Warlock (Revised)

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Warlock (revised)

The goal of this revision is to bring the Warlock class up to par with the other spellcasters in terms of versatility
and power, while still maintaining the essence of what is ‘Warlock’. Mystic Arcanum was buffed per Brandes
Stoddard’s recommendation of ‘down-extending’ MA to greater improve versatility. Buffs have been made to
the Pact options with the goal to bring greater play variety with each Pact, including rolling some Hexblade
perks into Pact of the Blade and fusing invocations many deemed ‘necessary’ into the pacts. Spell-based
invocations have instead been rolled into the class’s spell pool. Buffs have been made to the patrons to make
them similarly powerful to XGtE patrons, as well as to differentiate the Warlock from other spellcasters--the
Warlock relies on its at-will spellcasting and magical abilities to make it worth picking over other spellcasters.
Revisions are in red.

Warlock Leveling Table


Leve Prof. Cantrip Spells Spel Slot Invocation Features
l Bonu s Know l Leve s
s Known n Slot l Known
s
1st +2 2 3 1 1st - Otherworldly Patron, Pact Magic, Mystic
Arcanum (1st level)
2nd +2 2 4 2 1st 2 Eldritch Invocations

3rd +2 2 5 2 2nd 2 Pact Boon, Mystic Arcanum (2nd level)

4th +2 3 6 2 2nd 2 Ability Score Improvement

5th +3 3 7 3 3rd 3 Mystic Arcanum (3rd level), Eldritch Shaping


(2 shapes)
6th +3 3 8 3 3rd 3 Otherworldly Patron feature

7th +3 3 9 3 4th 4 Eldritch Shaping (2 shapes), Mystic Arcanum


(4th level)
8th +3 3 9 3 4th 4 Ability Score Improvement

9th +4 3 10 3 5th 5 Mystic Arcanum (5th level)

10th +4 4 10 3 5th 5 Otherworldly Patron feature

11th +4 4 11 4 5th 5 Mystic Arcanum (6th level)

12th +4 4 11 4 5th 6 Ability Score Improvement

13th +5 4 12 4 5th 6 Mystic Arcanum (7th level)

14th +5 5 13 4 5th 6 Otherworldly Patron feature

15th +5 5 13 4 5th 7 Mystic Arcanum (8th level)

16th +5 5 14 4 5th 7 Ability Score Improvement

17th +6 5 14 4 5th 8 Mystic Arcanum (9th level)

18th +6 5 15 4 5th 8 Eldritch Shaping (2 shapes)

19th +6 5 15 5 5th 9 Ability Score Improvement

Eldritch Master
20th +6 5 16 5 5th 9

Class Features
As a warlock, you gain the following class features.
Hit Points
 Hit Dice: 1d8 per warlock level
 Hit Points at 1st Level: 8 + your Constitution modifier
 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies
 Armor: Light armor
 Weapons: Simple weapons
 Tools: None
 Saving Throws: Wisdom, Charisma
 Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
 (a) a light crossbow and 20 bolts or (b) any simple weapon
 (a) a component pouch or (b) an arcane focus
 (a) a scholar's pack or (b) a dungeoneer's pack
 Leather armor, any simple weapon, and two daggers
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Celestial, the
Fiend, the Great Old One, the Hexblade, the Raven Queen, the Seeker, or the Undying, each of which is
detailed at the end of the class description. Your choice grants you special features.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells from
the Warlock Spell List (see below for additions).

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

Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is;
all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must
expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example,
when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell, witch bolt, you must spend
one of those slots and you cast it as a 3rd-level spell.
Spells Known of 1st-Level and Higher
At 1st level, you know three 1st-level spells of your choice from the warlock spell list. The Spells Known column
of the Warlock table shows when you learn more warlock spells of your choice at 1st level and higher. A spell
you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose from one of the warlock spells you
know and replace it with another spell from the warlock spell list, which also must be of a level for which you
have spell slots.
Spellcasting Ability

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

 Spell save DC = 8 + your proficiency bonus + your Charisma modifier.


 Spell Attack modifier = your proficiency bonus + your Charisma modifier.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Mystic Arcanum
Starting at 1st level, your patron bestows upon you a magical secret called an Arcanum. Choose one 1st-level
spell from the warlock spell list as this Arcanum. You can cast your Arcanum spell once without expending a
spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock
spells of your choice that can be cast this way; see the Warlock Table for when you can do so. You regain all
uses of your Mystic Arcanum when you finish a long rest.

Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that
imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your
invocation options are detailed at the end of the class description. When you gain certain warlock levels, you
gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it
with another invocation that you could learn at that level.

Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the
following features of your choice.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of
spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the
following special forms: imp, pseudodragon, Quasit, Sprite, or gazer. Additionally, your familiar can attack
individually from you provided you do not take an Action that results in damage (such as casting a damaging
spell or melee attack). You can also cast hold person as an action upon taking this Pact Boon, which
recharges after a long rest. At 9th level, you can cast hold monster or hold person, but only one. This ability
recharges after a long rest.

Pact of the Blade


You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this
melee weapon takes each time you create it. You are proficient with it while you wield it, and you also become
proficient in medium armor and martial weapons. This weapon counts as magical for the purpose of
overcoming resistance and immunity to non-magical atatcks and damage. Your pact weapon disappears if it is
more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you
dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the
weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then
dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your
pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being
your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual
to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond
breaks.
You can also choose to use your charisma ability score to calculate attack and damage rolls for any melee
weapon you use.

Pact of the Tome


Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips
from any class's spell list (the three needn't be from the same list). While the book is on your person, you can
cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the
warlock spell list, they are nonetheless warlock spells for you.

In addition, you can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that
have the ritual tag from any class's spell list (the two need not be from the same list). The spells appear in the
book and don't count against the number of spells you know. With your Book of Shadows in hand, you can
cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by
some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your
adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add
it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can
spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your
patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The
book turns to ash when you die.

Eldritch Shaping
You’ve learned to change how your Eldritch Blast cantrip is produced, and can modify how it affects others.
Whenever you gain another warlock level, you can change the shapes you have access to.
Whenever you cast Eldritch Blast, you can choose one of the following shapes for it to take. Agonizing Blast,
Repelling Blast, and anything other than a change to the damage type of Eldritch Blast are considered
‘additional effects.’

Eldritch Cone Your blast is shaped into a 15-foot cone. Each


creature within must make a Dexterity saving throw
against your warlock spell save DC. If they fail, they
take 1d4+1 force damage per beam your eldritch
blast can produce, and are subject to any additional
effects as though struck by half your maximum
number of beams, rounded down.
Eldritch Shockwave Your blast is shaped into a 30-foot line. Each
creature within must make a Dexterity saving throw
against your warlock spell save DC. If they fail, they
take 1d4+1 force damage per beam your eldritch
blast can produce, and are subject to any additional
effects as though stuck by half your maximum
number of beams, rounded down.
Eldritch Ray Your blast is overcharged into a ray of power that
targets a single enemy within the range. The
targeted creature must make a Dexterity saving
throw against your warlock spell save DC. If they fail,
they take 1d12 force damage per beam your eldritch
blast can produce, and are subject to any additional
effects as though struck by half your maximum
number of beams, rounded down.
Eldritch Shield Your blast is shaped into a shield of energy around
you that lasts for three rounds. While the shield is
active, you gain a +1 bonus to your AC. If you are
attacked, you can use your reaction to launch one
beam of your eldritch blast at the attacker before the
attack strikes. After you use this reaction, the shield
fades.
Eldritch Spike Your blast is shaped into a lance that juts up from
the ground at a distant location. Choose a 20-foot
line with an origin point within 60 feet of you. Each
creature in the area must make a Dexterity saving
throw against your warlock spell save DC. If they fail,
they take 1d6 force damage per beam your eldritch
blast can produce, and are subject to any additional
effects as though struck by half your maximum
number of beams, rounded down.
Eldritch Onslaught Your blast is shaped into a massive sphere. Choose
a radius of up to 20 feet within the range of your
eldritch blast. Each creature within must make a
Dexterity saving throw against your warlock spell
save DC. If they fail, they take 1d4+1 force damage
per beam your eldritch blast can produce, and are
subject to any additional effects as though struck by
half your maximum number of beams rounded down.

Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain
expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell
slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest
before you can do so again.

Otherworldly Patrons
The beings that server as patrons for warlocks are mighty inhabitants of other planes of existence—not gods,
but almost godlike in their power. Various patrons give their warlocks access to different powers and
invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic
knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their
power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron
might view each other as allies, siblings, or rivals.

Spells from their expanded spell lists do not count against your total Spells Known. You gain access to these
spells once you attain the appropriate spell slot level.

The Archfey
Your patron is a lord of lady of the fey, a creature of legend who holds secrets that were forgotten before the
mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might
involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the
Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her
consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hangs.

Expanded Spell List


The Archfey lets you choose from an expanded list of spells when you attain the appropriate spell slot level.
The following spells are added to the warlock spell list for you. Spells from their expanded spell lists do not
count against your total Spells Known.
Spell Level Spells
1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Seeming

Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of
the fey. As an action, you can cause each creature in a 15-foot cube originating from you to make a Wisdom
saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or
frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again
until you finish a short or long rest.

Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use
your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain
invisible until the start of your next turn or until you attack or cast a spell. You can use this feature a number of
times equal to your Charisma modifier minus 2 (minimum of 1), and can’t use it again until you finish a long
rest.

Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against
them. You are immune to being charmed, and when another creature attempts to charm you, you can use your
reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving
throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any
damage. You can also charm those immune to being charmed, albeit your attempts are at disadvantage.

Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that
you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC.
On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is
broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until
this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The
creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can
use this feature again.

The Fiend
You have mad3e a pact with a fiend from the lower planes of existence. Fiends powerful enough to forge a
pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as
Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends that are especially mighty; and ultroloths and other
lords of the yugoloths.

Expanded Spell List


The Fiend lets you choose from an expanded list of spells when you attain the appropriate spell slot level. The
following spells are added to the warlock spell list for you. Spells from their expanded spell lists do not count
against your total Spells Known.
Spell Level Spells
1 st
Burning Hands, Command
2nd Blindness/Deafness, Scorching
Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow

Dark One’s Blessing


Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to
your Charisma modifier + your warlock level (minimum of 1).

Dark One’s Own Luck


Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a
saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the initial roll but
before any of the roll’s effects occur. You can use this feature a number of times equal to your charisma
modifier minus 2, you can’t use it again until you finish a long rest.

Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain
resistance to that damage type until you choose a different one with this feature.

Hurl Through Hell


Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the
target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the
end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If
the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use
this feature, you can’t use it again until you finish a long rest.

The Great Old One


Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the
Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives
are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries
pale in comparison to the vast secrets it holds. The Great Old One might by unaware of your existence or
entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this
type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent;
Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List


The Great Old One lets you choose from an expanded list of spells when you attain the appropriate spell slot
level. The following spells are added to the warlock spell list for you. Spells from their expanded spell lists do
not count against your total Spells Known.
Spell Level Spells
1st Sleep, Tasha’s Hideous Laughter
2nd Detect Thoughts,
Blindness/Deafness
3rd Clairvoyance, Sending
4th Dominate Beast, Arcane Eye
5th Dominate Person, Telekinesis

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can
communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a
language with the creature for it to understand your telepathic utterances, but the creature must be able to
understand at least one language. The warlock can use the feature to speak telepathically to a creature, but
the feature doesn’t give that creature the ability to telepathically reply. As a bonus action, you can inflict 1d4
psychic damage with no saves on the telepathically linked creature. At 5th level this becomes 2d4, at 11th it
becomes 3d4, and at 17th level, 4d4.

Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good
luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose
disadvantage on that roll. If the attack misses, your next attack roll against the creature has advantage if you
make it before the ened of your next turn. You can use this ability a number of times equal to your charisma
modifier minus 1, recharging completely after a long rest.
Thought Shield
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You have
immunity to psychic damage, and whenever a creature tries to deal psychic damage to you, that creature takes
the same amount of damage as you would take.

Create Thrall
At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use
your action to touch an incapacitated humanoid. The creature is charmed by you until a remove curse spell is
cast on it, the charm condition is removed, or you use this feature again. You can communicate telepathically
with the charmed creature as long as the two of you are on the same plane of existence.

The Hexblade
You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient
magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these
weapons, which have been spread across the multiverse over the ages. The shadowy force behind these
weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that
emulate those formed in the Shadowfell. Others forego such arms, content to weave the dark magic of that
plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she
and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate
events on the Material Plane to her inscrutable ends.

Expanded Spell List


The Hexblade lets you choose from an expanded list of spells when you attain the appropriate spell slot level.
The following spells are added to the warlock spell list for you. Spells from their expanded spell lists do not
count against your total Spells Known.
Spell Level Spells
1 st
Shield, Wrathful Smite
2nd Blur, Branding Smite
3rd Blink, Elemental Weapon
4th Otiluke’s Resilient Sphere,
Staggering Smite
5th Banishing Smite, Cone of Cold

Hexblade’s Curse
Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one
creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the
following benefits:
 You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
 Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
 If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
You can’t use this feature again until you finish a short or long rest.

Accursed Specter
Starting at 6th level, you can summon the soul of a person you slay, temporarily binding it to your service. When
you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in
the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level.
Roll initiative for the specter which has its own turns. It obeys your verbal commands, and it gains a special
bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service
until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this
feature, you can’t use the feature again until you finish a long rest.

Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an
attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack misses you, regardless of its roll.

Master of Hexes
Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When
the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see
within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain
hit points from the death of the previously cursed creature.

The Raven Queen


Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within
that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring
that it meets its end at the prescribed time and place. As the ruler of the Shadowfell, she dwells in a decayed,
dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to
serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams,
sending them on quests and warning them of impending dangers.
The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring
that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat
death through undeath or other imitations of immortality. She hates intelligent undead and expects her
followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than
stumbling automatons in her eyes.

Expanded Spell List


The Raven Queen lets you choose from an expanded list of spells when you attain the appropriate spell slot
level. The following spells are added to the warlock spell list for you. Spells from their expanded spell lists do
not count against your total Spells Known.
Spell Level Spells
1st False Life, Sanctuary
2nd Silence, Spiritual Weapon
3rd Feign Death, Speak with Dead
4th Ice Storm, Locate Creature
5 th
Commune, Cone of Cold

Sentinel Raven
Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit
assumes the form and game statistics of a raven, and it always obeys your commands, which you can give
telepathically while it is within 100 feet of you. While the raven is perched on your shoulder, you gain darkvision
with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception)
checks. The bonus equals your Charisma modifier.
 While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only
you can cast spells on it; it can’t take damage; and it is incapacitated.
 You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
 In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain
advantage on all attack rolls against the killer for the next 24 hours.
 The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a
bonus action.
 The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At
the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it
died—and it reappears within 5 feet of you.

Soul of the Raven


At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched
on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your
speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search.
During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the
raven return to normal.

Raven’s Shield
At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws,
immunity to the frightened condition, and resistance to necrotic damage.

Queen’s Right Hand


Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast finger of
death. After you cast the spell with this feature, you can’t do so again until you finish a long rest.

The Seeker
Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return
for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. Your patron
could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal
patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your
patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the
Dragonlance campaign setting, Gilean is a good match for the Seeker’s role.

Expanded Spell List.


The Seeker lets you choose from an expanded list of spells when you attain the appropriate spell slot level.
The following spells are added to the warlock spell list for you. Spells from their expanded spell lists do not
count against your total Spells Known.
Spell Level Spells
1 st
Feather Fall, Jump
2nd Levitate, Locate Object
3rd Clairvoyance, Sending
4th Arcane Eye, Locate Creature
5th Legend Lore, Passwall

Shielding Aurora
Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you
create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain
resistance to all damage, and if a hostile creature ends its turn within 15 feet of you, it takes radiant damage
equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until
you finish a short or long rest.

Pact Boon: Pact of the Star Chain


At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing
Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes
of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The
spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to
gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it
again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony
to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it
destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item
might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.

Astral Refuge
At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a
brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge,
you can take two actions to cast spells that target only you. After using those two actions, you return to the
space you occupied and your turn ends.

Far Wanderer
At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.

Astral Sequestration
Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By
performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you
can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the
Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having
passed in the world. During this short rest, you and the creatures you sequester can make use of any options
available during a rest that affect only you and the creatures you sequester. Once you use this ability, you
cannot use it again until you complete a long rest.

The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar,
ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being
allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven
to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled
with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days.
But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark
places of the world.

Flaws from The Celestial (optional)


As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws
associated with warlocks of The Celestial.

1d6 Flaw
1. You are afraid of the dark, and must always have a light source at hand.
2. You have a nervous compulsion to keep a bright light in even the barest shadow.
3. You have a compulsion to enter and illuminate dark areas.
4. You have an overwhelming hatred of undead creatures.
5. You fidget and are irritable when you can’t see the sun.
6. In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.

Expanded Spell List


The Celestial lets you choose from an expanded list of spells when you attain the appropriate spell slot level.
The following spells are added to the warlock spell list for you. Spells from their expanded spell lists do not
count against your total Spells Known.
Spell Level Spells
1 st
Guiding Bolt, Cure Wounds
2nd Flaming Sphere, Lesser
Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Wall of Fire
5th Flame Strike, Greater Restoration

Bonus Cantrips
At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t
count against your number of cantrips known.

Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you
spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool.
The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).
Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have
resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you gain advantage
on attack rolls or inflict disadvantage on enemy creatures’ saving throws.

Celestial Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary
hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can
see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level +
your Charisma modifier.

Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a
death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant
energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose.
Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma
modifier, and it is blinded until the end of the current turn. You may also use this ability at will.

Once you use this feature, you can’t use it again until you finish a long rest.

The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize -
like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons,
like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.
Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying
Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms,
Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the
God-King of Unther.
Expanded Spell List
The Undying lets you choose from an expanded list of spells when you attain the appropriate spell slot level.
The following spells are added to the warlock spell list for you. Spells from their expanded spell lists do not
count against your total Spells Known.
Spell Level Spells
1st False Life, Cure Wounds
2nd Blindness/Deafness, Silence
3rd Feign Death, Speak with Dead
4th Aura of Life, Death Ward
5th Contagion, Legend Lore

Among the Dead


Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. It does
not count against your cantrips learned. You also have advantage on saving throws against any disease.

Additionally, creatures have difficulty harming you. If a creature targets you directly with an attack or a harmful
spell, that creature must make a Wisdom saving throw against your spell save DC at advantage (a creature
needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed
save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting
the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. A creature is also
immune to this effect for 24 hours if you target it with an attack or a harmful spell. Undead do not have
advantage against the saving throw.

Defy Death
Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat
it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you
succeed on a death saving throw or when you stabilize a creature with spare the dying. The creature also
regains these hit points (using your roll).

Undying Nature
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep,
although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You gain
immunity to necrotic damage.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are
immune to being magically aged.

Indestructible Life
When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use
a bonus action to regain hit points equal to 4d8 + your warlock level. Additionally, if you put a severed body
part of yours back in place when you use this feature, the part reattaches.

Once you use this feature, you can't use it again until you finish a short or long rest.

Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the
same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast
When you cast a damaging cantrip, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.

Aspect of the Moon


Prerequisite: Pact of the Tome
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest,
you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. You
can also cast sleep expending a spell slot.

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

Beguiling Whispers
Prerequisite: 7th level
You gain proficiency in the Deception and Persuasion skills. Your proficiency bonus is doubled for these skills.

Burning Hex
Prerequisite: The Hexblade patron
As a reaction, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma
modifier (minimum of 1).

Caiphon’s Beacon
Prerequisite: The Great Old One Patron
The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide
their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have
advantage on attack rolls against charmed creatures.

Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or
material components. You must finish a long rest before you can use this invocation on the same creature
again.

Chilling Hex
Prerequisite: The Hexblade patron
As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold
damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier
(minimum of 1).

Chronicle of the Raven Queen


Prerequisite: Raven Queen patron, Pact of the Tome feature
You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud.
After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead
creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this
ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this
manner.

Claw of Acamar
Prerequisite: The Great Old One patron, Pact of the Blade feature
You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble
a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can
expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce
the creature’s speed to 0 feet until the end of your next turn on a successful attack regardless of spell slot
usage.

Cloak of Flies
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura
extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you
dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma
checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier
(minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Curse Bringer
Prerequisite: Hexblade patron, Pact of the Blade feature
You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the
Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can
immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s
duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8
slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of
your next turn on a successful attack regardless of spell slot usage.

Devil’s Sight
You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

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

Eldritch Smite
Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an
extra 1d8 force damage to the target, plus another 2d8 per level of the spell slot, and you can knock the target
prone if it is Huge or smaller.

Eldritch Spear
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper


You can read all writing. You can comprehend any written word or symbol, should it hold any meaning.

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

Lance of Lethargy
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s
speed by 10 feet until the end of your next turn.

Gaze of Khirad
Prerequisite: 7th level, the Great Old One patron
You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range
of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent
images.

Gaze of Two Minds


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

Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have
darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as
if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Gift of the Depths


Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast water breathing once without expending a spell slot. You regain the ability to do so when
you finish a long rest.

Gift of the Ever-Living Ones


Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine
the hit points you regain as having rolled their maximum value for you.

Green Lord’s Gift


Prerequisite: the Archfey patron
The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever
you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their
maximum value.

Improved Pact Weapon


Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your
warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic
weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow,
light crossbow, heavy crossbow, hand crossbow, sidearm (if applicable), or long arm (if applicable). At 9th level
this bonus becomes +2. At 15th level, it becomes +3.

Kiss of Mephistopheles
Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that
cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered
on a creature you hit with eldritch blast.

Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your
Charisma modifier (minimum of 1).

Mace of Dispater
Prerequisite: The Fiend patron, Pact of the Blade feature
When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the
Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage
to the target per spell level, and you can knock the target prone if it is Huge or smaller.

Maddening Hex
Prerequisite: 5th level, hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock
feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to
the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage
equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the
cursed target, and it must be within 30 feet of you.

Manipulative Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push or pull the creature up to 10 feet away or towards you
in a straight line.

Mask of Many Faces


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

Master of Myriad Forms


Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.

Misty Visions
Prerequisite: 5th level
You can cast silent image at will, without expending a spell slot or material components.

Moon Bow
Prerequisite: the Archfey patron, Pact of the Blade feature
You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it
creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against
lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional
2d8 radiant damage to the target per spell level.

One with Shadows


Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move,
take an action or a reaction.

Path of the Seeker


Prerequisite: The Seeker patron
The Seeker bids you to travel in search of knowledge, and little can prevent you from walking this path. You
ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and
advantage on saving throws against being paralyzed.

Raven Queen’s Blessing


Prerequisite: Raven Queen patron, eldritch blast cantrip
When you score a hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you.
The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s
Constitution modifier (minimum of 1 hit point). You can use this ability a number of times equal to your
charisma modifier, recharging upon a long rest.

Relentless Hex
Prerequisite: 7th level, hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically
teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell
or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you
must be able to see the cursed target.

Sea Twins’ Gift


Prerequisite: the Archfey patron
The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can
breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water
breathing without using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until
you finish a long rest.

Seeker’s Speech
Prerequisite: the Seeker patron
Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can
pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your
next long rest.

Shroud of Shadow
Prerequisite: 15th level
You can cast invisibility at will, without expending a spell slot.

Shroud of Ulban
Prerequisite: 18th level, the Great Old One patron
The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire
omen. As an action, you can turn invisible for 1 minute. This functions like a limited Greater Invisibility, allowing
you to take actions and cast non-damaging spells that would otherwise make you visible for 1 minute.

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your
turn.

Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your
next turn. You gain 20 temporary hit points per warlock level, which take as much of the triggering damage as
possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced
to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the
ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master


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

Whispers of the Grave


Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.

Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while
the creature is within 30 feet of you and within line of sight.

Expanded Spell List


Cantrips 5th Level
Message Wall of Force
Control Flames Conjure Elemental
Gust
Acid Splash
Vicious Mockery
1st Level
Chromatic Orb
Chaos Bolt
Identify
Dissonant Whispers
Ray of Sickness
Bane
Silent Image
Jump
2nd Level
Phantasmal Force
3rd Level
Animate Dead
Bestow Curse
Counterspell
Dispel Magic
Glyph of Warding
Slow
4th Level
Evard’s Black Tentacles
Compulsion
Confusion
Polymorph
Freedom of Movement

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