Dimensional Patrons There are nine dimensions in the omniverse. Each dimension is the domain of a god, from whom daring Warlocks can draw power. Some gods give power freely, while others must be negotiated with, and others still seem to have little choice in the giving. The dimensions are as follows: The first, Length , ruled by Linnaeus, the Weaver .

, ruled by . The second, Width , ruled by Euclid, the Eater .

, ruled by . The third, Depth , ruled by Praxiteles, the Sculptor .

, ruled by . The fourth, Time , ruled by Debussey, the Composer .

, ruled by . The fifth, Light , ruled by Elise, the Gardener .

, ruled by . The sixth, Magic , ruled by Maskelyne, the Dancer .

, ruled by . The seventh, Planes , ruled by Bernoulli, the Builder .

, ruled by . The eighth, Multiverse , ruled by Nomura, the Winnower .

, ruled by . The ninth, Thought, ruled by Mysotis, the Storyteller. The gods are as varied as us all. Some are petty, others are noble. Some are generous, others are greedy. Some are alien, while others are all too human. They are often referred to as 'siblings', although their true origins are as mysterious as the universe's. The Dimensional Gods frequently fight amongst themselves, as their goals are often in conflict. They will use mortals as agents in their struggles against one another, and often grant those agents power in return for their service. There exists a tenth god, though she is often referred to as the Zeroth. She is The End, and exists outside the dimensions and outside the squabbles of her siblings. She too will grant rare mortals power, although her reasons for doing so are unknown, and perhaps unknowable.

1st Dimension: Linnaeus, the Weaver The first dimension is that of Length, and it is the foundation upon which all else is built. When stripped of all pretense, one can express any higher dimension as a modulation of the first--concepts such as height, light or thought are mere vibrations in the strings of the universe. We, as sentient beings, understand this on an intuitive level. When an idea is worthy, we say that it was thought 'long and hard'. When the universe branches in a particularly profound way, we say that the event has been a 'long time coming'. We speak of light's wavelengths, and of the shortness of life itself. Linnaeus, the God of the First Dimension, maintains the fundamental forces of the universe like an expert tuner working on a piano. It is the least like us, unconcerned with worldly events, since it draws its power from the sheer fact of reality's existence. For as long as the universe exists, Linnaeus will continue to work the strings, guiding their quantum vibrations and weaving them into the higher dimensions over which other beings squabble. It is worshipped as the god of Creation and Life itself. Desipte its connection to all else, length is also the most alien of dimensions to us, much like its god. We can imagine a two-dimensional existence, but what lives on a line? Warlocks of the First Dimension, or Weavers as they are called, are individuals that seek to understand the alien forces that undergird the universe, and twist the tapestry to their advantage. It is not known whether Linnaeus is aware of the Warlocks drawing power from it, or whether it would even care if it were. No one has ever been proven to have met Linnaeus, although Weavers claim to see its work in everything around them. Expanded Spell List Drawing power from Linnaeus 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. Weaver Expanded Spell List Spell Level Spells 1st absorb elements, thunderwave 2nd enlarge/reduce, levitate 3rd blink, protection from energy 4th fabricate, Otiluke's Resilient Sphere 5th creation, telekinesis Discord At 1st level, you can disrupt the forces within an enemy's body when you attack. Once per turn, when you damage a creature, you can use your bonus action to Mark that creature for up to 1 minute. When a Marked enemy would make an attack roll or ability check with advantage, you can expend your reaction to consume the mark and negate the enemy's advantage. You can only have one active Mark at a time, and can end a Mark as a free action.







Bounce At 6th level, your connection to the basal forces of the universe allows you to divert incoming damage back at an attacker. When you are hit with a melee attack, you can expend your reaction to halve the damage from that attack, and then deal thunder damage to the attacker equal to the amount of damage you negated. Once you activate this feature, you cannot use it again until you have completed a short or long rest. Sink At 10th level, you gain limited control over gravity, one of the fundamental forces of the universe. You are immune to falling damage. In addition, when you or a creature within 5 feet of you are targeted by a ranged weapon attack, you can impose disadvantage on that attack by expending your Reaction. You can use this feature a number of times equal to your Charisma modifier (min. 1) and regain uses upon completing a long rest. Unravel At 14th level, you can unweave a small portion of your patron's work into pure concussive energy. As an action, designate a point within 60 feet of you: creatures within a 15-foot sphere centered on that point must succeed on a Strength saving throw against your Warlock spell save DC. Creatures that fail their saving throw take thunder damage equal to your Warlock level plus your Charisma modifier and are deafened and knocked prone. On a success, they take half of the damage and are not knocked prone or deafened. Once you activate this feature, you cannot use it again until you have completed a short or long rest.



Weaver's Pacts Linnaeus's power is primordial and, above all else, direct. Your Pact Weapon or Book of Shadows will likely not be significantly ornamented. Instead, they will be utilitarian--a longsword so sharp it can slice an iron bar in midair, or a diary that magically shifts any writing in it to be perfectly legible. A familiar granted by Linnaeus will resonate with the harmonics of the world around it. It will appear mundane, but will visibly vibrate when great force is unleashed around it, such as a building collapsing or a particularly powerful spell.

Weaver's Invocations Tapestry Prerequisites: Pact of the Tome feature Your Book of Shadows becomes an enchanted tapestry small enough to hold in your hands. Any spells or cantrips that the tapestry holds are woven into the threads in a manner that only you can read. When you would take damage, you can expend your reaction to wrap yourself in the tapestry, which temporarily grows in size, granting you immunity to thunder damage and resistance to all other damage. Once the current turn ends, the tapestry shrinks back to normal size. Once you activate this feature, you must complete a short or long rest before using it again. Gravity Well Prerequisites: Pact of the Chain feature You become able to warp the gravitational field around your familiar. If your familiar does not already have a flying speed, it gains a flying speed equal to half of its walking speed. In addition, as a bonus action, you cause your familiar to fall to the ground if it is flying, though it does not take falling damage. Once it hits the ground, creatures within 30 feet of it must succeed on a Strength saving throw against your Warlock spell save DC or be pulled up to 10 feet towards your familiar (they stop moving if they reach your familiar's space). Creatures that collide with an object, terrain such as a wall, or another creature take damage equal to your Charisma modifier. Once you use this feature, you must complete a short or long rest before using it again. Booming Bow Prerequisites: Pact of the Blade feature You can create a longbow or shortbow made of glowing, laminated strings using your Pact of the Blade feature. This weapon deals thunder damage and creates its own ammunition when you draw it. If you hit a Large or smaller creature with this weapon, you can use your bonus action to force the hit creature to make a Strength saving throw against your Warlock spell save DC or be knocked prone. Resonance If you deal damage to a creature, and that creature has been damaged by that type of damage since the end of your last turn, that creature takes extra damage of that type equal to your Charisma modifier. A creature can only be damaged by this feature once per round. String Theory Prerequisite: 9th level You become able to safely manipulate gravity around a creature. You can cast fly at 3rd level at will without expending material components or a Warlock spell slot.

2nd Dimension: Euclid, the Eater The second dimension is that of width. Euclid, the god of the Second Dimension, is often considered an abberation in his family. Rather than be content to rule his dimension, he instead wishes for more than he has, yet is consistently unable to achieve it. He is a god marked by an endless striving towards a goal he will never reach; where the others create, he is able only to consume. He is known as the Eater, the god of Decay, and it is said that he wishes to consume all of existence. Should his hunger ever outstrip Linnaeus's weaving, the universe will come to an end. Worshippers of Euclid are frequently nihilistic and mad, organized into suicide cults and colonies of the insane. Their worship is marked by destruction, especially that of artistic pieces. Devotees will spend years crafting paintings, stories or sculptures in Euclid's name, only to burn them or smash them into bits, offering them up to the Eater for consumption. Warlocks that draw power from Euclid often do so at the cost of some of their sanity, as such a strong connection to a force so bent on destruction cannot help but change a person. Still, while Euclid offers only decay and destruction, such forces are not infrequently desired. Expanded Spell List Drawing power from Euclid 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. Eater's Expanded Spell List Spell Level Spells 1st ray of sickness, Tasha's Hideous Laughter 2nd Melf's Acid Arrow, silence 3rd life transference, stinking cloud 4th giant insect, vitriolic sphere 5th contagion, insect plague Endless Hunger At 1st level, you learn how to prepare a meal, even when fighting. You gain proficiency with Cook's Utensils. In addition, as an action, you can make a ranged spell attack against a creature within 30 feet of you, spitting digestive fluid at them. If you hit, they take 1d6 acid damage, and for the next minute you regain hit points equal to your Charisma modifier whenever they take damage from you (you can regain hit points through this feature once per round). Damage from this feature increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level. Eat Spell At 6th level, you learn counterspell, which does not count against your total number of Warlock spells known, and can cast it at 3rd level without expending a spell slot once per long rest. Whenever you successfully use it to negate a spell, you gain temporary hit points equal to the negated spell's level plus your Warlock level.





Indigestion At 10th level, you learn to protect yourself from the worst of your patron's excesses. You gain immunity to acid damage and have advantage on saving throws against being grappled by creatures larger than you. In addition, if you or a part of you would be damaged or obliterated by a sphere of annihilation, you can first make a Charisma saving throw (DC=20). On a success, you take only 1d10 force damage and can move away from the sphere of annhiliation. Destructive Offering At 14th level, you can gain a boon from Euclid for feeding his hunger. As an action, you can force a creature within 30 feet of you to make a Wisdom saving throw. On a failure, they take 10d6 plus 40 acid damage. If this damage reduces them to 0 hit points, they are obliterated, leaving no trace other than a sour odor in the air similar to stomach acid. This feature does not affect any magic items they may be carrying. Alternatively, you may instead target a Large or smaller nonmagical object worth at least 500gp. If you do, the object is instantly obliterated, leaving no trace other than the same smell of acid. If you successfully obliterate a creature or object with this feature, you and a number of creatures up to your Charisma modifier of your choice regain hit points equal to your Warlock level. If this healing brings a creature to full health, they gain the remaining value as temporary hit points. Once you use this feature, you cannot use it again until you have completed a long rest.

Eater's Invocations Polly Want A Cracker Prerequisites: Pact of the Chain feature Your familiar is filled with Euclid's bottomless hunger. When it does damage to a creature, it gains temporary hit points equal to half of the damage done. In addition, damage that it does to a creature reduces that creature's maximum hit points by the same amount as well, until that creature takes a long rest. That's Just Gross Prerequisites: Pact of the Blade feature You can create a glaive whose blade is replaced with a large tongue with your Pact of the Blade feature. When making an attack with this weapon, you use your Charisma modifier for the Attack and Damage rolls. This weapon deals bludgeoning damage. When you hit a creature with this weapon, it becomes coated with thick spittle. While coated with spittle, a creature cannot fly and has its speed reduced by 10 feet. A creature can wipe the spittle off with a bonus action, or wash it off as a free action by entering a body of water. Take-Backsies Prerequisites: Pact of the Tome feature Euclid rarely gives anything for long. As a bonus action or a reaction when a creature within 30 feet of you is targeted for an attack, you can choose to sacrifice your Book of Shadows back to Euclid, causing it to disappear. While it is gone, you lose any features that have the Pact of the Tome feature as a prerequisite, as well as any cantrips that you gained through your Pact of the Tome feature. You may regain your tome as normal, as described in the Pact of the Tome feature. When you sacrifice your tome using this feature, you can grant up to two creatures within 30 feet of you (this can include you) temporary hit points equal to twice your Warlock level plus your Charisma modifier. These temporary hit points last up to one hour. Hard Pill to Swallow Euclid's mastery of the forces of decay allows you to resist those same forces. While you have temporary hit points, you are considered to be resistant to necrotic damage and have immunity to the poisoned condition. Smorgasbord Prerequisite: 5th level Once per long rest, you can cast create food and water without using a Warlock spell slot. When you cast the spell, you can create whatever food you wish (it does not have to be 'bland but nourishing') up to the weight limit specified in the spell, but the food spoils after 1 hour. Glutton For Punishment You are immune to the effects of any poison or harmful substance that requires you to ingest or drink it. In addition, you can cast detect poison and disease at will without expending a Warlock spell slot or material components.









Eater's Pacts Euclid's hunger is both physical and metaphorical, and boons that he grants have appearances that reflect this. A Book of Shadows that he grants might have teeth that attempt to bite anyone other than you who attempts to open it, or might magically wiggle towards any source of food near it. A Pact Weapon might be a rapier with its hilt replaced by a tongue that wraps around your hand, or a spear whose tip drips with stomach acid. A familiar will look like a normal version of the creature, but will have a larger than normal mouth, or a long tongue that hangs out of its mouth, or particularly sharp teeth where there shouldn't be teeth at all.

3rd Dimension: Praxiteles, the Sculptor The third dimension is that of depth. Many sentient beings consider themselves to be 'three-dimensional beings', but few consider what that would actually mean if true. Time, for example, is inextricable from our understanding of the world; without it, there is no motion, no development, no change. While our perception is, for the most part, limited to the first three dimensions, a purely three-dimensional existence is alien to us. Praxiteles, the god of the Third Dimension, is a truly three-dimensional being. Often described as having a face so still it seems to be a mask, he seeks one thing above all else: stasis. Praxiteles' sole motivation is what he refers to as Perfection: a mysterious, seemingly random end-state for the universe. Once Perfection is achieved, he and his followers believe, the universe will never change again, frozen in whatever state Praxiteles is driving it towards. Throughout history, beings have described run-ins with Praxiteles that range from beneficial, to disastrous, to seemingly pointless. Legends tell of the time he plucked a single dandelion, which led to the starving of a cow that would have killed a future king, or the time that he slightly rearranged the order of three pebbles in a river while a war raged around him. Concepts such as 'Good' and 'Evil' are not applicable to Praxiteles' ends, as they are far removed from the morality of sentient beings. Rather, he is worshipped as the god of Order and Law. Warlocks that seek to draw power from Praxiteles will find that he is all too willing to give, so long as the Warlock provides him what assistance he requires. His requests might be trivially easy or monumentally difficult to overcome, but in either case the Warlock will be working towards Perfection. Expanded Spell List Drawing power from Praxiteles 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. Sculptor's Expanded Spell List Spell Level Spells 1st entangle, sleep 2nd levitate, web 3rd sleet storm, slow 4th polymorph, stone shape 5th cone of cold, passwall Beautiful Stasis At 1st level, you learn to slow the movement of your enemies--all the better to place them perfectly. Any creature that is damaged by one of your Warlock cantrips has its speed reduced by 10 feet until the beginning of your next turn (a creature can only have its speed reduced by this feature once per round).







Everything In Its Place At 6th level, you can correct the position of creatures that are not where they should be. When you are hit with a melee attack, you can expend your reaction to force the attacking creature to make a Charisma saving throw against your Warlock spell save DC. On a failure, you can teleport the creature that hit you up to 30 feet to an unoccupied space that you can see. Once you use this feature, you cannot use it again until you take a short or long rest. Part of the Plan At 10th level, Praxiteles' plans for partially Perfected persons mean such persons pose a paucity of problems to you. When a creature whose speed is lower than their normal speed makes an attack roll against you, you can expend your reaction to impose disadvantage on that attack roll. You can use this feature a number of times equal to your Charisma modifier (min. 1), and regain uses when completing a short or long rest. Perfection At 14th level, you cause a small part of the universe to become Perfect, though it may not last. As an action, you can designate a point within 60 feet of you. Until the beginning of your next turn, the area in a 30-foot cube centered on that point is Perfected. Any creature that is inside the Perfected area, or any creature that enters the area for the first time, must succeed on a Wisdom saving throw against your Warlock spell save DC or be paralyzed until the beginning of your next turn. Paralyzed creatures can also use their action on their turn to make another Wisdom saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you take a short or long rest.

Sculptor's Invocations Bend Space Prerequisites: Pact of the Chain feature While you are looking through its eyes, your familiar can travel through nonmagical objects and walls. If it is inside an object when you stop looking through its eyes, it disappears as though its hit points reached 0. Pillar of the Gods Prerequisites: Pact of the Blade feature You can create a greatclub made out of sculpted stone using your Pact of the Blade feature. You can choose to use your Charisma modifier for attack and damage bonuses when you make attacks with this weapon. When you hit a creature with this weapon, you can use a bonus action to force the hit creature to make a Constitution saving throw against your Warlock spell save DC. On a failure, that creature is restrained until the beginning of your next turn as its appendages turn temporarily to stone. You can use this feature a number of times equal to your Charisma modifier, and regain uses upon completing a short or long rest. In addition, once you reach 11th level, when you hit a creature with the weapon created by this Invocation, you can cast flesh to stone on the hit creature as a bonus action without using a spell slot or material components. Once you cast flesh to stone using this feature, you must complete a short or long rest before casting it with this feature again. Set Them Free Prerequisites: Pact of the Tome feature A famous sculptor, when asked how he was able to create such a beautiful statue, once said "I saw the angel in the marble, and I carved till he was free." You take these words to heart, learning to carve your enemies into more fitting shapes. When you damage a creature whose speed is 0, you can use your bonus action to cast enlarge/reduce on them without using a spell slot or material components, though you must use the Reduce option of the spell. When you reach 7th level, you can cast polymorph instead of enlarge/reduce, also without using material components or a spell slot. On a success, you must choose a form that is of a size equal to or smaller than the creature's normal size. Once you use this feature to cast either spell, you must complete a short or long rest before you use this feature again. Hold That Pose By obeying Praxiteles's will, he empowers your spellcasting. If you have not yet moved on your turn and you force a creature or creatures to make a saving throw, you can use your bonus action to impose disadvantage on one of those saving throws. If you use this feature, you cannot move until the beginning of your next turn. Sculpted Body If you are wearing light armor or no armor, you can add half of your Charisma modifier to your AC.







Sculptor's Pacts Praxiteles has an elemental inclination towards ice, in addition to his obsession with stasis. A Book of Shadows he grants might be cold to the touch and hang in the air for a moment before dropping to the ground when you let go of it, or it might be a single ornamented stone tablet on which writing appears like frost. A Pact Weapon he grants is likely to appear sculpted from ice or stone, though it will be as sharp and durable as steel. Your attacks with such a weapon will also not appear fluid--you'll begin the swing, seem to be frozen for a moment, and then the weapon will have either hit or missed the enemy. A familiar might appear to be a living statue of the normal creature, sculpted from whatever type of stone you choose.

4th Dimension: Debussey, the Composer The fourth dimension is that of time. Many mortal beings view themselves as slaves to time. It marches ever forward despite our heeding, dragging us along with it as empires crumble and people change. However, others embrace the forward motion of time, celebrating development and progress, and the continuing cycles of the universe. Debussey, the goddess of the Fourth Dimension, is often seen as a distant god, but a kind one. It was her that created the march of the seasons, the wheeling of the stars in the sky, and the circle of life itself. She delights in progression of all kinds, whether it is the linear, forward march of age or the cyclical motion of summer into winter and back again. She endeavors to leave the world untouched and as pure of interference from her siblings as possible, like a clockmaker content to watch the seconds tick by. Due to this philosophy of non-interference, many are confused by her epithet of "The Composer". Her worshippers often explain that while she is the composer of the natural order, it is up to all of us to play the notes. She most often comes into conflict with Praxiteles, who seeks to interfere with the world until his vision of Perfection is finally achieved. Warlocks that are granted power by Debussey often are seeking power over the forces of time itself, seeking to divert the flow of the universe to their own benefit. However, most find after a time that the natural order is rather more resilient than they expect--their interference just another note in Debussey's composition. Expanded Spell List Drawing power from Debussey 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. Composer's Expanded Spell List Spell Level Spells 1st longstrider, zephyr strike 2nd blur, gentle repose 3rd haste, slow 4th freedom of movement, greater invisibility 5th far step, steel wind strike Accelerando At 1st level, your connection to Time allows you to slip through the cracks between seconds. Your speed increases by 10 feet, and opportunity attacks against you are made with disadvantage. Fermata At 6th level, you can temporarily send an enemy outside of the normal flow of time. When you are targeted for a melee attack, you can expend your reaction to make the creature targeting you make a Charisma saving throw against your Warlock spell save DC. On a failure, they disappear from their current space until the beginning of their next turn, at which point they reappear in the nearest unoccupied space. The targeted creature experiences no time passing between their disappearance and reappearance. Once you use this feature, you cannot use it again until you take a short or long rest. A Tempo At 10th level, you can shatter your own timeline to dodge the consequences of your mistakes. As a bonus action, you can teleport to the spot you occupied at the beginning of your last turn, or the nearest unoccupied spot if that position is occupied. If your current hit point total is lower than it was at the beginning of your last turn, you gain hit points equal to half of the difference. Once you use this feature, you cannot use it again until you take a short or long rest. Paradosso At 14th level, you stretch spacetime past the breaking point. You cannot move or take any other actions or bonus actions on a turn in which you activate this feature. Upon activating this feature, any effect that you were concentrating on immediately ends. As an action, for the duration of your turn, you split into two Versions of yourself from parallel timelines. You control these Versions, and they both appear in the space that you occupied. The alternate Versions then each take a turn, in which they are able to use a Move action, a Bonus action and an Action. The Versions can Attack and cast spells as you can, but cannot cast any spell that requires concentration. While they are able to move and act separately, the Versions share any limited resource you may have (e.g. if you had one spell slot when you activated this feature and one Version uses a spell slot, the other would not be able to use a spell slot) and suffer or benefit from any status condition you had when you activated this feature. In addition, any damage done to either Version is considered to have been done to you, and if you drop to 0 hit points while your Versions are active, this feature instantly ends and you reappear at the spot at which you activated this feature with 0 hit points. Once both Versions have taken their turns, they both disappear and you reappear in the spot at which you activated this feature, or the nearest unoccupied area, with any status conditions either of the versions had (e.g. if one got poisoned, you are now poisoned). Once you reappear in this way, your turn instantly ends. Once you use this feature, you cannot use it again until you take a long rest.

Composer's Invocations Clair de Lune Prerequisites: Pact of the Blade feature You can create a dagger with the appearance of a clock hand that glows with moonlight using your Pact of the Blade feature. When you damage a creature with this dagger, that creature cannot make opportunity attacks until the beginning of your next turn. When you throw the dagger and hit a creature, you can use your bonus action to cause the dagger to rewind in time, flying back into your hand and dealing the same damage it just caused to the hit creature. Passepied Prerequisites: Pact of the Chain feature The chronal resonance between your familiar and you allows you to step between moments. Once per round, while your familiar is in physical contact with you, you can use 10 feet of your movement to teleport 10 feet. Prelude Prerequisites: Pact of the Tome feature Your connection to Debussey allows you a limited amount of foresight. As a bonus action, you can choose a spell of 5th level or below from the Warlock spell list that is not one of your Warlock spells: using your foresight, you had prepared that spell in your Book of Shadows during your last long rest, and you can now cast it using a Warlock spell slot. The spell persists in the book for up to 8 hours, or until you cast it, at which point it leaves the Book of Shadows. Once you use this feature, you must complete a long rest before using it again. Suspended Animation You can cause a temporary time warp around yourself, allowing you to get a full night's sleep in the literal blink of an eye. You no longer need to sleep normally. To gain the benefits of a long rest, you must still perform only light activity, such as reading or keeping watch. Metronome The rhythm of the power Debussey has granted you becomes more intuitive to you. When a creature takes damage from you twice in a single round, it takes additional force damage equal to your Charisma modifier. A creature can only be damaged by this feature once per round. Composer's Pacts Debussey is fond of cycles, and her boons reflect that fondness. A familiar granted by her might seem to age over the course of a day, appearing to grow older by the hour until it dies and is reborn at midnight. A Pact Weapon might be styled to look like a clock's hand or have hourglass detailing upon it, and similarly might appear to rust and clean itself over a length of time. A Book of Shadows granted by Debussey might be a book of sheet music that fills your mind with the sound of magic. It might also be an oddly circular one, which seems to loop back to page one every time you turn the last page.

5th Dimension: Elise, the Gardener The fifth dimension is that of light. Light is a mysterious force; it has no mass, but it has momentum, it is a particle, but also a wave. Often referred to as 'the speed limit of the universe', light transmits energy and warmth at speeds unimaginable across the emptiness of space. Elise, the goddess of the Fifth Dimension, is worshipped as the god of Justice and Truth. For many, this also makes her the goddess of Good, although the definitions of such words often change based on the definer. She seeks to rid the universe of darkness, both physical and spiritual. Her judgement is often harsh, as she sees the world and its denizens as her garden, and she does not tolerate weeds. Elise does not grant her power to Warlocks lightly, and expects her agents to be morally upstanding. However, she generally does not require kindness. As the saying goes, Good is not necessarily Nice. Expanded Spell List Drawing power from Elise 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. Gardener's Expanded Spell List Spell Level Spells 1st faerie fire, searing smite 2nd moonbeam, zone of truth 3rd aura of vitality, daylight 4th aura of purity, fire shield 5th hallow, holy weapon Bonus Cantrip At 1st level, you can cast light as a cantrip. It counts as a Warlock cantrip for you, but does not count against your total number of cantrips known. Prune the Weeds Also at 1st level, your spells sear the very souls of your foes. When a creature takes radiant or fire damage from you, they take additional damage equal to your Charisma modifier (A creature can only be damaged by this feature once per round). Photosynthesis At 6th level, you can draw sustenance from light. If you spend at least 1 hour per day in daylight, you do not need to eat. In addition, as a bonus action, you can target a source of magical light within 30 feet of you: the spell causing the light ends, and you gain temporary hit points equal to your Warlock level plus your Charisma modifier. You cannot use this feature to target an object or creature that is glowing because of your light cantrip. Once you use this feature, you must complete a short or long rest before you can use it again. Sight Unseeing At 10th level, you gain a deeper connection to light itself. You gain resistance to radiant damage and cannot be blinded. In addition, as a bonus action, you can gain truesight out to a range of 120 feet for one minute. Once you use this feature, you must complete a short or long rest before you use it again. Fiat Lux At 14th level, you can become a beacon of purifying light. As a bonus action, you can radiate bright light in a radius of 60 feet for 1 minute. Inside this radius, the following effects are active: Magical darkness from a spell of 7th level or lower is dispelled.

Any effects causing a creature to be invisible end.

Allied creatures cannot be poisoned or diseased, and have advantage on saving throws to end conditions causing them to be poisoned or diseased.

Creatures that are resistant to necrotic damage and are not also resistant to radiant damage are vulnerable to radiant damage. Once you use this feature, you must complete a long rest before you use it again.



Gardener's Pacts Elise is supremely confident in her own righteousness, and her representatives are meant to be beacons of attention--her boons often reflect this fact. A familiar will likely appear particularly noble, almost as if it leapt directly off a coat of arms, and will glow with soft light from within. A Book of Shadows might appear to be a religious text on the surface, or might be contained within a scroll like that of a town crier's. A Pact Weapon granted by Elise will likely appear to be forged from pure light, though the color is up to the wielder.

Gardener's Invocations Bright Bolt Prerequisite: eldritch blast cantrip Your eldritch blast cantrip now deals radiant damage instead of force damage, and creatures hit by it are lit up as if you cast light on them. Speed of Light Prerequisites: Pact of the Chain feature If you can see your familiar and you are within 100 feet of it, you can teleport to its current position or have it teleport to your current position as a bonus action. Saber of Light Prerequisites: Pact of the Blade feature You can create a rapier made of pure light using your Pact of the Blade feature. This weapon emits bright light in a 30 foot radius and dim light 30 feet beyond that while drawn, and it deals radiant damage. The light that this weapon emits is considered to be daylight. When you damage a creature with this weapon, you can choose to expend one of your Warlock spell slots to deal 1d8 radiant damage to the creature, plus another 1d8 for every level of the spell slot you expended. Luminescent Purge Prerequisites: Pact of the Tome feature You are able to detonate the power in your Book of Shadows as pure energy. As an action, you can select one of the cantrips granted to you by your Pact of the Tome feature: until the end of your next long rest, you can no longer use that cantrip. In addition, all creatures within 30 feet of you must make a Constitution saving throw, taking 2d12 radiant damage on a failure or half that on a success. The damage from this feature increases to 4d12 at 5th level, 6d12 at 11th level, and 8d12 at 17th level. Once you use this feature, you must complete a long rest before you use it again. Feelin' Vine Prerequisite: 13th level You can cast grasping vine at will, without using a Warlock spell slot or material components. When you do, rather than pulling an enemy 20 feet towards the vine, you can instead cause the vine to restrain the enemy until your next turn if they fail their Dexterity saving throw. Harsh Sun When a creature or effect would dispel magical light created by one of your Warlock spells of 1st level or above, that light is considered to be sourced from a spell 2 levels higher than its actual source. In addition, any creature that fails a saving throw against one of your Warlock spells of 1st level or higher that cause radiant damage is blinded until the start of your next turn. Great Beams of Fire Prerequisite: 13th level You can cast sunbeam using a Warlock spell slot once per long rest.

6th Dimension: Maskelyne, the Dancer The sixth dimension is that of magic. Magic is a force that few can harness, but those capable of it are fearsome indeed. It suffuses many worlds, warping sentient and nonsentient beings alike in ways few can predict. Magic, at its most basic, is pure, raw, power, and the seeking of its secrets can corrupt even the most noble of hearts. Maskelyne, the god of the Sixth Dimension, draws his power from the exercise of power by others. Whether political, magical, martial or natural, domination of one being over another is to Maskelyne like an apple to a horse. As such, he encourages his followers and others in the world to seek ever greater power, to fuel his own greed. Often portrayed as a jester-like figure, he is worshiped as the god of Power, and to many, as the god of Evil. Warlocks that seek to treat with Maskelyne will find him a generous negotiator, always willing to give more power than requested. However, those that work with him must stay vigilant should they wish to guard against corruption, whether it should come from Maskelyne himself or from within their own hearts. Expanded Spell List Drawing power from Maskelyne 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. Dancer's Expanded Spell List Spell Level Spells 1st bane, magic missile 2nd magic weapon, silence 3rd bestow curse, Melf's Minute Meteors 4th dominate beast, Otiluke's Resilient Sphere 5th dominate person, wall of force Power Overwhelming At 1st level, your magic is empowered by Maskelyne's will. If a Warlock spell or cantrip deals damage but does not include your Charisma modifier in the damage, each enemy damaged by the spell or cantrip takes additional force damage equal to your Charisma modifier. For spells that cause damage over time, this feature is only applied to the first instance of damage from the spell. (This feature does not apply to eldritch blast if you take the Agonizing Blast invocation). Reflection At 6th level, your connection to the very source of magic allows you to turn your enemies' spells against them. When a spell of 7th level or lower causes you to make a Wisdom or Dexterity saving throw to take half damage on a success, you instead take no damage on a success. In addition, when you are targeted by a spell of 7th level or lower that targets only you (i.e. not as part of an area of effect), and the targeting creature rolls a 1 on their attack roll or you roll a 20 on your saving throw, you can expend your reaction to target the attacking creature with the same spell at the same level at which it was cast, but using your Warlock spell save DC or spell attack bonus. Once you use this feature in this way, you cannot use it again until you complete a short or long rest. Tight Grip At 10th level, your magic can overcome a creature's self-preservation. When a creature that is Charmed by you would automatically end its Charmed condition because it was damaged by you or a party member, it must instead succeed on a Wisdom saving throw against your Warlock spell save DC. On a failure, the creature remains Charmed by you. In addition, if one of your spells allows a creature that is already Charmed to make a Wisdom saving throw to end the Charm effect due to taking damage, it makes that saving throw at disadvantage (this does not apply to the first half of this feature). Choreograph At 14th level, you can make others dance to your tune. As an action, designate a point within 90 feet of you. Creatures other than yourself within a 30-foot radius sphere centered on that point must make a Wisdom saving throw against your Warlock spell save DC. On a failure, a creature becomes Charmed by you. While Charmed, the creature is part of the Dance. You can maintain the Dance for up to 10 minutes as though it is a spell you are concentrating on. While maintaining the Dance, you must use either a bonus action or an Action on each of your turns to continue dancing. So long as the Dance is maintained, creatures that are part of it must copy your every movement, and cannot move of their own free will. They are able to speak and take actions on their turn that do not require movement. If you attempt to cause them harm using the Dance, such as by causing them to walk off a cliff or stab themselves with a sword, the Dance immediately ends. When a creature that is part of the Dance takes damage, they may make a Wisdom saving throw to end the Charmed condition and leave the Dance (this is not affected by your Tight Grip feature). Once you use this feature, you must complete a long rest before you use it again. Dancer's Pacts As a rule, Maskelyne does not appreciate subtlety, instead preferring those bold enough to sieze power without dithering. A Book of Shadows he grants might physically radiate dark energy, or be inset with a glowing green emerald that sometimes appears to be an eye. A familiar that is not already from the lower planes will have devilish elements, such as unusually large claws or horns. A Pact Weapon granted by the Dancer is similarly unsubtle. It might be an enormous greatsword carved from obsidian and inlaid with rubies, or a glaive forged from diamond and ebony.

Dancer's Invocations Organ Grinder Prerequisites: Pact of the Chain feature Your familiar is proficient with the Performance skill and one musical instrument (you can choose the instrument when you summon the familiar). In addition, as a bonus action, you can have your familiar cast Tasha's Hideous Laughter using your Warlock spell save DC on a creature within 10 feet of it. While the familiar is concentrating on the spell, it cannot move or take any actions or bonus actions, other than dancing in place, playing an instrument, or other harmless forms of entertainment. Once you use this feature, you must complete a short or long rest before using it again. Sickle Joke Prerequisites: Pact of the Blade feature You can create two sickles in garish, circus-like colors using your Pact of the Blade feature. You use your Charisma modifier for the attack and damage bonuses of these weapons, and if you use Two-Weapon Fighting using these sickles, you can add your Charisma modifier to the damage done by the second attack. In addition, while you are holding both sickles, you are considered to be proficient in Intimidation, if you are not already. Well of Power Prerequisites: Pact of the Tome feature Your Book of Shadows becomes a reservoir of magical power that you can draw upon. As an action, you can create a Warlock spell slot, though you cannot have more than the maximum number of Warlock spell slots as determined by your level. Once you use this feature, you must complete a long rest before you use it again. Dance Magic Dance Prerequisite: 13th level You can cast Otto's Irresistable Dance using a Warlock spell slot once per long rest. Why So Serious? Prerequisite: 7th level You can cast Tasha's Hideous Laughter at will, without expending a Warlock spell slot or material components.

7th Dimension: Bernoulli, the Builder The seventh dimension is that of the Planes. While each universe within the omniverse is unique in its arrangement of the planes and the degree of their interconnectedness, most universes have beings that travel between the planes (often referred to colloquially as dimensions themselves). Some planes are reflections of each other, such as the Feywild, Shadowfell and Material planes, while others have entirely different laws of physics and magic, such as the Astral Plane or the Far Realm. Bernoulli, the god of the Seventh Dimension, is at his heart a being that strives for unification. He sees the planes as his children, and rules over them like a stern yet caring father. He is worshipped as the god of Peace, but his nature is somewhat more complicated than such might indicate. His goal is an end to all differences, to forge all planes into one, where their denizens can live in harmony. However, many planar denizens have not-so-peaceful intentions, and Bernoulli is quick to enforce peace at the end of a sword. Many see his single-minded devotion to harmony as a somewhat tragic trait, characteristic of a brother who wishes his family would just get along. Warlocks that draw power from Bernoulli often must expend great effort in convincing him of their intentions, as he does not want to cause strife, whether in the world or between his siblings. However, those that are granted power by the Builder are capable of great feats, and frequently become legendary heroes. Expanded Spell List Drawing power from Bernoulli 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. Expanded Spell List Spell Level Spells 1st animal friendship, command 2nd pass without trace, warding wind 3rd blink, water breathing 4th charm monster, conjure minor elementals 5th conjure elemental, wall of stone Planar Warp At 1st level, your spells summon planar energies that bend to your will. Once per turn, when you damage a creature with a Warlock spell or cantrip, you can summon a Planar Wisp using a bonus action. When summoned, the Wisp occupies the same space as the damaged creature, and is visible as a small glowing ball of light. At the end of the round that the Wisp is summoned, it detonates, dealing force damage equal to your Charisma modifier plus half of your Warlock level to all creatures within 5 feet of it. This damage also affects creatures on the ethereal plane. At 11th level, you can move the Wisp up to 15 feet in any direction before it detonates.



Building Bridges At 6th level, Bernoulli's desire for peace can be channeled towards other creatures. If you have not damaged a creature, it cannot have advantage on saving throws to resist being charmed by you. In addition, when you are targeted for an attack, you can expend your reaction to make the attacking creature make a Wisdom saving throw against your Warlock spell save DC. On a failure, they do not attack you and are charmed by you until the end of your next turn. The Charm ends early if they are damaged by you or your allies. Once you use this feature you must complete a short or long rest before you use it again. Planeswalker At 10th level, your attunement to the planes makes you incredibly adaptable. Your movement is not affected by magical or nonmagical difficult terrain, you have advantage on saves to resist exhaustion, and you can choose to not be affected by any environmental effects unique to a plane. Rift At 14th level, you can temporarily cause two planes to overlap. As an action, you can designate a point within 60 feet of you and roll a d6. If you roll a 4 or above on the d6, you can choose one of the planes on the table below. Otherwise, roll a d8 to determine which plane your rift connects to. This feature can't be used to connect to a plane that you are already on: if you randomly roll the plane you are on, you can choose which plane to use. All creatures within a 10-foot radius, 40 foot high cylinder centered on the designated point must make a Dexterity saving throw against your Warlock spell save DC, taking 8d6 damage of the damage type corresponding to the plane you chose on a failure or half that on a success. Once you use this feature, you must complete a short or long rest before you use it again. d8 Plane Damage Type 1 Fire Fire 2 Earth Bludgeoning 3 Air Thunder 4 Water Cold 5 Feywild Psychic 6 Shadowfell Necrotic 7 Lower Planes Acid 8 Upper Planes Radiant

Builder's Invocations Hideaway Prerequisites: 13th level You can cast Mordenkainen's Magnificent Mansion once using a Warlock spell slot. You cannot do so again until you finish a long rest. Planar Diplomat You gain proficiency in one Charisma skill of your choice, or double your proficiency bonus in one if you are already proficient with it. If you use that skill while interacting with a fey, elemental, celestial or fiendish creature, you cannot have disadvantage on that check. Pet Master Prerequisites: Pact of the Chain feature Your exemplary control over planar beings allows you to better coordinate their attacks. Once per round, when your familiar or another creature you summoned attacks a creature while you or your familiar are within 5 feet of the attacking creature, the attacking creature can gain advantage on that attack. Hammer and Nail Prerequisites: Pact of the Blade feature You can create a warhammer that appears translucent with your Pact of the Blade feature. While you are holding this weapon, you can see into the Ethereal Plane and damage creatures on it with this weapon. When making an attack with this weapon, you use your Charisma modifier for the Attack and Damage rolls. In addition, when you hit a creature with this weapon, but before you roll damage, you can choose to Planarize the weapon. If you do, roll damage, then check the table under your "Rift" feature: until the beginning of your next turn (including the triggering attack), the weapon does damage of the type corresponding to the number rolled for damage on the d8 on the table, and its appearance changes to match the plane from which it is drawing power. If you are wielding the Warhammer two-handed, then you may pick one of the options on the table if you roll a 9 or 10. Planar Anchor Prerequisites: Pact of the Tome feature Your Book of Shadows becomes a tether, keeping you or other creatures bound to your current plane. While your Book of Shadows is on your person, you have advantage on any saving throws to prevent you from being transported to another plane or teleported against your will. In addition, when you reach 9th level, you can cast Planar Binding once per long rest without using material components or a Warlock spell slot.





























Builder's Pacts Bernoulli is a diplomat above all else, though that does not necessarily make him peaceful. Pact Weapons granted by him will likely be blunt instruments such as warhammers, since it is easier to talk with a stunned enemy than a dead one. Familiars he grants will be attuned to the planes. That might mean that your lizard is always on fire, or it might mean that your quasit randomly takes on features of the outer planes, changing by the day or the hour. Books of Shadows will often appear to be maps or atlases of the planes to people other than you, though you can read the meaning in the geographical features easily.

8th Dimension: Nomura, the Winnower The eighth dimension is that of the Multiverse. There has been much debate by philosophers and other intellectuals over the nature of the universe: do we truly have free will, or is the fate of the universe already pre-determined? The existence of Nomura is evidence for the former being more true than not. Followers of the Winnower describe the universe as a giant tree, whose branches extend out into infinity. Decisions made by sentient beings cause the tree to branch, creating parallel universes in which each decision was the one made. When deciding between an apple and a pear, two universes are created from that decision: in one, the apple is chosen, while in the other, parallel universe, the pear is chosen. Nomura, the god of the Eighth Dimension, draws his power from these branchings in the universe. He is worshipped as the god of Chaos and War, and he seeks to cause changes and hardship in the world, so as to force decisions onto its denizens. Many see him as a force for evil, but others see in him a tough but caring mentor, constantly pushing beings towards being their best selves. After all, hardship breeds growth and innovation, and for many people the kinds of decisions Nomura engenders gives meaning to life. Nomura rarely grants power to Warlocks, preferring to instead influence entire countries and empires. However, when he encounters particularly willful or strong individuals, he will offer them power at a price, to enable them to truly blaze their own path in the world. Expanded Spell List Drawing power from Nomura 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. Expanded Spell List Spell Level Spells 1st bane, bless 2nd arcane lock, see invisibility 3rd bestow curse, life transference 4th freedom of movement, locate creature 5th geas, mislead Power At A Price At 1st level, you begin to make hard decisions about your fate. Once per round, you may choose to gain advantage on a d20 roll. If you do, and neither d20 rolls a 20, the next d20 roll you make that would be made without disadvantage is instead made with disadvantage (this disadvantage cannot be negated by also having advantage). Double Down At 6th level, you can choose to sacrifice your short-term health for your long-term benefit. When you are hit by an attack, but before the DM rolls damage, you can activate this feature. If you do, you take double damage from that attack. Once you take all damage from the triggering attack, you gain resistance to all damage until the beginning of your next turn. Once you activate this feature, you must take a short or long rest before using it again. Choose Your Path At 10th level, you gain limited control over which branch of the tree of universes you travel down. When you miss with an attack roll or fail a skill check, and you did not have disadvantage, you can expend your reaction to make the roll again with advantage. Once you use this feature, you must complete a short or long rest before you can use it again. Dilemma At 14th level, you can force a person to make a difficult choice. As an action, you can designate two creatures, at least one of which must be hostile, within 30 feet of you. Designate one as the Hurt, and one as the Helped. Once designated, both creatures understand the following rules of this feature. The Hurt takes necrotic damage equal to double your Warlock level plus your Charisma modifier. However, if they so choose, the Hurt can negate this damage by instead letting the Helped gain hit points equal to triple your Warlock level plus your Charisma modifier. If the Helped gains hit points through this feature, any excess healing above their maximum hit points is instead converted into temporary hit points. Once you use this feature, you cannot use it again until you complete a short or long rest.

Winnower's Invocations Schrodinger's Familiar Prerequisites: Pact of the Chain feature Your familiar can temporarily exist in a state of simultaneous life and death. If the familiar you summoned with your Pact of the Chain feature takes damage that would reduce it to 0 hit points, it instead turns invisible and immediately takes a turn, in which it can move up to its speed and use two Actions, which can include attack actions. Any damage that it does during this turn is converted to necrotic damage. Once this turn is ended, your familiar becomes visible and drops to 0 hit points, and the turn that this feature interrupted resumes. Fork In The Road Prerequisites: Pact of the Blade feature You can summon a trident using your Pact of the Blade feature. While the trident appears mundane, every creature observing it sees the tines as "facing" them side-on (so that they look most like a capital W), no matter the angle at which they are observing the trident. If you throw this trident as an attack, after it hits or misses, it reappears in your hand. You can use your Charisma modifier for attack and damage bonuses for this weapon. When you throw the trident as part of an Attack, you can also choose to make an extra attack against a creature within 15 feet of the first target as a bonus action. If you do so, the trident seems to split into two as you throw it and target each creature individually. Once damage is dealt, both tridents disappear and the original trident appears at the exact midpoint between the two targets, rather than reappearing in your hand. After using this feature, you can re-summon the trident as a free action on your next turn, or pick it up normally. Superposition Prerequisites: Pact of the Tome feature You become able to access parallel universes in limited ways, allowing you to break some rules of physics in this one. You can travel through spaces occupied by enemies, and your Warlock cantrips ignore the effects of half- or three-quarters-cover. Quantum Collapse You can see invisible creatures as if they were not invisible. In addition, if you damage an invisible creature, it must succeed on a Wisdom saving throw against your Warlock spell save DC or become visible. Entanglement Prerequisite: 7th level As a bonus action on your turn, you can force a creature within 30 feet of you to make a Wisdom saving throw against your Warlock spell save DC. If the creature fails, it is Entangled with you for up to 1 minute. You must focus on the Entanglement as though it was a spell you were concentrating on. While you are Entangled with the creature, whenever one of you moves in a direction, the other must move the same distance in the same absolute direction (i.e. if one of you moves 15 feet north, the other must move 15 feet north as well). You can end the Entanglement as a bonus action on your turn. Entanglement also ends if one creature attempts to force the other to move in a direction they are unable to (i.e. into a wall, or into the ground after falling off something). Once you use this feature, you must complete a short or long rest before you use it again.

Winnower's Pacts Nomura lives an existence alien to most sentient beings, one in which he can see and experience all possible outcomes of any decision. He exists within the boundaries of quantum physics, and his boons often reflect his unique version of reality. A Book of Shadows he grants might only have one page, though what exactly is on the page changes every time you open the book. When you swing a Pact Weapon granted by him, an enemy might see multiple copies of you for an instant as the weapon pulls you across parallel universes towards an outcome you desire. A familiar he grants will likely not be particularly unique, but you can always choose a cat if you want to be cute.

9th Dimension: Mysotis, the Storyteller The 9th dimension is that of Thought. When children are taught of higher dimensions, they are often told to picture an ant, walking upon a string. The fastest route from one end of the string to the other is a simple straight line, so long as the ant can only travel in a single dimension. However, by introducing another dimension--by folding the string so that the two ends touch--the ant's travel time is reduced to an instant. Objects and places that appear unconnected in one dimension often might be connected through another dimension. So it is with thought. While each sentient being has their own thoughts, in truth all thoughts, and possibly even sentience itself, are connected through the ninth dimension. Rare individuals are able to use this connection for many ends; some are simply unusually empathic, able to feel what the person they're talking to is feeling, while others are true telepaths. Mysotis, the goddess of the Ninth Dimension, draws her power from the sentience of other beings. She is the most similar to mortal, sentient beings, and frequently spends time in disguise among us, often posing as a bard or a storyteller. She encourages philosophy, science and rationality in those she meets, and seeks to promote peace between peoples, since to her they are all connected through thought. Warlocks that are granted power by Mysotis often must first demonstrate great learning or devotion to the seeking of knowledge, whether as a scout in the wild or a scholar in a library. Agents of Mysotis who are granted insight into the dimension of thought frequently become peacekeepers, much like their patron. Expanded Spell List Drawing power from Mysotis 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. Storyteller's Expanded Spell List Spell Level Spells 1st dissonant whispers, sleep 2nd calm emotions, phantasmal force 3rd clairvoyance, nondetection 4th confusion, phantasmal killer 5th geas, modify memory People Person At 1st level, you learn the friends cantrip, which does not count against your total number of Warlock cantrips known. When you use it and the spell effect ends, the target does not realize that you used magic to influence it. Blind Spot At 6th level, you can temporarily erase your presence from a creature's mind. As a bonus action, target one creature that you can see: you are invisible to that creature for 1 minute. This effect ends early if you damage the enemy or attack its allies. You can also use this feature in combat when targeted for an attack by expending your reaction. In either case, once you use this feature you must complete a short or long rest before using it again. Morphogenetic Field At 10th level, you learn to access the knowledge contained within the ninth dimension. You can speak, read and write any language, so long as at least one living creature also knows how to speak, read or write it. In addition, when you complete a long rest, choose any two skills or tools: you have proficiency in those skills or tools until the end of your next long rest, at which point you can use this feature again. All Are One At 14th level, you can reach through the ninth dimension to facilitate your allies' cooperation. As a bonus action, you can become the Conduit, which lasts for 1 minute and requires you to concentrate as though it were a spell. While you are the Conduit, allied creatures within 60 feet of you have the following effects applied to them: They can take the Help action as a bonus action.

They have advantage on saving throws against effects caused by their allies, and take no damage on a success if a spell would otherwise cause half damage.

They can communicate telepathically with other allied creatures within the radius. Once you use this feature, you must complete a short or long rest before you use it again.

Storyteller's Invocations Counting Imps Prerequisites: Pact of the Chain feature If your familiar is within 5 feet of a creature's head, you can use your Action to force that creature to make a Dexterity saving throw. On a failure, your familiar jumps up to or lands on that creature's head, and the creature falls unconscious for up to ten minutes. The creature wakes up if it is damaged, the time limit is reached, or if a creature takes an action to shake the familiar off of the sleeping creature. Strength of Mind Prerequisites: Pact of the Blade feature You can summon a greatsword made of glowing psychic energy in the shape of an enormous quill pen with your Pact of the Blade feature. When making an attack with this weapon, you use your Charisma modifier for the Attack and Damage rolls. This weapon deals psychic damage. In place of a normal weapon attack with this weapon, you can instead swing it to send an arc of psychic energy through creatures. All creatures in a line 15 feet long and 5 feet wide, extending from you, must make an Intelligence save against your Warlock spell save DC or take 2d6 psychic damage. Dear Diary Prerequisites: Pact of the Tome feature Anything that you write in your Book of Shadows is permanently memorized by you, and can only be forgotten through magical means. In addition, when you reach 5th level, you can cast sending without using material components or a Warlock spell slot at will, but you must first write the message in your Book of Shadows (or have it already written). Sharp Mind When you take psychic damage from a creature, that creature takes the same amount of damage. In addition, you are immune to being Charmed, and when a creature attempts to Charm you, it takes 2d6 psychic damage. Psychic Network Prerequisite: 9th level You can cast Rary's Telepathic Bond using a Warlock spell slot once per long rest. Storyteller's Pacts Mysotis is the goddess of thought, stories and innovation. She is the most like us mortals out of her siblings, and shows a particular interest in the inventions that people come up with, whether technological devices or just a particularly clever embellishment of a story. Pact Weapons that she grants might appear to be weapons from ancient legends, or be full of gadgetry and clockwork parts. A Book of Secrets that she grants might be a thick grimoire of magical secrets and rumors, or might be a simple slate with a glowing face that can be interacted with through touch. A familiar might be robotic in appearance or be a construct of pure psychic energy.

The End The nine dimensional gods have a sister that does not rule over her own dimension. It is not known whether she is older than Linnaeus or younger than Mysotis, and therefore she is sometimes called the Tenth, and other times the Zeroth. She is called by many names: Gotterdammerung, Ragnarok, or the Reaper. Most commonly, she is simply known as The End. She is most commonly worshiped as the goddess of Death, sought out by those looking for a stay of execution or glory on the battlefield. However, her domain in fact extends to all endings, whether physical, spiritual, or metaphorical. She is in the empty plate at the end of a meal, the dying of wonder in a calloused heart, or the period at the end of a sentence. Rare individuals are granted power by The End, though to what purpose only they know (and sometimes, even they do not). Some speculate that The End actively wants the omniverse to end, and empowers agents to help accelerate the apocalypse. Others see her more as a warden of the natural order, empowering noble individuals to fight those who would evade her grasp. No matter the reason for their power, these Warlocks of The End are often feared by others given the powers they wield. Expanded Spell List Drawing power from The End 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 End's Expanded Spell List Spell Level Spells 1st false life, guiding bolt 2nd gentle repose, silence 3rd feign death, phantom steed 4th aura of life, phantasmal killer 5th antilife shell, destructive wave End to Life At 1st level, you become adept at circumventing tactics to delay death. Once per round, when you damage a creature, you can use a bonus action to make it unable to regain hit points until the beginning of your next turn. In addition, if you damage a creature that has temporary hit points, your damage ignores those temporary hit points and instead damages the creature's actual hit points. End to Motion At 6th level, you can end a creature's movement prematurely. When a creature targets another creature within 30 feet of you for an attack, you can expend your reaction to force the attacking creature to first make a Charisma saving throw against your Warlock spell save DC. If they were targeting you for an attack, they make this saving throw at disadvantage. On a failure, the creature is Restrained by black tendrils of force until the beginning of your next turn (they still make the attack that triggered this feature). Once you use this feature you must complete a short or long rest before using it again.



End to Thought At 10th level, your connection to The End makes you something other than mortal. You gain resistance to necrotic damage, you no longer age, and you cannot be magically aged except by The End herself. In addition, creatures that must make Constitution saving throws to maintain concentration due to being damaged by one of your Warlock spells or cantrips make those saving throws at a disadvantage. End to All At 14th level, you can hasten other creatures towards their inevitable fate. When your Warlock spells damage an undead creature, they ignore any resistance to necrotic damage. In addition, as a bonus action, you can designate a square area of ground within 60 feet of you 30 feet on a side as the Terminus, causing all plants and creatures with a CR of 0 within the area to die instantly. Inside the Terminus, the following effects are applied: Creatures that are at least partially inside the Terminus cannot regain hit points.

When you are in the Terminus, you can teleport to any other unoccupied space in the Terminus using 5 feet of movement.

Creatures with less than half of their total hit points have their speed reduced by half and make saving throws against spells you cast with disadvantage. The Terminus lasts for 1 minute. Once you use this feature, you cannot use it again until you complete a long rest.

The End's Invocations Eyes of the End Prerequisites: Pact of the Chain feature When you are looking through your familiar's eyes, you can use your bonus action to target one creature within 60 feet of your familiar: you learn of any resistances, immunities or vulnerabilities to damage types that the creature has, as well as one condition that the creature is immune to (if any). Violent End Prerequisites: Pact of the Blade feature You can create a mundane-seeming greataxe that appears to have been repaired a number of times with your Pact of the Blade feature. When making an attack with this weapon, you use your Charisma modifier for the Attack and Damage rolls. You can create this weapon using a bonus action. When you make an attack with this weapon, you can choose to End it. If you do so, the greataxe shatters into millions of fragments when you make the attack. All creatures other than yourself within a 15 foot radius of you must succeed on a Dexterity saving throw against your Warlock spell save DC or take 1d12 plus your Charisma modifier piercing damage. If at least one creature takes damage from this feature, you can apply any features that apply when you hit a creature with a weapon attack to one of those creatures. Last Stand Prerequisites: Pact of the Tome feature The End grants you the power to delay your own end. When you would drop to 0 hit points, you can use your reaction to instead drop to 1 hit point and teleport up to 30 feet. Once you use this feature, you must complete a long rest before you use it again. Pale Rider Prerequisite: 9th level You can cast find greater steed once using a Warlock spell slot. You can't do so again until you finish a long rest. Death Is Not The End... Prerequisite: 9th level You can cast raise dead once using a Warlock spell slot. You can't do so again until you finish a long rest. In addition, by focusing on a creature for 1 minute, you can tell whether or not that creature has been brought back to life with magic. ...But It Should Be When you damage an undead creature, it takes additional radiant damage equal to your Charisma modifier. A creature can only be damaged with this feature once per round.





The End's Pacts The End does not grant power to mortals lightly, and the boons she grants are terrible in their power. A Pact Weapon might be an executioner's axe, covered in blood, or a scythe that has cut down countless fields of wheat. Familiars she grants might appear skeletal, sickly or old, radiating necromantic energy. A Book of Shadows from The End might be bound in the skin of creatures that went extinct long ago, or have paper made of trees from ancient forests.