Warlock Profession in Ash & Bone ~D&D 5e~ | World Anvil
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Warlock

Perception

Purpose

Warlocks are often seen in similar light as clerics albeit met with more suspicion and hesitation, this comparison comes from a warlocks relation with magic. Similarly to clerics, warlocks draw their power from an outside source be it a patron god or otherworldly being however where in most cases a cleric takes in astral mana and converts it into spiritual mana warlocks only draw power from astral mana. Due to this warlocks are seen as direct acolytes of their patrons and can in most cases be considered faithful messengers.

Social Status

Not many seek to become warlocks unless desperate due to the nature of pact magic however despite possessing the ability to cause chaos and being more mysterious in nature warlocks are not universally seen as a malicious position. While this is not always the case for places such as Solrune warlocks are not persecuted as they once were.

Operations

Tools

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers
Alternative Names
Pact Mages
Type
Arcane
Famous in the Field

Warlock

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st -
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 - 3 6 2 3rd 3
6th +3 Otherworldly Patron Feature 3 7 2 3rd 3
7th +3 - 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 - 3 10 2 5th 5
10th +4 Otherworldly Patron Feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron Feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 - 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8
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: None
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, in addition to the equipment granted by your background:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

  • spellcasting:

    Pact Magic

    Your arcane research and the magic bestowed on you by your patron have given you facility with spells.  

    Cantrips

    You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.  

    Spell Slots

    The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.  

    Spells Known of 1st Level and Higher

    At 1st level, you know two 1st-level spells of your choice from the warlock spell list.   The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

    Spellcasting Ability

    Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

    Spellcasting Focus

    You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
    class features:

    Otherworldly Patron

    At 1st level, you have struck a bargain with an otherworldly being of your choice. 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. A level prerequisite refers to your level in this class.   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.   Eldritch Invocations
    Agonizing Blast

    Prerequisite: eldritch blast cantrip

    When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

      Armor of Shadows

    You can cast mage armor on yourself at will, without expending a spell slot or material components.

      Ascendant Step

    Prerequisite: 9th level

    You can cast levitate on yourself at will, without expending a spell slot or material components.

      Beast Speech

    You can cast speak with animals at will, without expending a spell slot.

      Beguiling Influence

    You gain proficiency in the Deception and Persuasion skills.

      Bewitching Whispers

    Prerequisite: 7th level

    You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

      Book of Ancient Secrets

    Prerequisite: Pact of the Tome feature

    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.

      Chains of Carceri

    Prerequisite: 15th level, Pact of the Chain feature

    You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

      Devil’s Sight

    You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

      Dreadful Word

    Prerequisite: 7th level

    You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

      Eldritch Sight

    You can cast detect magic at will, without expending a spell slot.

      Eldritch Spear

    Prerequisite: eldritch blast cantrip

    When you cast eldritch blast, its range is 300 feet.

      Eyes of the Rune Keeper

    You can read all writing.

      Fiendish Vigor

    You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

      Gaze of Two Minds

    You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

      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).

      Mask of Many Faces

    You can cast disguise self at will, without expending a spell slot.

      Master of Myriad Forms

    Prerequisite: 15th level

    You can cast alter self at will, without expending a spell slot.

      Minions of Chaos

    Prerequisite: 9th level

    You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.

      Mire the Mind

    Prerequisite: 5th level

    You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

      Misty Visions

    You can cast silent image at will, without expending a spell slot or material components.

      One with Shadows

    Prerequisite: 5th level

    When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

      Otherworldly Leap

    Prerequisite: 9th level

    You can cast jump on yourself at will, without expending a spell slot or material components.

      Repelling Blast

    Prerequisite: eldritch blast cantrip

    When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

      Sculptor of Flesh

    Prerequisite: 7th level

    You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

      Sign of Ill Omen

    Prerequisite: 5th level

    You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

      Thief of Five Fates

    You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

      Thirsting Blade

    Prerequisite: 5th level, Pact of the Blade feature

    You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

      Visions of Distant Realms

    Prerequisite: 15th level

    You can cast arcane eye at will, without expending a spell slot.

      Voice of the Chain Master

    Prerequisite: Pact of the Chain feature

    You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

      Whispers of the Grave

    Prerequisite: 9th level

    You can cast speak with dead at will, without expending a spell slot.

      Witch Sight

    Prerequisite: 15th level

    You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

     

    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.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    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 a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.  

    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 a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 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 a spell slot. 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 a spell slot. 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 slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
    subclass options:

    Otherworldly Patrons

    The Ancient Beast: Boar

    The Ancient Beast: Boar

    Legends tell the story of the boy and the boar; a young boy with matted hair and olive skin became seperated from his tribe as they walked the forest. Day passes as he searched for his tribe however he simply became more and more lost succumbing more to hunger. A wild boar happened upon the boy and took pity sharing its meal. However even with this the boy could not go on and he passed. Saddened by this the boar carried the boy upon its back and walked the nine realms never tiring till it arrived at the gates of the heavens. The gate keeper, larger than life and with braided fiery hair rejoiced at the labor of the boar and welcomed the boy into the heavens, rewarded the boar with a braid of his own hair and blessed the boar and its kind to welcomed and service the heavens.

     

    Expanded Spell List

    The Ancient Beast: Boar 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.  

    Ancient Boar Expanded Spells

    Spell Level Spells
    1st beast bond, ceremony
    2nd animal messenger, warding bond
    3rd conjure animals, haste
    4th guardian of nature, freedom of movement
    5th commune with nature, steel wind strike
     

    Swine's Boon

    At 1st level, You gain the word of radiance cantrip, it counts as a Warlock spell for you and doesn't count against spells known. Additionally, you can speak to boars and pigs as if you were under the effects of the Speak with Animals spell.  

    Reins of Heaven

    Also, at 1st level, your patron grants you a rope made in the heavens. As an action, you can use this rope to call forth a giant boar as a mount for 1 hour. The giant boar is friendly to you and your companions, acts of your initiative after you, and has hit points equal to 5 times your Warlock level plus your Charisma modifier.

    You can use your bonus action to command the giant boar to take an action in its stat block otherwise it will take the dodge action.

    The boar will return to the heavens if killed, dismissed, or if you die. You can use this feature once and regain use after finishing a short or long rest.

    Additionally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

     

    Celestial Hooves

    At 6th level, as you grow your patron grants you and your boar a fraction of heavenly power. You gain bonus to your initiative rolls equal to your proficiency bonus.

    Additionally, Your giant boars attacks now count as magical for the purpose of over coming resistance and immunity to nonmagical attacks and damage.

     

    Stride to the Gates

    At 10th level, creatures cannot make attacks of opportunity against you or your boar.

    Additionally, you can use your Reins of Heavens feature an unlimited amount of times and there is no longer a duration for your this feature and while mounted your Giant Boar ignores difficult terrain.

     

    Beast Channeling: Great Fieldhand of Heaven

    At 14th level, you have gained a great understanding and control over the power your patron holds and now you can begin to channel even greater power.

    As an action, you can enter a special transformation that lasts for 1 minute. While in this state your hair grows and stands on ends, your canines grow, and a red rope hangs from your neck.

    While in this transformation you gain the following benefits;

    • You have advantage on Dexterity ability checks and saving throws.
    • Your Boar grow to huge in size and deals an additional 2d6 radiant damage when using its Tusk attack.
    • When you hit a creature with a melee attack that creature must make a Strength saving throw. On a failed save, that creature is knocked prone.

    You can use this feature once per long rest.

    The Ancient Beast: Koi

    The Ancient Beast: Koi

    Legend has it when a koi scales a waterfall it will emerge as a lung dragon, the most holy of creatures. Guardians and symbols of kings and emperors the ancient koi wields great power.

    Warlocks of the ancient koi are regularly nobility and those who seek political power.

     

    Expanded Spell List

    The Ancient Beast: Koi 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.  

    Ancient Koi Expanded Spells

    Spell Level Spells
    1st beast bond, create or destroy water
    2nd animal messenger, dragon's breath
    3rd conjure animals, tidal wave
    4th guardian of nature, control water
    5th commune with nature, skill empowerment
     

    Koi Magic

    At 1st level, your service to your patron has afforded you the following boons. You gain the ability to breath underwater as if you were breathing air and gain a swim speed equal to your walking speed or if you already have a swim speed you can double it instead. Additionally, You can speak to fish as if you were under the effects of the Speak with Animals spell.

     

    Struggle Against the Raging River

    Also at 1st level, when you successfully hit a creature with a weapon attack or a Warlock cantrip you can, as a bonus action, move up to half your movement speed.

    Creatures cannot make reactions against you from this movement.

     

    Governance of the East

    At 6th level, as the warlock of an ancient koi your lucky direction lays to the east and as such you can always discern east.

    Additionally, the distance you can long and high jump increase by a number of feet equal to your Charisma modifier and you have resistance against cold damage.

     

    Shine of Earned Fortunes

    At 10th level, you can shine with the light of the true strength within you.

    As a reaction, when a creature successfully deals damage to you, you can reduce the damage to 0 and gain temporary hit points equal to the damage you would have taken plus your Charisma modifier. You can do this once per short rest.

     

    Beast Channeling: Ascending the Dragon Gate

    At 14th level, you have gained great understanding and control over the power your patron holds and you can now being to channel even greater power from your patron.

    As an action, you can enter a special transformation that lasts for 1 minute. While in this state your body appears to be covered in golden scales, gills become visible on your neck and fins appear on your body. When you enter this transformation the leaves of the trees within 100ft. of you turn to spring colors and light rain sprinkles the area.

    While in this transformation you gain the following benefits;

    • You gain a flight speed equal to your swim speed.
    • You become 1 size larger.
    • You are considered under the effects of the dragon's breath spell cast at a spell level equal to your Proficiency Bonus without requiring concentration.

    You can do this once per long rest.

    The Ancient Beast: Tiger

    The Ancient Beast: Tiger

    Legends speak of a white tiger that ruled all mountains and could contend with mighty dragons. Many looked to this mythical beast and followed its teachings becoming one of the foundations of feng shui.

    Warlocks who serve an ancient tiger are bond to these teachings and seek to mimic the wisdom and power of their patron.

     

    Expanded Spell List

    The Ancient Beast: Tiger 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.  

    Ancient Tiger Expanded Spells

    Spell Level Spells
    1st beast bond, hunter's mark
    2nd animal messenger, beast sense
    3rd conjure animals, haste
    4th guardian of nature, confusion
    5th commune with nature, control winds
     

    Byakko's Boon

    At 1st level, You gain the primal savagerycantrip, it counts as a Warlock spell for you and doesn't count against spells known and deals lightning damage rather than acid.

    Additionally, you can speak to tigers and big cats as if you were under the effects of the Speak with Animals spell.

     

    Gifted Hunter

    Also At 1st level, the tiger is legendary as a hunter and as its pupil you have learned its methods. You have advantage on Wisdom (Perception) checks that rely on smell.

    Additionally, if you move at least 20 ft. straight toward a creature and then hit it with a melee weapon attack or spell attack on the same turn, that target must succeed a Strength saving throw or be knocked prone.

     

    Governance of the West

    At 6th level, as the warlock of an ancient tiger your lucky direction lays to the west and as such you can always discern west.

    Additionally, pairing your patrons ambush tactics with its lucky direction allows you to take full advantage of your foes blind spots. You can hide as a bonus action when you successfully hit a creature with a weapon attack or warlock spell.

     

    Roaring Gale

    At 10th level, like your patron your voice commands the winds. When you are attacked with a weapon attack you can as a reaction, whip up powerful winds to surround you. Your AC increases by your Charisma bonus until the start of your next turn.

    You can use this feature a number of time equal to your Charisma bonus and regain all uses upon finishing a long rest.

     

    Beast Channeling: Dragon Killing Jungle King

    At 14th level, you have gained great understanding and control over the power your patron holds and you can now being to channel even greater power from your patron. As an action, you can enter a special transformation that lasts for 1 minute.

    While in this state your body is covered with markings mimicking a tiger stripes and you grow both pronounced fangs and claws. When you enter this transformation the leaves of the trees within 100ft. of you turn to autumn colors and mild winds blow through the area.

    While in this transformation you gain the following benefits;

    • Your primal savagry warlock cantrip deals an additional 1d10 damage.
    • You are under the effects of the investiture of wind spell for the duration of this transformation.
    • Your movement speed increases by 15ft.

    You can do this once per long rest.

    The Archfey

    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.  

    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.  

    Archfey Expanded Spells

    Spell Level Spells
    1st faerie fire, sleep
    2nd calm emotions, phantasmal force
    3rd blink, plant growth
    4th dominate beast, greater invisibility
    5th dominate person, seeming
     

    Fey Presence

    Starting at 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

    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.  

    Celestial Features

    Warlock Level Feature
    1st Expanded Spell List, Bonus Cantrips, Healing Light
    6th Radiant Soul
    10th Celestial Resilience
    14th Searing Vengeance
     

    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.  

    Celestial Expanded Spells

     
    Spell Level Spells
    1st cure wounds, guiding bolt
    2nd flaming sphere, lesser restoration
    3rd daylight, revivify
    4th guardian of faith, wall of fire
    5th flame strike, greater restoration
     

    Bonus Cantrips

    At 1st level, you learn the 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 Resistance

    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

    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.  

    Fathomless Expanded Spells

    Spell Level Spells
    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

    Beginning at 1st level, 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

    At 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.  

    Oceanic Soul

    Beginning at 6th level, 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

    At 6th level, 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

    At 10th level, 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 a spell slot, 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

    Beginning at 14th level, 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

    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.  

    Fiend Expanded Spells

    Spell Level Spells
    1st burning hands, command
    2nd blindness/deafness, scorching ray
    3rd fireball, stinking cloud
    4th fire shield, wall of fire
    5th flame strike, hallow
     

    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 Genie

    The Genie

    You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.  

    Genie Kind

    You choose your patron’s kind or determine it randomly, using the Genie Kind table.  
    d4 1d4 Kind Element
    1 Dao Earth
    2 Djinni Air
    3 Efreeti Fire
    4 Marid Water
     

    Expanded Spell List

    The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: dao, djinni, efreeti, or marid.  
    Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
    1st detect evil and good sanctuary thunderwave burning hands fog cloud
    2nd phantasmal force spike growth gust of wind scorching ray blur
    3rd create food and water meld into stone wind wall fireball sleet storm
    4th phantasmal killer stone shape greater invisibility fire shield control water
    5th creation wall of stone seeming flame strike cone of cold
    9th wish
     

    Genie's Vessel

    At 1st level, your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.  
    d6 1d6[/th Vessel
    1 Oil Lamp
    2 Urn
    3 Ring with a compartment
    4 Stoppered Bottle
    5 Hollow statuette
    6 Ornate lantern
      While you are touching the vessel, you can use it in the following ways:   Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.   Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).   The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.   If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.  

    Elemental Gift

    At 6th level, you begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).   In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

    Sanctuary Vessel

    Beginning at 10th level, when you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.   As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.  

    Limited Wish

    Beginning at 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.   Once you use this feature, you can’t use it again until you finish 1d4 long rests.
    The Great Old One

    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, 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.  

    Great Old One Expanded Spells

    Spell Level Spells
    1st dissonant whispers, Tasha's hideous laughter
    2nd detect thoughts, phantasmal force
    3rd clairvoyance, sending
    4th dominate beast, Evard's black tentacles
    5th dominate person, telekinesis
     

    Awakened Mind

    Starting at 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.
    The Hexblade

    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.  

    Hexblade Features

    Warlock Level Feature
    1st Expanded Spell List, Hexblade's Curse, Hex Warrior
    6th Accursed Specter
    10th Armor of Hexes
    14th Master of Hexes
     

    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.  

    Hexblade Expanded Spells

    Spell Level Spells
    1st shield, wrathful smite
    2nd blur, branding smite
    3rd blink, elemental weapon
    4th phantasmal killer, 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 Endless Grave

    The Endless Grave

    The Endless Grave is a primeval entity that is older than most concepts of magic or civilization, your patron is likened to an endless abyss that draws in all life to devour and change it. This entity’s motives are to change life to inventible death, drawing a gradual curtain to the living world in the distant future as an inescapable end. This entity can appear as a reaper, a demon, as an overwhelming abyss or a limitless void to Warlocks that seek it out.  

    Pact Boon

    At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the normal features, below are the changes that your Patron makes to each gift.   Pact of the Chain   When you choose the form for your find familiar spell it will also have the Undead type added to it. This creature will appear as skeletal, zombie like or semi-ethereal like a ghost.   Additionally, it gains the ability Undead Fortitude: If damage reduces the zombie to 0 hit points, it 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, the zombie drops to 1 hit point instead.   Pact of the Blade   When you choose the form for your weapon it will often be made of bones, putrid metal or otherwise look like a weapon wielded by greater undead. Additionally, the damage done by this weapon will be changed to Necrotic.   Pact of the Tome   Your book is likely to be made from rotting flesh of ancient creatures or bound with the fingers of a giant skeletal hand. The Book of Shadows will hold the three necromancy cantrips: Chill Touch, Spare the Dying and Toll the Dead or any other three spells from the necromancy school.  

    Expanded Spell List

    Spell Level Spells
    1st inflict wounds, ray of sickness
    2nd gentle repose, blindness/deafness
    3rd speak with dead, bestow curse, revivify, life transference
    4th There are no 4th level Necromancy school spells to give extra access to at a 4th level so extra access is given for 3rd level spells.
    5th contagion, raise the dead
     

    Undead Fortitude

    For the purpose of interacting with spells, class abilities and animals you are considered Undead even though you are still alive. You gain the ability Undead Fortitude: If damage reduces you to 0 hit points, it 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, the zombie drops to 1 hit point instead.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

    Rise from the Grave

    Starting at 6th level, you can cast the Animate Dead spell as a ritual. Once you use this feature, you can’t use it again until you finish a long rest.  

    Death’s Embrace

    Beginning at 10th level, your patron’s energy has begun to immortalize your body. When necrotic energy is used to harm you, it will instead heal you and this feature can turn that necrotic damage into temporary hit points if you are already at maximum hit points. These temporary hit points cannot exceed a number equal to double your charisma modifier.  

    Impure World Resurrection

    Starting at 14th level, as an action you can release a wave of necrotic energy in every direction with a range of 60 feet. Every corpse in this area is instantly animated under the effects of the Animate Dead spell. If the combined CR rating (adding the total CR rating of each corpse) of these corpses is equal to 10 or less, then these corpses also act as if under the effects of a Haste Spell. The effects of Impure World Resurrection last for 1 minute and when it ends the animated corpses turn to dust and you gain a level of exhaustion.   Once you use this feature, you can’t use it again until you finish a long rest.
    Yourself

    Yourself

    In an alternate universe, you are a being powerful enough to be patron to a host of warlocks. This alternate version of you holds great power and influence, they could be a mortal that ascended to godhood, an archmage, or occupy some other great status. Now, you have entered a pact with your alternate self in the hopes of further achieving your own mutual ambitions. Whether they are for the greater good, or simply to further your own desires, is completely up to you.  

    Expanded Spell List

    You learn a cantrip of your choice from the wizard spell list. This counts as a warlock cantrip for you, but doesn’t count against the number of cantrips you know. The Alternate Self Expanded Spells table also shows the spells that are added to the warlock spell list for you, along with the spells associated in the table based on your own alignment.  

    Alternate Self Expanded Spells

    Spell Level Spells Good Neutral Evil
    1st command guiding bolt sleep bane
    2nd enhance ability zone of truth enlarge/reduce tasha's mind whip
    3rd blink elemental weapon nondetection speak with dead
    4th divination guardian of faith polymorph phantasmal killer
    5th creation mass cure wounds dispel god and evil modify memory
     

    Blessings From Yourself

    Starting at 1st level, your alternate self imparts upon you valuable knowledge from their time as a patron. You can choose one of the following benefits:  
    • You gain proficiency with medium armour, martial weapons, and shields. You can also use a weapon you're proficient in as your spellcasting focus.
    • You gain proficiency with two skills of your choice, of which one can be a tool proficiency.
    • You learn one spell of your choice from any class's spell list. This spell is a warlock spell for you, and it doesn't count against the number of warlock spells you know. When you gain a level in this class, you can replace this spell with another spell from any spell list, which also must be of a level for which you have spell slots.
    • You learn two languages and gain expertise in one skill of your choice, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
      When you reach 10th level in this class, you can pick another benefit from this feature.  

    Parallel Mentor

    Starting at 1st level, your can discuss potential future events with your patron. Once, before the start of your next short or long rest, you can spend 10 minutes communing with your patron to determine the likelihood of certain events that will happen throughout the day. At the end of the duration, you gain a parallel die, which is a d4.   When a creature you can see within 120 feet of you (excluding yourself) makes an ability check, attack roll, or saving throw, you can use your reaction to roll a parallel die and have the creature add or subtract the rolled number from its total. At 10th level, the parallel die becomes a d6.   You can use the parallel die only once. An unused parallel die expires when you finish a short or long rest.  

    Self Help

    Starting at 6th level, your patron is able to transport other versions of yourself to aid you in battle. As an action, you can summon another version of yourself (as if you were concentrating on a spell) which appears in an unoccupied space within 5 feet of you. This version of yourself shares your stats and has the same equipment as you do, but it can't use this feature and it doesn't have any magic items you have. It also has a number of hit points equal to your warlock level.   The alternate self is loyal only to you. In combat, it shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. If you are incapacitated, the alternate self can take any action of its choice, not just Dodge, with a preference to defend you.   The alternate self lasts for 1 minute, until it reaches 0 hit points, you dismiss it as an action, or until you fall unconscious.   Once you use this feature, you can't do so again until you finish a long rest  

    Tip Off

    Starting at 10th level, you can ask your patron to tell you something specific about future events. You can be as vague or as specific as you want, but more details will result in a more detailed answer from your patron. Your patron immediately answers; you can then make a DC 20 Wisdom (Insight) check against your patron to know if your patron is telling you the truth or telling you a lie to manipulate your actions towards their goals.   Once you use this feature, you can’t do so again until you finish a long rest.  

    Future Form

    Starting at 14th level, you can request your patron to grant you a portion of its power. You can cast tasha’s otherworldly guise and tenser’s transformation without expending a spell slot or material components.   Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
    The Forgotten

    The Forgotten

    Deep within the realms of the dead, there lay a heap of crushed, forgotten souls. They form a mass of spiritual energy thrown aside by the multiverse and its denizens, figures whose souls have slipped past the nets and divine ordinances set by the gods, which have mutated and congealed into The Forgotten. Also known as The First Sorrowsworn, to fulfill their goals these creatures reach out along the prime material and touch the souls of the desperate; to imbue them with their sadness and hatred of the world that cast them aside, and their hopes and dreams for a world where their horrible names are on the tip of every creatures’ tongues; and to create a world where the downtrodden can carve their names into the flesh of the abusers.  

    Expanded Spell List

    The Forgotten patron has a list of spells associated with it. When you reach certain levels in this class, you learn one spell of your choice from the spells presented. A spell learned this way counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know. If either spell is not already on the warlock list, it gets added to the warlock spell list for you.  

    The Forgotten Expanded Spells

    Spell Level Spells
    1st dissonant whispers, inflict wounds
    2nd crown of madness, pass without trace
    3rd blink, metamorphosis
    4th greater invisibility, phantasmal killer
    5th legend lore, modify memory
     

    Rage of the Forgotten

    Starting at 1st level, your patron’s indignant fury strikes against the remembered. When you reduce a creature to 0 hit points, roll a d6. On a roll equal to or less than your proficiency bonus, the visage of a portion of your patron appears to the creature to consume them, killing the creature. Only you and the target can see the visage; other creatures see the target being brutalized but not what is causing it.   When a creature is killed this way, you become invisible until the end of your next turn, or until you attack or cast a spell. You have advantage on all saving throws while invisible this way.  

    Unmemorable Presence

    Starting at 6th level, you can beseech your patron to cause the world to forget you momentarily. As an action, you can cease to exist for everyone except yourself for 1 minute, or until you lose concentration. While under this effect, other creatures can’t perceive you with their senses, attack you, or target you with any effect. Creatures can still react to you manipulating objects around them, but they rationalize it to the best of their ability.   This effect ends early if you make an attack, force a creature to make a saving throw, or directly touch a creature. You can attempt to stealthily manipulate items in a creatures possession, but this effect ends early if they notice you doing so.   Once you use this feature, you can’t use it again until you finish a long rest. Alternatively, you can spend a pact magic spell slot to use this feature.  

    Devil of the Mind

    10th-level The Forgotten feature Starting at 10th level, your mind has become accustomed to the crushing loneliness of the forgotten void. You are immune to being frightened. Whenever a creature forces you to make a Wisdom saving throw or attempts to read your mind without your permission, it takes psychic damage equal to your warlock level.  

    Erasure

    14th-level The Forgotten feature Starting at 14th level, you can inflict the ultimate punishment to those who stand in your way. As an action, choose a creature you can see within 30 feet of you. Its presence begins to fade over the course of the next minute. While affected by this ability, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. Creatures have advantage on saving throws it imposes. If such an effect would cause damage on a successful saving throw, it instead does no damage.   At the end of each of its turns, the creature can make a Charisma saving throw against your spell save DC, ending this effect on a success. If it fails, it takes 3d10 necrotic damage, as it fades away.   If a creature dies while under this effect, you can cause all memory of it to fade from history over the course of the next day. Any written record of the creature loses all reference to the creature’s appearance, name, or temperament, though other people’s records of how the creature’s actions affected them remain. You, creatures that saw the target die, and your patron are the only creatures who remember it. This effect can only be undone by a wish spell, or by divine intervention.   Once you use this feature, you can’t use it again until you finish a long rest.

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