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PHB

Warlock

You need a minimum Charisma score of 13 to multiclass into or out of this class.
hit dice: 1d8 per warlock level
hit points at 1st level: 1d8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a component pouch or (b) an arcane focus

  • (a) a scholar's pack or (b) a dungeoneer's pack

  • Leather armor, any simple weapon, and two daggers


spellcasting:

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.  

Cantrips

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

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.  

Spells Known of 1st Level and Higher

At 1st level, you know 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 or 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 as a spellcasting focus for your warlock spells.

Eldritch Blast

A beam of crackling energy streaks toward a creature within 120 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.   Starting at 7th level, you add your Charisma modifier to the damage roll of your eldritch blast.
class features:

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  
Patron Spells
Each Otherworldly Patron has a list of spells—its Patron Spells— which do not count against your spells known but can only be cast once you reach certain levels in warlock.   If you have a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.  

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations

Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components. When cast this way, the spell uses your spellcasting modifier instead of your Dexterity modifier when determining AC.  
Armor of Hexes
Prerequisite: 9th level, Hex spell or a warlock feature that curses
If the target cursed by your Hex or by a warlock feature of yours, such as Mark Your Prey or Sign of Ill Omen, hits you with an attack roll, you can use your reaction to roll a d6 . On a 4 or higher, the attack instead misses you, regardless of its roll.  
Ascendant Step
Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.  
Awakened Insight
Whenever you cast a spell using a warlock spell slot, you gain advantage on the first ability check you make before the end of your next turn.  
Beast Speech
You can cast Speak with Animals at will, without expending a spell slot.  
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.  
Bewitching Whispers
Prerequisite: 7th level
You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.   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.  
Broken Dreams
Prerequisite: 18th level
Once during a rest, you can cast Dream without expending a spell slot. Casting this spell does not interfere with your rest.  
Captured Heart
You gain advantage on attack rolls targeting creatures that you have charmed. If you attack a creature you have charmed, it can't take reactions until the end of your next turn.  
Cloak of Flies
Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.   The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).   Once you use this invocation, you can’t use it again until you finish a short or long rest.  
Dark Speech
As an action, you can create a 5-foot cube of magical darkness at a point that you can see within 60 feet of you by speaking a phrase from a forgotten tongue. The cube lasts until the start of your next turn unless you use your action to sustain it.  
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.  
Dreadful Word
Prerequisite: 7th level
You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.  
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.  
Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot or material components.  
Eldritch Strike
For you, the range of eldritch blast is reduced to 5 feet and it becomes a melee spell attack. Make a separate melee spell attack for each beam, dealing 2d6 force damage on a hit. You cannot take this invocation if you have the Eldritch Spear invocation.  
Eldritch Spear
When you use your Eldritch Blast, its range is 300 feet. You cannot take this invocation if you have the Eldritch Strike invocation.  
Evil Eye
As an action, you imbue your eyes with eldritch magic and glare darkly at a creature. If the target can see you, it suffers disadvantage on its next attack roll or ability check made within 1 minute.  
Eyes of the Rune Keeper
You can read all writing.  
Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.  
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.  
Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.   Once you use this invocation, you can’t use it again until you finish a short or long rest.  
Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.   You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.  
Gift of the Undying Warden
Prerequisite: 15th level You are always under the effects of the Protection from Evil and Good spell.  
Grasp of Hadar
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.  
Hidden Knowledge
Prerequisite: 12th level
You gain proficiency in Intelligence saving throws and the Investigation skill. If you already have proficiency in this skill you may choose another Intelligence-based skill.  
Lance of Lethargy
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.  
Maddening Hex
Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Mark Your Prey and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.  
Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.  
Master of Myriad Forms
Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.  
Minions of Chaos
Prerequisite: 9th level
You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.  
Mire the Mind
Prerequisite: 5th level
You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.  
Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components.  
New Life
Prerequisite: 18th level
You can cast Reincarnate once without expending a spell slot or material components. You can target yourself with the spell. Once you cast the spell, you can't do so again until you finish a long rest  
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.  
Otherworldly Leap
Prerequisite: 9th level
You can cast Jump at will, without expending a spell slot.  
Relentless Hex
Prerequisite: 7th level, Hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Mark Your Prey and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.  
Repelling Blast
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.  
Second Chance
Prerequisite: 15th level
You can cast Raise Dead once without expending a spell slot or material components. A creature returned to life when you cast the spell in this way is charmed by you, you know if it ever dies, and at any point while it lives you can use your action to cause the creature to die instantly. The creature's soul is aware of the nature of this effect before it chooses to return.   Additionally, when you cast the spell, you can offer the creature your choice of one of the following benefits, which gains it if it returns to life:
  • The creature learns a warlock cantrip you know.
  • The creature learns one 1st-level spell from the warlock spell list that you know, and can cast it once at its lowest level without expending a spell slot. Once it does so, it must finish a long rest before it can cast it again.
  • The creature learns one eldritch invocation that you know, so long as it doesn't have a prerequisite.
You choose what the creature learns, and it uses Charisma as its spellcasting ability for the choice if it requires one.   Once you cast the spell in this way, you can't do so again until you finish a long rest. You can't cast Raise Dead in this way on the same creature more than once.  
Sculptor of Flesh
Prerequisite: 7th level
You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.  
Shroud of Shadow
Prerequisite: 15th level
You can cast Invisibility at will, without expending a spell slot.  
Sign of Ill Omen
Prerequisite: 5th level
You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.  
Sybil Triune
Your third eye opens. As long as you can see, you are aware of the location of any hidden or invisible creature within 30 feet of you.  
Thief of Five Fates
You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.  
Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.   Once you use this invocation, you can’t use it again until you finish a short or long rest.  
Trickster's Escape
Prerequisite: 7th level
You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.  
Undying Servitude
Prerequisite: 5th-level warlock
You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.  
Visions of Distant Realms
Prerequisite: 15th level
You can cast Arcane Eye at will, without expending a spell slot.  
Whispers of the Grave
Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a spell slot.  
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.  
Wretched Eye
Prerequisite: 18th level, , Hex spell or a warlock feature that curses
When a creature cursed by you who you can see makes an attack roll, you can use your reaction to impose disadvantage on the roll. If the attack hits, the cursed creature takes 2d10 psychic damage.  
, fragments of forbidden knowledge that imbue you with an abiding magical ability.   At 2nd level, you gain two eldritch invocations of your choice. 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.   A level prerequisite in an invocation refers to warlock level, not character level.  

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.   Pact of the Aegis

Your patron grants you a magical shield to protect you from harm. You can use an action to summon your pact shield in your empty hand. You are proficient with it and other shields, wielding it doesn’t interfere with performing the somatic components of spells, and you can use it as an arcane focus for your warlock spells.   Your pact shield 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 shield (no action required), or if you die.   You can transform one magical shield into your pact aegis by performing a special ritual while you hold the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. The shield ceases being your pact aegis if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.  

Aegis Invocations

The following invocations become available to you when you take this Pact Boon.  
Accursed Shell
Prerequisite: 9th level
You can cast Fire Shield once without expending a spell slot. You regain the ability to do so when you finish a long rest.   Additionally, when you cast Fire Shield, you can choose to instead activate an accursed shell, which grants you resistance to radiant damage and deals necrotic damage.  
Aegis Barrier
Prerequisite: 9th level
You learn the Shield spell and you can cast it without expending a spell slot. You can cast it this way a number of times equal to your Charisma modifier. You regain any expended uses whenever you finish a long rest.  
Defensive Dome
Prerequisite: 12th level
Whenever you are targeted by an attack or forced to make a Dexterity saving throw from an effect that you can see, you can use your reaction to enhance the protection of your shield. Until the end of your next turn, you and any creature of your choice within 10 feet of you are considered under the effects of three-quarters cover from all directions.   Once you use this reaction, you cannot use it again until you finish a short or long rest.  
Improved Pact Shield
Your pact shield grants a +1 magical bonus to your Armor Class, if it doesn’t already, and to Dexterity saving throws you make while you wield it.  
Mirror Shield
Prerequisite: 15th level
Whenever you succeed on a saving throw against a spell targeting only you or whenever a spell attack misses you, you can use your reaction to reflect that spell back to the caster. The spell will be casted as if it was casted by you and targeting the original caster of that spell, without requiring any spell components nor expending a spell slot. You can use your warlock spell attack bonus and spell save DC for any attack or saving throw for the spell. If the spell requires concentration, you have to concentrate on the spell normally thereafter.   You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses whenever you finish a long rest.  
Patron’s Guard
You can cast Shield of Faith on yourself at will, without expending a spell slot.  
Protector’s Bond
Prerequisite: 5th level
You can cast Shield without expending a spell slot. Once you do so, you can’t cast it this way again until you finish a short or long rest.  
Safe Haven
Prerequisite: 7th level
You can cast Sanctuary on yourself at will, without expending a spell slot.  
Wall of Protection
Prerequisite: 9th level
You can cast Wall of Force once using a warlock spell slot. Once you cast it using this feature, you cannot do so again until you finish a long rest.  
Subsuming Shield
Prerequisite: 15th level
As a reaction to being targeted by a spell attack or a spell that requires a Dexterity saving throw, you can brandish your pact shield and attempt to absorb the spell’s energy. If the spell is of 5th level or lower, the spell fails, has no effect, and you regain an expended warlock spell slot. If the spell is of 6th level or higher, make a spellcasting ability check. The DC equals 10 + the spell’s level. On a success, the spell fails, has no effect, and you regain an expended warlock spell slot. Once you use this invocation, you can’t do so again until you finish a long 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. 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.   When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.   Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.   You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.   You can then dismiss the weapon, shunting it into an 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.  

Blade Invocations

The following invocations become available to you when you take this Pact Boon.  
Blade Empowerment
Prerequisite: Pact of the Blade feature
As a bonus action, you can empower your pact weapon with eldritch energy. The first time you hit a creature with an empowered pact weapon before the start of your next turn, it takes additional force damage equal to half your warlock level and if the attack was a critical hit, the target is knocked prone.  
Eldritch Smite
Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.  
Hex Warrior
Prerequisite: 5th level, Pact of the Blade feature
You gain proficiency with medium armor and shields.  
Improved Pact Weapon
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.   In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.   Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.  
Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).  
Limitless Weapon
Prerequisite: Pact of the Blade feature
While you have this invocation, you gain the ability to modify your pact weapon with greater ease. If your pact weapon is an attuned magic weapon, rather than one you've created, you can shift its form to any weapon you could normally create using your Pact of the Blade feature when you summon it. Additionally, you can apply the benefits of any invocation that requires you to create your pact weapon as long as it is in the appropriate form to meet that invocation's requirements.  
Living Weapon
Prerequisite: 7th level, Pact of the Blade feature
Your pact weapon develops sentience, which inhabits any weapon you summon with your Pact of the Blade feature. It has an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 16, and shares your patron's alignment. While holding your pact weapon, it can communicate with you telepathically. It has hearing and darkvision with a range of 120 feet, and it understands your languages. In addition, it has proficiency with two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, Perception, or Religion. Your pact weapon has your proficiency bonus, and it can help you with ability checks using the skills you chose.  
Pact's Shadow
Prerequisite: Pact of the Blade feature

Whenever you create your pact weapon, you can create an illusory copy of it in your other hand, provided it doesn't have the two-handed property. The copy doesn't gain the benefit of a magic weapon's properties, but counts as your pact weapon for the purposes of your warlock features. You can engage in two-weapon fighting using both weapons, even if they aren't light, and you can perform the somatic components of spells even while you're holding both weapons.  
Superior Pact Weapon
Prerequisite: 9th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.   In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.  
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.  
Ultimate Pact Weapon
Prerequisite: 15th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.   In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.  
    Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.   When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.   Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.   While your familiar is within 30 feet, you can cast Find Steed targeting it, without expending a spell slot, to transform it into your steed. Your steed uses its new hit point value and game statistics, but retains its personality and all the benefits of being your familiar. Once you use this feature to cast this spell, you must finish a short or long rest before you can cast it again.   As an action, you can transform your steed back into a familiar and vice versa.  

Chain Invocations

The following invocations become available to you when you take this Pact Boon  
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.  
Dread Mount
Prerequisite: 11th level, Pact of the Chain feature
You can cast Find Greater Steed once without expending a spell slot to transform your familiar. You can't do so again until you finish a long rest.  
Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.  
Investment of the Chain Master
Prerequisite: Pact of the Chain feature
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:  
  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • 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 nonmagical 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.
 
Pact Tactics
Prerequisite: 7th level, Pact of the Chain feature
Whenever you and your familiar are both within 5 feet of a creature, you and your familiar have advantage on attack rolls against the creature.  
Reach of the Infinite
Prerequisites: 5th level, Pact of the Chain feature   As long as your familiar is within your sight, you can cast spells originating from it to a range of 60 feet. Your familiar must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.  
Sacrificial Demise
Prerequisite: 7th level, Pact of the Chain feature
As an action, you can cause your familiar to sacrifice itself in an explosion of eldritch power. Choose any damage type that the familiar can inflict with an attack. Creatures within 20 feet of your familiar must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d6 damage of the chosen type per two warlock levels you possess or half as much if they succeed.  
Servant of the Master
Prerequisite: 5th level, Pact of the Chain feature
Your familiar gains additional hit points equal to your warlock level. It gains a bonus to attack and damage rolls equal to half your proficiency bonus, and the DC for any saving throws it provokes increases by an equal amount. The hit points gained from this invocation stack with those gained through other invocations.  
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.  
    Pact of the Flesh

Your patron gives you a new body. You decide the appearance of your new body, including its age, ancestry, and sex. If your ancestry changes, you replace your original ancestral traits with the traits of your new ancestry. If you have missing body parts, you can restore them. None of your other game statistics change. You can use parts of your body as a spellcasting focus for your warlock spells.   While you have this pact boon, you gain proficiency in Constitution saving throws. While you are not wearing armor or using a shield, your Armor Class is equal to 10 + your Constitution modifier + your Charisma modifier.   Additionally, when you expend a Hit Die to heal during a short rest, you can use the maximum value for each die.

Flesh Invocations

The following invocations become available to you when you take this Pact Boon  
Chimeric Toughness
Prerequisite: 12th level
Your new body replaces the muscles of your heart. While you have this invocation, your hit point maximum is increased by an amount equal to your warlock level.  
Eldritch Body
You can use a bonus action to grow a natural weapon from part of your body, which you are proficient with and can use to make melee weapon attacks. It lasts until you use a bonus action to dismiss it, or until you use this feature again.   Each time you create a natural weapon, you determine its appearance, such as claws or a pair of horns, and whether it deals bludgeoning, piercing, or slashing damage. On a hit, it deals damage equal to 1d10 + your Strength modifier, and you can push a target up to 10 feet away from you.   When you cast a spell that requires a melee weapon, such as Green-Flame Blade, you can use a natural weapon you create using this feature in place of the weapon required by the spell.  
Eternal Flesh
Prerequisite: 12th level
You no longer age and can't be aged magically, and you are immune to disease and poison. In addition, when you spend a Hit Die to heal during a short rest, you can cause any missing body parts you have--such as eyes or hands--to grow back.  
Hybrid Resistance
Your new body is more resilient than your mortal flesh. You gain resistance to one damage type of your choice. You can change this damage type whenever you finish a long rest.  
Inhuman Physique
You can add your Charisma modifier to any Strength checks or saving throws you make, not including weapon attacks.  
Nervous Takedown
You gain a bonus to initiative rolls equal to your Charisma modifier and your movement speed increases by 10ft.  
Unearthly Flight
Prerequisite: 15th level
You can use a bonus action to sprout a large pair of wings from your back, gaining a flying speed equal to your current speed. You can shed your wings using another bonus action.   You can't sprout wings while wearing armor that doesn't accommodate them, and them, and clothing not made to accommodate your wings might be destroyed when you manifest them.  
Unfamiliar Reflexes
Prerequisite: 15th level
Your body has its own muscle memory. Whenever you suffer damage, you can use your reaction to cast a cantrip.  
Unnatural Selection
Prerequisite: 7th level
Whenever you finish a short or long rest you can choose one of the following adaptations. This adaptation lasts until the start of your next short or long rest.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
 
Vengeful Resurgence
Prerequisite: 7th level
You can cast Death Ward once on yourself without expending a spell slot. If the spell is ended by taking damage, you explode in a surge of otherworldly energy; each creature within 5 feet of you takes force damage equal to your warlock level + your Charisma modifier, and must succeed on a Strength saving throw or be shoved 10 feet away from you in a straight line.   Once you use this ability to cast this spell, you can’t do so again until you finish a long rest.
  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 d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.   Additionally, the wearer becomes proficient in a skill of your choice while they are wearing your talisman. You can switch proficiency with that skill with another skill of your choice whenever you finish a long 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.  

Talisman Invocations

The following invocations become available to you when you take this Pact Boon  
Amulet of Articulation
Whenever the wearer of your talisman makes a Charisma check, they can use your Charisma bonus instead of theirs. If the check uses a skill, they can add their proficiency bonus if you're proficient in the skill.  
Arcane Enigma
Prerequisite: 5th level
You can cast Falsity Aura at will, without expending a spell slot or material components.  
Bond of the Talisman
Prerequisite: 12th level
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.  
Master’s Bindings
Prerequisite: 17th level
The wearer of your talisman has advantage on ability checks and saving throws made against spells or for spells they cast, and the DC of ability checks other creatures make against spells they cast increases by half your warlock level.  
Materializing Focus
You can use your talisman as a spellcasting focus if you are its wearer. When you cast a warlock spell using your talisman, you can forego providing a material component if its gp value is no more than 25 times your warlock level.  
Protection of the Talisman
Prerequisite: 7th level When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.  
Rebuke of the Talisman
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.  
Symbolic Bond
Prerequisite: 11th level
While another creature is carrying your talisman, you can use your action to teleport to an unoccupied space within 5 feet of the creature. The creature carrying the talisman can also use its action to teleport to an unoccupied space within 5 feet of you. To use this invocation, you must be on the same plane of existence as the creature.
  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. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.   Instead of knowing spells, you now prepare a number of spells equal to the Spells Known column of the warlock table plus your spellcasting ability modifier from the warlock spell list. A spell you choose must be of a level no greater than what's shown in the Warlock table's Slot Level column for your level. You can change any number of your prepared spells whenever you finish a long rest.   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.  

Tome Invocations

The following invocations become available to you when you take this Pact Boon  
Aspect of the Moon
Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.  
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell 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.  
Far Scribe
Prerequisite: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.   You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.   As an action, you can magically erase a name on the page by touching it.  
Fractured Soul
Prerequisite: Pact of the Tome feature
Your Book of Shadows is no longer destroyed when you die, and it can be used in place of your corpse to restore you to life.  
Gift of the Protectors
Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.   When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.   As an action, you can magically erase a name on the page by touching it.  
Living Map
Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. You can spend one hour drawing a map on this page of a 30-foot square area. You must have occupied every space of the 30-foot square within the past 24 hours to draw a map of the area.   Once you have drawn a map, you can see the names of creatures who occupy the area, as well as any changes that occur to the environment. A creature's name appears on the map and corresponds to wherever they are in the area. The name moves as they move.   A creature protected from divination magic does not appear on the map. The map remains in your Book of Shadows for 30 days, until you begin to draw another map, or you dismiss it as an action.  
Shared Knowledge
Prerequisite: 12th level, Pact of the Tome feature
You can give a person of your choice access to your Book of Shadows, they can cast the cantrips from the Book using their Charisma modifier for the spell DC and attack bonus.   You cannot benefit from any effect from your book of shadows while someone else is holding it, and the creature holding it only benefits from this invocation  
Tome of the Anima
Prerequisites: 7th level, Pact of the Tome feature
Your book of shadows becomes a sentient object with an Intelligence score of 15 + your proficiency bonus, a Wisdom score of 12 + your Proficiency bonus, and a Charisma score of 14 + your Proficiency bonus. Also, it is imbued with some of the knowledge of your patron, and shares its alignment. It is also proficient in two skills from the following list: Arcana, History, Insight, Investigation, Nature, Perception, and Religion. While it is capable of seeing and hearing its surroundings, it is not capable of speech nor moving on its own. It communicates by writing within the book's pages, and through its writing it can make or help with mental ability checks.   For example, the book could make an Intelligence (History) check to recall lore, and then write down whatever it recalls  
 

Ability Score Improvement

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.  

Eldritch Versatility (Optional)

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.  

Mystic Arcanum

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

At 20th level, you can draw on your profound relationship with your patron to beseech their power. As an action, you can reduce your hit points by half your maximum, spilling your blood to bring an avatar of your patron to our side.   The avatar fills a 10-foot cube in a space you can see within 30 feet of you, it remains within 30 feet of you, moving with you, it is immune to all damage and conditions, and it remains or 10 minutes or until you are reduced to 0 hit points or you dismiss it (no action required). While the avatar remains you gain the following benefits:
  • If your total for a Charisma check is less than 5 + your Charisma score, you can cause the roll's result to become 5 + that score.
  • You have advantage on all saving throws and resistance to all damage.
  • Your spells can originate from the avatar's area, instead of from you, and you can add 2d10 extra damage to the damage roll of a spell cast from that area.
  • As a bonus action, you can choose a creature that can see the avatar and force it to make a Wisdom saving throw against your spell save DC or become frightened or charmed (your choice) until your patron vanishes.
  • As an action, you can ask your patron a question, as if by the Contact Other Plane spell, and your patron must answer truthfully, to the best of its ability.
Once you use this feature, you can't do so again for 7 days, or until you use your 9th level Mystic Arcanum to do so again.
subclass options:

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  

Patron Spells

Each Otherworldly Patron has a list of spells—its Patron Spells— which do not count against your spells known but can only be cast once you reach certain levels in warlock.   If you have a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.   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.  

Patron Spells

You know the following spells when you reach certain levels in warlock.          
Warlock LevelSpells
1st Faerie Fire, Sleep
3rd Calm Emotions, Phantasmal Force
5th Blink, Plant Growth
7th Dominate Beast, Greater Invisibility
9th 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.  

Bewildering Blast

Also at 1st level, your eldritch blast confuses and disorients your opponent, as your power awes them. Whenever you score a critical hit with your eldritch blast, that creature becomes charmed by you until the end of their turn.   Additionally, you can choose to deal psychic damage, instead of force, for your eldritch blast.  

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.  

Beguiling Defenses

At 10th level, you gain immunity to the charmed condition.   Moreover, when a creature attempts to charm you, you can force it to make a Wisdom saving throw. On a failed save, it is charmed by your for 1 minute, or until it takes any damage.  

Dark Delirium

At 14th level, you can use an action to force a creature within 60 feet that can hear you to make a Wisdom saving throw. On a failure, it believes that it has been transported to the realm of your Archfey Patron, and cannot discern friend from foe for 1 minute. On each turn, it must use its action to make a weapon attack against a random target within its reach.   The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.   Once you use this feature you must finish a long rest before you use it again. When you have no uses left, you can expend a Pact Magic spell slot to use this feature an additional time.  

Additional Invocations

The following invocations are available to warlocks of the Archfey. All other requirements still apply.  
Blade of the Seasons
Prerequisite: Pact of the Blade feature
When you conjure your Pact Weapon, choose summer or winter. Your weapon gains an additional benefit based on the season you chose.

Summer. Your weapon glows with the warmth of summer. It glows with bright light up to 5 feet and dim light for an additional 10 feet, and scores a critical hit on a roll of a 19 or 20 on the d20.
Winter. Your weapon is covered in the frost of winter, and it extends to your person, granting you a +1 bonus to your armor class and immunity to the frightened condition.  
Fey Protection
Prerequisite: Pact of the Chain feature
You can choose a blink dog or sprite as your familiar, instead of its normal forms.   Additionally, while an ally is within 10 feet of your familiar, that ally has advantage on saving throws against being charmed or frightened.  
Tales of the Archfey
Prerequisite: Pact of the Tome feature
You uncover pages of fables and faerie tales in your Book of Shadows, giving you a greater insight into your patron's power. Choose two enchantment or illusion spells from any class's spell list (the spells must be of a level you can cast them at or lower). You can cast both spells with your warlock spell slots, and regain the ability to cast these spells again when you finish a long rest.   Whenever you gain a level in this class, you can replace one or both of these spells with another enchantment or illusion spell of your choice.  
Talisman of Feykind
Prerequisite: Pact of the Talisman feature
The wearer of your talisman has advantage on saving throws against becoming charmed or frightened. If you have immunity to either of these conditions, the wearer of your talisman also has immunity to that condition.
    The Archmagus

Your patron is an incredibly powerful magical practitioner -- one whose skill and strength in the arcane arts has made them tantamount to a god. Such a mage may require minions to aid them in unlocking the great secrets of the multiverse, or perhaps they just need a subject for their eldritch experiments.   No matter your patron's motivations, you have convinced them to take you on as an apprentice, being granted access to a modicum of their knowledge and power.  

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stMagic Missile, Shield
3rdFalsity Aura, Mind Whip
5thLightning Bolt, Tiny Servant
7thArcane Eye, Resilient Sphere
9thGrasp of the Arcane, Wall of Force
 

Arcane Apprentice

When you make your Pact with the Archmage, they impart to you a mote of their wondrous arcane ability so you may carry out their wishes. At 1st level, you gain the following benefits:
  • Intelligence becomes your spellcasting ability for warlock spells and class features. Anytime you gain a warlock feature that uses Charisma, you use Intelligence instead.
  • You gain proficiency in Arcana.
  • You learn the Identify and one wizard cantrip of your choice from the wizard spell list. They count as warlock spells for you, but they don't count against your spells or cantrips known.
 

Magus's Excess

Also starting at 1st level, your patron allows you to siphon off their excess reserves of magical power. As an action, you can regain one of your expended warlock spell slots. Once you use this feature, you must finish a long rest before you can use it again.  

Eldritch Efficiency

At 6th level, your patron teaches you how to use your reserves of magical power with greater finesse. As a bonus action, you expend one of your warlock spell slots to gain a number of temporary lower-level warlock spell slots with total level equal to the spell slot expended. For example, if you expend a 3rd-level spell slot this way, you can gain three 1st-level spell slots or one 1st-level and one 2nd-level spell slot. You lose a temporary spell slot when you expend it or when you regain your expended warlock spell slots at the end of a short or long rest.  

Spell Ward

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

Banishing Shunt

Starting at 14th level, when you hit a creature with an attack, you can force them to make a Charisma saving throw in place of dealing damage. On a failed save, the target is instantly transported to a demiplane of your patron's creation for up to 1 minute, or until you lose concentration on this ability.   When this feature ends, the banished creature returns to the nearest unoccupied space and must make an additional Charisma saving throw. It takes 5d10 force damage on a failed save, and half as much on a success.   Once you use this feature to banish a creature you must finish a long rest before you can use it again.  

Additional Invocations

The following eldritch invocations are available to warlocks of the Archmagus. All other prerequisites still apply.  
Arcane Savant
Prerequisite: 7th 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.  
Impactful Curse
Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you can attempt to shove a creature that is affected by your hex spell or by a warlock feature of yours, such as Sign of Ill Omen, by blasting them with a wave of eldritch force. When attempting to shove a creature with this ability, you make a Charisma check with proficiency instead of a Strength (Athletics) check.   To use this invocation, you must be able to see the cursed target and it must be within 30 feet of you.    
Ultimate Spellbook
Prerequisite: 15th level, Pact of the Tome feature
When you finish a long rest, you can choose to replace one of your arcanum spells with a different spell of the same level from either the warlock or wizard spell list. A wizard spell you choose this way counts as a warlock spell for you until you choose to replace it.   Additionally, you gain an additional pact magic spell slot.  
  The Beloved

You have made a pact with a being that you share a significant fondness with. Despite the gulf that stands between the two of you in terms of power and physical distance, the dynamic between you and your patron is unique among warlocks. You both treat each other as one would an important friend or significant other. A common goal warlocks have with such patrons are to be able to meet each other and be finally united, though there are always subtle nuances that only you and your patron share.   You decide what the finer details of your relationship with your patron are, or you can roll for a possible reason in the Beloved Motivations table.
Beloved Motivations
d6 Reason
1Your patron was previously a mortal like yourself, and you both shared a special relationship in life.
2Your patron will undoubtedly outlive you. You both are trying to find a solution to this problem.
3You and your patron are supposed to be sworn enemies, but your feelings for each other have overcome that. The same can't be said for your respective kinds.
4Your patron is a reincarnation of a loved one who has died, though they don't know it. All they see is your unwavering loyalty.
5You had originally owed your patron a debt, though your actions now go beyond simple repayment.
6Your family has served this patron for generations. They seem to have developed a particular interest in you.
 

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stCure Wounds, Guiding Bolt
3rdFlaming Sphere, Lesser Restoration
5thCatnap, Feign Death
7thDivination, Private Sanctum
9thCreation, Telepathic Bond
 

Protective Veil

Your loved one will always try to shield you from harm. At 1st level, when you take damage, you can use your reaction to halve the damage taken.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Devoted Body

At 6th level, the devotion you show for your patron ensures you never stray from them. You are immune to being charmed.   In addition, your commitment to your patron manifests as further protection. As a bonus action, you can give yours an AC of 13 + your Charisma modifier for 1 hour. You must finish a long rest before you can use this finish again.  

Sweetheart's Shelter

At 10th level, the power of your patron is able to protect you from harm. At the end of a long rest, you gain the effect of a Guiding Bolt spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell is your spell save DC.  

Loved One's Blessing

At 14th level, your love and devotion for your patron gives them the ability to temporarily merge with you. You can use an action to gain the following benefits for 1 minute:
  • You have resistance to all damage.
  • You regain hit points equal to 1d6 + your Charisma modifier if you end your turn in combat with fewer than half of your hit points remaining.
  • If a creature hits you with an attack or harmful spell takes radiant damage equal to your Charisma modifier (minimum of 1).
  • When you use your Protective Veil feature, you can use your reaction to nullify all damage taken. This doesn't negate any other effects that might accompany the damage.
  Once you use this feature, you can't use it again until finish a long rest.  

Additional Invocations

The following eldritch invocations are available to warlocks of the Beloved. All other prerequisites still apply.  
Lover's Entreaty
Prerequisite: Pact of the Tome feature
You implore your patron to replenish your reserves. You can make a contested Charisma (Persuasion) check against your Patron's Wisdom (Insight). On a successful check, you regain an expended warlock spell slot. Once you use this feature, you cannot do so again until you finish a long rest.  
Protective Aegis
Prerequisite: Pact of the Talisman feature
A creature wearing your talisman can cast Shield without expending a spell slot. Once a creature uses this feature, it cannot be used again until you finish a short or long rest.  
Reassurance
At the start of every day, you ask your patron to help you in your daily life. When you finish a long rest, you can use your Charisma modifier instead of another ability modifier to one skill of your choice that you are proficient in. This benefit lasts until you begin your next long rest.
  The Celestial

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

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stCeremony, Sanctuary
3rdAid, Warding Bond
5thDaylight, Revivify
7thGuardian of Faith, Wall of Fire
9thFlame 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.  

Radiant Blast

Your eldritch blast sears and blinds your foes. Whenever you make a critical hit with your eldritch blast, that creature becomes blinded until the end of their next turn.   You also gain a bonus to damage rolls with your eldritch blast against fiends and undead. This bonus is equal to half your proficiency bonus (rounded up)   Additionally, you can choose to deal radiant damage, instead of force, for your eldritch blast.  

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 add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  

Celestial Resistance

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 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.  

Additional Invocations

The following invocations are available to warlocks of the Celestial. All other requirements still apply.  
Angelic Guidance
Prerequisite: Pact of the Chain feature
You learn the guidance cantrip, and it does not count towards the number of cantrips you know. Additionally, you can cast it as a bonus action, and cast it from your familiar's position as long as you can see it or are perceiving through its senses.  
Blade of Judgement
Prerequisite: 5th level, Pact of the Blade feature Once per turn whenever you hit a creature with your Pact Weapon, you can force that creature to make a Constitution saving throw. On a failure, that creature takes radiant damage equal to your Charisma modifier + your Warlock level and becomes stunned until the end of your next turn, or take half damage on a success.   Once you use this feature, you cannot use it again until you finish a short or long rest.  
Mending Talisman
Prerequisite: Pact of the Talisman feature
When you would normally roll one or more dice to restore hit points with a spell or feature to a creature wearing your Talisman, you may instead use the highest number possible for each die.   You may use this feature once, and regain the ability to use it again when you finish a long rest.  
Sunblade
Prerequisite: 9th level, Pact of the Blade feature
When you conjure your pact weapon, you can choose to imbue it with radiant energy. The weapon's damage type becomes radiant, and once per turn when you hit a creature with the weapon, that creature begins to glow until the start of your next turn or until it is hit by another attack. The glowing creature gives off dim light out to a 10-foot radius, and attacks made against the creature are made with advantage.  
Tome of Exaltation
Prerequisite: Pact of the Tome feature
Your uncover pages of various religious and holy scriptures in your Book of Shadows, granting you insight into divine magic. When you prepare your Warlock spells at the end of a long rest, a number of spells up to your Charisma modifier can come from the Cleric spell list instead.
  The Elder Sphinx

Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten deities. They are masters of riddles and other trials that reveal the true nature of those they put to the 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 then perish you opted to serve them with your life?  

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stCommand, Detect Evil and Good
3rdLesser Restoration, Zone of Truth
5thClairvoyance, Slow
7thDivination, Freedom of Movement
9thDispel Evil and Good, Greater Restoration
17thTime Stop
 

Guardian's Ward

The power granted by your Patron allows you to prevent the unworthy from approaching you or anything you stand guard over. Beginning at 1st level, you can use an action to project a small but powerful magical Ward outward from yourself, with a radius in feet equal to five times your proficiency bonus.   When a hostile creature enters the area of your Ward, or starts its turns within it, it must succeed on a Strength saving throw in order to move. On a success, it can move, but it treats the area within your Ward as difficult terrain. On a failure, it cannot move into, or within, the area of your Ward.   Your Ward lasts for 1 minute. It ends early if you end it as a bonus action or you are incapacitated. Once used, you must finish a short or long rest before you can use the Ward again.  

Time Slip

Beginning at 6th level, you learn to manipulate time in minor ways, much like the great Sphinx of legend. As an action, you can pause time for all creatures other than you, and move up to twice your speed without provoking opportunity attacks. You can only use this bonus movement while time is stopped. You cannot use actions, bonus actions, or reactions during this period. 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. If you have no uses left, you can expend a Pact Magic spell slot to use it again.  

Inscrutable

Your Patron shields you from divination magic, much like it is 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.   Moreover, 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 aged by magic.  

Power of the Ancients[/h3] 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 your time stop spell ends, your Guardian's Ward ends as well. Once you cast time stop in this way you must finish a long rest before you can cast it in this way again.  

Additional Invocations

The following invocations are available to warlocks of the Elder Sphinx. All other requirements still apply.  

Watcher's Bulwark

Prerequisite: Pact of the Aegis feature
You gain advantage on initiative rolls and Wisdom (Perception) checks. The pact shield is now emblazoned with the face of your patron.  

Tome of Ages

Prerequisite: 9th level, Pact of the Tome feature
You can cast Legend Lore once without expending a spell slot. You can't do so again until you finish a long rest.  

Guardian Thrust

Prerequisite: 5th level, Pact of the Flesh feature
You can cast Swift Flight on yourself at will, without expending a spell slot.  
  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.  

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stCreate or Destroy Water, Thunderwave
3rdGust of Wind, Silence
5thLightning Bolt, Sleet Storm
7thControl Water, Summon Elemental (water elemental only)
9thCone of Cold, Grasp of the Arcane (appears as a tentacle)
 

Tentacle of the Deep

At 1st level, 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

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.  

Storm Blast

Your eldritch blast crackles like a storm. Once per turn whenever you make a critical hit with your eldritch blast, its volatility causes another beam to fire. Choose another creature within 15 feet of the original target (you can choose the same target). That creature takes a single eldritch blast beam of damage.   Additionally, you can choose to deal cold or lightning damage, instead of force, for your eldritch blast.  

Oceanic Soul

At 6th level, 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

At 6th level, 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

Starting at 10th level, 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 using a spell slot, and you regain the ability to do so when you finish a long rest.   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

When you reach 14th level, 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.  

Additional Invocations

The following invocations are available to warlocks of the Fathomless. All other requirements still apply.  
Deep One's Magic
Prerequisite: 5th level, Pact of the Tome feature
Your insights into the magic of the deep grants you further control over your Tentacles of the Deep. You can summon up to two tentacles at a time, which you control at the same time (no additional actions required).  
Form of the Deep
Prerequisite: Pact of the Chain feature
Instead of choosing one of the normal forms for your familiar or steed, you can choose any beast with a swimming speed and a Challenge Rating of 1 or lower.  
Rebuke of the Deep
Prerequisite: 5th level, Pact of the Blade feature
Whenever a creature hits you with an attack, you can use your reaction to unleash a mass of tentacles, forcing each creature within 10 feet of you to make a Strength saving throw. Each creature takes cold damage equal to your Warlock level + your Charisma modifier and are restrained until the end of your next turn on a failure, or take half damage on a success.   Once you use this feature, you cannot use it again until you finish a short or long rest.  
Talisman of the Deep
Prerequisite: Pact of the Talisman
The wearer of your Talisman has a swimming speed of 40 feet and can breathe underwater.   Starting at 9th level, they also gain resistance to cold damage.  
Wave of Repulsion
Prerequisite: 5th level
As a reaction to taking damage from a melee attack, you can release a localized tidal wave surrounding you. Creatures of your choice within 10 feet of you must make a Strength saving throw against your spell save DC. On a failure, the creatures are pushed 10 feet away from you.   You may use this feature once and you regain the ability to do so when you complete a short or long rest.  
 
  The Fiend

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

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stBurning Hands, Command
3rdBlindness/Deafness, Scorching Ray
5thFireball, Stinking Cloud
7thFire Shield, Wall of Fire
9thFlame 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).  

Eldritch Inferno

Also at 1st level, your eldritch blast blazes with the energy of the lower planes. Whenever you score a critical hit with your eldritch blast, tendrils of flame rise from the ground to pull your target back down with it, causing the creature to be restrained until the end of its next turn.   Additionally, you can choose to deal fire damage, instead of force damage, for your eldritch blast.  

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.  

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.  

Additional Invocations

The following invocations are available to warlocks of the Fiend. All other requirements still apply.  
Devil's Contract
Prerequisite: Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can also rip out a piece of this page, after which you can reattach by pressing it to the page for 1 minute.   You have advantage on Charisma ability checks made against creatures whose name is on this page, and you always know what plane they're on and if they are dead or alive.   As an action, you can magically erase a name on the page by touching it.  
Fiendish Gift
Prerequisite: 12th level, Pact of the Talisman feature
The wearer of your Talisman gains resistance to the damage type you choose with your Fiendish Resilience feature. Damage from magical weapons or silver weapons ignores this resistance.  
Hellfire Step
Prerequisite: 5th level, Pact of the Blade feature
As a bonus action, you vanish in a flash of hellfire, teleporting up to 30 feet away to a location you can see. Each creature within 5 feet of you before and after the teleport must succeed on a Dexterity saving throw or take fire damage equal to your Warlock level, or half damage on a success. After using this feature, the next melee attack roll you make this turn is made with advantage.   Once you use this feature, you cannot use it again until you finish a short or long rest.  
Might of the Chain Master
Prerequisite: Pact of the Chain feature
If your familiar would deal damage with an attack, they deal an extra 1d6 fire or necrotic damage (your choice when you gain this invocation). This damage increases by 1d6 at 11th level ( 2d6 ), and again at 17th level ( 3d6 ).  
Turn Celestials
As an action, you present your arcane focus and speak an invocation censuring the celestial. Each celestial that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.   A celestial of CR 8 or higher has advantage on the saving throw against this effect, and a celestial of CR 16 or higher is immune to it. Once you use this feature, you can’t do so again until you finish a short or long rest.

 
  The Great Wyrm

Inherently magical creatures with incredibly long lifespans, dragons hoard not only wealth and material possessions, but servants and slaves as well. Benevolent and malicious, kind and terrible, good and evil, ancient dragons of all types have motivations beyond comprehension to most mortal beings.   What sort of bargain did you enter into in order to access the overwhelming elemental power of an ancient dragon?  

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stChromatic Orb, Command
3rdDragon's Breath, Falsity Aura
5thFear, Fly
7thElemental Bane, Polymorph
9thDominate Person, Summon Draconic Spirit
 

Draconic Spark

When you form this Pact at 1st level, the Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient dragons can impart any element, but they most often bestow one that matches their breath weapon. Choose either acid, cold, fire, lighting, or poison for your Draconic Spark.   You gain resistance to the damage type of Draconic Spark, and any time you cast a warlock spell or use your eldritch blast, you can choose for it to deal the damage type associated with your Draconic Spark.   Moreover, the magic of your Draconic Spark allows you to speak, read, and write Draconic.  

Elemental Potency

Your Draconic Spark increases the potency of your magic. Starting at 6th level, when you cast a warlock spell of 1st-level or higher that deals the damage of your Draconic Spark type, you add an additional 1d8 to the spell's damage roll.   Additionally, your spells and eldritch blast ignore resistance to your Draconic Spark damage type and immunity to that damage type is treated as resistance instead.  

Imposing Presence

Draconic magic has empowered your willpower and force of personality. Beginning at 10th level, you are immune to both the charmed and frightened conditions.  

Flight of the Wyvern

Starting at 14th level, you can use a bonus action to manifest a pair of leathery dragon wings from your back, which grant you a flying speed equal to your walking speed. These wings last until you use your 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 are destroyed when you manifest them.  

Additional Invocations

The following invocations are available to warlocks of the Great Wyrm. All other requirements still apply.  
Eldritch Breath
Your eldritch blast can be transformed into a destructive breath. Your eldritch blast is now a 15-foot cone. Enemies within the cone must make a Dexterity saving throw or take damage equal to 1d10 damage. The damage type of your eldritch breath can be the same from your Draconic Spark or your Eldritch Blast.   Your eldritch breath instead increases its range and deals additional damage when you reach higher levels: 30-foot cone and 2d10 damage at 5th level, 45-foot cone and 3d10 damage at 11th level, 60-foot cone and 4d10 damage at 17th level.   You can use your eldritch blast in this way a number of times equal to your proficiency and regain all expended uses when you finish a long rest.  
Draconian Implements
Prerequisite: Pact of the Blade feature
Your Pact Weapon flares with the elemental might of your patron. When you hit with an attack roll using your pact weapon, you can change the damage type to that of your Draconic Spark.   You can use a bonus action when you hit with your pact weapon to the target and creatures of your choice within 10 feet of it to make a Wisdom saving throw. On a failed save, they take damage equal to your warlock level and are frightened until the end of your next turn. On a success, they take half damage and are not frightened. Creatures that successfully save are immune to this feature for the next 24 hours.   You can use this feature once and can use it again when you finish a short or long rest. While you have no uses available, you can expend a warlock spell slot to use this feature again.  
Empowered Whelp
Prerequisite: Pact of the Chain feature
If you have a pseudodragon as your familiar, it gains additional hit points equal to your warlock level. While you have this familiar, your eldritch blast can originate from your familiar. Additionally, it gains resistance to the damage type of your Draconic Spark. When you cast Find Steed on your familiar, you can choose a guard drake as your steed.  
Hoard Ledger
Prerequisite: Pact of the Tome feature
Whenever you cast spell that requires a material component with a gold cost, you do not need to provide the material component if the cost is less than or equal to 27 times your warlock level.  
Vision of the Wyrm
Prerequisite: 12th level
You gain truesight with a range of 30 feet.  
  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.   You choose your patron's kind or determine it randomly, using the Genie Kind table.
d4 KindElement
1DaoEarth
2DjinniAir
3EfreetiFire
4MaridWater
 

Patron Spells

You know the following spells when you reach certain levels in warlock. The Genie Patron Spells table shows the genie spells that you learn, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.  

Genie’s Vessel

Also at 1st level, 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.
d6 Vessel
1Oil Lamp
2Urn
3Ring with a compartment
4Stoppered Bottle
5Hollow statuette
6Ornate lantern
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: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).   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.  

Elemental Blast

Also at 1st level, your eldritch blast crepitates with elemental energy. Whenever you score a critical hit with your eldritch blast, the next time that creature would take damage of the type associated with your patron until the end of your next turn (bludgeoning, thunder, fire, or cold), it takes additional damage equal to your warlock level.   Additionally, you can choose to deal damage of the type associated with your patron, instead of force damage, for your eldritch blast.  

Elemental Gift

At 6th level, 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: bludgeoning (dao), thunder (djinni), fire (efreeti), 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

At 10th level, 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

At 14th level, 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.  

Additional Invocations

The following invocations are available to warlocks of the Genie. All other requirements still apply.  
Elemental Blade
Prerequisite: Pact of the Blade feature
Your pact weapon gains an additional bonus based on your aptron, as detailed below:
  • Dao. Your weapon is made of heavy stone that bashes your opponents. Whenever you hit a creature with your pact weapon, that creature must succeed on a Strength saving throw or be forcibly pushed 5 feet away, and you immediately move 5 feet towards that creature if you have movement remaining.
  • Djinn. Your weapon becomes light as air. If your weapon does not have the heavy property, it gains the finesse and light properties. Otherwise, it loses the heavy property.
  • Efreeti. Your weapon becomes coated in flame. Once per turn whenever you make an attack roll with your pact weapon, you can cause your weapon to unleash a tendril of fire, increasing its reach by 10 feet and replacing its damage type with fire.
  • Marid. Your weapon is covered in perpetual frost. Whenever you hit a creature with your pact weapon, that creature's speed is reduced by 10 until the start of your next turn
 
Elemental Casting
Prerequisite: Pact of the Tome
You learn to mould spells to take a form better suited to your patron's nature. Whenever you cast a spell that deals damage, you can replace the damage with the type associated with your patron (bludgeoning, lightning, fire, or cold damage).  
Form of the Elements
Prerequisite: Pact of the Chain feature
Instead of choosing one of the normal forms for your familiar, you can choose a mephit (MM pg. 215). It gains the Summon Mephits feature, but the mephits created by it do not.  
Wrath of the Talisman
Prerequisite: Pact of the Talisman feature
The wearer of your talisman benefits from the Genie's Wrath of your Genie's Vessel feature.
  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.  

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stDissonant Whispers, Hideous Laughter
3rdDetect Thoughts, Phantasmal Force
5thClairvoyance, Sending
7thBlack Tentacles, Dominate Beast
9thDominate Person, Telekinesis
 

Eldritch Awakening

When you enter your Pact at 1st level, the hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60 feet. You don't need to share a language, but the target must speak at least one language in order to respond to you. You can only use this feature to communicate with one creature at a time.   In addition, you learn the mage hand cantrip, but it doesn't count against your total number of Cantrips Known. When you cast mage hand, you don't need to provide the verbal or somatic components, and your mage hand is invisible.  

Eldritch Madness

Also at 1st level, your eldritch blast inflicts psychosis upon your foes. Whenever you score a critical hit with your eldritch blast, that creature becomes frightened of you until the end of their next turn, and must use its movement to get away from you if it can during its next turn.   Additionally, you can choose to deal psychic damage, instead of force, for your eldritch blast.  

Entropic Ward

At 6th level, you can use your psionic power to potentially deflect enemy attacks. When a creature that you can see hits you with an attack, you can use your reaction to roll a d4 and add it to your Armor Class against the triggering attack.  

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. Lastly, you have advantage on any saving throw you make to resist both the charmed and frightened condition.  

Mind Slave

Beginning at 14th level, you can use your action to touch an incapacitated humanoid, causing it to be charmed by you.   You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. You can issue the creature commands using your telepathy, which it does its best to obey. It will not follow any commands that cause itself immediate harm or death.   The creature remains charmed until a remove curse spell is used on it, the charmed condition is removed, or you use this feature to charm another creature.  

Additional Invocations

The following invocations are available to warlocks of the Great Old One. All other requirements still apply.  
Book of Eldritch Lore
Prerequisite: Pact of the Tome
Your possession over your Book of Shadows grants you esoteric knowledge, but waning sanity due to its eldritch nature. Whenever you make an Intelligence ability check and fail, you can choose to reroll it, potentially turning it into a success. If you succeed, you cannot use this feature again until you finish a short or long rest and you must roll 1d6 . On a roll of 4 or higher, you gain one Long-Term Madness (DMG 260), but it only lasts for 1d10 hours.  
Mind Link
Prerequisite: Pact of the Talisman feature
You and the wearer of your Talisman can communicate with each other telepathically, as long as both of you are on the same plane.  
Sybil Triune
Your third eye opens. As long as you can see, you are aware of the location of any hidden or invisible creature within 30 feet of you.  
Tormenting Blade
Prerequisite: 5th level, Pact of the Blade
You can cast wrathful smite at will, without expending a spell slot.   Additionally, as a bonus action you can duress a frightened creature you can see within 30 feet of you, dealing psychic damage equal to your Charisma modifier.  
Word of the Chain Master
Prerequisite: Pact of the Chain feature
You can cast command without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.
  The Hunger

You have made your pact with a powerful hungering entity, that is hungering for the souls of the living and both you and your patron grow stronger as you consume the life essence of your victims.  

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stCharm Person, Inflict Wounds
3rdHold Person, Suffer
5thBestow Curse, Vampiric Touch
7thDeath Ward, Shadow Refuge
9thDominate Person, Shroud of Surok
 

Mark Your Prey

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 deal bonus necrotic damage to damage rolls against the cursed target. The bonus equals your Constitution modifier.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
  You can’t use this feature again until you finish a short or long rest.  

Dark Maledict

Your eldritch blast can imbue minor curses onto your prey. Whenever you score a critical hit with your eldritch blast, you can curse it. A cursed creature can't make more than one attack until the end of your next turn. Warlock abilities you have that reference a cursed (or Hexed) target can be affected through this curse.   Additionally, you can choose to deal necrotic or piercing damage, instead of force, for your eldritch blast.  

Waste No Soul

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service.   When the creature cursed by your Mark Your Prey feature dies, you can cause rise as a specter, the statistics for which are in the Monster Manual.   When the specter appears, it gains temporary hit points equal to your warlock level. The specter takes its turn on your initiative. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your proficiency bonus.   The specter remains in your service until the end of your next short rest or long rest, at which point it crumbles and vanishes.   Once you bind a specter with this feature, you can't do so again until you finish a short rest or long rest.  

Armor of Ichor

At 10th level, you learn to use the power of your victim’s blood to protect you.   When the creature cursed by your Mark Your Prey feature dies, you can choose to gain a bonus to your AC equal to the creature's Charisma modifier (minimum +1). This bonus lasts for 1 minute, or until you use this feature again.  

Carnage

Starting at 14th level, you can spread your Mark feature from a slain creature to another creature.   When the creature cursed by Mark Your Prey 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.  

Additional Invocations

The following invocations are available to warlocks of the Hunger. All other requirements still apply.  
Starvation's Edge
Prerequisite: 7th level, Pact of the Blade
A cold shadow pours from our pact weapon when it is drawn. Once per turn, if you attack with this weapon while concentrating on Vampiric Touch, it deals necrotic damage equal to the spell's damage in addition to the initial attack's damage and effects.  
Leash of the Hunter
Prerequisite: Pact of the Chain feature
Whenever you make an attack with a melee weapon, you can transform its energy into your familiar, and make a weapon attack from its position instead.   Additionally, you can replace any attack made by your familiar with an attack with a melee weapon you are holding, as your martial power courses through your familiar.  
Flesh Seeker
When you reduce a creature to 0 hit points with eldritch blast, you can cause the beam to continue through the creature, taking on a crimson hue. Select a new target within range and make a ranged spell attack against it. That creature takes damage equal to any excess damage left over from the previous attack, plus an additional 1d4 necrotic damage.  
Shared Maledict
Prerequisite: 5th level, Pact of the Talisman feature
If the wearer of your Talisman would deal damage with an attack roll to a creature cursed by your Hex spell or by a warlock feature of yours, such as Mark Your Prey and Sign of Ill Omen, their attack deals an extra 1d6 necrotic damage.  
Supernatural Reflexes
Prerequisite: 7th level, Pact of the Flesh In the midst of combat, your quick reflexes make the world seem as though it is moving at a standstill. As a reaction to being attacked or forced to make a Dexterity saving throw, you can receive a bonus to your AC and Dexterity saving throws equal to your Charisma modifier until the beginning of your next turn. Once you use this ability, you regain the ability to do so after you finish a short or long rest.  
Tales of the Craving Grimoire
Prerequisite: Pact of the Tome
You can drop a pinch of humanoid blood into your book of shadows, and then ask one question aloud. Over the next minute, the blood manipulates itself into a language of your choice, answering your question in the process. The answer is provided using the knowledge of the humanoid that provided the blood, and is answered in less than 25 words. The blood must be from a living humanoid, and needs to be dropped into the book within a minute of it leaving the body.
  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.  

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stBane, False Life
3rdBlindness/Deafness, Phantasmal Force
5thPhantom Steed, Speak with Dead
7thDeath Ward, Greater Invisibility
9thAntilife Shell, Cloudkill
 

Form of Dread

At 1st level, 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, 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.  

Languishing Blast

Your eldritch blast steals the life force away from your opponents. Whenever you score a critical hit with your eldritch blast, you gain a number of temporary hit points equal to the damage dealt.   Additionally, you can choose to deal necrotic damage, instead of force, for your eldritch blast.  

Grave Touched

At 6th level, 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 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 the target takes.  

Necrotic Husk

At 10th level, 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 are 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

At 14th level, 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 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.  

Additional Invocations

The following eldritch invocations are available to warlocks of the Undead. All prerequisites must still be met.  
Book of the Dead
Prerequisite: 5th level, Pact of the Tome feature
You uncover pages of necromantic magic in your Book of Shadows, granting you the ability to raise the dead. As an action, you can reanimate the corpse of a Small or Medium humanoid within 30 feet of you that hasn't been dead for longer than a minute. You can also reanimate a humanoid creature who dies within 30 feet of you in the same manner as a reaction. The corpse rises as a zombie under your control, as per the Animate Dead spell.   You can have a number of zombies under your control this way up to your proficiency bonus, and you cannot create new zombies with this feature if you have the maximum number under your control.  
Call of the Grave
Prerequisite: 5th level
Whenever you reduce a creature to 0 hit points you can knock it unconscious instead. When you do so, the creature has disadvantage on death saving throws it makes.  
Harrowing Hecatomb
When you reduce a creature to 0 hit points, you may use your reaction to cause it to erupt into a wave of lethargy. Any creature of your choice within 10 feet of the target you reduce to 0 hit points must make a Constitution saving throw. On a failure, they take a number of d6s of necrotic damage equal to your proficiency bonus and have their speed reduced by 5 feet until the end of your next turn. On a successful save, they take half as much damage and suffer no other effects.   When you use this invocation, you can't do so again until after you finish a long rest.  
Soul Stealer
Prerequisite: 7th level, Pact of the Blade feature
Immediately after you slay a creature you may curse its soul, temporarily binding it to your pact weapon. When you bind a soul in this way, any other souls bound by this feature are released and the soul remains bound to your weapon until the end of your next long rest or when you release it as a free action.   As a bonus action, you can extort a soul. Choose a damage type from among the slain creature's damage resistances and immunities or necrotic. For the next minute your first successful attack each turn with your Pact Weapon deals an additional 1d8 damage of the chosen damage type. When you reach 14th level in this class, the additional damage increases to 2d8 .   Once you extort a soul with this feature, you cannot do so again until you finish a long rest.
  The Undying

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.  

Patron Spells

You know the following spells when you reach certain levels in warlock.
Warlock LevelSpells
1stFalse Life, Ray of Sickness
3rdBlindness/Deafness, Silence
5thFeign Death, Speak with Dead
7thAura of Life, Death Ward
9thCircle of Power, 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 targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.  

Resilient Soul

Also 1st level, you have learned to resist the death's pull on your soul and cling to the threads of your life.   You can add your proficiency bonus to your death saving throws.   In addition, the time period for resurrection spells targeting you is doubled (e.g. revivify could be cast within 2 minutes of your demise, instead of just 1 minute).  

Invigorating Blast

Your eldritch blast steals the life force away from your opponents. Whenever you score a critical hit with your eldritch blast, you gain a number of temporary hit points equal to half the damage dealt.   Additionally, you can choose to deal necrotic damage, instead of force, for your eldritch blast.  

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 Charisma 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.  

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.  

Additional Invocations

The following eldritch invocations are available to warlocks of the Undying. All prerequisites must still be met.  
Book of the Dead
Prerequisite: 5th level, Pact of the Tome feature
You uncover pages of necromantic magic in your Book of Shadows, granting you the ability to raise the dead. As an action, you can reanimate the corpse of a Small or Medium humanoid within 30 feet of you that hasn't been dead for longer than a minute. You can also reanimate a humanoid creature who dies within 30 feet of you in the same manner as a reaction. The corpse rises as a zombie under your control, as per the Animate Dead spell.   You can have a number of zombies under your control this way up to your proficiency bonus, and you cannot create new zombies with this feature if you have the maximum number under your control.  
Boon of Undeath
Prerequisites: 5th level, Pact of the Talisman feature
If the wearer of your Talisman would fall to 0 Hit Points, they can choose to instead drop to 1 Hit Point.   Once a creature uses this feature, it cannot be used again until you finish a short or long rest.  
Eldritch Repose
Whenever you reduce a creature to 0 hit points you can knock it unconscious instead. When you do so, the creature immediately stabilized  
Profane Rebirth
Pact of the Chain feature
Whenever your familiar is reduced to 0 Hit Points, it instead returns as a specter, appearing as a ghostly version of its previous form. It then disappears if it's reduced to 0 Hit Points again.  
Reaper's Blade
Prerequisite: Pact of the Blade feature
Whenever you reduce a creature to 0 Hit Points and kill it with your Pact Weapon, you can reap its soul, capturing it. You can have a maximum number of captured souls equal to your proficiency bonus. Whenever you finish a long rest, all souls you have captured are released.   You gain a bonus to your AC equal to the number of souls you have captured. Additionally, once per turn whenever you make an attack roll and miss, you can expend a soul to add 1d6 to your roll, potentially turning that miss into a hit.

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