Warlock Unchained

By Wizards of the Coast, w/ modifications by Sage Young (Ser Nurp)
Version: 1.3
These beings are those cursed souls who took on the power of an otherworldly being entering into a pact that has ascended their own potential but at the cost of so much more, these practitioners of occult magic have learned the dark arts, invocations, and foul rituals that cause pain and suffering throughout the land, and like a drug each hit of this overwhelming power draws these warlocks back into service for the nefarious goals of their evil masters.
At least that’s how the witch hunters view these mysterious figures, though in reality only a few truly seek evil or to corrupt and despoil the innocent, with some patrons seeking only to help and nurture the world to which they have grown to care for.
Generally feared and misunderstood, the warlock draws power from a pact made with a powerful and mysterious entity that many have begun to name as Patrons. Communing with this source of power the warlock offers themselves to their patron with each grasp of power given, and though once given, the power is there, many continue to honor this bargain for with its power the weak can become the strong.

Sworn and Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.
The magic bestowed on a warlock varies from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Creating a Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?
Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.
What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?
How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Quick Build

You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

Multiclass

  • Ability Score Multiclass Requirements: Charisma 13
  • Multiclass Proficiencies Gained: Light armor, simple weapons
  • Pact Magic: If you have both the Spellcasting class feature and the Pact Magic class feature, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast binder spells you know.
  • Pact Magic Spell Slots: If you possess at least two or more Pact Magic classes, the number of spells that you can cast stack, but the level of spell slot that you use remains unchanged. For Example, If you are a level 3 Warlock, level 5 Binder; you would have two 3rd level spell slots, and two 2nd level spell slots available to you.

The Warlock Table

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: All simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Gossip, History, Intimidation, Investigation, Linguistics, Nature, Persuasion, Religion, and Tactics.

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) 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

Additional Spells

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The spells in the following list expand the warlock spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything) or if it has a circumflex (^ a spell from the Syrik World Anvil). Xanathar’s Guide to Everything also offers more spells. This list is may not be all inclusive of Syrik spells, but it will be periodically updated as new spells are added.    
Spell LevelAdditional Spells
Cantrip Booming blade *, Green-flame blade *, Libra ^, Lightning lure *, Mind sliver *, Sword burst *
1st Bestow Wounds ^, Bone Armor ^, Bungle ^, Conjure Undead ^, Demon Flesh ^, Frostspike ^, Grasping Corpse ^, Mudball ^, Repair Undead ^, Sculpt Corpse ^,
2nd Compulsive Liar ^, Corpse Explosion ^, Dark Whispers ^, Death Knell ^, Delay Pain ^, Forbidden Knowledge ^, Planar Healing ^, Pox Pustules ^, Vision of Entropy ^, Whip of Spiders ^
3rd Flesh Puppet ^, Intellect fortress *, Isolate ^, Planar Wings ^, Spirit shroud *, Spit Venom ^, Summon fey *, Summon shadowspawn *, Summon undead *
4th Ghoul Army ^, Necrotic Grasp ^, Planar Clarity ^, Summon aberration *
5th Banshee Blast ^, Charnel House ^, Mislead, Planar binding, Teleportation circle
6th Epidemic ^, Pox ^, Summon fiend *, Tasha’s otherworldly guise *
7th Plague Storm ^
9th Blade of disaster *, Gate, Weird

Devotion

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Your patron requires devotion to their cause, to deny them their due, or worse to actively work against them, will prohibit you from continuing down the path of a Warlock under that specific patron, though many of the powers you have gained remain. So long as you are in good standing you can continue taking levels within this class, but should you ever fall from grace, leveling into this class is locked unless you receive Atonement. Certain patrons may not accept atonement, so choose wisely when accepting the gifts of these mysterious beings.
  If you have lost favor with your patron, subject to GM discretion, you lose access to the Forbidden Knowledge, Pact Boon, Hide Allegiance, Patronage, and Eldritch Master ability, along with all Patron specific features given unto you by your Otherworldly Patron subclass.   You cannot retrain out of this class once attained, without consequences. Leaving this class without approval by your patron is considered breaking of your pact in a negative light.
 

Otherworldly Patron

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At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
 

Pact Magic

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Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

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

Spell Slots

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

Spells Known of 1st Level and Higher

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

Spellcasting Ability

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

Spellcasting Focus

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

Eldritch Invocations

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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.
  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.
 

Occult Energy

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At 2nd level, you gain a pool of magical energy that you can use to fuel your invocations. You have a number of occult energy equal to the twice the highest level of Pact Magic spell that you can cast plus your profiency bonus, and receive additional occult energy whenever you gain an invocation that grants occult energy. Occult energy that has been spent is restored after taking a short rest.
  • You can spend a point of occult energy to enhance a damage dealing leveled pact magic spell you are about to cast. The spell adds your Charisma modifier to its total damage.
  • Starting at 6th level in this class, you can spend two points of occult energy to double the range of any pact magic spell you are about to cast.
  • Starting at 6th level in this class, when you roll damage for a spell, you can spend two points of occult energy to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
  • Starting at 10th level in this class, you can spend three points of occult energy to re-roll a Destiny dice you have just rolled; you must take the new results, even if it’s worse.
  • Starting at 10th level in this class, you can spend five occult energy to regain a single pact magic spell slot that you’ve expended.
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    Pact Boon

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    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 Aegis

    By TheOnlyPablito
    Upon accepting this pact, magical tattoos appear on your body, their design dependent on your patron's wishes.   Those tattoos grant you a protective field of energy - an aegis. You have a pool of d4s equal to your warlock level. Whenever you would suffer damage, you can use your reaction to reduce that damage by spending dice from the pool, and adding your charisma modifer to each dice. The maximum number of dice you can spend at once equals your proficiency bonus (minimum of one die). Roll the dice you spend, adding your charisma modifer for each additional die, add them together, and reduce the damage you took by the total.   You must apply this reduction for each instance of damage (ex. each dart of the magic missile spell, or each time the witch bolt spell is triggered).Your pool regains all expended dice when you finish a short rest.  

    Pact of the Blade

    You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.   You can transform two magic weapons into your pact weapon by performing a special ritual while you hold the weapons. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapons, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.  

    Pact of the Chain

    You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.   When you cast the Find Familar spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. You would also infuse the summoned familar with a measure of your eldritch power, granting the creature the following benefits: These benefits apply automatically if you are creating a custom familiar through the Advanced Familiar Feat.
    • The familar gains either a flying speed or a swimming speed of 40 feet. (Your choice)
    • As a bonus action, you can command the familiar to take the Attack action.
    • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
    • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
    Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.  

    Pact of the Chalice

    By laserllama
    Your patron has bestowed upon you a vessel for the creation of potions and poultices. As an action, you can create a pact chalice in your empty hand. Each time you summon it, it takes the form of a tiny object of your choice that is capable of holding liquid, and it can be used as a spellcasting focus by you. Moreover, your chalice counts as either a herbalism kit or a set of alchemist's supplies (your choice), and you have expertise with that tool while your pact chalice is summoned.   At the end of each short or long rest, you can use your pact chalice, focusing on it, to create a number of alchemical recipes innately known equal to your Proficiency Bonus. Every two Warlock levels you learn a new alchemical recipe that can be used for your Chalice and only your Chalice. At 1st Level you have Common Rarity Reagent Limits. At 5th Level this Increases to Major Uncommon, at 10th Level this increases to Rare, at 15th Level this Increases to Major Rare, and at 20th Level this Increases to Major Very Rare.   The liquid retains its potency until the end of your next long rest, at which point it becomes inert and unusable.   Your pact chalice disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the chalice (no action required), or if you die.  

    Pact of the Hourglass

    By laserllama
    Your patron has gifted you a mystical timekeeping device. As an action, you can create a pact hourglass in your empty hand. It takes the form of a timekeeping device of your choice each time you summon it, and it can be used as a spellcasting focus by you. While you have your pact hourglass summoned, you can use your reaction to rewind time and re-roll one attack roll, ability check, or saving throw you make.   You can use this special reaction a number of times equal to your proficiency bonus (minimum of once), and you regain all expended uses when you finish a short rest.   Your pact hourglass disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your hourglass (no action required), or if you die.  

    Pact of the Shroud

    By laserllama
    Your patron has gifted you a mystical cloak to shield you from harm and hide your movements. As an action on your turn, you can summon your pact shroud, which takes the form of a robe or cloak of your choice. While wearing your pact shroud, you are considered invisible while obscured by shadows, darkness, or other natural phenomenon such as fog or mist.   Your pact shroud disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your shroud (no action required), or if you die.   You can bond a magic robe or cloak as your pact shroud by performing a ritual over a short or long rest. Once bonded, you can shunt it to an extradimensional space, or summon it, as an action. You cannot bond artifacts or sentient clothing, and you can only have one pact shroud at a time.  

    Pact of the Strings

    By laserllama Your patron has granted you otherworldly musical talent. As an action, you can create a pact instrument in an empty hand. It takes the form of an instrument of your choice, and it can be used as a spellcasting focus by you. You are proficient with your pact instrument, and you are considered to have expertise with that pact instrument.   When you use your pact instrument to cast a spell with a verbal component or a spell that deals thunder damage, you gain a bonus to each of the spell's damage rolls equal to 1d6.   Your pact instrument disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the instrument (no action required), or if you die.   You can bond a magic instrument as your pact instrument by performing a ritual over a short or long rest. Once bonded, you can shunt it to an extradimensional space, or summon it, as an action. You cannot bond artifacts or sentient items, and you can only have one pact instrument at a time.  

    Pact of the Talisman

    Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d6 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your Charisma Modifer(Minimum 1), and all expended uses are restored when you finish a short rest.   If you lose the talisman, 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 amulet. The talisman turns to ash when you die.  

    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.   You can inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
      On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
      If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
     

    Ability Score Improvement

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

    Eldritch Versatility

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    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
    • Replace one cantrip you learned from this class’s Pact Magic feature with another cantrip from the warlock spell list.
    • Replace the option you chose for the Pact Boon feature with one of that feature’s other options.
    • If you’re 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
      If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
     

    Forbidden Knowledge

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    At 5th level, your otherworldly patron bestows upon you, knowledge that is unseen and unheard of, given unto you for your loyal service. Choose one of the following skills: Arcana, Gossip, History, Linguistics, Nature, or Religion. You become proficient in this skill if you were not already, and your proficiency bonus is doubled for any ability check you make that uses this skill. Additionally, you gain three Lore of topics relating to your Patron or forbidden knowledge they would have access to.
     

    Hide Allegiance

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    At 5th level, your patron has instilled within you the ability to hide your soul’s allegiance and connection to the occult. When you are subject to an ability that would discern your allegiance, such as sense heretic or detect good and evil, the caster must make a Spellcasting ability check against DC 8 + spell level + your Proficiency bonus or the ability fails to reveal identifying information.
     

    Life Tap

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    At 7th level, you can tap into your inner power and sacrifice your life essence to maintain your magical energies. When you take the spellcasting action, you can choose to reduce your maximum Hit Points by a number equal to double the level of spell being cast + your Proficiency bonus. If you do, the spell is cast without expending a spell slot. This maximum Hit Point reduction is restored after completing a long rest, it cannot be healed by any other means, except miraculous events such as a Miracle or Wish.You may choose what level of spell is being cast up to your spell slot level limit.
     

    Soul Empowerment

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    At 6th level, your patron has infused your soul with a deeper connection to the occult magic that fuels your abilities. Whenever you would use your action to cast a spell or take the attack action; you may make a cantrip as a bonus action for free. Whenever you would use your action to cast a spell or take the attack action; you can spend two points of occult energy to make an additional attack, or cast a spell; you ignore the standard only one leveled spell per turn rule when using this feature.
     

    Patronage

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    Beginning at 10th level, you can beseech your patron for aid, though like with all things derived from your patron, this aid comes with a price.   Imploring your patron’s aid requires you to use your action. Describe the assistance you seek, and what you are offering in trade, if this offer is accepted, roll a percentile dice. If you roll a number equal to or lower than your warlock level, your patron intervenes. The DM chooses the nature of the intervention; the effect of any warlock spell or warlock invocation would be appropriate.   If your patron intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required, though you must still offer something in trade, and it must still be accepted by your patron.
     

    Mystic Arcanum

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    At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
     

    Eldritch Master

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    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 serve 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.

    The Abyss

    By: Surrealistik
    Those who seek out forbidden power and dark patrons are commonplace among the ranks of the warlocks. However, there is perhaps no power more forbidden, nor patron darker than that of the Abyss itself: an inscrutable force of nature that is the very manifestation of chaos and evil. The plane's malevolent consciousness ever hungers for foolhardy agents and willing pawns with which it might enact its ineffable and terrible designs.
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    Expanded Spell List

    The Abyss 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.
    Abyss Expanded Spells
     
    Spell LevelSpells
    1st Bane, Dissonant Whispers
    2nd Blindness/Deafness, Phantasmal Force
    3rd Blink, Sending
    4th Confusion, Evard's Black Tentacles
    5th Destruction Wave, Teleportation Circle

    Abyssal Summons

    Starting at 1st level, as an action, you can spend a Pact Magic spell slot to magically summon a demon of your choice with a challenge rating no greater than half your Warlock level (a Warlock level of 1 acts as a challenge rating of 1/2).   The demon appears in an unoccupied space you can see within 30 feet of you. While you concentrate on this effect (as if you were concentrating on a spell), you can dismiss the demon as a bonus action, and the demon can communicate with you telepathically, obeying only your orders. Roll initiative for the demon as normal for a combatant in combat to determine when the demon acts. Demons summoned in this way can't cast spells other than cantrips, or use actions or traits limited to uses per day unless your Warlock level is 11 or greater. Regardless of your level, a Demon summoned in this way cannot use any summon ability it possesses.   The demon disappears after 1 minute, when you dismiss it, or when it is reduced to 0 hit points. If you lose concentration on this effect, the demon becomes hostile to you and acts as it chooses before disappearing after 1d6 rounds.  

    Worthy Sacrifice

    At 6th level you learn to empower your minions with dark tribute. When you slay a creature within 30 feet of you that you can see, you can use your reaction to magically empower a demon under your control. If you do, that demon teleports to an unoccupied space that you can see within 5 feet of that creature, erupting from and destroying its remains, if any. That demon then gains temporary hit points equal to half your Warlock level, and a bonus to its attack and damage rolls equal to your Charisma modifier (minimum of +0) for 1 hour.   Once you use this feature, you can't use it again until you finish a short or long rest. You can activate this ability, even while its uses are down by spending two points of occult energy.  

    Bound in Blood

    Starting at 10th level, when you would take damage, you can use your reaction to have a demon under your control and within 60 feet of you take half that damage instead of you.   Further, you have advantage on saving throws and checks to summon, gain or maintain control of a demon, including saving throws to maintain concentration on such effects.  

    Abyssal Summons

    Starting at 10th level, whenever you use your Abyssal summons ability, you can summon a second demon of equal or lower CR, or you can summon a single demon with a CR 2 higher than normal.  

    By Demons Devoured

    Starting at 14th level, you are able to shunt foes through the planar rifts you fashion to conjure your fiendish minions, banishing them to the dreaded depths of the Abyss.   Whenever you summon a demon with a spell or effect that requires concentration, you can use your reaction to force a creature you can see that's within 5 feet of that demon to make a Charisma saving throw against your Warlock spell save DC or be magically banished as per the effect of the Banishment spell. This banishment lasts for 1 minute, or until you stop concentrating on that summoning spell or effect instead of its normal duration. A target banished in this way is sent to the Abyss instead of where it would normally go. If the target is not a demon, it takes 1d10 necrotic damage and 1d10 psychic damage at the start of each of its turns until this effect ends.   Once you use this feature, you can't use it again until you finish a long rest. If this feature's target succeeded on its saving throw, you can use it again after finishing a short or long rest instead. You can activate this ability, even while its uses are down by spending four points of occult energy.
     

    The Archfey

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

    Expanded Spell List

    The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    Archfey Expanded Spells
     
    Spell LevelSpells
    1st Faerie Fire, Sleep
    2nd Calm Emotions, Phantasmal Force
    3rd Blink, Plant Growth
    4th Dominate Beast, Greater Invisibility
    5th Dominate Person, Seeming

    Fey Presence

    Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.   Once you use this feature, you can’t use it again until you finish a short or long rest. You can activate this ability, even while its uses are down by spending a point of occult energy.  

    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. You can activate this ability, even while its uses are down by spending two points of occult energy.  

    Beguiling Defenses

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

    Dark Delirium

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

    The Archmage

    By laserllama; and TheOnlyPablito (for Spell Barrage and some spell choices)
    For those with the willpower and time, arcane magic can be a path to great power. Those who ascend to these lofty heights of arcane power are known as Archmagis, masters of the weave. So wondrous is their power, and so strange are their goals, these masters of magic will sometimes enlist warlocks to help with, what appear to the Archmage, to be trivial tasks.   What drove you into the service of an Archmage? Was it a desire for their power, or a simpler path to arcane mastery?
    Show spoiler

    Expanded Spell List

    The archmage 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.
    Archmage Expanded Spells
       
    Spell LevelSpells
    1st Magic Missile, Shield
    2nd Blur, Melf's Acid Arrow
    3rd Haste, Lightning Bolt
    4th Arcane Eye, Otiluke's Resilient Sphere
    5th Bigby's Hand, Wall of Force

    Arcane Apprentice

    When you make your pact with the Archmage at 1st level, they impart to you a mote of their immense arcane ability. Your spellcasting ability for warlock spells and class features becomes Intelligence, and anytime you gain a warlock feature that is Charisma-based, it becomes Intelligence-based for you.   In addition, you gain proficiency in the Arcana skill, and you learn one cantrip of your choice from the wizard spell list. It counts as a warlock cantrip for you, but doesn't count against your total number of Cantrips Known.  

    Astral Slip

    You can draw on the arcane power of your patron to save you from harm. Beginning at 6th level, when you are hit by an attack, you can use your reaction to instantly teleport through the Astral Plane, causing the triggering attack to miss. You then immediately reappear in an unoccupied space of your choice within 30 feet of where you disappeared.   Once you use this reaction to evade an attack, you must finish a short or long rest before you can use it again. You can activate this ability, even while its uses are down by spending two points of occult energy.  

    Arcane Savant

    Your patron grants you enhanced insight into the theories of arcane magic. Starting at 6th level, each time you finish a long rest you can replace one warlock spell you know of 1st-level or higher with another warlock spell of your choice.  

    Spell Ward

    Your knowledge of the weave allows you to resist arcane effects. At 10th level, you gain resistance to force damage, and when you are forced to make a saving throw to resist the effects of a spell, you can use your reaction to make an Intelligence saving throw in place of the normal saving throw.   You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

    Spell Barrage

    At 14th level, you become a devastating force of arcane might. Whenever you cast one of your Mystic Arcanum spells as an action, you can use your bonus action to cast one warlock spell of your choice that has a casting time of one action and that uses your Pact Magic spell slot.   Once you use this feature, you cannot use it again until you finish a short or long rest. You can activate this ability, even while its uses are down by spending three points of occult energy.
     

    The Celestial

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

    Expanded Spell List

    The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    Celestial Expanded Spells
     
    Spell LevelSpells
    1st Cure Wounds, Guardian, Guiding Bolt
    2nd Flaming Sphere, Lesser Restoration
    3rd Daylight, Revivify
    4th Guardian of Faith, Wall of Fire
    5th Flame Strike, Greater Restoration

    Bonus Cantrips

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

    Healing Light

    At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.   As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.   Your pool regains all expended dice when you finish a long rest. If you have the Healing Charm invocation, the healing from this ability is increased to d8s, and you can spend a point of occult energy to re-roll any 1 or 2 on the healing dice.  

    Radiant Soul

    Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  

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

    The Coven

    By laserllama
    Grandmother, auntie, wood witch, medicine woman, crone; the strange creatures known as hags go by many names. Their motivations are often sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven's unorthodox magic?
    Show spoiler

    Expanded Spell List

    The Coven lets you choose from an expanded list of spells when you learn a warlock spell. Beginning at 1st level, the following spells are added to the warlock spell list for you.
    Coven Expanded Spells
     
    Spell LevelSpells
    1st Inflict Wounds, Ray of Sickness
    2nd Alter Self, Enhance Ability
    3rd Bestow Curse, Nondetection
    4th Dominate Beast, Polymorph
    5th Insect Plague, Skill Empowerment

    Weird Magics

    When you enter this pact at 1st level, the Coven you serve grants you knowledge of their unorthodox spellcasting. When you cast a warlock spell of 1st-level or higher, you can replace its damage type with a damage type from another warlock spell you know, altering the spell for this casting only.   Spells cast in this way resemble the strange magic of hags, and may be unrecognizable to traditional spellcasters, rolls to identify what spell you are casting using this power are made at disadvantage.  

    Deviant Recovery

    Upon reaching 6th level, you have been granted rare insights into the magic of Covens. At the end of a short rest, in place of regaining one of your expended Pact Magic spell slots, you can impart that magical energy to a friendly spellcaster who completed the short rest with you. They immediately regain expended spell slots that have a combined level equal to or less than the level of your Pact Magic spell slot.   Once you impart magical energy with this feature you must finish a long rest before you can do so again. You can activate this ability, even while its uses are down by spending two points of occult energy.  

    Vile Resilience

    You have served your Coven well and they have rewarded you with a strange magical ward. Beginning at 10th level, when you take damage from a spell or other magical effect, you can use your reaction to grant yourself resistance to the damage from the triggering spell or magical effect.   You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

    Shared Spellcasting

    Starting at 14th level, you have grown powerful enough to form a Coven of your own. At the end of a long rest, choose up to two other spellcasters that are willing to form a Coven with you. While all members of the Coven are within 30 feet of one another, they can all cast any spell known or prepared by another member of the Coven in addition to their own spells. They must still expend their own spell slots to do so.   All members of a Coven are always aware of the direction and distance between them and the other members of their Coven, so long as they are on the same plane of existence.   When you form a Coven, the bond remains in place until you complete 7 long rests, or a Coven member dies. You can then form a new Coven at the end of your next long rest.
     

    The Elder Sphinx

    By laserllama
    Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten gods. They are masters of riddles and other trials that reveal the true nature of those they test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.   You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather than perish you opted to serve them with your life?
    Show spoiler

    Expanded Spell List

    The Elder Sphinx 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.
    Elder Sphinx Expanded Spells
       
    Spell LevelSpells
    1st Command, Detect Evil and Good
    2nd Lesser Restoration, Zone of Truth
    3rd Clairvoyance, Slow
    4th Divination, Freedom of Movement
    5th Dispel Evil and Good, Greater Restoration
    9th Time Stop

    Guardian's Ward

    The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. Starting at 1st level, you can use an action to project a small but powerful ward outward from yourself, with a radius in feet equal to five times your proficiency bonus.   When a creature enters the area of your ward, or starts its turn within it, it must succeed on a Strength saving throw in order to move. On a successful save, it can move, but it treats the area within your ward as difficult terrain. On a failed save, the creature cannot move into, or within, the area.   You must concentrate on your ward as if concentrating on a spell. Your ward lasts for 1 minute, unless you choose to end it early (no action required). Once you use your ward you must finish a short or long rest before you can use it again. You can activate this ability, even while its uses are down by spending a point of occult energy.  

    Time Slip

    Beginning at 6th level, you can manipulate time, much like your patron. As an action, you can pause time and move up to twice your movement speed without provoking opportunity attacks. You can only use your movement while time is stopped, you cannot use actions, bonus actions, or reactions. Time resumes when you finish your movement.   Once you use this action you must finish a short or long rest before you can use it again. You can activate this ability, even while its uses are down by spending two points of occult energy.  

    Inscrutable

    Your patron shields you from divination magic, much like they are shielded from such spells. Beginning at 10th level, you are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Additionally, any Wisdom (Insight) checks made to ascertain your intentions or sincerity are made at disadvantage.  

    Eternal Guardian

    The Sphinx you serve has blessed you with a semblance of their immortality. Starting at 10th level, you no longer require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from both short and long rests.   In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.  

    Power of the Ancients

    Starting at 14th level, you gain an empowered mastery over time, but only in your sphere of influence. As an action, while your Guardian's Ward is active, you can cast a limited version of time stop. However, you may only interact with creatures and objects within the radius of your Guardian's Ward.   When the time stop spell ends, your Guardian's Ward ends as well. Once you use this feature you must finish a long rest before you can use it again. You can activate this ability, even while its uses are down by spending six points of occult energy.
     

    The Fathomless

    You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?   Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.   Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.
    Show spoiler

    Expanded Spell List

    The Fathomless 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.
    Fathomless Expanded Spells
     
    Spell LevelSpells
    1st Hydraulic Push, Thunderwave
    2nd Gust of Wind, Silence
    3rd Lightning Bolt, Sleet Storm
    4th Control Water, Summon Elemental (Water only)
    5th Bigby's Hand (appearance as a tentacle), Cone of Cold

    Tentacle of the Deeps

    1st-level Fathomless feature
    You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.   When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.   As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Gift of the Sea

    1st-level Fathomless feature
    You gain a swimming speed of 40 feet, and you can breathe underwater.  

    Oceanic Soul

    6th-level Fathomless feature
    You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.  

    Guardian Coil

    6th-level Fathomless feature
    Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.  

    Grasping Tentacles

    10th-level Fathomless feature
    You learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Additionally, you can cast this spell by expending four points of occult energy. You gain two points of occult energy.   Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.  

    Fathomless Plunge

    14th-level Fathomless feature
    You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.   Once you use this feature, you can’t use it again until you finish a short or long rest. You can activate this ability, even while its uses are down by spending five points of occult energy.
     

    The Fiend

    You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and qlippoths and other lords of the qlippoths.
    Show spoiler

    Expanded Spell List

    The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    Fiend Expanded Spells
       
    Spell LevelSpells
    1st Burning Hands, Command
    2nd Blindness/Deafness, Scorching Ray
    3rd Fireball, Stinking Cloud
    4th Fire Shield, Wall of Fire
    5th Flame Strike, Hallow

    Dark One’s Blessing

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

    Dark One’s Own Luck

    Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.   Once you use this feature, you can’t use it again until you finish a short or long rest. You can activate this ability, even while its uses are down by spending three points of occult energy.  

    Fiendish Resilience

    Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.  

    Hurl Through Hell

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

    The Genie

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

    Genie Kind

    You choose your patron’s kind or determine it randomly, using the Genie Kind table.  
    D5KindElement
    1 Djinni Air
    2 Shaitan Earth
    3 Efreeti Fire
    4 Janni Void
    5 Marid Water

    Expanded Spell List

    The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: djinni, shaitan, efreeti, janni, or marid.  
    Genie Expanded Spells
    Spell LevelGenie SpellsDjinni SpellsShaitan SpellsEfreeti SpellsJanni SpellsMarid Spells
    1st Detect Evil and Good Thunderwave Sanctuary Burning Hands Magnify Gravity Fog Cloud
    2nd Phantasmal Force Gust of Wind Spike Growth Scorching Ray Fortune’s Favor Blur
    3rd Create Food and Water Wind Wall Meld Into Stone Fireball Nondetection Sleet Storm
    4th Phantasmal Killer Greater Invisibility Stone Shape Fire Shield Gravity Sinkhole Control Water
    5th Creation Seeming Wall of Stone Flame Strike Temporal Shunt Cone of Cold
    9th Wish

    Genie’s Vessel

    1st-level Genie feature
    Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.
    Genie’s Vessel
     
    D6Vessel
    1 Oil Lamp
    2 Urn
    3 Ring with a Compartment
    4 Stoppered Bottle
    5 Hollow Statuette
    6 Ornate Lantern
    The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.   While you are touching the vessel, you can use it in the following ways:
    Bottled Respite
    As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.  
    Genie’s Wrath
    Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: thunder (djinni), acid (shaitan), fire (efreeti), force (janni), or cold (marid).  

    Elemental Gift

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

    Sanctuary Vessel

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

    Limited Wish

    14th-level Genie feature
    You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.   Once you use this feature, you can’t use it again until you finish 1d4 long rests. You can activate this ability, even while its uses are down by spending six points of occult energy.
       

    The Great Old One

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

    Expanded Spell List

    The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    Great Old One Expanded Spells
       
    Spell LevelSpells
    1st Dissonant Whispers, Tasha's Hideous Laughter
    2nd Detect Thoughts, Phantasmal Force
    3rd Clairvoyance, Sending
    4th Dominate Beast, Evard's Black Tentacles
    5th Dominate Person, Telekinesis

    Awakened Mind

    Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.  

    Entropic Ward

    At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.   Once you use this feature, you can’t use it again until you finish a short or long rest. You can activate this ability, even while its uses are down by spending two points of occult energy.  

    Thought Shield

    Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.  

    Create Thrall

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

    The Hexblade

    You have made a pact with an otherworldly powerful and masterful warrior entity that manifests within you as a sentient magical weapon carved from the eldritch energies of your patron. The eldritch force behind these powerful weapons can offer power to warlocks who form pacts with it. Many Hexblade warlocks create weapons that emulate those formed by these powerful warriors. Others forgo such arms, content to weave their dark magic through the eldritch gifts granted to them by their patron.   These eldritch warriors are those beings or entities who have had a storied history rich with the blood and pain of others and cursed with this suffering, one famous entity would be the Sword of Kas, a sentient blade fueled by the infamous blood knight Kas, a general of the vampiric legions that has long since been missing, but is said that his spirit now inhabits his former blade.
    Show spoiler
     

    Expanded Spell List

    The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
    Hexblade Expanded Spells
     
    Spell LevelSpells
    1st Shield, Wrathful Smite
    2nd Blur, Branding Smite
    3rd Blink, Elemental Weapon
    4th Phantasmal Killer, Staggering Smite
    5th Banishing Smite, Holy Weapon (deals necrotic damage for evil patrons)

    Hexblade’s Curse

    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
    • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    • Any attack roll you make against the cursed target has its critical threat range increased by one, for example a 20 becomes a 19 to 20, a 19 to 20 becomes an 18 to 20, and so on.
    • If the cursed target dies, you gain temporary hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
    You can use this feature once, regaining this use after a short or long rest; you can also use it by spending two points of occult energy.  

    Hex Warrior

    At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.   The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.  

    Armor of Hexes

    At 6th 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 5 or higher, the attack instead misses you, regardless of its roll. Starting at 10th level, when you roll the d6, a 4 or higher will result in a miss.  

    Accursed Surge

    Starting at 10th level, whenever you attack with your Hex Warrior weapon the weapon deals an additional 1d6 points of Necrotic damage; additionally, whenever you take the attack action or attack with an attack action enhancing spell such as Wrathful Smite with your Hex Warrior weapon you can make an additional attack with that weapon as a part of this action.  

    Master of Hexes

    Starting at 14th level, you gain two additional invocations of your choice; additionally, whenever you use your Hexblade’s Curse feature, 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 Lunar Ascendant

    Formed through the endless void of night you have made a pact with those keepers of the moon, shadows, dreams, and nightmares. The true nature of such figures that hold dominion over this pact are little known and harder still to uncover, yet the power that they offer is the kind that makes dreams become reality.  
    Show spoiler

    Expanded Spell List

    The Lunar Ascendant 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.
    Lunar Ascendant Expanded Spells
     
    Spell LevelSpells
    1st Magnify Gravity, Sleep
    2nd Moonbeam, Phantasmal Force
    3rd Clairvoyance, Revivify
    4th Arcane Eye, Banishment
    5th Cone of Cold, Dream

    Lunar Magic

    Starting at 1st level, you can as a Bonus Action select one of the options listed below, gaining its benefits for 1 minute. The effect ends early when you drop to 0 Hit Points, are Incapacitated, die, or dismiss it (no action required).
    • Full Moon: You emanate an aura of dim light in a 10-foot radius that guards your allies. At the start of each of your turns, creatures of your choice within the aura gain a number of temporary hit points equal to your Charisma modifier + your Proficiency bonus (minimum of 1).
    • New Moon: A shadowy aura envelops you in a 20-foot radius. As part of when you select this option, or as a Bonus Action on each of your turns, when you reduce a creature to 0 Hit Points within the aura, you can teleport up to half of your movement speed to an unoccupied space you can see and make a melee attack against a creature within range.
    • Harvest Moon: A sparkle of twilight surrounds you. You gain an Enhancement bonus to your Armor Class equal to your Charisma modifier.
    • Blood Moon: A red aura engulfs you, boosting necrotic magic. Once on each of your turns, your first successful attack deals an additional 1d6 Necrotic damage, and you regain hit points equal to the necrotic damage dealt.
    • Blue Moon: You emanate wisps of violet. Roll a d6, on a 6 you remain in this state, otherwise you must change your selection for this use of your Lunar Magic. If you retain this state, you can roll a d4 when making an attack roll, ability check, or saving throw and add the result as an Insight bonus to the d20 roll.
    You can use this feature once, with an additional use of this feature at 6th level, and again every 4 levels thereafter. You regain all expended uses when you finish a Short or Long Rest.  

    Mantle of Moonlight

    At 6th level, you gain darkvision with a range of 60 feet. If you already have innate darkvision, its range increases by 30 feet.   In addition, you can transform any Cold damage that originates from a spell or feature that you create to instead deal Radiant damage and vice versa.  

    Radiant Veil

    At 10th level, your lunar magic grows more powerful. You have resistance to Radiant damage. While you have your Lunar Magic active, you instead become immune to Radiant damage.   In addition, as a Reaction, when you would be reduced to 0 hit points, you can drop to 1 hit point instead and cause your body to erupt with mystic energy. Each creature of your choice that is within 30 feet of you takes Radiant damage equal to 2d10 + your Warlock level. Once you use this feature, you can't do so again until you finish a Long Rest.  

    Mantle of Nightmares

    When you reach 14th level, you have grown to embody the darker powers of your patron, allowing you to produce a mantle that drives the inner fears of those that witness it. You naturally no longer need to sleep, instead you may complete a long rest by simply performing light activities and you become Immune to Fear. Additionally, you deal an additional 1d6 points of Psychic damage against any creature that you attack that is sleeping or unconscious, when attacking a sleeping or unconcsious creature, if damaging the creature would normally wake it, the creature does not wake unless it succeeds on a Charisma saving throw againt your Warlock spell save DC.   Finally, as an Action you can take on a nightmarish appearance, while disguised in this way you gain the following effects:
    • Every creature that can see you, except for a number of creatures of your choice equal to your Charisma modifier, must succeed on a Wisdom saving throw against your Warlock spell save DC or become Frightened of you for 1 hour, additionally, while Frightened in this way, the creature suffers an additional 1d10 points of Psychic damage whenever it would be damaged by any source. A creature that fails their save by 5 or more instead becomes Cowering for 1 minute. A creature that saves against this effect becomes immune to this ability for the next 24 hours.
    • Your hit point maximum cannot be reduced.
    • You can see in darkness, even magical darkness, out to a range of 300 feet.
    • You gain the ability to teleport within shadows and darkness. You can as a Bonus Action while in this form, teleport to any space of dimlight or darness within 300 feet that you can see or are aware of.
    This form ends after 1 hour or when you drop to 0 Hit Points, are Incapacitated, die, or dismiss it (no action required). You can use this feature once, regaining its use after you complete a Long Rest.
       

    The Primeval Growth

    By laserllama
    Not all who serve the wild seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.   Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.
    Show spoiler

    Expanded Spell List

    The Primeval Growth 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.
    Primeval Growth Expanded Spells
     
    Spell LevelSpells
    1st Ensnaring Strike, Entangle
    2nd Barkskin, Spike Growth
    3rd Erupting Earth, Plant Growth
    4th Grasping Vine, Guardian of Nature
    5th Tree Stride, Wrath of Nature

    Grasping Vines

    When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. At 1st level, you learn the thorn whip cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of Cantrips Known.   When you hit a creature with thorn whip, or when you damage or restrain a creature with one of your Primeval Growth spells, you can use a bonus action to drain the life force from one target of the spell. The creature takes necrotic damage equal to your warlock level, and you immediately gain temporary hit points equal to the necrotic damage dealt.   You can use this bonus action a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

    Primeval Resilience

    The magic of the Primeval Growth has begun to change your body. Starting at 6th level, your skin becomes rough and treelike, and your Armor Class cannot be less than 16.   In addition, when you cast thorn whip, you can target up to two creatures that are within the range of the spell.  

    Arboreal Guardian

    Upon reaching 10th level, your bark-like skin grants you resistance to all non-magical bludgeoning, piercing, and slashing damage, and you no longer require food or drink, so long as you spend at least one hour in sunlight each day.  

    Wrath of the Forest

    Starting at 14th level, you can use an action to lash out with grasping roots at a number of creatures within 30 feet, equal to your proficiency bonus. They must make a Strength saving throw, or be restrained for 1 minute. As an action, creatures can make a Strength (Athletics) check against your warlock save DC, escaping from the primeval growth on a success.
       

    The Shadowfell Lord

    By Samuel Willmore
    You patron is a mysterious, powerful being who lives and rules the lands in the Shadowfell. This Shadowfell lord watches over the world, anticipating each creature's death, seeking forbidden or forgotten knowledge of mortal realms to fulfill their unknown plans and schemes.   As the lords of the Shadowfell, such beings dwell in a decayed, dark reflections of the mortal world. Even though their abilities to reach into the world is limited, Thus, they turn to mortal warlocks to serve their will.   Warlocks sworn to these Shadowfell lords receive visions and whispers from them in their dreams or even nightmares, sending them on quests and warning them of impending dangers, as not that many would willingly pledge their loyalty to serve unpredictable, otherworldly embodiment of shadows and death. As a reward, these lords share in grains of sacred knowledge and power over death and shadows.   Your patron may be a powerful lich, who hides within the shadowfell, or perhaps echoes of powerful souls that are trapped within, or even shadowy abominations that have devoured the lesser shadows turning into a powerful entity of shadow.
    Show spoiler
     

    Expanded Spell List

    The Shadowfell Lord 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.
    Shadowfell Lord Expanded Spells
       
    Spell LevelSpells
    1st Detect Evil and Good, Inflict Wounds
    2nd Pass Without Trace, Spiritual Weapon
    3rd Nondetection, Feign Death
    4th Phantasmal Killer, Death Ward
    5th Mislead, Raise Dead

    Sentinel Spirit

    Starting at 1st level, you gain the service of a spirit sent by the Shadowfell Lord to watch over you. The spirit assumes the form and game statistics of any tiny beast, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.   You can see through the spirit's eyes and hear what it hears while it is within 100 feet of you. In combat, the spirit acts right after your turn and you have total control over how it acts. The spirit doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The spirit vanishes when it dies or if you die, or if the two of you are separated by different planes of existence.   As a bonus action, you can command the spirit to merge with you or your shadow, providing you with the following benefits:  
    • While merged, you gain darkvision with range of 60 feet. If you already have darkvision, the range of it is increased by 30 feet
    • You can use your Charisma modifier instead of your Wisdom modifier for Perception checks, and you cannot be surprised.
      While the spirit is merged with you, it can't be targeted by any attack or other harmful effect, it can't take damage, and it is incapacitated.   Furthermore, if you pick Pact of Chain at 3rd level, the spirit is considered as your familiar for all warlock features, Spells and invocations, such as taking new forms as by the Pact of Chain feature or Find Familiar spell.   At the end of a short or long rest, you can call the spirit back to you no matter where it is or whether it died, and it reappears within 5 feet of you.  

    One with Darkness

    At 6th level you feel more comfortable while being in darkness and shadows. While in dim light or darkness, you can take the Hide action as a bonus action. If the Sentinel Spirit is merged with you, while attempting to Hide in dim light or darkness, you can use your Charisma modifier instead of your Dexterity modifier on Stealth checks.   Additionally, while Sentinel Spirit is merged with you, as an action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.   You can teleport an amount of times equal to your proficiency modifier. You recharge all expended uses upon finishing a long rest.  

    Lord's Blessing

    At 10th level, the Shadowfell Lord grants you a protective blessing. You gain advantage on death saving throws, immunity to the Fear-based conditions, and resistance to necrotic damage.  

    Chains of Shadowfell

    At 14th level your patron teaches you how to bind those who oppose you by powers of the Shadowfell itself.   Whenever you deal damage to a creature you can also chain it for 1 minute with chains made of pure darkness. While chained this way the target is considered restrained and also suffers 1d10 necrotic damage at the start of each of its turn as it is getting constricted by the shadowfell chains. If the creature is in bright light, as an action it can make a Strength Saving Throw against your warlock spell save DC, freeing itself on success.   Once you use this feature you can't use it again until you finish a long rest, unless you spend three points of occult energy.
       

    The Titan

    By laserllama
    At the dawn of creation, the world was dominated by massive creatures; powerful giants bound together by the Ordning, hulking elementals that would become the landscape itself, and legendary titans, like the Tarrasque, that slumber beneath the earth. In remote places of the material plane these ancient beings’ slumber, their power dormant, waiting for an opportunity to remind the world of their existence.   Why were you chosen by a titan? Are they trapped, needing someone to be their representative in the world, or do you carefully draw power from an ancient slumbering giant?
    Show spoiler

    Expanded Spell List

    The Titan 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.
    Titan Expanded Spells
       
    Spell LevelSpells
    1st Catapult, Earth Tremor
    2nd Enlarge/Reduce (enlarge only), Spike Growth
    3rd Erupting Earth, Protection from Energy
    4th Stoneskin, Stone Shape
    5th Transmute Rock, Wall of Stone

    Elder Soul

    Your Titanic patron greatly enhances your durability. At 1st level, your hit points maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.   You also learn to speak, read, and write Primordial or Giant (your choice). Whenever you make a Charisma check when interacting with elementals (if you chose Primordial) or giants (if you chose Giant), your proficiency bonus is doubled.  

    Colossal Form

    Also beginning at 1st level, you can channel your patron's power to grow in size. As a bonus action on your turn, you can activate your Colossal Form, gaining temporary hit points equal to your warlock level and increasing your size by one category, for example, from Medium to Large. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma modifier (minimum of +1):  
    • All Strength ability checks and Strength saving throws.
    • All damage rolls for melee weapon attacks using Strength.
      Your Colossal Form lasts for 1 minute, but ends early if you are incapacitated or you end it as a bonus action. Once you use your Colossal Form, you must finish a short or long rest before you can use it again. You can activate this ability, even while its uses are down by spending two points of occult energy.  

    Titanic Endurance

    Beginning at 6th level, you can channel the resilience of your patron to reduce incoming damage. You have a pool of d4s that you spend to fuel this damage reduction. The number of dice in the pool is equal to 1 + your warlock level.   As a reaction, when you take damage, you can choose to roll a number of dice from this pool up to your Charisma modifier (minimum 1), reducing the damage by an amount equal to your roll + your Charisma modifier. Your pool regains all expended dice at the end of each long rest.   If you have the Pact of the Aegis feature, the two powers combine, empowering this one to instead use d8s rather than d4s.  

    Stalwart Blood

    Your connection to your gargantuan patron has deepened. Starting at 10th level, when you make a Constitution check or Constitution saving throw, you gain a bonus to your roll equal to your Charisma modifier (minimum of +1).  

    Legendary Behemoth

    You have mastered the magic of the titans, and can you wield their power with ease. Starting at 14th level, when you adopt your Colossal Form, you can choose to grow by two size categories, for example, from Medium to Huge. When you hit a creature with a weapon attack while transformed, you can roll one of the weapon's damage dice an additional time.   In addition, once you adopt your Colossal Form, it lasts until you are incapacitated or end it as a bonus action.
       

    The Undead

    You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.   Beings of this type include the demilich Acererak, the vampire queen Zura, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.
    Show spoiler
     

    Expanded Spell List

    The Undead 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.
    Undead Expanded Spells
       
    Spell LevelSpells
    1st Bane, False Life
    2nd Blindness/Deafness, Phantasmal Force
    3rd Phantom Steed, Speak with Dead
    4th Death Ward, Greater Invisibility
    5th Antilife Shell, Cloudkill

    Form of Dread

    1st-level Undead feature
    You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:  
    • You gain temporary hit points equal to 1d10 + your warlock level.
    • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
    • You are immune to the frightened condition.
      You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.  

    Grave Touched

    6th-level Undead feature
    Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.   In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage that the target takes.  

    Necrotic Husk

    10th-level Undead feature
    Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.   In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.  

    Spirit Projection

    14th-level Undead feature
    Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.   Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).   While projecting your spirit, you gain the following benefits:  
    • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
    • When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
    • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
    • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
      Once you use this feature, you can’t do so again until you finish a long rest. You can activate this ability, even while its uses are down by spending six points of occult energy.
       

    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 primogens; 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.
    Show spoiler
     

    Expanded Spell List

    The Undying 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.
    Undying Expanded Spells
     
    Spell LevelSpells
    1st False Life, Ray of Sickness
    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. You also have advantage on saving throws against any disease.   Additionally, undead have difficulty harming you. If an undead target’s 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.  

    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.   Once you use this feature, you can’t use it again until you finish a long rest. You can activate this ability, even while its uses are down by spending a point of occult energy.  

    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.   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 1d8 + 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. You can activate this ability, even while its uses are down by spending three points of occult energy.
       

    The Wyrm

    You have formed a pact with an ancient and powerful dragon. The creature itself may be a slumbering tyrant, or perhaps a distant surveyor of your realm, regardless of their presence, the dragon’s power is palpable and through it and the deal you have made you are able to channel and manifest power enough to bestow upon other creatures the incredible strength of your patron, in exchange for your service.
    Show spoiler
     

    Expanded Spell List

    The wyrm 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.
    Wyrm Expanded Spells
       
    Spell LevelSpells
    1st Absorb Elements, Shield
    2nd Dragon’s Breath, Shatter
    3rd Counterspell, Protection from Energy
    4th Dominate Beast, Freedom of Movement
    5th Control Wind, Skill Empowerment

    Draconic Affinity

    When you choose this patron at 1st level, you choose one type of dragon as your patron. Your Eldritch Breath feature is determined by the dragon type, as shown in the table below. The damage type of your Eldritch Breath associated with each dragon is used by other features you gain later.   You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
    Draconic Affinity Table
     
    TypeBreath WeaponDragon Element
    Black Poisonous cone Poison
    Blue Lightning line Lightning
    Green Acid line Acid
    Red Fire cone Fire
    White Cold cone Cold
    Brass Fire line Fire
    Bronze Lightning line Lightning
    Copper Acid line Acid
    Gold Fire cone Fire
    Silver Cold cone Cold
    Brine Acid line Acid
    Cloud Thunder cone Thunder
    Crystal Radiant line Radiant
    Magma Fire cone Fire
    Umbral Necrotic line Necrotic

    Eldritch Breath

    Also starting at 1st level, you can use an action to emulate the dragon's breath weapon with your magic. Your Draconic Affinity determines the size, shape, and damage type of your Eldritch Breath. You can activate this ability once, regaining this use whenever you would complete a Long Rest. Additionally, when you gain access to Occult Energy, you can spend Occult Energy to activate this ability. The save DC of this ability is the same as your Spell Save DC; additionally, starting at 5th level, you can spend an additional point of occult energy to double the dice that your eldritch breath deals. Starting at 11th level you can spend two additional points of occult energy to triple the dice that your eldritch breath deals.
    Acid Line
    You exhale acid in a 5-foot wide, 30¬-foot-long line. Each creature in that line must make a Dexterity saving throw, taking 6d4 acid damage on a failed save, or half as much damage on a successful one.
    Cold Cone
    You exhale an icy blast of hail in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 6d4 cold damage on a failed save, or half as much damage on a successful one.
    Fire Cone
    You exhale fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
    Fire Line
    You exhale fire in a 5-foot wide, 30¬-foot-long line. Each creature in that line must make a Dexterity saving throw, taking 6d4 fire damage on a failed save, or half as much damage on a successful one.
    Lightning Line
    You exhale lightning in a 5-foot wide, 30¬-foot-long line. Each creature in that line must make a Dexterity saving throw, taking 2d12 lightning damage on a failed save, or half as much damage on a successful one.
    Necrotic Line
    You exhale creeping shadows in a 5-foot wide, 30¬-foot-long line. Each creature in that line must make a Charisma saving throw, taking 2d12 necrotic damage on a failed save, or half as much damage on a successful one.
    Poisonous Cone
    You exhale poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one.
    Radiant Line
    You exhale radiant light in a 5-foot wide, 30¬-foot-long line. Each creature in that line must make a Charisma saving throw, taking 2d12 radiant damage on a failed save, or half as much damage on a successful one.
    Thunder Cone
    You exhale a thunderous blast of sonic energy in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d12 thunder damage on a failed save, or half as much damage on a successful one.  

    Draconic Drift

    Starting at 6th level, you can emulate your patron's wings for a limited ability of flight. As a bonus action, you can sprout a pair of spectral dragon wings from your back. The color of your wings is identical to your patron's color. The spectral wings remain for 10 minutes, until dismissed, or until you are incapacitated, whichever comes first.   While your wings are out, you have a flying speed of 30 feet, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally, while you have your wings, your jump distance is doubled, and you are always under the effect of the feather fall spell.  

    Draconic Resilience

    Starting at 10th level, you have resistance to the damage type associated with your Draconic Affinity.   Additionally, when you fail a saving throw, you can choose to reroll it. If you do so, you must use the new roll, and you cannot use this feature again until you finish a long rest.

    Dragon Wings

    Starting at 14th level, you can use a bonus action on your turn to manifest a pair of leathery dragon wings from your back, which grant you a flying speed equal to your movement speed, and last until you use a bonus action to dismiss them.   You cannot manifest your wings while wearing armor unless the armor is specifically made to accommodate them. Any clothes you are wearing that do not accommodate your wings may be destroyed when you manifest them.  

    Improved Eldritch Breath

    When you reach 14th level, you can use your Eldritch Breath feature using the strength of one occult energy without expending any occult energy.   Additionally, when you use your Eldritch Breath by expending occult energy, the size of your Eldritch Breath is improved as well as its damage. If your Eldritch Breath's shape is line, its length is increased by 30 feet. If your Eldritch Breath's shape is cone, its size is increased by 15 feet. The damage of your eldritch blast is increased by one dice set, for example if you were to spend one energy to activate a Thunder Cone it would deal 4d12 Thunder damage, this same breath would deal 8d12 Thunder damage if you were to spend three occult energy to activate it, or 2d12 Thunder damage if you were to spend 0 occult energy.
    Type
    Religious

    Articles under Warlock Unchained


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