Warlock Revised (Homebrew) With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Hit Points Hit Dice: 1d8 per warlock level

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

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

Light armor Weapons: Simple weapons, hand crossbows

Simple weapons, hand crossbows Tools: None Saving Throws: Wisdom, Charisma

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

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

(a) a scholar's pack or (b) a 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 Fiend, the Great Old One, the Dark Powers, or the Undying, each of which is detailed at the end of the class description. Your patron choice also grants additional benefits at 2nd, 6th, 10, and 14th levels. Additionally, you must choose the type of pact that was made with your patron. You gain one of the following features of your choice: Pact of the Blade Through the influence of your patron you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor. Pact Weapon At 1st level, you learn a ritual that creates a magic weapon forged from silver, with black runes etched into it. When you perform the 1-hour ritual you create a weapon you are proficient with to go with your particular style of fighting. You gain one of the following features of your choice: Cursebringer: The weapon you conjure can be a melee weapon that lacks the two-handed property. You can choose the form that your pact weapon takes each time you create it. Heartseeker: The weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. You can choose the form that your pact weapon takes each time you create it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Additionally, you can use any weapon you create with this feature as a spellcasting focus for your warlock spells. This ritual can be performed during a short or long rest. Once you have created your pact weapon, you can summon that weapon to your hand if it is at least 5 feet away from you. Your pact weapon disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. At Higher Levels: As the influence of your patron grows your pact weapon becomes infused with magic. Your Pact Weapon becomes a +1 weapon at 5th level, a +2 weapon at 10th level, and a +3 weapon at 15th level. Pact of the Chain You gain the service of a spirit sent by your Patron to watch over you. Spirit Companion You can choose one of the normal forms for your familiar or one of the following special forms: gazer, imp, pseudodragon, quasit or sprite. The spirit assumes the form and game statistics of the form you choose, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. In combat, you roll initiative for the familiar and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The familiar vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the familiar back to you—no matter where it is or whether it died—and it reappears within 5 feet of you. Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. 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 ritual to receive a replacement from your patron. This ritual can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells from 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 witchbolt, 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. Spell Attack modifier = your proficiency bonus + your Charisma modifier. Spellcasting Focus You can use an arcane focus 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. Your invocation options are 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. Hex Beginning at 3rd level as a bonus action, you can expend one Warlock spell slot and place a curse on a creature that you can see within 90 feet of you. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. You can maintain concentration on the spell for up to 1 hour. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. A remove curse cast on the target ends this spell early. At Higher Levels: When you cast this spell using a Warlock spell slot of 3rd level, you can maintain concentration on the spell for up to 8 hours. When you use a Warlock spell slot of 4th level, you can maintain concentration on the spell for up to 24 hours. Using a Warlock spell slot of 5th level doesn’t require concentration and the spell lasts until it is dispelled. 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. 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.

The Warlock Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known 1st +2 Otherworldly Patron, Pact Magic 2 2 2 1st - 2nd +2 Eldritch Invocations, Otherworldly Patron feature 2 3 2 1st 2 3rd +2 Hex 2 4 2 2nd 3 4th +2 Ability Score Improvement 3 5 2 2nd 3 5th +3 - 3 6 2 3rd 4 6th +3 Otherworldly Patron feature 3 7 2 3rd 4 7th +3 ─ 3 8 3 4th 5 8th +3 Ability Score Improvement 3 9 3 4th 5 9th +4 - 3 10 3 5th 6 10th +4 Otherworldly Patron feature 4 10 3 5th 6 11th +4 Mystic Arcanum (6th level) 4 11 3 5th 7 12th +4 Ability Score Improvement 4 11 3 5th 7 13th +5 Mystic Arcanum (7th level) 4 12 3 5th 8 14th +5 Otherworldly Patron feature 4 12 4 5th 8 15th +5 Mystic Arcanum (8th level) 4 13 4 5th 9 16th +5 Ability Score Improvement 4 13 4 5th 9 17th +6 Mystic Arcanum (9th level) 4 14 4 5th 10 18th +6 - 4 14 4 5th 10 19th +6 Ability Score Improvement 4 15 4 5th 11 20th +6 Eldritch Master 4 15 4 5th 12

Warlock Spell List Cantrips Blade Ward

Booming Blade

Chill Touch

Create Bonfire

Eldritch Blast

Friends

Frostbite

Green-Flame Blade

Infestation

Lightning Lure

Mage Hand

Magic Stone

Minor Illusion

Poison Spray

Prestidigitation

Sword Burst

Thunderclap

Toll the Dead

True Strike 1st Level Armor of Agathys

Arms of Hadar

Cause Fear

Charm Person

Comprehend Languages

Expeditious Retreat

Healing Elixir

Hellish Rebuke

Illusory Script

Protection from Evil and Good

Unseen Servant

Witch Bolt 2nd Level Cloud of Daggers

Crown of Madness

Darkness

Earthbind

Enthrall

Hold Person

Invisibility

Mind Spike

Mirror Image

Misty Step

Ray of Enfeeblement

Shadow Blade

Shatter

Spider Climb

Suggestion 3rd Level Counterspell

Dispel Magic

Enemies Abound

Fear

Fly

Gaseous Form

Hunger of Hadar

Hypnotic Pattern

Magic Circle

Major Image

Remove Curse

Summon Lesser Demons

Thunder Step

Tongues

Vampiric Touch 4th Level Banishment

Blight

Charm Monster

Dimension Door

Elemental Bane

Hallucinatory Terrain

Shadow of Moil

Sickening Radiance

Summon Greater Demon 5th Level Contact Other Plane

Danse Macabre

Dream

Enervation

Far Step

Hold Monster

Infernal Calling

Negative Energy Flood

Scrying

Synaptic Static

Wall of Light 6th Level Arcane Gate

Circle of Death

Conjure Fey

Create Undead

Eyebite

Flesh to Stone

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Mass Suggestion

Mental Prison

Scatter

Soul Cage

True Seeing 7th Level Crown of Stars

Etherealness

Finger of Death

Forcecage

Plane Shift

Power Word Pain 8th Level Demiplane

Dominate Monster

Feeblemind

Glibness

Maddening Darkness

Power Word Stun 9th Level Astral Projection

Foresight

Imprisonment

Power Word Kill

Psychic Scream

True Polymorph

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. 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. A level prerequisite refers to your level in this class.

Agonizing Blast Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components. Ascendant Step Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components. Aspect of the Moon Prerequisite: Pact of the Tome feature You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. Beast Speech You can cast speak with animals at will, without expending a spell slot. Beguiling Influence You gain proficiency in the Deception and Persuasion skills. 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. Blinding Hex Prerequisite: 5th level As a bonus action, you cause bright light to surround a target cursed by your Hex feature. When you do so, you deal radiant damage to the cursed target and each of your enemies within 5 feet of the target. Any creature damaged by this invocation suffers the blinded status effect for 1 round. The radiant damage equals your Charisma modifier (minimum of 1). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. Book of Ancient Secrets Prerequisite: Pact of the Tome feature In addition 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 two need not be from the same 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. Burning Hex Prerequisite: 5th level As a bonus action, you cause fire to swirl around a target cursed by your Hex feature. When you do so, you deal fire damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The fire 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. 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. Chilling Hex Prerequisite: 5th level As a bonus action, you cause frost to swirl around a target cursed by your Hex feature. When you do so, you deal cold damage to the cursed target and each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. Chronicle of the Dead Prerequisite: 5th level, Pact of the Tome feature You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner. Cloak of Flies Prerequisite: 5th level As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this invocation, you can’t use it again until you finish a short or long rest

Devil's Leap Prerequisite: 9th level You can cast misty step on yourself at will, without expending a spell slot. Devil's Sight You can see normally in darkness, both magical and non-magical, to a distance of 120 feet. Dragon Sight Prerequisite: 5th level, Pact of the Chain feature While the familiar is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. If you have any of the following invocations, your familiar gains the benefit of them as well: Devil’s Sight, Eldritch Sight, Eyes of the Rune Keeper, Witch Sight. 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. Eldritch Sight You can cast detect magic at will, without expending a spell slot. Eldritch Smite Prerequisite: 5th level, Pact of the Blade feature Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level 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. Eyes of the Rune Keeper You can comprehend any written word or symbol, should it hold any meaning Fiendish Blast Prerequisite: 5th level, eldritch blast cantrip You can channel the fires of of the lower planes through your eldritch blast. When you hit a creature with that cantrip, you can expend a warlock spell slot to deal an extra 1d10 fire damage to the target, plus another 1d10 per level of the spell slot. Fiendish Vigor You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. Ghostly Gaze Prerequisite: 7th level As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest. Gift of the Depths Prerequisite: 5th level You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. Gift of the Ever-Living Ones Prerequisite: Pact of The Chain feature Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. Hex Warrior Prerequisite: Pact of the Blade feature The influence of your patron allows you to mystically channel your will through your pact weapon. When you attack with your pact weapon, you can use your Charisma modifier; instead of Strength or Dexterity; for the attack and damage rolls. Lance of Lethargy Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn. Lifedrinker Prerequisite: 12th level, Pact of the Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Maddening Hex Prerequisite: 5th level As a bonus action, you cause a psychic disturbance around the target cursed by your Hex feature. 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 of Myriad Forms Prerequisite: 15th level You can cast alter self at will, without expending a spell slot. 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. 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. Misty Visions You can cast silent image at will, without expending a spell slot or material components. One with Shadows Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move, 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. Relentless Hex Prerequisite: 5th level As a bonus action, you can magically teleport to an unoccupied space you can see within 5 feet of the target cursed by your Hex feature. Additionally, on your next attack, you have advantage on attack rolls against the target of your Hex feature. To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. 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. Sentinel Familiar Prerequisite: Pact of the Chain feature While perched on your shoulder, your familiar can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated. You can see through the familiar’s eyes and hear what it hears while it is within 100 feet of you. The familiar doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. 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. 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. 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. 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.

Vanguard's Shackle Prerequisite: 15th level, Pact of the Chain As an action, you can grant your familiar an eldritch aura, which affects all creatures within 20 feet of it. The aura persists while you maintain concentration, up to a maximum of one hour. The aura ends if your familiar is incapacitated or killed. While the aura is active, your familiar gains temporary hit points equal to four times your Warlock level. The area within the aura - which moves with your familiar - counts as difficult terrain for all creatures except you and your familiar. When you activate the aura, choose one of the following additional effects: Darkness: The aura is an area of magical darkness. Normal light, as well as magical light created by spells lower than 5th level, cannot illuminate the area. The darkness does not impede your familiar's vision, but you are affected as normal.

The aura is an area of magical darkness. Normal light, as well as magical light created by spells lower than 5th level, cannot illuminate the area. The darkness does not impede your familiar's vision, but you are affected as normal. Silence: The aura is a zone of magical silence.

The aura is a zone of magical silence. Fear: Creatures within the aura other than you or your familiar must make make a Charisma saving throw against your spell save DC at the start of each of their turns. If they fail, they become frightened of your familiar. They remain frightened until they leave the aura. A formerly frightened creature re-entering the aura is not automatically re-frightened, but must start making saving throws again.

Creatures within the aura other than you or your familiar must make make a Charisma saving throw against your spell save DC at the start of each of their turns. If they fail, they become frightened of your familiar. They remain frightened until they leave the aura. A formerly frightened creature re-entering the aura is not automatically re-frightened, but must start making saving throws again. Blight: Any creature other than you or your familiar which takes damage while it is in the aura takes an additional 1d8 necrotic damage.

Any creature other than you or your familiar which takes damage while it is in the aura takes an additional 1d8 necrotic damage. Enthrall: Creatures within the aura that understand at least one language can hear and understand anything you say, no matter how softly you speak or which language you use. You can use an action to cast the Command spell on one or more of the creatures in the aura without needing to know the spell or expending a spell slot. You must give the same command to all affected creatures. Alternatively, you can use an action to attempt to compel one of the creatures in the aura to answer a short question truthfully - they cannot lie, but if they succeed in a Wisdom saving throw against your spell save DC they can avoid answering. You can use either of these two options on each of your turns as long as the aura is active. You can't activate the aura again until you complete a 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.

Otherwordly Patrons 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.

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. The Archfey 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 Fey Presence Starting at 2nd 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 throw are all charmed or frightened by you (your choice) until 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. 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 when another creature attempts to charm you, you can use your reaction to attempt to turn the charm 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 Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that 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. Once you use this feature, 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, or unicorn or to another 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, 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. Flaws from The Celestial (optional) As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of The Celestial. d6 Flaw 1 You are afraid of the dark, and must always have a light source at hand. 2 You have a nervous compulsion to keep a bright light in even the barest shadow. 3 You have a compulsion to enter and illuminate dark areas. 4 You have an overwhelming hatred of undead creatures. 5 You fidget and are irritable when you can’t see the sun. 6 In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought. 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. The Celestial Spells Spell Level Spells 1st Guiding Bolt, Cure Wounds 2nd Flaming Sphere, lesser Restoration 3rd Daylight, Revivify 4th Guardian of Faith, Wall of Fire 5th Flame Strike, Greater Restoration Bonus Cantrips: At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Healing Light At 2nd 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, 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.

The Dark Powers You have made your pact with a mysterious entity from the Shadowfell. The shadowy force can offer power to warlocks. Those who form pacts with this force become known as Dark Ones. Many Dark Ones create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to rule these lands, many sages speculate that she and the force are one and that the weapons, along with the Dark Ones, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. Expanded Spell List The Dark Powers 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: The Dark Powers Spells Spell Level Spells 1st Shield, Inflict Wounds 2nd Blur, Silence 3rd Blink, Life Transference 4th Phantasmal Killer, Ice Storm 5th Cone of Cold, Mislead Dark Hex Starting at 2nd level, you gain the ability to place a baleful curse on an enemy. Once per day, as a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. 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. You regain all uses of your Dark Hex when you finish a short or long rest. At Higher Levels: Every four levels beyond 1st (5th, 9th, 13th, and 17th) a Dark One gains the ability to use his curse one additional time per day. Armor of Hexes Starting at 6th level, your hex grows more powerful. If the target cursed by your Dark Hex 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. Dark Light At 10th level, your patron grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage. Damage from magical weapons or silver weapons ignores this resistance. Accursed Specter Starting at 14th level, you can summon the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

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. The Fiend 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 Fiendish Blessing Starting at 2nd 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). Fiendish 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 1d10 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.

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. The Great Old One 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 Awakened Mind Starting at 2nd 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 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. 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 charmed by you until a remove curse spell is cast on it, the charm 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.