Hit Points
Vaardigheden
Warlock
| Niveau | Proficiency Bonus | Eigenschappen | Invocations | Cantrips | Prepared Spells | Spell Slots | Slot Level |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 1 | 2 | 2 | 1 | 1 |
| 2 | + 2 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 3 | 2 | 3 | 2 | 1 |
| 3 | + 2 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 3 | 2 | 4 | 2 | 2 |
| 4 | + 2 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 3 | 3 | 5 | 2 | 2 |
| 5 | + 3 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 5 | 3 | 6 | 2 | 3 |
| 6 | + 3 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 5 | 3 | 7 | 2 | 3 |
| 7 | + 3 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 6 | 3 | 8 | 2 | 4 |
| 8 | + 3 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 6 | 3 | 9 | 2 | 4 |
| 9 | + 4 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 7 | 3 | 10 | 2 | 5 |
| 10 | + 4 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 7 | 4 | 10 | 2 | 5 |
| 11 | + 4 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 7 | 4 | 11 | 3 | 5 |
| 12 | + 4 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 8 | 4 | 11 | 3 | 5 |
| 13 | + 5 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 8 | 4 | 12 | 3 | 5 |
| 14 | + 5 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 8 | 4 | 12 | 3 | 5 |
| 15 | + 5 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 9 | 4 | 13 | 3 | 5 |
| 16 | + 5 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 9 | 4 | 13 | 3 | 5 |
| 17 | + 6 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 9 | 4 | 14 | 4 | 5 |
| 18 | + 6 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 10 | 4 | 14 | 4 | 5 |
| 19 | + 6 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 10 | 4 | 15 | 4 | 5 |
| 20 | + 6 | Eldritch Invocations Pact Magic Eldritch Invocation Options | 10 | 4 | 15 | 4 | 5 |
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 6
Niveau 8
Niveau 9
Caster-voortgang
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
light
simple
Startuitrusting
Klasse-eigenschappen
Eldritch Invocations (Level 1)
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "Eldritch Invocation Options" section later in this class's description.
Prerequisites
If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.
Replacing and Gaining Invocations
Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.
You can't pick the same invocation more than once unless its description says otherwise.
Pact Magic (Level 1)
Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class's description.
Cantrips
You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.
When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.
Spell Slots
The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.
If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.
Changing Your Prepared Spells
Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
Spellcasting Ability
Charisma is the spellcasting ability for your Warlock spells.
Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.
Eldritch Invocation Options (Level 1)
Eldritch Invocation options appear in alphabetical order.
Magical Cunning (Level 2)
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.
Warlock Subclass (Level 3)
You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.
Subclass Feature (Level 6)
You gain a feature from your Warlock subclass.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Contact Patron (Level 9)
In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.
Subclass Feature (Level 10)
You gain a feature from your Warlock subclass.
Mystic Arcanum (Level 11)
Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.
You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.
As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.
Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Mystic Arcanum (Level 13)
You gain a level 7 Warlock Spell of your choice.
Subclass Feature (Level 14)
You gain a feature from your Warlock subclass.
Mystic Arcanum (Level 15)
You gain a level 8 Warlock Spell of your choice.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Mystic Arcanum (Level 17)
You gain a level 9 Warlock Spell of your choice.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.
Eldritch Master (Level 20)
When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.
Multiklassen
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
Alternate Archfey
Alternate Archfey (Level 3)
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
Alternate Great Old One (Level 3)
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 3)
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 3)
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.
Archfey Patron
Archfey Patron (Level 3)
Bargain with Whimsical Fey
Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.
Archfey Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep |
5 | |
7 | |
9 |
Steps of the Fey
Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
In addition, whenever you cast that spell, you can choose one of the following additional effects.
Refreshing Step
Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.
Taunting Step
Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.
Misty Escape (Level 6)
You can cast Misty Step as a Reaction in response to taking damage.
In addition, the following effects are now among your Steps of the Fey options.
Disappearing Step
You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.
Dreadful Step
Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.
Beguiling Defenses (Level 10)
Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.
In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Bewitching Magic (Level 14)
Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.
Celestial Patron
Celestial Patron (Level 3)
Call on the Power of the Heavens
Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.
Celestial Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame |
5 | |
7 | |
9 |
Healing Light
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.
As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll's total. Your pool regains all expended dice when you finish a Long Rest.
Radiant Soul (Level 6)
Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.
Celestial Resilience (Level 10)
You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.
Searing Vengeance (Level 14)
When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.
Once you use this feature, you can't use it again until you finish a Long Rest.
Changeling Queen
Changeling Queen (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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.
Eternal Patron
Eternal Patron (Level 3)
Defy Mortality, Embrace Eternity
Your pact is with an ageless entity that has transcended mortality to achieve eternal existence. These beings, having outlived countless generations, hold the secrets of life and death, offering their ancient wisdom to those who serve their inscrutable purposes. Possible patrons include Vecna, the Whispered One; Iuz the Evil; Vol, the lich-queen; the deathless Undying Court of Aerenal; Vlaakith, ruler of the githyanki; Fistandantalus, the eternal wizard; Larloch the Shadow King, master of Warlock's Crypt; and Gilgeam, the God-King of Unther.
Eternal Spells
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Eternal Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Prepared Spells |
|---|---|
3rd | Blindness/Deafness, False Life, Ray of Sickness, Silence, Spare the Dying |
5th | |
7th | |
9th |
Grim Resolve
Your unnatural resilience allows you to defy death and restore vitality when it is nearly lost.
- Defy Death
- Second Breath
Eternal Nature (Level 6)
Your patron's power fills your body with everlasting energy:
- Age Pace
- Everlasting Spells
- Needless
- Unyielding Recovery
Death Repeller (Level 10)
Your patron's energy now saturates your body:
- Necrotic Immunity
- Decrease Exhaustion
Indestructible Life (Level 14)
You partake some of the true secrets of the Eternal:
- Eternal Vigor
- Reattach
Exalted Assembly of the Feline Court
Exalted Assembly of the Feline Court (Level 3)
If man could be crossed with a cat, it would improve man but deteriorate the cat.
The entities of the Cthulhu Mythos have many enemies. Not all who learn of these terrible creatures fall victim to their promises of forbidden power. Across the cosmos, a grand conspiracy consisting of the most unlikely of creatures.
A court of intelligent house cats seek to protect the world from the Mythos. Hailing from across planes, worlds, and planets, they use magic and manipulation to ensure that their centuries of work domesticating humans remains uninterrupted. For all their skill at providing food, warmth, and shelter, humans are all too prone to corruption, meddling in powers far beyond their grasp. All it takes is one fool with a forbidden book and generations of work crumbles as yet another human civilization falls to dust.
The Exalted Assembly of the Feline Court coordinates efforts to sustain and protect their servants. They forge magical pact with those who show the right mix of cunning, bravery, and etiquette.
Feline Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Feline Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | Animal Friendship, Cat's Spring, Feather Fall, Feline Grace, Misty Step, Speak with Animals |
5 | |
7 | |
9 |
Feline Affinity
You gain the ability to speak with the world's true nobility. You can cast Speak with Animals without expending a spell slot. When you cast the spell this way, the only Beasts you can verbally communicate with are cats, though most cats are reluctant to converse with a creature as simple as you.
Feline Form
Your patron takes pity on you and gives you the ability to adopt a superior, more pleasing form. As a Bonus Action, you shape-shift into a Cat, a Tiny Beast. You stay in that form for a number of hours equal to half your Warlock level (rounded down) or until you use this feature again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. While in this form, you retain your personality, memories, and ability to speak, and the following rules apply:
Game Statistics
Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
Spellcasting
While in your cat form, you can only casts spells that are on your Feline Spells feature. You can cast these spells without needing Material components. In addition, if you have the Invisible condition from the Hide action and cast a spell that doesn't target a Hostile creature, you retain the Invisible condition. Shapeshifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
Equipment
You choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for your Tiny Beast form to wear a piece of equipment. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.
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.
Vexing Distraction (Level 6)
While in your cat form, you can pass off the most destructive, distracting, and irritating behavior as cute or even adorable.
As a Bonus Action while in your cat form, choose a creature within 5 feet of you that can see and hear you. The target must succeed on a Wisdom save against your spell save DC or be affected by one of the following effects of your choice:
- Annoy
The target has Disadvantage on D20 Tests until the end of your next turn.
- Confound
The target's Speed is reduced to 0 until the end of your next turn.
- Distract
A creature of your choice has Total Cover against the target until the end of the chosen creature's next turn.
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.
Nine Lives (Level 10)
You are gifted with an almost inexplicable ability to survive dangerous situations. You have Nine Lives, which can be expended in the following ways:
If you take damage while you have 0 Hit Points, you can expend 1 life to not suffer a Death Saving Throw failure. If the damage is from a Critical Hit, you must expend 2 lives to not suffer Death Saving Throw failures.
If you are forced to make a Death Saving Throw, you can expend 1 life to cause yourself to succeed instead.
If you are forced to make a Death Saving Throw, you can expend 5 lives to turn the roll into a 20.
If you would die from massive damage, you can expend 1 life to be reduced to 0 Hit Points instead of being killed outright.
When you are reduced to 0 Hit Points and not killed outright, you can expend 1 life to drop to 1 Hit Point instead.
If you are targeted with an effect that causes instant death, such as a Power Word Kill spell, you can expend 9 lives to ignore the effect.
You regain all expended lives when you finish a Long Rest.
Summon the Courtiers (Level 14)
Having served the Feline Assembly with grace, tact, and good taste, you have earned their favor. When you take damage from a creature that is within 60 feet of you, you can take a Reaction to call upon the Assembly's wrath. A horde of hissing, spectral cats emerges from the planar firmament and descends upon the creature that damaged you. That creature takes 5d10 Force damage and has the Blinded and Prone conditions until the end of your next turn.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend a Pact Magic spell slot (no action required) to restore your use of it.
Fandom
Fandom (Level 3)
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.
Fathomless Patron
Fathomless Patron (Level 3)
Become a Vessel of Thalassic Might
Your pact connects you to the mysterious powers of the ocean depths. You might have entered a pact with a mighty kraken, an ancient water elemental, a demigod worshiped by merfolk, or a coven of sea hags. Or perhaps your patron is an enigmatic force from the Elemental Plane of Water, an otherworldly sea, or even a godlike hallucination conjured by the dreams of kuo-toa. The reasons for your pact may vary—a shipwreck that left you on the brink of death, a generational cult dedicated to these entities, or a desire to explore the unknown mysteries of the deep. Your path is shaped by the will of the waters and the secrets they conceal beneath their waves.
Fathomless Spells
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fathomless Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | Control Water, Summon Elemental (water only) |
9th | Bigby's Hand (appears as a tentacle), Cone of Cold |
Gift of the Sea
You gain a Swim Speed of 40 feet, and you can breathe underwater.
Tentacle of the Deeps
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 Charisma Modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Guardian Coil (Level 6)
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 take a Reaction to choose one of those creatures and reduce the damage to that creature by an amount equal to your Warlock level.
Oceanic Soul (Level 6)
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.
Grasping Tentacles (Level 10)
You always have the Evard's Black Tentacles spell prepared. You can also cast it once without expending 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. You gain a number of Temporary Hit Points equal to your Warlock level and you can't lose Concentration on this spell as a result of taking damage.
Fathomless Plunge (Level 14)
You can magically open temporary conduits to watery destinations. As a Magic 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.
Fiend Patron
Fiend Patron (Level 3)
Make a Deal with the Lower Planes
Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.
Fiend Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Dark One's Blessing
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
Dark One's Own Luck (Level 6)
You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Fiendish Resilience (Level 10)
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
Hurl Through Hell (Level 14)
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Fiend Skin
The Skin (Level 3)
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 3)
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.
Future You Patron
Future You Patron (Level 3)
Manipulate Time with Help from the Future
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 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 nevertheless offers compelling insight and guidance. 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 Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Future You Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).
| Warlock Level | Spells |
|---|---|
3 | Accelerate/Decelerate, Delay, Enhance Ability, Moment to Think, Recall |
5 | |
7 | |
9 |
In addition, strange effects linger after communicating with your future self. You gain one of the traits from the Future You Quirks table.
| d6 | Quirks |
|---|---|
1 | You often speak in the wrong tense or refer to yourself in a plural. |
2 | You sometimes refer to a person by name before they've introduced themselves. |
3 | You are unreasonably calm in dire circumstances. |
4 | In certain lighting, you look much older than you are. |
5 | Seeing certain people alive instantly reduces you to tears. |
6 | Your future fashion sense clashes completely with that of today. |
It Happened Like This
Your discussions of the future with yourself have given you peripheral knowledge about how events will play out. Whenever you finish a Short or Long Rest, the GM rolls a d20 and a d4 in secret and records the number rolled on the d20. The GM tells you the recorded d20 roll, unless they roll a 4 on the d4; in that case, they lie about the recorded d20 roll.
You can replace any D20 Test made by you or a creature you can see with the recorded d20 roll (no action required). You must choose to do so before the roll. If the GM lied about the roll, they inform you of the actual recorded d20 roll only after you replace the test with it.
I Could Do With Fewer Scars (Level 6)
Your future self warns you of particular attacks to watch out for. When a creature you can see hits you with an attack roll, you can take a Reaction to gain a +10 bonus to your AC against that attack, potentially causing it to miss.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Expect an Ambush (Level 10)
You have Advantage on Initiative rolls and Resistance to all damage on the first round of combat.
Grandfather Paradox (Level 14)
As a Magic action, you can goad a creature within 60 feet of you that can see or hear you into causing a paradox. The creature must make an Intelligence saving throw against your spell save DC. On a failed save, the creature takes 10d6 Psychic damage and has the Stunned condition for 1 minute as it is locked between opposing timelines. On a successful save, the target takes half as much damage only. The Stunned creature repeats the save at the end of each of its turns, ending the condition on itself on a success.
Once you use this feature, you can't use it again until you finish a Long Rest.
Genie Patron
Genie Patron (Level 3)
Make a Wish, Make a Deal
Your pact is with a rare and powerful noble genie, a ruler of vast domains within the Elemental Planes. These genies command lesser genies and elemental beings, wielding powers that approach those of minor gods. While their motivations vary, they are often haughty and eager to exploit any opportunity to turn the tables on mortals who seek to bind them. By entering into a pact with a noble genie, you gain access to their immense elemental might and their cunning influence over reality.
You choose your patron's kind or determine it randomly, using the Genie Kind table.
| d4 | Kind | Element | Damage Type |
|---|---|---|---|
Dao | Earth | Bludgeoning | |
Djinni | Air | Thunder | |
Efreeti | Fire | Fire | |
Marid | Water | Cold |
Genie Spells
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Genie Spells table, you thereafter always have the listed spells prepared. You prepare the spells in the Genie Spells column and the column appropriate to your patron's Genie Kind. In addition, the Wish spell is added to the Warlock spell list for you.
| Warlock Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells |
|---|---|---|---|---|---|
3rd | |||||
5th | |||||
7th | |||||
9th |
Genie's Vessel
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.
| d6 | Vessel |
|---|---|
Oil lamp | |
Urn | |
Ring with a compartment | |
Stoppered bottle | |
Hollow statuette | |
Ornate lantern |
- Bottled Respite
- Genie's Wrath
- Vessel Statistics
- Restoring the Vessel
The vessel vanishes in a flare of elemental power when you die.
Elemental Gift (Level 6)
You begin to take on characteristics of your patron's kind. You now have Resistance to a damage type determined by your patron's Genie Kind.
In addition, as a Bonus Action, you can give yourself a Fly 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 Charisma modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Sanctuary Vessel (Level 10)
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 Charisma modifier (minimum of 1) 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)
You entreat your patron to grant you a small wish. As a Magic action, you can speak your desire to your Genie's Vessel, requesting the effect ofone spell that is 6th level or lower and has a casting time of an 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 Magic action.
Once you use this feature, you can't use it again until you finish a Long Rest.
Great Fool Patron
Great Fool Patron (Level 3)
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.
| 1d6 | Persona |
|---|---|
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 |
Great Fool Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Fool Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | Disguise Self, Tasha's Hideous Laughter, Rope Trick, Spiritual Weapon, Vicious Mockery |
5 | |
7 | |
9 |
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 take a 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 a Magic 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, giving it the Blinded condition.
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 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 take a 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 Magic action, you 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 has the Frightened condition until the end of its next turn, or the Prone condition (your choice). You can use your action on subsequent turns to repeat the attacks.
The fools remain for 1 minute or until you have the Incapacitated condition or you die. Once you use this feature, you can't do so again until you finish a Long Rest.
Great Old One Patron
Great Old One Patron (Level 3)
Unearth Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.
Great Old One Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha's Hideous Laughter |
5 | |
7 | |
9 |
Awakened Mind
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.
Psychic Spells
When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.
Clairvoyant Combatant (Level 6)
When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.
Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Eldritch Hex (Level 10)
Thought Shield (Level 10)
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 take.
Create Thrall (Level 14)
When you cast Summon Aberration, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.
In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.
Guardian of Rebirth
Guardian of Rebirth (Level 3)
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 3)
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 3)
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 3)
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.
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.
Hexblade Patron
Hexblade Patron (Level 3)
Bind Your Soul to a Shadowed Weapon
Your pact is with a dark entity from the Shadowfell, a realm of gloom. This force manifests through sentient weapons imbued with shadow, such as the infamous Blackrazor. Warlocks bound to this pact gain control over shadowy magic and weapons. Some say the Raven Queen, who may have crafted these weapons, uses hexblade warlocks to subtly influence the Material Plane for her mysterious purposes.
Hexblade Spells
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Hexblade Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Prepared Spells |
|---|---|
3rd | Blur, Hex, Hold Person, Shield |
5th | |
7th | |
9th |
Hexblade's Curse
You gain the ability to place a baleful curse on someone. When you cast Hex, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute, and ends early if you cast Hex again, or have the Incapacitated condition. For the duration, you also gain the following benefits against the target:
- Improved Critical
- Soul Eater
In addition You can cast Hex once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Short or Long Rest.
Hex Warrior
The influence of your patron also allows you to gain combat skills and mystically channel your will through a particular weapon.
- Armor Training
- Pact of the Blade
Accursed Specter (Level 6)
You can curse the soul of a creature you slay, temporarily binding it in your service. When you use your Soul Eater feature, and the target of your Hex was a Humanoid creature, you can cause its spirit to rise from its corpse as an Accursed Specter, as detailed below. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands. If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
The Accursed Specter remains in your service until the end of your next Long Rest, at which point it vanishes to the afterlife. Once you bind an Accursed Specter with this feature, you can't use the feature again until you finish a Long Rest.
Armor of Hexes (Level 10)
Your hex grows more powerful. When the target of your Hex deals damage to you, you can take a Reaction to reduce the damage you take by half (round down).
Once you use this Reaction, you can't use it again until you finish a Short or Long Rest unless you spend a Pact Magic spell slot (no action required) to restore your use of it.
Master of Hexes (Level 14)
Your Accursed Specter can make two attacks when taking the Attack action instead of one. In addition, the damage die of your Hex increases to d8.
Hive Patron
Hive Patron (Level 3)
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.
Horned King Patron
Horned King Patron (Level 3)
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.
| 1d6 | Implements |
|---|---|
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 |
Horned King Spells
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.
| Warlock Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Witch Mark
When you finish a Long Rest, you can imbue magic into a nonmagical Tiny object you're holding. Choose one of your prepared Warlock spells that has a casting time of an action. A creature holding the marked object can take a Magic 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 a Magic action, you can 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 take a 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 Pact Magic 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 in a 20-foot Emanation that originates 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 has the Charmed condition.
Wickedness
The target has Disadvantage on attack rolls and ability checks.
Terror
The target has the Frightened condition 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.
Hunter in Darkness
Hunter in Darkness (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
Additional Trigger Cantrip (Level 3)
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 3)
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 3)
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 3)
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 3)
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.
Singularity Patron
Singularity Patron (Level 3)
Warlock Subclass: Form a Pact with a Ravenous Black Hole
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.
Singularity Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Singularity Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Accretion Disk
You can channel the ravenous energies of the Singularity to protect yourself from harm. When you take Acid, Cold, Fire, Force, Lightning, Necrotic, or Radiant damage, you can take a Reaction to reduce the damage taken by your Charisma modifier (to a minimum of 1).
When you reduce this damage, you can manifest its excess energy as an accretion disk in a 10-foot Emanation originating from you for 1 minute. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.
As Bonus Action on each of your turns, each creature you choose within the Emanation must succeed on a Dexterity saving throw against your spell save DC or take 1d6 damage. This damage is the same type as the damage you reduced and increases when you reach Warlock levels 5 (2d6), 11 (3d6), and 17 (4d6).
Wormhole (Level 6)
As a Bonus Action, you teleport to an unoccupied space you can see within 60 feet of yourself. A spatial distortion remains in the space you left until the end of your next turn. Any ally within the distortion's space can take a Bonus Action to enter it and also teleport to the space to which you teleported, if that space is unoccupied.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Gravitational Resistance (Level 10)
When you use your Accretion Disk, you gain Resistance to the damage type reduced (but not to the triggering instance of damage) while the Emanation is active.
Microsingularity (Level 14)
As a Magic action, you can create a singularity, which is a 2-foot-diameter Sphere that hovers in an unoccupied space you can see within 60 feet of you. The Sphere lasts for 1 minute or until you dismiss it (no action required).
At the start of each of your turns, you can move the Sphere up to 30 feet in any direction (no action required). Whenever the Sphere enters a creature's space and whenever a creature enters the Sphere's space or ends its turn there, it makes a Dexterity saving throw against your spell save DC, taking 6d6 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. The Sphere obliterates any nonmagical object that it fully engulfs.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot to restore your use of it (no action required).
Spirit of Vengeance Otherworldly Patron
Spirit of Vengeance (Level 3)
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.
Spiritual Patron
Spiritual Patron (Level 3)
Make a Deal with Ghosts
Your pact draws the power from the spirits of those who refuse to move on. When you choose this subclass, you might make a deal with a spirit that is as old as written time or a group of spirits. Whoever they are, your patron only wants to return to life themselves.
Spiritual Spells
When you reach a Warlock level specified in the Spiritual Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Lingering Spirit
Your patron's presence shields you from an untimely death. You gain the following benefits.
Escape Death
You may add your Charisma modifier to the result of your Death Saving Throws.
Protective Ward
When you have been reduced to 0 Hit Points, you gain temporary Hit Points equal to two times your Warlock level.
Otherworldly Influence (Level 6)
When a creature, you can see within 30 feet, fails a D20 Test, you can use your Reaction to add your Charisma modifier to the result, potentially turning a failure into a success.
You can use this feature a number of times equal to your Charisma modifier, regaining all uses when you finish a Short or Long Rest.
Death Veil (Level 10)
When an enemy creature, within 30 feet, is reduced to 0 Hit Points, you can use your Reaction for one of the following options:
Death's Restoration
You gain temporary hit points equal to your warlock level.
Fear of Death
Force another creature, you can see within 30 feet, to make a Wisdom saving throw against your spell saving throw DC. On a failure the creature becomes Frightened for 1 minute. The creature can repeat the save at the end of each of their turns, ending the effect on a success.
Echo of the Forgotten (Level 14)
You can channel your patron to gain the following benefits:
Blind Casting
You no longer require seeing a target to cast a spell, if it is normally required.
Spirit Form
When you use the Death Veil ability, you become translucent, granting you resistance to bludgeoning, piercing, and slashing damage for 1 minute.
Star Patron
Star Patron (Level 3)
Warlock Subclass: Burn Your Body and Soul with the Heat of a Star
It is impossible to comprehend the unbridled power contained within a star—an infinity of nuclear reactions, a constant explosion, unceasing for millennia. It's no surprise that someone would seek to harness this ultimate inferno 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.
Star Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Star Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | Burning Hands, Continual Flame, Hellish Rebuke, Light, Scorching Ray |
5 | |
7 | |
9 |
Nova
You can channel the power of the Star through your body, scorching yourself in the process. Once per turn when you hit a creature with a ranged attack roll, you can take 5 Radiant damage to deal an extra 1d8 Radiant damage to the target. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.
When you reach certain Warlock levels, you can choose to take more Radiant damage to increase the extra damage you deal, as shown on the Nova Damage table.
| Warlock Level | Self Damage | Extra Damage |
|---|---|---|
3 | 5 Radiant | 1d8 Radiant |
5 | 10 Radiant | 2d8 Radiant |
11 | 15 Radiant | 3d8 Radiant |
17 | 20 Radiant | 4d8 Radiant |
Blinding Rebuke (Level 6)
When you cast Hellish Rebuke with a Pact Magic spell slot, you can attempt to temporarily blind the attacker. The target must succeed on a Constitution saving throw against your spell save DC or have the Blinded condition until the start of its next turn.
Radiant Recovery (Level 10)
When you use your Magical Cunning, you can expend a number of Hit Point Dice up to half your Warlock level (round down) to regain Hit Points. For each Hit Point Die you expend, roll the die and add your Charisma modifier to it (minimum 1). You regain Hit Points equal to the total. You can decide to spend an additional Hit Point Die after each roll.
Supernova (Level 14)
Whenever you use your Nova, you can choose one of the following benefits.
Coronal Flare
When you deal damage to a creature using your Nova, you can force a creature within 5 feet of the target to make a Dexterity saving throw against your spell save DC. On a failure, the target also takes your Nova's extra Radiant damage, or half as much damage on a successful save.
Searing Radiance
When you roll your Nova's extra damage, you can treat any 1-3 on a damage die as a 4.
Stone Sovereign Patron
Stone Sovereign Patron (Level 3)
Hear the Whispering of the Stones
You have listened to the will of the stone, and made a pact with one of Eberron's great earthen powers. The whispers of the daelkyr Orlassk corrupt many Warlocks to their cause, but similar magics may be the gifts of the greedy fey King Grayfinger or even the medusa Queen Sheshka of Cazhaak Draal. The gnomes of Lorghalan draw their power from their friendship with the earth elementals of their island; perhaps you have made peace with the earth itself.
Eternity in Stone
When you reduce a creature to 0 Hit Points, you can cause it to turn to stone. If you do so, you gain Temporary Hit Points equal to 1d10 + your Warlock level. A creature turned to stone in this way has the Petrified condition.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Stone Speaker
Your pact grants you the ability to commune with earth and stone. As a Magic action, you imbue stones in an immobile 30-foot Emanation with limited sentience, giving them the ability to communicate with you. You can question stones about events in the spell's area within the past day, gaining information about creatures that have passed, items that might have been removed from the area, and other circumstances.
If an earth Elemental or a creature with the Petrified condition is in the area, you can communicate with it as if you shared a language, but you gain no magical ability to influence it.
Once you use this feature, you can't use it again until you finish a Long Rest.
Stone Sovereign Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Stone Sovereign Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Form of Stone (Level 6)
Stone is no prison to you. Whenever you have the Petrified condition, you are aware of your surroundings and you have Immunity to Bludgeoning, Piercing, and Slashing damage.
Additionally, you have learned to take on a stone form to protect yourself from injury. As a Reaction when you take damage, you can give yourself the Petrified condition until the start of your next turn. The Petrified condition applies before you take the triggering damage, possibly granting Resistance or Immunity to that damage. When the Petrified condition ends, you can choose to emerge from a stone surface into an unoccupied space you can see within 30 feet of yourself.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Stone's Embrace (Level 10)
You always have the Meld into Stone spell prepared. When you cast Meld into Stone, you can choose up to five willing creatures within 5 feet of you to also gain the benefits of the spell. Each creature must be touching a stone object or surface large enough to fully contain their body. Affected creatures can end the effect on themselves early by using 5 feet of movement to leave the stone where they entered it.
Creatures who finish a Short or Long Rest while under the effect of your Meld into Stone spell gain Resistance against the first instance of damage they take after leaving the stone.
Stone Servant (Level 14)
You gain the ability to control the actions of Petrified creatures, while bestowing upon them the power of your patron. One creature with the Petrified condition that you touch becomes an Earth Elemental Spirit under your control as if you had cast the Summon Elemental spell at 6th-level. The creature's size does not change and you do not need to maintain Concentration. The transformation lasts until a Greater Restoration spell is cast on the creature, until the Elemental Spirit is reduced to 0 Hit Points, or until you use this feature again.
The Accursed Archive
The Accursed Archive (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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.
| Item Rarity | Gold Reward | Spell 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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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.
| d6 | Effect |
|---|---|
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.
| d6 | Feature |
|---|---|
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.
| d6 | Direction |
|---|---|
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 3)
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 3)
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 3)
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 3)
Coven Expanded Spells (Level 3)
Death Coven Expanded Spells (Level 3)
Nature Coven Expanded Spells (Level 3)
Prophecy Coven Expanded Spells (Level 3)
Hag's Eyes (Level 3)
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:
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 3)
Curse and Befuddle with Hag Magic
Hags dwell in the deep places of Etharis, from the primordial forests of Valika to the putrid streets of Liesecht. These creatures, though rarely benevolent, are willing to bargain with mortals in exchange for furthering their own capricious goals.
Warlocks often find themselves with a single Hag as a sponsor. Should this Hag have a coven, it can lead to the peculiar situation of Warlock agents acting against other Hags or their Warlocks within the coven. But such is the politics of the Realm of Faerie.
Coven Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Coven Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 | |
17 |
Hag's Eye
As an agent of a Hag, you have been gifted with a magical item known as a Hag's Eye. Crafted from a real eye and fitted into a ring, pendant, or other accessory, this item can be used as an Arcane Focus for your Warlock spells. The Hag can see through the eye, and the destruction of the item can cause the Hag actual pain, so any pawn who loses this talisman often invokes the Hag's ire.
While you possess the eye, you can cast Hex a number of times equal to your Charisma modifier (minimum of once) without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. In addition, when you reach Warlock level 10, you can use the eye to cast Bestow Curse once without expending a spell slot, and you regain the ability to do so once you finish a Long Rest.
Hag's Guile (Level 6)
Hags delight in deceiving and manipulating others, and you gain some of their skill in doing so. You know the Minor Illusion cantrip. If you already know it, you learn a different Warlock cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
Additionally, if a creature takes a Study action to examine an illusion you have created, you can take a Reaction to impose Disadvantage on the check.
Also, the first time a creature takes a Study action to examine an illusion spell you have cast and succeeds on the Intelligence (Investigation) check, you can cause the illusion to deal Psychic damage. The damage equals 1d6 plus 1d6 for each spell slot used to cast the spell.
You can do damage 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.
Hag's Visage (Level 10)
As a Magic action, you twist your face into a horrifying mask resembling your Hag patron. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. While this effect lasts, you gain the benefits listed below.
Once you use this feature, you can't use it again until you finish a Long Rest.
Horrifying Gaze
As a Bonus Action, choose one Humanoid that you can see and that can see you within 30 feet of you. The creature must make a Wisdom saving throw against your spell save DC or have the Frightened condition for 1 minute. The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. A creature that can see you has Disadvantage on this save.
Paralyzing Gaze
As a Magic action, choose one Humanoid that you can see and that can see you within 30 feet of you that has the Frightened condition. The creature must make a Wisdom saving throw against your spell save DC or have the Paralyzed condition.
On a successful save, the creature takes Necrotic damage equal to your Warlock level, it is no longer Frightened, and it can't be targeted by your Hag's Visage again until you finish a Long Rest.
Death Gaze
As a Magic action, choose one Humanoid that you can see and that can see you within 30 feet of you that has the Paralyzed condition. The creature must make a Wisdom saving throw with Advantage against your spell save DC or be reduced to 0 Hit Points.
On a successful save, the creature takes Necrotic damage equal to twice your Warlock level, it is no longer Paralyzed, and it can't be targeted by your Hag's Visage again until you finish a Long Rest.
Hag's Craft (Level 14)
The Hag imparts the knowledge to craft two magic items. You can temporarily turn a normal vessel into a Hag's Cauldron by expending a spell slot. This magical cauldron lasts for 10 minutes. During that time, you can take the Magic to pour out three Common, two Uncommon, or one Rare potion. The potions lose efficacy at the end of your next Short or Long Rest. You regain this ability at the end of a Long Rest.
Additionally, when you finish a Long Rest, you can expend a spell slot and imbue a gemstone worth at least 10 GP with magic, turning it into a Minor Heartstone. This magic item grants the bearer Immunity to the Poisoned condition and the ability to cast Blink once without expending a spell slot. The magic within the gemstone fades after 24 hours and the gem crumbles into dust.
The Coven
The Coven (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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:
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 First Vampire Patron
The First Vampire Patron (Level 3)
Wield the Power of Undeath
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?
Drain Life
You gain an innate power to drain life from the living. After you take the Attack or Magic action, you can use a Bonus Action to make an Unarmed Strike. On a hit, the Unarmed Strike deals Necrotic damage equal to 1d6 plus your Charisma modifier instead of its normal damage.
When you hit a creature with Drain Life, you can expend a Pact Magic 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 in this way, you regain Hit Points equal to the amount of damage dealt.
Nocturnal Predator
As a predator of the night, you have been blessed with enhanced vision in darkness. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
First Vampire Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the First Vampire Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
3 | |
5 | Conjure Animals (bats, rats, or wolves only), Gaseous Form |
7 | |
9 |
Creature of the Night (Level 6)
You always have the Polymorph spell prepared. With this feature, you can cast it only on yourself without expending a spell slot and without Material components to transform into a Bat, Rat, or Wolf.
Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
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.
Eldritch Appetite (Level 10)
When you reduce an enemy to 0 Hit Points with your Drain Life feature, you can take a Reaction to consume the last of its fleeting mortality. When you do so, you regain one of your expended Pact Magic spell slots.
Once you use this feature, you can't use it again until you finish a Long Rest.
Eternal Night (Level 14)
Your vampire patron grants you a taste of true immortality. You no longer age, and you gain Resistance to Necrotic damage.
As a Bonus Action, you gain the following benefits for 1 minute:
At the start of each of your turns, you regain 1d6 Hit Points if you have at least 1 Hit Point and you aren't in direct sunlight or running water. If you take Radiant damage, you don't regain Hit Points from this feature at the start of your next turn.
When you use your Drain Life feature, you can deal an extra 1d8 Necrotic damage without expending a spell slot.
Once you use this feature, you can't use it again until you finish a Long Rest.
The Forbidden Graveyard
The Forbidden Graveyard (Level 3)
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 3)
Stringed Fate (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 Hidden One (Level 3)
Hidden Magics (Level 6)
Starting at 6th level, your benefactor imbues you with an ability to know the unknowable and to tap power far beyond your limits. You gain a pool of hidden magic points that you can use to cast a spell from the Hidden One Expanded Spells table at its lowest level, even if you do not know it. You can expend 1 hidden magic point per level of the Hidden One spell you are casting. When you do so, you cast the spell at its lowest level without expending a spell slot and without any components.
Your number of hidden magic points is equal to your Intelligence modifier. A hidden magic point is expended when you use it, and you regain all of your expended hidden magic points when you finish a long rest.
Fear No Mortals (Level 10)
Beginning at 10th level, your patron shows you the true meaning of fear, but you have learned how to accept it, then turn it back on its maker. You are immune to being frightened. Additionally, as a reaction to a creature attempting to frighten you, you can turn the fear on it instead, causing the creature to make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is frightened of you for 1 minute or until it takes any damage.
Knowledge Overwhelming (Level 14)
Starting at 14th level, you can unleash a magical wave of pure knowledge to overwhelm the minds of lesser beings. As an action, you can cause up to five creatures within 30 feet of you to make an Intelligence saving throw. On a failed save, a creature takes psychic damage equal to 4d8 + your Intelligence modifier, and it is stunned until the end of its next turn. On a successful save, it takes half damage and is not stunned. Once you use this feature, you can't use it again until you finish a short or long rest.
The Honking Chaos
The Honking Chaos (Level 3)
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 3)
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 3)
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 3)
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.
| d6 | Effects |
|---|---|
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 3)
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 3)
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 3)
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
The Keeper of the Depths (Level 3)
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 3)
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.
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 3)
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 3)
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 3)
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 3)
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
The Ley Harvester (Level 3)
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 3)
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 3)
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 3)
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 3)
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.
The Lost Soul
The Lost Soul (Level 3)
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 3)
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.
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 3)
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 3)
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 3)
Mental Imprints (Level 3)
Little Favors (Level 3)
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 3)
Expanded Spell List (Level 3)
Deathly Entanglement (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
Expanded Spell List (Level 3)
Implant Embryo (Level 3)
Brain Worm (Level 3)
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 3)
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 3)
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 Parasite Patron
The Parasite Patron (Level 3)
Become One with a Cosmic Being
Your patron is a cosmic parasite, draining the vitality of entire 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 blurs.
Spell Siphon
Your patron has taught you to siphon magic from your enemies and make it your own. Immediately after a creature you can see within 60 feet of you casts a spell, you can take a Reaction to force the creature to make a Charisma saving throw. The DC equals your spell save DC. On a failed save, that creature can't cast a spell again until 8 hours have passed. While this effect lasts, if the spell was at least level 1 and of a level you can cast, you have that spell prepared.
The maximum number of spell levels you can have siphoned at once equals 1 plus your Charisma modifier (minimum of 1). If you have the Incapacitated condition or die, you lose all siphoned spells. When you finish a Long Rest, you lose all siphoned spells.
Physical Specimen
Your patron has enhanced your physical form to improve your utility as a host and pawn. As a Bonus Action, once per Long Rest, choose a number of the following benefits up to your Charisma modifier (minimum of one) that lasts until you finish a Long Rest. Whenever you finish a Short Rest, you can choose one of your selected benefits and replace it with another from this list.
Your Hit Point maximum increases by an amount equal to your Warlock level.
You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
You Speed increases by 5 feet.
You have Advantage on saving throws to avoid or end the Poisoned condition.
Your jump distance is tripled, and you gain a Climb Speed equal to your Speed.
Add your Charisma modifier to your Strength (Athletics) check or Dexterity (Acrobatics) checks.
Symbiotic Sentinel (Level 6)
Your patron remains alert to threats to its host at all times. You can't be surprised and you have Advantage on Initiative rolls. You also have Advantage on saving throws to avoid or end the Charmed and Frightened conditions.
Spawn Pawn (Level 10)
You always have the Dominate Person spell prepared. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a Long Rest.
In addition, taking damage can't break your Concentration on Dominate Person. When a creature succeeds on its saving throw, it takes Psychic damage equal to your Warlock level.
Larval Regeneration (Level 14)
When you die, a larval parasite bursts from your corpse. You control the parasite. The parasite uses the Rat stat block except it has your Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. It can't cast spells. In addition, it has the following ability:
Burrowing Possession
As a Magic action, the parasite can cause a Humanoid within 5 feet of it to make a Strength or Dexterity saving throw (your choice) against your Warlock spell save DC. On a failed save, the parasite burrows into the creature, dealing Piercing damage equal to your Warlock level. While burrowed inside a creature, the parasite can't take any action, Bonus Action, or Reaction, has Total Cover, and has Immunity 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 burrowed inside the creature when the creature's 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 species 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 Perfect Chord
The Perfect Chord (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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..
Undead Patron
Undead Patron (Level 3)
Pledge to the Powers Beyond the Grave
Your pact is with a deathless entity—a being that has transcended mortality to endlessly pursue its dark ambitions. These ancient undead have outlived the limitations of life and death, viewing time and morality as the fleeting concerns of mortals. Having once been alive, they possess unique insights into the path of ambition and the secrets that lie beyond death's door. Such beings are eager to share their dark knowledge and forbidden secrets with those willing to serve their will among the living.
Undead Spells
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Form of Dread
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:
- Temporary Hit Points
- Dreadful Strikes
- Fear Immunity
- Appearance
You can transform a number of times equal to your Charisma Modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Grave Touched (Level 6)
Your patron's influence affects 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)
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 have Immunity to Necrotic damage.
In addition, when you would be reduced to 0 Hit Points, you can take a Reaction to instead have a number of Hit Points equal to your Warlock level plus your Charisma modifier 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 a Long Rest.
Spirit Projection (Level 14)
Your spirit can become untethered from your physical form. As a Magic action, you can project your spirit from your body. The body you leave behind has the Unconscious condition and is 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:
- Resistances
- Spirit Casting
- Fly Speed
- Necrotic Healing
Once you use this feature, you can't do so again until you finish a Long Rest.
Witchservant
Hag Patron (Level 3)
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 3)
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 3)
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.