TDC Warlock 5e

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Warlock

W
ith a pseudodragon curled on his shoulder, a
young elf in golden robes smiles warmly,
weaving a magical charm into his honeyed
words and bending the palace sentinel to his
will. As flames spring to life in her hands, a
wizened human whispers the secret name of
her demonic patron, infusing her spell with
fiendish magic. Shifting his gaze between a battered tome
and the odd alignment of the stars overhead, a wild-eyed
tiefiing chants the mystic ritual that will open a doorway to a
distant world,
Warlocks are seekers of the knowledge that lies hidden in
the fabric of the multiverse. Through pacts made with
mysterious beings of supernatural power, warlocks unlock
magical effects both subtle and spectacular. Drawing on the
ancient knowledge of beings such as fey nobles, demons,
devils, hags, and alien entities of the Far Realm, warlocks
piece together arcane secrets to bolster their own power.

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 skills 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

Variant: Academic Warlock


Your Warlock could be one who studied ancient
eldritch tomes of power and knowledge and seeks
to gain more of it, instead of someone who gained
its magic only because of the pact.
When you choose this class, you can make
Intelligence your casting ability instead of
Charisma. If you do so, substitute Charisma with
Intelligence in your class features and in your
saving throws proficiencies.

WARLOCK
1
Warlock
Proficiency Cantrips Spells Spell Spell Invocations
Level Bonus Features Known Known Slots Level Known
1st +2 Otherworldly Patron, Pact 3 2 1 1st —
Magic
2nd +2 Eldritch Invocations 3 3 2 1st 2
3rd +2 Pact Boon 3 4 2 2nd 2
4th +2 Ability Score Improvement 4 5 2 2nd 2
5th +3 — 4 6 2 3rd 3
6th +3 Otherworldly Patron feature 4 7 2 3rd 3
7th +3 — 4 8 2 4th 4
8th +3 Ability Score Improvement 4 9 2 4th 4
9th +4 — 4 10 2 5th 5
10th +4 Otherworldly Patron feature 5 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 5 11 3 5th 5
12th +4 Ability Score Improvement 5 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 5 12 3 5th 6
14th +5 Otherworldly Patron feature 5 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 5 13 3 5th 7
16th +5 Ability Score Improvement 5 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 5 14 4 5th 7
18th +6 — 5 14 4 5th 8
19th +6 Ability Score Improvement 5 15 4 5th 8
20th +6 Eldritch Master 5 15 4 5th 8

Pact Magic
Your arcane research and the magic bestowed on you by your Spells Known of 1st Level and Higher
patron have given you facility with spells. At 1st level, you know two 1st-level spells of your choice from
the warlock spell list. The Spells Known column of the
Cantrips Warlock table shows when you learn more warlock spells of
You know two cantrips of your choice from the warlock spell your choice of 1st level and higher.A spell you choose must be
list. You learn additional warlock cantrips of your choice at of a level no higher than what's shown in the table's Slot
higher levels, as shown in the Cantrips Known column of the Level column for your level. When you reach 6th level, for
Warlock table. example, you learn a new warlock spell, which can be 1st,
2nd, or 3rd level. Additionally, when you gain a level in this
Spell Slots class, you can choose one of the warlock spells you know and
The Warlock table shows how many spell slots you have to replace it with another spell from the warlock spell list, which
cast your warlock spells of 1st through 5th level. The table also must be of a level for which you have spell slots.
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.

WARLOCK
2
Spellcasting Ability Pact Boon
Charisma is your spellcasting ability for your warlock At 3rd level, your otherworldly patron bestows a gift upon you
spells,so you use your Charisma whenever a spell refers to for your loyal service. You gain one of the following features
your spellcasting ability. In addition, you use your Charisma of your choice.
modifier when setting the saving throw DC for a warlock
spell you cast and when making an attack roll with one. Pact of the Blade
Spell save DC = 8 + your proficiency bonus +
You can use your action to create a pact weapon in your
empty hand. You can choose the form that this melee weapon
your Charisma modifier takes each time you create it. You are proficient with it while
Spell attack modifier = your proficiency bonus + you wield it. This weapon counts as magical for the purpose
your Charisma modifier of overcoming resistance and immunity to nonmagical
attacks and damage. When attacking with your pact weapon,
you may use Charisma instead of Strength or Dexterity for
Spellcasting Focus your weapon. You may use your pact weapon as your
You can use an arcane focus as a spellcasting focus for your spellcasting focus for your warlock spells.
warlock spells. 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
Otherworldly Patron this feature again, if you dismiss the weapon (no action
required), or if you die.
At 1st level, you have struck a bargain with an otherworldly You can transform one magic weapon into your pact
being chosen from the list of available patrons. Your choice weapon by performing a special ritual while you hold the
grants you features at 1st level and again at 6th, 10th, and weapon. You perform the ritual over the course of 30
14th level. minutes, which can be done during a short rest. You can then
dismiss the weapon, shunting it into an extradimensional
space, and it appears whenever you create your pact weapon
The Archfey thereafter. You can't affect an artifact or a sentient weapon in
The Celestial this way. The weapon ceases being your pact weapon if you
The Fiend die, if you perform the 1-hour ritual on a different weapon, or
if you use a 30-minutes ritual to break your bond to it. The
The Great Old One weapon appears at your feet if it is in the extradimensional
The Lurker in the Deep space when the bond breaks. At 5th level, you can attack with
The Noble Genie your pact weapon twice, instead of once, whenever you take
the Attack action on our turn.
The Seeker
The Shadow Pact of the Chain
The Undying 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:
Eldritch Invocations imp, pseudodragon, quasit, or sprite. Your familiar has
In your study of occult lore, you have unearthed eldritch abilities and game statistics determined in part by your level.
invocations, fragments of forbidden knowledge that imbue Your familiar uses your proficiency bonus rather than its own
you with an abiding magical ability. and its hit point maximum equals its normal maximum or
At 2nd level, you gain two eldritch invocations of your double your warlock level, whichever is higher.
choice. When you gain certain warlock levels, you gain Additionally, when you take the Attack action, you can forgo
additional invocations of your choice. one of your own attacks to allow your familiar to use its
Additionally, when you gain a level in this class, you can reaction to make one attack of its own. When looking through
choose one of the invocations you know and replace it with your familiar’s eyes, if you have any of the following
another invocation that you could learn at that level. A level invocations, your familiar gains the benefit of them as well:
prerequisite in an invocation refers to warlock level, not Devil’s Sight, Eldritch Sight, Eyes of the Rune Keeper, Witch
character level. Sight.

WARLOCK
3
Pact of the Tome Eldritch Invocations
Your patron gives you a grimoire called a Book of Shadows, If an eldritch invocation has prerequisites, you must meet
in which you can inscribe magical rituals. them to learn it. You can learn the invocation at the same
Choose two 1st-level spells that have the ritual tag from any time that you meet its prerequisites.
class’s spell list. The spells appear in the book and don't
count against the number of spells you know. With your Book Agonizing Blast
of Shadows in hand, you can cast the chosen spells as rituals. When you cast eldritch blast, add your Charisma modifier to
You can't cast the spells except as rituals, unless you've the damage on the first hit. At 5th, 11th and 17th warlock
learned them by some other means. You can also cast a level, you add your Charisma modifier to the damage it deals
warlock spell you know as a ritual if it has the ritual tag. On on the second, third and fourth hit.
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 Armor of Shadows
book if the spell's level is equal to or less than half your You can cast mage armor on yourself at will, without
warlock level (rounded up) and if you can spare the time to expending a spell slot or material components.
transcribe the spell. For each level of the spell, the
transcription process takes 2 hours and costs 50 gp for the Ascendant Step
rare inks needed to inscribe it. Prerequisite: 9th level
If you lose your Book of Shadows, you can perform a 1- You can cast levitate on yourself at will, without expending a
hour ceremony to receive a replacement from your patron. spell slot or material components.
This ceremony can be performed during a short or long rest,
and it destroys the previous book. The book turns to ash Aspect of the Moon
when you die. Prerequisite: Pact of the Tome feature
You no longer need to sleep and can't be forced to sleep by
Ability Score Improvement any means. To gain the benefits of a long rest, you can spend
When you reach 4th level, and again at 8th,12th, 16th, and all 8 hours doing light activity, such as reading your Book of
19th level, you can increase one ability score of your choice Shadows and keeping watch.
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20 Beast Speech
using this feature. If your DM allows the use of feats, you may You gain proficiency in the Nature and Survival skills.
instead take a feat. Additionally, you can cast speak with animals at will, without
expending a spell slot.
Mystic Arcanum
Bewitching Whispers
At 11th level, your patron bestows upon you a magical secret Prerequisite: 7th level
called an arcanum. Choose one 6th-level spell from the You can cast compulsion once without using a warlock spell
warlock spell list as this arcanum. slot. You can't do so again until you finish a long rest.
You can cast your arcanum spell once without expending a
spell slot. You must finish a long rest before you can do so Book of Ancient Secrets
again. Prerequisite: Pact of the Tome feature
At higher levels, you gain more warlock spells of your Choose three cantrips from any class's spell list. The cantrips
choice that can be cast in this way: one 7th-level spell at 13th do not need to be from the same spell list. While the book is
level, one 8th-level spell at 15th level, and one 9th-level spell on your person, you can cast those cantrips at will. They don't
at 17th level. You regain all uses of your Mystic Arcanum count against your number of cantrips known. Any cantrip
when you finish a long rest. you cast with this feature is considered a warlock cantrip for
you.
Eldritch Master
At 20th level, you can draw on your inner reserve of mystical Captured Heart
power while entreating your patron to regain expended spell Prerequisite: 7th level
slots. You can spend 1 minute entreating your patron for aid You gain advantage on attack rolls targeting creatures that
to regain all your expended spell slots from your Pact Magic you have charmed. If you hit a creature you have charmed
feature. with an attack, it cannot take reactions until the end of your
Once you regain spell slots with this feature, you must next turn.
finish a long rest before you can do so again.
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.

WARLOCK
4
Cloak of Flies Eyes of the Rune Keeper
Prerequisite: 5th level You can read all writing.
As a bonus action, you can surround yourself with a magical
aura that looks like buzzing flies. The aura extends 5 feet Far Scribe
from you in every direction , but not through total cover. It Prerequisite: 5th level, Pact of the Tome feature
lasts until you're incapacitated or you dismiss it as a bonus A new page appears in your Book of Shadows. With your
action. The aura grants you advantage on Charisma permission, a creature can use its action to write its name on
(Intimidation) checks but disadvantage on all other Charisma that page, which can contain a number of names equal to
checks. Any other creature that starts its turn in the aura your Charisma modifier (minimum of 1). You can cast the
takes poison damage equal to your Charisma modifier sending spell, targeting a creature whose name is on the
(minimum of 1 damage). Once you use this invocation, you page, without using a spell slot and without using material
can't use it again until you finish a short or long rest. components. To do so, you must write the message on the
page. The target hears the message in their mind, and if the
Devil's Sight target replies, their message appears on the page, rather than
You can see normally in darkness, both magical and in your mind. The writing disappears after 1 minute. As an
nonmagical, to a distance of 120 feet. action, you can magically erase a name on the page by
touching the name on it.
Dreadful Word
Prerequisite: 7th level Fiendish Vigor
You can cast confusion once without using a warlock spell You can cast false life on yourself at will as a 1st-level spell,
slot. You can't do so again until you finish a long rest. without expending a spell slot or material components.
Eldritch Armor Gaze of the Two Minds
Prerequisite: Pact of the Blade feature You can use your action to touch a willing humanoid and
You can transform one magical or mundane armor into your perceive through its senses until the end of your next turn. As
pact armor by performing a special ritual while touching the long as the creature is on the same plane of existence as you,
armor. You're always proficient in your pact armor. When you can use your action on subsequent turns to maintain this
using an action to summon it, you can also choose to connection, extending the duration until the end of your next
summon your pact weapon with the same action. turn. While perceiving through the other creature's senses,
you benefit from any special senses possessed by that
Eldritch Sight creature, and you are blinded and deafened to your own
You can cast detect magic at will, without expending a spell surroundings.
slot.
Ghostly Gaze
Eldritch Spear Prerequisite: 7th level
When you cast eldritch blast, its range is 300 feet. 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
Eldritch Smite you don't already have it. This special sight lasts for 1 minute
Prerequisite: 5th level, Pact of the Blade feature or until your concentration ends (as if you were concentrating
Once per turn when you hit a creature with your pact on a spell). During that time, you perceive objects as ghostly,
weapon, you can expend a warlock spell slot to deal an extra transparent images. Once you use this invocation, you can' t
1d8 force damage to the target, plus another 1d8 per level of use it again until you finish a short or long rest.
the spell slot, and you can knock the target prone if it is Huge
or smaller.

WARLOCK
5
Lifedrinker
Gift of the Depths Prerequisite: 12th level, Pact of The Blade feature
Prerequisite: 5th level When you hit a creature with your pact weapon, the creature
You can breathe underwater, and you gain a swimming speed takes extra necrotic damage equal to your Charisma modifier
equal to your walking speed. You can also cast water (minimum 1).
breathing once without expending a spell slot. You regain the
ability to do so when you finish a long rest. Maddening Hex
Prerequisite: 5th level, hex spell or a warlock feature that
Gift of the Ever-Living Ones curses
Prerequisite: Pact of the Chain feature As a bonus action, you cause a psychic disturbance around
Whenever you regain hit points while your familiar is within the target cursed by your hex spell or by a warlock feature of
100 feet of you, treat any dice rolled to determine the hit yours, such as Shadow's Curse or Sign of Ill Omen. When
points you regain as having rolled their maximum value for you do so, you deal psychic damage to the cursed target and
you. each creature of your choice that you can see within 5 feet of
it. The psychic damage equals your Charisma modifier
Gift of the Protectors (minimum of 1 damage). To use this invocation, you must be
Prerequisite: 9th level, Pact of the Tome feature able to see the cursed target, and it must be within 30 feet of
A new page appears in your Book of Shadows. With your you.
permission, a creature can use its action to write its name on
that page, which can contain a number of names equal to Mask of Many Faces
your Charisma modifier (minimum of 1). When any creature You can cast disguise self at will, without expending a spell
whose name is on the page is reduced to 0 hit points but not slot
killed outright, the creature magically drops to 1 hit point
instead. Once this magic is triggered, no creature can benefit Master of the Mind
from it until you finish a long rest. As an action, you can Prerequisite: 15th level
magically erase a name on the page by touching the name on You may cast detect thoughts at will, without expending a
it. spell slot or material components.
Grasp of Hadar Master of Myriad Forms
When you hit a creature with eldritch blast, you can move Prerequisile: 15th level
that creature in a straight line 10 feet closer to you. Apply this You can cast alter self at will, without expending a spell slot
effect only once per target.
Minions of Chaos
Improved Pact Weapon Prerequisite: 9th level
Prerequisite: Pact of the Blade feature You can cast conjure elemental once without using a warlock
Any weapon you summon with your Pact of the Blade feature spell slot. You can't do so again until you finish a long rest.
gains a +1 bonus to its attack and damage rolls, unless it is a
magic weapon that already has a bonus to those rolls. In Mire the Mind
addition, the weapon you conjure can be a shortbow, Prerequisite: 5th level
longbow, light crossbow, or heavy crossbow. You can cast slow once without using a warlock spell slot.
You can't do so again until you finish a long rest.
Investment of the Chain Master
Prerequisite: Pact of the Chain feature Misty Visions
When you cast find familiar, you infuse the summoned You can cast silent image at will, without expending a spell
familiar with a measure of your eldritch power, granting the slot or material components.
creature the following benefits:
The familiar gains either a flying speed or a swimming Obscure Knowledge
speed (your choice) of 40 feet. Prerequisite: Pact of the Tome feature
The familiar no longer needs to breathe. You can add half your proficiency bonus (rounded down) to
The familiar’s weapon attacks are considered magical for any Intelligence check you make that doesn't already include
the purpose of overcoming immunity and resistance to your proficiency bonus. In addition, choose one of the
nonmagical attacks. following skills: Arcana, History, Nature, or Religion. Your
If the familiar forces a creature to make a saving throw, it patron's knowledge of the subject magically fills the pages of
uses your spell save DC. your Book of Shadows. You gain proficiency in the chosen
skill, and if you spend at least 1 minute reading your book
Lance of Lethargy before making an ability check using that skill, you can add
When you hit a creature with eldritch blast, you can reduce double your proficiency bonus to the check, instead of your
that creature's speed by 10 feet until the end of your next normal proficiency bonus. Whenever you finish a long rest,
turn. Apply this effect only once per target. you can entreat your patron to bestow their knowledge on a
different subject, changing your skill choice to a different one
from the list.

WARLOCK
6
One with Shadows Shroud of Shadow
Prerequisite: 5th level Prerequisite: 15th level
When you are in an area of dim light or darkness, you can use You can cast invisibility at will, without expending a spell slot.
your action to become invisible until you move or take an
action or a reaction. Thief of Five Seals
You can cast bane once without using a warlock spell slot.
Otherwordly Leap You can't do so again until you finish a long rest.
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a Tomb of Levistus
spell slot or material components. Prerequisite: 5th level
As a reaction when you take damage, you can entomb
Relentless Hex yourself in ice, which melts away at the end of your next turn.
Prerequisite: 7th level, hex spell or a warlock feature that You gain 10 temporary hit points per warlock level, which
curses take as much of the triggering damage as possible.
Your curse creates a temporary bond between you and your Immediately after you take the damage, you gain vulnerability
target. As a bonus action, you can magically teleport up to 30 to fire damage, your speed is reduced to 0, and you are
feet to an unoccupied space you can see within 5 feet of the incapacitated. These effects, including any remaining
target cursed by your hex spell or by a warlock feature of temporary bit points, all end when the ice melts. Once you
yours, such as Shadow's Curse or Sign of Ill Omen. To use this invocation, you can't use it again until you finish a
teleport in this way, you must be able to see the cursed target. short or long rest.
Repelling Blast Trickster's Escape
When you hit a creature of Huge size or lesser with eldritch Prerequisite: 7th level
blast,, you can push the creature up to 10 feet away from you You can cast freedom of movement once on yourself without
in a straight line. Apply this effect only once per target. expending a spell slot. You regain the ability to do so when
you finish a long rest.
Sacrifical Demise
Prerequisite: 5th level, Pact of the Chain feature Visions of Distant Realms
As an action, you or your familiar can cause your familiar to Prerequisite: 15th level
immolate itself in an explosion of power. Each creature in a You can cast arcane eye at will, without expending a spell slot.
20-foot-radius sphere centered on your familiar must make a
Dexterity saving throw against your warlock spell save DC. A Voice of the Chain Master
target takes 2d6 force damage plus 1d6 force damage per Prerequisite: Pact of the Chain feature
two warlock levels you possess, or half as much damage on a You can communicate telepathically with your familiar and
successful one. Your familiar automatically fails their saving perceive through your familiar's senses as long as you are on
throw made against this ability. the same plane of existence. Additionally, while perceiving
through your familiar's senses, you can also speak through
Sculptor of Flesh your familiar in your own voice, even if your familiar is
Prerequisite: 7th level normally incapable of speech.
You can cast polymorph once without using a warlock spell
slot. You can't do so again until you finish a long rest. Whispers of the Grave
Prerequisite: 9th level
Secrets of the Conspirator You can cast speak with dead at will, without expending a
Prerequisite: Pact of the Tome feature spell slot.
Your patron bestows upon you the arcane secrets stolen from
other supernatural powers. Choose an Otherworldly Patron Witch Sight
option available to warlocks. You gain that patron’s Expanded Prerequisite: 15th level
Spell List feature if it is a patron other than your own. In You can see the true form of any shapechanger or creature
addition, you immediately learn one spell of your choice from concealed by illusion or transmutation magic while the
the chosen patron's Expanded Spell List that is of a level no creature is within 30 feet of you and within line of sight.
higher than your warlock spell slot level. The spell doesn't
count against your number of warlock spells known. If you Word of the Occultist
later replace this spell, you must replace it with a spell from Prerequisite: 15th level, Pact of the Tome feature
the same Expanded Spell List. You can use a bonus action to empower yourself with a
defensive aura. Until the start of your next turn, when a
Sign of Ill Omen hostile creature enters a space within 5 feet of you, you can
Prerequisite: 5th level use your reaction to trigger the aura, pushing the enemy up to
You can cast bestow curse once without using a warlock spell 10 feet directly away from you.
slot. You can't do so again until you finish a long rest.

WARLOCK
7
The Archfey
Your patron is a lord or lady of the fey, a creature of legend Beguiling Defenses
who holds secrets that were forgotten before the mortal races Beginning at 10th level, your patron teaches you how to turn
were born. This being's motivations are often inscrutable, and the mind-affecting magic of your enemies against them.
sometimes whimsical, and might involve a striving for greater You are immune to being charmed, and when another
magical power or the settling of age-old grudges. Beings of creature attempts to charm you, you can use your reaction to
this sort include the Prince of Frost; the Queen of Air and attempt to turn the charm back on that creature. The
Darkness, ruler of the Gloaming Court; Titania of the creature must succeed on a Wisdom saving throw against
Summer Court; her consort Oberon, the Green Lord; your warlock spell save DC or be charmed by you for 1
Hyrsam,the Prince of Fools; and ancient hags. minute or until the creature takes any damage.
The Archfey Features Dark Delirium
Warlock Level Features Starting at 14th level, you can plunge a creature into an
1st Expanded Spell List, Fey Presence illusory realm. As an action, choose a creature that you can
see within 60 feet of you. It must make a Wisdom saving
6th Misty Escape throw against your warlock spell save DC. On a failed save, it
10th Beguiling Defenses is charmed or frightened by you (your choice) for 1 minute or
until your concentration is broken (as if you are concentrating
14th Dark Delirium on a spell).
Until this illusion ends, the creature thinks it is lost in a
Expanded Spell List misty realm, the appearance of which you choose. The
The Archfey lets you choose from an expanded list of spells creature can see and hear only itself, you, and the illusion.
when you learn a warlock spell. The following spells are You must finish a short or long rest before you can use this
added to the warlock spell list for you. feature again.
Warlock Level Spells
1st faerie fire, sleep
3rd calm emotions, phantasmal force
5th blink, plant growth
7th dominate beast, greater invisibility
9th dominate persone, seeming
17th weird

Fey Presence
Starting at 1st level, your patron bestows upon you the ability
to project the beguiling and fearsome presence of the fey. As
an action, you can cause each creature in a 10-foot cube
originating from you to make a Wisdom saving throw against
your warlock spell save DC. The creatures that fail their
saving throws are all charmed or frightened by you (your
choice) until the end of your next turn.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in
response to harm. When you take damage, you can use your
reaction to turn invisible and teleport up to 60 feet to an
unoccupied space you can see. You remain invisible until the
start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you
finish a short or long rest.

WARLOCK
8
The Celestial
Your patron is a powerful being of the Upper Planes. You Bonus Cantrips
have bound yourself to an ancient empyrean, solar, ki-rin, At 1st level, you learn the sacred flame and light cantrips.
unicorn, or other entity that resides in the planes of They count as warlock cantrips for you, but they don't count
everlasting bliss. Your pact with that being allows you to against your number of cantrips known.
experience the barest touch of the holy light that illuminates
the multiverse. Healing Light
Being connected to such power can cause changes in your At 1st level, you gain the ability to channel celestial energy to
behavior and beliefs. You might find yourself driven to heal wounds. You have a pool of d6s that you spend to fuel
annihilate the undead, to defeat fiends, and to protect the this healing. The number of dice in the pool equals 1 + your
innocent. At times, your heart might also be filled with a warlock level.
longing for the celestial realm of your patron, and a desire to As a bonus action, you can heal one creature you can see
wander that paradise for the rest of your days. But you know within 60 feet of you, spending dice from the pool. The
that your mission is among mortals for now, and that your maximum number of dice you can spend at once equals your
pact binds you to bring light to the dark places of the world. Charisma modifier (minimum of one die). Roll the dice you
spend, add them together, and restore a number of hit points
The Celestial Features equal to the total.
Warlock Your pool regains all expended dice when you finish a long
Level Features rest.
1st Expanded Spell List, Bonus Cantrips, Healing
Light Radiant Soul
6th 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
10th Celestial Resilience radiant damage, and when you cast a spell that deals radiant
14th Searing Vengeance or fire damage, you can add your Charisma to one radiant or
fire damage roll of that spell (minimum of 1).
Expanded Spell List Celestial Resilience
The Celestial lets you choose from an expanded list of spells Starting at 10th level, you gain temporary hit points whenever
when you learn a warlock spell. The following spells are you finish a short or long rest. These temporary hit points
added to the warlock spell list for you. equal your warlock level + your Charisma modifier.
Warlock Level Spells Additionally, choose up to five creatures you can see at the
1st cure wounds, guiding bolt
end of the rest. Those creatures each gain temporary hit
points equal to half your warlock level + your Charisma
3rd flaming sphere, lesser restoration modifier.
5th daylight, revivify
Searing Vengeance
7th guardian of faith, wall of fire Starting at 14th level, the radiant energy you channel allows
9th flame strike, greater restoration you to resist death. When you have to make a death saving
17th mass heal
throw at the start of your turn, you can instead spring back to
your feet with a burst of radiant energy. You regain hit points
equal to half your hit point maximum, and then you stand up
if you so choose. Each creature of your choice that is within
30 feet of you takes radiant damage equal to 2d8 + your
Charisma modifier, and it is blinded until the end of the
current turn.
Once you use this feature, you can't use it again until you
finish a long rest.

WARLOCK
9
The Fiend
You have made a pact with a fiend from the lower planes of Fiendish Resilience
existence, a being whose aims are evil, even if you strive Starting at 10th level, you can choose one damage type when
against those aims. Such beings desire the corruption or you finish a short or long rest. You gain resistance to that
destruction of all things, ultimately including you. Fiends damage type until you choose a different one with this
powerful enough to forge a pact include demon lords such as feature. Damage from magical weapons or silver weapons
Demogorgon, Orcus, Fraz'Urb-Iuu, and Baphomet;archdevils ignores this resistance.
such as Asmodeus, Dispater, Mephistopheles, and Belial; pit
fiends and balors that are especially mighty; and ultroloths Hurl Through Hell
and other lords of the yugoloths. Starting at 14th level, when you hit a creature with an attack,
you can use this feature to instantly transport the target
The Fiend Features through the lower planes. The creature disappears and
Warlock Level Features hurtles through a nightmare landscape.
1st Expanded Spell List, Dark One's Blessing At the end of your next turn, the target returns to the space
it previously occupied, or the nearest unoccupied space. If the
6th Dark One's Own Luck target is not a fiend, it takes 10d10 psychic damage as it reels
10th Fiendish Resilience from its horrific experience.
Once you use this feature, you can’t use it again until you
14th Hurl Through Hell finish a long rest.
Expanded Spell List
The Fiend lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.
Warlock Level Spells
1st burning hands, command
3rd blindness/deafness, scorching ray
5th fireball, stinking cloud
7th fire shield, wall of fire
9th flame strike, hallow
17th meteor swarm

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 origin to alter fate in
your favor. When you make an ability check or a saving throw,
you can use this feature to add a d10 to your roll. You can do
so after seeing the initial roll but before any of the roll’s
effects occur.
Once you use this feature, you can’t use it again until you
finish a short or long rest.

WARLOCK
10
Awakened Mind
Starting when you choose this origin at 1st level, your alien
The Great Old One knowledge gives you the ability to touch the minds of other
Your patron is a mysterious entity whose nature is utterly creatures. You can telepathically communicate with any
foreign to the fabric of reality. It might come from the Far creature you can see within 60 feet of you. You don’t need to
Realm, the space beyond reality, or it could be one of the share a language with the creature for it to understand your
elder gods known only in legends. Its motives are telepathic utterances, but the creature must be able to
incomprehensible to mortals, and its knowledge so immense understand at least one language. As an action, you can use
and ancient that even the greatest libraries pale in this ability to frighten a creature targeted by your telepathic
comparison to the vast secrets it holds. The Great Old One comunication. The creature makes a Wisdom save against
might be unaware of your existence or entirely indifferent to your spell DC. On a failed save, the creature is frightened
you, but the secrets you'll have earned allow you to draw your until the end of its next turn. Once you use this feature
magic from it. Entities of this type include Ghaunadar, called against a creature, that creature is immune to Awakened
That Which Lurks; Tharizdun, the Chained God; Dendar, the Mind for the next 24 hours.
Night Serpent; Zargon, the Returner; Great Cthulhu; and
other unfathomable beings. Entropic Ward
Starting at 6th level, you learn to magically ward yourself
The Great Old One Features against attack and to turn an enemy’s failed strike into good
Warlock Level Features luck for yourself. When a creature makes an attack roll
1st Expanded Spell List, Awakened Mind against you, you can use your reaction to impose
disadvantage on that roll. If the attack misses you, your next
6th Entropic Ward attack roll against the creature has advantage if you make it
10th Thought Shield before the end of your next turn. Once you use this feature,
14th Create Thrall
you can’t use it again until you finish a short or long rest.
Thought Shield
Expanded Spell List At 10th level, your thoughts can’t be read by telepathy or other
The Great Old One lets you choose from an expanded list of means unless you allow it. If you allow it, the creature who
spells when you learn a warlock spell. The following spells try to read your thoughts must roll on the Short-Term
are added to the warlock spell list for you. Madness table found on page 259 of the Dungeom Master's
Warlock Guide. The creature suffers from this madness for 1 minute.
Level Spells Additionally, you gain resistance to psychic damage and
whenever a creature deals psychic damage to you, that
1st dissonant whispers, Tasha's hideous
laughter
creature takes the same amount of damage that you do.
3rd detect thoughts, phantasmal force Create Thrall
5th clairvoyance, sending At 14th level, you gain the ability to infect a humanoid’s mind
with alien magic. You can use your action to touch an
7th dominate beast, Evard's black tentacles incapacitated humanoid. That creature is then charmed by
9th dominate person, telekinesis you. While charmed the target regards you as a trusted friend
17th ravenous void
to be heeded and protected. Although the target isn’t under
your direct control, it takes your requests or actions in the
most favorable way it can. You can communicate
telepathically with the charmed creature as long as the two of
you are on the same plane of existence. Each time you or
your companions do anything harmful to the target, it can
make a saving throw against your spell save DC, ending the
effect on itself on a success. Otherwise, the effect lasts until
you die, a remove curse spell is cast on it, the charmed
condition is removed from it, or you use this feature again.
WARLOCK
11
Grasp of the Deep
The Lurker in the Deep At 1st level, you gain the ability to magically summon a
You made a pact with an entity that lurks somewhere deep in spectral tentacle that strikes at your foes. As a bonus action,
the ocean, or even on the Elemental Plane of Water, such as a you create a 10-foot-long tentacle at a point you can see
mighty kraken, an ancient primordial, or a monstrous being within 60 feet of you. The tentacle lasts for 1 minute or until
from creation's earliest days. You serve as this creature's eyes you use this feature to create another tentacle. When you
and ears, watching the world beyond its domain and create the tentacle, you can make a melee spell attack against
reporting your findings. You may have gained this pact as a a creature within 10 feet of it. On a hit, the target takes 1d8
member of a cult dedicated to the entity or after your patron cold or lightning damage (your choice when it takes the
saved your life when you nearly drowned at sea. damage) and its speed is reduced by 10 feet until the start of
your next turn. When you reach 10th level in this class, the
The Lurker in the Deep Features damage dealt by the tentacle increases to 2d8. As a bonus
Warlock action on your turn, you can move the tentacle up to 30 feet
Level Features and repeat the attack.
1st Expanded Spell List, Scion of the Deep, Grasp You can summon the tentacle a number of times equal to
of the Deep your Charisma modifier (minimum of once), and you regain
6th Guardian Grasp
all expended uses when you finish a long rest.
10th Fathomless Soul Guardian Grasp
14th Devouring Maw At 6th level, the tentacle you create with Grasp of the Deep
can defend you and others. When you or a creature you can
Expanded Spell List
see takes damage while within 10 feet of the tentacle, you
The Lurker in the Deep lets you choose from an expanded can use your reaction to choose one of those creatures and
list of spells when you learn a warlock spell. The following reduce the damage to the chosen creature by half.
spells are added to the warlock spell list for you. Fathomless Soul
Warlock Level Spells At 10th level, your patron grants you greater abilities. You
1st create or destroy water, thunderwave
gain the following benefits:
3rd gust of wind, silence You can breathe both air and water.
You gain a swimming speed equal to your walking speed.
5th lightning bolt, sleet storm You gain resistance to cold damage.
7th control water, watery sphere
Devouring Maw
9th commune with nature, cone of cold Starting at 14th level, you can magically draw forth a
17th storm of vengeange manifestation of your patron's insatiable hunger. As an action,
choose a point you can see within 60 feet of you. For 1
Scion of the Deep minute, a translucent maw manifests in a 15-foot radius
At 1st level, your patron accepts you into its inner court of centered on that point. Each creature in that area when the
servitors. You can telepathically communicate with any maw appears must succeed on a Strength saving throw
aberration, beast, elemental, or monstrosity that has an against your spell save DC or be restrained. Any creature that
innate swimming speed, while it is within 120 feet of you. starts its turn in the maw's area takes 10d6 cold or lightning
The creature can understand you and can respond damage (your choice when it takes the damage). As an action,
telepathically. a restrained creature can repeat the saving throw, ending the
restraint on a success. At the start of your turn, if there is a
creature in the maw's area, you gain temporary hit points
equal to your warlock level.
Once you use this feature, you can't do so again until you
finish a short or long rest.

WARLOCK
12
The Noble Genie
You have made a pact with one of the rarest kinds of genie, a Limited Wish
noble genie. Such entities are rulers of vast fiefs on the At 1st level, you can ask your patron to share with you the
Elemental Planes and have great influence over lesser genies knowledge of an additional spell you don’t know. The spell
and elemental creatures. Noble genies are varied in their can be from any class spell list but must be of a level you can
motivations but are all arrogant and wield power that rivals cast with one of your warlock spell slots. As a bonus action,
that of lesser deities. They delight in turning the table on you can request a spell to your patron with a casting time of 1
mortals who so love to bind genies into servitude, readily action that will answer your request at the start of your next
entering into pacts that expand their reach across the turn.
multiverse. When the patron answers, it immediately imparts the spell
knowledge to you, and you can then cast it normally by
The Noble Genie Features expending a warlock spell slot. The ability to cast the spell
Warlock vanishes from your mind when you cast it or when the turn
Level Features you received the spell ends, and you can’t use this feature
1st Expanded Spell List, Genie Patronage, again until you finish a long rest.
Limited Wish You can use this feature twice between long rests at 6th
6th Bargain of Power
level and three times between long rests at 14th level.
10th Elemental Attunement, Genie’s Bargain of Power
Entertainment At 6th level, you can exchange the favor of your noble genie
14th Collector's Call for immediate power. You can expend one of the uses of the
Limited Wish feature to reroll a failed attack roll, an ability
Expanded Spell List check, or a saving throw check, but you must keep the new
The Noble Genie lets you choose from an expanded list of roll.
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you. Elemental Attunement
Starting at 10th level, your patron grants you attunement to a
Warlock particular element. Whenever you finish a long rest, you gain
Level Spells resistance to acid, cold, fire, or lightning damage (your choice)
1st absorb elements, chromatic orb until the end of your next long rest. Also, whenever you cast a
warlock spell of 1st level or higher that deals damage, you
3rd enlarge/reduce, see invisibility can change that damage to the type you choose.
5th create food and water, protection from
energy
7th conjure minor elementals, elemental bane
9th far step, planar binding
17th wish

Genie Patronage
At 1st level, your patron grants you the ability to speak
Primordial. You also gain advantage on Intelligence (Arcana)
checks made to identify portals to elemental planes and
magical inscriptions or items created by other sha’irs, their
patrons, or other genie-kind.

WARLOCK
13
Genie’s Entertainment
Also at 10th level, as an action, you can attempt to send a
creature you can see within 90 feet to your patron’s court.
The target must succeed on a Charisma saving throw against
your warlock spell save DC or be magically drawn into your
vessel and teleported to your patron’s court in the Elemental
Planes. While there, the target is stunned and your patron
marvels at the target with amusement but brings no harm to
it. The target can repeat the saving throw at the end of each
of its turns, reappearing in the space it left or in the nearest
unoccupied space if that space is occupied on a success.
Once you use this feature, you can’t use it again until you
finish a long rest. If the target remains in your patron’s court
for 1 minute, the genie sends the target back at the end of its
turn as if it successfully saved, and you regain the use of this
feature.
Collector's Call
Beginning at 14th level, in exchange for extending your
patron’s influence over the multiverse, you can call on more
of their power. As a bonus action, you can implore your
patron for aid and choose one of the following effects:
A creature you can see within 60 feet of you with at least 1
hit point regains 8d6 hit points and ends one disease or
condition afflicting it: blinded, charmed, deafened,
frightened, paralyzed, or poisoned.
A creature you can see within 60 feet of you has
disadvantage on attack rolls and saving throws until the
start of your next turn.
You cast the legend lore spell without material
components.
Once you use this feature, you can’t use this feature again
until you finish a long rest. Alternatively, you can regain the
use of this feature by sacrificing nonmagical treasure worth
at least 500 gp to your patron. This sacrifice requires the
treasure to be within 10 feet of you for at least 1 minute, at
the end of which you use an action to teleport the treasure to
your patron’s realm.

WARLOCK
14
Gen
Gens are tiny genie-kin that reside in the elemental planes
and, due to their stature, are sometimes referred to as lesser Variant: Gen Familiar
genie. Once bound, they are very willing servants who strive Gens bound to a warlock by a noble genie patron
to be the best at any task they are given. They even tend to be often act as advisors and familiars. They often push
competitive with other gen. At their core, every genie holds the warlock into gaining more power and influence,
itself in high regard, and the gen desire the same praise and as to be deemed worthy of service. Such gens have
respect as their far more powerful counterparts. Recruiting the following trait.
one is an entirely different matter, as most deal exclusively Familiar. The gen can serve as a familiar, forming a
with other genies and extraplanar beings. Yet, it is possible telepathic bond with its willing master. While the
for a diligent mortal to gain one's trust and obedience, and two are bonded, the master can sense what the gen
their patience is greatly rewarded in both friendship and senses as long as they are within 1 mile of each
power. other. While the gen is within 10 feet of its master,
Plane Shifters. Gens possess the ability to shift between the master shares the gen's Magic Resistance trait.
the planes, making them ideal messengers. A warlock who At any time, the gen can end its service as a
has made a pact within such a being can expect to familiar, ending the telepathic bond.
communicate with powerful creatures through their familiar,
and even request their aid, but such exercise is taxing on the
gen and they require time to recuperate after each planar
shift.
To Serve with Purpose. While the majority of gen find Air Gen
their toil within the realms and palaces of noble genies and in Known as djinnlings, air gen are slim and muscular with long
the company of unfathomable cosmic power, to a mortal, they white or gray hair and skintones ranging from pale to dark
can prove to be diligent attendants, able teachers, and blue. They are haughty but friendly unless threatened, and
friends. Such gen take pride in their association to the take great pride flaunting their social skills.
warlock as much as, or more than, the warlock might. Should
their warlock miss the first opportunity to introduce their Earth Gen
gen, it will likely take the next instant upon itself. As they Also called daolanin, these gen are stout in stature with skin
serve with distinction, a gen’s self-worth won’t accept any and hair ranging between reds and browns. They are
physical or mental abuse at the hands of any master, nor do extremely vain, and respect wealth, power, and station above
they see themselves as a pawn or slave. While they pride all else, expecting the same of those they serve.
themselves on being helpful, each gen wishes to elevate their
status through their time spent with other powerful beings, Fire Gen
learning how each approaches a specific situation or magical Efreetikin have a bulky, muscular physique with skintones
opportunity. ranging from deep red to violet.
In fact, each gen believes that their power grows faster the They are quicktempered, and their skills in deception can be
more they accomplish with a single entity, and thus the a boon, or a detriment, to their masters.
greater each ascension may be. With this in mind, some gen
cultivate multiple pacts with powerful beings throughout Water Gen
their existence, but limit themselves to only one mortal at a Known as maridan, these gen can be of any stature. With
time. All things important to the gen hinge on this skintones ranging from every shade in the ocean, they crave
relationship, as each hopes that someday they may grow to power above all else, respecting only those who would match
know absolute power and prestige, rivaling the gods, as only their station with power, and become useful in their own
a true noble genie can. growth and advancement.
Elemental Nature. The type of gen your pact binds
depends on its elemental plane of its origin. The majority are
classified into four types, whose personalities can differ as
much as their appearance.

WARLOCK
15
Air Gen Earth Gen
Tiny elemental, neutral Tiny elemental, neutral

Armor Class 13 Armor Class 12 (natural armor)


Hit Points 10 (3d4 + 3) Hit Points 16 (3d4 + 9)
Speed 0 ft. , fly 60 ft. Speed 30 ft., burrow 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 15 (+2) 15 (+2) 11 (+0) 16 (+3) 11 (+0) 14 (+2) 13 (+1)

Skills Perception +3, Persuasion +4 Skills Athletics +4, Insight +4


Damage Resistances lightning; bludgeoning, Damage Resistance bludgeoning, piercing, and
piercing, and slashing from nonmagical attacks slashing from nonmagical attacks
Condition Immunities prone Damage Immunities poison
Senses darkvision 60 ft., passive Perception 13 Condition Immunities petrified, poisoned
Languages Common, Auran Senses tremorsense 10 ft., darkvision 60 ft., passive
Challenge 1 (200 XP) Perception 12
Languages Common, Terran
Innate Spellcasting. The gen’s innate spellcasting Challenge 1 (200 XP)
ability is Charisma (spell save DC 12). It can
innately cast the following spells, requiring no Innate Spellcasting. The gen’s innate spellcasting
components: ability is Charisma (spell save DC 11). It can
At will: detect magic, gust innately cast the following spells, requiring no
1/day each: fog cloud, plane shift (self only), components:
tongues, witch bolt At will: detect magic, mold earth
1/day each: earth tremor, entangle, plane shift (self
Elemental Demise. If the gen dies, its body only), tongue
disintegrates into a warm breeze, leaving behind
only equipment the gen was wearing or carrying. Elemental Demise. If the gen dies, its body
disintegrates into a warm breeze, leaving behind
Magic Resistance. The gen has advantage on saving only equipment the gen was wearing or carrying.
throws against spells and other magical effects.
Magic Resistance. The gen has advantage on saving
throws against spells and other magical effects.
Actions
Multiattack. The gen makes two melee attacks. Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., Multiattack. The gen makes two fist attacks.
one creature. Hit: 5 (1d4 + 3) slashing damage.
Fist: Melee Weapon Attack: +5 to hit, reach 5 ft.,
Thunderbolt. Ranged Spell Attack: +4 to hit, range one creature. Hit: 7 (2d4 + 2) bludgeoning damage.
90 ft., one target. Hit: 10 (3d6) lightning damage.
Smash. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Invisibility. The gen magically turns invisible until it one creature. Hit: 9 (2d6 + 2) bludgeoning damage
attacks or until its concentration ends (as if and the target must succeed on a DC 12 Strength
concentrating on a spell). Any equipment the gen saving throw or be knocked prone.
wears or carries is invisible with it.
Invisibility. The gen magically turns invisible until it
attacks or until its concentration ends (as if
concentrating on a spell). Any equipment the gen
wears or carries is invisible with it.

WARLOCK
16
Fire Gen Water Gen
Tiny elemental, neutral Tiny elemental, neutral

Armor Class 12 Armor Class 11


Hit Points 13 (3d4 + 6) Hit Points 13 (3d4 + 6)
Speed 30 ft., fly 30 ft. (hover) Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 11 (+0) 13 (+1) 17 (+3) 14 (+2) 13 (+1) 15 (+2) 11 (+0) 15 (+2) 14 (+2)

Skills Acrobatics +4, Deception +5 Skills Perception +4, Insight +4


Damage Vulnerabilities cold Damage Resistance acid, cold
Damage Resistance bludgeoning, piercing, and Senses blindvision 10 ft., darkvision 60 ft., passive
slashing from nonmagical attacks Perception 14
Damage Immunities fire Languages Common, Aquan
Senses darkvision 60 ft., passive Perception 11 Challenge 1 (200 XP)
Languages Common, Ignan
Challenge 1 (200 XP) Innate Spellcasting. The gen’s innate spellcasting
ability is Charisma (spell save DC 13). It can
Innate Spellcasting. The gen’s innate spellcasting innately cast the following spells, requiring no
ability is Charisma (spell save DC 13). It can components:
innately cast the following spells, requiring no At will: detect magic, shape water
components: 1/day each: create or destroy water, plane shift (self
At will: control flames, detect magic only), tongues, water walk
1/day each: burning hands, plane shift (self only),
searing smite, tongues Amphibious. The gen can breathe air and water.

Elemental Demise. If the gen dies, its body Elemental Demise. If the gen dies, its body
disintegrates into a warm breeze, leaving behind disintegrates into a warm breeze, leaving behind
only equipment the gen was wearing or carrying. only equipment the gen was wearing or carrying.

Magic Resistance. The gen has advantage on saving Magic Resistance. The gen has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.

Actions Actions
Multiattack. The gen makes two melee attacks. Multiattack. The gen makes two melee attacks.

Scimitar: Melee Weapon Attack: +4 to hit, reach 5 Spear: Melee or Ranged Weapon Attack: +5 to hit,
ft., one creature. Hit: 5 (1d6 + 2) slashing damage. reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Flamebolt. Ranged Spell Attack: +5 to hit, one target
range 60 ft. Hit: 9 (2d8) fire damage. Invisibility. The gen magically turns invisible until it
attacks or until its concentration ends (as if
Invisibility. The gen magically turns invisible until it concentrating on a spell). Any equipment the gen
attacks or until its concentration ends (as if wears or carries is invisible with it.
concentrating on a spell). Any equipment the gen
wears or carries is invisible with it. Water Wave (Recharges after a Short or Long Rest)..
The gen creates a rushing wave of water in a 15-
foot cone. Each creature in that area must succeed
on a DC 12 Dexterity saving throw, taking 9 (2d8)
bludgeoning damage on a failed save, or half as
much on a successful one. A creature that fails its
save is also pushed up to 10 feet away and knocked
prone.

WARLOCK
17
The Seeker
Your patron is an inscrutable being who travels the Astral Shielding Aurora
Plane in search of knowledge and secrets. In return for your Starting at 1st level, you can invoke astral power to protect
patron’s gifts, you wander the world seeking lore that you can you from harm. As a bonus action, you create a whirling
share with the Seeker. aurora of brilliant energy that swirls around you. Until the
Your patron could be any deity or other powerful entity end of your next turn, you gain resistance to all damage, and
dedicated to knowledge or forgotten lore. Celestian is an if a hostile creature ends its turn within 10 feet of you, it
ideal patron for a Greyhawk campaign, and was the takes radiant damage equal to your warlock level + your
inspiration for this concept. In the Forgotten Realms, your Charisma modifier.
patron might be Azuth or Oghma. Aureon makes an excellent Once you use this feature, you can’t use it again until you
patron in Eberron, while in Krynn and the Dragonlance finish a short or long rest.
campaign setting, Gilean is a good match for the Seeker’s
role. Astral Refuge
At 6th level, you gain the ability to step into an astral refuge.
The Seeker Features As an action, you disappear from the world for a brief
Warlock Level Features moment and enter the Astral Plane, taking advantage of its
1st Expanded Spell List, Shielding Aurora timeless nature. While in your astral refuge, you can take two
actions that only affect you. After using those two actions, you
6th Astral Refuge return to the space you occupied and your turn ends.
10th Far Wanderer
Far Wanderer
14th Astral Sequestration Starting at 10th, you no longer need to breathe, you gain
resistance to fire damage and cold damage, and you have
Expanded Spell List advantage on saving throws to avoid being sent to another
The Seeker lets you choose from an expanded list of spells plane.
when you learn a warlock spell. The following spells are
added to the warlock spell list for you. Astral Sequestration
Warlock Level Spells Starting at 14th level, you gain the ability to sequester
yourself and your allies on the Astral Plane.
1st feather fall, identify As an action, you shift yourself and up to 5 willing
3rd locate object, pass without trace creatures you can see within 30 feet of you to the Astral
Plane. You and those creatures gain the benefits of a short
5th clairvoyance, haste rest while sequestered on the Astral Plane. You then return to
7th locate creature, Otiluke's resilient sphere the spaces you all occupied when you used this ability, with
9th legend lore, passwall no time having passed in the world.
During this short rest, you and the creatures you sequester
17th prismatic wall 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.

WARLOCK
18
The Shadow
You have made your pact with a mysterious entity from the Shadow's Curse
Shadowfell - a force that manipulates the Material Plane Starting at 1st level, you gain the ability to place a baleful
through warlocks granted its power. Some of these warlocks curse on someone. As a bonus action, choose one creature
may be devout followers of the Shadow, following its grand you can see within 30 feet of you. The target is cursed for 1
plans without question. Others may be completely unaware minute. The curse ends early if the target dies, you die, or you
of the Shadow's manipulation, believing that they are acting are incapacitated. Until the curse ends, you gain the following
of their own volition. Regardless, the Shadow ensures that benefits:
those wielding its powers help further its goals. You gain a bonus to damage rolls against the cursed
Beings of this sort are almost always absent from history, target. The bonus equals your proficiency bonus.
with only vague rumours of them existing. Others have Any attack roll you make against the cursed target is a
become known, but have slowly faded into myth and legend. critical hit on a roll of 19 or 20 on the d20.
The Shadow Features If the cursed target dies, you regain hit points equal to
Warlock Level Features your warlock level + your Charisma modifier (minimum of
1 hit point).
1st Expanded Spell List, Shadow's Curse
6th Accursed Specter
You can't use this feature again until you finish a short or
long rest.
10th Armor of Curses
14th Master of Curses Accursed Specter
Starting at 6th level, you can curse the soul of a person you
Expanded Spell List
slay, temporarily binding it to your service. When you slay a
The Shadow lets you choose from an expanded list of spells humanoid, you can cause its spirit to rise from its corpse as a
when you learn a warlock spell. The following spells are specter, the statistics for which are in the Monster Manual.
added to the warlock spell list for you. When the specter appears, it gains temporary hit points equal
to half your warlock level. Roll initiative for the specter, which
Warlock Level Spells has its own turns. It obeys your verbal commands, and it
1st fog cloud, inflict wounds
gains a special bonus to its attack rolls equal to your
Charisma modifier (minimum of +0).
3rd blindness/deafness, blur The specter remains in your service until the end of your
5th blink, nondetection next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the
7th Evard's black tentacles, phantasmal killer feature again until you finish a long rest.
9th cone of cold, mislead
17th time ravage
Armor of Curses
At 10th level, your curse grows more powerful. If the target
cursed by your Shadow's Curse hits you with an attack roll,
you can use your reaction to roll a d6. On a 4 or higher, the
attack instead misses you, regardless of its roll.
Master of Curses
Starting at 14th level, you can spread your Shadow's Curse
from a slain creature to another creature. When the creature
cursed by your Shadow'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.

WARLOCK
19
Eternal Vigor
The Undying Also at 1st level, you can draw a fragment of your patron's
endless vitality. As a bonus action, you gain temporary hit
Death holds no sway over your patron, who has unlocked the points equal to 1d4 + your warlock level.
secrets of everlasting life, although such a prize -like all You can use this feature a number of times equal to your
power- comes at a price. Once mortal, the Undying has seen Charisma modifier (a minimum of once), and you regain all
mortal lifetimes pass like the seasons, like the flicker of expended uses when you finish a long rest.
endless days and nights. It has the secrets of the ages to
share, secrets of life and death. Beings of this sort include Defy Death
Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich- Starting at 6th level, you can give yourself vitality when you
queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen cheat death or when you help someone else cheat it. You can
of the githyanki; and the deathless wizard Fistandantalus. In regain hit points equal to 1d8 + your Constitution modifier
the Realms, Undying patrons include Larloch the Shadow (minimum of 1 hit point) when you succeed on a death saving
King, legendary master of Warlock's Crypt, and Gilgeam, the throw or when you stabilize a creature with spare the dying.
God-King of Unther. Once you use this feature, you can't use it again until you
The Undying Features
finish a short or long rest.
Warlock Undying Nature
Level Features
Beginning at 10th level, you can hold your breath indefinitely,
1st Expanded Spell List, Among the Dead, Eternal and you don't require food, water, or sleep, although you still
Vigor require rest to reduce exhaustion and still benefit from
6th Defy Death finishing short and long rests. Moreover, you are now
immune to poison damage and diseases.
10th Undying Nature In addition, you age at a slower rate. For every 10 years
14th Indestructible Life that pass, your body ages only 1 year, and you are immune to
being magically aged.
Expanded Spell List
The Undying lets you choose from an expanded list of spells Indestructible Life
when you learn a warlock spell. The following spells are When you reach 14th level, you partake some of the true
added to the warlock spell list for you. secrets of the Undying. At the start of each of your turns, you
regain hit points equal to your Constitution modifier if you
Warlock Level Spells have no more than half of your hit points left. This trait
1st healing words, ray of sickness doesn't function if you take radiant damage during the same
turn. You don't gain this benefit if you have 0 hit points.
3rd blindness/deafness, silence Additionally, if you put a severed body part of yours back in
5th life trasference, speak with dead place, the part reattaches.
7th aura of life, death ward
9th antilife shell, contagion
17th invulnerability

Among the Dead


Starting at 1st level, you learn the spare the dying cantrip,
which counts as a warlock cantrip for you. You also have
advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an
undead targets you directly with an attack or a harmful spell,
that creature must make a Wisdom saving throw against your
spell save DC (an undead 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. An undead is also
immune to this effect for 24 hours if you target it with an
attack or a harmful spell.

WARLOCK
20
Changelog from RAW Artworks Credits
Core Class: Added a Variant Rule for Intelligence-base Grenth's avatar by Kekai Kotai
Warlock and Eldritch Blast as a class feature. Changed the
Pact Boon class features for all three options. Added Liliana, Defiant Necromancer by Karla Ortiz
several new Eldritch Invocations (Captured Heart, Eldritch Through the Breach by Randy Vargas
Armor, Far SCribe, Gift of the Ever-Living Ones, Gift of the
Protectors, Investiment of the Chain Master, Obscure Forest by sandara
Knowledge, Sacrifical Demise, Secrets of the Cospirator,
Word of the Occultist) and changed old ones (Agonizing
Luminous Angel by Jason Chan
Blast, Armor of Shadows, Bewtitching Whispers, Dreadful The Black Company by Raymond Swanland
Word, Grasp of Hadar, Lance of Lethargy, Minions of
Chaos, Mire the Mind, Otherworldly Leap, Repelling Blast, The Call of Cthulhu by anonymous
Sculptor of Flesh, Sign of Ill Omen, Thief of Five Fates).
Genie by anonymous
Archfey Patron: Changed the the Expanded Spell List, Dark
Zadkiel, Angel of Mercy by Alejandro Ramirez
Delirium class feature.
Efreet Palace Concept Art by noahbradley
Celestial Patron: Changed the the Expanded Spell List,
Radiant Soul class feature. Astral Plane by Aleksi
Fiend Patron: Changed the Expanded Spell List class wraith homm III by soft-h
feature.
Dark souls 3 - speed drawing & painting by Michele
Great Old One Patron: Changed the Expanded Spell List, the D'Aloisio
Awakened Mind, Thought Shield and Create Thrall class
features.

Added Lurker of the Deep. Moved Fathomless Soul from


6th level to 10th level, and Devouring Maw from 10th to
14th level. Removed the Unleash the Depths class feature.
Changed the Guardian Grasp and Devouring Maw class
features.

Added Noble Genie Patron subclass. Fusion between


Xanathar's Lost Notes version and UA version, also
modified.

Added Seeker Patron subclass. Modified from the UA


original version. Changed the Expanded Spell List and Far
Wanderer class feature.

Hexblade Patron: Refluffed to be more generic (now called


the Shadow), Removed the Hex Warrior class feature (no
more super dip for Charisma spellcaster characters, sorry!).
Changed the Expanded Spell List class feature.

Undying Patron: Changed the Expanded Spell List, Defy


Death, Undying Nature and Indestructible class features.
Added the Eternal Vigor class feature at 1st level.

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