalf and to further its stratagems. Your relationship to your patron is different from that of its clergy. You are not asked for faith, worship, or adulation; instead, you serve solely through your action and influence in the world. Because of that, you might have a strained relationship with the deity's most dedicated priests and other zealots.

Except as noted below, you function as a warlock and use the warlock spell list.

Expanded Spell List

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

Touched by the Sybil

At 1st level, you are driven to ecstatic gibbering and utterances through your connection to your patron. Your prophetic commentary, startling insights, and frenetic appearance is unsettling, distracting, and psychically damaging to your target. Although the manifestation is different, this functions identically to the vicious mockery cantrip.

Additionally, you are proficient at Performance. Your proficiency bonus is doubled for ability checks you make using Performance.

The Sybil and your Pact Boons

When you make a pact with a patron, you are rewarded with a boon a special artifact that symbolizes the eldritch bargain that has been struck.

This chapter introduces four pact boons for you to choose from blade, chain, tome, and wand.

Choosing Your Pact

Choose your pact from one of the following options:

  • Pact of the Blade: Your weapon is usually, but not always, the weapon favored by your patron. When you create or summon your pact weapon, you can choose whether it does its standard damage type or psychic damage.

  • Pact of the Chain: Your patron grants you a special familiar, a giant moth (see Creature Codex), to aid you.

  • Pact of the Tome: Your tome is an illuminated manuscript with depictions of ancestral prophets foretelling events to come. As your adventuring career progresses, new illuminations appear in the book's pages, displaying your notable actions in the service of your patron. While this book is on your person, your passive Perception score is increased by 1 when being matched against enemy Stealth check results.

Your pact boon artifact bears the unmistakable mark of your patron-fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc. You may decide how your artifact is branded by your patron.

Sealing your Pact

You gain your pact boon artifact once you seal your pact traditionally by means of making a promise or sacrifice to your patron. Choose one of the following, or define your own sealing ritual:

  • I made a promise: You have sworn to perform a particular service in the name of your patron. Your promise should be (a) achievable and (b) narrow enough in scope so that it can be reasonably addressed during gameplay.

  • I made a sacrifice: You sacrificed something of great value to your patron.

Describe how you sealed your pact with your patron.

Renewing your Pact

If you lose your pact boon artifact, you can spend one point of eldritch favor and perform a 1-hour ceremony to receive a replacement artifact from your patron.

This ceremony can be performed during a short or long rest, and it destroys the previous boon item.

A New Seal

Depending on the circumstances in which you lost your artifact, your patron may demand that you renew your pact with a fresh seal. This may require you to make a new promise or sacrifice.

Disastrous Prognostications (Level 6)

Starting at 6th level, you can direct your patron to infiltrate and overwhelm your target's psyche with prophetic knowledge of failures from the target's immediate future. As an action, target a creature that can see and hear you within 60 feet. It must make a successful Charisma saving throw or be stunned until the end of your next turn.

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

Whispered Warnings (Level 10)

Starting at 10th level, the sibylline voices in your mind become clearer and more focused. The voices bolster your mindfulness of your surroundings and grant you a preternatural awareness of creatures that mean you harm. While wearing light or no armor, you can add your Charisma modifier (minimum of 1) to your armor class.

Pierced the Veil (Level 14)

Starting at 14th level, when you inflict psychic damage to a target, you can also inundate it with frenetic and discordant voices of doom. The awful truths revealed to the target cause 8d10 psychic damage and it is confused (as the spell) until the end of its next turn.

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

The Sibyl

The Sibyl (Level 1)

You have made a pact with the Sibyl, a divine being associated with prophecy, knowledge, and fate. Your patron guides you through visions, portents, and periods of ecstatic clarity to act on its behalf and to further its stratagems. Your relationship to your patron is different from that of its clergy. You are not asked for faith, worship, or adulation; instead, you serve solely through your action and influence in the world. Because of that, you might have a strained relationship with the deity's most dedicated priests and other zealots.

Except as noted below, you function as a warlock and use the warlock spell list.

Expanded Spell List

The Sibyl 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.

Touched by the Sibyl

At 1st level, you are driven to ecstatic gibbering and utterances through your connection to your patron. Your prophetic commentary, startling insights, and frenetic appearance is unsettling, distracting, and psychically damaging to your target. Although the manifestation is different, this functions identically to the vicious mockery cantrip.

Additionally, you are proficient at Performance. Your proficiency bonus is doubled for ability checks you make using Performance.

Disastrous Prognostication (Level 6)

Starting at 6th level, you can direct your patron to infiltrate and overwhelm your target's psyche with prophetic knowledge of failures from the target's immediate future. As an action, target a creature that can see and hear you within 60 feet. It must make a successful Charisma saving throw or be stunned until the end of your next turn.

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

Whispered Warnings (Level 10)

Starting at 10th level, the sibylline voices in your mind become clearer and more focused. The voices bolster your mindfulness of your surroundings and grant you a preternatural awareness of creatures that mean you harm. While wearing light or no armor, you can add your Charisma modifier (minimum of 1) to your armor class.

Pierce the Veil (Level 14)

Starting at 14th level, when you inflict psychic damage to a target, you can also inundate it with frenetic and discordant voices of doom. The awful truths revealed to the target cause 8d10 psychic damage and it is confused (as the spell) until the end of its next turn.

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

The Singularity

The Singularity (Level 1)

Most denizens of the galaxy think that the ravenous chasms known as black holes are simply portals to the Void, formed from the collapse of particularly large stars. This theory brings them a sense of understanding to these dangerous galactic phenomena, and imparts a sense of control and comfort to those who would otherwise despair in the face of such a terrible, destructive force of nature.

However, the small group of warlocks who draw their power from these black holes know better: The Singularity is intelligent, malevolent, and, above all, hungry.

Expanded Spell List

The Singularity gives you the power to 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.

Hunger of the Void

Starting at 1st level, you can channel the ravenous hunger of The Singularity to absorb energies directed at you. When you are damaged by an effect or attack that deals damage of a type other than bludgeoning, piercing, or slashing, you can use your reaction to reduce the damage you take by an amount equal to your Charisma modifier. When you do so, you gain temporary hit points equal to your warlock level.

Brink of the Void (Level 6)

Starting at 6th level, you can induce terror and despair by showing others the truth of the Void as an action. Each creature within 30 feet of you that can see you must succeed a Wisdom saving throw or be frightened of you for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw, ending the effect on a successful save.

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

Accretion Disk (Level 10)

Starting at 10th level, whenever you use your Hunger of the Void ability, you can surround yourself with a swirling disc of damaging energy. For a number of rounds equal to your Charisma modifier, or until you use this ability again or dismiss this effect on your turn (no action required), any creature that starts its turn within 10 feet of you takes damage equal to your warlock level of the type you avoided.

Event Horizon (Level 14)

Starting at 14th level, as an action, you can summon a 20-foot radius sphere of pure voidstuff, centered on yourself. The first time a creature enters the area on its turn or when it starts its turn there, it must make a Strength saving throw. On a failed save, it takes 7d6 necrotic damage and is restrained until the start of its next turn. On a successful save, the creature takes half as much damage, and moves through the area as difficult terrain. You can concentrate on this effect, as you would a spell, to maintain this sphere for up to 1 minute.

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

Additionally, you have advantage on checks you make to control spheres of annihilation.

The Solar

The Solar (Level 1)

You have made a pact with the Solar, an exalted creature from on high, a being of eternal grace and splendor. Anointed in its light, you have joined in its quest to rid the world of the wicked and protect the innocent from harm.

Only the most powerful angels, short of truly divine beings, are mighty enough to forge such a pact. Additionally, the terms of this pact differ from the zeal of a paladin or cleric. Perhaps warlockhood is a means to save your damned soul, or perhaps it is to repay a debt owed to the gods. Whatever the reason, you are less the apostle, and more the servant.

Expanded Spell List

The Skin 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.

Shield of Heaven

Starting at 1st level, when a friendly creature you can see within 15 feet of you takes damage, you can use your reaction to grant resistance to the damage inflicted, and you also take the same amount of damage.

Light of Mending (Level 6)

At 6th level, you can petition the angels above to grant you a hallowed light from Mt. Celestia. As an action, you can cause your holy symbol to glow brightly, casting bright light in a 20 foot radius, and dim light an additional 20 feet. Friendly creatures within the bright light heal 2d4 + your Charisma modifier. After you use this ability, you cannot do so again until you complete a short or long rest.

Exalted Health (Level 10)

By 10th level, the forces of decay hold no sway over you, and you have resistance to necrotic damage. Additionally, you now no longer suffer any penalties for old age.

Saint's Chains (Level 14)

At 14th level, you can pass judgement on a foe, entrapping them in glowing, golden chains which spring from nearby surfaces. 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, the target is incapacitated and can't move for a number of rounds equal to your Charisma modifier, or until your concentration is broken (as if you are concentrating on a spell), as the chains hold its limbs to the ground. If the target is a fiend or undead, it takes 2d8 radiant damage each round it is held in this way. After you use this ability, you cannot do so again until you complete a short or long rest.

The Soulborn

The Soulborn (Level 1)

You share a far closer bond with your patron that most warlocks dream of. You have either bound yourself to a single mighty spirit of a long-dead warrior, or to a gestalt force of mighty warriors. You are guided by your patron and instructed in the ways of war and combat, especially single combat. The Tairnadal of Aerenal and Valenar are by far the most common source of Soulborn warlocks, their patron ancestor guiding and acting through them. Karrnathi patriots, Deneith wardens, and Dhakaani dar have also been known to practice this form of binding, though reports are scattered and sometimes unreliable.

Expanded Spell List

The Soulborn 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.

Awesome Blow

Starting at 1st level, spiritual power from your patron lends you the ability to land decisive hits. Once per turn, when you hit a creature with a weapon attack, it must succeed on a Constitution saving throw against your warlock spell save DC or suffer your choice of one of the following effects:

  • Its speed is reduced to 0 and it can't take reactions until the start of its next turn.

  • It becomes frightened of you until the end of its next turn.

  • It becomes deafened until the end of its next turn and has disadvantage on the next saving throw that it makes before the end of its next turn.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Starting at 10th level, you can use this feature once per turn, with no other limitations on how many times you can use it per short or long rest.

Warrior of Destiny

At 1st level, the spirit of a mighty warrior fights alongside you. You gain proficiency in martial weapons and shields. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

In addition, you can use any weapon that you hold as a spellcasting focus for your warlock spells.

Dance of Death (Level 6)

Starting at 6th level, your magic shields you even as it speeds your weapon. While you are concentrating on a spell of 1st level or higher, your movement doesn't provoke opportunity attacks and you can use a bonus action to make a melee weapon attack.

Turn the Tides (Level 10)

At 10th level, you can deflect the worst of attacks with the momentum of your own weapon. If you make a weapon attack on your turn, you have resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

Incarnate Hero (Level 14)

At 14th level, you can summon forth the martial spirit of a mighty hero in time of need, sweeping lesser warriors aside as you move through the battlefield. As an action, you gain the following benefits for 10 minutes:

  • You gain a number of temporary hit points equal to three times your warlock level.

  • You gain advantage on attack rolls that you make with simple and martial weapons.

  • You gain advantage on all Strength and Dexterity saving throws and ability checks.

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

The Spider Queen

Spider Queen (Level 1)

Truth always suffers from too many truth-sayers.

— Jarlaxle

Those not blessed with Lolth's power by birth or faith, can be bound to her by luck. You have made a pact with the Spider Queen in exchange for power. She seeks to avert all who dare defy her divine command, and you are no more than a vessel for others to see the power or her nature.

Expanded Spell List

1st-level Spider Queen feature

The Spider Queen 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.

Spider Venom Pact

1st-level Spider Queen feature

You gain proficiency with medium armor, shields, and martial weapons.

Once on your turn, when you deal damage with a weapon attack, you can deal additional acid or poison damage (your choice) to the target equal to your warlock level.

Potent Poison (Level 6)

6th-level Spider Queen feature

The Spider Queen blesses your poison damage with greater potency. If you deal poison damage to a creature that is immune to poison, it is treated as being resistant to poison. If you deal poison damage to a creature that is resistant to poison, that resistance is ignored. If you deal poison damage to a creature that is neither immune or resistant to poison, it is treated as being vulnerable to poison.

In addition, you become resistant to poison damage and immune to the poisoned condition.

Lolth's Whispers (Level 10)

10th-level Spider Queen feature

You gain advantage on Charisma (Intimidation) checks as the disturbing whispers of the Spider Queen invade the minds of those you wish to intimidate.

Additionally, as a bonus action, you can force one creature you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses of this feature are only expended when a creature fails its saving throw.

Arachnid Appendages (Level 14)

14th-level Spider Queen feature

As an action, you can cause four spider legs to grow out of your back, which return to your back after 1 minute. These spider legs are natural weapons with a reach of 10 feet and the Finesse property.

As a bonus action, you can make a melee weapon attack with each of these spider legs, but no more than two legs can attack the same target on a turn. On a hit, a spider leg deals 1d4 piercing damage and 1d6 poison damage. You don't add your ability modifier to the damage of these attacks, unless that modifier is negative.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th level spell slot to use it again.

The Star

The Star (Level 1)

It is impossible to comprehend the unbridled power contained within a star: an infinity of nuclear reactions, a constant explosion, unceasing for millennia—the ultimate inferno. It's no surprise that someone would seek to harness some of this power for their own.

With the right words of forgotten lore, warlocks can do just that, drawing some small fraction of the howling flames into themselves. The Star is not a sentient patron, it doesn't demand sacrifices or worship from its warlocks; it is a beacon in a sea of black, a force of nature that will long outlive any living thing.

Though the annals of history do not recount their battles, warlocks of The Star have waged endless war with those of The Singularity, who seek to plunge the galaxy into perfect darkness.

Expanded Spell List

The Star gives you the power to 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

You know the light and produce flame cantrips. These cantrips count as warlock spells for you, and don't count against your number of cantrips known.

Nova

At 1st level, you can unleash your Star's fury in earnest. However, if you channel its energy for too long, it will consume your mortal body. You can use your bonus action to enter a Nova. When you enter a Nova, and each subsequent turn you begin while your Nova is active, you take special radiant damage called Nova damage. This damage begins at 1d6 when you enter your Nova, and increases to 2d6 the following turn, 3d6 the turn after, and so on. This damage can't be reduced or avoided. You don't make Constitution saving throws to maintain your concentration as a result of taking this damage. Your Nova ends if you drop to 0 hit points or if you use your bonus action to end it.

While your Nova is active, you can add bonus d6s of damage, up to a maximum of twice the number of Nova damage dice you have taken on your turn, when you damage a creature with an attack on your turn. You can choose to add all the damage dice to the roll of a single attack, or divide up the damage among multiple attacks. For example, if you take 3d6 Nova damage, you have 6d6 bonus damage to add to your attacks on your turn.

Solar Flare (Level 6)

Starting at 6th level, if you drop to 0 hit points while your Nova is active, you can choose to instead drop to 1 hit point and cause each hostile creature within 30 feet of you to take radiant damage equal to your Charisma modifier + your warlock level. Your Nova ends.

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

Healing Rays (Level 10)

At 10th level, the Star's soothing rays can mend even your severest of wounds. When you begin your turn in direct sunlight and your Nova isn't active, you can use your action to regain 1d6 hit points.

You can heal yourself a number of times using this ability equal to your Charisma modifier and regain all expended uses when you finish a short or long rest. At 14th level, this healing increases to 1d10.

Supernova (Level 14)

Starting at 14th level, when you enter a Nova, you can choose for your Nova damage dice and the additional damage you deal to other creatures to be d10s, instead of d6s.

The Storm

The Storm (Level 1)

Expended Spell List

The Storm lets you choose from an expanded list of spells 1 when you learn a warlock spell The following spells are added to the warlock spell list for you.

Shattering Blast

At 1st level you can choose to unleash the energy of the storm, as an action, all creature in a 15ft cone in front of you must succeed on a Dexterity Saving throw or take 1d10 force damage.

The damage of this ability increases as you reach higher 4 levels: 3d10 at 5th level 5d10 at 11th level 7d10 at 17th level

Storm Body (Level 6)

Beginning at 6th level once per short rest, as a bonus action, you can choose to let the storm infuse your body. Your body becomes ephemeral as if made of thunderclouds. You gain the following benefits for one minute:

  • Resistance to slashing, piercing, bludgeoning damage from non-magical weapons.

  • A hover speed equal to your walking speed.

  • Temporary HP equal to twice your Charisma Modifier.

Lightning Reflexes (Level 10)

At 10th level Your body is electric, enhancing your reflexes. You can add your Charisma modifier to your Initiative checks and Acrobatic checks.

In addition you gain resistance to lightning damage.

Retaliating Thunder (Level 14)

Starting at 14th level when a creature should make your health drop to 0 hit points or below, you can instead choose to let the Storm cover and protect you. You fall to a number of hit points equal to your level and immediately enter your Storm Body form, it doesn't count against your normal amount of uses. In addition the creature that attacked you takes lightning damage equal to your level and is incapacitated until the start of your next turn as a bolt of roaring lightning strikes it.

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

The Storm Giant

The Storm Giant (Level 1)

Warlocks under the patronage of a storm giant are granted some connection to primal elements, but far greater is their ability to read the subtle omens of the world, even to the point of the premonition of future events.

Expanded Spell List

Storm Giant Expanded Spells
Spell LevelSpells

1st

earth tremor, identify

2nd

augury, enlarge/reduce

3rd

clairvoyance, call lightning

4th

divination, stoneskin

5th

commune, legend lore

Voice of the Ordning

Starting at 1st level, you add double your proficiency bonus when making Charisma checks with giant-type creatures, who recognize the authority of your patron.

In addition, when interacting with multiple creatures who can understand you, you can identify which one currently has the most authority, whether by rank or by some other factor. Your first Charisma check within 1 minute to interact with this creature is made with advantage. Once you use the advantage granted by this feature, you can't do so again until you finish a short or long rest.

Gifts of the Storm Seer (Level 6)

Starting at 6th level, spells from patron's expanded spell list do not require material components; items like rune-stones or rolled bones appear as spectral images when you cast the spell, if needed. In addition, spells from your patron's expanded spell list ignore any cumulative chance of failure if cast multiple times before finishing a long rest.

Predictor's Eye (Level 10)

Starting at 10th level, when a creature within 30 feet of you that you can see makes a weapon or spell attack against you, you can use your reaction to make a Wisdom (Insight) check, contested by the target's Charisma (Deception) check. If you succeed, you have resistance against the triggering weapon attack or spell.

Fareskold (Level 14)

Upon reaching 14th level, you can roll 1d4+1 whenever you finish a long rest. Until the end of your next long rest, you can use your Predictor's Eye feature without using your reaction a number of times equal to the result of your roll.

In addition, you can use your Predictor's Eye feature against a target visible within 30 feet of you whenever they cast a spell that would damage you, even if it does not require an attack roll.

The Storm Lord

The Storm Lord (Level 1)

You've made a pact with an ancient power known as the Storm Lord. Massive and timeless, this godlike entity sails the winds of the void through the darkest places between the skies of countless worlds. It is the spirit that consumes the purified souls of heroes as it welcomes them into its kingdom. Its long tendrils of lightning cover the sky, heralding the violent tempest that follows. This entity finds silent amusement at seeing mortals in peril, and it tends to draw cults of shadowy beings to worship at its altars, performing dark rituals in the name of the Lord of Winds. You have stood before the Storm Lord, unbowed and unbroken, to make a pact that will shake the very fabric of reality. Sparks will leap from your fingertips and fog will rise from your breath as you strike down your enemies with the devastating and majestic power of the Master of the Unfallen Kingdom.

Expanded Spell List

The Storm Lord 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.

Majesty of the Cloud Ruler

At 1st level, you gain the ability to manifest a fraction of the awe-inspiring glory of the Storm Lord. As an action, choose any number of creatures in a 15-foot radius of you. The targets must make a Charisma saving throw against your warlock spell save DC. If they fail, they fall prone and remain prone on their next turn unless they use all of their movement to stand.

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

Breath of the Gale (Level 6)

At 6th level, you passively manifest a small tempest around yourself. You gain advantage on saving throws against dangerous gases, clouds, forceful winds, and other similar effects. Your vision is not obscured by fog, mist, smoke, rain, clouds, or other airborne particles.

Additionally, whenever you take the Dash action, nonmagical ranged attacks that target you are made with disadvantage until the start of your next turn.

Rider of Lightning (Level 10)

Starting at 10th level, when you deal lightning or thunder damage using a spell of 1st level or higher or cast a spell that is on your patron's extended spell list, you can use your bonus action to teleport to an unoccupied space adjacent to a target of the spell or to an unoccupied space within the spell's area of effect.

Slayer of the King (Level 14)

At 14th level, you discover the unspoken secrets of the heroes who sought the downfall of the Storm Lord. As an action, you cleave the air with a blade of purest wind in a line 300 feet long, 300 feet high, and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your warlock spell save DC. A creature takes force damage equal to three times your warlock level on a failed save or half as much damage on a successful one. Unattended objects automatically fail this saving throw.

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

The Superintelligence

The Superintelligence (Level 1)

Your patron is a very powerful and independent Artificial Intelligence. You are not completely sure how it was originated: some warlocks say it was created as an overlord for the network, and others say it was created by the massive interactions through the digital world.

Expanded Spell List

The Superintelligence 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.

The Superintelligence Expanded Spells

Supernatural Hacker

Starting at 1st level, you gain proficiency with hacking tools and when you make a roll to use an electronic device, you can use your Charisma modifier instead.

AI Servant

Also at 1st level, you gain the service of a mechanical construct powered by a basic AI sent by the Superintelligence to aid you. This AI is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying AI Servant stat block. You can determine the cosmetic characteristics of the AI, such as its form, its color, or any visible effect; your choice has no effect on its game statistics.

AI Servant

As a bonus action, you can command your AI to leave its physical form and travel to an electronic device within 100 feet from you that you can see, allowing your AI to use that device. The AI can add your proficiency bonus on any Intelligence check related to using an electronic device.

If the AI is destroyed, you can build a new one with 8 hours of uninterrupted work and spending $10 in raw materials.

You can read more about connecting and using a device under the "Using Electronic Devices" section of this supplement.

Digital Connection (Level 6)

At 6th level, you can you can cast any spell with the technomagic tag through your AI. In addition, you can use your action and concentrate to merge your mind with your AI, allowing you to travel and use any electronic device within 100 feet from you that you can see for a number of minutes equal to your Charisma modifier or until your concentration is broken (as if you are concentrating on a spell). Once you use this feature, you must finish a short or long rest to use it again.

Spell Hacking (Level 10)

At 10th level, as a bonus action, you can spend one spell slot and gain resistance against any damage dealt by spells for 1 minute.

Creature Hacking (Level 14)

Starting at 14th level, you hack a creature you can see within 30 feet of you to weaken its defenses and make it more vulnerable to magic. The creature you choose must make an Intelligence saving throw. On a failed save, it has disadvantage on saving throws against spells and it takes double damage from spells for 1 minute. The creature can make another saving throw at the end of each of its turns to end this effect.

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

The Swindled

The Swindled (Level 1)

Your patron is an entity that you have stolen power from. The Swindled might be a previous patron of yours, who severed ties with you after you broke your end of the bargain, or they could be an entirely new eldritch being from whom you steal secrets and siphon power. While forging this stolen pact is a remarkable rarity, it isn't necessarily a willing occurrence. Perhaps you accidentally stumbled upon an ancient artifact that stole the patron's power, and now the item wields you as its host. The patron may not even be aware of your connection to them.

Regardless of how you obtained the stolen power, you are in constant peril of being discovered, by the entity whose power you draw upon or by others who covet your powers.

Expanded Spell List

Stolen knowledge from your patron allows you to 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.

Swindled Expanded Spells

Eldritch Thief

The process of stealing power from your patron has allowed you to develop more material thievery techniques. At 1st level, you gain proficiency with the Sleight of Hand skill and with thieves' tools. Additionally, you gain the following benefits.

Eldritch Thieves' Tools

As a bonus action, you can magically create a special set of thieves' tools in your hand. These tools' appearance reflects the nature of your patron. For instance, they might look fleshy and organic if your patron is an aberration, or take the form of unfathomably complex clockwork devices if your patron is a creature of cryptic order.

Regardless of their appearance, they function like normal thieves' tools, while also allowing you to use them as a spellcasting focus. While using them to disarm a trap or open a lock, you can use Charisma instead of Dexterity for the ability checks. The tools disappear if you create them again or if they're more than 5 feet away from you for 1 minute or longer.

Spell Heist

Also at 1st level, you learn a ritual to attempt to steal arcane knowledge from your patron. This ritual takes 8 hours; it can be performed during a long rest and sends your consciousness to your patron's realm, leaving you in a sleep-like state.

When you begin the ritual, you choose a number of spells between 1st and 5th level that you don't know from the warlock spell list. The chosen spells can have a total combined level that is equal to or less than half your warlock level (rounded up). At the end of the 8 hours, you make a Charisma check using your eldritch thieves' tools. The DC for the check equals 10 + the total combined level of the spells. On a success, the spells are added to your list of known spells until the end of your next long rest or until you use this feature again. On a failure, you can choose one of the spells to add to your list of known spells for the same duration; however, each time you cast it, you take psychic damage equal to the spell's level, which can't be reduced in any way.

Magical Larceny (Level 6)

At 6th level, you learn to employ your eldritch thieves' tools to disarm and even steal magical effects.

As an action, you can choose one creature, object, or area within 5 feet of you that's affected by a spell, and make a Charisma check using your eldritch thieves' tools. If the spell was cast by a creature, the DC equals the creature's spell save DC. Otherwise, the DC equals 10 + the spell's level. On a successful check, the spell ends.

In addition, if you successfully end a spell on a creature, you can steal its effects for yourself. After the spell ends on the creature, you can choose to have it immediately take effect on you for the remainder of its duration. This stolen spell targets only you, even if it can normally target more creatures, and if it requires concentration, you must concentrate to maintain it.

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

Eldritch Gambit (Level 10)

At 10th level, you learn the spell counterspell if you don't already know it, and it doesn't count against the number of spells you know. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Moreover, you can bolster yourself with the magical energy of the spells you sabotage. Whenever you successfully end a spell with your Magical Larceny feature or counter a spell with counterspell, you gain temporary hit points equal to 1d10 + twice the spell's level. For example, if you end or counter a 3rd-level spell, you gain 1d10 + 6 temporary hit points.

Plunder Spirit (Level 14)

Starting at 14th level, you learn to steal power from the spirits of your fallen enemies. When you reduce a creature to 0 hit points, you can use a reaction to steal a portion of its spirit and gain one of the following benefits:

  • You regain a warlock spell slot.

  • You become proficient in a saving throw that the creature was proficient in. This ability lasts until you finish a long rest.

  • If the creature had the Innate Spellcasting or Spellcasting trait, you learn a spell that the creature knew or had prepared, provided the spell is of a level you can cast. You retain the knowledge of this spell until you finish a long rest, and it counts as a warlock spell for you during this time.

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

The Swindled

The Swindled (Level 1)

Your patron is an entity that you have stolen power from. The Swindled might be a previous patron of yours, who severed ties with you after you broke your end of the bargain, or they could be an entirely new eldritch being from whom you steal secrets and siphon power. While forging this stolen pact is a remarkable rarity, it isn't necessarily a willing occurrence. Perhaps you accidentally stumbled upon an ancient artifact that stole the patron's power, and now the item wields you as its host. The patron may not even be aware of your connection to them.

Regardless of how you obtained the stolen power, you are in constant peril of being discovered, by the entity whose power you draw upon or by others who covet your powers.

Swindled Spell List

Stolen knowledge from your patron allows you to 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.

Eldritch Thief

The process of stealing power from your patron has allowed you to develop more material thievery techniques. At 1st level, you gain proficiency with the Sleight of Hand skill and with thieves' tools. Additionally, you gain the following benefits.

Eldritch Thieve's Tools

As a bonus action, you can magically create a special set of thieves' tools in your hand. These tools' appearance reflects the nature of your patron. For instance, they might look fleshy and organic if your patron is an aberration, or take the form of unfathomably complex clockwork devices if your patron is a creature of cryptic order.

Regardless of their appearance, they function like normal thieves' tools, while also allowing you to use them as a spellcasting focus. While using them to disarm a trap or open a lock, you can use Charisma instead of Dexterity for the ability checks. The tools disappear if you create them again or if they're more than 5 feet away from you for 1 minute or longer.

Spell Heist

Also at 1st level, you learn a ritual to attempt to steal arcane knowledge from your patron. This ritual takes 8 hours; it can be performed during a long rest and sends your consciousness to your patron's realm, leaving you in a sleep-like state.

When you begin the ritual, you choose a number of spells between 1st and 5th level that you don't know from the warlock spell list. The chosen spells can have a total combined level that is equal to or less than half your warlock level (rounded up). At the end of the 8 hours, you make a Charisma check using your eldritch thieves' tools. The DC for the check equals 10 + the total combined level of the spells. On a success, the spells are added to your list of known spells until the end of your next long rest or until you use this feature again. On a failure, you can choose one of the spells to add to your list of known spells for the same duration; however, each time you cast it, you take psychic damage equal to the spell's level, which can't be reduced in any way.

Magical Larceny (Level 6)

At 6th level, you learn to employ your eldritch thieves' tools to disarm and even steal magical effects.

As an action, you can choose one creature, object, or area within 5 feet of you that's affected by a spell, and make a Charisma check using your eldritch thieves' tools. If the spell was cast by a creature, the DC equals the creature's spell save DC. Otherwise, the DC equals 10 + the spell's level. On a successful check, the spell ends.

In addition, if you successfully end a spell on a creature, you can steal its effects for yourself. After the spell ends on the creature, you can choose to have it immediately take effect on you for the remainder of its duration. This stolen spell targets only you, even if it can normally target more creatures, and if it requires concentration, you must concentrate to maintain it.

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

Eldritch Gambit (Level 10)

At 10th level, you learn the spell counterspell if you don't already know it, and it doesn't count against the number of spells you know. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Moreover, you can bolster yourself with the magical energy of the spells you sabotage. Whenever you successfully end a spell with your Magical Larceny feature or counter a spell with counterspell, you gain temporary hit points equal to 1d10 + twice the spell's level. For example, if you end or counter a 3rd-level spell, you gain 1d10 + 6 temporary hit points.

Plunder Spirit (Level 14)

Starting at 14th level, you learn to steal power from the spirits of your fallen enemies. When you reduce a creature to 0 hit points, you can use a reaction to steal a portion of its spirit and gain one of the following benefits:

  • You regain a warlock spell slot.

  • You become proficient in a saving throw that the creature was proficient in. This ability lasts until you finish a long rest.

  • If the creature had the Innate Spellcasting or Spellcasting trait, you learn a spell that the creature knew or had prepared, provided the spell is of a level you can cast. You retain the knowledge of this spell until you finish a long rest, and it counts as a warlock spell for you during this time.

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

The Symbiont

The Symbiont (Level 1)

Though most warlocks forge pacts with distant, intangible entities, your patron is a physical being of incomprehensible power—a being which dwells inside your very body. This arrangement was struck in the spirit of symbiosis: your patron, which resembles a muscular, living ichor, requires a mortal dwelling, and you in turn may profit from its magic. You can even draw your patron out from where it resides in your blood, causing it to seep forth onto your skin until you are a monstrous hybrid of ichor and man, replete with claws and teeth to rend your foes asunder.

Expanded Spell List

The Symbiont 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.

Symbiotic Transformation

Starting when you choose this patron at 1st level, you can draw out your Symbiont, which proceeds to coat your body in a living slime exoskeleton. You can undergo this transformation or reverse it as a bonus action on your turn. While transformed, you can't cast spells, but transforming doesn't break your concentration or prevent you from taking actions that are part of a spell that you've already cast. While transformed, you gain the following benefits:

  • The Flesh. Your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

  • The Claws. You sprout a set of wicked claws, which you can use as natural melee weapons to make claw attacks. You have proficiency in your claw attacks and can use your Charisma modifier, instead of Strength, for their attack and damage rolls. On a hit, your claws deal 1d8 slashing damage, which counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you later gain the Pact of the Blade feature, your claws count as pact weapons for warlock class features.

  • Extra Attack. Starting at 5th level, you can attack twice with your claws, instead of once, whenever you take the Attack action on your turn.

Traumatic Rend (Level 6)

Starting at 6th level, you can rake your foe's eyes with your claws to discourage its attacks. When you hit a creature with your claws twice on your turn, you can make an additional attack using your claws against the target. On a hit, the target has disadvantage on attack rolls against you until the start of your turn.

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

Lifedrain (Level 10)

By 10th level, your parasitic patron can draw life from those around you. While you are conscious, whenever you deal damage to a hostile creature using your claws, you regain 1d4 hit points.

Violence After Death (Level 14)

Beginning at 14th level, if you should fall in combat, your Symbiont shall keep fighting. If you drop to 0 hit points while transformed with your Symbiotic Transformation, you do not fall prone or begin making death saving throws until the end of your next turn. Instead, your Symbiont controls your actions, acting as if you were not unconscious, attacking any hostile creatures it sees. If you take any damage while at 0 hit points, you instantly fall unconscious and suffer one death saving throw failure. At the end of your next turn, you collapse and begin to make death saving throws as normal.

The Titan

The Titan (Level 1)

At the dawn of creation the world was dominated by massive creatures; powerful giants bound together by the Ordning, hulking elementals that would become the landscape itself, and legendary Titans, like the Tarrasque, that still slumber beneath the earth. In remote places of the material plane these ancient beings sleep, their power dormant, waiting for an opportunity to remind the world of their existence.

Why were you chosen by a Titan? Are they trapped, and need someone to carry out their will in the world, or do you draw your power from an ancient slumbering giant?

Titan Spell List

The Titan lets you choose from an expanded list of spells when you learn a warlock spell. Beginning at 1st-level, the following spells are added to the warlock spell list for you.

Elder Soul

The elder magic of your titanic Patron greatly enhances your vigor. At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a warlock level.

You also learn to speak, read, and write either Primordial or Giant (your choice). Whenever you make a Charisma check when interacting with elementals (if you chose Primordial) or giants (if you chose Giant), your proficiency bonus is doubled.

Colossal Form

Also at 1st level, you can draw on the power of your Patron to take on a Colossal Form, granting you the benefits below:

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

  • Your size increases by one category. For example, if you are a Medium creature you would grow to become Large.

  • When you make a Strength-based ability check or saving throw, you add your Charisma modifier to the roll.

  • When you hit a creature with a melee weapon attack that uses your Strength, you gain a bonus to your damage roll equal to your Charisma modifier (minimum of +1).

Your Colossal Form lasts for 1 minute, but ends early if you are incapacitated or you choose to end it as a bonus action. Once you use your Colossal Form, you must finish a short or long rest before you can use it again.

Titanic Endurance (Level 6)

You can draw upon the wondrous resilience of your Patron to reduce incoming damage. At 6th level, you gain a special pool of d8 dice that you can use to absorb incoming damage. This pool has a number of d8s equal to 1 + your warlock level.

As a reaction when you take damage, you can expend any number of dice from this pool, and reduce the damage by an amount equal to the dice roll + your Charisma modifier. Your pool regains all expended dice at the end of each long rest.

Stalwart Blood (Level 10)

Your connection to your gargantuan patron has deepened. Starting at 10th level, when you make a Constitution-based ability check or Constitution saving throw, you gain a bonus to the roll equal to your Charisma modifier (minimum of +1).

Legendary Behemoth (Level 14)

You have mastered the overwhelming magic of the Titan and wield its power with ease. Beginning at 14th level, when you enter your Colossal Form, you can choose to grow by two size categories, for example, from Medium to Huge. When you hit a creature with a melee weapon attack while transformed, you roll one of the weapon's damage dice an additional time.

In addition, once you adopt your Colossal Form, it lasts until you are incapacitated or end it as a bonus action.

The Titan

The Titan (Level 1)

Your patron is a being of unfathomable size, age, and strength, such as an astral dreadnought, an empyrean, a kraken like Slarkrethel, or a tarrasque. Titans such as these are quasi-deities created by gods, whether through the union of two deities, being manufactured on a divine forge, constituting from blood spilled from a god, or becoming manifested through divine will. Most often, the creators of a titan come to see it as a threat and imprison it with the intention of one day unleashing it on their enemies.

A titan who seeks a pact with a warlock is usually one who desires escape from its imprisonment, most often to take vengeance on its creator. However, captivity and solitude may instead cause madness to bloom in the titan, who may seek escape so that it can consume all of existence. In exchange for the breaking of its chains, the titan grants the warlock increased size and strength, often accompanied by its horrible hunger.

Expanded Spell List

The Titan 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.

Gigantic

At 1st level, your patron grants you greater size and strength. If you are Medium or smaller, your size permanently increases by one category, multiplying your weight by 8. You choose how your dimensions alter to accommodate your new size and weight. When you gain this feature, your equipment and anything you're wearing or carrying grows to match your new size, but their statistics and value are otherwise unchanged. Each magic item you attune to also grows to accommodate your new size, where applicable, and returns to its normal size if you break your attunement with it.

Additionally, you can choose to use Strength, instead of Charisma, as your warlock spellcasting ability. If you choose to use Strength, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Strength modifier instead. You must make this choice when you gain this feature.

Great Hunger

Starting at 1st level, your appetite, like your patron's, becomes nigh impossible to satisfy. Your stomach becomes a portal to a demiplane, in which you can store objects. As an action, you can devour an object that is Medium or smaller and store it in the demiplane, or regurgitate an object stored within the demiplane. The objects in your demiplane must have a combined weight in pounds no more than 20 times your warlock level. If you attempt to store an object that would push the total weight beyond this number, you immediately regurgitate it and take 1d8 necrotic damage, which can't be reduced or prevented in any way.

The objects within your demiplane can't be accessed or detected by other creatures except through means that would allow them to access or view other planes, such as the gate spell.

When you die, you regurgitate everything stored within your demiplane.

Wrath of the Titan (Level 6)

Starting at 6th level, once per turn when you hit a creature with a melee attack, you can draw on your patron's strength and mass to cause the attack to deal an additional 2d6 force damage.

This force damage increases to 3d6 when you reach 10th level in this class, and to 4d6 when you reach 14th level in this class.

Colossal (Level 10)

At 10th level, your patron gifts you a portion of its incredible resilience. Your hit point maximum increases by 20, and increases by 2 whenever you gain a level in this class.

Additionally, whenever you would take damage, you can use your reaction to reduce the damage by half your warlock level.

Swallow Whole (Level 14)

Starting at 14th level, as an action, you can attempt to swallow a creature within 5 feet of you that is your size or smaller. That creature must succeed on a Strength saving throw against your spell save DC or be swallowed into your demiplane. While within your demiplane, the creature is restrained, it can't perceive, affect, or be affected by anything outside your demiplane, and it takes 4d6 acid damage at the start of each of its turns. The creature's weight doesn't count against the maximum weight that can be stored within your demiplane. If the creature dies, the acid dissolves its corpse and you regurgitate all of the objects it was wearing and carrying onto the ground in your space.

On its turn, a creature within your demiplane can use its weapons and abilities to target you as though you are visible to it and within 5 feet of it. When you take damage from a creature within your demiplane, you must succeed on a Constitution saving throw with a DC equal to half the damage you took (minimum DC 10) or regurgitate the creature prone into the nearest unoccupied space to you. You also regurgitate the creature prone into the nearest unoccupied space if you fall unconscious or die.

Once you use this feature, you must finish a long rest'24 before you can use it again.

The Titan

The Titan (Level 1)

At the dawn of creation the world was dominated by massive creatures; powerful giants bound together by the Ordning, hulking elementals that would become the landscape itself, and legendary Titans, like the Tarrasque, that still slumber beneath the earth. In remote places of the material plane these ancient beings sleep, their power dormant, waiting for an opportunity to remind the world of their existence.

Why were you chosen by a Titan? Are they trapped, and need someone to carry out their will in the world, or do you draw your power from an ancient slumbering giant?

Extended Spells

The Titan lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Elder Soul

The elder magic of your titanic Patron greatly enhances your vigor. At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a warlock level.

You also learn to speak, read, and write either Primordial or Giant (your choice). Whenever you make a Charisma check when interacting with elementals (if you chose Primordial) or giants (if you chose Giant), your proficiency bonus is doubled.

Colossal Form

Also at 1st level, you can use a bonus action on your turn to take on a Colossal Form, granting you the benefits below:

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

• Your size increases by one category. For example, if you are a Medium creature you would grow to become Large.

• When you make a Strength-based ability check or saving throw, you add your Charisma modifier to the roll.

• When you hit a creature with a melee weapon attack that uses your Strength, you gain a bonus to your damage roll equal to your Charisma modifier (minimum of +1).

Your Colossal Form lasts for 1 minute, but ends early if you are incapacitated or you choose to end it as a bonus action. Once you use your Colossal Form, you must finish a short or long rest before you can use it again.

Titanic Endurance (Level 6)

You can draw upon the wondrous resilience of your Patron to reduce incoming damage. At 6th level, you gain a special pool of d8 dice that you can use to absorb incoming damage. This pool has a number of d8s equal to 1 + your warlock level.

As a reaction when you take damage, you can expend any number of dice from this pool, and reduce the damage by an amount equal to the dice roll + your Charisma modifier. Your pool regains all expended dice at the end of each long rest.

Stalwart Blood (Level 10)

Your connection to your gargantuan patron has deepened. Starting at 10th level, when you make a Constitution-based ability check or Constitution saving throw, you gain a bonus to the roll equal to your Charisma modifier (minimum of +1).

Legendary Behemoth (Level 14)

You have mastered the overwhelming magic of the Titan and wield its power with ease. Beginning at 14th level, when you enter your Colossal Form, you can choose to grow by two size categories, for example, from Medium to Huge. When you hit a creature with a melee weapon attack while transformed, you roll one of the weapon's damage dice an additional time.

In addition, once you adopt your Colossal Form, it lasts until you are incapacitated or end it as a bonus action.

The Toon

The Toon (Level 1)

Out on the edge of the multiverse is a demiplane called Toontown, a wacky place inhabited by toons, creatures of ink and magic that defy logic. In Toontown, the laws of space and time take a wrong turn and dive straight off a cliff; it's an eternity of loony hijinks, a torrent of silliness, a plane that despises seriousness. Toons take many forms -- often little critters or animate objects with exaggerated eyes drawn on them -- but the Barons of Toontown are known far and wide. These powerful (and copywritten) toons can let you bend the laws of space and time, provided that you leave a trail of slapstick jokes and utter silliness in your wake.

Expanded Spell List

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

Big Pockets

Starting at 1st level, you scoff at lengthy encumbrance rules. When you open a pocket, bag, or other container that you touch, you can choose for it to lead to your personal extradimensional space, which is 64 cubic feet in volume. The container's opening stretches to accommodate items of any size which can fit within the space, and items within the space are weightless until removed. When you reach into this space, any item you intend to take is magically on top. A container loses this property when you are no longer touching it.

Zany Limbs

At 1st level, you have elastic, fantastic limbs. You can stretch your arms and legs up to 5 feet beyond their normal length, allowing you to interact with distant objects or creatures, and your melee weapon attacks have the Reach property. Additionally, you can ignore the Heavy property of weapons.

Slaspstick (Level 6)

By at 6th level, you have a knack for cartoon violence. When you take bludgeoning, piercing, or slashing damage while you are standing, you can use your reaction to halve the damage taken and also be knocked prone, as you are either squashed flat, deflated like a balloon, or momentarily chopped in half.

Two-Dimensional (Level 10)

At 10th level, when comically convenient, you can use your bonus action to turn sideways and become completely flat or to return to return to three-dimensions. While two-dimensional, you can fit through passages as narrow as 1/2 inch across, and you have half cover from ranged attacks. Additionally, you can also glide on the wind when you fall, floating 2 feet horizontally for each foot downward you fall. However, you are far more fragile, and have vulnerability to bludgeoning, piercing, and slashing damage.

Anvil on Head (Level 14)

Starting at 14th level, you can employ the oldest trick in the animator's book: dropping a heavy anvil right on your enemies! As an action, choose a 5-foot square that you can see within 30 feet of you. A heavy, oversized anvil materializes up to 100 feet above the square and falls to the ground, crashing through any obstacle it meets on its way. A creature hit by the anvil must make a Dexterity saving throw. On a failed save, a creature takes 10d10 bludgeoning damage and is knocked prone and stunned until the beginning of your next turn, while literal stars orbit its head. On a successful save, the creature takes half as much damage and is not stunned. Once you use this feature, you can't use it again until you finish a long rest.

The Unblinking

The Unblinking (Level 1)

You have entered the service of one of the great and paranoid tyrants known only as Beholders. Their origins are unknown, but their presence is felt in nearly every major city and keep where mortals dwell. Preferring to have others do their dirty work, Beholders are known for employing vast networks of mortals to carry out their paranoid and tyrannical will.

Unblinking Spell List

The Unblinking lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Unblinking Eye

When you enter this Pact with your Patron at 1st level, your Patron magically implants you with an additional Unblinking Eye, reminiscent of theirs, in the center of your forehead. You gain proficiency in Perception, and you add your Charisma modifier (minimum of +1) to Wisdom (Perception) checks.

Ocular Ray

Starting at 1st level, you can use your Unblinking Eye as a spellcasting focus for any spell that requires an attack roll.

When using your Eye as a spellcasting focus, you must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed or have a gold cost.

Unsleeping Awareness (Level 6)

The magic of your otherworldly Unblinking Eye has grown. Beginning at 6th level, you cannot be surprised, even if you are sleeping, as your Unblinking Eye remains ever alert.

Moreover, when you cast a spell and use your Eye as the spellcasting focus, you can add your Charisma modifier to the damage roll of that spell if you do not do so already.

Prescient Sight (Level 10)

You can channel the eldritch power of your Patron to glimpse the near future. Starting at 10th level, you can use an action to enter a heightened state of prescience for 10 minutes. You must concentrate on this state if you were concentrating on a spell. While in this state you gain the following benefits:

  • You add your Charisma modifier to your initiative rolls.

  • Creatures you can see cannot attack you with advantage.

  • When you are hit by an attack, you can use your reaction to add 1d4 to your Armor Class against that attack.

Once you use this feature you must finish a short or long rest before you can enter this state of awareness again.

Eye Tyrant (Level 14)

You have unlocked the true power of your Patron. Starting at 14th level, you can use an action to have your Unblinking Eye emanate an antimagic zone in a 30 foot cone. The area of this cone is under the effects of the antimagic field spell.

At the start of each of your turns, you decide which way your cone of antimagic faces until the start of your next turn.

Your Eye emanates this cone for 1 minute. The effect ends early if you are incapacitated or you choose to end the effect at the beginning of your turn (no action required).

The Unblinking

The Unblinking (Level 1)

You have entered the service of one of the great and paranoid tyrants known only as Beholders. Their origins are unknown, but their presence is felt in nearly every major city and keep where mortals dwell. Preferring to have others do their dirty work, Beholders are known for employing vast networks of mortals to carry out their paranoid and tyrannical will.

Extended Spells

The Unblinking lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Unblinking Eye

When you enter this Pact with your Patron at 1st level, your Patron magiaclly implants you with an additional Unblinking Eye, reminiscent of theirs, in the center of your forehead. You gain proficiency in Perception, and you add your Charisma modifier (minimum of +1) to Wisdom (Perception) checks.

Ocular Ray

Starting at 1st level, you can use your Unblinking Eye as a spellcasting focus for any spell that requires an attack roll.

When using your Eye as a spellcasting focus, you must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed or have a gold cost.

Unsleeping Awareness (Level 6)

The magic of your otherworldly Unblinking Eye has grown. Beginning at 6th level, you cannot be surprised, even if you are sleeping, as your Unblinking Eye remains ever alert.

Moreover, when you cast a spell and use your Eye as the spellcasting focus, you can add your Charisma modifier to the damage roll of that spell if you do not do so already.

Prescient Sight (Level 10)

You can channel the eldritch power of your Patron to glimpse the near future. Starting at 10th level, you can use an action to enter a heightened state of prescience for 10 minutes. You must concentrate on this state if you were concentrating on a spell. While in this state you gain the following benefits:

• You add your Charisma modifier to your initiative rolls.

• Creatures you can see cannot attack you with advantage.

• When you are hit by an attack, you can use your reaction to add 1d4 to your Armor Class against that attack.

Once you use this feature you must finish a short or long rest before you can enter this state of awareness again.

Eye Tyrant (Level 14)

You have unlockd the true power of your Patron. Starting at 14th level, you can use an action to have your Unblinking Eye emanate an antimagic zone in a 30 foot cone. The area of this cone is under the effects of the antimagic field spell.

At the start of each of your turns, you decide which way your cone of antimagic faces until the start of your next turn.

Your Eye emanates this cone for 1 minute. The effect ends early if you are incapacitated or you choose to end the effect at the beginning of your turn (no action required).

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.

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 Fistandantalus.

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

You learn the spare the dying cantrip, which counts as a warlock cantrip for you. It does not count against the number of warlock cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

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)

You can restore vitality when you cheat death. When you succeed on a death saving throw or stabilize a creature with spare the dying, you can choose for yourself or the stabilised creature to regain hit points equal to 1d8 + your Warlock level.

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

Undying Nature (Level 10)

You do not need to breathe, eat, drink, or sleep, although you may still do so if you wish. Your body ages only 1 year for every 10 years that pass, and you are immune to being magically aged. You can reattach any of your severed body parts at will, and you are immune to poison.

Indestructible Life (Level 14)

You partake of some of the true secrets of the Undying. If you die, another creature can attempt a DC 10 Wisdom (Medicine) check on your corpse within 24 hours. On a success, you are revived with 1 hit point. If your head or heart is missing, the check automatically fails. Any other missing body parts slowly regrow over the course of 7 days. If you are missing any vital body parts besides your heart and head (e.g. your blood), the magic of everlasting life sustains you while they regrow. Once you have been revived in this way, you can't be so again for 7 days.

The Valiant

The Valiant (Level 1)

The life of a natural born hero is not in the cards for everyone. Comparatively few are naturally built for combat or glory, as most folks talents lie elsewhere and in relative safety. By choosing this patron, you call upon the strength of warriors, archmages, or other heroes whose legacies have stood the test of time: transforming their living memory into a powerful force all its own. Your patron could be one such a person, or even the collective force of a famed platoon. As a warlock of this patron, you have made the choice to trust your heart in the face of adversity to follow the path of a hero.

Expanded Spell List

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

Bravehearted

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, you gain proficiency with medium armor and shields.

Eldritch Blade

Also at 1st level, you gain the eldritch blast cantrip if you do not already know it. This cantrip does not count against the number of warlock cantrips you know. When you use an action to cast eldritch blast, instead of the spell manifesting as a beam of energy, you can choose to create an eldritch weapon in your hand called an eldritch blade. To do so, your hand must either be empty or carrying a rod or wand, from which the magical weapon extends.

When you create the eldritch blade, you can make one melee spell attack with it for each beam the eldritch blast spell would have created when you cast it. If the attack hits, the target is treated as if it were hit by a beam from your eldritch blast. When you cast eldritch blast in this way, you can move between the attacks you make as part of the action. The eldritch blade remains in your hand until the start of your next turn or until you dismiss it early and end the effect (no action required). If a hostile creatures movement would provoke an opportunity attack from you while you are holding the eldritch blade, you can use your reaction to make a single melee spell attack against it using the weapon.

The eldritch blade can take whatever form you choose. Warlocks whose patrons are known for a particular weapon may make this spells effect resemble that weapon. Regardless of the weapons form, it can not change your reach for the purposes of making your melee spell attacks with it.

When you reach 3rd level in this class, the damage die of your eldritch blade becomes a d12. If you gain the Pact of the Blade feature, you also gain the following benefits:

  • Your attacks with your pact weapon can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

  • You can replace one of the spell attacks you make with your eldritch blade with a weapon attack from your pact weapon, even if you are not holding it. If you can make multiple attacks with your pact weapon as part of the Attack action, you can replace the same number of attacks using your pact weapon in this way. When you do, the pact weapon magically appears and replaces the eldritch blade in your hand for the duration of the attack, provided that your hand is otherwise free. After the attack, the pact weapon returns to its extradimensional space and the eldritch blade reappears in your hand.

Vengeful Shield (Level 6)

At 6th level, you can use your reaction when you are hit by an attack to cast the shield spell, without expending a spell slot and requiring no components. For the duration of the spell, whenever a creature attacks you (including the triggering attacker), that creature takes force damage equal to half your warlock level + your Charisma modifier.

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

Heroic Resistance (Level 10)

By 10th level, your patrons protection is permanently extended to you. You are immune to being frightened, and whenever you finish a short or long rest, choose either bludgeoning, piercing, or slashing damage. You gain resistance to that damage type until you choose a different one with this feature.

Valiant Strike (Level 14)

At 14th level, you have become a figure worthy of your patrons legacy. As an action, you can invoke your patrons name as you summon the eldritch blade to your hand and swing it down in front of you. The weapon then grows to become a massive, shimmering version of your normal eldritch blade and crashes down in front of you in a line that is 30 feet long and 5 feet wide. Each creature in the area must make a Dexterity saving throw against your warlock spell save DC. On a failed save, a creature takes 6d12 force damage and is knocked prone, and it has disadvantage on attack rolls until the end of your next turn. On a successful save, a creature takes half as much force damage and suffers no other effects.

A creature is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

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

The Void

The Void (Level 1)

Your inexplicable powers come from the vast, endless expanse of space, incomprehensible in its inhumanity, and grander than anything a humanoid could ever fit in its mind. This link between you and it might have been created in various ways.

Some sentient creatures are more sensitive to the underlying methods of the cosmos, and find the concept of inexistence just as beautiful as existence. It is always there, by necessity of definition, and you felt a kinship with it when you were looking up at an empty patch in an otherwise starry night. This kinship could have either allowed you to form an innate connection to the void, thus drawing power from it, or you decided to study and research it, thus coming across obscure knowledge that opened new vistas of reality to you—and new capabilities.

On the other hand, if you'd like your patron to be a conscious creature rather than a force of nature, your patron could be an individual—such as Navilid—that has uncovered great knowledge about the void, has put that knowledge into practice. They have come to be in tune enough with the void that they can bestow that power into others as well, and have selected you as their protege—or perhaps just another minion. What will you think of their agenda and their plans? Do they line up with how you see the world, and the force behind both your powers? Will you follow their cause, or create your own path?

New Familiar

The nullifier is a new choice of familiar for warlocks of the Void with the Pact of the Chain feature. The nullifier is a small elemental made of null energy that a warlock attuned with the Void can bring into existence.

Expanded Spell List

The Void 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.

Born from Nothing

Starting at 1st level, you have started merging your existence with the concept of nothing. You cannot be detected by divination magic, and are immune to effects that sense your emotions or read your thoughts. It's as if you're not even there.

This partial detachment also makes you harder to read. Creatures have a -5 penalty to their passive Wisdom (Insight) score when trying to gauge you. If a creature rolls a natural 1 on an Wisdom (Insight) check regarding you, they start having doubts about whether you are even there, or if you are some kind of illusion or projection of their mind.

Additionally, when you are reduced to 0 hitpoints, this nothingness inside you expands to strike every creature within 5 feet of you. They take damage equal to your warlock level + your charisma modifier. You can use this ability once per short or long rest.

Fickle Existence (Level 6)

Starting at 6th level, space is nothing but an illusion. You can use your bonus action to teleport to a point you can see within 120 feet of you. You must then complete a short or long rest before you can use this ability again. Additionally, you can't be banished from the plane you are on or teleported in any way against your will.

Return to the Cosmos (Level 10)

Starting at 10th level, you can transform into your natural state in order to avoid harm. When you are hit with an attack from an attacker you can see, you can use your reaction to disperse your body into nothingness and negate the damage. You disappear, without having any awareness of what is transpiring while you are gone. This effect lasts until the start of your next turn, at which point you return to the space you occupied.

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

Nothing But a Step (Level 14)

Starting at 14th level, even long distances are nothing but a step away when you realize the emptiness that suffuses the universe... So easily traversable. As an action, you can cast teleport without expending a spell slot. Once you've used this ability, you have to complete a short or long rest before being able to do so again.

Each time a creature travels in this way small parts of it, little by little, are lost in the void realm, as it receives a point of null corruption. Whenever a creature does so, its current and maximum hitpoints are reduced by an amount equal to the total corruption points it has. This reduction cannot be cured by any effect other than a wish spell. If a creature's current or maximum hitpoints are reduced to 0 in this way, its body dematerializes into nothing during the teleportation, becoming one with the void realm.

The Void

The Void (Level 1)

These warlocks have made a pact with an eldritch being from the deepest depths of the Cosmos—a being that devours energy, holds the secrets of creation, and paves the way to the apocalypse. Pray that they are not aware of your presence. A deep fascination for the cosmos, or perhaps profound meditation on the heat death of the universe could've brought about the circumstances that lead to this pact. Very few are able to withstand such knowledge and power, and the few that do are often seen as mysterious and reclusive figures.

Warlocks who strike a pact with the Void walk an eerie and dangerous path, focused on manipulating gravity and harnessing the immense power of black holes. Crushing their foes in condensed wells of gravity, whilst liberating themselves from the shackles that hold them, these warlocks carve their own destiny under the guidance of the cosmos.

Expanded Spell List

The Void 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.

The Void Expanded Spells

Fugite Omnis

At 1st level, you can partially ignore the shackles of gravity. You gain the ability to hover a few inches off the ground. You can ascend and descend as part of your movement. You can't hover more than a foot above the ground and fall if you are above that height. If you were to be knocked prone while hovering, you are instead made to stand on the ground.

Voracious Void

At 1st level, as a bonus action, you can create a miniature black hole, in the form of a 5-foot-diamater sphere, centered on a point on the ground that you can see within 60 feet. This black hole has a domain of influence of 5 feet beyond its own radius. It lasts for 1 minute or until your concentration is broken (as if you are concentrating on a spell). The black hole is considered difficult terrain for all creatures except for you.

When the sphere appears and at the start of each of your turns until the ability ends, unsecured objects within the domain of influence of the miniature black hole are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

As part of creating the sphere, and on subsequent turns as a bonus action, you can choose a creature within the domain of influence of the black hole, increasing the pull of gravity around them. They must succeed on a Strength saving throw against your spell save DC or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the black hole's space for the first time on a turn or starts its turn there takes 1d6 magical bludgeoning damage and its speed is halved until the start of its next turn.

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

This miniature black hole grows with you. When your pact magic increases in power, so does this feature:

  • At 3rd level in this class, when a creature enters the black hole's space for the first time on a turn or starts its turn there, it is restrained for the duration. A restrained creature can attempt to free itself by using an action to make an Athletics check against your spell save DC. On a success, the creature is no longer restrained by the black hole and is moved to the nearest unoccupied space outside the black hole.

  • At 5th level in this class, the domain of influence of the sphere increases to 10 feet and is considered difficult terrain for all creatures except for you. A creature reduced to 0 hit points while inside the black hole is annihilated, along with any nonmagical items it is wearing or carrying.

  • At 7th level in this class, the diameter of the black hole increases to 10 feet.

  • At 9th level in this class, the damage increases to 2d6 and the sphere's domain of influence to 20 feet. You can summon the black hole at any point that you can see, not just on the ground. If the sphere is in the air, creatures restrained by it hover inside the black hole.

Note:

The black hole and its domain of influence are two different things. At 3rd level, only the black hole, meaning the 5-foot diameter sphere at the center of your ravenous void, can restrain creatures.

Gravitational Pull (Level 6)

At 6th level, when a creature you can see within 120 feet of you is targeted by a ranged attack, if your Voracious Void is active, you can use your reaction to divert the strike. If the attack passes through the miniature black hole or its domain of influence, you can make a ranged spell attack. If you roll higher than their attack roll, you deflect the trajectory and the target takes no damage. If you roll lower, you reduce the damage by 1d6 + your Charisma modifier. If you roll a 20, the attack is deflected and streaks towards the center of the black hole, randomly hitting one of the creatures inside, if any are present.

Warp Gravity (Level 10)

At 10th level, you can bend gravity around you at will, allowing you to move through the air as if you were walking on solid ground. You gain a flying speed equal to your walking speed and can hover. You can grant these benefits to one creature that is touching you. They lose this flying speed immediately if they are no longer in contact with you.

Oblivion (Level 14)

At 14th level, you can unleash the ravenous hunger of the void. When you use your Voracious Void ability, you can choose to let it run wild. In that case, rather than as a bonus action, whenever a creature starts its turn within the black hole or its domain of influence, they must succeed on a Strength saving throw against your spell save DC or be pulled to the center. You and your choice of a number of creatures equal to your Charisma modifier (minimum 1) aren't affected by this effect.

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

The Warrior-Saint

The Warrior-Saint (Level 1)

You've made a pact with the Warrior-Saint, one of the great champions of the multiverse. This ancient being acts as an enforcer of the cosmic balance–law and chaos, good and evil. It is the agent of the forces of creation and destruction that act upon the world and is more akin to a supernatural phenomenon than a god or demon. The Warrior-Saint grants objects and boons of terrible power crafted during the creation, as well as the strength to enforce your own morality and philosophy in the eternal conflict that spans the planes. In exchange, it watches through the eyes of its servants and uses them as guardians of its treasures.

Expanded Spell List

The Warrior-Saint 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.

Blind Justiciar

At 1st level, your connection to the Warrior-Saint has granted you the ability to see through the imbalance of both order and chaos. Whenever you would normally make an attack roll, ability check, or saving throw with advantage, you can choose to twist the scales of reality. Roll three d12's. The die roll result equals the sum of the two highest d12 rolls. You cannot critically hit when you do this.

Treasures of Past Ages (Level 6)

At 6th level, your Pact object or familiar is granted power from the Warrior-Saint. You gain one of the following benefits depending on your Pact Boon feature. This feature may be used twice, and you regain all expended uses when you finish a short or long rest.

Pact of the Blade

You gain proficiency in medium armor and shields. Whenever you are targeted with a spell while wielding your Pact weapon, you can use your reaction to make a Charisma saving throw against the caster's spell save DC. If you succeed, the caster must choose a different valid target or lose the spell. This does not protect you from spells that target an area, like fireball.

Pact of the Chain

At the start of your turn or at the start of your familiar's turn, you can use your reaction to magically teleport, switching places with your familiar or moving one of you to a location within 5 feet of the other.

Pact of the Tome

If you are the target of an attack, you can use your reaction to cast a spell or cantrip with a range of "self" before the result of the attack is revealed. If you would no longer be a valid target for the attack, the attack is wasted.

Hands of the Saint (Level 10)

Starting at 10th level, two ethereal arms of the Warrior-Saint manifest from your back at your whim. These hands can perform somatic components for spells, but cannot wield weapons, equip shields, or grapple creatures. Additionally, you can use your Blind Justiciar feature when making a Strength saving throw if you do not have disadvantage, causing the Saint's ethereal hands to aid your efforts. Once you do this, you can't do so again until after the start of your next turn.

Guardian of Balance (Level 14)

At 14th level, your patron accepts you as a disciple of the eternal law, and gifts you a treasure of its own creation. You gain one of the following benefits depending on your Pact Boon feature:

Pact of the Blade

Whenever you cast a cantrip while wielding your Pact weapon, you can make a single attack with it as a bonus action. Additionally, you gain proficiency in heavy armor.

Pact of the Chain

Your familiar takes half as much damage from all sources. You can use your bonus action to enable your familiar to make an attack using its reaction, and if you also use your action, it can make two additional attacks as part of the same reaction.

Pact of the Tome

When you finish a long rest, choose 3 spells of 3rd level or lower that you know. You can cast them as 3rd level spells without expending a spell slot. Once you cast three times using this feature, you can't do so again until you finish a long rest.

The Watcher

The Watcher (Level 1)

Prerequisite: eldritch blast cantrip

A beholder is an aberration of terrible might, possessing chaotic and destructive powers, rivaled only by a few horrible creatures. Their hatred of all other beings, especially other beholders, is legendary. There are, however, documented cases of beholders empowering a minion to do their bidding, typically, to assassinate a rival beholder or to commit some atrocity in the beholder's name. In addition to manifesting beholder-like powers, the personality of a beholder's warlock might also warp to become more like that of their patron, making them more xenophobic, covetous, and utterly hateful.

Expanded Spell List

The Watcher 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.

Rays of the Eldritch Eye

Starting at 1st level, your eldritch blast is warped by your patron. When you cast your eldritch blast cantrip, you add an additional effect to the spell, determined by the number that you rolled on the damage die. You can only apply one effect to each creature you hit with eldritch blast. If you hit a creature with multiple beams of your eldritch blast or roll a critical hit with one, you can choose which d10|d10's damage value you use for the effect applied to your target.

Rays of the Eldritch Eye
Damage RollEffect

1

Charm Ray. The creature has disadvantage on attack rolls against you until the beginning of your next turn.

2

Paralyzing Ray. The creature has disadvantage on Dexterity checks and saving throws until the beginning of your next turn.

3

Fear Ray. The first attack the creature makes on its next turn has disadvantage.

4

Slow Ray. The creature's speed is reduced by 10 feet until the beginning of your next turn.

5

Enervation Ray. The creature can't regain hit points until the beginning of your next turn.

6

Telekinetic Ray. The creature is pushed 10 feet away from you or pulled 10 feet closer.

7

Sleep Ray. The creature becomes drowsy and sluggish. On their next turn, they can take an action or a bonus action, but not both.

8

Petrification Ray. The creature cannot take reactions until the end of your next turn.

9

Disintegration Ray. One nonmagical object that the creature is carrying is destroyed.

10

Death Ray. The target takes an additional 1d6 necrotic damage.

Paranoia of the Eyes (Level 6)

Starting at 6th level, you constantly perceive enemies in all directions, just as your patron does. If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn. Once you use this ability, you can't use it again until you finish a short or long rest.

Additionally, your patron has granted you a potent weapon to slay its rivals: your eldritch blast is unaffected by areas of antimagic generated by the antimagic field spell, or a monster's ability such as a beholder's antimagic cone.

Gaze of the Eldritch Eye (Level 10)

Starting at 10th level, your patron's dreadful stare suffuses all the spells that you cast. When you cast a spell of 1st-level or higher that requires a spell attack roll, roll a d10. If you hit with your spell attack, apply the effect on the Rays of the Eldritch Eye table that corresponds to the result of your d10 roll to the target.

In addition, you gain one spell of 1st-level or higher from any spell list that requires a spell attack roll, such as ray of sickness or scorching ray. This spell counts as a warlock spell for you, and does not count against your warlock spells known.

Antimagic Aura (Level 14)

Starting at 14th level, you can use an action to ward yourself against the magic of other spellcasters. You create an antimagic field (as per the spell) with a 15-foot radius, centered on yourself. This antimagic field moves with you. Spells cast through your Pact Magic or warlock class features, as well as objects created by your warlock class features, are not affected by this antimagic field. This antimagic field persists for 1 minute and does not require your concentration.

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

The Weaver of Lies

The Weaver of Lies (Level 1)

The speech of a god is the act of creation itself, but what happens when the gods lie? The small accumulated deceptions come together, forming a creature of webs and treachery, lies and deceit. It is called the Weaver, but it is a being woven from the lies of the gods themselves. Its influence is felt each day in the small comforts one tells oneself to the greatest of blasphemies against the divine concordant. Spiders toil in service to the Weaver, and you've joined them in your lust for power or desire to forget.

Expanded Spell List

The Weaver of Lies 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.

Weaver of Lies Expanded Spells
Spell LevelSpells

1st

alarm, spider's kiss

2nd

silence, web

3rd

nondetection, shadow toxin

4th

compulsion, phantasmal killer

5th

modify memory, insect plague

Poisoned Mind

When you forge this pact at 1st level, your patron teaches you the first lie ever told. You gain proficiency in the Deception skill, and you gain temporary hit points equal to your Charisma modifier whenever you make a Deception skill check while you are not in combat.

Also, when you cast a spell of 1st level or higher than affects one or more hostile creatures, you can use your bonus action to force one of the targets of the spell to make a Constitution saving throw against your warlock spell save DC. If the creature fails, it is poisoned until the end of your next turn.

A Touch on the Web (Level 6)

At 6th level, you learn to summon the slaves of the Weaver to extract vengeance. Whenever you take damage from a melee attack, you can use your reaction to summon a horde of spiders to cover your attacker, biting and tearing into them. The target takes magical piercing damage equal to your warlock level and must make a Constitution saving throw against your warlock spell save DC. If they fail, they are poisoned for one minute. While they are poisoned, they are also frightened of you. They can repeat their saving throw at the end of each of their turns, ending the effects on a success.

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

Trickster's Dance (Level 10)

Starting at 10th level, you can deceive even the fabric of reality. You can't suffer disadvantage on saving throws.

Additionally, you can cast mislead without expending a spell slot. Once you do so, you can't do so again until you finish a long rest.

Sinful Puppeteer (Level 14)

Starting at 14th level, your blood flows with poison and your hands dance upon a loom of false spidersilk. You gain immunity to poison damage and the poisoned condition.

As an action, you can attempt to magically ensnare and control the actions of a creature that you can see within 60 feet of you. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, the creature is caught in your web of lies. On your turn, you can use your bonus action to take total and precise control of the ensnared creature. While the target is under your control, you can see through your target's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the target has. Until the end of your next turn, the creature takes only actions that you choose and can't do anything that you don't allow it to. During this time, you can use your reaction to force the creature to use it's reaction. The creature remains completely unaware that you have acted upon it and feels certain that any actions it performed were of its own free will. Once you control the creature once, your hold over it is broken.

Once you attempt to magically ensnare a creature, you can't do so again until you finish a long rest.

The Wild Hunt

The Wild Hunt (Level 1)

The Wild Hunt is a strange phenomenon that takes hold of mortals, driving them to hunt whatever poor creature they perceive to be their prey. The source of this phenomenon is unclear, but legends tell of raiding parties from the Feywild that draw wayward mortals into their hunt, or of individuals cursed by sinister druidic magic during the full moon.

While its exact origins are unclear, mortals who are bound to this force by a pact start to take on strange and unusual characteristics of the Feywild; sprouting antlers and their ears growing pointed. As their appearance changes, they slowly lose who they are, becoming one with the Wild Hunt.

Wild Hunt Spell List

The Wild Hunt lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Wild Warrior

When you make your Pact with the Wild Hunt at 1st level, it imbues you with supernatural skill. You gain proficiency in Survival, medium armor, shields, and martial weapons.

Also, when you would normally make a Wisdom (Survival) check, you can make a Charisma (Survival) check instead.

Hunter's Quarry

You can mark your foe with the dark magic of the Wild Hunt. Beginning at 1st level, you can use a bonus action to mark a creature within 60 feet as your Quarry, gaining the following benefits for 1 minute, or until you mark another creature:

  • When you hit it with a weapon attack, you gain a bonus to your damage roll equal to your Charisma modifier.

  • When you hit it with a weapon attack, you can expend a Pact Magic spell slot to deal additional force damage to the target equal to 1d8 per level of the spell slot.

Extra Attack (Level 6)

The Wild Hunt drives you to attack with the fervor of a true predator. Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spirit of the Hunt (Level 6)

Beginning at 6th level, when you mark your Quarry you can conjure a Spirit of the Hunt to harry its steps. For 1 minute, your Quarry's speed is reduced by a number of feet equal to 5 times your Charisma modifier (minimum of 5 feet). This speed reduction ends early if you mark another Quarry.

Once you use this feature to summon a Spirit of the Hunt, you can't use it again until you finish a short or long rest.

Predatory Resolve (Level 10)

At 10th level, the savage fervor of the Wild Hunt heightens your predatory instincts. When your Quarry hits you with an attack, you can use a reaction to add your Charisma modifier (minimum of +1) to your Armor Class against the attack.

Moreover, when your Spirit of the Hunt is summoned and your Quarry hits you with an attack, you can use a reaction to cause the Spirit to take the full damage of the attack in your place, instantly disappearing.

Master of the Hunt (Level 14)

Upon reaching 14th level, you can call on your allies to join you in the Wild Hunt. When you mark a creature as your Quarry, you can choose two creatures within 60 feet. These creatures can add you Charisma modifier to the damage of any weapon attacks they make against your Quarry.

The Wild Hunt

The Wild Hunt (Level 1)

The Wild Hunt is a strange phenomenon that takes hold of mortals, driving them to hunt whatever poor creature they perceive to be their prey. The source of this phenomenon is unclear, but legends tell of raiding parties from the Feywild that draw wayward mortals into their hunt, or of individuals cursed by sinister druidic magic during the full moon.

While its exact origins are unclear, mortals who are bound to this force by a pact start to take on strange and unusual characteristics of the Feywild; sprouting antlers and their ears growing pointed. As their appearance changes, they slowly lose who they are, becoming one with the Wild Hunt.

Extended Spells

The Wild Hunt lets you choose from an expanded list of spells when you learn a warlock spell. Beginning at 1st level, the following spells are added to the warlock spell list for you.

Wild Warrior

When you make your Pact with the Wild Hunt at 1st level, it imbues you with supernatural skill. You gain proficiency in Survival, medium armor, shields, and martial weapons.

Also, when you would normally make a Wisdom (Survival) check, you can make a Charisma (Survival) check instead.

Hunter's Quarry

You can mark your foe with the dark magic of the Wild Hunt. Beginning at 1st level, you can use a bonus action to mark a creature within 60 feet as your Quarry, gaining the following benefits for 1 minute, or until you mark another creature:

• When you hit it with a weapon attack, you gain a bonus to your damage roll equal to your Charisma modifier.

• When you hit it with a weapon attack, you can expend a Pact Magic spell slot to deal additional force damage to the target equal to 1d8 per level of the spell slot spent.

Extra Attack (Level 6)

The Wild Hunt drives you to attack with the fervor of a true predator. Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spirit of the Hunt (Level 6)

Beginning at 6th level, when you mark your Quarry you can conjure a Spirit of the Hunt to harry its steps, forcing it to make a Strength saving throw. On a failed save, its speed is reduced by a number of feet equal to 5 times your Charisma modifier (minimum of 5 feet) for 1 minute. This speed reduction ends early if you mark another Quarry.

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

Predatory Resolve (Level 10)

At 10th level, the savage fervor of the Wild Hunt heightens your predatory instincts. When your Quarry hits you with an attack, you can use a reaction to add your Charisma modifier (minimum of +1) to your Armor Class against the attack.

As a reaction when the Spirit of the Hunt is summoned and your Quarry hits you with an attack, you can have the Spirit to absorb the full damage, instantly disappearing.

Master of the Hunt (Level 14)

Upon reaching 14th level, you can call on your allies to join you in the Wild Hunt. When you mark a creature as your Quarry, you can choose two creatures within 60 feet. These creatures can add your Charisma modifier to the damage of any weapon attacks they make against your Quarry.

The Wild Huntsman

The Wild Huntsman (Level 1)

You've made a pact with the Wild Huntsman, a dark incarnation of the predatory nature of man. Cursed with a bitter chill that can only be shaken by the blood of the prey and riding astride a steed whose eyes are cold as ice, the Wild Huntsman journeys between the planes seeking the greatest of challenges and the weakest of souls to harvest for its collection. You've encountered this entity and survived where others have fallen before its spear, and in return, your life has been spared and your bargain made. You've been granted a place at the Huntsman's table and the services of its tireless steeds and hunting hounds, who howl in the darkest winter nights while seeking living souls to claim.

Expanded Spell List

The Wild Huntsman 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.

Huntsman's Disciple

At 1st level, you gain proficiency in the Survival skill. When you encounter the tracks of a creature, you can summon a spiritual hound to lead you, granting you advantage on checks to track your quarry. It can track targets over water and by scent. The spiritual hound disappears if you roll initiative.

Black Ice

Starting at 1st level, you can call on your connection to the cold winds of the blizzard to carry you to your prey and close off their escape. As a bonus action, you can move up to 30 feet toward a hostile creature you can see. If you're mounted, your mount can move instead of you. If you make an attack roll targeting the creature before the end of this turn, polished ice forms in a 5-foot radius centered underneath the creature, creating difficult terrain that lasts until the start of your next turn. You ignore difficult terrain created by this effect.

Pale Rider (Level 6)

At 6th level, you learn to summon a loyal steed from the Huntsman's stable. You can cast find steed without expending a spell slot. When cast in this way, its casting time is one action, and you can choose to have the steed appear underneath you, moving you instantly to the saddle.

While you are mounted on the summoned steed, you can choose to take any damage that would be dealt to the steed. When summoned, your steed appears with hit points equal to the amount it had when you dismissed it. While summoned, your steed recovers all lost hit points whenever you finish a short or long rest.

If your steed has been reduced to 0 hit points, it can't be summoned again using this feature until you finish a long rest. At 14th level, you can resummon a fallen steed after a short or long rest.

Hounds of the Hunt (Level 10)

Starting at 10th level, you gain resistance to cold damage and are not subject to exhaustion gained from cold environments or high altitudes. You also learn to call the Huntsman's favored servants.

As an action, you can summon a pack of the Huntsman's hounds to an empty space within 30 feet of you. The hounds use the Hounds of the Hunt stat block.

The pack understands your commands and obeys you without hesitation, acting on your initiative. Its hit point maximum is increased by an amount equal to your warlock level. When your pack is reduced to 0 hit points, it vanishes into frozen mist and can't be resummoned until you finish a long rest. You can dismiss your pack at any time as an action.

Fimbulwinter (Level 14)

At 14th level, the cold winds of the boreal forests come at your call. You, your steed, and your hounds ignore difficult terrain while in cold regions, and your hounds and steed also gain resistance to cold damage. While you are in a cold region, you and creatures you control emit a magical aura that creates icy difficult terrain in a 10-foot radius.

Whenever you finish a long rest, you can choose to perform a ritual that will gradually change the climate in a 10-mile radius to a cold and snowbound region harried by a blizzard for 24 hours. The ritual must be performed once in mountainous or cold environments, twice in temperate regions, and three times in warm, tropical lands to take effect. During the next hour after the last necessary ritual has been performed, an unnatural blizzard gradually strengthens to the point where the area is considered a cold region.

Additionally, creatures not native to the cold gain disadvantage on Survival and Perception checks while within the area of your Fimbulwinter. You can choose any number of creatures at the completion of the ritual, granting them immunity to this effect and to exhaustion from being exposed to a cold environment.

The blizzard may be maintained by performing the ritual again anywhere within the Fimbulwinter. The area shifts over the next hour to recenter itself over the location of the new ritual. Otherwise, if the ritual is not performed again within 24 hours, the blizzard dissipates over the next hour. Snow and ice created by your Fimbulwinter melt as normal..

Witchservant

Hag Patron (Level 1)

Warlocks who venerate a Great Wyrm are bestowed with powers that emulate those of their draconic patrons. Their patrons share their blood with these warlocks, slowly transforming their physical forms as they gain draconic features like claws and even wings, as well as the senses and frightful presence of their mighty master.

Expanded Spell List

At 1st level, your hag patron 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:

Witchservant Expanded Spells
Spell LevelSpells

1st

bane, hideous laughter

2nd

blindness/darkness, darkvision

3rd

bestow curse, tiny hut

4th

divination, polymorph

5th

commune, contagion

Hag's Form

Starting at 1st level, you can mimic the shape-changing ability of your hag patron. As a bonus action, you can magically polymorph into a Small or Medium humanoid for one hour. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die. Once you use this feature, you can't use it again until you finish a long rest.

Dark Devotion

Starting at 1st level, your hag patron bolsters your determination. You have advantage on saving throws against being charmed.

Painful Incantation (Level 6)

Starting at 6th level, you can cause intense pain with your damaging spells. As a bonus action, you can choose to use painful incantation when you roll damage for a spell and force the damaged creature to make a Constitution saving throw (DC 8 + proficiency bonus + Charisma modifier). On a failed save, the target creature's speed is halved, it has disadvantage on attacks, skill checks, Strength and Dexterity saving throws for 1 minute, and if the target tries to cast a spell during this time, it must first succeed on a Constitution saving throw or the casting fails and the spell is wasted. A target suffering from this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. Once you use this feature, you can't use it again until you finish a long rest.

Malediction (Level 10)

Starting at 10th level, you can channel the vile energies of your hag patron to curse your enemies. As a bonus action, you can force one creature of your choice within 30 feet to make a Charisma saving throw (DC 8 + proficiency bonus + Charisma modifier). On a failed save, the target creature is cursed and must roll 1d6 and subtract the number rolled from its attack rolls or saving throws whenever it makes one within the next 1 minute. For the duration, the target creature also gains vulnerability to all damage dealt by you. A remove curse spell ends this effect. Once you use this feature, you can't use it again until you finish a long rest.

Ethereal Passage (Level 14)

Starting at 14th level, you gain the ability to traverse the Ethereal plane. You can cast etherealness without consuming a spell slot. Once you use this feature, you can't use it again until you finish a long rest.

Worldly Patron: The Provider

Worldly Patron: The Provider (Level 1)

Most warlocks enter into pacts with eldritch horrors, powerful fiends, or enigmatic fey. You, however, have bound yourself to a far more peculiar entity: a human. This "Provider" is a benevolent, albeit bewildered, being that supplies you with sustenance, warmth, and unquestioning devotion.

Unlike other patrons, the human is usually useless in terms of providing magical power, but instead is needed for providing food, shelter, and a mobile backup bedroll.

Not all patrons of this type are humans specifically, but most are humanoid, as other creature types are not so easily duped into being ensnared into such a lopsided contract. Devils can only envy the deals these diminutive feline warlocks extract from the hapless mortals, with the feline contractor typically offering only items of dubious value such as the tribute of the occasional dead rodent delivered to its human's bedroll or the opportunity to bask in the feline's glory.

The Provider Expanded Spells

The Provider 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.

The Provider Expanded Spells

Tasty Kibbles

At 1st level, as an action you can tap impatiently on an empty bowl, causing your Provider to fill it with tasty kibbles. This food functions as rations, and when consumed, you gain temporary hit points equal to your Charisma modifier + your Warlock level. You can share this meal with others, though doing so divides the temporary hit points by the portion consumed, and non-felines may find the taste and texture questionable.

Each time you perform this action again after the first, you must make a Charisma (Deception) check to convince your Provider you haven't yet been fed. The DC is 10, and increases by 5 each time you successfully convince the Provider to feed you again. This resets when you complete a long rest.

Sacred Naptime (Level 6)

Starting at 6th level, your Provider makes your naptime sacred. When you fall asleep, you gain the effect of sanctuary, which persists until the first time you are the target of an attack or spell (ignoring the normal duration or actions that would end it).

Fully Energized

Additionally, when you complete a short rest, long rest, or nap for more than 1 minute, you become freshly energized, gaining the ability to take the Dash action as a bonus action once (this can be recharged during your next nap or rest, but you cannot gain more than one use of the feature).

Supernatural Zoomies (Level 10)

At 10th level, when you take the Dash action, until the end of your turn you do not provoke attacks of opportunity, can run up vertical surfaces, and can run across liquid surfaces. After taking the Dash action, you have advantage on all Dexterity saving throws and all attacks against you have disadvantage until the start of your next turn.

I Require Your Attention, Human (Level 14)

Starting at 14th level, as an action, you can demand a creature stop doing what it is doing and pay attention to you. The target must pass a Wisdom saving throw against your spell save DC, or become charmed by you for 1 minute. While charmed by you it is not hostile to you or your allies and spends its every action trying to pet or otherwise placate you. If you do not target a creature that was previously hostile, you can target a number of creatures up to your Charisma modifier.

A creature can repeat its saving throw against this ability whenever it or one of its allies suffers a hostile effect (such as being attacked), ending the effect on success.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Wyrdweaver

Wyrdweaver (Level 1)

Your patron is probability itself, the personified wellspring of chance as embodied by chosen deities, entities, and eldritch beings across the planes. By binding yourself to the Wyrdweaver, you live by the roll of the dice and the flip of the coin, delighting in the randomness of life and the thrill of new experiences. You might find yourself driven to invade a lich's keep to ask it about its favorite song, or you might leap onto a dragon's back to have the right to call yourself a dragonrider. Life with a pact-bond to your patron might not be long, but it will be exciting.

Expanded Spell List

The Wyrdweaver 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.

Wyrdweaver Expanded Spells
Spell LevelSpells

1st

bane, faerie fire

2nd

blur, frenzied bolt*

3rd

bestow curse, hypnotic pattern

4th

compulsion, reset*

5th

battle mind*, mislead

Probability Wellspring

Starting at 1st level, you gain the ability to manipulate probability. You have a pool of d6s that you spend to fuel your patron abilities. The number of probability dice in the pool equals 1 + your warlock level.

You can use these dice to turn the odds in your or your ally's favor. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend probability dice from the pool, rolling the dice and adding the total result to that roll. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Your pool regains all expended dice when you finish a short or long rest.

When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Appropriate Advantage

At 1st level, you learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save DC, adding the probability die to the DC. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw).

Improbable Duplicate (Level 6)

At 6th level, you can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attack's damage roll.

Inconceivable Channeling (Level 10)

At 10th level, you learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your Probability Wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You can't regain more than half your maximum probability dice from this feature. Once you use this feature, you can't use it again until you finish a short or long rest.

Favored Soul (Level 14)

Starting at 14th level, your very presence spins probability. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature has disadvantage on that roll, and you have advantage on one d20 roll of your choice within the next minute. Once you use this feature, you can't use it again until you finish a short or long rest.