Warlock
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.
Warlock
Sworn and Beholden
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.Delvers into Secrets
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.Creating a Warlock
As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you? Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron? How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.QUICK BUILD
You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and ghost touch cantrips, along with the 1st-level spells charm person and Lightning Tendril.
hit dice:
1d8 per warlock level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per warlock level after 1st
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons
tools:
saving throws:
Wisdom, Charisma
skills:
Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting equipment:
You start with the following equipment:
You start with the following equipment:
- (a) a light crossbow and 20 bolts or (b) any simple weapon or (c) a pistol and 2 loaded magazines
- (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 pocket knives
spellcasting:
You regain all your expended Spell Points when you finish a Long Rest or a number of Spell Points equal to half your Level at the end of a Short Rest.
For example, when you are 5th level, you have 5 Spell Points. To cast the 1st level spell Thunderwawe you must expend 1 Spell Point, you can expend more Spell Points to cast Thunderwawe at an higher level.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for 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 Points
The Warlock table shows how many spell points you have. The table also shows your Casting Limit. You cannot cast a Spell if it's level is higher than your Casting Limit . To cast one of your warlock spells of 1st level or higher, you must expend a number of Spell Points based on the spell level.You regain all your expended Spell Points when you finish a Long Rest or a number of Spell Points equal to half your Level at the end of a Short Rest.
For example, when you are 5th level, you have 5 Spell Points. To cast the 1st level spell Thunderwawe you must expend 1 Spell Point, you can expend more Spell Points to cast Thunderwawe at an higher level.
Eldritch Invocations and Spell Points
When an Eldrtitch Invocation requires you to expend a Warlock Spell point, you expend a number of Spell Points equal to your Casting Limit.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 casting 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 can cast. 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 (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.class features:
You can create a pact weapon that is a pistol, rifle, submachine gun, shotgun, or sniper rifle, and you can transform a magical firearm of the same category into your pact weapon.
You can cast levitate on yourself at will, without expending a spell points or material components.
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.
You can cast compulsion once using a warlock spell point. You can’t do so again until you finish a long rest.
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
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 needn’t 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 and costs 50 gp for the rare inks needed to inscribe it.
You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending spell points or material components. You must finish a long rest before you can use this invocation on the same creature again.
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.
You can cast confusion once using a warlock spell point. You can’t do so again until you finish a long rest.
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell point to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell, and you can knock the target prone if it is Huge or smaller.
When you cast eldritch blast, its range is 300 feet.
When you cast eldritch blast, you can use a bonus action to make a weapon attack.
You can concentrate the eldritch blast cantrip through the barrel of your pact weapon, focusing the crackling beams into one large ray of magical force. Make a ranged spell attack roll. If the attack hits, roll four eldritch blast damage rolls. Add your Dexterity modifier to the damage of this attack.
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using spell points and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.
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.
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending spel points. You regain the ability to do so when you finish a long rest.
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.
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, Any weapon you create using your pact feature is a +1 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
You can use your Charisma modifier, instead of your Dexterity modifier, for your attack and damage rolls for your pact weapon.
Any weapon you create using your pact feature is a +2 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
Any weapon you create using your pact feature is a +3 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.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. 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.Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.Pact of the Tome
Your patron gives you a grimoire called a 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 ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.Eldritch Versatility
4th-level warlock feature Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:- Replace one cantrip you learned from this class’s Pact Magic feature with another cantrip from the warlock spell list.
- Replace the option you chose for the Pact Boon feature with one of that feature’s other options.
- If you’re 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
- If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
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 1 and your choice of either one combat or skill feat. As normal, you can’t increase an ability score above 20 using this feature.Mystic Arcanum (6th level)
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 points. 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.Mystic Arcanum (7th level)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending spell points. 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 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.Mystic Arcanum (8th level)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending spell points. You must finish a long rest before you can do so again. At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.Mystic Arcanum (9th level)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending spell points. You must finish a long rest before you can do so again. 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 points. You can spend 1 minute entreating your patron for aid to regain all your expended spell points from your Pact Magic feature. Once you regain spell points with this feature, you must finish a long rest before you can do so again.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. 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.Arcane Gunslinger
Prerequisite: Pact of the Blade featureYou can create a pact weapon that is a pistol, rifle, submachine gun, shotgun, or sniper rifle, and you can transform a magical firearm of the same category into your pact weapon.
Armor of Shadows
You can cast mage armor on yourself at will, without expending spell points or material components.Ascendant Step
Prerequisite: 9th levelYou can cast levitate on yourself at will, without expending a spell points or material components.
Aspect of the Moon
Prerequisite: Pact of the Tome featureYou 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 nature at will, without expending spell points.Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.Bewitching Whispers
Prerequisite: 7th levelYou can cast compulsion once using a warlock spell point. You can’t do so again until you finish a long rest.
Bond of the Talisman
Prerequisite: 12th-level warlock, Pact of the Talisman featureWhile someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Book of Ancient Secrets
Prerequisite: Pact of the Tome featureYou 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 needn’t 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 and costs 50 gp for the rare inks needed to inscribe it.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain featureYou can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending spell points or material components. You must finish a long rest before you can use this invocation on the same creature again.
Cloak of Flies
Prerequisite: 5th levelAs 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 Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Dreadful Word Prerequisite: 7th levelYou can cast confusion once using a warlock spell point. You can’t do so again until you finish a long rest.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.Eldritch Sight
You can cast detect magic at will, without expending spell points.Eldritch Smite
Prerequisite: 5th level, Pact of the Blade featureOnce per turn when you hit a creature with your pact weapon, you can expend a warlock spell point to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell, and you can knock the target prone if it is Huge or smaller.
Eldritch Spear
Prerequisite: eldritch blast cantripWhen you cast eldritch blast, its range is 300 feet.
Eldritch Strike
Prerequisite: 9th level, Eldritch Blast cantripWhen you cast eldritch blast, you can use a bonus action to make a weapon attack.
Eldritch Storm
Prerequisite: Pact of the Firearm feature, eldritch blast cantrip, 18th levelYou can concentrate the eldritch blast cantrip through the barrel of your pact weapon, focusing the crackling beams into one large ray of magical force. Make a ranged spell attack roll. If the attack hits, roll four eldritch blast damage rolls. Add your Dexterity modifier to the damage of this attack.
Eyes of the Rune Keeper
You can read all writing.Far Scribe
Prerequisite: 5th-level warlock, Pact of the Tome featureA new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using spell points and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending spell points or material components.First Impressions
You have a knack for making an impression in combat. Add your Charisma modifier to your initiative rolls.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 levelAs 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 levelYou can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending spel points. You regain the ability to do so when you finish a long rest.
Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain featureWhenever 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.
Gift of the Protectors
Prerequisite: 9th-level warlock, Pact of the Tome featureA new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
Grasp of ███████
Prerequisite: eldritch blast cantripOnce on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
Improved Pact Weapon
Prerequisite: Pact of the Blade feature, 5th levelYou can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, Any weapon you create using your pact feature is a +1 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
Investment of the Chain Master
Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- As a bonus action, you can command the familiar to take the Attack action.
- The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
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, hex spell or a warlock feature that curses As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. 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 points.Master of Myriad Forms
Prerequisite: 15th level You can cast alter self at will, without expending spell points.Minions of Chaos
Prerequisite: 9th level You can cast conjure elemental once using a warlock spell point. 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 point. You can’t do so again until you finish a long rest.Misty Visions
You can cast silent image at will, without expending spell points 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 or take an action or a reaction.Otherworldly Leap
Prerequisite: 9th level You can cast jump on yourself at will, without expending spell points or material components.Protection of the Talisman
Prerequisite: 7th-level warlock, Pact of the Talisman feature When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.Rebuke of the Talisman
Prerequisite: Pact of the Talisman feature When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman’s wearer.Relentless Hex
Prerequisite: 7th level, hex spell or a warlock feature that curses Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.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 animal transformation once using a warlock spell point. You can’t do so again until you finish a long rest.Show of Force
Prerequisite: 9th level, Pact of the Blade featureYou can use your Charisma modifier, instead of your Dexterity modifier, for your attack and damage rolls for your pact weapon.
Shroud of Shadow
Prerequisite: 15th level You can cast invisibility at will, without expending spell points.Sign of Ill Omen
Prerequisite: 5th level You can cast bestow curse once using a warlock spell point. You can’t do so again until you finish a long rest.Superior Pact Weapon
Prerequisite: Pact of the Blade feature, 9th levelAny weapon you create using your pact feature is a +2 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
Thief of Five Fates
You can cast bane once using a warlock spell point. 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 spell points. You regain the ability to do so when you finish a long rest.Ultimate Pact Weapon
Prerequisite: Pact of the Blade feature, 15th levelAny weapon you create using your pact feature is a +3 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
Uncanny Empath
You can learn one language of your choosing. You can cast comprehend languages at will without expending spell points. You can cast tongues once without spending a spell point You regain the ability to cast this spell in this way when you complete a long rest.Undying Servitude
Prerequisite: 5th-level warlock You can cast animate dead without using spell points. Once you do so, you can’t cast it in this way again until you finish a long rest.Visions of Distant Realms
Prerequisite: 15th level You can cast arcane eye at will, without expending spell points.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 spell points.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.subclass options:
Certain shielded devices might negate the disadvantage, at the DM’s determination. Once you use this feature, you can’t use it again until you finish a short or long rest.
Once you use this feature, you can’t use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell.
The number of attacks you make, as well as the reach of the attacks, increases when you reach certain levels in this class: two attacks with a reach of 10 feet (5th level), three attacks with a reach of 20 feet (11th level), and four attacks with a reach of 30 feet (17th level). You can attack the same target or different ones with each attack, making a separate attack roll for each one.
You can always use an action to make this attack, even if your body is transformed by a spell. Beginning at 2nd level, any Eldritch Invocation you gain that affects the eldritch blast cantrip also affects the attacks from this feature (except for invocations that affect the spell’s range). If you later gain the Pact of the Blade feature, your reach with your pact weapon increases to match the reach of your Shapechanger’s Strike whenever you make an attack with it as part of the Attack action. Similarly, if you are attuned to a magic item that grants a bonus to the attack rolls of your warlock spells, that bonus also applies to your spell attack rolls with this attack.
Aerial Adaptation. You adapt your body to grow a pair of wings. You choose the appearance of the wings. For the duration of the spell, you gain a flying speed equal to your walking speed.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Additionally, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.
The creature can be alive or dead, but corpses older than 5 days will have decayed too much to provide useful material. Once the ritual is complete, you must specify how your body has changed.
You can have a number of anatomical alterations equal to your Constitution modifier (minimum of 1). You can only obtain each alteration once.
Once you have used this feature, you must finish a long rest before you can use it again.
When you use your Eldritch Innovation, you halve the attack’s damage against you. If you are still conscious after the damage has been dealt, you can immediately alter yourself with the power of your patron’s magic, growing any new limbs, organs, or appendages needed to take the same action yourself. If the action is an attack, you are considered proficient with it, and you use your Charisma modifier to determine attack and damage rolls with your new action. You use your warlock spell save DC if the new action requires a saving throw. Any damage dice are equal to the effect which damaged you, and you deal the same type of damage with it. If the action has any restrictions such as recharge or per day uses, these apply to you as well, and you regain all expended uses of the new action after you complete a long rest.
The modification you gain from this ability is permanent until you replace it with another modification. Once you use this feature, you can’t use it again until you finish a long rest. If you use this feature while you have an Eldritch Innovation, you lose your existing Eldritch Innovation and replace it with the new one.
Otherworldly Patrons
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.Spell Level | Spells |
---|---|
1st | faerie fire, sleep |
2nd | calm emotions, phantasmal force |
3rd | blink, plant growth |
4th | command beast, greater invisibility |
5th | dominate person, seeming |
Fey Presence
Starting at 1st 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 throws 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. You must finish a short or long rest before you can use this feature again.The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other 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, and 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.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.Spell Level | Spell |
---|---|
1st | cure wounds, guiding bolt |
2nd | flaming sphere, lesser restoration |
3rd | brilliance, revivify |
4th | guardian of faith, wall of fire |
5th | holy fire, greater restoration |
Bonus Cantrips
At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.Healing Light
At 1st 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 Fathomless
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.Expanded Spell List
1st-level Fathomless feature The Fathomless 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.Spell Level | Spell |
---|---|
1st | create or destroy water, thunderwave |
2nd | gust of wind, silence |
3rd | lightning bolt, sleet storm |
4th | control water, summon elemental (water only) |
5th | Bigby’s hand (appears as a tentacle), cone of cold |
Tentacle of the Deeps
1st-level Fathomless feature You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Gift of the Sea
1st-level Fathomless feature You gain a swimming speed of 40 feet, and you can breathe underwater.Oceanic Soul
6th-level Fathomless feature You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.Guardian Coil
6th-level Fathomless feature Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.Grasping Tentacles
10th-level Fathomless feature You learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without spell points, and you regain the ability to do so when you finish a long rest. Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.Fathomless Plunge
14th-level Fathomless feature You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. Once you use this feature, you can’t use it again until you finish a short or 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.Spell Level | Spell |
---|---|
1st | cone of flame, command |
2nd | blindness/deafness, scorching ray |
3rd | fireball, stinking cloud |
4th | fire shield, wall of fire |
5th | holy fire, hallow |
Dark One’s Blessing
Starting at 1st 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).Dark One’s Own 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 a d10 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.Spell Level | Spell |
---|---|
1st | dissonant whispers, Tasha’s hideous laughter |
2nd | detect thoughts, phantasmal force |
3rd | clairvoyance, sending |
4th | command beast, Evard’s black tentacles |
5th | dominate person, telekinesis |
Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to 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 also 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 then charmed by you until a remove curse spell is cast on it, the charmed 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.Ghost in The Machine
You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation.Expanded Spell list
The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the On/Off cantrip, and the following new spells are added to the warlock spell list for you.Spell Level | Spells |
---|---|
1st | Infallible Relay, Remote Access |
2nd | Arcane Hacking, Digital Phantom |
3rd | Haywire, Invisibility to Cameras |
4th | Malware’s Personal Assistant, System Backdoor |
5th | Shutdown, Synchronicity |
Bonus Proficiency
At 1st level, you gain proficiency with hacking tools.Information Surge
At 1st level, you gain the ability to temporarily render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier.Certain shielded devices might negate the disadvantage, at the DM’s determination. Once you use this feature, you can’t use it again until you finish a short or long rest.
Wire Walk
Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can’t use it againuntil you finish a short or long rest.Personal Encryption
Beginning at 10th level, you have learned to apply your innate knowledge of encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage.Technovirus
At 14th level, you gain the ability to infect a humanoid’s body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one. Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the Command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected.Once you use this feature, you can’t use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell.
The Hexblade
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks 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 have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.Expanded Spell List
The Hexblade 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.Spell Level | Spell |
---|---|
1st | deflect, wrathful smite |
2nd | blur, branding smite |
3rd | blink, imbue element |
4th | phantasmal horror, staggering smite |
5th | banishing smite, cone of cold |
Hexblade’s Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. 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 (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest.Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.Accursed Specter
Starting at 6th level, you can curse 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.Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse 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.Master of Hexes
Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.The Undead
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living. Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.Expanded Spell List
1st-level Undead feature The Undead 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.Spell Level | Spell |
---|---|
1st | bane, false life |
2nd | blindness/deafness, phantasmal force |
3rd | phantom steed, speak with dead |
4th | death ward, greater invisibility |
5th | antilife shell, cloudkill |
Form of Dread
1st-level Undead feature You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:- You gain temporary hit points equal to 1d10 + your warlock level.
- Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
- You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Grave Touched
6th-level Undead feature Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe. In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.Necrotic Husk
10th-level Undead feature Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage. In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.Spirit Projection
14th-level Undead feature Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice). While projecting your spirit, you gain the following benefits:- Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
- When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
- You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
- Once you use this feature, you can’t do so again until you finish a long rest.
The Shapechanger
Your patron is a mighty shapechanger, whose commitment to a single form is often fleeting. Your meetings with your patron may occur even in plain sight, as those around you may fail to see your patron for who they truly are. Succubi, lycanthropes, vampires, and even ancient mimics may grant such power to you in exchange for your service, and can offer you an untold number of ways to circumvent or overcome the problems before you—all by simply changing the limitations of your normal form. By releasing your body from itself, you stand to achieve great things together.Expanded Spell List
The Shapechanger 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.Spell Level | Spells |
---|---|
1st | faerie fire, feather fall |
2nd | enhance ability, moonbeam |
3rd | meld into stone, protection from energy |
4th | animal transformation, stoneskin |
5th | mislead, modify memory |
Regenerator
Starting at 1st level, you automatically regain a number of hit points equal to your warlock level whenever you finish a short rest, up to half your hit point maximum. In addition, you have advantage on saving throws against any effect that would alter your form against your will.Shapechanger's Strike
Also at 1st level, you learn to channel the magic of your patron as an action, causing your body to warp in some way as you deliver an attack. For instance, your teeth or fingernails can sharpen as you deliver a vicious attack, or if you have a tail, it can grow sharp spines as you swing it. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d12 acid damage. After you make the attack, your body returns to normal.The number of attacks you make, as well as the reach of the attacks, increases when you reach certain levels in this class: two attacks with a reach of 10 feet (5th level), three attacks with a reach of 20 feet (11th level), and four attacks with a reach of 30 feet (17th level). You can attack the same target or different ones with each attack, making a separate attack roll for each one.
You can always use an action to make this attack, even if your body is transformed by a spell. Beginning at 2nd level, any Eldritch Invocation you gain that affects the eldritch blast cantrip also affects the attacks from this feature (except for invocations that affect the spell’s range). If you later gain the Pact of the Blade feature, your reach with your pact weapon increases to match the reach of your Shapechanger’s Strike whenever you make an attack with it as part of the Attack action. Similarly, if you are attuned to a magic item that grants a bonus to the attack rolls of your warlock spells, that bonus also applies to your spell attack rolls with this attack.
Malleable Form
Starting at 6th level, you can cast the alter self spell at will, without expending a spell slot. When you reach 14th level in this class, you also gain the following option when casting the spell:Aerial Adaptation. You adapt your body to grow a pair of wings. You choose the appearance of the wings. For the duration of the spell, you gain a flying speed equal to your walking speed.
Quicksilver Mind
Beginning at 10th level, your patron’s malleability helps you adapt without the normal strains of typical spellcasting. You can use this feature in one of the following ways:- When you cast alter self or target only yourself with a spell from your expanded spell list, you can choose for the spell to not require concentration. When you do, you can still choose to end the spell early (no action required).
- You can cast a spell from your expanded spell list that you don’t know, expending spell points as normal and using the required casting time.
Shapechangers Curse
Starting at 14th level, your patron can curse the forms of the creatures you strike. Once on each of your turns when you hit a target with your Shapechanger’s Strike, you can choose to have the target also make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature is cursed by your patron. A cursed creature has disadvantage on attack rolls it makes against you and on saving throws it makes against transmutation spells you cast. The curse remains for 1 minute. At the end of each of the creature’s turns, it can make another Constitution saving throw. On a failed save, the creature takes 1d12 acid damage. After three successful saves, the curse ends.You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
The Splicer
You have made a pact with a patron from beyond the Material Plane known as the Splicer. The Splicer is obsessed with achieving perfection through change, but its idea of perfection is otherworldly and hard to understand. Each warlock interprets this drive toward perfection in a different way. Making a pact with the Splicer means devoting your life to attempting to achieve an impossible level of perfection, changing yourself and the world around you to match your patron’s alien desires.Expanded Spell List
The Splicer 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.Spell Level | Spells |
---|---|
1st | disguise self, purify food and drink |
2nd | alter self, enhance ability |
3rd | stone pact, plant growth |
4th | animal transformation, Art’s arcane override |
5th | awaken, modify memory |
Personalized Perfection
Starting at 1st level, your patron grants you an extraordinary level of control over your physical form—your body is a temple, and that temple is dedicated to the Splicer. You are immune to any spell or effect that would alter your form unless you willingly allow it.Additionally, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.
Anatomical Alterations
From 6th level, your patron encourages you to transform yourself, taking the best features of other creatures and adding these traits to your own body. To do so, you must perform a ritual that lasts no less than 1 hour with the body of a creature of a type other than undead or construct that has the trait listed in the Alteration Options table.The creature can be alive or dead, but corpses older than 5 days will have decayed too much to provide useful material. Once the ritual is complete, you must specify how your body has changed.
You can have a number of anatomical alterations equal to your Constitution modifier (minimum of 1). You can only obtain each alteration once.
Alteration Options
Creature Trait | Alteration | Description |
---|---|---|
Amorphous | Flexible Body | You can move through a space as narrow as 1 inch wide without squeezing. Additionally, you have advantage on saving throws against being grappled, restrained, or stunned. |
Amphibious | Hydromorphia | You can breathe both air and water. Additionally, you gain a swim speed equal to your walking speed. |
Camouflage | Predatory Form | You have advantage on Dexterity (Stealth) checks made in the terrain that matches the creature’s camouflage trait. Additionally, whenever you land an attack against a creature that is unaware of your presence in that terrain, you deal bonus damage equal to your Charisma modifier (minimum 1). |
Darkvision | Nocturnal Adaptations | You gain darkvision equal to the range of the creature’s darkvision. If you already have darkvision, yours increases by an amount equal to the range of the creature’s darkvision. Additionally, you gain a bonus on Wisdom (Perception) checks made in darkness equal to your Charisma modifier (minimum 1). |
Echolocation | Ultrasonic Vocal Cords | You gain blindsight equal to the creature’s blindsight range, and you cannot use your blindsight while deafened. Additionally, you add thunderwave to your list of spells known. It counts as a warlock spell for you. |
Hold Breath | Extremophile Adaptations | You can hold your breath for the amount of time noted in the creature’s Hold Breath trait. Additionally, you gain the ability to subsist without any food or water for a number of days equal to your Charisma modifier (minimum 1). |
Illumination | Bioluminescence | You shed light as the creature does and can douse or resume shedding this light as an action. Additionally, you add guiding bolt to your list of spells known. It counts as a warlock spell for you. |
Keen Hearing | Aural Improvement | You have advantage on Wisdom (Perception) checks that rely on hearing. Additionally, you gain tremorsense out to a range of 15 feet. |
Keen Sight | Visual Improvement | You have advantage on Wisdom (Perception) checks that rely on sight. Additionally, whenever you make a Wisdom (Perception) or Intelligence (Investigation) check, you can add your Charisma modifier (minimum 1) to the result. |
Keen Smell | Olfactory Improvement | You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, you gain the ability to track creatures by their scent. To do so, you may make Charisma (Survival) checks with which you are proficient against a DC determined by the GM. Scents linger on porous objects or in enclosed areas but can be quickly diluted or washed away by rainfall and are impossible to follow in moving water. |
Standing Leap | Reinforced Tendons | Your long jump and high jump are equal to the creature’s, with or without a running start. Additionally, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to your warlock level. |
Sure-Footed | Improved Balance | You have advantage on saving throws made against effects that would knock you prone. Additionally, you gain a bonus to initiative rolls equal to your Constitution modifier (minimum 1). |
Mind-Body Solution
At 10th level, your control over your mind grows to match your control over your body. When you fail a saving throw made to maintain concentration on a spell or against being charmed or frightened, you can choose to succeed instead by taking damage equal to double your proficiency bonus. This damage can’t be reduced in any way and doesn’t trigger another concentration check.Once you have used this feature, you must finish a long rest before you can use it again.
Eldritch Innovation
When you reach 14th level, your patron’s will crystallizes within you, making you capable of evolving yourself instantly in response to other life forms. When you take damage from an action taken by a creature that isn’t undead or a construct, you can use your reaction to modify your body to reproduce the effect. You can’t use this ability if the action originates from a magic item, weapon, spell, bonus action, reaction, lair action, or legendary action.When you use your Eldritch Innovation, you halve the attack’s damage against you. If you are still conscious after the damage has been dealt, you can immediately alter yourself with the power of your patron’s magic, growing any new limbs, organs, or appendages needed to take the same action yourself. If the action is an attack, you are considered proficient with it, and you use your Charisma modifier to determine attack and damage rolls with your new action. You use your warlock spell save DC if the new action requires a saving throw. Any damage dice are equal to the effect which damaged you, and you deal the same type of damage with it. If the action has any restrictions such as recharge or per day uses, these apply to you as well, and you regain all expended uses of the new action after you complete a long rest.
The modification you gain from this ability is permanent until you replace it with another modification. Once you use this feature, you can’t use it again until you finish a long rest. If you use this feature while you have an Eldritch Innovation, you lose your existing Eldritch Innovation and replace it with the new one.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Points | Cast Level | Invocations Known |
---|---|---|---|---|---|---|---|
1 | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
2 | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3 | +2 | Pact Boon | 2 | 4 | 3 | 2nd | 2 |
4 | +2 | Ability Score Improvement | 3 | 5 | 4 | 2nd | 2 |
5 | +3 | - | 3 | 6 | 5 | 3rd | 3 |
6 | +3 | Otherworldly Patron Feature | 3 | 7 | 6 | 3rd | 3 |
7 | +3 | - | 3 | 8 | 7 | 4th | 4 |
8 | +3 | Ability Score Improvement | 3 | 9 | 8 | 4th | 4 |
9 | +4 | - | 3 | 10 | 9 | 5th | 5 |
10 | +4 | Otherworldly Patron Feature | 4 | 10 | 10 | 5th | 5 |
11 | +4 | Mystic Arcanum (6th level) | 4 | 11 | 11 | 5th | 6 |
12 | +4 | Ability Score Improvement | 4 | 11 | 12 | 5th | 6 |
13 | +5 | Mystic Arcanum (7th level) | 4 | 12 | 13 | 5th | 6 |
14 | +5 | Otherworldly Patron Feature | 4 | 12 | 14 | 5th | 7 |
15 | +5 | Mystic Arcanum (8th level) | 4 | 13 | 15 | 5th | 7 |
16 | +5 | Ability Score Improvement | 4 | 13 | 16 | 5th | 7 |
17 | +6 | Mystic Arcanum (9th level) | 4 | 14 | 17 | 5th | 8 |
18 | +6 | - | 4 | 14 | 18 | 5th | 8 |
19 | +6 | Ability Score Improvement | 4 | 15 | 19 | 5th | 8 |
20 | +6 | Eldritch Master | 4 | 15 | 20 | 5th | 8 |
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