Warlock

Description

Seekers of the knowledge that lies hidden in the fabric of the multiverse, Warlocks use pacts made with mysterious beings of supernatural power to 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.
 
  • Every creature has a starting amount of Spell Points (SP) equal to 4.
  • Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
  • Choose 1 Subclass from any 5 Subclasses of Warlock from the Patrons.
  • Each Warlock must sign their own pact with their supernatural patron of choice. This is a binding contract that is final.
  • It is a Warlock’s own responsibility to portray their connection with their otherworldly patron however they see fit. They may only use a patron for the express purpose of being granted the powers listed within this sheet.
We encourage creating a custom patron over pacting to lore figures. This would have to be a recognizable creature type appropriate for the subclass (for examples: erinyes for Fiend, shadow dragon for Hexblade, elder vampire for Undying, frostwind virago for archfey, aboleth for Great Old One), that would have around or above a CR 12+ rating in tabletop. For help, you may open a lore-inquiry ticket.
 

Subclasses


 

Pact Boons


 

Eldritch Invocations

Armor of Shadows
You gain the Mage Armor and Mirror Image spells, and gain +2 Knowledge: Arcana and +2 Stealth .
Agonizing Blast
Add +2 force damage to Eldritch Blast and Fiendish Artillery - Eldritch Blast. Also, gain the Agonizing Blast ability.
  Agonizing Blast Select 1 target within 6 tiles and make a ranged spell attack against their AC with +4 to hit. If successful, they take 2d8+Spellcasting Modifier Force damage. This ability will benefit from increases to Spell Potency.
Bewitching Whispers
You gain +1 Spell DC when using Charm Creature, Dominate Creature and Crown of Madness spell, and +2 to your Persuasion and Deception skills.
Elemental Hex
Your Hex spell applies an additional 10% vulnerability of an elemental damage type appropriate to your subclass, lasting for the duration of the Hex.
Archfey: Psychic
Celestial: Radiant
Fathomless: Cold
Fiend: Fire
Great Old One: Psychic
Hexblade: Psychic
Undying: Necrotic
Eldritch Mind
Your mind is fortified by unworldly powers. You gain access to Telekinesis (if you didn't already have it) and Telekinesis' effect is increased by 1 tiles,. You receive +1 INT Saving throw.
  Pact of the Tome and Great Old One Warlocks gain an additional +2 damage on their Telekinesis spell.
Fiendish Vigor
The caster gains 7 temporary hitpoints. This ability can be used once per rest.
Ghostly Gaze
Spend your Reaction to gain the ability to cast spells without Line of Sight until the end of your turn. This ability can be used once per short rest but gains an additional charge at each expert and Master.
Gift of the Depths
You gain the Water Breathing and Air Pocket rituals
Mask of Many Faces
You gain access to the Disguise Self ability. Master Only.
Whispers of the Grave
The Warlock is able to commune with the deceased at will. Gain the Blight and Toll the Dead spells, as well as the Speak With Dead ritual.
Witch Sight
Expert Mastery Required.
When active, gain the ability to see through Illusions to what truly lies beneath. Having Witch Sight unlocks the Detect Illusion ability, which can be used to identify those who are using illusions to disguise themselves. This includes the Disguise Self ritual, but does not include Polymorph. Detect Illusion can be cast once per hour while Witch Sight is active.
  The Warlock also gains +4 to perception and Darkvision while Witch Sight is active. This invocation has an active duration of 4 hours and costs a Small Component Pouch to cast. Warlocks with Witch Sight unlock the True Seeing ritual at Master. Castable once per short rest.

 
 

Pact Boons | Pact of the Blade

Warlocks who choose the Pact of the Blade as their boon gain access to summon a Pact Weapon at any time. This weapon cannot be stolen from the Warlock as it has the ability to be dematerialized at will, and is considered a magical weapon. The Pact Weapon does not need to be represented by the Warlock on their person, as long as the summoning of the Pact Weapon is emoted appropriately, though the Warlock may choose to represent it. Summoning the Pact Weapon in combat follows the same rules as switching weapons.
 

  Novice
Base Pact Bonus
  Adept
Thirsting Blade
As a Bonus Action, select 1 target within 1 tile and make a melee weapon attack against them with your Pact Weapon. If successful, you deal damage equal to your weapon die + Mastery + True Damage + Elemental damage. This ability uses your spell modifier with a +4 to hit, as well as any bonuses to Attack for attack rolls. This ability costs 2SP to use.

  Expert
Elemental Boon
Your melee attacks with your Pact Weapon now deal additional elemental damage based on your subclass:
  • Archfey - +2 Radiant
  • Fiend - +2 Fire
  • Great Old One - +2 Psychic
  • Hexblade - +2 Necrotic
  • Undying - +2 Poison

  •   Master
    Improved Pact Weapon
    Thirsting Blade now gains +2 to hit and +2 damage.

     

    Pact Boons | Pact of the Chain

    Novice
    Base Pact Bonus
    Command Familiar
    You gain Expertise, granting +2 to 2 skills of your choice provided they have 1 or more skill points invested. You also gain access to the Find Familiar ritual and the Command Familiar spell.
      Command Familiar: Bonus Action, 2 Spell Points: Select 1 target within 10 tiles and ranged spell attack against their AC with +4 to hit. If successful, they take 1d4+Mastery Force damage.

      Adept
    Improved Pact Bond
    You gain +2 Spell Points and the damage of your Command Familiar ability is increased to 2d4+Mastery Force damage.

      Expert
    Debilitating Attacks
    Your Command Familiar ability reduces the Attack and Spell DC of the target by 1 for 1 turn.

      Master
    Perfect Coordination
    The damage of your Command Familiar ability is increased to 3d4+Mastery Force damage.

     
     

    Pact Boon | Pact of the Tome

    Warlocks who choose the Pact of the Tome as their boon gain access to a grimoire fashioned by their patron. This is a magical item that is made specifically for the Warlock that only they may draw spell power from. If a Warlock's grimoire is stolen from them, they may spend their time during a Short Rest to create a new one from any available book or journal.
     
    The warlock gains +6 SP.
    The Warlock gains access to the following Spells:
    Rituals

      Novice
    Base Pact Bonuses
      Adept
    Book of Ancient Secrets
    The Warlock has altered their Grimoire to contain rituals in addition to being a source of spellcasting power alone. They gain access to the Find Familiar spell and Magic Circle ritual. They also gain access to 1 choice of Fluff spell from the base Wizard, Cleric, or Druid lists, and +1 to INT and WIS saving throws. Additionally, they gain access to +3 SP.

      Expert
    Gift of the Protectors
    At the start of your first turn following a friendly target being reduced to 0 hp within 5 tile range of you, you may choose to heal them 2d6 + your casting modifier hit points as an Action, curing the Downed status. The target takes their turn right away following the caster for this one round. This may be done once per Short Rest and may not be used if the target has already been the target of a similar ability in the same combat.

      Master
    Aspect of the Moon
    You no longer need to sleep and can't be forced to sleep by any means, gaining immunity to Sleep.
    Master of the Tome
    Also gain 1 choice of Novice or Adept ritual from the base Wizard, Cleric or Druid lists.

     
     

    Pact Boon | Pact of the Talisman

    Warlocks who choose the Pact of the Talisman as their boon gain access to a Talisman that the wearer is bonded to at all times. This normally irremovable talisman can affect strange protection and powers on the wearer.
      The Warlock gains +3 HP
      Novice
    Base Pact Bonuses
      Adept
    Bond of the Talisman
    Your bond with the talisman has been strengthened and you can now share the wearers benefits. You receive +1 DT and an additional +3 HP. As a bonus action, the bondage of your talisman can be extended to another person once per long rest for 8 turns. This makes an ally eligible for Rebuke of the Talisman.

      Expert
    Rebuke of the Talisman. This ability costs 1 SP to use.
    After being struck by a melee attack, you may spend your Reaction to force the attacker to make a STR or DEX saving throw, whichever stat is lower, against a DC14+Mastery. On a failed save, they take Psychic damage equal to your CHA+Mastery level and are pushed 2 tiles away. Half damage and no forced movement on a successful save.

      Master
    Protection of the Talisman
    As a bonus action, you may grant anyone (including yourself) the protection of your talisman until the next short rest. This is usable once per short rest. +1 DT and +1 WIS Saving Throw.

     
     
     

     

    Pacts


     

    Pact of 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.
     

    Perks


     
    Spell List
    Fluff Spells
    Rituals

      Novice
    Wyld Touched
    +2 Knowledge: Nature, +2 Survival, +1 Knowledge: Arcana. You can speak, read and write Sylvan.
    Fey Presence
    As an Action and the cost of 2 Spell Points, select up to 2 targets within 6 tiles. Force them each to make a WIS saving throw. On a failed save, they are Charmed for 1 turn and also lose their Bonus Action and Reaction. This effect breaks early if the target is damaged by the caster, but will not restore a Bonus Action and Reaction if broken in this manner. This ability has a 1 turn cooldown and also benefits from the Bewitching Whispers Invocation.
    Unsettling Enchantments
    All your Enchantment spells of Novice mastery and above that do not already hurt the target creature now hurt the target creature for 1d8+Mastery Psychic damage whenever they fail their saving throw. This includes Fey Presence, Beguiling Defenses and Hollow Tongue.

      Adept
    Inscrutable Intellect
    +1 WIS and INT saving throws, and an additional +1 bonus to saving throws against Charmed or Dominated status effects.
    Misty Escape
    Immediately after taking damage, spend your Reaction to cast Misty Step out of turn order. This ability costs 1 SP and can be used a number of times equal to Mastery per rest.

      Expert
    Beguiling Defenses
    When an opponent within 12 tiles casts any of the below spells, spend your Reaction and 1 Spell Point to force them to make a WIS saving throw. On a failed save, they take 2d6+Mastery Psychic damage and are subsequently Charmed for 1 turn. Half damage and no Charmed status effect on a successful save.
      This ability can be used a number of times equal to Mastery per rest and does not require the opponent's spell to target you specifically. If used immediately following a Charmed or Dominated status effect being cast on you, it will break these effects in addition to the counter damage and Charm. This ability also benefits from the Bewitching Whispers Invocation.
  • Dominate Creature
  • Charm Creature
  • Courtier Charms
  • Unbreakable Majesty
  • Crown of Madness
  • Hypnotic Gaze
  • Fey Presence
  • Draconic Presence
  • Awed
  • Enthralling Performance
  • Dark Delirium
    As a Bonus Action, select 1 target within 6 tiles. Force them to make a WIS saving throw. On a failed save, they take 2d6+Mastery Psychic damage and are Frightened for 2 turns. Half damage and no Frightened effect on a successful save. This ability has a 1 turn cooldown.
    Hollow Tongue
    Bonus Action, 2 Spell Points: Select 1 target within 8 tiles. Force them to make a CHA saving throw. On a failed save, they have their voice stolen and are Silenced for 1 turn, losing all Verbal Components for the duration, or until they use the Reclaim Voice ability. If the Reclaim Voice ability is used, they take 2d6+3 True damage.
      This ability applies a hard CC cooldown on targets after a successful cast and shares a 1 turn cooldown with Dark Delirium.

      Master
    Fey Chosen
    Beguiling Defenses damage increased to 2d8+Mastery. The teleport provided by Misty Escape gains immunity to attacks of opportunity from the Mage Slayer feat.



     

    Pact of the Celestial

    Your patron is a powerful being of the Upper Planes. You have bound yourself to a, 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 to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

    We do not allow Celestial Warlock's to be pacted to any kind of Empyrean, custom, or lore canonical.

    Restricted Alignment: This class is restricted to any Neutral alignment (with the intentions to do good) or any good alignment. An Evil aligned character, cannot choose this class.
     

    Perks


     
    Spells
    Rituals
    Adept
    Revivify

    Expert
    Guardian of Faith
     

      Novice
    Celestial Resistance
    You gain +2 Knowledge: Religion, +1 Wis saving throws, the Celestial language and the Magical Healing ability. Additionally, when taking the Fiendish Vigor invocation, it instead becomes Celestial Resistance. Celestial Resistance - Select 1 target within 5 tiles. They gain temporary hitpoints equal to your Mastery level until their next rest. This effect will not stack with Fiendish or Celestial Vigor. Additionally, you gain 7 temporary hitpoints until your next rest. This ability can be used once per rest.
    Healing Light
    Bonus Action, 2 Spell Points: At the end of each turn, you gain 1 charge of Healing Light, with a maximum of 1+Mastery charges. You begin combat with 1 charge. As a bonus action, select 1 target within 8 tiles and spend all of your Healing Light charges. They are healed for a number of d4s equal to your Healing Light charges, plus your Spellcasting Modifier.

      Adept
    Radiant Soul
    You gain resistance to Radiant damage and +2 damage to all Radiant spells.
    Lifebind
    Reaction, 2 Spell Points: You heal for a number of hitpoints equal to your Mastery Level and gain an additional 5% healing on all healing spells. The increased healing from this ability stacks up to a cap of 5 x your Mastery Level and lasts until the end of combat.

      Expert
    Searing Vengeance
    Free Action: If you have been reduced to 0 hitpoints you are eligible to use this ability at the start of your turn. You heal for 15 hitpoints and all targets within 2 tiles of you are Dazed for 1 turn and are forced to make a CHA saving throw. On a failed save, they take 1d8+Mastery Radiant damage. Half damage on a successful save.
      This action may only be used once per long rest; and may not be used if you've already been the target of a similar ability in the same combat. This ability can only be used on your next turn after being downed.

      Master
    Renewing Infusion
    Your Searing Vengeance now also grants you maximum charges of Healing Light.

     
     

    Pact of 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?
      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.
     

    Perks


     
    Spell List
    Fluff Spells
    Rituals

      Novice
    Gift of the Sea
    Gain access to Waterbreathing if you do not have it already, and the Aquatic perk.
    Tentacle of the Deep
    Tentacle Lash
    Select 1 target within 4 tiles and make a ranged spell attack against their AC with +4 to Hit. If successful, they take 2d4+Mastery Force damage, gain the effects of Arcane Exposure: Cold and Lightning for 2 turns, and are moved 1 tile in a direction of the caster's choosing.
      This ability can be used a number of times equal to your Mastery level, sharing charges with Guardian Coil. Only one Tentacle of the Deep ability can be used per round. This charge is only consumed on a successful cast.
      Guardian Coil
    As a Reaction, after any target within 6 tiles of you takes damage from a melee or ranged weapon attack, an unarmed attack, or an AC targeting spell, spend your Reaction to heal them from 2d4+Mastery hitpoints. This ability can be used on yourself and cannot be used if the attack brought a target to 0 hitpoints. This ability can be used a number of times equal to your Mastery level, sharing charges with Tentacle Lash. Only one Tentacle of the Deep ability can be used per round.

      Adept
    Oceanic Warrior
    Gain +1 Attack when using a pact weapon if paired with Pact of the Blade, +1 to hit for all AC targeting spells, and Cold resistance.
    Grasping Tentacles
    As an Action, select up to 3 targets within 6 tiles of you. Force them each to make a DEX saving throw. On a failed save, they each take 2d6+Mastery Cold damage and are Grappled for a single round, or until they use the Break Free of Tentacles action on their turn to remove the Grappled status early. Half damage and no Grappled on a successful save. This ability can be used twice per long rest.

      Expert
    Fathomless Plunge
    As an Action, select 1 ally within 6 tiles. You and the target teleport to a location within 3 tiles of you that you can see. This triggers Mage Slayer Attacks of Opportunity on the caster and the target. This does not allow the caster to travel through walls. This does not allow the caster to travel through passages that are too small to accommodate the caster's body. This ability should NOT be used on hostile targets and can be used once per long rest.

      Master
    Master of the Depths
    Gain the ability to cast somatic spells while swimming, and gain an additional use of both Grasping Tentacles and Fathomless Plunge.



     

    Pact of 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.
     

    Perks


     
    Spell List
    Warlocks who choose to make a Pact of the Fiendish get access to the below spells in addition to those already known from being a Warlock.

    Novice
    Fire Bolt
    Hellish Rebuke
    Tasha’s Mind Whip
    Burning Hands
    Scorching Ray

    Adept
    Fireball
    Fire Shield

    Expert
    Dolorous Decay
    Immolation

    Master
    Flame Strike
     
    Rituals

      Novice
    Eldritch Elements
    Gain +2 elemental damage on elemental spells given to this class through its core or subclass spell list, effecting spells that deal Cold, Lightning, and Fire damage. Also gain +1 to attack with all AC targeting spells.
    Dark One's Blessing
    The Warlock may spend a Bonus Action to heal itself with 2d4+Spellcasting Modifier hitpoints, as well as increasing their Spell DC by 1 until the end of their next turn. This ability may be used an amount of times equal to their Mastery level.

      Adept
    Silvered Words
    Your Persuasion and Deception skills +2 each.
    Fiendish Artillery
    As a bonus action the warlock can spend 2 SP to cast one of the follow at a target within range:
  • Ray of Frost
  • Eldritch Blast
  • Fire Bolt

  •   These benefits do not stack with benefits from Invocations.

      Expert
    Hurl Through Hell
    When the Warlock strikes a creature with any weapon attack or AC targeting spell, they may instantly banish the target to the lower planes to hurtle through a nightmare landscape as a bonus action for one turn and takes 2d6 Psychic damage.
      The target loses their next turn and returns on the turn afterwards in the exact place they were before being banished, after taking 2d6 Psychic damage. While the target creature is banished, it cannot be the target of attacks.
      This may be done once per long rest.

      Master
    Blessing of the Fiend
    Hurl through Hell gains one additional use.



     

    Pact of 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; Dagon; and other unfathomable beings.
     

    Perks


     
    Spell List
    Warlocks who choose to make a Pact of the Great Old One get access to the below spells in addition to those already known from being a Warlock.

    Novice
    Vicious Mockery
    Mind Sliver
    Dissonant Whispers
    Tasha's Hideous Laughter

    Adept
    Crown of Madness
    Mind Spike
    Telekinesis
    Evard's Black Tentacles

    Expert
    Eyebite
    Dominate Creature
    Mental Prison
    Phantasmal Killer

    Master
    Psychic Scream
    Rituals
    Adept
    Sending

    Expert
    Dream
    Nightmare
    Geas

      Novice
    Awakened Mind
    Your connection to your otherworldly patron has filled your mind with insights incomprehensible to most. You can speak, read, and write Deep Speech and gain +2 Insight.
    Entropic Ward
    As a bonus action you can shield your body with otherworldly forces, you gain +2 AC and +1 DT for 3 turns. This ability can be used a number of times equal to your Mastery per short rest.
      Consume Entropic Ward: As a Reaction, consume your Entropic Ward after being missed by a melee attack, healing yourself for Mastery+Spellcasting Modifier hitpoints.

      Adept
    Mind of Madness
    You gain a +2 bonus to saving throws against Charm or Dominate effects. Your Entropic ward grows stronger, on top of the bonus to AC your mental saving throws are raised by +1, until the end of your next turn.
    Mental Spike
    As a bonus action, select 1 target within 4 tiles. They take 2d6+Mastery Psychic damage and are forced to make a CON saving throw. On a failed save, they suffer -2 to saving throws against Charmed or Dominate effects until the end of their next turn. This ability can be used a number of times equal to your CHA modifier per short rest.

      Expert
    Otherworldy Force
    The warlock’s mind is reshaped, finding new ways to toy with the reality around it. You gain a form of natural telekinesis which allows you to interact with objects within 5 tiles using your spellcasting score as if it were strength.
      As an action, select 1 target within 5 tiles. Force them to make a STR or an INT saving throw, whichever is lowest. On a failed save, they take 2d6+Mastery Psychic damage, 2d6+Mastery Force damage and are knocked Prone. This ability can be used once per short rest and does not expend charges on a successful saving throw.

      Master
    Psychic Expansion
    You gain undispellable Psychic resistance that will stack with other sources of Psychic resistance to provide immunity.



     

    Hexblade

    Hexblades are warlocks who gain their power through a pact with a mysterious entity from the Shadowfell. These patrons, or other dark forces, bestow upon their warlocks a sentient weapon known as a Hexblade. The Hexblade itself is imbued with the shadowy essence of the Shadowfell, serving as a conduit for the warlock's power. By forging this pact, you wield the weapon provided by your patron, channeling its dark magic to strike down your enemies. Your abilities stem directly from the Hexblade, which is a manifestation of your patron's will and the power of the Shadowfell.
      Examples of a patron that could provide the Shadowfell blade include servants of the Raven Queen, a Shadow Dragon, or a powerful Shade or Shadow. The warlock is pacted to the blade itself, which is forged by a Shadowfell entity.
     

    Perks


     
    Spell List
    Warlocks who choose to make a Pact of the Hexblade get access to the below spells in addition to those already known from being a Warlock.

    Novice
    Aid
    Wrathful Smite
    Shield
    True Strike

    Adept
    Cone of Cold
    Crown of Madness

    Expert
    Staggering Smite
    Eldritch Smite

    Master
    Banishing Smite
    Destructive Wave

      Novice
    Pact Warrior
    The Hexblade can make weapon attacks with their Pact Blade using their Charisma modifier instead of their Strength or Dexterity. They are also proficient with Medium Armor and shields.
    Hexblade's Curse
    As a Bonus Action, select 1 target within tiles. They suffer -1 DT per the Hexblade’s Mastery Level until they are downed, the Hexblade who casted the curse is downed, or combat ends. Only one target can be cursed by a Hexblade at a time.
      Siphon Curse: Free Action: If the target cursed by the Hexblade reaches 0 hit points, the Hexblade may use a Free Action regardless of turn order to heal themselves for their Mastery Level + Charisma Modifier + 5.

      Adept
    Improved Hexblade's Curse
    Your hexes grow more powerful. You now gain another +1 to attack while the Curse is active, and the target of your Curse suffers -2 to attack while the curse is active. This ability costs 4 SP.
    Spellblade Versatility
    Spellblade’s Finesse: After using your main action to cast any spell, you can make an extra melee attack against a target within 1 tile using your Reaction. This ability costs 2 SP.
      Spellblade’s Might: After using your main action to make a melee attack, you can make an extra melee attack against a target within 1 tile as a Free Action.

      Expert
    Improved Hexblade's Curse II
    Your hexes grow more powerful. You now gain another +1 to attack while the Curse is active and you are using your pact weapon.
    Armor of Hexes
    After a target affected by your Hexblade's Curse hits you with a weapon or unarmed attack, or an AC targeting spell, you can heal for 1d4+Mastery hitpoints as a Free Action. This ability can be used a number of times equal to your Mastery level per rest and costs 3 SP.

     
      Master
    Sting of Maledictions
    Your Hexblade’s Curse feature can be used twice per short rest and gains an additional +2 to attack and +1 True damage while you are using your pact weapon.



     

    Undying

    Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
      In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
     

    Perks


     
    Spell List
    Warlocks who choose to make a Pact of the Undying get access to the below spells in addition to those already known from being a Warlock.

    Novice
    Sapping Sting
    Fear
    Ray of Enfeeblement


    Adept
    Vampiric Touch
    Crown of Madness
    Wither and Bloom

    Expert
    Enervation
    Negative Energy Flood
    Dolorous Decay

    Master
    Abi-Dalzim's Horrid Wilting
    Power Word: Heal
    Rituals
    Novice
    Blessings of Undeath
    Your hit die becomes a 1d8.
    Defy Death
    You can grant vitality to defy death. You may restore 10 + Spellcasting modifier hit points to yourself. This may be used once per short rest and only if you are at 0 hit points with the Downed status.

      Adept
    Undying Nature
    You can hold your breath indefinitely and do not require food, water, or sleep. In addition you are immune to “Charmed” and “Poisoned” conditions as well as Poison damage. For every 10 years that pass your body ages 1 year and cannot be magically aged. The warlock can still drink, eat, and sleep, they only no longer require such to function.
    Aura of Life
    Select up to 3 targets within 3 tiles. They each heal for 1d4+Mastery hitpoints and gain Necrotic resistance for 2 turns. This ability can be used once per rest and shares charges with Aura of Death.
    Aura of Death
    As a Bonus Action, select up to 3 targets within 3 tiles. Force them to make a WIS or CON saving throw, whichever is lower. On a failed save, they each take 1d6+Mastery Necrotic damage. If they have Frightened immunity, they take an additional 1d6+Mastery Psychic damage. Half damage taken on a successful save. This ability can be used once per rest and shares charges with Aura of Life.

      Expert
    Auras of Duality
    Gain an additional charge of your Auras of Life and Death.
    Form of Dread
    You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform into a Form of Dread for the duration of combat. You gain the following benefits while transformed:
     
    • You gain +8 temporary hit points.
    • Once during each of your turns, when you hit a creature with an attack, you may use your reaction to force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you for one turn.
    • You are resistant to necrotic damage.
    • You can transform once per long rest.
    • Gain an additional charge of your Auras of Life and Death.
    The appearance of your Form of Dread should reflect some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

      Master
    Dread Pact
    You gain an additional charge of your Auras of Life and Death, as well as another charge of your Form of Dread Frighten Target ability.
      Additionally, you gain the ability to regenerate severed limbs lost through the submission of a DM Ticket, as well as the ability to reduce your wounds level once per week.


    Combative Perks


      Novice
    Spellcasting
    A Warlock's Spellcasting modifier is determined by their Charisma.
     
    • Spellcasting Ability
      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.
      • Cantrips
      • Spells
    Spell save DC = 10 + your Charisma modifier.
    Eldritch Specialization
    Your practice of magic is raw and ancient, based solely around your ability to bend the world to your will.
      You gain +2 to your Arcana and Persuasion skills. Additionally, you regain all your Spell Points back on a Short Rest.
    Hit Dice
    You gain +6 HP when you first become a Warlock. On each new mastery level, you gain an additional +6 to your Hit Points.
    Eldritch Invocations I
    You may choose one Eldritch invocation from the list of options.
    Pact Boon
    Pact of the Blade:
    The Warlock is able to spend an action in combat, or a free action outside of combat, using the ability “Summon Pact Weapon”. This ability equips a weapon called “Pact Weapon”.The Pact Weapon cannot be dispelled and lasts for the entirety of combat. Warlocks are always able to use their Pact Weapon as if they were proficient with it.
      Pact of the Tome:
    The Warlock gains access to a Grimoire that becomes an additional source of spellcasting ability to draw from. They gain a +6 SP bonus.
      Pact of the Talisman:
    Warlocks who choose the Pact of the Talisman as their boon gain access to a Talisman that the wearer is bonded to at all times. This normally irremovable talisman can affect strange protection and powers on the wearer. The Warlock gains +3 HP.

      Adept
    Spell Points I
    You gain 3 SP.

      Expert
    Spell Points II
    You gain 3 SP.
    Eldritch Invocations II
    You may choose one Eldritch Invocation from the list of options.
    Upcasting
    As a free action and for 1 SP, you are able to Upcast Damaging Cantrips, Novice, and Adept level spells for 40% spell potency.
    Extra Spell Power
    You gain an extra +1 to your spell save DC. Hexblades do not receive this benefit.

      Master
    Spell Points III
    You gain 6 SP.
    Eldritch invocations III
    You may choose one Eldritch Invocation from the list of options.

    Non-Combative Perks


    Armor Proficiency
    You can wear light armor.

    Spell List


    Novice
    Adept
    Expert
    Master
    Cantrips
    Fluff
    Rituals