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SRD

Warlock: Wayward Soul

Flavor
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.   Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Sworn and Beholden
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.   The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
Delvers into Secrets
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.   Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. The Wayward Soul is one such instance, where the Warlock has encountered a legendary being in a Dream or while Dreamwalking, and captured their interest.   Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if they don’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.
Creating a Warlock
As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?   Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.   What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?   How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.
hit dice: 1d8
hit points at 1st level: 8 + CON mod
hit points at higher levels: 1d8 or 5 + CON mod
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:
Light Crossbow, 20 bolts
Component Pouch
Scholar's Pack
Leather Armor
Quarterstaff
Dagger x2
spellcasting:
Pact Magic
Pact Magic, Level 1
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 (recharge on short or long rest)
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
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 + PB + Charisma
Spell attack modifier = PB + Charisma modifier   Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
class features:
Otherworldly Patron:
Otherworldly Patron, Level 1
Otherworldly Patron

 
Eldritch Invocations
Eldritch Invocations, Level 2

Eldritch Invocations

Agonizing Blast

Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
 
Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
 
Ascendant Step

Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.
 
Aspect of the Moon

Prerequisite: Pact of the Tome 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.
 
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.
 
Bond of the Talisman

Prerequisite: 12th level, Pact of the Talisman feature
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.
 
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.
 
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.
 
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.
 
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.
 
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 Armor (UA)

Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.
 
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 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.
 
Eldritch Spear

Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.
 
Eyes of the Rune Keeper

You can read all writing.
 
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.
 
Fiendish Vigor

You can cast False Life on yourself at will as a 1slevel 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 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.
 
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.
 
Grasp of Hadar

Prerequisite: Eldritch Blast cantrip
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.
 
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.
 
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:
 
1)The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
 
2)As a bonus action, you can command the familiar to take the Attack action.
 
3)The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
 
4)If the familiar forces a creature to make a saving throw, it uses your spell save DC.
 
5)When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
 
Lance of Lethargy

Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
 
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).
 
Maddening Hex

Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse 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.
 
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.
 
Protection of the Talisman

Prerequisite: 7th level, Pact of the Talisman feature
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

Prerequisite: Pact of the Talisman feature
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.
 
Relentless Hex

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

Prerequisite: Eldritch Blast cantrip
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
 
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.
 
Superior Pact Weapon (UA)

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.
 
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.
 
Thirsting Blade

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

Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 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.
 
Ultimate Pact Weapon (UA)

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.
 
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.
 
Voice of the Chain Master

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

Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a spell slot.
 
Witch Sight

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

 
Pact Boon
Pact Boon, Level 3

Warlock: 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 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.

    • 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.

  •  
  • 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 with its reaction.

  •  
  • Pact of the Tome

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

    • 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.

  •  
  • 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.

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

  •  
  • Pact of the Star Chain (UA)

    Prerequisite: Seeker Patron
    • The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

    • Additionally, you can invoke the Seeker's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.

    • If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.

    • The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.

 
Ability Score Improvement/Feat
Ability Score Improvement: Levels 4, 8, 12, 16, 19.
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.
If you play with feats, you can trade an Ability Score Improvement for a feat at this time.

 
Eldritch Versatility
Eldritch Versatility (Optional): Levels 4, 8, 12, 16, 19
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.

 
Otherworldly Patron Features
Otherworldly Patron Feature, Levels 6, 10, 14.
At 1st level or later, you struck a bargain with an otherworldly being, granting you subclass features. Your choice grants you additional features at 6th, 10th, and 14th levels in the warlock class. See subclass below for Otherworldly Patron Features.

 
Mystic Arcanum
Mystic Arcanum, Levels 11, 13, 15, 17
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
Eldritch Master, Level 20
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
subclass options:
The Plane of Dreams

The Plane of Dreams

The Plane of Dreams is a plane of imagination and figments, of strange monsters, strange realities, and worlds conjured by those who sleep.
The Ethereal Realm

The Ethereal Realm

The Ethereal Realm is where the fire of creation breaks down as it leaves matter. In the Border Ethereal, there are colored curtains behind which lie familiar places, grouped together in like kind. But the Deep Ethereal is a maelstrom of elemental energy in dynamic equilibrium, and wondrous possibilities overlapping one another in demiplanes. It is this potential which the gods and primordial dragons use to build worlds. Beyond the Border Ethereal, very few living creatures are to be found.


The Plane of Dreams

The Plane of Dreams

Between the Border Ethereal and the Deep Ethereal is a multicolored curtain leading to the Plane of Dreams (or just Dream) where every living creature that sleeps has visited - their spirit creating a Portal of Sleep when they fall asleep. It is extraordinarily difficult to do while one is awake - becoming a Dreamwalker takes years of training, and the practice can leave one stranded in the Astral Plane. Time and gravity are distorted. Matter coalesces by the will of sleeping minds, and dissipates just as quickly.


Locations(1)

Locations

There are very few concrete locations within the Pland of Dreams, largely because dreamers come and go as they slumber and wake. Some dreams have become constants, well worn by whoever has dreamed of them that they remain for days, weeks, or months before they dissipate. Other dreams may last lifetimes, or in some rare cases, the dreamer is stuck forever in the dream, only able to leave if their physical body is destroyed.
 
These dreamscapes cluster together, and at the very center of Dream is the Dreamheart, a place of untold wonders and dangers.
(1)DumpStat Adventures



Nightmares

Nightmares

One danger that dreamers must be careful of is invaders who are looking to harm the dream. This is often thanks to a powerful spell, but night hags can also affect and morph dreams, turning them into cruel nightmares. Even when a dreamer is not being targeted by magic or monsters, their dream might still turn into a nightmare. There is a constant undercurrent of nightmares within the plane, though no one is entirely sure how it first manifested or how it continues to survive.
 
There are a few ideas of where nightmares come from, with some thinking they originate from the original inhabitants of the plane who survive off of the emotions of dreamers. Who those inhabitants are is anyone’s guess. Others think that nightmares are created by dark gods who enjoy the suffering of others, and since ten minutes in a dream is a minute in real life, those who suffer from nightmares suffer for a lot longer than they would if they were awake.
 
Because time is less meaningful in Dream, a nightmare can seem to take an age, and leave one exhausted in the morning. But for the most part, death holds no sting in the Dream, even in someone else's Dreamscape. It simply wakes you up.


Dreamscapes

Dreamscapes

Dreamscapes are the dreams of dreamers, formed into small temporary pockets of matter. The dreams of similar creatures tend to cluster together. They are fairly small, but can be expansive if the dreamer is strong. They usually dissipate shortly after the dreamer awakes, but lucid dreamers can create more permanent realities that may linger for hours or even days, allowing return trips or repeated themes.


The Dreamheart

The Dreamheart

The at the center of plane is the Dreamheart. It is a physical location that is harder to wake from. If you die there, the physical body dies as well. It is woven together into something navigable only by the strongest of dreams, made up of nightmares given life, and surrounded by vast clouds of roiling matter - the Dreamheart Tempest. At the Eye of the storm is a place of inconsistencies. Everyone who visits it claims to have seen something different. Some claim they meet deities, others found long-dead loved ones, while others claim to have found knowledge that they had been seeking for years. Legendary individuals have even returned from there alive.


The Plane of Dreams in the Multiverse

Eberron: Dal Quor

Dal Quor in Eberron: Dal Quor
In the Eberron setting, a portion of the Plane of Dreams has been carved out by the divine dragons into a demiplane called Dal Quor, where a dark vs. light war has lasted as long as the four ages of
In some settings, the Plane may simply be a demiplane in the Ethereal, or the Portal of Sleep may not exist at all.
In the demiplane Dal Quor's Dreamheart is the Dreaming Dark, a monstrous organization controlled by the psionic quori. They call their creator il-Lashtavar (the Darkness that Dreams), who is opposed by Il-Yannah (the Great Light) and the Kalashtar Path of Light. They wield influence over the Prime Material plane through the Circle of Night led by the Devourer of Dreams a.k.a. The Voice of il-Lashtavar, and more generally by the work of the Inspired and Doppelganger agents, as well as by less subtle means.


Faerun: The Demiplane of Nightmares

The Demiplane of Nightmares in Faerun
The Demiplane of Nightmares is a horrific demiplane inhabited by creatures that looked like monsters out of nightmares.The Demiplane of Nightmares was a strange place of strange angles and stranger geometry that seemed unsettling, even repulsive, to people from the Material plane. (A Guide to the Ethereal Plane, 1998, by Bruce R. Cordell)
 
The Demiplane of Nightmares was variously described to be either an independent demiplane in the Ethereal plane,(ibid) or a demiplane located coterminously with both the Region of Dreams and the Ethereal Plane. Either way, the boundary between the Demiplane and the Far Realm was extremely thin and the taint of the latter constantly seeped into the Demiplane, corrupting it.(Dragon #327, 2005, by Mike McArtor)



 


Dreamers

A Wayward Soul is either a powerful soul who is stuck in a permanent state of sleep, or an entity with unfinished business in their dreams and nightmares.
The Slumbering Archfey (psychic)

Text: The Crystal Sarcophagus of the Slumbering Archfey

The Slumbering Archfey

One legend that dreamers sometimes encounter in the Dreamheart is a Dreamscape in the shape of a crystal sarcophagus from an age long past. It is etched in runes predating runes, from an arcane tradition dating back hundreds of thousands of years, if not millions; it is impossible to say - time and tradition have no meaning here.

Within the crystal vessel is a much larger space than makes any sense, and that is where the Sleeping Archfey (fey/feyr/feyrs) is, wandering in an impossibly beautiful garden that beckons one to lie down and rest a while. Small placards among those for white carrot, mandrake, and blue-green tomatoes identify the fertilizing remains of long past Dreamwalkers who found their final rest here.

From here, fey dream of feyrself in the Feywild, where fey dream of feyrself here, peeking in on the dreams and nightmares of feyr filly friends.

Fey're as whimsical and inscrutable as feyr counterparts on the material plane, but take no interest in the Court of the Queen of the Air, or Titania and Oberon, or the Prince of Fools. The domain of feyr court is the Dream. Perhaps fey survive off of the emotions of dreamers.

Now and then, fey find a powerful soul in a nightmare, and feyr interest is aroused. Perhaps after a pact is written in a lucid dream or a test is passed, fey will grant feyr power, sharing power and magical secrets.

The dreams of the Slumbering Archfey often deal with observing the antics of feyr youthful kin the pixies and sprites, traveling around on a fantastical steed, or awakening a great tree for a conversation about concerns of the age.
The swirling contradictions of feyr Dreamscape tend to cause psychic damage.
  Grumpy the Dragon (bludgeoning)(2)

Text: The Playground of Anavaree and Grumpy the Dragon

This permanent dreamscape is formed from the mind of Ana. She has created an idyllic playground with a golden sun, lakes, a small forest, and more within this large dreamscape. Monkies hide in the trees, playing games of catch with the strange fruit from the trees, and mermaids sing and relax along the lakeshore. In the center of this dream is a large hill with a massive bronze dragon circled around it, sleeping happily in the warm sun. On top of the hill are Ana and her monkey friends, playing on a small playground and making up games as years pass outside this dream.

Ana is protected by the dragon, who she has named “Grumpy” and any who try to wake her up or threaten her are immediately targeted by the dragon who protects the little girl at all costs. Because this is a dreamscape, those who do ‘die’ to Grumpy simply wake up in their physical bodies.

The reason that this dreamscape has been here for so long is that because Ana's physical body is trapped in stasis on the face of a red, dead world. There was a colonization attempt on the world, but something happened and the colonization ship was destroyed upon trying to enter the world and only her pod was able to escape unharmed. Ana, as an adult, suffered severe mental trauma from being the only survivor in the wreckage and now possesses the mind of a young girl playing within the dreamscape. Ana, the girl in the dream, does not know what she has gone through and will live out her dreams until her stasis pod eventually turns off hundreds of years from now unless something happens to change her situation. Any who tries to talk to Ana in the dream about her past experiences soon finds Grumpy waking up.
(2)DumpStat Adventures: Anavaree

The dreams of Grumpy the Dragon deal mainly with things that would delight children, such as a faithful dog, a gingerbread man, dancing brooms and tables, fire-breathing, or especially fluffy little woodland creatures doing your chores.
Little kids tend to fall a lot, taking bludgeoning damage frequently.
  The Nameless Mages (force)

Text: The Nightmare Scenario of the Nameless Mages

This Dreamscape is one of those nightmare scenarios for every warlock - practice, practice, practice. The Nightmare Scenario is not a Dreamscape of a single legendary being, but a permanent theme in the nightmares of many; in this case, every apprentice wizard who ever wiled away the hours attempting to master the work of others.

In your dreams, you are constantly reminded of why you sought the power of others. One dark and stormy night, a shadowy circle of robed figures offered you a chance for a shortcut, and you took it. Yet the cruel joke of it is, time in these nightmares has no meaning.

Melf. Bigby. Mordenkainen. Otiluke. These are just some of the wizards you've heard of, because every gray-robed tryhard from every magical academy anywhere has practiced their spells here, in this drab gray stone room, in this drab gray stone tower.

There is a drab gray study with a wooden table and chairs in disrepair, burn marks, stacks of dusty scrolls and the odd glob of bat guano or pitch, jars of glowworms and fireflies; toss in an eye of newt if you like. Just don't toss in a tindertwig.

The phantasm of a red-robed wizard with a staff nurses a stomach-ache and a powder-burn in the bed. A mirror captures a mustachioed mage in black robes focuses on a crystal ball. A mousefolk mage in a starry blue hat guides the activities of a broom. And every one of them is fighting off boredom until the day they have learned enough.

Everyone is always reading, but the only readable print in the room is that on a yellowed list of dungeoneering supplies by the door, listing local prices for adventuring gear. It's the same list you've always seen. Bedroll. Bell. Blanket. Caltrops. Candle. Chalk. Chest. Component Pouch. Crowbar. Grappling Hook. Holy Symbol. Lanter, Bullseye. Lantern, Hooded. Miner's Pick. Mirror, polished metal. Musical Instrument. Oil (flask). Parchment. Pole, 10'. Rope, 50'. Soap. Tinderbox. Tindertwig. Torch. Waterskin.

It is this boredome which calls to you - taunts you - daring you to do better. There's the door, gleaming orange in the dawn, marked with a shifting arcane symbol and mocking you with its lack of a handle.

Check your supplies. Do you dare disturb the master? Do you dare Knock?

The nightmares of the Nameless Mages deal with their constant obsession with mastering the work of others -- the classic invokers, like Melf, Bigby, & Evard, and their spells. And don't forget Magic Missile and Fireball!
With frequent explosions and experimental misfires, these nightmares tend to feature magical force damage.
  The Metaverse (Poison)
Far out in the Astral Sea lies a pool of milk, a prime world of wealth and knowledge, plenty and poor. Within that world are nobility whose Dreams of avarice have darkened the sky, reddened the sea, and set in motion a grand plan of human superiority in the cosmos.
  A smiling god knows and provides every need of its followers, who number in the hundreds of millions. All knowledge is accessible to every member of the nobility within a minute. Every place that can be gone is mapped, known, and owned, even at the edge of the Astral Sea, where thousands of new orbital satellites have taken over the divinations of the lunatic. The Moon is claimed as well.
  In that world is a Dreamscape like no other -- a Metaverse of billions of Dreamers in a persistent Dreamscape of pure conscious thought. A great web spun of silver threads blankets the Material Plane, coterminous and yet expansive. The melancholy and bile of poverty and power lubricate a great machine that crawls along this web across the world, a poisonous spider who is both Dream and Dreamer.
  Its silver thread traces the Astral into every home, workshop and storehouse. There is no way to sever it. Its dweomer is radiant and pulsing, poisonous and coaxing. It drips a euphoric ichor. Its mandible are welcoming, and it is hungry.
The dream of the Metaverse is one of absolute knowledge without boundaries. Any point on a map can be accessible. Any piece of legendary knowledge can be called into being, especially if you know a bit about it already. The Metaverse knows all and sees all. It knows where you are and where you've been. It even your surface thoughts, because it probably put them there in the first place. The poison of the great machine is the most prevalent kind of damage in the Metaverse.
Expanded Spell List
Expanded Spell List

Expanded Spell List Table (Wayward Soul)

Expanded Spell List


The following table shows the Wayward Soul spells that are added to the warlock spell list for you, along with the spells associated with the subject of your patron's dreams:



The Wayward Soul lets you choose from an expanded list of spells when you learn a warlock spell.
Reference: Genie

Expanded Spell List (Genie Patron)

At 1st level, the Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.

 


Spell LevelGenie SpellsDao SpellsDjinni SpellsEfreeti SpellsMarid Spells
1stDetect Evil and GoodSanctuaryThunderwaveBurning HandsFog Cloud
2ndPhantasmal ForceSpike GrowthGust of WindScorching RayBlur
3rdCreate Food and WaterMeld into StoneWind WallFireballSleet Storm
4thPhantasmal KillerStone ShapeGreater InvisibilityFire ShieldControl Water
5thCreationWall of StoneSeemingFlame StrikeCone of Cold
9thWish

Level 1:


 

Dream Within A Dream

Also at 1st level, your patron gifts you a magical Dream Conduit that grants you limited access to permanent Dreamscape in proximity to their own. The Conduit 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 Dream Conduit table

Dream Conduit

Roll the Dice
1An old boot
2A 1 inch bell
3A bent teaspoon
4A mirror shard
5A silver acorn
6A creepy doll
  While you are touching the vessel, you can use it in the following ways:   Dreamscape: 20' radius XD space, 2*PB hrs., 1/long rest
Dreamscape
As an action, you can magically vanish and enter your Dream Conduit, which remains in the space you left. It connects to an extradimensional space, a permanent demi-Dreamscape in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your patron's Dreamscape in some way.
The interior is furnished with unusual apparatuses for resting and conspicuously ordinary tables, and is a comfortable temperature. While inside, you can hear the area around your Conduit as if you were in its space. You can remain inside the Dreamscape up to a number of hours equal to twice your proficiency bonus. You exit the Dreamscape early if you use a bonus action to leave, if you die, or if the Conduit is destroyed. When you exit the Dreamscape, you appear in the unoccupied space closest to the Conduit. Any objects left in the Dreamscape remain there until carried out, and if the Conduit is destroyed, every object stored in the Dreamscape harmlessly appears in the unoccupied spaces closest to the Conduit's former space. Once you enter the Conduit, you can't enter again until you finish a long rest.
No Bag of Holding Issues
The dream Conduit is fashioned after a genie's vessel. The extradimensional space of a genie's vessel is dissimilar from a bag of holding in a significant way: it is only accessible once per long rest. Since a Bag of Holding only interacts negatively with similar items, there is no negative interaction between them.

  Wayward Nightmare: +PB attack damage
Wayward Nightmare:
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: psychic (Slumbering Archfey), bludgeoning (Grumpy the Dragon), force (Nameless Mages), or lightning (Metaverse).

  The conduit'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 conduit 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 conduit is destroyed if it still exists. The conduit vanishes in a flare of ethereal power when you die.

Level 6

Lucid Waking
Lucid Waking: Flight & DR, Level 6
At 6th level, you begin to become accustomed to contradictory truths. 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.   You have also developed resistance to the forces most often encountered in your patron's dreams: psychic (Slumbering Archfey), bludgeoning (Grumpy the Dragon), force (Nameless Mages), or Lightning (Metaverse).

Level 10

Sanctuary of Dreams
Sanctuary Vessel, Level 10
At 10th level, when you enter your Dream Conduit via the Dreamscape 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 Dreamscape through the Conduit with you.   As a bonus action, you can eject any number of creatures from the Dreamscape out of the Conduit, and everyone is ejected if you leave or die or if the Conduit is destroyed.   In addition, anyone (including you) who remains within the Dreamscape 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.

Level 14

Manifest the Dream
Manifest The Dream, Level 14
At 14th level, you entreat your patron to manifest your dreams. As an action, you can speak your desire to your patron through the conduit, 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.


(3)Cantrip & Arcanum replacement at ASI levels: Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
Replace Arcanum at ASI levels 12+, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
(4)Spell replacement each level: 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.
(5)Short Rest Recharge: Warlock Spell Slots recharge after a Short Rest or a Long Rest.
(6)Invocation replacement each level: 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.

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