Warlock Patron Options, Pact boons, invocatsions and Eldritch Blast appearance table The following are 5 patron options, 6 pact boon options, 100 invocations and Eldritch Blast appearance tables for the Warlock class for 5th Edition for dungeon and dragons By Good Natured Gamer I'm looking for feedback so please find me at the following: https://www.instagram.com/goodnaturedgamer/

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Patrons Inheritor patron Maybe by accident or perhaps though extensive searching you were able to uncover the resting place of a lost but once prominent family line. Their bloodlines ideals and values lost to history. Until they found you. Perhaps a lingering Spector, or a physical form not quite truly passed on, waiting for a day their graves were found. They have chosen you to bestow powers that made their bloodline strong. Their ideas, their techniques. You are welcomed to this family. Do not disappoint them. Expanded Spell List The Inheritor 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. Inheritor Expanded Spells Spell Level Expanded Spells 1st Bane, Zephyr strike 2nd Enhance ability, Flame Blade 3rd Tiny Servant, Bestow curse 4th Find greater steed, Aura of purity 5th Geas, Skill empowerment Audacity rebuked The fact that someone or something is even considering hurting your patron's chosen, essentially attacking their decision, their choice, how dare they! Starting at level 1 when you take damage, the first attack you make at the creature that damaged you (spell, weapon, and unarmed strike) you may add your proficiency bonus twice to the attack. This applies only to one beam of the eldritch blast cantrip. Correct form, and decorum Your patron will not have you going forward representing them without being able to present yourself properly. What if you were to be challenged to a dual, health is one thing but their pride is something of another level! At 1st level, you are the taught the proper etiquette and how to conduct yourself in combat, in a way that now suits someone of your stature. This bloodline will not be quenched again! As well as dexterity you may add your charisma modifier to your AC when not wearing any armour. You can also add your charisma modifier to death saving throws. Sowing with salt At level 6, you gain the ability to curse a target. When you hit a creature with an attack roll, as a bonus action you can cast a curse upon them diminishing their strikes against you; and a small reward to help rebuild the family's standing. The curse lasts for 1 minute and is placed as a bonus action. A cursed creature cannot regain lost hit points. When attacks made by the cursed creature against you would be considered a critical, it is treated as a regular hit and only inflicts regular damage with no additional effects. You can only use this ability once per long rest. Because I said so. Your words are just as sharp as your blades and just as devastating as your spells. You represent your patron and will not be undermined. It is your right to have the last word. Starting at level 10 you learn the vicious mockery cantrip, which counts as a warlock spell for you and does not count against your number of cantrips known, you add your charisma modifier to the damage. In addition, equal to your charisma modifier per long rest, you may cast it as a bonus action. Strongest Bloodline You patron has been educating you on proper style and decorum befitting their family. Now your physical form and natural willpower are altered as you are truly welcomed into their bloodline. Starting at level 14 whenever you are required to make a constitution check or saving throw you can use charisma modifier in its place. In addition, your maximum health has increased by 14, and you gain +1 to hit point maximum each time you gain a warlock level after this one. Your physical form is drastically shifted to match your patron's appearance as if they were your mother or father.

Pedagogue patron You served an exceptionally powerful Wizard. This could have been a research assistant; a guard, a willing test subject or some other capacity. Your powers appear academic in execution but they are derived purely from your patron. Your patron could be a mage who is researching a way of removing an ancient and lingering curse on her family or a hermit who hasn't left their lair for hundreds of years. These patrons gift you powers maybe as a reward for your loyalty or maybe to keep you silent. You may still be serving your master and adventuring for their benefit, or you may have begrudgingly taking this payment, and looking for a way to one day overthrow them. Expanded Spell List The Pedagogue 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. Pedagogue Expanded Spells Spell Level Expanded Spells 1st Magic missile, Thunderwave 2nd Maximilian's earthen grasp, Dragon's breath 3rd Haste, Lightning Bolt 4th Conjure minor elementals, Fabricate 5th Enervation, Rary's Telepathic Bond Unorthodox teachings Your patron lends a portion of their memory to you allowing access to a much greater range of spells. Starting at level 1, whenever you take a short or long rest you can swap any number of your current spells known. Shared Knowledge Your patron has acquired a vast understanding of the world and the universe. You have been allowed to have access to some of that knowledge. At level 6, you gain proficiency in arcana, history, investigation, nature, or religion. When you finish a short or long rest you may swap this skill proficiency to another of the listed skills. In addition, when you finish a long rest you may pick an intelligence skill you are already proficient in, and you may add your proficiency bonus twice. Each time you use the feature you gain a quirk/mannerism of your patron e.g. a stutter, a flair when casting spells etc. Arcane Deliberation Your magic is but a minute trickle of your patrons. But they are now allowing you to understand it at on a higher level, at least temporally. At level 10, while you are concentrating on a spell, your intelligence score is equal to your charisma. While you are concentrating on a spell, you gain a different physical aspect of your patron e.g. their eyes, hair colour, scars etc. Teacher's Aid At this point in your adventurer, your patron as actually began to take some interest in your travels. Though they won't interfere with advice, as mistakes can often be valuable learning experiences, they will support you to some degree. At level 14 you are able to gain the valuable attention of your patron. As an action, you are able to summon a physical representation of your patron. Though this is technically a projection and is taking minimum effort from your patron. When the representation is summoned it has hit points and AC equal to your warlock level, movement equal to your own and acts on your initiative.

It is summoned within 30ft of you in an unoccupied space of your choosing and has an action, bonus action and free action to take each turn.

The representation has access to as many Wizard spells equal to half the amount of warlock spells you know which you are able to select upon reaching level 14 and can change 1 spell each time you level up, the spell level can never exceed your highest pact magic slot.

Your representation learns a new spell when you learn a new spell.

Once summoned it will cast a spell of your choosing and will exist until the spell duration is completed, the representation losses concentration on the spell or is 'killed'. The spell saves and spells attack bonus are equal to yours. It also shares your constitution score. You also will be required to provide any material components for the spells.

The representation is mentally anchored to you and takes some strain to maintain it. Meaning only one of you may concentrate on a concentration spell at a time. If the representation concentrates on a spell you still benefit from the Arcane Deliberation feature.

The representation will disappear after 1 minute if it doesn't cast a spell in that time.

Though this is a representation of your patron and will follow your orders it is still your patron's personality and will act accordingly depending on how you treat it. Collective patron Your consciousness has become interwoven with an untold number of others. This has led to an interesting compromise over your physical form. If it even is, your, physical form. Whom the body belonged to first may have been seeking guidance and seeking out the collective hive mind to gain some insight or maybe heard rumours of one person living many lives through this 'being'. The mind that enters this new body may have searched for something similar. Upon death they saw only darkness, only to be woken up in a new form, with a nagging in the back of their head Out of all the minds collected; you two have been chosen to share a form. Perhaps the greater hive mind believes you two are compatible and that together your full potential can be achieved. Then again it could be some sick joke. You will be spending a lot of time together. Let's hope you get along.

Collective Expanded Spells Spell Level Expanded Spells 1st Chaos bolt, Tasha's Hideous Laughter 2nd Alter self, Calm emotion 3rd Non-detection, Slow 4th Compulsion, Ooltiluke's resilient sphere 5th Commune, Enervation Duel consciousness Starting at level 1 you create a second character with a separate backstory and character background. Both have to be warlocks of the Collective patron. As an action once per long rest you can swap to the other character. You can also swap at the end of a long rest.

When swapping between the characters you lose any of the languages, skills, tool proficiencies and background feature and gain the ones of the other character.

Though they may have been a different race to the body they now occupy; they can only use the features of the current body.

Both characters share the same health points, ability scores and levelling mechanics e.g. they share the same experience pool if one multi-classes both do. In regard to how characters can share ability scores and not proficiencies, once becoming one body they share all information with each other; but not necessarily how to apply it; which is the difference.

When you select invocations and pact boons, each character can select different ones. But you as a player will only have access to the ones each individual character selects.

You share the same pool of spells but each character will have their own set of pact magic slots (mystic arcanum is shared). The first charterer to use all their spell lots must complete a long rest to regain their pact magic slots.

If one character is concentrating on a spell and then swaps, concentration on that spell is lost.

When one character rests both regain abilities and features.

You also share attunement slots for items, both gaining the benefits from the item if passive (e.g. +1 AC etc) but if an item has a once per long rest feature, it can only be used as the item describes.

Any physical abilities e.g. Dragonborn breath weapon can only be used between the characters so for example if one character uses the breath weapon, then changes character, the other character will need to rest before using the ability.

When characters willingly swap (e.g. not being reduced to 0 hit points) they are aware of everything that the other character is, and can give emotional feedback but no direct interaction. Assuming control In addition, starting at level 1 when a character is reduced to 0 hit points, and the body is not destroyed, you can shift to the other character as long as they were not already reduced to 0 hit points prior. Once you have shifted, the knocked out character cannot be used until a long rest is completed. When you shift in this way you are dropped to 1 hit point. When both characters are knocked out, if they regain any hit points the last character to be knocked out is played. By any other name Starting at level 6 you are becoming more comfortable with your dual existence, or at least have a better understanding. You now can shift between characters equal to your proficiency bonus per long rest. In addition, you can now use a bonus action to swap characters or use a reaction to swap when you take damage. Hand in hand The communication between the two minds has become stronger, lending help when needed. Starting at level 10, by using a pact magic slot from both characters you are able to cast a spell you know at 6th level. Property rights You are able to shift control much easier now, playing to each of your strengths significantly; while also being able to show your individuality. Starting at level 14 you now may shift characters equal to your proficiency bonus plus your charisma modifier per long rest. You now also have separate attunement slots for magical items. You can choose to both share an item or only one character can choose to attune to the item instead.

The sweetness patron The sweetness is almost akin to an urban legend. An old wife's tale when experimental recipes turn out great or a bakers batch which was due to exit the oven significantly earlier; somehow isn't burnt and is remarkably very very tasty. Though the Sweetness helps with culinary moments, it aims to make sure everyone is going to sleep with a full stomach; a goal it sadly cannot keep up with. This is where it found you. Perhaps starving street urchins who received one of the meals and pledge your dedication to help others or maybe you were on a desert expedition and woefully understocked provisions and the sweetness showed you mercy. Regardless of how the sweetness found you; you now serve it. So you may serve others. The Sweetness Expanded Spells Spell Level Expanded Spells 1st Animal friendship, Bless 2nd Calm emotions, Zone of truth 3rd Create food and water, Catnap 4th Mordenkainen's Private Sanctum, Mordenkainen's Faithful Hound 5th Commune with nature, Dispel evil and good Sweet tidings Starting at level 1 you learn the Goodbrery spell, which does not count against the number of spells you know. For you, when you cast this spell what you produce can be varied beyond just berries such as sugar plumbs, cookies, sweets etc. You also gain proficiency with the cooking utensil tools. Starting at level 1 you can choose one of the following additional benefits your product from the Goodbrery spell provides, which lasts for 1 hour after being consumed. A creature can only benefit from one of these extra benefits of Goodbrery at a time. You can change the additional benefit after a long rest. A skill is increased by +1 (You select which skill when you cast the spell). Spell attack rolls are increased by +1 Saving throw modifier is increased by +1 (You select which ability score when you cast the spell). Sugarcoating Starting at 6th level when you cast a spell on a friendly creature ( including yourself) with a pact magic slot they gain temporary hit points equal to your charisma modifier times the level of your pact magic slot. They also gain your level in temporary hit points when they eat the product of your Goodbrery spell. Iron stomach You have experimented with strange recipes and know what to avoid, and even when not avoided your body is better at countering it. You have learnt to work this into your magical creations. Starting at level 10 you gain advantage on saving throws against poison, and resistance to the poison damage type. In addition, anyone who eats a product of your Goodberry spell gains advantage on a constitution saving throws for 1 hour. The perfect host At level 11 when you select your Mystic Arcanum the spell Heroes' Feast may be selected. Spoon full of sugar Your magically crafted treats have become intoxicating and will do anything to stay on your good side to get more. Starting at level 14 the items from your Goodberry spell gain an additional benefit; if they are eaten by something that has never eaten them before. If a creature willing eats one of the items made by your Goodberry spell they are considered charmed by you for 24 hours or until they sustain damage from an attack. They are only charmed this way if they have never eaten them before. If a creature eats the treat unwillingly or has eaten them before they must make a wisdom saving throw vs your spell casting DC.

The Wish patron You were granted one of the greatest privileges known to mortals, and one of the most powerful spells known to those trained in the arcane.

You were granted a wish. For a reason, perhaps only known to you, you asked for power. With this purpose; the being granting that wish gave you a surge of power almost devastatingly. So you have willingly limited your own power as not to overwhelm your body and your mind- allowing yourself to advance; when you believe you are ready. Wish Expanded Spells You may have some understanding of magic prior to your wish encounter, but after that event, magic flows through your very being which is still strange and frightening. For the Wish patron expanded spell list, you consult the table when you gain access to the next level for your pact magic slot. When you reach a new level and you have the option to change your spells you can choose 2 spells from the listed class; at your current pact magic level. Once you have surpassed that Pact magic level you cannot pick spells from that class though this method again. Wish Expanded Spells Spell Level Expanded Spells 1st Wizard 2nd Cleric 3rd Bard 4th Druid 5th Sorcerer It begins Upon being granted your wish for power you choose how your powers manifest. At level 1 you select one of the following as your otherworldly patron feature: Champions requirements: You gain proficiency in one martial weapon, one armour type and shields. In addition, you gain proficiency in the athletics skill and double proficiency a skill of your choice. Eldritch healing: You can spend 1 pact magic slot when you cast the Eldritch Blast cantrip to turn it into Eldritch healing as a bonus action. When you spend the pact magic slot to heal with Eldritch Blast you still have to hit the AC of the target.

The healing done equals to 1d10 multiplied by the pact magic slot level. Each beam is rolled for and multiplied separately then added together if more than one beam hits a single target.

Each beam either has to be damaging or healing not individually different. Critical hits also increase the amount of healing done. Forceful convictions: You can place a curse on an enemy as if concentrating on a spell once per short rest. When an enemy is cursed it gains vulnerability to force damage. This lasts for 1 minute or until you lose concentration. Mind over matter: When concentrating on a spell you gain resistance to piercing, slashing and bludgeoning damage from non-slivered weapons. People Person: You can speak and understand all languages (as if permanently under the tongues spells). I have the Power Now you have started to gain a better understanding of the powers you have granted yourself; you have chosen to try and make you the best version of yourself. Once you have reached level 6, you can gain an ability score improvement (or a feat if that rule is allowed by your DM). Wishful thinking You know what you want and through sheer force of will, with the power granted to you; you change yourself and craft your powers which you think will best suit your needs. Once you reach level 10, you can select one of the following as your otherworldly patron feature: Another, new beginning: You may change your race to a different one of your choosing (as allowed by the DM). You lose any traits of your original race (including ability score modifiers) and gain the abilities and modifiers of the new race. Ascended: If you are able to reach it, now your maximum charisma score can now reach 22. Eldritch Effort: When you make a spell attack that requires an attack roll or a weapon attack; critical hits occur on rolls of 19 and 20. Enjoy variety: You can select a second warlock pact boon. Preserved life: Whenever you finish a short or long rest, you are under the effect of the sanctuary spell (with your spell save DC) and the death ward spell. United Front: At the end of a long rest, you can select another humanoid creature to share any invocations that you have. If the requirement of a pact magic slot is needed and is not available, they can spend a spell slot equal to your pact magic level. Master of my own destiny You are gaining mastery of your powers by the day. At level 14 you select one of the following as your otherworldly patron feature: Above and beyond: You are permanently under the effect of the fly spell, you do not require concentration and do not need to know the spell. This effect can still be dispelled (e.g. dispel magic) but it is treated as if the fly spell has been cast at fifth level. If the effect ends it will return after 1 minute. Battle master: Any spell that requires you to make a saving throw, you may roll with advantage. Equivalent Exchange: When you hit a target with an attack you can have the target take up to half of your maximum health as force damage. Once the damage is dealt; your maximum health losses as many points as originally spent (before additional modifiers such as vulnerabilities are calculated). Your health returns to normal after a short or long rest.

I'm in my element: Select 1 damage type. You gain immunity to it. Long may I reign: If you die, you instantly come under the resurrection spell. You are restored to life exactly 1 hour after your death and no components are needed for the spell. You cannot choose to delay the casting of the spell. Once this has been cast you cannot cast this spell in the same way until you reach the next level. Once you reach level 20 you must wait 30 days before the feature becomes available again after use. Only I may cast: You can cast the counterspell spell at your highest pact magic level without spending a pact magic slot equal to your charisma modifier. These recharge at the end of a long rest. Truly Ascended If you are able to reach it, now your maximum charisma score can reach 24. I wish that... When you choose your level 9 Mystic Arcanum spell, Wish may be chosen. Wants and needs Every creature has wants and needs. Pact boons provide warlocks with a method of striving to reach their ultimate goals, while also subtly strengthening their patrons hold over them. The following boons allow warlocks of varying wants and needs to achieve their purpose. Pact of the armoury Though many make deals with their patrons for a sense of power, some choose to create a sense of safety. You have been gifted a set of armour of a type that you currently have proficiency in and you add your charisma modifier in place of your dexterity modifier. You can use your action to summon this set of pact armour on or off your body. The armour gifted to you has an appearance befitting your patron. Your pact armour disappears if it is more than 60 feet away from you for 1 minute or more, if you dismiss the armour (1 action required), or if you die. You can transform one magic armour into your pact armour by performing a special ritual while you wear the armour, as long as it is a type you are proficient in. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armour, shunting it into an extradimensional space, and it appears whenever you summon your pact armour thereafter. You can't affect an artefact or a sentient armour in this way. The armour ceases being your pact armour if you die, if you perform the 1-hour ritual on a different armour, or if you use a 1-hour ritual to break your bond to it. The armour appears at your feet if it is in the extradimensional space when the bond breaks. Pact of the Collector Those who choose the pact of the collector want more. Not only power but material wealth, too. When you select the Pact of the Collector you are given a special bag of holding. Only you can access the contents of the bag unless you give permission to someone else. It follows the normal conditions of a bag of holding but has infinite space. You always know where your bag of holding is located. If it is on a different plane of existence, you only know which plane it is on. If it is on the same plane as you, you know which cardinal direction it is. You never know what is around your bag, but you can feel if it is moving. Pact of the Gauntlet Your patron has gifted you a pair of gloves to improve your work efforts. These can have any appearance you want such as white duelling gloves, tough worked leather mitts or metal gauntlets. When you select this pact boon you gain proficiency in the sleight of hand skill and 1 of the following tools while you are wearing your pact gloves. Disguise kit, Forgery kit, Herbalism kit, Navigator's Tools, Poisoner's Kit, Thieves' Tools or any artisan's tools. You can replace your gloves with another pair my performing a 1-hour ritual, which can also be cast if your current gloves are lost or destroyed. Pact of the Goblet Some people just want to have fun. Live life loud, those are the type of people who take the pact of the goblet. You can make any liquid within the goblet alcoholic, which you determine how strong the drink is. In addition, while you have the poisoned condition due to alcohol you have resistance to bludgeoning, piercing, slashing and poison damage and the eldritch blast cantrip can be cast without disadvantage while poisoned (except within melee range). If your goblet is destroyed or lost you can spend 1 hour performing a ritual to re-summon it. Pact of Restoration Some make pacts with their patron to help others. The pact of the restoration reflects that and helps you help those in need. You gain a medical kit with unlimited uses and the healer feat as described in the player's handbook. In addition, whenever you use your medical kit you can gain your level in temporary hit points. If your medical kit is lost or destroyed you can spend an hour to re-summon it by performing a ritual.

Pact of Slumber You gain something that helps you sleep peacefully either so you can serve your patron the best you can, or maybe to help you rest while something heavy rains on your conscience. This can be a bedroll, a pillow, a blanket or something similar if your DM allows it. You can dismiss the item into an interdimensional space and call it back as an action. If lost or destroyed you can re-summon it with an hour ritual. You can change the item by doing this ritual. When using the item during a long rest you do not suffer any hindrance from location, environment or condition, if you are able to complete a long rest you gain +1 to all constitution saving throws until the next long rest. Expanded invocations The following are additional invocations for the additional pact boons, as well as some new invocations for other boons and the warlock class in general. Absolute authority Prerequisite: Level 5 The spells friends, command and suggestion are added to your spell list and not counted within your spells known and count as warlock spells for you. Accuracy pledge When you make a weapon attack or a spell attack that requires an attack roll, you may spend a pact magic slot to increase the attack roll by the level of the pact magic slot. When this invocation is used on the eldritch blast cantrip, the modifier is applied to each beam. All hands on deck Prerequisite: Level 9, pact of the gauntlet You learn the spell Bigby's Hand, which does not count against the number of warlock spells you know. You can cast it with pact magic slots, and once without a pact magic slot once per long rest. Anytime Anywhere Prerequisite: Level 9 pact of the goblet Any liquid placed in you pact goblet is purified and safe to drink. You can also cast purify food and drink without using a pact magic slot, which can be done once per long rest. Arcane artillery Prerequisite: Level 7 Magic missile, Melf's acid arrow and Lightning bolt are added to your spell list and not counted within your spells known and count as warlock spells for you. Arcana Lore Prerequisite: Pact of the tome, level 12 You learn 1 spell from another class spell list up to a level of your pact magic and counts as a warlock spell for you. You learn a second spell (which can be from a different class to the first spell) at level 16 provided you still have this invocation. If you swap or lose this invocation, the spell from the other class spell list is forgotten. This spell cannot be swapped as part of the catalogue casting invocation. Bag of feeding Prerequisite: Pact of the collector Once per day you can summon a meal and a drink, appropriate to your patron, from your bag of holding. When eaten the user gains hit points equal to the maximum of one hit die and they feel full and nourished for 1 day. Only one creature can benefit from this meal per summoning. Banishing blast Prerequisite: Eldritch Blast cantrip, Level 7 You learn the spell banishment. When you hit a target with eldritch blast you can use a pact magic slot to cast banishment on the target as a bonus action. Beauty sleep Prerequisite: Pact of slumber, level 5 You cannot be aged magically, and you age significantly slower at 1 year for every 50. Best forgotten Prerequisite: Pact of the goblet, level 9 You learn the Modify Memory spell which doesn't count against your spells known. Blooded blade Prerequisite: Pact of the blade, Level 5 When at half health and bellow you gain +1 to attack rolls and attack damage. Cantrip Clash Prerequisite: Pact of the Gauntlet You become proficient in unarmed strikes and can use your charisma mod in place of strength or dexterity. As a bonus action, you can make 1 unarmed strike after casting a cantrip. Catalogue casting Prerequisite: Level 12 You can swap 1 spell from your spells known per long rest. Chain bridle Prerequisite: Pact of the chain, Level 9 You can cast Find Steed with a warlock spell slot. Claimed Soul Prerequisite: Level 3 Gain +1 to AC

Conversationalist Prerequisite: Level 9 You can cast Tongues on yourself at will Commune with nature Prerequisite: Level 5 The spells Speak with Animals, Locate Animals or Plants and Speak with Plants are added to your spell list which doesn't count against your spells known Connoisseur Prerequisite: Pact of the Goblet Any healing done to you via consumables e.g. healing potions etc you do not roll the dice and instead take the maximum amount. Cunning grasp Prerequisite: Pact of the Gauntlet When you make a grapple attack, you can use your charisma in place of strength. Deadly Defiance When you drop to 0 hit points you can spend a pact magic slot to instead drop to 1 hit point plus the pact magic level. Deep slumber Prerequisite: Pact of slumber If you sleep during a short rest, any hit dice you spend are considered to be rolled at their maximum, you also add your constitution mod twice per dice used. Deft hands Prerequisite: Pact of the Gauntlet, level 5 While both hands are free and while wearing your pact gloves gain AC equal to your proficiency bonus. Defensive caster Prerequisite: Level 12 If you are able to you can cast any of the following spells either with pact magic slots or via warlock invocations you can do so as a bonus action. Spells: Alter self, Armour of Agathys, Blink, Blur, Disguise Self, False Life, Fire Shield, Jump, Mage Amour, Mirror Image, Tongues, Shadow of Moil, Levitate*. Defensive stance Prerequisite: Pact of the armoury, level 12 Can take dodge as a bonus action. Defiant attitude Prerequisite: Pact of the armoury When you take damage from a critical hit, the creature that hits you takes half the damage inflicted to you, of the same type. Dispelling blast Prerequisite: Eldritch Blast cantrip, Level 5 You learn the spell Dispel Magic. When you hit a target with eldritch blast you can use a pact magic slot to cast dispel magic on the target as a bonus action. Do no harm Prerequisite: Pact of restoration, level 5 If you use your action to stabilize with your health kit or heal via spells, warlock feature or item and not attempted an attack on anyone/thing during your turn gain AC equal to your charisma mod until the start of your next turn or until you use your reaction to attempt to cause damage. Eldritch Cocktail Prerequisite: Pact of the goblet, Eldritch Blast Cantrip, level 8 While under the poisoned conditioned due to alcohol you can change the damage type of your eldritch blast to one of the following types as a bonus action: acid, cold, fire, force lightning, necrotic, poison, psychic, radiant and thunder. Eldritch Bolt Prerequisite: level 5 Can dash as a bonus action Eldritch Eruption Prerequisite: Eldritch Blast cantrip, Level 5 When casting the eldritch blast cantrip instead of making an attack roll select a point within the range of your eldritch blast. Every creature within a 20-foot radius must make a Dexterity saving throw or take eldritch blast damage equal to the number of beams available and any invocation effects. On a save half damage and no invocation effects. You can use this feature equal to your proficiency modifier and all uses refresh on after a long rest. Eldritch Fountain When casting the eldritch blast cantrip instead of making an attack roll you can fire a 15ft cone. Each creature within the cone must make a Dexterity saving throw or take full damage from the cantrip and any invocation effects, on a save they take half damage and no invocation effects. You can use this feature equal to your proficiency modifier and all uses refresh after a long rest. Eldritch Panic You learn the Hellish Rebuke spell and does not count against your number of spells known. You can cast this spell at its lowest level without using a pact magic slot a number of times equal to your charisma modifier per long rest. Eldritch Strike Prerequisite: Eldritch Blast cantrip, Pact of the Gauntlet While wearing your pact gloves you can cast the eldritch blast cantrip as a melee spell attack on a single target, making attacks rolls equal to the number of beams made by the cantrip. Your pact gloves can also be used as an arcane focus.

Elemental mastery Prerequisite: Level 7 You learn the spells Create/Destroy Water , Earth Tremor, Heat Metal , Ice Knife, Thunderwave, and they do not count against your number of spells known. Eternal Servitude Prerequisite: Pact of the chain, level 12 You can cast Animate Dead with a pact magic slot. When casting Animate Dead with a Warlock pact magic slot you can only have undead creatures under your control equal to your charisma modifier. Expanded book of shadows Prerequisite: Pact of the tome, level 6 You can select 3 more cantrips from other classes, which do not count against your number of spells known and count as warlock spells for you. Fearful blast Prerequisite*: Eldritch Blast cantrip, Level 5 You learn the spell cause fear. When you hit a target with eldritch blast you can use a pact magic slot to cast cause fear on the target as a bonus action. Free pour Prerequisite: Pact of the Goblet,Eldritch Blast* cantrip When you miss with an eldritch blast beam you can use your reaction to redirect a single beam and make another attack at a different target in range. Friendship Pact Prerequisite: Pact of the chain Your familiar gains extra AC equal to your charisma modifier. Force Amour Prerequisite: Pact of the armoury, level 9 The first time you summon your pact amour after a short rest, you automaticity cast Armour of Agathys at level 3 without using a pat magic slot. If you dismiss your pact amour the spell is also dismissed. You cannot use this feature until you finish a short rest. Force of habit Prerequisite: Pact of slumber, level 12 While prone, you do not grant advantage on melee attacks Garnish Prerequisite: Pact of the goblet, level 12 When you fail a saving throw you can re-roll and pick the highest. You can do this equal to your cha mod per long rest. Giving gifts Prerequisite: Pact of restoration, level 5 You can now learn spells from the cleric spell list Hex dedication Prerequisite: Level 7, the Hex spell Hex still requires concentration, but a second spell can also be contradicted on as well. 1 concentration check would be made for both spells when needed. High Stakes You gain an advantage when using any gaming sets. Heightened Senses Prerequisite: Level 7 You gain immunity to the deafened condition and gain blindsight to a range up to 15ft. Hoarder sense Prerequisite: Pact of the collector, level 5 Can cast Locate Object at will. Hold the line Prerequisite: Level 5 When you cast a spell of level 1 or higher with a warlock pact magic slot you regain hit points equal to the spell level times your charisma modifier. Hungering blade Prerequisite: Pact of the Blade, Level 10 You can attack with your pact weapon 3 times, instead of once, whenever you take the Attack action on your turn. Idol Hands Prerequisite: Level 9, Pact of the Gauntlet Can cast the Unseen Servant spell at will. Improved Eldritch Strike Prerequisite: Eldritch Blast cantrip, Pact of the Gauntlet, level 9 While wearing your pact gloves you can cast the Eldritch Blast cantrip as a melee spell attacks equal to the number of beams made by the cantrip. Your pact gloves can also be used as an arcane focus. When you cast the eldritch blast cantrip as a melee spell attack you can attack different targets with your attacks. You are able to move in between attacks but if you do not attempt an attack each "beam" that is not used cannot be used next turn. Intimate gamble Prerequisite Eldritch blast cantrip The range of your eldritch blast beams are reduced to 10 feet, but you gain an extra beam when fired as a ranged attack. The range of your eldritch blast cannot be improved by any feat, invocation, item or other class features e.g. meta magic.

Interpreter of the eldritch You learn to read, write and speak 2 common languages and one exotic language. If you lose this invocation you lose the ability to comprehend these languages. Intoxicating presence Prerequisite: Level 12, pact of the goblet While you are poisoned due to alcohol, when you cast the spell hex, use the hex blade curse feature or the sowing with salt feature the target needs to make a Charisma saving throw or also become poisoned until the spell/feature used is disabled. Instinct improved You gain proficiency in perception and survival skills. Leached companions Prerequisite: Pact of the chain, Level 5 You can cast Conjure Animals with a warlock spell slot. They take on an appearance relevant to your patron. Liquid confidence Prerequisite: Level 12, pact of the goblet When you drink enough alcohol to give you the poisoned condition you gain double proficiency in any dexterity or charisma skills you have proficiency in. This lasts until you are no longer poisoned, you cannot benefit from double proficiency from this invocation if it is granted by another feature. Liquid courage Prerequisite: Pact of the goblet You gain advantage on saving throws ageist fear. If you are under the poisoned condition from alcohol you gain immunity from the fear condition. Lucid Dreamer Prerequisite: Pact of slumber, level 15 If you sleep during a short rest you can regain 1 use of your Mystic Arcanum feature. You must finish a long rest before you can use this feature again. Medical lore Prerequisite: Pact of restoration Gain proficiency in the medicine skill, you can add your charisma mod to any medicine skill check. Mental Defences Prerequisite: Pact of the armoury While wearing your pact amour, gain +1 AC while concentrating on a spell Militant magic Prerequisite: Level 10 On your turn, you can take one additional action on top of your regular action and a possible Bonus Action after you have already taken these actions once. You can do this once per short rest. Musically Inclined You gain proficiency in the performance skill and one musical instrument. Mysterious Ways You gain proficiency in the Arcana and Religion skills. Natural fit Prerequisite: Pact of the armoury While you wear your pact amour you are always comfortable no matter the environment. You are not affected by extreme heat or cold, the amour dries instantly etc. Neutral existence You can re-roll any natural 1 and must take the second roll. You must re-roll any natural 20 and take the second roll. Night terrors Prerequisite: Pact of Slumber, Level 7 When you start a long rest, you can choose to cast the spell Hallucinatory Terrain without the component requirements and without spending pact magic slot centred on yourself. Outsider's Agility You gain proficiency in the Acrobatics and Athletics skills. Penance casting You can sacrifice health points to regain a pact magic slot. 10hp multiplied by your pact magic level. This is a bonus action to do, and only 1 pact magic slot can be regained at a time. Preventive medicine Prerequisite: Pact of restoration, level 9 You gain immunity to disease and the poisoned condition Physical defences Prerequisite: Pact of the armoury Your hit points maximum increases by 1 and increases by 1 each time you gain a level. You also gain hp points for past levels where you did not have this invocation. If this invocation is replaced or lost you lose the hit points gained.

Piercing blast Prerequisite: Eldritch blast cantrip, level 12 Your eldritch blast beams can be fired as one large combined shot. Each creature in a line must make a Dexterity saving throw, on a fail they recessive your eldritch blast damage as well as any invocation effects. On a pass, they take no damage and no effects. You can use this feature equal to your proficiency modifier and all uses refresh on after a long rest. Portable vendor Prerequisite: Pact of the collector, level 5 You speak an item that you desire into your pact bag and a portion of currency or item you are willing to trade. The DM will determine the likelihood of success of getting the desired item. If successful up to 7 days later the item will sprout from your pact bag. If the item is not brought the item or currency is returned to you. You have to wait 7 days before using this feature again. Power nap Prerequisite: Pact of slumber, level 7 If you spend 1 round without moving or taking actions you regain 1 pact magic slot. You cannot use this feature again until you complete a long rest. Rest for the weary Prerequisite: Pact of restoration, level 9 You can spend a pact magic slot to remove a level of exhaustion equal to or less than your pact magic slot. Self care Prerequisite: Pact of restoration When you fall unconscious you automatically stabilise. You will still roll death saving throws but cannot fail, but have a chance of rolling a natural 20. Shield summon Prerequisite: Pact of the armoury, level 10 When you summon your pact armour you also summon a shield, which you have proficiency in. This shield also acts as an arcane focus for you. You may perform a ritual similar to your pact armour to gain a new pact shield. Share the wealth Prerequisite: Pact of the collector, level 12 Your bag of holding now acts as the Tan Bag of Tricks item. Shared Burden Prerequisite: Level 5 You gain an extra attunement slot. Silent as the grave Prerequisite: Pact of slumber, level 5 You can cast the spells Gentile Repose and Fien Death at will. In addition, if you ever have to make a deception/performance check to pretend to be dead or unconscious you do so with advantage. Skill mastery Select 2 skills you have proficiency in. You may add your proficiency modifier to these skills twice unless another feature has already doubled the proficiency bonus of those skills. Skill mastery continued Prerequisite: Skill mastery invocation, level 10 Select another 2 skills you have proficiency in. You may add your proficiency modifier to these skills twice unless another feature has already doubled the proficiency bonus of those skills. Spell Forgery Prerequisite: Pact of the tome, level 12 When casting a spell when using a scroll, you can use the scroll twice before it is destroyed. Spell storage Prerequisite: Pact of the collector You can cast a spell using your pact magic slot, into your bag. The spell will stay there indefinitely until used. Only 1 spell may be stored this way at a time. Sleep Walking Prerequisite: Pact of slumber As long as you don't do anything apart from walking/riding you can take a short or long rest while travelling. Slumber party Prerequisite: Pact of slumber, level 5 You learn the spells Catnap and Sleep and they do not count against your number of spells known. You also learn the spell Leomund's Tiny Hut which you can cast as a ritual. Stash sanctuary Prerequisite: Pact of the collector level 5 You learn the Magic Rope spell and can cast it with a pact magic slot and does not count against your number of spells known. In addition, when you cast this spell all items left in the space remain there as long as it is not alive. Strength of many You can cast the enlarge effect of the spell Enlarge/Reduce once without expending a warlock spell slot. You must complete a long rest before this spell can be used again. Tactical retreat Prerequisite: Level 5 Can disengage as a bonus action

Temporary haven When you take damage, you can use your reaction to trigger this invocation. You use your reaction to reduce the damage to 0, in addition to any other damage you take until the start of your next turn. The total damage is then applied at the start of your next turn. You cannot reduce this damage in any way. You must complete a long rest before you can use this feature again. Thief's confidence Prerequisite: Pact of the collector, level 9 When under the effects of spells that determines if you are lying, you always appear to be telling the truth. Tough negotiations Gain proficiency in the intimidation skill and insight skill. Twin blades Prerequisite: pact of the blade, Level 5 You can bind a second pact weapon. This weapon follows the same conditions as your first pact weapon. If both weapons are 1 handed they can be summoned at the same time. If you lose this invocation the oldest weapon is lost. Unity over division Prerequisite: Level 5 Gain +1 to spell attack and weapon attack rolls if with 5ft of a friendly character. Walk the world Prerequisite: Level 5 You walking speed is increased by 20 foot War proficiency Prerequisite: Pact of the armoury, level 9 Your pact amour can be of any type, and once it becomes pact amour you are proficient in it. If the amour has a strength requirement you can instead use your charisma stat in its place. Well equipped Prerequisite: Pact of the armoury, level 5 You can bind a second set of armour to use as your pact amour and can swap between them as an action. If your amours do not already benefit from +1 AC it gains it while you have this invocation. They follow all other rules of pact amour. At level 12 you can bind a third set of amour and at level 16 you can bind a forth. If you lose this invocation, the oldest sets of pact amour are lost. Without borders Prerequisite: Pact of restoration When you restore hit points to a creature other than yourself, you can disengage as a bonus action. Work ethic Prerequisite: Level 5 Pact of the Gauntlet While wearing your pact gloves you gain another tool proficiency as outlined in the Pact of the Gauntlet description. During a short rest, you can change this tool proficiency to another as shown in the pact description. You and what army Prerequisite: Level 15, Pact of the Blade After you kill something considered a threat with your pact weapon, you come under the effects of the mirror image spell without using a pact magic slot. Eldritch Blast appearance table Eldritch Blast is unique to each warlock. Like a finger print or a soul each has its own variation. The following table can be used to help craft a unique Eldritch Blast. When you create a Warlock you can roll a D20 on the following tables and make note of the outcome. This can be your warlock’s personal interpretation of the spell. Either by willing it that way, your patron choosing it for you or simply how it manifests within you. You can of course pick the options from the table yourself or merely use these for inspiration. Dice Roll Colour 1 Dark crimson, like the blood of a deep wound 2 Light red, akin to that of a freshly bloomed rose 3 Sapphire blue, it shines 4 A murky and clouded blue, like the depths of the ocean 5 Emerald green, it catches the light in a beautiful way 6 Dark green, as if walking on leafs on the forest floor 7 Florescent yellow, it almost hurts to view it 8 Dark yellow, like the sand in a desert 9 A bright orange, like that of a sun rise 10 Dark orange/red as if the embers of a campfire 11 Rainbow, akin to that of an oil slick 12 Black, it’s as if it’s the absence of light itself 13 White, like untouched snow 14 Brass, liked buffed amour 15 Sliver, reflective like fine dinnerware 16 Gold, like a dragon's horde 17 Photonegative, it inverts the colours of anything it passes 18 A ripple of the 3 primary colours 19 A wave of the 3 secondary colours 20 A patchwork of black and white