You have had an experience that few others have, certainly nobody you know. You have encountered a creature from beyond the Great Wheel, from the furthest reaches of the Astral Sea, from a plane known as the Far Realm. This creature has imbued you with some of its truly unknowable power.

Your Alien patron has granted you spell choices from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

When you choose this feature at level 1, your patron allows you to gain some amount of its otherworldly biology to protect yourself from harm. As a reaction after you are hit by an attack, but before you take damage, you may gain a number of temporary hit points equal to three times your warlock level. After one minute, any remaining temporary hit points granted by this feature are lost. Once you use this feature, you may not again until you finish a short or long rest.

Otherworldly Boon

Starting at level 6, the boons granted to you by your patron do not quite fit in with this world. As such, the option you chose as your Pact Boon has an extra benefit, according to which one you chose.

Pact of the Tome: You can use your tome to cast alien facsimiles of the cantrips it contains. When you use your Tome of Shadows cast a cantrip (other than eldritch blast) that deals damage, you may add your Charisma modifier to the damage. If you do so, change the damage type to psychic.

Pact of the Blade: Your weapon does not act like other weapons with which it shares a shape. When you summon your pact weapon, you may give it one of the following properties (provided it does not have the property already): reach, thrown, or light. Once you dismiss the weapon, it loses any property it gains from this feature.

Pact of the Chain: Your familiar is a creature from the far realms that simply acts like the creature it appears to be. The familiar becomes an aberration, and has hit points equal to three times your warlock level. Additionally, when another creature makes an attack roll, saving throw, or ability check, your familiar may use its reaction to momentarily expose its true form, and impose disadvantage on the target, provided the target is within 30 ft and can see the familiar. Once your familiar uses this ability, it cannot use it until you finish a short or long rest.