Warlock Compendium

An elven theurge calls upon the archangel Raziel, holding aloft a silver torch that banishes the darkness. A woods witch mutters over her cauldron, brewing an elixir that will save the duke's life. A cultist presses a knife into his palm, empowering a spell with his own blood. Warlocks pursue the secrets of the multiverse through their patron's power, calling upon esoteric rituals and occult spells that justify the ancient fear of witchcraft.

Pact Boon

At 3rd level, a warlock gains the Pact Boon feature. A warlock can select one of the following options in addition to the existing Pact Boon options.

Pact of the Beacon

Your patron grants you a beacon which reveals the unseen. It might take the form of an iron lantern, desiccated finger, golden flambeau, or another implement appropriate to your patron’s nature.

You can light the beacon as an action on your turn. While the beacon is lit, it sheds bright light in a 30-foot radius, and dim light for an additional 30 feet. Completely covering the beacon with something blocks the light.

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect objects or creatures in areas illuminated by your beacon.

After burning for 10 minutes, the beacon is extinguished. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the beacon’s total burn time.

Once your beacon has burned for a full 10 minutes, you cannot light it again until you take a long rest.

If you lose your beacon, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during long or short rest, and destroys the previous beacon. The beacon crumbles to dust when you die.

Pact of the Chalice

Your patron grants you a chalice used in otherworldly rites. It might take the form of an iron cauldron, mirrored bowl, gilded grail, or another vessel appropriate to your patron's nature. By performing a 10-minute ritual, you may create a witch's brew in your chalice.

When consumed, a witch's brew has your choice of one of several effects. You choose the effect from the following list at the time of its creation.

Sagacity The drinker gains advantage on one type of ability check, decided at the time of brewing, for 1 hour.

Satiety The drinker regains 1 hit point, and is sustained for one day without food or water.

Like a potion, a witch's brew takes an action to consume or administer to another character, and is used up completely after consumption. You can remove the witch's brew from your chalice and pour it into a container for easier travel. You can only have one witch's brew at a time; if you create another, the previous loses its potency.

After creating a witch's brew, you may not use this ability again until you take a long rest.

If you lose your chalice, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a long or short rest, and destroys the previous chalice. The chalice crumbles to dust when you die.

Pact of the Mark

Somewhere on your body, you manifest a witch’s mark. This blemish represents your connection to your patron, and might take the form of a suppurating wound, symbol on the hand or forehead, stigma on the palm, or similar mark appropriate to your patron’s nature.

If you cast a spell with a range of touch on a creature, you can cause that spell to target both yourself and the creature.

You cannot use this ability again until you take a long rest.

Pact of the Pentacle

Your patron gives you a talisman of eldritch power. It might take the form of a barbed amulet, silver signet ring, rune-etched disc, or another implement appropriate to your patron.

Choose a creature type appropriate to your patron from the following list, with your DM's permission. Once chosen, it cannot be changed.

Aberration Two flumphs or two slaad tadpoles

Celestial One blink dog

Dragon One pseudodragon

Elemental One mud, smoke, or steam mephit

Fiend One dretch or two manes

Fey One sprite

Undead One skeleton or one zombie

Using your talisman, you may perform a 10-minute ritual which summons your choice of the creatures listed for the type you chose. The DM has the creatures' statistics. They appear within 10 ft.

Creatures summoned using your pentacle are friendly to you and your companions, and obey you completely for 1 hour before disappearing. On death, their corpses vanish.

After using this ability, you may not use it again until you take a long rest.

If you lose your talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a long or short rest, and destroys the previous talisman. The talisman crumbles to dust when you die.