Demogorgon Pact Demogorgon is the Prince of Demons, the ruler of the inifinite layers of the Abyss. Driven mad by the two personalities that constantly tear him in different directions, pacts with Demogorgon are rare but can be quite a boon for a mortal who manages to secure one. Demogorgon Expanded Spell List Spell Level Spells 1st detect magic, tasha's hideous laughter 2nd enlarge/reduce, magic mouth 3rd slow, water breathing 4th confusion, grasping vine 5th geas, telekinesis Two Heads At 1st level, your pact with the Prince of Demons grants you a portion of his bifrucated nature. A small tumor appears on the side of your neck, occasionally manifesting a single eye and ear when you will it to. You have advantage on saving throws against being blinded, deafened, stunned, and knocked unconcious. Additionally, the tumor will keep watch while you are asleep, allowing you to remain fully alert to your surrounding while resting. Roiling Insanity At 6th level, you can expose your enemies to the unbridled madness your patron constantly experiences. As an action, you can direct your tumor's eye towards a creature you can see within 60 feet. That creature makes a Wisdom saving throw. On a failed save, it take 3d6 psychic damage and is stunned until the end of its next turn. You can use this ability once per short rest. Duality While you do not share in your patron's war with himself, the Prince of Demons shares his insights on living as one part of a whole being. At 10th level, when you cast a spell with a range of self, you split the effects with an ally within five feet of you. If you do so, that creature also gains the effects of the spell, though the duration of the spell is halved. You regain use of this ability during a short rest. Abyssal Intervention Demorgon is the ruler of the abyss, and has dominion over its forces and power. Starting at 14th level, you can entreat your patron's aid in particularly dire circumstances. As an action, you can roll a percentile die. If you roll a number equal to or lower than your warlock level, Demogorgon intervenes. The DM chooses the nature of the intervention; the effect of any warlock spell would be appropriate. If Demogorgon intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest. Your patron does not take kindly being called unneccesarrily. If you succeed in your intervention and Demogorgon does not believe his aid was absolutely vital, he may turn his ire towards you and your allies. The DM decides when such action is appropriate. At 20th level, your plea automatically succeeds, however you still need to wait a week between usages.

Orcus Pact Orcus is the Prince of Undeath. A frequent source of cult following, those that beg power from him gain a fragment of his dominion of necromantic energies. Demogorgon Expanded Spell List Spell Level Spells 1st protection from evil and good, ray of sickness 2nd blindness/deafness, gentle repose 3rd feign death, speak with dead 4th death ward, locate creature 5th antilife shell, cloudkill Death Pact Orcus does not suffer the living for long, and you are no exception. At 1st level, you have surrended your mortal body to Orcus in exchange for power. You are an undead in addition to your other racial types. You are immune to poison damage and the poisoned condition. In addition, if damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. Shambling Servants At 6th level, Orcus himself shares his observations on undeath with you, enabling you to raise the dead and command them to do you bidding. Once per long rest, you can cast Animate Dead, raising a number of dead less than or equal to your Charisma modifier. Each undead you have control over gains temporary hit points equal to your warlock level whenever they are initially raised or when you reassert control over them. Visage of the Blood Lord At 10th level, you can channel a vision of your demonic patron. Once per short rest, you channel necrotic energy into a 20 ft. sphere around you for 1 minute. Any hostile creatures that start their turn in the sphere take 2d8 necrotic damage and have disadvantage on death saving throws. Any non-undead humanoid that dies in the area raises as a zombie under your control. Any zombies raised by this ability die when the effect ends. Undead Scion At 14th level, you can raise a powerful creature to serve as an undead ally. Over the course of a long rest, you can reanimate the body of a creature of CR 3 or less. It has the same statistics it did when it was living, though it is undead in addition to its other creature types. You do not need to reuse this feature to maintain control over the creature. You may only have one creature raised with this ability at a time. Should you raise another creature with this ability while you have an existing servant, the existing servant remains animated though you lose control over it when the ritual completes.

Juiblex Pact Juiblex Expanded Spell List Spell Level Spells 1st create or destroy water, sanctuary 2nd enthrall, web 3rd meld into stone, slow 4th black tentacles, polymorph 5th passwall, telepathic Bond Amorphous At 1st level, your pact with the Faceless Lord substantially changes your physiollogy, your body reforming to more resemble the slimes that Juiblex controls. You can move through a space as narrow as 1 inch wide without squeezing. Additionally you can make yourself appear 1 foots shorter or taller than your true height, though your equipment does not change to fit your new dimensions. Instead of food or water, you can digest any organic matter. Two pounds of organic matter are enough to sustain you for a day. Corrosive Touch At 6th level, a thin film of caustic acid covers your entire body. Whenever a creature hits you with a melee attack, it must make a Dexterity saving throw or take 1d10 acid damage. This damage increases to 2d10 at level 11, and 3d10 at level 18. No Discernable Anatomy At 10th level, a your form is so amorphous that you no longer need worry about being affected by many effects. Any critical hit against you becomes a normal hit, and take no additional damage from the Rogue's sneak attack feature. You are immune to poison damage, the poisoned condition, paralysis, and the stunned condition. You are also resistant to slashing damage. However, you are no longer affected by potions of any kind. Summon Ooze At 14th level, you can entreat your patron to send one of the oozes it commands to (hopefull) aid you. Once per long rest, you can summon 2d4 Gray Oozes, 1d4 Gelatinous Cubes, or 1 Black Pudding in any number of unoccupied spaces within 60 feet of you. Any creatures summoned by this ability are not under your control and will attack the creature nearest it. Your DM has the statistics for these creatures.

Graz'zt Pact Graz'zt Expanded Spell List Spell Level Spells 1st command, fog cloud 2nd alter self, detect thoughts 3rd bestow curse, slow 4th confusion, greater invisibility 5th dominate person, modify memory Charming Persona At 1st level, your pact with the Dark Prince grants you a sliver of the demon lord's charismatic essence. You add half your proficiency bonus, rounded down, to any Charisma check that you do not already add your proficiency bonus to. You also add charm person to your list of spells known. This does not count against your number of spells known. Sneak Attack At 6th level, you learn from your patron how to take advantage of the openings your opponents present. Once per turn, when you hit with a weapon attack or the eldritch blast cantrip targetting only a single creature, you can deal an extra 1d6 damage to the creature you hit if you have advantage on the Attack roll. You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll. This damage increases to 2d6 at 10th level, 3d6 at 14th level, and 4d6 at 18th level. Jaunt At 10th level, you learn how to open small doorways to the Abyss and emerge from the journey. As a bonus action you can teleport to an unoccupied space within 30 feet of you. Each time you use this feature, you take 1d4 psychic damage as the brief horrors you glimpse in the journey take their toll on your mind. Each time you use it again before finishing a sh, the damage increases by another 1d4 due to the prolonged exposure. Loving Stare At 14th level, you can attempt to invoke your patron's endless charm to further manipulate the hearts of those around you. As an action, you can expend a spell slot and attempt to charm a humanoid creature you can see within 30 feet of you. If you are of a species and gender the creature would normally attracted to, they regard you as their true love while they are Charmed. This effect lasts for two hours. The creature also has disadvantage on saving throws against any other Enchantment spells you cast on it while it is charmed.

The Crossroads Warlock Patron Everyone has a dream. Some realize theirs easily, while others find it impossibly out of their grasp. All are equal at the Crossroads however, and you have found your way there. No one is quite sure what it, or they, are, but the Crossroads is the patron of lost souls who yearn for some person, object, or goal more than anything in the world. Most remember their trip to the Crossroads as a dream or vision, but afterwards find themselves with new abilities they could never have dreamt of. However these gifts do not come without a cost, and the Crossroads are never far away when it needs it's debts repaid. The Crossroads Expanded Spell List Spell Level Spells 1st compelled duel, hunter's mark 2nd find steed, scorching ray 3rd lightning bolt, wall of sand 4th faithful hound, hallucinatory terrain 5th insect plague, seeming Your Most Fervent Dream At 1st level, you make a deal with the spirit of the crossroads to fulfill a lifelong dream. You gain proficiency in a skill, language, or tool of your choice. In addition, whenever you make a check with the proficiency granted by this ability, you may use your Charisma modifier instead of the stated ability. Road Warrior At 1st level, your travels to The Crossroads have hardened you into a potent instrument of death. Your newfound fortitude is represented by Grit Points. You have a number of Grit Points equal to your Charisma modifier. You regain all spent Grit Points after finishing a short or long rest. In addtion, you regain a Grit Point whenever you get a critical hit with a spell attack roll. You also regain a point whenever you reduce a creature to 0 hit points. At 1st level you can spend 1 Grit Point to gain advantage on a spell attack roll. Sudden Recollection At 6th level, the Crossroads can reveal a path to success where others would falter. When you roll a saving throw, you can use you reaction and spend 1 grit point. You gain a bonus to the saving throw equal to your proficiency modifier if you are not already proficient in the save. You can use this ability after you see the total, but it must be before the DM announces the results. All Roads Lead Back At 10th level, you gain a more fundamental understanding of the Crossroads and its true nature. You can perfectly recall any path you have traveled, and you are immune to the maze spell. You also gain a bonus to your initiative rolls equal to your proficiency modifier. As a reaction to being targeted by a ranged attack, you can attempt to confuse the target and redirect his aggression. The attacker must make a Wisdom saving throw against your warlock spell save DC. On a failed save, you may choose another creature you can see with 30 feet of you as the new target. The creature compares the original attack roll against the new target's AC. If it meets or beats it, the new target takes damage as normal. You regain use of this ability after finishing a short or long rest. Wanted: Dead or Alive At 14th level, you can push the tides of fate to one extreme or another. As an action, you can choose a creature within 60 feet of you and choose "Dead or Alive". Dead: For the next 24 hours, you have advantage on attack rolls against that creature. Any damage you deal to the marked creature ignores any resistances and immunities it may have, and your attack rolls ignore any benefits the creature would recieve from 1/2 or 3/4 cover. Alive: For the next 24 hours, the chosen creature is under the effect of a sanctuary spell that does not end if the creature attacks an enemy. The creature regains maximum possible hit points from any healing. If the creature would drop below 1 hit point, it instead drops to 0 hit points and this ability ends. You regain use of this ability when you finish a long rest.