In Pursuit of Power: The Warlock, Re-Imagined A rebuild of the 5th Edition warlock to improve balance, diversity, and fun By Legimus

The Goals I have a lot of love for warlocks, and I actually think that the 5e warlock is fairly well designed. Warlock magic feels notably different from other casters, mechanically and thematically, and there are many ways to play the class. However, I have felt that it suffers in a few ways. In general, the choices you make just don't carry the sort of weight that I think they should. Your patron, supposedly the source of all your power, only gives you a few features. Eldritch blast, though effective, is boring. Pact of the Blade forces you into a very narrow style, unless you take a specific patron, and the other pact boons have limited impact over the course of a campaign. And many features are simply weak and not competitive with other options. My ultimate goal was to bring more choice to the warlock class. I have tried to keep as much of the foundation in place as possible, while (a) adding features to broaden the playstyles available to warlocks, and (b) improving weak features to improve the class overall. I have focused on three things to do this: Give patrons a more distinct identity. A warlock’s patron isn’t just a specialty; it’s the very source of her power. Consequently, choosing a patron should be feel like a major choice, and should have clear implications for her development. When using her abilities, she should never feel like a “generic” warlock. To this end, every patron now has its own version of eldritch blast, so that even straight blasting feels less banal. Every patron has 3 unique invocations, and also a unique familiar (except for the Fiend, whose familiars are already common creatures). And the Hexblade patron has been re-worked. Forcing warlocks into taking a single patron if they want to maximize their potential as a melee caster has always felt unfair to me. It cheapens Pact of the Blade for the other patrons, because only the Hexblade can make it work well. The patron’s overall theme, though—dealing damage through a powerful curse—is still worthwhile and well-designed, in my opinion. So it has been largely preserved as a new patron: The Darkness. Make pact boons more impactful. If a warlock's patron identifies the source of her power, her pact boon should help clarify her role. The Pact of the Blade focuses on combining physical combat and magical prowess. The Pact of the Chain gains access to an extremely versatile tool, keeping the warlock prepared for many situations. The Pact of the Tome identifies you as someone focused broadly on magical power, and lets you take on a role more like a traditional caster for your party. To this end, Pact of the Blade has had most of Hex Warrior incorporated into it, and all three boons have gotten an arsenal of unique invocations to bring more depth to your chosen path. Improve eldritch invocations. Simply put, many invocations were downright weak, with some being nearly useless. Because they are valuable resources, your chosen invocation should never feel like a waste. It pressures players to think mechanically and not thematically about their choices, and playing your character should have a balance of both. I have tried to improve invocations across the board so that players can clearly see the benefit of a given option, and would feel more comfortable choosing a mix that suited their tastes. Changelog 1.0 Class Features: Added unique effects to eldritch blast for each patron.

Added 3 unique invocations to each patron.

All Pact of the Chain familiars now have magic resistance.

Added a unique familiar for each patron (except for Fiend). Removed Sprite from available familiars.

Pact of the Blade gives medium armor proficiency, lets you use Charisma for weapon attacks, and lets you summon your pact weapon as a bonus action.

Pact of the Tome now improves certain invocations. Archfey Fey Presence size now scales.

Beguiling Defenses now also applies to effects that frighten you. Celestial Unchanged Hexblade The Hexblade has been re-flavored as the Darkness.

Smite spells have been replaced on the expanded spells list.

Hex Warrior has been removed and largely incorporated into Pact of the Blade.

Hexblade's Curse renamed Curse of Shadows. Range increased from 30 to 60ft. Can now be re-applied if the target dies.

Replaced Accursed Specter with Dark Momentum.

Armor of Hexes renamed Umbral Armor.

Master of Hexes renamed Malignant Curse. Can now use a bonus action to frighten your target. Re-applying the curse now grants some hit points instead of none. Fiend Dark One's Own Luck renamed Infernal Luck. Great Old One Added Expanded Consciousness, an optional 1st level feature to play an Intelligence-based warlock.

Thought Shield can now be expanded to protect your allies. Undying Expanded spell list has been changed. Feign death replaced with life transference. Speak with dead replaced with revivify.

Among the Dead now improves your hit point maximum. Protections against undead have been lessened.

Defy Death can be used on a short rest.

Undying Nature now gives advantage on saves against being frightened and poisoned. You also cannot be magically put to sleep any more. Eldritch Invocations Invocations that gave skill proficiencies can now also give skill expertise if you were already proficient.

Most invocations that allowed spells to be cast on a long rest are upgraded to a short rest at higher levels if you chose Pact of the Tome.

Added: Agitator (Pact of the Chain)

Agitator (Pact of the Chain) Added: Chronicle of Unspoken Truth (Pact of the Tome)

Chronicle of Unspoken Truth (Pact of the Tome) Added: Curse of Strife

Eldritch Invocations (continued) Added: Eager Servant (Pact of the Chain)

Eager Servant (Pact of the Chain) Eldritch Spear now doubles the range of other spells.

Eyes of the Rune Keeper now gives proficiency/expertise in Investigation

Fiendish Vigor now scales slightly

Added: Final Service (Pact of the Chain)

Final Service (Pact of the Chain) Gift of the Depths can now be used every short rest

Removed: Gift of the Ever-Living Ones

Gift of the Ever-Living Ones Added: Gift of Wrath (Pact of the Blade)

Gift of Wrath (Pact of the Blade) Added: Grand Summoning (Pact of the Chain)

Grand Summoning (Pact of the Chain) Grasp of Hadar can now affect multiple targets

Added: Grim Instincts

Grim Instincts Added: Grimoire of Lost Wisdom (Pact of the Tome)

Grimoire of Lost Wisdom (Pact of the Tome) Improved Pact Weapon now also generates ammunition for ranged pact weapons

Lance of Lethargy can now affect multiple targets

Added: Master and Slave (Pact of the Chain)

Master and Slave (Pact of the Chain) Added: Menacing Visage

Menacing Visage Added: Necromonicon (Pact of the Tome)

Necromonicon (Pact of the Tome) Added: Overlord's Codex (Pact of the Tome)

Overlord's Codex (Pact of the Tome) Added: Shield from Beyond (Pact of the Blade)

Shield from Beyond (Pact of the Blade) Added: Taskmaster (Pact of the Chain)

Taskmaster (Pact of the Chain) Added: Tireless Servant (Pact of the Chain) Credits My primary inspiration for this project was "Demons & Deities: A Revised Warlock" by /u/aeluxx on Reddit. Many of the ideas in here are drawn from his work. Cover image – Bogdan-MRK at Deviantart

The Archfey image – Swamp King by Candra at Deviantart

The Celestial image – Sunblast Angel by Jason Chan

The Darkness image – poison by sandara at Deviantart

The Fiend image – Khorne by baklaher

The Great Old One image – The Great Old One by JJcanvas at Deviantart

The Undying Image – Gerald Brom

The Warlock Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known 1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st — 2nd +2 Eldritch Invocations 2 3 2 1st 2 3rd +2 Pact Boon 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 2 5th +3 – 3 6 2 3rd 3 6th +3 Otherworldly Patron feature 3 7 2 3rd 3 7th +3 – 3 8 2 4th 4 8th +3 Ability Score Improvement 3 9 2 4th 4 9th +4 – 3 10 2 5th 5 10th +4 Otherworldly Patron feature 4 10 2 5th 5 11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 6 13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6 14th +5 Otherworldly Patron feature 4 12 3 5th 6 15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7 16th +5 Ability Score Improvement 4 13 3 5th 7 17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7 18th +6 – 4 14 4 5th 8 19th +6 Ability Score Improvement 4 15 4 5th 8 20th +6 Eldritch Master 4 15 4 5th 8 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 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 skills 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 dungeoneer's 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: the Archfey, the Celestial, the Darkness, the Fiend, the Great Old One, or the Undying, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Each patron also modifies the eldritch blast cantrip.

Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. Spell Slots The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier

= 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells. 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 two eldritch invocations of your choice. Each patron has 3 invocations that are unique to it. You may choose from these, or the options detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Pact of the Chain You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or a form unique to your patron. No matter its form, your familiar has the magic resistance feature, giving it advantage on saving throws against spells and other magical effects. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. Pact of the Blade You become proficient with medium armor and can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. 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 can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Mystic Arcanum At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. Eldritch Master At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. Otherworldly Patron The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors 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 might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. As a warlock, you select from one of the following patrons: the Archfey, the Celestial, the Darkness, the Fiend, the Great Old One, and the Undying. They are described in the following pages. The Archfey Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. Expanded Spell List The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Archfey Expanded Spells Spell Level Spells 1st faerie fire, sleep 2nd calm emotions, phantasmal force 3rd blink, plant growth 4th dominate beast, greater invisibility 5th dominate person, seeming Eldritch Blast: Perfidious Thorn If you know the eldritch blast cantrip, it is modified in the following way: Your magic warps perceptions of reality, leaving foes open to attack. The beams of your eldritch blast become spectral vines that deal 1d8 psychic damage and force the target to make a Wisdom saving throw. If it fails, its AC is reduced by 1 until the start of your next turn. Hitting a target with multiple vines will cause the AC reduction to stack, to a maximum of 3. Fey Presence Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. At 10th level, the area increases to a 15-foot cube. At 14th level, it increases to a 20-foot cube. Once you use this feature, you can’t use it again until you finish a short or long rest. Misty Escape 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 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 frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the spell 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 Delerium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature 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. Archfey Invocations Witchblade Prerequisite: Pact of the Blade feature

While a creature is charmed or frightened by you, your pact weapon gains +2 to all attack and damage rolls. In addition, starting at 5th level, you can cast elemental weapon on your pact weapon without using a warlock spell slot. Grand Deception You gain proficiency in the Deception and Stealth skills. If you were already proficient in either of those skills, your proficiency bonus is doubled for them. Additionally, as an action you can attempt to exert your supernatural influence over a creature within 30 feet of you that can see or hear you. Make a Charisma (Deception) check contested by the creature’s Wisdom (Insight) check. If the creature fails, it is charmed by you for 1 minute. If it succeeds, the target can’t be charmed by you in this way for 1 hour. If it succeeds the saving throw by 5 or more, the target knows you tried to charm it. Finally, you have advantage on attack rolls against charmed creatures. Green Lord's Caprice Prerequisite: 15th level

When you know that you are the target of a spell, you can use your reaction to expend a spell slot and respond with elemental energy. Choose up to 1d4 creatures within 60 feet of you, then choose one of the following: They take 6d10 acid, cold, fire, lightning, or thunder damage (your choice); or they are healed for 6d6 hit points. Once you use this invocation, you can’t use it again until you finish a short or long rest. The Celestial Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world. Expanded Spell List The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Celestial Expanded Spells Spell Level Spells 1st cure wounds, guiding bolt 2nd flaming sphere, lesser restoration 3rd daylight, revivify 4th guardian of faith, wall of fire 5th flame strike, greater restoration

Eldritch Blast: Reckoning If you know the eldritch blast cantrip, it is modified in the following way: Your magic punishes your foes with heavenly power. The beams of your eldritch blast become shafts of searing light that deal 1d8 radiant damage. When hit, a target hums with divine energy until the start of your next turn. If the target takes the Attack action before then, it immediately takes 1d4 radiant damage, and the effect ends. Hitting a target with multiple blasts will cause the reckoning damage to stack (to a maximum of 4d4). Bonus Cantrips At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Healing Light At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. Radiant Soul 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 using a 1st-level spell slot or higher, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. Celestial Resilience 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 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. Celestial Invocations Hallowed Armament Prerequisite: Pact of the Blade feature

Your pact weapon deals radiant damage instead of its normal damage type, and emits bright light in a 15-foot radius and dim light for an additional 15 feet while you wield it. If your pact weapon is a ranged weapon, projectiles fired from it also glow while you wield it, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. In addition, starting at 9th level, you can cast holy weapon on your pact weapon using a warlock spell slot. Once you do so, you can’t cast it again until you finish a short or long rest. Divine Injunction When a creature within 60 feet of you that you can see makes an attack, you can use your reaction to pacify it. The creature must succeed on a Wisdom saving throw against your warlock spell save DC, otherwise its attack roll automatically fails and it falls prone. Once you use this invocation, you can’t use it again until you finish a short or long rest. Ascension Prerequisite: 15th level

You can cast fly on yourself, without expending a spell slot or material components.

The Darkness You have made a pact with a mysterious entity from the Shadowfell. Through you, it reaches into the Material Plane, feeding on life and suffering. With its power, you have learned how to manipulate these forces to your advantage, weaving dark illusions and deadly curses. Perhaps you are its favored servant, or perhaps you are just a tool to some nefarious end. You know very little about your patron, except that it is a being of great cunning and greater malice. Expanded Spell List The Darkness lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Darkness Expanded Spells Spell Level Spells 1st shield, fog cloud 2nd blur, pass without trace 3rd blink, nondetection 4th phantasmal killer, greater invisibility 5th mislead, cone of cold Eldritch Blast: Malice If you know the eldritch blast cantrip, it is modified in the following way: Your eldritch blast becomes a lance of solid shadow that strikes at the target’s soul, dealing 1d8 necrotic damage. When you roll a critical hit with an eldritch blast, the target takes additional necrotic damage equal to your Charisma modifier (minimum of 1) and is frightened of you until the end of your next turn. Curse of Shadows Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 60 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

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

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). When a creature affected by your curse dies, you can use your reaction to apply the curse to a new creature you can see within 60 feet of you. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature. You can’t use this feature again until you finish a short or long rest. Dark Momentum Starting at 6th level, when a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to harness its death to fuel your magic. The next warlock spell you cast does not consume a spell slot. When you cast a spell in this way, you take 1d8 necrotic damage. This benefit is lost if you take a short or long rest. Once you use this feature, you cannot use it again until you finish a short or long rest. Umbral Armor At 10th level, your curse grows more powerful. If the target cursed by your Curse of Shadows 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. Malignant Curse Starting at 14th level, you unlock the full power of your curse. As a bonus action, you can force a target affected by your Curse of Shadows to make a Wisdom saving throw. If it fails, it is frightened of you until the start of your next turn. In addition, your Curse of Shadows is empowered in the following ways: After a cursed creature dies, you no longer need to use your reaction to apply the curse to a new creature, provided that you aren’t incapacitated.

When you re-apply the curse, you regain hit points equal to your Charisma modifier (minimum of 1 hit point) from the death of the previously cursed creature.

If you have already cast your Curse of Shadows, you can expend a warlock spell slot to cast it again. Your Curse of Shadows may only affect one target at a time.

Darkness Invocations Death Frenzy Prerequisite: Pact of the Blade feature, shadow blade spell

When you cast shadow blade, you may also summon your pact weapon as part of the same bonus action. When you wield the shadow blade in your offhand, you may use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Additionally, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Living Shadow As an action, you can take on the form of a cloud of concentrated black mist. While in this form, you are under all of the effects of the gaseous form spell, except that you have a flying speed of 30 feet instead of 10. In dim light, you are heavily obscured. You cannot remain in this form for more than 1 hour, and must concentrate to maintain it (as if concentrating on a spell). Once you use this invocation, you can’t do so again until you finish a short or long rest. Night Terror Prerequisite: 15th level, fear spell

When you cast fear, it affects creatures in a 30-foot radius of you instead of a cone. Additionally, it only affects creatures of your choice, instead of all creatures in the area. The Fiend You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. Expanded Spell List The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Fiend Expanded Spells Spell Level Spells 1st burning hands, command 2nd blindness/deafness, scorching ray 3rd fireball, stinking cloud 4th fire shield, wall of fire 5th flame strike, hallow Eldritch Blast: Scourging Flame If you know the eldritch blast cantrip, it is modified in the following way: Your magic is imbued with unholy fire. The beams of your eldritch blast become orbs of blood-red flame that deal 1d8 fire damage, and prevent the target from regaining hit points until the start of your next turn. Dark One's Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). Infernal Luck 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 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 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. Fiend Invocations Hellfire Kiss Prerequisite: Pact of the Blade feature

When you use your pact weapon to hit a target under the effects of a warlock feature of yours, such as your hex spell or Sign of Ill Omen, all hostile creatures within 5 feet of the target take 1d6 fire damage. If you also know the Curse of Strife invocation, this damage increases to 1d8 fire damage. Boundless Spite When a creature no more than 30 feet away hits you with an attack, you can use your reaction to deal 1d8 fire damage to your attacker. Burning Darkness Prerequisite: 15th level

When you cast a spell of the 1st level or higher that deals fire damage, you can imbue the spell with black, sinister flames. Any creature damaged by the spell must make a Constitution saving throw against your warlock spell save DC. If it fails, it is blinded for 1 minute. At the end of each of its turns, it may repeat this saving throw with disadvantage, ending the effect on a success. Once you use this invocation, you can’t use it again until you finish a short or long rest. The Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Expanded Spell List The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Great Old One Expanded Spells Spell Level Spells 1st dissonant whispers, Tasha’s hideous laughter 2nd detect thoughts, phantasmal force 3rd clairvoyance, sending 4th dominate beast, Evard’s black tentacles 5th dominate person, telekinesis Eldritch Blast: Inner Turmoil If you know the eldritch blast cantrip, it is modified in the following way: Your magic sows doubt and confusion in your enemies. The beams of your eldritch blast become crackling arcs of prismatic energy that deal 1d8 psychic damage. When hit, a target must make an Intelligence saving throw. If it fails, it can’t take reactions until the start of your next turn. Expanded Consciousness When you choose this patron at 1st level, you have the option of letting your patron expand your mind to house alien, eldritch knowledge. If you choose to do so, your warlock features are permanently altered in the following ways: Your spellcasting ability becomes Intelligence.

Your warlock spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Your spell attack modifier = your proficiency bonus + your Intelligence modifier.

You lose proficiency in Charisma saving throws, and gain proficiency in Intelligence saving throws.

All warlock spells, features, and abilities that use your Charisma modifier use your Intelligence modifier instead (including Pact of the Blade).

Awakened Mind Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Entropic Ward 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 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. As an action, you can expend a spell slot to extend this shield to protect your allies. For 1 minute, you and friendly creatures within 30 feet of you gain the benefits of Thought Shield. Maintaining the shield over your allies requires concentration (as if concentrating on a spell). Once you extend the shield in this way, you can’t do so again until you finish a long rest. Create Thrall 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. Great Old One Invocations Living Weapon Prerequisite: Pact of the Blade feature

Your pact weapon is a living, hungering thing. When you land a melee attack with it, you can use your bonus action to attempt to grapple your target with tentacles that emerge from your weapon. For this grapple, instead of using your Strength (Athletics), you use your Warlock spell save DC. While grappling a creature like this, you may not take the Attack action with your pact weapon. In addition, your weapon wraps around your hand while you wield it, making it impossible to disarm you unless you are killed or rendered unconscious. Mind Clamp Once per turn when you hit a target with an attack, you can expend a spell slot to disrupt their thoughts, dealing 1d8 psychic damage per level of the spell slot expended. The target is unable to speak until the beginning of your next turn. Under this effect, it is impossible for them to cast spells that require a verbal component. You may not use this feature for an attack already being enhanced by Eldritch Smite. Thirst for Secrets Prerequisite: 15th level

You can cast detect thoughts at will, without expending a spell slot and ignoring any material, somatic, or verbal components. When you probe deeper into a creature’s mind using this spell, it makes its Wisdom saving throw with disadvantage. When a creature attempts to end the spell by making an Intelligence check, it makes that check with disadvantage. The Undying Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the sea- sons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master ofWarlock's Crypt, and Gilgeam, the God-King of Unther. Expanded Spell List The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Undying Expanded Spells Spell Level Spells 1st false life, ray of sickness 2nd blindness/deafness, silence 3rd life transference, revivify 4th aura of life, death ward 5th contagion, legend lore Eldritch Blast: Life Siphon If you know the eldritch blast cantrip, it is modified in the following way: Your magic drains life force. The beams of your eldritch blast become rays of sickly white energy that deal 1d8 necrotic damage. When hit, a target must make a Constitution save. If it fails, you are healed for 1d4 hit points. Among the Dead Starting at 1st level, you know the spare the dying cantrip, which counts as a warlock cantrip for you and does not count against your number of cantrips known. You also have advantage on saving throws against any disease.

Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Finally, undead have disadvantage on all attack rolls against you, unless you have targeted them with an attack or harmful spell within the last 24 hours. Defy Death Starting at 6th level, you gain vitality by cheating death. When you succeed on a death saving throw or stabilize a creature with spare the dying, you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point). Once you use this feature, you can’t use it again until you finish a short or long rest. Undying Nature 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. Magic cannot put you to sleep. 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. Finally, you have advantage on saving throws against being frightened or poisoned. Indestructible Life When you reach 14th level, you partake of 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. Undying Invocations Reaper Scythe Prerequisite: Pact of the Blade feature

As an action, you can make a melee attack with your pact weapon. The attack deals an extra 1d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt (rounded down). Using this invocation counts as casting a cantrip. This extra damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Gift of the Ever-Living One Whenever you regain hit points, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. Borrowed Time Prerequisite: 15th level

When you die, you can return to life with 1 hit point. For 1 minute, you must concentrate on holding your body together (as if concentrating on a spell). If you do not regain any hit points after 1 minute, or your concentration is broken, you die instantly. Once you use this invocation, you can’t use it again until you finish 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 that you meet its prerequisites. 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.

Agitator Prerequisite: Pact of the Chain feature

When a friendly creature that you can see within 60 feet is making an attack, you can use your reaction to order your familiar to distract their target, giving your ally advantage on their attack. Once you use this invocation, you can’t do so again until you finish a short or long rest. Agonizing Blast Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. In addition, when you cast eldritch blast you can choose for the damage dealt to be force damage instead of its ordinary type. 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. Beast Speech You gain proficiency in the Animal Handling skill. If you were already proficient, your proficiency bonus is doubled for it. You also learn to speak Sylvan. In addition, you can cast speak with animals at will, without expending a spell slot. Beguiling Influence You gain proficiency in the Deception and Persuasion skills. If you were already proficient in either of these skills, your proficiency bonus is doubled for them. Bewitching Whispers Prerequisite: 7th level

You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest. If you chose the Pact of the Tome, starting at 12th level, you can use this invocation after finishing a short or long rest. Book of Ancient Secrets Prerequisite: Pact of the Tome Feature

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. 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. 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. Chronicle of Unspoken Truth Prerequisite: Pact of the Tome feature

As an action, you can use your Book of Shadows to tell if a creature is lying. You open your Book of Shadows and speak to a creature that can hear you. It must make a Wisdom saving throw against your warlock spell save DC. If it fails, your book knows if it is telling the truth or not. For the next hour, so long as your book is open and you can see or hear the target, if the affected creature tells a lie it will be written in your book. Your book only records false statements, including lies of omission. The statements disappear from your Book of Shadows after you finish a long rest, unless you re-write them by hand. Once you use this invocation, you can’t use it again until you finish a short or long rest. 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. Curse of Strife Prerequisite: 15th level, hex spell

A creature affected by your hex spell has disadvantage on all ability checks. When you place this curse on a creature, it must make a Charisma saving throw. If it fails, it also has disadvantage on attack rolls for the duration. In addition, the extra damage increases to 1d8 necrotic damage. Devil's Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Dreadful Word Prerequisite: 7th level

You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. If you chose the Pact of the Tome, starting at 12th level, you can use this invocation after finishing a short or long rest.

Eager Servant Prerequisite: Pact of the Chain feature

When you make a saving throw, you can use your reaction to make it with advantage. If you succeed, your familiar can attack one creature within range. Once you use this invocation, you cannot use it again until you finish a short or long rest. Eldritch Sight You can cast detect magic at will, without expending a spell slot. Eldritch Smite Prerequisite: 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 of the spell slot, and you can knock the target prone if it is Huge or smaller. Eldritch Spear Prerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet. In addition, casting a spell with a warlock spell slot doubles its range. Eyes of the Rune Keeper You gain proficiency in the Investigation skill. If you were already proficient, your proficiency bonus is doubled for it. In addition, 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. At 9th level, the spell is cast as a 2nd-level spell. Final Service Prerequisite: Pact of the Chain feature

When your familiar is reduced to 0 hit points, you can use your reaction to cause it to violently explode. Each creature within 10 feet of your familiar must make a Dexterity saving throw against your warlock spell save DC. A target takes 3d6 force damage on a failed save, or half as much on a successful save. As part of this reaction, you can expend a warlock spell slot to empower the explosion, increasing the damage by 1d6 for each spell slot level. 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 once, without expending a spell slot. You regain the ability to do so when you finish a short or long rest. Gift of Wrath Prerequisite: 12th level, Pact of the Blade feature

You learn three spells of your choice from the following list: blinding smite, branding smite, searing smite, staggering smite, thundering smite, and wrathful smite. They are warlock spells for you, and do not count against your spells known. Grand Summoning Prerequisite: Pact of the Chain feature

You can cast find familiar without any material components. In addition, when you summon your familiar, its maximum hit points are increased by an amount equal to your warlock level. Grasp of Hadar Prerequisite: eldritch blast cantrip

When you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you. You cannot move a creature more than 10 feet in this way with a single cast of eldritch blast. Grim Instincts Prerequisite: 5th level, hex spell or a warlock feature that curses

When a creature is affected by a warlock feature of yours, such as Curse of Shadows or Sign of Ill Omen, it can’t gain the benefits of half cover or three-quarters cover against your attack rolls, and you know the distance and direction to the target even if it is hidden, so long as you are on the same plane of existence. Grimoire of Lost Wisdom Prerequisite: Pact of the Tome feature

Choose two from Arcana, History, Nature and Religion. You gain proficiency in the chosen skills. If you were already proficient in either of those skills, your proficiency bonus is doubled for them. When you reach 9th level, you learn the legend lore spell. It does not count against your number of spells known.

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. When you conjure a ranged pact weapon, you also conjure 20 pieces of ammunition for it (20 arrows or 20 crossbow bolts). Lance of Lethargy Prerequisite: eldritch blast cantrip

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. You cannot reduce a creature’s speed by more than 10 feet in this way with a single cast of eldritch blast. 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 Curse of Shadows or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see 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 and Slave Prerequisite: 5th level, Pact of the Chain feature

Your familiar gains a bonus to its attack rolls equal to your proficiency bonus. In addition, if your familiar takes an action that requires a saving throw, you can have the action’s save DC equal your warlock spell save DC instead. Master of Myriad Forms Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot. Menacing Visage You gain proficiency in the Intimidation skill. If you were already proficient, your proficiency bonus is doubled for it. Additionally, as an action you can demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the creature’s Wisdom (Insight) check. If the creature fails, it is frightened of you until the end of your next turn. If it succeeds, the target can’t be frightened by you in this way for 1 hour. Finally, your attacks have advantage against creatures that are frightened of you. Minions of Chaos Prerequisite: 9th level

You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. If you chose the Pact of the Tome, starting at 15th level, you can use this invocation after finishing a short or long rest. Mire the Mind Prerequisite: 5th level

You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest. If you chose the Pact of the Tome, starting at 12th level, you can use this invocation after finishing a short or long rest. Misty Visions You can cast silent image at will, without expending a spell slot or material components. Necromonicon Prerequisite: 9th level, Pact of the Tome feature

You can cast animate dead once using a warlock spell slot. You can’t do so again until you finish a long rest. Starting at 15th level, you can use this invocation after finishing a short or long rest. 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 on yourself at will, without expending a spell slot or material components. Overlord’s Codex Prerequisite: 7th level, Pact of the Tome feature

Any creature you summon or create with a spell has temporary hit points equal to double your Charisma modifier (minimum of 2). In addition, if the creature you summon has a true name, you know it when you cast the spell that summons it. 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 Curse of Shadows or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. Repelling Blast Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest. If you chose the Pact of the Tome, starting at 15th level, you can use this invocation after finishing a short or long rest. Shield from Beyond Prerequisite: Pact of the Blade feature

When you summon your pact weapon, you can also create a shield in your offhand as part of the same action. You are proficient with it while you wield it. This pact shield follows the same rules as your pact weapon, such as disappearing if it is more than 5 feet away from you for 1 minute or more. Just as you can transform a magical weapon into your pact weapon, you can use the same ritual to transform a magical shield into your pact shield. Additionally, you can use your pact shield as a spellcasting focus for your warlock spells. Shroud of Shadow Prerequisite: 15th level

You can cast invisibility at will, without expending a spell slot. Sign of Ill Omen Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. If you chose the Pact of the Tome, starting at 12th level, you can use this invocation after finishing a short or long rest. Taskmaster Prerequisite: 5th level, Pact of the Chain feature

When you cast a spell using a warlock spell slot, you can use your bonus action to allow your familiar to take an action. Once you use this ability, you can’t do so again until you finish a short or long rest. In addition, when your familiar deals damage with an attack, it gains a bonus to the damage roll equal to your Charisma modifier. Thief of Five Fates You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. If you chose the Pact of the Tome, starting at 9th level, you can use this invocation after finishing a short or long rest. Thirsting Blade Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. Tireless Servant Prerequisite: 5th level, Pact of the Chain feature

While it is within 100 feet of you, your familiar has resistance to all magical damage. 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. Trickster’s Escape Prerequisite: 7th level

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. If you chose the Pact of the Tome, starting at 15th level, you can use this invocation after finishing a short or long rest. Visions of Distant Realms Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot. Voice of the Chain Master Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. 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.

Otherworldly Familiars If you select the Pact of the Chain feature, your familiar can take a form that is unique to your patron, with the exception of the Fiend. Archfey: The War Sprite War sprites have been trained by powerful fey to use their powers for combat. They are hardier, craftier, and more aggressive than their brethren. Only one sprite in ten is born with the natural strength and talent to endure this training, and those that complete it make for fierce allies. War Sprite Tiny fey, chaotic good Armor Class 15

15 Hit Points 9

9 Speed 10ft., fly 40ft. STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 12 (+1) Skills Perception +3, Stealth +6

Perception +3, Stealth +6 Condition Immunities charmed

charmed Senses passive Perception 13

passive Perception 13 Languages Common, Elvish, Sylvan

Common, Elvish, Sylvan Challenge 1/2 Heart Sense. The war sprite automatically knows the current emotional state of any creature within 10 ft. It also knows the alignment of any creature it touches, unless that creature succeeds a DC 12 Charisma saving throw. Celestials, fiends, and undead automatically fail the saving throw. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 1d6 slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 40/160ft., one target. Hit: 1d4 + 1 piercing damage, and the target must succeed a DC 12 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the target falls unconscious for the same duration, or until it takes damage or is shaken awake by another creature. Invisibility. The war sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it. Tangle Emotions. The war sprite touches a creature and scrambles its emotions. The target must succeed a DC 12 Charisma saving throw. If it fails, the creature is briefly confounded, and makes all Charisma checks with disadvantage for 1 minute. Celestial: The Wisp The wisp appears as a floating ball of golden light, but is in truth the soul of an altruistic, good-natured creature. Not to be confused with will-o-wisps, celestial wisps are simple beings that seek to help others and soothe pain. Their movements are accompanied by the sounds of gentle wind chimes, and they bring an aura of calm wherever they go. Celestial Wisp Tiny celestial, lawful good Armor Class 14

14 Hit Points 8

8 Speed 0ft., fly 30ft. (hover) STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 12 (+1) 10 (+0) 13 (+2) 11 (+0) Damage Resistances Acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

Acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities Radiant, poison

Radiant, poison Condition Immunities Poisoned

Poisoned Senses passive Perception 12

passive Perception 12 Languages Common, celestial

Common, celestial Challenge 1/4 Ephemeral. The wisp can’t wear or carry anything. Incorporeal Movement. The wisp can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. Variable Illumination. The wisp sheds bright light in a 5 to 20 ft. radius, and dim light for additional feet equal to the same amount. The wisp can alter the radius at will. Calming Presence. Friendly creatures within 10 ft. of the wisp add +2 to their saving throws against being frightened. Actions Flash. Ranged Spell Attack: +3 to hit, range 60ft., one target. Hit: 1d4 radiant damage, and the target must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. At the end of each of the target’s turns, it may repeat this saving throw, and if it succeeds, the effect ends.

Darkness: The Dusk Raven Dusk ravens are intelligent denizens of the Shadowfell, thought to be created by the Raven Queen. To the untrained eye, they appear like normal ravens, with black eyes and black beaks, but a closer look reveals their feathers to be a miasma of dark coalesced mist. They are observant and loyal scouts, but are also known for the sadistic pleasure they take in tormenting their prey. Dusk Raven Tiny beast, neutral Armor Class 12

12 Hit Points 8

8 Speed 10ft., fly 50ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 8 (-1) Skills Perception +3, Stealth +5

Perception +3, Stealth +5 Damage Resistances cold, necrotic

cold, necrotic Senses darkvision 120ft., passive Perception 14

darkvision 120ft., passive Perception 14 Languages Common, Undercommon

Common, Undercommon Challenge 1/4 Dark Form. The dusk raven is heavily obscured while in dim light. Mimicry. The dusk raven can mimic small animal noises and humanoid voices that it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. Infiltrator. Opportunity attacks against the dusk raven have disadvantage. Actions Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d6 piercing damage. Murder. Melee Spell Attack: +2 to hit, reach 5ft., one target. Hit: The dusk raven splits into 1d4 shadowy images of itself. Each image deals 1d4 piercing damage. The target can’t react to this attack unless it succeeds a DC 12 Constitution save. Great Old One: The Oculus Oculi are lesser beholders, a little smaller than a human head, with only three eyestalks. It is difficult to hold their attention, as they are intensely curious. Their natural attraction to magic makes them useful pets for anyone interested in uncovering arcane secrets, though they can be hard to control due to their aggressive natures. Oculus tiny aberration, neutral evil Armor Class 13

13 Hit Points 12

12 Speed 0 ft., fly 30ft. (hover) STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 8 (-1) Skills Investigation +3, Perception +3

Investigation +3, Perception +3 Damage Resistances psychic

psychic Condition Immunities prone

prone Senses darkvision 60ft., passive Perception 14

darkvision 60ft., passive Perception 14 Languages Understands Common and Deep Speech but can't speak them

Understands Common and Deep Speech but can't speak them Challenge 1/2 Limited Telepathy. The oculus can magically communicate simple ideas, emotions, and images telepathically with any creature within 60 feet of it that can understand a language. Sense Magic. The oculus can sense the presence of magic within 10 feet of it, but it does not know the school of magic. This sense can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 1 piercing damage Eye Beams. Ranged Spell Attack: +3 to hit, range 30ft., one target. Hit: Choose one of the following effects: Fire Beam: The target takes 2d4 fire damage.

Frost Beam: The target takes 1d4 cold damage and has its movement speed reduced by 10 until the end of its next turn.

Weakening Beam: The target takes 1d4 psychic damage and has disadvantage on its next attack roll or ability check.