Warlock in Ferra | World Anvil
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Warlock

Information

Warlocks are people who make pacts with beings of a higher power, once a pact is formed the patron is unable to take away the pact unless both agree or the person who is pacted dies.   You can only choose the custom eldritch invocations if you have the prequisite levels in their respective subclass. Each subclasses invocation list is only available if you take their 3rd level Pact Boon (with the exception of the 1st level invocations).

Sub-class Options

Lost
1st Level Features
Conjuring Pain
As a bonus action, You sprout necrotic blood-sucking vines out of the ground within a 20-foot square starting from a point within 60ft of you. For the duration, these vines turn the ground in the area into difficult terrain. The Conjuring Pain last for 1 minute or until you use this feature to create another Conjuring Pain.   When a creature moves into or within the area, it takes 1d6 piercing damage for every 5 feet it travels. When a creature is killed/dead within this area or within 30ft of the Conjuring Pain, you can choose (No action needed) if you want the corpse to be consumed and turned into a Vine Blight at the start of your turn with hit points equal to your warlock level. The Vine blight lasts for 1 minute or until another vine blight is made, or when it drops to 0 hit points, after which it disappears back to the Everforest.   The Vine Blight is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.   This feature can be used equal to your prof modifier, and restores on a long rest.   EverForest's Whispers
You are immune to the effects of difficult terrain, you also gain immunity to any form of madness.   Additionally, you can cast the Commune with Nature spell as a ritual once per long rest. You do not commune with the nature around you, instead you ask the Everforest for its guidance.   3rd Level Pacts
Pact of the Vines - Your vines know ally to enemy, your conjuring doesn't count as difficult terrain to allies anymore. When a creature takes damage from your Conjuring Pain, you can use your reaction to select an ally or yourself. The selected target regains hit points equal to half the damage dealt by Conjuring Pain for that turn, this healing is applied at the end of the current turn. E.g. If the creatures takes 30 total damage from conjuring pain in that turn, then the selected creature will gain 15 healing at the end of the turn.   6th Level Feature
Body of the Abominations
You body becomes less human, and more corrupted by the Everforest. You gain resistance to bludgeoning, piercing, and slashing damage.   In addition, once per long rest, pick one effect and have them until your next long rest:   Vampire - As a bonus action, you take a bite attack dealing 2d8 piercing damage and healing equal to that amount.
Werewolf - As a bonus action, you may claw a creature dealing 2d8 slashing damage. They must make a CON saving throw or be cursed with werewolf lycanthropy.
Ghost - As a bonus action, you can go Incorporeal for 1 minute. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. Once you have used this feature, you cannot until your next long rest.
Other - State the eldritch race and the DM will probably have it.   10th Level Feature
Become Less Human
Your body becomes closer to becoming an aberration, you are now immune to nonmagical attacks and are resistant to poison. Once per long rest, you can touch one creature and they must make a Wis save. On a failure, they have their body be enshrouded by vines and undergo the effects of theDominate Person spell. On a success, the creature takes 2d10 psychic damage as it experiences all negative emotions.   14th Level Feature
Aberration Incarnate
You now count as an aberration instead of a humanoid. You are able to use the alter self spell at will but are only able to turn into creatures within the ever-forest. Your eldritch blast now has an array of corrupting vines, when you hit a creature with your eldritch blast. Their max hit points are reduced equal to the amount of damage dealt.
 

Eldritch Invocations

Vine Spew - You can cast Snare without expending a spell slot and components
Pain Scream - Your conjuring pain ability deals 1d10 damage instead of 1d6 damage.   5th level invocation:
Over-infestation - You can now use the Conjuring Pain feature multiple times at the same time instead of one at a time. In addition, you can have more than one Vine Blight out to a max amount equal to your prof mod.   15th level invocation:
Aberration Sight - You gain 30ft blindsight, you can effectively see anything, even if you're blinded, in darkness, or they are in total cover. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Lost Expanded Spells

The Lost 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.


Party
1st Level Features
Pull of the Party
Choose creatures within 30ft of you equal to half your CHA mod that you can see, they expend their reaction to walk within 5ft of you. If their movement speed isn't enough they take 5 damage per 5ft moved to get to you. You can use this feature half your CHA mod times and a short rest will restore this   Party's Surprise
You use your CHA mod to attack with a weapon, the weapon has to be a party-themed item. e.g. glowsticks, alcohol bottles You gain proficiency in heavy armor.   3rd Level Pacts
Pact of the Party - As an action you may select up to people equal to your CHA mod and give them bless for 1 minute. You can only use this feature up to your prof mod before needing a long rest to restore it. Your experience with party weapons has increased, you may use your bonus action to conjure a party item into your hand.   6th Level Feature
Daddies Elixer
When you drink alcohol you heal equal to a potion of greater healing once per long rest.   10th Level Feature
Alchoholic
You no longer need food, drink, sleep, air to live as long as you have alcohol. You also gain immunity to the charm effect.   14th Level Feature
Party's Sacrifice
As a bonus action, you take a shot of alcohol made of the blood of your patron. For 1 minute, you then go into party form which radiates light up to 30ft and dim light for 30ft. When an undead is within this light and is of a CR rating 3 or lower they are immediately killed. While in this form you gain the following benefits:
  • Any form of alcoholic drink will heal you as if it was a supreme healing potion.
  • You gain immunity to physical attacks as you dodge them via dancing.
  • You can use chromatic orb at 5th level without expending a spell slot as long as you are within the Party Form.
  • Your AC increases by 4 as confetti surround you blocking you from attacks.
  You can do this feature once per long rest.
 

Eldritch Invocations

Drunken Mind - You gain the drunk effect, for 1 minute all CHA skills are rolled with advantage.
Drunken Strike - When you make a melee attack, you can expend a spell slot to apply the drunk state onto them. They must make a CON Save or be applied with drunk. While drunk the creature has disadvantage on dex saves, and all the creatures attack rolls are at disadvantage. At the end of their turn, they may make another CON save to get rid of the drunk effect. The drunk effect lasts for 1 min.   5th level invocations:
Drunken Blade - You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. You can also drink items as a bonus action.
Party's Might - When you use your pull of the party, you have advantage to attack the creatures that were pulled to you until the next turn.   15th level invocation:
Regretful Beverage - Your chromatic orb will always critically hit. You can also choose which damage elemental type, you apply when it hits.

Party Expanded Spells

The Party 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.


Destruction
1st Level Features
Destructive Spells
You can cast spells as a bonus action, you can only cast 1 spell a turn unless the use of quickened spell meta-magic is used.   Destructive Hand
You may cast Destructive wave, on a short/long rest roll a 1d6, and on a 6, you regain this feature. When you crit on an eldritch blast, you roll an additional damage die. e.g. 1d10 eldritch blast that crits would deal 3d10 instead of 2d10.   3rd Level Pacts
Pact of Destruction - When you cast a spell, creatures within 10ft of you take force damage equal to your Cha mod.   6th Level Feature
Ashes to Ashes, Dust to Dust
When you reduce a creature to 0hp, their body turns to dust as if under the effects of a disintegration spell.
Destructive Tendencies When you cast a spell, it will bypass all resistances/immunities.   10th Level Feature
Chaos Incarnate
When you cast a spell, roll a 1d20. On a 20, the spell will be cast twice instead of once.   14th Level Feature
The Last Sentence
When you crit with a spell, you can cast another spell without expending a spell slot.  

Eldritch Invocations

Eldritch Transmutation - You can choose which type of elemental damage your eldritch blast does.
  Destructive Might - You can cast Chaos Bolt at will without expending a spell slot, you can upcast the spell to a spell slot you are capable of casting and the 2d8 damage type is a guaranteed 8 on both rolled numbers on the first hit of the spell. You can only do this once per long rest.   5th level invocations:
Spell Destruction - You add your Cha mod to spell attacks
  15th level invocation:
Chaos Child - Your chaos incarnate feature applies on a 15 or higher instead of a 20.

Destruction Expanded Spells

The Destruction 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.


Time
1st Level Features
Shattered Body
As a bonus action for 1 minute, your soul becomes one with the ethereal clock. While in this form you gain the following benefits:  
  • You gain temporary hit points equal to 1d10 + your warlock level.
 
  • Once per turn, when Your eldritch blast hits a creature its movement speed is halved.
 
  • You may cast spells without a spell slot equal to your prof mod.
 
  • You can choose to end this effect early as a bonus action and can use it equal to your prof mod.
  Times Broken Clock
You no longer age and you are immune to the effects of being magically aged.   You no longer need to eat/breath/sleep as the effects of time do not affect you.   3rd Level Pacts
Pact of The Time - When you enter shattered time form, you gain 1d10+warlock level of temp hp.   You may also heal any ally by your cha mod + warlock level as a bonus action. You can use this feature equal to your prof mod.   6th Level Feature
Warden of Time Blessing
You can touch a creature and reverse their time by 1 round, restoring their state to what it was that previous turn. An unwilling creature can make a DEX save to dodge the effect.   Your Eldritch blast now also does -2 AC and DEX saving throws listed from the effects of the slow spell.   10th Level Feature
Future Grief
You stop the effects of time on creatures. Pick creatures equal to your CHA mod, they cannot be harmed in any way until the start of your next turn.   Your Eldritch blast now can take away a reaction from the target like the effects of the slow spell.   14th Level Feature
Borrow'd Time
When you kill a creature, you may use your reaction to absorb the creature's time and apply it to yourself. The max amount of years you can absorb is your CHA mod times 10.   Your Eldritch blast now applies the full effects of the slow spell.  

Eldritch Invocations

Bars of Time - You can cast hold person without components and spell slot. You can only use this once per long rest.
  Time Shift - You are under the haste effect when in your Cycles of Time form   5th level invocations:
Time Paradox - Your eldritch blast deals the class feature slow effect even when not in shattered body.
  15th level invocation:
An Unknown Childs Sacrifice - While in your Cycles of Time form, you may touch a corpse as an action that has been dead for at most 10 days and revive it back at full hit points. When you use this effect, you lose half your current hit points and gain 1 exhaustion.

Time Expanded Spells

The Time lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.


Dancer
1st Level Features
Dancer's Form
You can invoke the dancer form of your patron, provided you aren't wearing medium or heavy armor or using a shield.   You can use a bonus action to start the dancing form, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss this form at any time you choose (no action required).   While dancing, you gain the following benefits;  
  • You add your CHA modifier to your weapon damage.
  • You gain a bonus to your AC equal to your charisma modifier (minimum of +1).
  • Whenever you are subjected to make a STR or DEX save, you can instead choose to do a CHA save.
  • As a reaction, you can force an attacking creature to have disadvantage on their attack rolls against you for that turn.
  You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.   Dancer's Guilt
You also gain proficiency in the Performance skill if you don't already have it.   When you kill or score a critical hit against an enemy, you can use your guilt as empowerment as your patron absorbs it. Roll a performance check towards a creature that can see you. If the roll is higher than the creatures AC, that creature will undergo the Otto's Irresistible Dance spell until the start of their next turn.   3rd Level Pacts
Pact of The Dancer - You gain expertise to performance. When you would roll a performance check, a 9 or lower is counted as a 10.   6th Level Feature
Dancer's Feeling
While in your dancers form, you gain resistance to bludgeoning damage. If you take damage, you can use your reaction to roll a performance check and reduce the damage by the amount rolled.   10th Level Feature
Swift Movement
When you take the dash action you can roll a performance and times the result by 10. Your dash adds an additional amount equal to the result (Rounded down) in feet. Rolling a 15 means you can dash an additional 150 feet plus double your walking speed. You can use this feature once per long rest or if you have activated Dancer's Guilt.   14th Level Feature
Flexible Body
You can squeeze through a space as narrow as 10 inches wide as your body becomes flexible. In addition, your movement speed cannot be reduced in anyway.  

Eldritch Invocations

Dancer's Dodge - As a reaction, when an attack is made against you, you can roll a performance check and add the result to your ac against the attack. You regain the ability to do so when you finish a long rest.
  Grooving Moves - When you score a critical hit with an attack that adds your cha mod from your dancers form, you can double the CHA damage.   5th level invocations:
Dancer's Grace - While in dancers form, you have advantage on performance checks to dance, even if you would normally have disadvantage.
  15th level invocation:
Dancer's Charm - You may make a creature do a CHA save, on a failed save the creature is charmed for 1 minute. You can command them as a bonus action to take 1 action.

Dancer Expanded Spells

The Dancer 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.

 


Hoarder
1st Level Features
Hoarder's Knowledge
When you touch an item, you can use your action to find out all the effects of item that is being held. You can use this feature equal to your CHA modifer.   Hoarder's Vault
As an action you can summon a bag which acts like a bag of holding. The amount of space inside the bag is 5ft times your warlock level. The time inside the bag is halved compared world time e.g. 1 day outside the bag would be half a day in the bag. No living creature can be stored in the bag.   3rd Level Pacts
Pact of The Hoarder - At the end of a short/long rest you gain temp hp. Temp hp is calculated by 5 times the amount of magic items you are attuned to.   6th Level Feature
Item's Love
When a magic item breaks, you can spend a 1 hour ritual to repair the item as if it never broken. You also gain attunement slots equal to your CHA modifier.   10th Level Feature
Cursed Soul
You gain immunity to curses from magic items and can equip any items even if they are classed locked.   14th Level Feature
Item's Sacrifice
When you fail all death saves and die, you can spend an attuned item to gain 1 hit point but the attuned item will be lost into the hoarder plane for eternity.  

Eldritch Invocations

Hoarder's Guilt - Your eldritch blast damage is increased equal to the amount of items you are attuned to.
  Hoarder's Mind - You gain the detect magic at will feature but you will know any location of a magic item within 60ft of you when used.   5th level invocations:
Items of Gluttony - Once per week, you may combine two magic items into 1 item. You may choose the look of the item between the two combined chosen items.
  15th level invocation:
Hoarder's Knowledge - You can cast Legend Lore without using components and consuming a spell slot. You can only use this once per long rest.
 
Expanded Spells

Hoarder Expanded Spells

The Hoarder 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.


Virus
1st Level Features
Parasitic Connection
Starting at 1st level, you can enter into the body of another creature with an invisible tendril of disease. As a bonus action, you can target a creature within 30ft of you and inject the invisible tendril into them for 1 minute or until the creature is no longer within 30ft of you. You can read the intentions of the targeted creature and you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.   During the time you are connected, you can use your bonus action to attempt to burrow deeper into the target. The creature must make a constitution saving throw against your spell save DC. On a failure you afflict the target with a random disease that you roll on the Virus Table.   You can afflict a creature with a disease equal to your Charisma modifier, and regain uses on a long rest. A creature cannot be afflicted with more than one disease at a time, and any newer ones will take the place of the older ones.   Harbinger of The Plague
Also at 1st level, your body is a vessel of many diseases and viruses, which makes you immune to disease yourself. In addition due to your connection to the God of Viruses and Decay you gain its fey ancestry making you have advantage on saving throws you make to avoid or end the charmed condition on yourself.   3rd Level Pacts
Pact of The Virus - When you afflict a creature with your Parasitic Connection and roll a disease, you can choose to roll twice instead and pick between the results. If you roll the same number then you may pick any result on the table.   6th Level Feature
Dream Eater
Starting at 6th level, when you come across infectious instances that range from curses, magical effects, to normal diseases you can somewhat absorb them and mould them to your needs. As an action, you can touch a creature and make a spellcasting ability check against the effect afflicting them. If you succeed then you can add that effect to your Parasitic Connection Virus Table.   10th Level Feature
Infectious Constitution
Starting at 10th level, your blood becomes an amalgamation of diseases and viruses to the point you can weaponize it. Whenever you take damage from a creature within 10ft of you, you can choose for your blood to attack in retaliation. The creature takes poison or necrotic damage (Your choice) equal to your Charisma modifier. Additionally once per turn, the creature must make a Constitution saving throw against your spell save DC or undergo one of your Virus Table diseases until the start of your next turn.   14th Level Feature
Replicating Infection
Starting at 14th level, you reach the pinnacle of disease where even your mind and thoughts are a form of disease. While a creature is under the effects of Parasitic Connection, you use your action to attempt to corrupt their mind and force them to make an Intelligence saving throw. On a failure, the creature is reduced to 1 hit point and becomes incapacitated for 1 hour. While incapacitated for the hour, the body of the creature begins to change and forms into an identical copy of you; once the hour has passed the creature is considered dead and instead now counts as a Simulacrum of you for the purpose of features and abilities.   Once you use this feature, you can't use it again until you finish a long rest.  

Eldritch Invocations

Parasitic Empowerment - Whenever you deal damage to a creature under the effect of your Parasitic Connection, they take an additional damage die.
  Crushing Infection - Creatures under the effect of your Parasitic Connection feel lethargic and weakened. The creature's movement speed is reduced by 10ft and have disadvantage on Charisma checks against you.   5th level invocations:
Dual Connection - You can choose two creatures instead of one for your Parasitic Connection and can choose to apply effects onto both if they both fail their saving throw. When you roll twice on the table, you can apply one effect each and not the same one.
  15th level invocation:
Furious Plague - If a creature succeeds on your save against your Replicating Infection or Parasitic Connection feature, you can force their body to submit. You can use your reaction to force the creature to reroll once.

Virus Expanded Spells

The Virus 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.


Weapons
1st Level Features
Weapon's Blessing
As a bonus action you may summon a weapon of your choice into your hand, when you attack with the summoned weapon it disappears. You have proficiency with the weapon.   Weapon 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 summon a weapon that doesn't have the two-handed property and when you can attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If you later gain the Pact of the Melee feature this then applies to two-handed weapons you summon.   3rd Level Pacts
Pact of The Melee - You deal additional damage equal to your prof mod, you also can pick a weapon with the two-handed feature and it can be affected by Weapon Warrior.
  Pact of the Range - You deal additional damage equal to your prof mod, your range weapons do not need ammo.   6th Level Feature
Weapon's Delight
You can attack twice in an action instead of once, you can switch weapons during the two attacks. E.g. attack with a short-sword on the first attack and then a great sword on the other.   10th Level Feature
The Killing Blow
When you kill an enemy with a weapon attack, you may use your reaction to make another weapon attack roll of the same type.   14th Level Feature
All Out Attack
As a free action you may attack equal to your prof mod, this can only be used once per long rest. Choose an element and your weapons may do that damage instead.  

Eldritch Invocations

Weapon Queen's Blessing - Your weapons improve becoming a +1/+2/+3 weapon at character levels 3/8/12
  Weapon Annulment - You may use your action to cast a spell through your weapon, any spell you cast can be applied via shooting/Stabbing including touch or self. If they do not have a save DC-like misty step then the save becomes Dex and uses your spellcasting mod.   5th level invocations:
Guns & Roses - When you cast a spell or a cantrip, you can make one weapon attack as part of that spell.
  15th level invocation:
The Sight of The Weapon Queen - When you miss a weapon attack roll, you can use your reaction to reroll the attack if the attack should still miss you regain the reaction but cannot reroll the current attack again.

Weapons Expanded Spells

The Weapon 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.


Darkness
1st Level Features
Piercing Darkness
You can cast darkness equal to your prof mod, this darkness can only be cast on yourself without concentrating. When a creature starts its turn inside this darkness they take 1d4 necrotic damage.   Eyes of The Truth
All allies within 30ft of you can see through your darkness as if it wasn't there. This aura changes to 60ft at level 6 and 120ft at level 14.   3rd Level Pacts
Pact of Darkness - While within your darkness, your heal the same amount as the damage dealt with each creature from your Piercing Darkness feature.   6th Level Feature
Darkness Seeping
Your Piercing Darkness range is now 30ft and cannot be dispelled by light spells. The damage die of your Piercing Darkness is now 2 instead of 1. e.g. 1d4 before is now 2d4 instead.   10th Level Feature
Black and Dark
You can pick illusion school spells equal to your CHA mod, these spells can be cast once without a spell slot.   14th Level Feature
Darkling Form
Your darkness from the Piercing Darkness feature is now a 120ft radius, your damage die changes to a d10 instead of a d4.   As a bonus action, you can turn into a being of pure darkness for 1 minute, while in this form you are immune to all physical damage and can fly as long as you are in dim light or darkness. When you hit a creature while in this form with an attack roll, they must make a DEX save or have the darkness spell applied to them. When you have creatures equal or less to your CHA under the darkness effect, you can use your action to make them all use a WIS save against your spell save DC or they are reduced to 0hp as their body turns to shadows and are absorbed into you.  

Eldritch Invocations

Darkening Soul - Your Piercing Darkness damage of 1d4 turns into a 1d6.
  Darkness Regrets - While in your darkness, your CHA mod is applied to your melee attacks.   5th level invocations:
Dark Heart - You are immune to the effects of frighten & charmed, if a creature puts you under this effect they must make the same save or undergo the effect instead.
  15th level invocation:
Language of Darkness - While in your Darkling Form, You gain a power word of your choice and can cast it once per long rest. You gain one exhaustion upon using it.

Darkness Expanded Spells

The Darkness 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.


Hellfire
Warlocks that make a pact with this patron aren’t making a pact with a specific demon lord but with the Hell energy itself. You can call upon the demon lord's power to aid you; however all contracts with the hells have its price, as once you have permanently died, all the lords of the hells will want a piece of you. - Sefton, Archiver of Tyleva   1st Level Features
Hellish Invoke
Starting at 1st level, you can conjure the power of your Demon Lord's domain and hurl it at your enemies. You know the Eldritch Blast cantrip. It counts as a warlock cantrip for you and doesn't count against the number of cantrips you can prepare.   When you cast Eldritch Blast, you can enhance it with hellish energy. Each attack roll with this cantrip deals an extra 1d6 damage and gains an additional effect based on the demon lord you have chosen (you can switch demon lords during a long rest   Demon Lords
  • Veltik The Muddy - Your Eldritch Blast deals bludgeoning damage instead. The target must make a Strength saving throw as grappling mud forms below them. If it fails, it becomes restrained for 1 minute. The creature can try to break free at the end of each of its turns by making another Strength saving throw.

  • Bezel The Blood-drinker - Your Eldritch Blast deals Piercing damage instead. Once per turn, you gain temporary hit points equal to the piercing damage dealt as their vitality is sucked out.

  • Harmonus The One-Eye - Your Eldritch Blast deals Slashing damage instead. Once per turn, the target must make a Constitution saving throw. If it fails, the target takes D10 fire damage at the start of each turn for 1 minute or until they are healed as boiling metal sprouts from this body.

  • Likel The Tree Walker - Your Eldritch Blast deals Acid damage instead. Until the start of your next turn, whenever the target moves they take 2d4 acid damage per 5ft as thorns wrap around their legs.

  • Glacious The Winter King - Your Eldritch Blast deals Cold damage instead. The target can't regain hit points until the start of your next turn as ice burns at their wounds.

  • Leviathan The Never-Full - Your Eldritch Blast deals thunder damage instead. Once per turn, the target must make a Wisdom saving throw or use their reaction to make one melee attack against the nearest target, if there are no creatures in range then their reaction is wasted as they are overtaken by cannibalistic hunger.

  • Gluerio The Gold-Eater - Your Eldritch Blast deals Lightning damage instead. Whenever you score a critical hit, choose an unoccupied space you can see within 5ft of you, you gain a random potion on a d8 table as a potion mysteriously appears in that space.   1. Potion of Healing: Restores 2d4 + 2 hit points

    2. Potion of Climbing: Grants a climbing speed equal to your walking speed for 1 hour

    3. Potion of Water Breathing: Allows the drink to breathe underwater for 1 hour

    4. Potion of Fire Resistance: Grants resistance to fire damage for 1 hour

    5. Potion of Invisibility: Grants invisibility for 1 hour or until the drinker attacks or casts a spell

    6. Potion of Speed: Grants the effects of the haste spell for 1 minute

    7. Potion of Growth: Causes the drinker to grow as if under the effects of the enlarge spell for 1d4 hours

    8. Potion of Heroism: Grants 10 temporary hit points and the effects of the bless spell for 1 hour

  • Ciel The Tear Of Creation - Your Eldritch Blast deals random damage per hit (Use the Chaos Bolt Damage Type Table). Whenever you would roll a 1 or 2 on an attack or damage roll (State before the roll), you can choose to reroll and take the second result as you feel reality shift to suit your need.

  • Pelinx The Eternal Dragon - Your Eldritch Blast deals Necrotic damage instead. You can choose to instead replace one of your attack rolls with a 30ft cone breath weapon, each creature in the cone must make a Dexterity saving throw. If it is a fail, the creature takes d10 poison damage and becomes poisoned until the start of your next turn. On a success, the targets take half damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

  • Zarvu The Lady in Red - Your Eldritch Blast deals Fire damage instead. Once per turn choose an ally within 30ft of you, that ally can use their reaction to make one weapon attack as cheers of courage surround them.

  • Jex The Sadist - Your Eldritch Blast deals Psychic damage instead. The target has on its first disadvantage on WIS, INT, or CHA save before the start of your next turn as their mind goes into searing pain.

  • Gildford The Wingless One - Your Eldritch Blast deals its usual Force damage however the damage cannot be reduced. You gain a bonus to your attack and damage rolls equal to half your warlock level (Rounded Down).

  • Varaciel The Fallen Angel - Your Eldritch Blast deals Radiant damage instead. Once per turn, If the target is an aberration, celestial, elemental, fiend, or fiend when hit by your eldritch blast; when rolling radiant damage you can choose to expend a pact magic slot to deal maximum damage instead of rolling.
  Hellish Constitution
Also at 1st level, You have resistance to necrotic damage, however you can never gain resistance to radiant damage, as the goddesses' light will never touch you.   Also, you can cast Mage Armor once per long rest without using a spell slot.   3rd Level Pacts
Pact of The Hellfire - You can choose two Demon lords for your Hellish Invoke per long rest, and choose which one to apply per attack roll of your Eldritch Blast.   6th Level Feature
Demonic Expulsion
Starting at 6th level, your connection to the demonic plane becomes stronger as you feel hellish energy within you. You gain the following benefits;  
  • Your Hellish Invoke damage increases to d8 instead of a d6.
  • You have the Scorching Ray spell prepared. It counts as a warlock spell for you, and it doesn't count against the number of spells you can have prepared. You can cast Scorching Ray without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  10th Level Feature
Blessing of The Lords of Hell
Starting at 10th level, your patron lords of hell have granted you a piece of their domain's energy. Whenever you pick a Hellish Invoke damage type that isn’t radiant, you gain resistance to that damage type. Damage from magical weapons or silver weapons ignores this resistance.   14th Level Feature
Grasp of The Lords of Hell
Starting at 14th level, you can call upon your demonic lords to judge your enemies. As an action you can force a creature to make a Intelligence saving throw, on a failure the creature is grabbed by a spectral variant of your current Hellish Invoke Demon lord, dealing 10d10 damage associated with the feature. If this damage should reduce the creature to half hit points or fewer, then the creature is banished to the hells, a prisoner to the Demon Lord you summoned. The creature cannot return unless short of a Wish spell.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Eldritch Invocations

Demonic Presence - Once per long rest, as a bonus action, you can sprout demonic wings for 1 minute, giving you a fly speed equal to your walking speed if you are not wearing medium or heavy armour.   Once per long rest, you can replace an eldritch blast attack roll to release demonic energy, forcing each creature of your choice within 30 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can't hear or see you. On a failed save, the target is frightened of you for 1 minute. If a frightened target takes any damage, it can repeat the saving throw, ending the effect on a success.   Contract of Survival - Whenever you are reduced to 0 hit points, you can use your reaction to go to 1 hit point instead. If the damage should go over your maximum hit points and kill you outright, then you gain exhaustion.   5th level invocations:
Hellish Augmentation - When you cast eldritch blast that is being changed by your Hellish Invoke, you can choose to use your bonus action to roll an additional beam. This beam is at disadvantage unless you are within 30ft of the target.
  15th level invocation:
Call of The Demon Lord - When a creature is banished or killed by your Grasp of The Lords of Hell, you can use your reaction to absorb some of your lord's energy. You regain hit points equal to d10 plus Warlock level, and the effects of Bless until the end of your next turn.

Hells Expanded Spells

The Hells 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.


Vengeance
1st Level Features
Never Forgotten
When you take this class, you gain a Vengeance Weapon of your choice (Including firearms) and it uses your CHA mod for its attack roll and damage instead of STR/DEX. 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. Spells like Elemental weapon are able to affect your Vengeance Weapon as if they are nonmagical.   The Vengeance Weapon has blank tablets/gems ingrained upon it, you can use your bonus action to write a name onto the tablet/gem. You must have at least one of three prerequisites to write a creatures name onto your weapon, the following being;  
  • They must have dealt damage to you or placed a harmful effect onto you.
 
  • Harmed a close ally or family member to you.
 
  • Killed someone you know.
    If the creature fits a prerequisite, its true name is written onto your Vengeance Weapons tablet/gem as ethereal letters. Once you place the name on, the ethereal letters will be branded onto weapon as fiery text. Once a named creature dies, the named tablet/gem becomes blackened until your next long rest.   You also gain proficiency with medium Armor.   Marked for Death
While you have the name of a creature on your Vengeance Weapon you gain the following effects against them:  
  • Advantage on attack rolls
 
  • Add your prof mod to damage rolls
 
  • You can use your reaction to gain resistance to damage dealt by that creature for that instance.
  3rd Level Pacts
Pact of Vengeance - You can choose to summon a second weapon from your Never Forgotten feature, this one lacks the Tablets/Gems. Both weapons gain the light property when summoned regardless of the weapon type.   6th Level Feature
Vengeance Won't Stop the Hate
When you kill a named creature with your Vengeance Weapon, you can use your reaction to gain a small shadow trinket in the silhouette shape of the named killed creature. You can use your action to destroy it and do the following effects with it:  
  • You can heal d10+Warlock level in hit points
 
  • Ask one question from the creature (They do not have to be truthful) and they only know what they knew in life.
 
  • Give advantage on your next ability check.
  You cannot have more shadow trinkets than your prof mod.   10th Level Feature
Fell the Guilt, but not Mine
Once per round, when the marked creature attacks a creature that isn't you, they take necrotic damage equal your CHA.   14th Level Feature
Vengeance Incarnate
Your vengeance shifts into a physical form. As an action, you can make your negative feelings physical as it surrounds your body as armour.   Your form resembles your deepest vengeances' creature type (beast = raven). Your form lasts up to 1 minute after which it will retreat back into your body.   While in this form, you gain the following benefits:  
  • You gain resistance to bludgeoning, piercing, necrotic, and slashing damage.
 
  • When you deal damage to a creature with your Vengeance Weapon, you can mark them onto your weapon as part of that attack regardless of prerequisite.
 
  • You have a flying/Swim/Climb speed equal to your walking speed and can hover.
 
  • You can use your bonus action to deal necrotic damage equal to your warlock level, to all marked creatures.
 
  • If a creature applies to all three prerequisites, you can use your action to force them to make a CON save against your spell save DC. On a failure, they are reduced to 0 hit points. On a success, they are immune to this effect for the next 13 hours.
  Once you use this feature, you can't do so again until you finish a long rest.  

Eldritch Invocations

Cries of the Vengeful - You gain fighting styles when wielding your Vengeance Weapon. If it's a range Vengeance Weapon then you have the Archery Fighting style; while if it's a melee Vengeance Weapon then you get the Two-Weapon fighting style.
  The Shades Gaze - As an action you can touch a marked creature and stare into its eyes, the creature must make a INT save against your spell DC. On a failure they have disadvantage on attacks against you for a minute. At the end of each turn they can reroll the save to break out of the effect.   You also know the location of any marked creature, as long as they are on the same plane of existence.   5th level invocations:
Vengeances' Thirsting Blade - You can now attack two times with your Vengeance Weapon. If you score a natural 20 against a marked creature, you can expend a warlock spell slot to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot, and it stuns the creature until the end of their next turn.
  15th level invocation:
A Creeping Pull for Hatred - Your Vengeance Incarnate feature lasts for 1 hour instead of 1 minute, after the original 1 minute has passed then you need to use your concentration to keep it up (as if concentrating on a spell). You heal equal to your CHA mod at the start of your turn if at least one marked creature is within 60ft of you.

Vengeance Expanded Spells

The Vengeance 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.


Hag
1st Level Features
Magical Madness
As a bonus action, you can activate your hag form and choose which form to take for 1 minute; you gain benefits which are determined by the form you choose. While in this form, you know all your expanded spells and they do not count towards your max known spells.  
  • Sea - You gain a swim speed of 40ft and become Amphibious. You can use your action to touch a creature within 5ft of your, they must make a Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 13 hours. While a creature is frightened of you

  • Forest - You gain the Mimicry feature, and as an action you can turn yourself invisible until you attack or cast a spell, or until your concentration ends (as if concentrating on a spell). While invisible, you leave no physical evidence of your passage, and you can be tracked only by magic. Any equipment you wear or carrying is invisible along with you.

  • Night - You gain the Magic Resistance feature, and you undergo the effects of the blink spell. When you or an ally you can see reduces a creature to 0 hit points you can use your reaction to turn the body into a black soul gem, the gems last even after Magical Madness has ended and can be used to heal you like a basic healing potion as an action.
  You can end magical madness early as a bonus action, you can use this feature equal to your Prof mod.   Hag's Curse
At the end of your Magical Madness feature, roll a CHA save DC 10. If a fail then you gain 1 hag stack, at hag stacks equal to your level you will become a true hag (This is not a controllable creature). The DC increases by 5 each time you use this feature and resets back to 10 on a long rest.   3rd Level Pacts
Pact of Baba Yaga - During a long rest, you can do a 1 hour ritual to Baba Yaga to remove one hag stack to a minimum of 1. You also gain one cantrip of your choice and one extra known spell.   6th Level Feature
Magical Insanity
You gain 2 more options for your Magical Madness forms:  
  • Mountain - You undergo the effects of the Enlarge/Reduce spell (without concentration) but only the Enlarge effect. Your unarmed strikes count as martial weapons, they deal D8 bludgeoning damage instead of 1 and use your CHA mod instead of DEX/STR; when a creature is hit it is grappled (escape DC uses spellcasting DC) if it is a Large or smaller creature. Until the grapple ends, the target takes 2d10+CHA mod bludgeoning damage at the start of each of your turns. You can't make attacks while grappling a creature in this way. You fists also count as magical for the purpose of bypassing non-magical immunity.
 
  • Dusk - As an action you can cast bestow curse on a target without a spell slot, once a creature has been cursed you are unable to curse another creature with this feature unless you end the effect early or until you lose concentration. If the creature undergoes the full duration of the bestow curse spell, it goes unconscious for the next D4 hours or until it takes damage from anything besides psychic or another creature uses its action to wake up the creature. When a creature is unconscious within 30ft of you, you can use your action to affect their dreams dealing 6d8 psychic damage and you heal the same amount as the psychic damage dealt.
  10th Level Feature
Magical Lunacy
You gain 2 more forms for you magical madness feature:  
  • Snow - You gain a 40ft fly speed and you gain resistance to cold damage. As an action, you can release a scream and force all creatures of your choice within 30ft of you to make a WIS save. On a fail, the creature/s undergoes the frightened condition and becomes incapatated, a creature that is incapacitated this way, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this for the next 13 hours.
 
  • Time - You gain the effects of the haste spell without concentration, you can also cast spells that use 1 action to cast as a bonus action instead. Creatures have disadvantage to hit you if you haven’t moved on your turn, and you have advantage to hit if you hadn’t moved last turn. As a reaction, you can reroll any ability checks, saving throws, or attack rolls made within 60ft of you (Must take the new roll).
  14th Level Feature
Magical Fury
When you activate your magical madness feature, you can choose two forms to gain instead of one, you also gain temp hit points equal to your max hit points. Each Hag stack you have gives you an additional plus to your attacks and damage rolls.  

Eldritch Invocations

Hag's Body - You gain the natural skin of a hag, without armour you gain AC equal to 10+DEX+CHA..
  Cackles of Hags - As an action, you release a 300ft loud laugh. Any creature in the 300ft range takes damage equal to your CHA mod in psychic damage.   5th level invocations:
Covens of Baba Yaga - You gain an additional extended spell-list: choose either Death, Nature, or Prophecy. You know these spells and they don’t count towards your spells known.
Death

Hag (Death) Extended Spells

This allows you to gain an extended list of spells when you are at certain levels. The following spells are added to your prepared spells but do not count towards your known amount.



  Nature

Hag (Nature) Extended Spells

This allows you to gain an extended list of spells when you are at certain levels. The following spells are added to your prepared spells but do not count towards your known amount.



  Prophecy

Hag (Prophecy) Extended Spells

This allows you to gain an extended list of spells when you are at certain levels. The following spells are added to your prepared spells but do not count towards your known amount.




15th level invocation:
Fury of the Coven - You gain one of the following spells that you can cast without a spell slot and components once per long rest, you can switch the spells option on a long rest.   Eyebite
Circle of Death
Wall of Thorns
True Seeing

Hag Expanded Spells

The Hag 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.


Elements
1st Level Features
Elemental Spirit
As a bonus action, you can summon an elemental creature within 30ft that disappears after hours equal to your proficiency bonus or until it is reduce to 0 hit points, you dismiss it as a bonus action, until you summon feature again, or until you're incapacitated.   While summoning the creature, you can pick one of the following types the elemental can be, which determines certain traits in its stat block;  
  • Fire
  • Water
  • Earth
  • Air
  The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.   Elemental Body I
While your elemental is alive, as a bonus action you can gain a shield of a element energy from your companion. While your elemental is within 30ft of you, you gain it's resistances and immunities.   3rd Level Pacts
Pact of Elements - When you take damage and an elemental is within 30ft of you, you can use your reaction to take half damage and the other half goes to your elemental (This cannot be reduced.)   6th Level Feature
Improved Elemental Spirit
You can choose two additional elemental types to summon, the following being:
  • Radiant
  • Necrotic
Additionally, your elementals resistances turn into immunities instead.   10th Level Feature
Elemental Body II
While your elemental is within 30ft, you gain the elementals speed, if you already have their speed then you can choose the highest between yours or theirs. Additionally you also gain it's condition immunities while its in range.   Your elementals damage die increase by one. E.g. 1d6 turns to 2d6 instead.   14th Level Feature
Elemental Body III
Once per long rest, you can use your action to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental for 1 minute.   During your transformation, you summon elemental spirits equal to your prof mod and cannot summon more while in this form. You can end this form early by using a bonus action, being reduced to 0 hit points, or all your elemental spirits disappear. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage as a fire elemental and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.  

Eldritch Invocations

A Spirits Kiss - When an elemental is reduced to 0 hit points, you gain temp hp equal to d6+warlock level.
  Colourful Barrage - Your Fire, Water, Earth, & Wind elementals gain access to the bolt attack feature but the damage die is a d6 instead of a d10. (Damage type match the melee attack feature)   5th level invocations:
Rage of the Elementals - You can use your bonus action to make your elemental attack, if the elemental scores a nat 20 critical hit then they deal additional damage equal to your warlock level.
  15th level invocation:
Planar Simulation - You can use a bonus action to create two elementals with your Elemental Spirit feature, and these elementals can coexist. If you try to create a third elemental, the previous two elementals are destroyed. Rage of The Elemental invocation allows you to attack with both elementals.

Elements Expanded Spells

The Elements 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.



Puppeteer
1st Level Features
Arcane Threads
You can conjure your patrons magical threads of control. These threads are represented by your Arcane Threads. You have a number of these threads equal to your prof mod, and they can be used for various abilities you gain, which are detailed below.   Some abilities expend the Arcane Threads, as specified in a feature's description, and you can't use an ability if it requires you to use a thread when your threads are all expended. You regain all your expended Arcane Thread when you finish a long rest. In addition, as a bonus action, you can regain one expended Arcane Thread, but you can't do so again until you finish a short or long rest.   Weavers Disgrace
You gain prof in weavers tools and your proficiency bonus is doubled for any ability check you make that uses your weavers tools. In addition, you can use weavers tools as a spellcasting focus.   You must be holding weavers tools to use your weavers disgrace features as listed below;  
  • Pulling Thread: As a reaction you can expend one Arcane Thread and choose yourself or another willing creature you can see within 30 feet of you, they can be moved an amount of feet equal to 5 times your Warlock level but must stay within 30ft of where you used this feature. This movement doesn't provoke opportunity attacks.
  • Puppets Cry: Over the course of an hour, you can expend two Arcane Threads to create a any construct that has a CR equal to your warlock level or lower and does not benefit from its traits. Its hit points are 1 + your CHA modifier + your warlock level. You can only have one creature from this feature out at a time.
  • Cover Up: As a bonus action, you can expend one arcane thread to cover yourself in an armour-like suit for 1 minute. While you are not wearing any armour, your Armor Class equals 10 + your Dex modifier + your CHA modifier. You can use a shield and still gain this benefit.
  3rd Level Pacts
Pact of the Puppets - Your max amount of arcane threads equal to double your prof modifier. In addition, you can cast spells that give the charmed condition or command spell as a bonus action at the cost of two Arcane Thread.   6th Level Feature
Threads of Control
As an action, you can expend three Arcane Threads to enshroud a humanoid within 30ft of you. The target must make a WIS save against your spell-casting DC; On a failure, the target undergoes the Crown of Madness spell. On a success, you regain your expended Arcane Threads and the target is immune to this effect for the next 13 hours.   10th Level Feature
Charms of The Puppeteer
Your body becomes like a puppet, and more durable. You have resistance to bludgeoning, piercing, and slashing damage. Damage from magical weapons or silver weapons ignores this resistance.   In addition, if you are reduced to 0 hit points by damage and have charmed or used the command spell on a creature, either from a spell or feature then you can choose to expend one Arcane Thread to transfer the damage to the charmed creature instead.   14th Level Feature
Forceful Change
You can attempt to eject the Will of a creature permanently. Expending five Arcane Threads, you can pull at a creatures soul. The creature must make a CON save against your spell-casting DC. On a failure, their Will is ejected and they become an empty shell as their Will is taken to the Marionus Demi-plane; This effect cannot be reversed unless through the use of a Wish spell or Greater Restoration. On a success, the creature is immune to this effect for 13 hours and your Arcane Threads are expended.   Over the course of a day (13 hours), you can attempt to puppet the empty shell. You must roll a successful weavers tool check (DC 15+CR). On a success, the shell becomes a puppet as if a Simulacrum of the origin creature (They have the Charmed Condition for the purpose of Charms of The Puppeteer feature). On a failure, the empty shell becomes too damaged and cannot be turned into a puppet after the third attempt. You can have an amount of Puppets equal to your CHA mod, if you create a new one that goes past the max amount then the oldest puppet will disintegrate. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine Gray dust unable to be revived.  

Eldritch Invocations

Slip Up - You can expend Two Arcane Threads to give disadvantage to a single creature on a spell that applies the charmed condition or the command spell.
  Puppeteers Kiss - You can cast command at will, without expending a spell slot or material components.   5th level invocations:
Cut Thy Strings - As a bonus action you can target a creature within 30ft of you, that creature must make a DEX save. On a failure that creature, is either pushed 10ft in a horizontal direction of your choice or fall prone.
  Blessing of Puppets - With your permission, a creature can use its action to place a sigil onto themselves with your weavers tools, which can place an amount of sigils onto different creatures equal to your prof mod. You can use your Weavers Disgrace feature: Pulling Thread as if you were in that creatures space, however the Sigil will disappear on the creature you used the Weavers Disgrace: Pulling Thread from.   15th level invocation:
A True Puppet Master - If you should fail all death saves, and die. As long as you have an empty shell or puppet available then your soul can cast the Clone spell without expending a spell slot or material components and the maturity time is instant. Using the body as a vessel for the purpose of the cloning spell, which destroys it in the process.   Once you use this feature you can't use this feature again for 7 days.

Puppeteer Expanded Spells

The Puppeteer 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.



Death
1st Level Features
Deathly Harvest
Starting at 1st level, you gain the ability to draw out the souls of creatures, using their essence to fuel your own power and protecting them from deathly harm. Whenever a creature you can see (Including yourself) within 60 feet of you is reduced to 0 hit points or dies, you can use your reaction to draw forth its soul and place it back into the creature's body. Doing so grants you temporary hit points equal to your warlock level + your Charisma modifier (minimum of 1) and the creature regains the same amount of hit points. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest.   Furthermore, as long as you have at least one temporary hit point from this feature, you have advantage on saving throws against being frightened, and you have resistance to necrotic damage.   3rd Level Pacts
Pact of Death - When you are reduced to 0 hit points, you can expend a warlock spell slot as a reaction and force the creature that reduced you to 0 to make a constitution saving throw. If the creature fails, you go to 1 hit point and its hit point maximum is reduced for an amount of hours equal to your charisma modifier by an amount equal to 5 times your warlock level plus the spell slots level. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes, and it can't reduce the target's hit points below 1.   6th Level Feature
Walking the Dream
Your exposure to death magic and necrotic energy has made you resistant to undeath. You gain immunity to the frightened condition, and you have immunity to necrotic damage while you have temp hp from the Deathly Harvest feature.   10th Level Feature
The Ball Never Ends
You gain the ability to briefly possess the soul of a creature you have defeated, gaining access to its knowledge and abilities. Whenever a creature you can see within 30 feet of you dies, you can use your reaction to attempt to possess its soul. The creature must be of a type that has a soul (not constructs or undead). The creature's soul must also be available (i.e. not already claimed by another entity or destroyed).   You must make a Charisma check (DC equal to the creature's challenge rating) to successfully possess the soul. On a success, you can use your action on your next turn to take control of the creature's body for 1 minute, as if you had cast the spell Dominate Monster on it. During this time, you have access to the creature's senses, knowledge, and abilities, including any spellcasting abilities it had in life. You can also speak through the creature's mouth, though it sounds like the creature's voice.   Once the possession ends, the creature's soul returns to its body, which remains dead unless otherwise restored. You cannot use this feature on a creature whose soul is missing or you have already used this feature on. Once you successfully used this feature, you can't use it again until you finish a long rest.   14th Level Feature
Walk with Death
Your Deathly Harvest feature becomes even more powerful. Whenever you use your Deathly Harvest feature, the creature you revived gains the benefits of a Death Ward spell for 24 hours.   Furthermore, as long as you have at least one temporary hit point from your Deathly Harvest feature, you have advantage on attack rolls against undead creatures and creatures that are resistant or immune to necrotic damage. Additionally, whenever you deal damage to a creature, you can choose to regain hit points equal to half the damage dealt (rounded down).  

Eldritch Invocations

Vuvella's Guidance - When you would miss an attack roll, you can choose to reroll once and must take the new roll. However you take necrotic damage equal to your proficiency modifier
  Guest of the Ballroom - As a bonus action on your turn, you can switch places with another willing creature within 15 feet of you. You can't do so again until you finish a long rest.   5th level invocations:
Call of Limbo - Your Pact of Death feature gives you hit points equal to 5 times your warlock level instead of just one.
  15th level invocation:
Channel of Death - When your Deathly Harvest feature is used on a creature, they gain the benefit of Greater Restoration.  

Death Expanded Spells

Death lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.



The Destinies
In the Weave of Fate, where the threads of the world unfurls, three sisters of fate reside—Patrons of Destiny, they wield the power to shape the very fates of all existence. You are bound to one of these entities or the threads themselves, warlocks gain insight into the weave of destiny and harness its profound forces. Will they embrace their destined path or defy the predetermined future? Only the Patrons of Destiny knows, they whisper secrets and grant power to those who dare to unravel the mysteries of their own fate.   You choose your patron's kind or determine it randomly, using the Fate Weavers table.

Fate Weavers


d4SuitsWeavePatron
1WandsPastKako
2CupsPresentGenzai
3SwordsFutureMirai
4PentaclesOpportunitiesThe Weave

1st Level Features
Weaver's Fate
You gain a set of weavers tools that cannot be 5ft away from you, and cannot be destroyed unless through the use of a wish spell. While you hold the tools you gain proficiency in them, and your proficiency bonus is doubled for any ability check you make that uses this tool. You can use it as a spellcasting focus for your warlock spells.   When you gain certain levels into the warlock class, the bonus on the weavers tools increase by 1 when you reach 5th level (+1), 11th level (+2), and 17th level (+3). This bonus is only applied on ability checks that uses this tool.   While you are holding the weavers tools, you can use it in the following ways:  
  • Enchanted Weavings: As a bonus action, you can channel fate into the weavers tools, enchanting them temporarily. For the next minute, any spell you cast using these tools has its range doubled. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Weave of Mending: While holding the weavers tools, you can spend 10 minutes mending damaged objects or garments, restoring them to their original condition. The object or garment must be within 5 feet of you. This feature does not restore magical properties to an item, nor does it restore hit points to a creature or object.
  • Fate Stitching: Through your profiency of the weavers tools, you can harness the fate of a creature to stitch together wounds and heal yourself or an ally. As an action, you can touch a willing creature and expend a warlock hit die. The target regains hit points equal to the result of the hit die roll plus your Charisma modifier.
  • Fate Manipulation: You know how to manipulate the threads of fate. Whenever you deal damage with a warlock spell, you can choose to reroll one of the damage dice once. You must use the new rolls. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  3rd Level Pacts
Pact of Fate - Your weaver's tools have transformed into a powerful weapon known as the "Fate Breaker" This weapon deals 1d8 slashing damage. Additionally, when you attack with Fate Breake, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls.   6th Level Feature
Protection of Fate
Your control of fate begins to become more fluent. At the end of a long rest, roll a d20. While holding your weavers tools, when an attack roll, ability check, or saving throw is made within 30ft of you, you can replace the roll with the d20 you had rolled during the long rest. You can then choose if the creatures fate becomes entwined with you, which lasts for 1 minute.   While the creature's fate is entwined with yours, whenever the creature makes an attack roll, you can use your reaction to roll a d20 and add or subtract your Charisma modifier to the roll. The target must take the lower or higher result (your choice).   Once you use this feature, you can't use it again until you finish a long rest.   10th Level Feature
Sisters Gift
Starting at 10th level, you can call upon the sisters of fate or the weave to aid you. Asking for your patron's aid requires you to use your action. Roll percentile dice, and if you roll a number equal to or lower than your warlock level, your patron aids you. Depending on your patron will determine what aid they will give, the following table shows what effect happens;  

Fate Weavers


PatronEffect
KakoPower Word Heal on one creature of your choice that you can see
GenzaiPower Word Stun on one creature of your choice that you can see
MiraiTime Stop on self for d4+1 rounds
The WeavePower Word Kill on one creature of your choice that you can see
  If your patron aids you, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   14th Level Feature
Tides of Destiny
As a reaction, when a creature within 30 feet of you that you can see rolls a natural 20 or 1 on an attack roll, ability check, or saving throw, you can activate your Tides of Destiny feature. The creature's success turns into a failure, or its failure turns into a success. The result of the roll is reversed, altering the outcome according to your will.   Additionally, whenever you use your Tides of Destiny feature, you can choose one of the following effects:  
  • Fate's Shield: The creature gains temporary hit points equal to your warlock level plus your Charisma modifier.
  • Fate's Wrath: The creature can immediately make one weapon attack against a target of your choice within its reach.
  • Fate's Grasp: The creature's movement speed becomes 0 until the end of its next turn as if held by unseen threads of fate.
 

Eldritch Invocations

Improved Fate Breaker - The damage die of the Weaver's Fortitude is upgraded from a d8 to a more formidable d10 slashing damage, representing your growing mastery over the weapon.
  Fate's Critical Strikes - Your connection to fate allows you to tap into moments of exceptional precision and power. Whenever you score a critical hit with the Fate Breaker, you roll an additional damage die and add it to the total damage, increasing the potential for devastating strikes.   5th level invocations:
Cutting The Weave - As a bonus action, you can channel your inherent knowledge of fate to enhance your attacks. For the next minute, your attacks with the Fate Breaker score a critical hit on a roll of 19 or 20. Once you use this feature, you can't use it again until you finish a short or long rest.
  15th level invocation:
Sudden Twist of Fate -When you are hit by an attack that would reduce you to 0 hit points, you can use your reaction to roll a d20. On a result of 10 or higher, the attack instead reduces you to 1 hit point, and you gain temporary hit points equal to your warlock level + your Charisma modifier.  

The Corruptor
Warlocks who follow the path of the Corruption tap into the darkest and most sinister forces of the Planes. They are masters of manipulating the weaknesses and vices of their enemies, drawing upon their foes' moral decay to fuel their eldritch powers. These warlocks forge dark pacts with entities that thrive on corruption such as Agathys, spreading malevolence wherever they go.   1st Level Features
Corrupting Touch
Starting at 1st level, You gain the ability to channel the corruption you perceive in your enemies into eldritch power. When you hit a creature with a melee or ranged spell attack, you can choose to attempt to "Corrupt" an enemy. The target of your attack must make a Wisdom saving throw against your spell save DC. On a failed save, the target becomes "Corrupted" for one minute. While a creature is Corrupted, you can use your Corrupting Touch feature to cast a 1st-level spell from the Warlock spell list without expending a spell slot, however it ends the "Corrupted" effect on the creature.   You can corrupt a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   3rd Level Pacts
Pact of Corruption - When a creature is "Corrupted" it cannot regain hit points through magical means, natural healing, or abilities that restore hit points.   6th Level Feature
Twisted Pact
At 6th level, You have learned to twist the pacts you have made with your otherworldly patron to your advantage. You gain the following benefits:  
  • When you cast a spell while a creature is "Corrupted", the "Corrupted" target has disadvantage on its saving throws against that spell.
  • You can expend an additional use of your Corrupting Touch to "Corrupt" an additional target within 30ft of the target creature. Each target must make a separate Wisdom saving throw.
  10th Level Feature
Dark Embrace
At 10th level, you gain the ability to temporarily corrupt the very essence of your enemies. When you cast a spell using your Corrupting Touch feature, you can choose to expend two "Corrupted" creatures instead of one. If you do, the target of the spell becomes "Darkly Embraced." While a creature is Darkly Embraced, they have disadvantage on all attacks against you, and you have advantage on all saving throws against spells and abilities used by that creature.   Dark Embrace lasts for one minute, and you can use this feature once, regaining the ability to use it again after you finish a short or long rest.   14th Level Feature
Eldritch Taint
At 14th level, your mastery over corruption and eldritch energy reaches its peak. When you cast a spell using your Corrupting Touch feature, you can choose up to 5th level instead of just a 1st level spell slot. Additionally, when a creature is Corrupted, it takes necrotic damage equal to your Charisma modifier at the start of its turn while it remains Corrupted.  

Eldritch Invocations

Twisted Presence - When a creature becomes "Corrupted" by your Corrupting Touch feature, their corruption extends to those nearby. When a creature becomes corrupted, all hostile creatures within 10 feet of the Corrupted target must make a Wisdom saving throw against your spell save DC or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns or when they take damage, ending the effect on a success.
  Entropic Strike - Your Corrupting Touch becomes more potent. When you hit a creature with a melee or ranged spell attack while they are "Corrupted," the target takes an additional 1d6 necrotic damage. This damage increases to 2d6 at 5th level and 3d6 at 11th level.   5th level invocations:
Malignant Siphon - You can siphon the life force from "Corrupted" creatures to replenish your own vitality. Whenever a creature under the effects of your Corrupting Touch takes damage from a spell you cast, you regain hit points equal to half the damage dealt. This effect can occur once per turn.
  15th level invocation:
Eldritch Desolation - Your mastery over corruption reaches its pinnacle. When you cast a spell using your Corrupting Touch feature, you can choose to expend three "Corrupted" creatures instead of one. The area affected by the spell is tainted with eldritch energy, causing it to be augmented. The spell is casted at the highest level possible equal to half your warlock level (Rounded up).
Corruptor Expanded Spell List
Spell Level / Spells
1st Bane, Searing Smite
2nd Heat Metal, Blindness/Deafness
3rd Bestow Curse, Slow
4th Confusion, Phantasmal Killer
5th Immolation, Banishing Smite
Vitality
1st Level Features
Form of Life
Starting at 1st level, you can transform into a minor variant of your patron, using their expanded immortality as your own. As a bonus action, for the next minute you gain the following benefits;  
  • At the start of each turn you gain temp hit points equal to d6 plus your warlock level.
  • Once per turn, when you make an attack, you can add your constitution modifier to the damage roll.
  • Your perfect health makes you immune to disease and posion damage. If you are under any poison or disease when you activate the condition effects end instantly.
  You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   3rd Level Pacts
Pact of Vitality - While you have temporary hit points, you have resistance to all damage except psychic damage.   6th Level Feature
Vitalities Gift
At 6th level, your connection to the patron of life grants you a better body. You have advantage on Constitution saving throws and you ignore 3 levels of exhaustion but you still count as having them.   10th Level Feature
Eternal Vigor
At 10th level, your health becomes closer to your patrons, making it harder for you to be sick. When you take damage, you can use your reaction to reduce the damage taken by an amount equal to five times your Charisma modifier. If you reduce to damage to 0, then you gain hit points equal to the reduced amount. After using this feature, you can't use it again until you finish a short or long rest.   14th Level Feature
Eldritch Taint
At 14th level, your connection to the immortal patron of life reaches its pinnacle, granting you unparalleled vitality and resilience. You gain the following benefits while in Form of life:  
  • You gain regeneration equal to your Charisma modifier (minimum of 1) at the start of each of your turns if you have at least 1 hit point and aren't incapacitated. This regeneration continues until you are reduced to 0 hit points or are incapacitated.
  • You have advantage on death saving throws, and whenever you roll a 1 on a death saving throw, it counts as a 20. Additionally, if you roll a natural 20 on a death saving throw, you regain 10 hit points instead of 1.
 

Eldritch Invocations

Life Essence - After a long rest you can conjure white lights equal to your Charisma modifier, you can use these lights as a bonus action to heal equal to your Charisma modifier.
  Baneful Life - As an action, You can choose one creature, and whenever you or they gain hit points, the other heals half the amount whenever they are healed. This lasts for 1 minute and You can't do so again until you finish a long rest.   5th level invocations:
Vitality Bringer - While transformed, any ally that starts its turn within 10ft of you gain temp hp equal to d6 plus your warlock level.
  15th level invocation:
Gift of Immortality - As a bonus action, you can reach into the depths of your Patrons power, and gain a temporary immortality. Until the end of your next turn, you become immune to all damage. You can't do so again until you finish a short or long rest.

Vitality Expanded Spells

The Vitality 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.


Rapacity
1st Level Features
Seething Greed
Starting at 1st level, you possess the ability to conjure armour crafted from material wealth at the end of a long rest. This wealth may manifest as gold, silver, sapphires, or diamonds. You can exchange these materials to gain specific benefits. You have the ability to distribute and select materials equal to your Warlock level. Additionally, you may choose the same wealth multiple times, but you cannot exceed a total number of instances equal to your proficiency modifier for any single type of wealth.  
  • Gold: You may expend this wealth to gain advantage on a Charisma check. Additionally, you can spend two units of this wealth to reroll one of the dice once when making a Charisma check.
  • Silver: You can invoke one prepared spell without consuming a spell slot, but it will be cast at its base level. By expending two or more units of wealth, you can increase the spell's level by one for each unit expended.
  • Platinum: As a bonus action, you may spend this wealth to gain temporary hit points equal to a d10 plus your Warlock level. Furthermore, for each additional unit of wealth expended beyond the first, you gain an additional d10 of temporary hit points.
  • Diamonds: As a bonus action or reaction, you can acquire resistance to one of the following damage types until the beginning of your next turn: acid, cold, fire, lightning, or thunder damage. Furthermore, by spending two units of this wealth, you can obtain resistance to bludgeoning, piercing, or slashing damage.
  • Rubies: When you inflict damage with a spell or cantrip, you have the option to deal maximum damage on the dice instead of rolling, provided the spell or cantrip deals force or fire damage. Expending more than one unit of this wealth allows you to roll an additional damage die per expenditure that you have to roll.
  • Sapphires: As an action, you can devote 10 minutes to concentration and meditation. After a minute, you gain the effects of the identify spell on a single magical object of your choosing within 5 feet of you. Expending an additional unit allows you to also benefit from a short rest.
  • Emeralds: When you are targeted by a spell of 3rd level or lower, you can use your reaction to expend this usage. The spell is redirected to a creature of your choice that you can see within 30 feet. Make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you are no longer a target of the spell and the chosen creature is instead. On a failed check, you remain the target of the triggering spell. Additionally, expending more than one of this unit allows you to redirect spells of a level higher for each additional expenditure.
  • Pearls: When you are targeted by a spell or magical effect that necessitates a saving throw, you can use a unit to gain advantage on the saving throw. If you spend an extra unit, you also gain resistance to the damage inflicted by the spell or effect.
  • Jade: As an action, you may select a creature within 30 feet of you. The chosen creature must make a Wisdom saving throw against your spell save DC. On a failure, it becomes incapacitated, muttering incoherent nonsense for 1 minute, until it takes damage or another creature uses its action to assist the affected creature. You can spend an additional unit to gain advantage on your next mental save for the next hour.
  You regain any expended wealth at the end of a long rest, in which you can choose different ones or keep the same ones.   3rd Level Pacts
Pact of Rapacity - You add your charisma modifier to the amount of wealth you can choose at the end of your long rest instead of just adding your warlock level.   6th Level Feature
For The Aspect
Beginning at 6th level, when you acquire wealth that shares the same name as the resources gained from your Seething Greed feature but isn't obtained through that feature, you have the option to attempt to use that wealth instead of your usual resources. Roll a Charisma ability check against a DC of 10. On a success, you expend that wealth instead. The DC for this check increases by 5 each time you use this feature and resets after a long rest.   10th Level Feature
Value in All That Is
Starting at 10th level, when you roll initiative and have no wealth remaining from your Seething Greed feature, you regain wealth equal to your charisma modifier.   14th Level Feature
Priceless Nature
At 14th level, your mastery over your chosen material wealth reaches its peak. Choose one of the materials associated with your Seething Greed feature (e.g., gold, silver, diamonds, etc.). You gain an additional potent ability related to that chosen signature material. Once you have chosen a signature material, you cannot change it until your next long rest.  
  • Gold: You gain a bonus to all charisma checks for 1 hour equal to half your warlock level.
  • Silver: You regain an expended pact magic spell slot.
  • Platinum: You regain hit points equal to your warlock level.
  • Diamonds: Gain immunity to the chosen resistance.
  • Rubies: You can turn any spell or cantrips damage type into Force or Fire damage as long as it's a single instance damage dealing-spell.
  • Sapphires: You can attune to any item you have identified using this unit of wealth, regardless of class, level, or stat requirements.
  • Emeralds: Whenever you redirect a spell using your unit of wealth, you can cast that spell yourself as if it were a spell prepared by a Warlock of your level. You can only use this ability once per redirected spell, and after casting it, you forget the spell until you redirect it again.
  • Pearls: When you are subjected to an effect that allows you to make the saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Jade: You have the option to automatically succeed on any Wisdom, Intelligence, or Charisma saving throw within the next hour. After that period, the benefit provided by the gems ends early.
 

Eldritch Invocations

Blast of Avarice (Requirement Eldritch Blast) - Once per turn, when you hit a creature with your Eldritch Blast, you can choose to force the creature to make a Constitution saving throw or have disadvantage on its attack rolls until the start of your next turn as their limbs become stiff with gold petrifaction.
  Envoy of The Golden Sharknado - As an action, you can conjure an aura of miniature golden lantern sharks as a 5ft aura. You produce 10ft of bright light, and 10ft of dim light. Any creature of your choice that starts its turn within the aura takes piercing damage equal to your charisma modifier. This effect lasts for 1 minute or until you fall unconscious. Once you use this invocation, you can't use it again until you finish a short or long rest.   5th level invocations:
Passive Wealth - Whenever you land a critical hit with a spell or cantrip, you have the option to acquire riches associated with your Seething Greed list. The accumulated worth of this wealth cannot exceed 5 times your Warlock level.
  15th level invocation:
Call of The Monarch - You may spend your action to roll a d100. If the result is equal to or less than your Warlock level, you succeed, prompting the intervention of the Queen of Greed to assist you. The DM chooses the nature of the intervention; the effect of any spell or greed subclass would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use this invocation again after you finish a long rest.

Rapacity Expanded Spells

The Aspect of Greed lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.


The Veinweaver
Your patron grants you power over the essence of blood itself, allowing you to manipulate and channel its potency for your own ends. Through a dark communion with your patron, you can speak to your patron through your own blood to suit your desires; If they permit it. - Owari, Cleric of The End   1st Level Features
Blood Sacrifice
Starting at 1st level, you learn to tap into the blood within your own veins to fuel your magic. As a bonus action, you can sacrifice hit points up to your Charisma modifier (minimum of 1). For every hit point sacrificed in this way, you gain a bonus equal to the sacrificed hit point to your attack rolls and spell save DC until the end of your current turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.   Draining Mark
Also at 1st level, your connection to the ebb and flow of blood allows you to mark creatures with a tenuous bond. When you are at half of your maximum hit points or fewer at the start of your turn, you can mark a number of creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you. Until the end of your next turn, whenever you hit one of these marked creatures with an attack roll, you regain hit points equal to your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. (This counts as a curse for the purpose of invocation requirements)   3rd Level Pacts
Pact of Blood - You can use your Blood Sacrifice to sacrifice hp equal to double your charisma modifier instead.   6th Level Feature
Veinweaver's Anomality
At 6th level, your mastery over blood magic enhances your resilience. When you use your Draining Mark feature, you also gain resistance to all damage dealt by the marked creatures.   10th Level Feature
Siphon thy Will
At 10th level, your connection to the life force of others becomes more potent. Whenever a marked creature that you can see is reduced to half or fewer hit points, you can use your reaction to force it to move against its own will. The creature stands up if prone and must immediately move up to half its movement speed towards a creature of your choice within its movement range. The creature then makes one melee attack against the chosen creature.   14th Level Feature
Blood Veil
At 14th level, you can use your bonus action to surround yourself in a shroud of blood, protecting yourself in battle. For 1 minute, you gain the following benefits:  
  • You have advantage on attack rolls against any creature whose current hit points are below their maximum hit points.
  • Whenever you start your turn, you gain temporary hit points equal to your Charisma modifier plus your warlock level (minimum of 1).
  • You can spend a hit die to negate damage that would reduce you to 0 hit points, instead reducing you to 1 hit point.
 

Eldritch Invocations

Curse Mark - Creatures that are marked by you by your Draining Mark feature, cannot regain hit points while marked.
  For Pity's Sake - When you use Blood Sacrifice, you gain temporary hit points equal to the hit points sacrificed.   5th level invocations:
Divided Cells - Once per turn, whenever you take damage, roll a d6. If a 6 then you can make one cantrip attack against a creature within the cantrips range.
  15th level invocation:
Hemorrhage - Once per long rest, as an action, you can target a creature you can see within 60 feet of you and force it to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature suffers intense internal bleeding, taking 10d10 necrotic damage and becoming incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. Additionally, any hostile creature that starts its turn within 10 feet of the affected creature takes 2d10 necrotic damage.

Veinweaver Expanded Spells

The Veinweaver 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.


Parvus
Warlocks who take the Pact of Parvus are granted power by an unknown entity that permeates the very air around them. This entity, known only as the Parvus, is a sentient swarm of nanotech, so advanced it borders on the arcane. These microscopic constructs are invisible to the naked eye and omnipresent, capable of merging with any living being at will.   When a warlock forms a pact with the Parvus, they are essentially bonding with this nanotech swarm. - Henry Oakwood   1st Level Features
PR0J3CT: SELF-EMBODIEDMENT INSTANCE
Starting at 1st level, your body becomes surrounded by metallic armour that blends with your skin at will. You gain the following benefits;  
  • When you aren't wearing armour, your AC equals 13 + your Charisma modifier.
  • As a reaction, when you take damage you can choose to gain resistance to that damage type until the start of your next turn. If there are multiple damage types then you can choose.
  • Once per turn, when you hit a creature with an attack roll, you can force them to make a Constitution saving throw. On a failure they gain one Severance.
  PR0J3CT: Cull The Weak
Also at 1st level, you can control the remanent of your patron that resides within a creature. As a bonus action you can target a creature within 60ft of you, and force them to make a Constitution saving throw.   On a failure, the creature takes damage equal to twice your warlock level plus your Charisma modifier and gains one stack of Severance. On a success, the creature takes half damage.   (Severance: While a creature has Severance they take necrotic damage equal to your Charisma modifier at the start of each turn, and this condition can only be removed by a Lesser Restoration, Greater Restoration or 1 hour passes. This effect stacks.)   3rd Level Pacts
Pact of Parvus - You have advantage on all attack rolls against a creature with Severance, and when you score a critical hit you can automatically apply Severance without a saving throw.   6th Level Feature
PR0J3CT: C0RRUPT1ON
Starting at 6th level, your mastery over your patron's remnants grows, enabling you to alter the internal structures of creatures. When a creature has Severance, you can use your Cull the Weak feature on them. Instead of applying another Severance, you can cause the creature to suffer intense internal damage, making them suffer until the start of your next turn.   The target gains one of the following conditions of your choice; Blinded, Stunned, Exhaustion, Frightened, or Incapacitated.   10th Level Feature
PR0J3CT: T4KE-0V3R
Starting at 10th level, the connection to your patrons power has reached a turn-over point, where you can slightly see them through the air itself.   While a creature is at 5 or more Severance and you use Cull The Weak onto them, you can force them to make a Charisma saving throw instead of the usual effects. On a failure, the creature undergoes the Dominate Person Spell for 1 minute or until healed.   14th Level Feature
PR0J3CT: Un10nl
Starting at 14th level, your body has accepted your patron as your own, changing your body from the inside. You gain the following effects;  
  • You don't need to eat, drink, or breathe.
  • You have advantage on saving throws against spells, and you have immunity to poison damage.
  • You don't need to sleep, and magic can't put you to sleep.
  • Once per long rest, you can choose to undergo the effects of any 5th level spell or lower for 1 minute (No concentration).
 

Eldritch Invocations

Implode - Whenever a creature with Severance would make an attack against you, they have disadvantage unless they choose to take a -5 penalty to the attack roll.
  5th level invocations:
Sever thy Soul - When a creature with Severance has hit points or lower equal to your warlock level, they die and explode dealing Warlock level in force damage to all hostile within 10ft.
  15th level invocation:
ACT1VATE: P4R4S1TE - As long as a creature has Severance, you can use your action to force the creature to make a constitution saving throw. On a failure, the creature dies. On a success the creature takes 5d10 force damage per Severance.
Parvus Expanded Spell List
Spell Level / Spells
1st Dissonant Whispers, Guiding Bolt
2nd Ambush Prey, Gift of Gab
3rd Galder's Tower, Invoke the Amaranthine (Parvus)
4th Compulsion, Fabricate
5th Animate Objects, Creation

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