Warlock, Refreshed

T

he warlock class is an odd one. It is one of the most successful classes in terms of roleplayability and flavor. It is a common multiclassing choice, due partially to the ease of justifying it narratively ("I'm making a deal with Titania!"). It is the only class in the game with a unique spell slot mechanic. Despite the positive aspects of the warlock, we believe that it is underwhelming from a mechanical standpoint. Our reasons for this are as follows: The limited number of spell slots restricts you to effectively being a cantrip-only caster (unless you get multiple short rests per long rest in your campaign). It is the magic-based class with the fewest number of inthe-moment options, despite being the most customizable class during character creation and level-up. Pact Boons have limited in-game impact and feel underwhelming as a result. There is limited compensation for not being a full-casting class - despite the thematic flavor of warlocks as powerful mages. As a result, we have decided to refresh the warlock class. We have made several changes to the class as it stands, while maintaining the underlying structure. There have been no changes made to the Otherworldly Patron features, meaning that while this document only contains the patrons from the PHB, it is usable with any Patrons from other WOTC books or homebrewed Patrons. Changes have been made in the following areas: Pact Boons have been substantially altered, including granting additional features at later levels. Invocations have been altered (in particular, very few invocations require the use of a spell slot) and new invocations have been added, giving warlocks more viable cantrip options than eldritch blast. Mystic Arcana have been altered to give greater flexibility. We recognize that our attempt at a refresh flies somewhat in the face of "trust in the wisdom of WOTC" when it comes to game balance - and by no means do we believe that everyone should be using our version of the warlock. However, we do believe that this version, perhaps after playtesting and refining, is the superior one - both in terms of balance and enjoyability.

Class Features

As a warlock, you gain the following class features. Hit Points - unchanged

Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies - unchanged

Armor: Light armor Weapons: Simple weaopns Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from Arcana, Deception, History, Intimidiation, Investigation, Nature, and Religion

Equipment - unchanged

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 scholer's pack or (b) a dungeoneer's pack Leather armor, any simple weapon, and two daggers

Otherworldly Patron - unchanged

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

Pact Magic - unchanged

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See PHB chapter 10 for the general rules of spellcasting and PHB chapter 11 for the warlock spell list. 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 thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. Credit This class refresh is the result of a collaboration between @polyamorous_q, @jacelevine, and @persnicketese. It is not for sale. You can find more of their work at www.dmsguild.com and www.here-be-dragons.us. This class has been reviewed prior to release by @SamUndomiel, @damn_it_dillon, and @eTruffery. Their feedback is appreciated!

1

The Warlock Level

Proficiency Bonus

Cantrips Known

Spells Known

Spell Slots

Slot Level

Invocations Known

1st

+2

Otherworldly Patron, Pact Magic

2

2

1

1st



2nd

+2

Eldritch Invocations

2

3

2

1st

2

3rd

+2

Pact Boon

2

4

2

2nd

2

4th

+2

Ability Score Improvement

3

5

2

2nd

2

5th

+3

Pact Boon feature

3

6

2

3rd

3

6th

+3

Otherworldly Patron feature

3

7

2

3rd

3

7th

+3



3

8

2

4th

4

8th

+3

Ability Score Improvement

3

9

2

4th

4

9th

+4

Pact Boon feature

3

10

2

5th

5

10th

+4

Otherworldly Patron feature

4

10

2

5th

5

11th

+4

Mystic Arcanum (6th level)

4

11

3

5th

5

12th

+4

Ability Score Improvement

4

11

3

5th

6

13th

+5

Mystic Arcanum (7th level)

4

12

3

5th

6

14th

+5

Otherworldly Patron feature

4

12

3

5th

6

15th

+5

Mystic Arcanum (8th level)

4

13

3

5th

7

16th

+5

Ability Score Improvement

4

13

3

5th

7

17th

+6

Mystic Arcanum (9th level)

4

14

4

5th

7

18th

+6



4

14

4

5th

8

19th

+6

Ability Score Improvement

4

15

4

5th

8

20th

+6

Eldritch Master

4

15

4

5th

8

Features

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 nd 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, whidch 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 settting 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 Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifier 2

Spellcasting Focus

You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your warlock spells.

Eldritch Invocations - unchanged

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

Pact Boon - altered

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. Choose one of the following Pacts: the Chain, the Blade, or the Tome, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th and 9th level.

Ability Score Improvement unchanged

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.

Mystic Arcanum - altered

At 11th level, your patron bestows upon you a magical secret. After each long rest, you choose a single 6th-level spell from the warlock spell list. This spell is known as an arcanum. You can cast your arcanum once, without expending a spell slot. You may not do so again until you finish a long rest. At higher levels, you gain more arcana that can be cast in this way: at 13th level, you gain a 7th-level spell from the warlock spell list, in addition to the 6th-level spell. At 15th level, you also gain an 8th-level spell from the warlock spell list. Finally, at 17th level, you gain a 9th-level spell from the warlock spell list. When you finish a long rest, you may change one of your arcana to a different spell of the same level on the warlock spell list. You regain all uses of your arcana upon completing a long rest.

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Archfey Expanded Spells Spell Level Spells 1st

faerie fire, sleep

2nd

calm emotions, phantasmal force

3rd

blink, plant growth

4th

dominate beast, greater invisibility

5th

dominate person, seeming

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 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.

Eldritch Master - unchanged

Misty Escape

Otherworldly Patrons unchanged

Beguiling Defenses

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.

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

The 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.

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you tale 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. Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. Dark Delirium

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

3

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. The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

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

Fiend Expanded Spells

Expanded Spell List

Expanded Spell List

1st

burning hands, command

2nd

blindness/deafness, scorching ray

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

3rd

fireball, stinking cloud

Great Old One Expanded Spells

4th

fire shield, wall of fire

5th

flame strike, hallow

Spell Level Spells

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Warlock level (minimum of 1). Dark One's Own Luck

Spell Level Spells 1st

dissonant whispers, Tasha's hideous laughter

2nd

detect thoughts, phantasmal force

3rd

clairvoyance, sending

4th

dominate beast, Evard's black tentacles

5th

dominate person, telekinesis

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.

Awakened Mind

Fiendish Resilience

At 6th level, you learn to magically ward yourself against attack and turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

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 crea1ture 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.

4

The Great Old One

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

Thought Shield

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

Create Thrall

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

Pact Boons - new

The pact boon your patron grants you allows you to control some aspect of your destiny. Will you become an eldritch master of the arcane? A fearsome physical combatant, empowered by your otherworldly patron? The master of a familiar creature, a manifestation of your great power? All of these options are there for the choosing - you need only reach out and take one.

Pact of the Chain - altered

The Pact of the Chain binds an otherworldly being to you, granting you a servant and companion until the end of your time on the mortal coil. Physical appearances for these servants can change - warlocks have been known to choose everything from imps and sprites to cats and ravens. Some even choose seemingly-inanimate objects like dolls or books. Bound Spirit

When you choose this pact boon at 3rd level, you receive a Warlock's Pet from your patron. The stats for this creature are found at the end of the class description. Regardless of its physical appearance, it is capable of movement, flight, and speech, as well as combat actions. It acts indepedently of you, but obeys your commands. In combat, it rolls its own initiative and acts on its own turn. When your Pet drops to 0 hit points, it disappears, leaving behind no physical form. You may take one hour in meditation and communion with your patron to regain its services, at which point it will reappear next to you. While your Pet is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Pet's eyes and hear what it hears until the start of your next turn, gaining the benefits of its darkvision or any special senses it might have. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your Pet. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. When you cast a spell with a range of touch, your Pet can deliver the spell as if it had cast the spell. Your Pet must be within 100 feet of you, and it 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.

Fetch

Upon reaching 5th level, you can send your Warlock's Pet to your patron. Doing so allows it to retrieve a fragment of temporary power. While your Warlock's Pet is within 100 feet of you, you may use your action to send it directly to the foot of your patron. It returns at the beginning of your turn in 1d6+1 rounds (rolled by the DM). When you send it to your patron, you choose one of the following options. Upon its return, you receive the ability to use that option for 1 hour. One spell from any spell list of a level you can cast (casting it still uses a spell slot) One warlock invocation which you meet the prerequisites for One skill proficiency One saving throw proficiency One category of weapon or armor proficiency (such as Martial Weapons, Shields, or Heavy Armor) One language At your DM's option, you may choose an alternate ability, but it should be no more powerful than those described above. You must complete a long rest before using this feature again. Familiar Influence

At 9th level, your bond with your Pet allows you to each gain some amount of each other's power. As an action, you may invoke your Familiar Bond. When you do so, choose one cantrip you know. Your pet can cast it using your spellcasting modifier. This cantrip also applies any relevant invocations, using your stats when applicable. You may also cast any spell through your Pet, regardless of range. Additionally, you gain a fly (hover) speed of 30 feet, and may use your Pet's Vanish action. This lasts for up to 1 minute, until either you or your Pet reach 0 hit points or become unconscious, or you end it with a bonus action. You must complete a short rest before using it again.

Pact of the Blade - altered

The Pact of the Blade grants you unique combat capabilities, allowing you to act as a powerful physical assailant. A warlock granted this boon can stand up in hand-to-hand combat against foes who would otherwise cut them down easily. Melee Arcana

When you choose this Pact Boon at 3rd level, you gain the ability to manifest a pact weapon. As an action, you may create a pact weapon in your empty hand. You can choose the form that this weapon takes each time you create it, but it must be a melee weapon. 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. 5

You can transform one magic weapon into your pact weaopn 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 you feet if it is in the extradimensional space when the bond breaks. Patron's Mantle

At 3rd level, you may call on the favor of your patron in battle as a bonus action. For 1 minute or until you die or end this effect with a bonus action, you take on an otherworldly appearance influenced by your Patron. While the mantle persists, you gain the following benefits: Your armor class is increased by your Charisma modifier (minimum of +1). Your movement speed increases by 10 feet. You have advantage on concentration checks. You may not use this feature again until you complete a short or long rest. Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Pact of the Tome - Altered

A warlock who chooses the Pact of the Tome gains possession of a unique book. This book, though appearing to be a simple spellbook, holds a great amount of strange power gifted from their patron. The warlock can draw upon the book's well of magical power while in possession of it, allowing them to augment their strength. Revealed Secrets

When you choose this pact boon at 3rd level, your patron gives you a grimoire called a Book of Shadows. Choose three cantrips and two first-level spells from any spell list (they do not need to be from the same list). While the book is on your person, you may cast these spells. They do not count against your number of cantrips or spells known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. Mystic Tome

Upon reaching 5th level, your Book of Shadows provides you with extra reserves of magic. While you are in possession of your Book, you may use its power to cast additional spells. You have tome spell slots as shown in the Tome Spell Slots table. These additional spell slots are treated as though you gained them through your Pact Magic feature, with the exception that you regain all expended tome spell slots when you finish a long rest, not a short rest. They cannot be returned via the Eldritch Master feature.

Greater Mantle

Upon reaching 9th level, your Patron's Mantle becomes stronger. Whenever you deal damage with an attack or spell while your mantle is active, add your Charisma modifier to the damage dealt (minimum of +1). This applies separately to each instance of damage, such as when casting eldritch blast or making two attacks with the Attack action. If you would already add your Charisma modifier, you add it twice. Addtionally, you may use your Patron's Mantle feature twice per short or long rest.

6

Tome Spell Slots Level

Spell Slots

Slot Level

5th

1

3rd

6th

1

3rd

7th

1

4th

8th

2

4th

9th

2

5th

10th

2

5th

11th

2

5th

12th

2

5th

13th

2

5th

14th

3

5th

15th

3

5th

16th

3

5th

17th

3

5th

18th

3

5th

19th

4

5th

20th

4

5th

Book-Binding

At 9th level, you have an unfettered connection to your Book of Shadows. If you do not have your book in your possession, you may perform a ritual, which takes one minute, to return it to your hand. You must be able to perform vocal and somatic components (as though it were a spell), the book must be on the same plane of existence as you, and you must maintain concentration while performing the ritual in order for this to work. Additionally, while you are in possession of your Book of Shadows, you gain the ability to bind souls to your book. When a creature dies within 30 feet of you, you may use your reaction to write their name into your Book of Shadows. This draws their soul into the book, granting the following effects: The target creature is under the effect of the gentle repose spell. You may communicate with the target creature by writing in your book. If it can understand a language, it will respond in similar writing. It is under no obligation to respond truthfully, or to respond at all. The target creature is immune to spells and other effects that allow creatures to communicate with the deceased, such as speak with dead. (This does not apply to the effect listed above.) You gain one additional tome spell slot. You gain temporary hit points equal to the creature's level (or challenge rating, if it does not have a level). These effects last for 24 hours, until you release the soul as an action, or until the creature is returned to life, whichever is sooner. You may only have one soul bound to your Book at any time. You must complete a long rest before using this feature again.

Eldritch Invocations altered

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time thar you meet its prerequisites. The invocations are grouped by prerequisite and function. If it fits in more than one category, it is placed in the category that appears first in this list. Note: many of these invocations are taken from the PHB or other sourcebooks, but some of them have had their content altered. Read carefully!

Pact Boon Invocations 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. If the target is Huge or smaller, it must make a Strength saving throw against your Warlock spell save DC or be knocked prone.

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 bonus to its attack and damage rolls of 1/5 of your warlock level, rounded down, with a minimum bonus of +1. This bonus does not apply if your pact weapon is a magic weapon that already has a bonus to those rolls. Finally, the weaopn you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. Unnatural Physique

Prerequisite: Pact of the Blade feature You gain proficiency in either the Athletics or Acrobatics skill (your choice). Additionally, you may use your Charisma score in place of either your Strength score (if you chose Athletics) or your Dexterity score (if you chose Acrobatics) when making ability checks. Beast Unleashed

Prerequisite: 7th level, Pact of the Chain feature Your Pet is more than it seems. As an action on your turn, you may expend a warlock spell slot to summon the beast within. When you do so, your Warlock's Pet instantly transforms into an Unleashed Beast, a ferocious creature capable of incredible feats of strength. The stats for this creature are found at the end of the class description. 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. 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. Voice of the Chain Master

Prerequisite: Pact of the Chain feature You can communicate telepathically with your Warlock's Pet and perceive through your Pet'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. 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.

Guided Strikes

Prerequisite: 11th level, Pact of the Blade feature Your attack rolls with your pact weapon score a critical hit on rolls of 19 and 20. 7

Deepest Knowledge

Prerequisite: 13th level, Pact of the Tome feature Your innate connection to your magic grants you magical flexibility. Once per long rest, you may spend 1 minute in meditation. When you do so, you may choose one of your arcana and change it to another spell of the same level on the warlock spell list. Eldritch Leer

Prerequisite: 11th level, Pact of the Tome feature As an action, you may gaze into the eyes of a creature that you can see within 60 feet of you. That creature has disadvantage on saving throws against spells you cast for 1 minute or until it can no longer see you. Creatures that cannot see are immune to this ability. You must complete a short rest before using doing so again. Speech of Sekh'tuub

Prerequisite: Pact of the Tome feature Your tome provides you with vast knowledge - you need only reach for it. When you complete a long rest, you can choose two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.

Prerequisite: 7th level, blade ward cantrip When you cast blade ward, you may choose up to 3 creatures within 30 feet of you. They also gain the benefits of the spell. Elemental Ward

Prerequisite: blade ward cantrip When you cast blade ward, choose one of the following damage types to become resistant to in addition to those listed in the spell: acid, cold, fire, lightning, poison, thunder. Silent Shield

Prerequisite: blade ward cantrip You may cast blade ward as a bonus action. Ward of the Scion

Prerequisite: blade ward cantrip When you cast blade ward, choose one of the following damage types to become resistant to in addition to those listed in the spell: force, necrotic, pyschic, radiant. Ward of Wonder

Cantrip Invocations

Prerequisite: 15th level, blade ward cantrip When you cast blade ward, creatures targeted by it are immune to any damage it would otherwise make them resistant to.

Agonizer

Echo of the Grave

Prerequisite: any damaging cantrip When you deal damage with one of your warlock cantrips, add your Charisma modifier to the damage it deals on a hit. Eldritch Spear

Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feet. 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 you. Kiss of Mephistopheles

Prerequisite: 5th level, eldritch blast cantrip You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action, centered on a creature you hit with eldritch blast. You must complete a short rest before doing so again. 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. 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.

8

Eldritch Defender

Prerequisite: chill touch cantrip When you hit a creature with chill touch, they become marked. The mark lasts until the beginning of your next turn. If a marked creature moves away from you, they immediately take necrotic damage equal to half of your character level, rounded down (minimum of 1 damage). Grave Companion

Prerequisite: 13th level, chill touch cantrip When you cast chill touch, you may target two creatures instead of one. You roll a separate attack for each creature. Strange Chill

Prerequisite: chill touch cantrip When you hit a creature with chill touch, that creature's speed is reduced by half until the start of your next turn. Touch of the Weird

Prerequisite: chill touch cantrip When you hit a creature with chill touch, they have disadvantage on attack rolls against you until the end of your next turn, even if they are not undead. Visions of Death

Prerequisite: chill touch cantrip When you hit a creature with chill touch, you have advantage on your next weapon or spell attack against that creature before the end of your next turn. Eldritch Presence

Prerequisite: 5th level, friends cantrip Once per short rest, you may cast the friends cantrip on any number of creatures within 30 feet of you, as long as they can see you.

Mind-Bender

Prerequisite: friends cantrip Once per short rest, a creature you target with the friends cantrip does not realize you have used magic and does not become hostile to you upon the completion of the spell's duration. Mindworm

Prerequisite: 11th level, friends cantrip Once per short rest, you can cast suggestion on one creature who is under the effect of your friends cantrip. The target has disadvantage on their saving throw, and you do not expend a spell slot or material components when you cast the spell in this way. Eldritch Clutches

Prerequisite: mage hand cantrip You may activate magic items and carry up to 30 pounds with your mage hand. Additionally, you may use your action to attempt to grapple a creature within five feet of your mage hand. When you make a grapple check with the mage hand, use your warlock spellcasting modifier on the roll. Hand of Power

Prerequisite: 9th level, mage hand cantrip Once per short rest, while your mage hand is active, you may empower it by using an action. For the remaining duration of the spell, your mage hand is treated as though it were the hand described in Bigby's hand, including stats, size, and available effects and uses. Warlock's Hand

Prerequisite: mage hand cantrip When casting spells while your mage hand is active, you may cast any spells with a range other than self from the mage hand. Blade Sweep

Prerequisite: sword burst cantrip When a creature fails its saving throw against your sword burst, they are knocked prone. Eldritch Javelin

Prerequisite: sword burst cantrip When you cast sword burst, you may also target a single creature up to 60 feet away from you. Eldritch Polearm

Prerequisite: sword burst cantrip When you cast sword burst, it has a range of 10 feet instead of 5. Sustained Burst

Prerequisite: sword burst cantrip When you cast sword burst, the circle of blades hovers around you until the beginning of your next turn. When a creature start its turn within 5 feet of you or moves within 5 feet of you for the first time on its turn, it takes damage as though it had failed its saving throw against the sword burst spell. The circle vanishes as soon as it deals damage in this way.

Wicked Claw

Prerequisite: sword burst cantrip You may cast sword burst as a reaction whenever a hostile creature comes within 5 feet of you and there is already at least 1 hostile creature in the same range. Ancient Voice

Prerequisite: 15th level, thunderclap cantrip When a creature fails its saving throw against your thunderclap, they are stunned until the beginning of your next turn or until they take damage. Eldritch Spark

Prerequisite: thunderclap cantrip When you cast thunderclap, you may choose to call down a burst of lightning around you. Up to 3 creatures of your choice within 5 feet of you take an additional 1d6 lightning damage if they fail their saving throw. (You must choose these creatures prior to them making their saving throws.) Resounding Thunder

Prerequisite: thunderclap cantrip A creature that fails its saving throw against your thunderclap takes additional thunder damage at the start of their next turn equal to half of your character level, rounded down (minimum of 1 damage). Unnatural Sound

Prerequisite: thunderclap cantrip When you cast thunderclap, you may choose any number of creatures that are in range and that you can see. They automatically succeed on the saving throw. Whisper of Pain

Prerequisite: thunderclap cantrip When you cast thunderclap, you may choose to deal psychic damage instead of thunder damage. Distant Lure

Prerequisite: lightning lure cantrip The range on your lightning lure cantrip is extended to 30 feet and if the target fails their saving throw, they can be pulled up to 25 feet toward you. Ego Whip

Prerequisite: lightning lure cantrip Your lightning lure cantrip now requires the target to make a Charisma saving throw instead of a Strength saving throw and if they fail, the damage inflicted is psychic damage instead of lightning damage. Ensnaring Lure

Prerequisite: 5th level, lightning lure cantrip If the target of your lightning lure cantrip fails their saving throw, they are pulled toward you in a straight line and they are grappled until the end of your next turn.

9

Ride the Lightning

Prerequisite: lightning lure cantrip If the target of your lightning lure cantrip fails their saving throw, instead of dragging the target to you, you can instead instantaneously swap places with the target. After the swap occurs, the target takes damage as usual. Enveloping Flame

Prerequisite: green-flame blade cantrip When a target takes fire damage from your green-flame blade cantrip, they also take additional fire damage at the start of their next turn equal to half of your character level, rounded down (minimum of 1 damage). Infernal Flame

Prerequisite: 9th level, green-flame blade cantrip The fire damage from your green flame blade cantrip ignores fire resistance. If the target is immune to fire damage, they instead take half damage. Leaping Flame

Prerequisite: green-flame blade cantrip When you make a successful hit with an attack as part of your green-flame blade cantrip, you may select a second additional target to suffer the secondary damage. This additional target must be within 5 feet of one or both of the initial targets.

Spellcasting Invocations 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. Beast Speech

You can cast speak with animals at will, without expending a spell slot. Bewitching Whispers

Prereuquisite: 7th level You can cast compulsion once, without expending a spell slot. You can't do so again until you finish a long rest. Dreadful Word

Prerequisite: 7th level You can cast confusion once, without expending a spell slot. You can't do so again until you finish a long rest. Eldritch Sight

You can cast detect magic at will, without expending a spell slot. Fiendish Vigor

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

10

Gift of the Depths

Prerequisite: 5th level You can breathe underwtaer, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. Mask of Many Faces

You can cast disguise self at will, without expending a spell slot or material components. Master of Myriad Forms

Prerequisite: 15th level You can cast alter self at will, without expending a spell slot or material components. Minions of Chaos

Prerequisite: 9th level You can cast conjnure elemental once, without expending a spell slot or material components. You can't do so again until you finish a long rest. Mire the Mind

Prerequisite: 5th level You can cast slow once, without expending a spell slot or material components. 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. Otherworldly Leap

Prerequisite: 9th level You can cast jump on yourself at will, without expending a spell slot or material components. Sculptor of Flesh

Prerequisite: 7th level You can cast polymorph once, without expending a spell slot or material components. 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, without expending a spell slot or material components. You can't do so again until you finish a long rest. Thief of Five Fates

You can cast bane once, without expending a spell slot or material components. You can't do so again until you finish a long rest.

Trickster's Escape

Prerequisite: 7th level You can cast freedom of movement once on yourself without expending a spell slot. You can't do so again until you finish a long rest.

Gaze of Two Minds

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

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 cna 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.

Whispers of the Grave

Ghostly Gaze

Visions of Distant Realms

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

Other Invocations Beguiling Influence

You gain proficiency in the Deception and Persuasion skills. Caiphon's Beacon

Prerequisite: 5th level You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures. 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. Eldritch Shift

Once per turn, you may use your eldritch power to vanish and instantly reappear in an unnoccupied space you can see up to 10 feet away in any direction. You may not pass through solid objects, such as walls, with this movement. All equipment you are wearing or carrying travels with you. Using this feature counts as using part of your movement, but does not trigger attacks of opportunity. Eyes of the Rune Keeper

You can read all writing.

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. 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 Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. Marked Soul

Prerequisite: 13th level As an action, choose one target and expend a warlock spell slot to entwine your fates together. The mark persists until either you or the target reaches 0 hit points, you complete a short rest, or if you choose to end the mark with a bonus action. You are considered to have resistance to all damage from the marked target's spells, attacks, and features, and when you take damage from any of those sources, this marked target suffers an equal amount of damage. This feature is considered a curse, and can be removed with the remove curse spell or similar magic. 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. Path Unflinching

You travel with eyes towards a goal, and little can prevent you from walking this path. You ignore difficult terrain, have advantage on checks to escape grapples, manacles, or other physical bindings, and have advantage on saving throws against being paralyzed.

11

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 Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. Rook's Blessing

When you score a critical hit with a weapon attack or spell attack, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier (minimum of 1 hit point).

Prerequistie: 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. 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.

Warlock's Pet

Unleashed Beast

Armor Class 13 + proficiency Hit Points 12 at level 3 + 3 per additional character level Speed 30 ft., 30 ft. fly (hover)

Armor Class 13 + proficiency Hit Points Triple Warlock's Pet form hit points Speed 50 ft.

Small fiend, fey, or celestial (your choice); shares Warlock's alignment

STR

DEX

CON

INT

WIS

CHA

11 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 16 (+3) Saving Throws Dexterity, Charisma Skills Acrobatics, Perception, Stealth Senses darkvision 60 ft. Condition Immunities charmed Languages Same as Warlock A Warlock's Pet may take the appearance of any small animal, creature, or object. (If the creature does not have wings, it flies magically.) Its hit points increase, starting at 12, and increasing by 3 for each additional level the Warlock has above 3, including levels taken in other classes. It shares the Warlock's proficiency bonus, which is applied to their AC in addition to the normal applications (saving throws, skills, and attack modifier).

Actions Nautral Weapon. Melee Weapon Attack: 3 + proficiency to hit, reach 5ft., one target. Hit 4 (1d2 + 3) piercing, slashing, or bludgeoning damage, as appropriate to the creature's attack. This damage is considered magical. Vanish. The Warlock's Pet becomes invisble. This effect ends when it takes the Attack, Help, or Use An Object actions, uses its reaction for any reason, takes damage, transforms into an Unleashed Beast, or uses a bonus action to end the effect.

12

Tomb of Levistus

Large fiend, fey, or celestial (same as Warlock's Pet form); shares Warlock's alignment

STR

DEX

CON

INT

WIS

CHA

20 (+5) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 16 (+3) Saving Throws Strength, Dexterity Skills Athletics, Acrobatics, Perception Senses darkvision 60 ft. Condition Immunities charmed Languages Same as Warlock An Unleashed Beast is a massive, physically intimidating version of a Warlock's Pet. (For example, a Warlock's Pet that looks like a cat might become a lion.) When transformed, the Beast is a formidable physical combatant. It shares the Warlock's proficiency bonus, which is applied to their AC in addition to the normal applications (saving throws, skills, and attack modifier).

Beast's Leap. An Unleashed Beast's jump distance is doubled.

Actions Multiattack. The Unleashed Beast makes two Natural Weapon attacks. Nautral Weapon. Melee Weapon Attack: +5 + proficiency to hit, reach 5ft., one target. Hit 12 (1d12 + 5) piercing, slashing, or bludgeoning damage, as appropriate to the creature's attack. This damage is considered magical. When calculating damage for these attacks, creatures that are immune to these damage types are considered resistant, and creatures that are resistant instead take normal damage.

warlock refreshed.pdf

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