Revised Warlock A muscular orc stands ready before an army, and in a flurry of flame and brimstone, summons a cruel blade to his hand, and begins to charge. Smiling warmly, what appears to be a kindly old man goes to shake hands with another unsuspecting target, releasing a magical charm to ensure that their wallet won't be theirs for much longer. Leafing through the pages of a worn tome, an elf begins to perform the arcane rite he has been preparing for, and slowly begins to fade from this plane. Warlocks are beings sworn to the service of another, greater being. Through a combination of their own research into the otherworldly, and a gift of power from their patron, warlocks become adept spellcasters, casting spells both spectacular and strange. Vessels for the Infinite A warlocks approach to magic is unique, in that it is partially fueled by the power of another. However, this power is overwhelming, and without the proper preparation, the warlock will be killed in the torrent. As such, most of a warlock's research and growth as a spellcaster is to prepare itself as a better vessel for it's patron power, and how to carefully regulate and manage that power into smaller and more managable fragments. Some fragments of a patron's power are too volatile or unusual to be channeled as regular spells, and as such manifest as bizarre or unusual abilities for the warlock, such as powerful control over illusions or enhancements to specific spells. Sworn and Beholden A warlock is defined by it's pact with an otherworldly being. A warlock's relationship with their patron could be anything. A worshipper and their deity, a business partnership, or even a close friendship. Most often, they act as an apprentice and master, with the warlock growing and learning under their patron's watchful eye, at the cost of occasional services performed on the patron's behalf. Warlocks will also recieve a powerful gift under the servitude of their patron. This gift appears to some as a malleable blade, making them able warrriors. Others recieve a familiar, to observe them and ensure the orders of their patron is fulfilled. Some recieve a book of eldritch lore, increasing their magical mastery. Delvers into Secrets Warlocks are driven by their need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Once a pact is made, a warlock's thirst for knowledge and power only grows. No one makes a pact with such a mighty patron if

he or she doesn't intend to use the power thus

gained. Rather, the vast majority of warlocks

spend their days in active pursuit of their goals,

which typically means some kind of

adventuring. Furthermore, the demands

of their patrons often drive warlocks

towards adventure.

The Revised Warlock Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Invocations Known 1st +2 Otherworldy Patron, Spellcasting, Eldritch Blast 2 2 2 — — — — — — — — — 2nd +2 Eldritch Invocations 3 3 3 — — — — — — — — 1 3rd +2 Pact Boon 3 4 4 2 — — — — — — — 1 4th +2 Ability Score Improvement 3 5 4 3 — — — — — — — 1 5th +3 Pact Boon feature 3 6 4 3 2 — — — — — — 2 6th +3 Otherworldly Patron feature 3 7 4 3 3 — — — — — — 2 7th +3 ─ 3 8 4 3 3 1 — — — — — 3 8th +3 Ability Score Improvement 3 9 4 3 3 2 — — — — — 3 9th +4 ─ 3 10 4 3 3 3 1 — — — — 4 10th +4 Otherworldly Patron feature 4 10 4 3 3 3 2 — — — — 4 11th +4 ─ 4 11 4 3 3 3 2 1 — — — 4 12th +4 Ability Score Improvement, Pact Boon feature 4 11 4 3 3 3 2 1 — — — 5 13th +5 ─ 4 12 4 3 3 3 2 1 1 — — 5 14th +5 Otherworldly Patron feature 4 12 4 3 3 3 2 1 1 — — 5 15th +5 ─ 4 13 4 3 3 3 2 1 1 1 — 6 16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1 — 6 17th +6 ─ 4 14 4 3 3 3 2 1 1 1 1 6 18th +6 ─ 4 15 4 3 3 3 3 1 1 1 1 6 19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1 6 20th +6 Eldritch Empowerment 4 15 4 3 3 3 3 2 2 1 1 6 Class Features As a warlock, you gain the following class features Hit Points Hit Dice: 1d8 per warlock level

1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) a dungeoneers pack

Leather armor, any simple weapon, and two daggers Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th and 14th level. Spellcasting There are two parts to a warlock's spellcasting, the gift of their patron's essence, and the arcane research that they perform themselves, to strengthen themselves to better use their patron's gifts. Be mindful of which your warlock relies on more heavily when creating your character. Cantrips At 1st level, you know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots The Warlock table shows how many spell slots you have to cast spells of 1st level and higher. To cast a spell of 1st level or higher, you must expend a spell slot or a pact spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell witch bolt and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher You know two first level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more Warlock spells of your choice. Each of these spells must be a level for which you have spell slots. For instance, when you reach 3rd level, you can learn one new spell of your choice of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your Warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.



Spell Save DC = 8 + Your proficiency bonus + your Charisma Modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus(see chapter 5 of the PHB, "Equipment") as a spellcasting focus for your Warlock spells. Eldritch Blast At 1st level, you learn the cantrip eldritch blast. This does not count towards your known cantrips. At 2nd level, you add your Charisma modifier to the damage any cantrip deals on a hit. Eldritch Invocations In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain one eldritch invocation of your choice. Your invocation options are detailed at the end of the class description. When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. Pact Boon At 3rd level, your patron bestows a gift of your choice upon you: A Blade, A Tome, or A Chain, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th and 12th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Eldritch Empowerment At 20th level, you can draw on your inner reserve of mystical power when provoked to quickly renew your magical energies. When initiative is rolled and you are missing spell slots of a level less than or equal to 5th level, you can choose to restore up to two spells slots of any level less than or equal to 5th level. The two spell slots restored do not have to be of the same level.



Once you use this ability, you cannot use it again until you have completed a long rest. Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence - not gods, but beings almost godlike in power. Various patrons give their warlocks access to different powers and invocations, and expect significant favours in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and make a pact with only one warlock. Warlocks who serve the same patron may view each other as allies, siblings, or rivals. Otherworldly Patron Expanded Spell List When you select a patron, you are granted access to an expanded spell list. Spells on the expanded spell list are added to your spells known. Otherworldly Patrons and the Revised Warlock The revised warlock is written to be compatible with the patrons in the PHB, other official WOTC material, or other homebrew warlock patrons. The only universal change is the above one to the expanded spell list. Pact Boons As part of your service to your patron, you recieve a gift which enhances your abilities and symbolises your unique connection to your patron. Some warlocks gladly make use of their boon, while others begrudgingly accept and use their gift. A Blade You recieve an otherworldly, magical blade which you can shape and change according to your will.

Blade Summon At 3rd level, you can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 of the PHB for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical weapons. Your pact weapon dissapears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into a extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Extra Attack At 5th level, you can attack with your pact weapon twice, instead of once, whenever you take the attack action on your turn. War Magic Beginning at 12th level, when you use your action to cast a cantrip, you can make a single weapon attack as a bonus action. A Chain Your patron sends a familiar, to bind you to them and observe your actions. Uncanny Watcher You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp; psuedodragon, quasit or sprite. Additionally, when you take the Attack action, you can forgo one of your attacks to allow your familiar to make one attack of its own with its reaction. Malleable Form At 5th level, when you complete a short or long rest, you can cast find familiar with a casting time of one action without consuming a spell slot or material components. In addition, you can communicate telepathically with your familiar and percieve through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiars senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. Unbreakable Chain When you cast a spell with a casting range of self, your familiar also gains it's effects. Additionally, when you cast a cantrip, you can choose to have your familiar be it's casting point. A Tome Your patron bestows upon you a Book of Shadows, a grimoire enhancing the casting power of your spells. Book Of Shadows At 3rd level, you recieve a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrip's known. If they don't appear on the warlock spell list, thety are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to recieve a replacement from your patron. This ceremony can be performed over a short or long rest, and it destroys the previous book. The book turns to ash when you die. Book of Ancient Secrets You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Book of Change At 12th level, your understanding of the Book of Shadows increases to fully understand it's scope. When you complete a long rest, you can change one of the cantrips granted to you by your Book of Shadows to any other cantrip whenever you complete a long rest. Eldritch Invocations If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time you meet its prerequisites. A level prerequisite refers to your level in this class. Armor of Shadows You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components. Aspect of the Moon Prerequisite: Pact of the Tome feature

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. Beast Speech You can cast Speak with Animals at will, without expending a spell slot. Beguiling Influence You gain proficiency in the Deception and Persuasion skills. Chains of Carceri Prerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. Cloak of Flies Prerequisite: 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this invocation, you can’t use it again until you finish a short or long rest. Devil's Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Eldritch Sight You can cast Detect Magic at will, without expending a spell slot or material components. Eldritch Smite Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level to a maximum of 5d8, and you can knock the target prone if it is Huge or smaller. Eldritch Spear When you cast Eldritch Blast, its range is 300 feet. Eyes of the Rune Keeper You can read all writing. Fiendish Vigor You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components. Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. Ghostly Gaze Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest. Gift of the Depths Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest. Gift of the Ever-Living Ones Prerequisite: Pact of the Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. Grasp of Hadar Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself. Improved Pact Weapon Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. Lance of Lethargy Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Lifedrinker Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). Maddening Hex Prerequisite: 5th level, Hex spell or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot. Master of Myriad Forms Prerequisite: 15th level

You can cast Alter Self at will, without expending a spell slot. Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components. One with Shadows Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Otherworldly Leap Prerequisite: 9th level

You can cast Jump at will, without expending a spell slot. Relentless Hex Prerequisite: 7th level, Hex spell or a warlock feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. Repelling Blast When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line. Shroud of Shadow Prerequisite: 15th level

You can cast Invisibility at will, without expending a spell slot. Tomb of Levistus Prerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest. Visions of Distant Realms Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot. Whispers of the Grave Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot. Witch Sight Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.