Alternate Warlock
The Warlock
A striking tiefling with an auburn
complexion and dark horns stood
in the center of a ritual circle he
scrawled under the light of a full
moon. As he chanted in a forgotten
tongue, the moon was swallowed
by darkness and an otherworldly
voice came from beyond the stars.
The disembodied voice offered him
unspeakable power so long as he
worked toward the entity's goals.
The tiefling agreed and the light
of the moon reappeared as he
was filled with eldritch power.
The massive goliath finished
carving an eldritch idol from the
bones of the guardian beast he had slain. The elder
guardian had steeped in the magic of this jungle for
years. Its bones would make the perfect vessel for the
magicks he had discovered within its temple.
As the cultists of a rival demon lord circled him,
the dark warrior held out his open hand and conjured
an axe made of clear blue ice. Despite his thin frame,
he moved impossibly fast. Fueled by the frigid magic of
a powerful demon lord, he made quick work of his foes.
As the cultists lay motionless, his axe melted away.
The characters above are all examples of the occult
mages known as Warlocks. By gathering dark secrets Creating
and sinister magicks these scholars open themselves
to bargains with unspeakable beings of immense power. Your Warlock
When creating a Warlock, the most important thing for you to
Lure of Secrets consider is the motivation for their pursuit of knowledge and
Driven by an irresistible thirst for knowledge, a Warlock will power. Are they driven by an insatiable desire to uncover lost
do almost anything to uncover lost bits of lore. Unlike others secrets? Have they been seduced by a powerful otherworldly
who practice the arcane arts, Warlocks will make use of any entity to serve as their pawn on the material plane? Or, does
shortcut to power. They are often marked by a strange array their quest for power come from a desire to serve others?
of tiny trinkets: small idols, totems, holy symbols, and occult Also, consider how your Warlocks's magic manifests itself.
paraphernalia. They use these trinkets to hold fragments of Does each one of their spells and Eldritch Invocations come
lost, secret, and sinister arcane magicks, often drawing their from a different occult tradition? Or, is their esoteric magick
power from many different occult traditions at once. indistinguishable from those of more traditional mages?
To a Warlock, no relic is too sacred, no forbidden text too
dangerous, no tomb is too risky to be delved in the pursuit of
occult knowledge and the power that comes along with it. Multiclassing and the Warlock
If your group uses the rule on multiclassing in the
Dire Bargains Player's Handbook, here's what you need to know
The ultimate goal of every single Warlock is the accumulation if you choose the Warlock as one of your classes.
of personal power. The reason for this pursuit is different for Ability Score Minimum. As a multiclass character,
each Warlock: some desire personal wealth and glory, others you must have a minimum of 13 in Intelligence,
seek out power to protect others or as a means for good, and Wisdom, or Charisma to take a level in Warlock, or
to take a level in another class if you are a Warlock.
still others use their power to exact revenge on their enemies. It must also be your Pact Spellcasting Ability.
Eventually, all Warlocks stumble upon or are approached by Proficiencies Gained. If Warlock isn't your initial
powerful otherworldly beings drawn to their thirst for power. class, you gain proficiency with light armor and
Though the circumstances of the relationship are as varied simple weapons when you take your first level.
as each Warlock's reason for accumulating knowledge, every Spellcasting. If you have a feature from another
Warlock will eventually enter into an agreement with such an class that allows you to learn and cast spells, you
otherworldly being of immense power. Whether they forge a can use your Pact Magic spell slots to cast spells
bargain willingly, trick this powerful entity into lending them that you gained through that feature, and you can
its power, or secretly draw their magic from these beings, all use those spell slots to cast your Warlock spells.
Warlocks find themselves part of these dire bargains.
The Warlock
Invocations Cantrips Spells Spell Slot
Level PB Features Known Known Known Slots Level
1st +2 Eldritch Invocations 2 — — — —
2nd +2 Otherworldly Patron, Pact Magic 2 2 3 2 1st
3rd +2 Pact Focus 3 2 3 2 2nd
4th +2 Ability Score Improvement 3 3 4 2 2nd
5th +3 Empowered Blast 4 3 4 2 3rd
6th +3 Otherworldly Patron Feature 4 3 5 2 3rd
7th +3 ─ 5 3 5 2 4th
8th +3 Ability Score Improvement 5 3 6 2 4th
9th +4 ─ 6 3 6 2 5th
10th +4 Otherworldly Patron Feature 6 4 7 2 5th
11th +4 Elder Arcanum, Empowered Blast (3) 6 4 7 3 5th
12th +4 Ability Score Improvement 7 4 8 3 5th
13th +5 Elder Arcanum (2) 7 4 8 3 5th
14th +5 Otherworldly Patron Feature 7 4 8 3 5th
15th +5 Elder Arcanum (3) 8 4 9 3 5th
16th +5 Ability Score Improvement 8 4 9 3 5th
17th +6 Elder Arcanum (4), Empowered Blast (4) 8 4 9 4 5th
18th +6 ─ 9 4 10 4 5th
19th +6 Ability Score Improvement 9 4 10 4 5th
20th +6 Pact Master 9 4 10 4 5th
Class Features Eldritch Invocations
Hit Points You have bound fragments of occult power known as Eldritch
Hit Dice: 1d8 per Warlock level Invocations to Trinkets, tiny objects reminiscent of the power
Hit Points at 1st Level: 8 + your Constitution modifier. bound within them. If a Trinket is lost or destroyed, it reforms
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution on your person at the end of your next short or long rest.
modifier per Warlock level after 1st Your Trinkets and Eldritch Invocations use the rules below:
Proficiencies Invocations Known
Armor: Light armor At 1st level, you have two Trinkets, and bound within each is
Weapons: Simple weapons one Eldritch Invocation of your choice from the list at the end
Tools: None of this class. At certain levels, you gain additional Invocations,
as shown in the Invocations Known column of the Warlock
Saving Throws: Wisdom, Intelligence table above. If the Invocation has prerequisites, you can learn
Skills: Choose any two from Arcana, Deception, History, it at the same time that you meet all of its prerequisites.
Intimidation, Investigation, Nature, and Religion When you gain a Warlock level, you can replace an Eldritch
Equipment Invocation you know with another Invocation of your choice.
As a Warlock, you start with the following equipment, along Eldritch Spellcasting
with the equipment granted to you by your background: Through occult scholarship, dark bargains, or an unnatural
(a) a light crossbow and 20 bolts or (b) any simple weapon intuition, Warlocks access power through Pacts with eldritch
(a) a component pouch or (b) an arcane focus sources. Choose Intelligence, Wisdom, or Charisma to be the
(a) a scholar's pack or (b) a dungeoneer's pack spellcasting ability for your Invocation features and spells.
Leather armor, any simple weapon, and two daggers You use this Pact Ability whenever one of your Invocations
Quick Build or spells refers to your spellcasting ability, whenever you set a
You can make a Warlock quickly by using these suggestions: saving throw DC, or when you make a spell attack roll.
First, make Intelligence, Wisdom, or Charisma your highest Spell save DC = 8 + your proficiency bonus
ability score, followed by Constitution. Second, choose the + your Pact modifier
Charlatan background. Last, take Eyes of the Rune Keeper Spell attack modifier = your proficiency bonus
and Mask of Many faces as starting Eldritch Invocations. + your Pact modifier
Eldritch Blast Spell Slots
You can unleash the raw power of your Eldritch Invocations The Warlock table shows how many spell slots you have to
as beams of pure energy. While holding a Trinket containing cast your Warlock spells of 1st through 5th-level. This table
an Invocation, you can use your action to make a ranged spell also shows the level of those slots; all of your spell slots are
attack against a target you can see within 120 feet. On hit, it the same level. To cast a Warlock spell of 1st-level or higher,
takes force damage equal to 1d8 + your Pact modifier. you must spend a spell slot. You regain all of your expended
spell slots whenever you finish a short or long rest.
Otherworldly Patron For example, if you are 5th level, you have two 3rd-level
You have rediscovered, contacted, or forged a bargain with an spell slots. To cast the 1st-level spell witch bolt, you must
eldritch entity. At 2nd level, choose your Otherworldly Patron spend one of those slots, and you cast it as a 3rd-level spell.
that you have entered into a Pact with from the following list:
The Archfey, Ancient Wyrm, Fiend, or Great Old One. Spells Known of 1st-Level and Higher
Included at the end of this class are Otherworldly Patrons At 2nd level, know three 1st-level spells of your choice from
inspired by the official Warlock Patrons: Deep One, Darklord, the Warlock Spell List, found at the end of this class. The
Exalted, Noble Genie, and Undying. Spells Known column of the Warlock table shows when you
Your Otherworldly Patron grants you features at 2nd level, learn additional Warlock spells of your choice of 1st-level or
and again when you reach 6th, 10th, and 14th level. higher. Spells you learn must be of a level equal to, or lower
than, your Slot Level on the Warlock table. For example, at
Patron Magic 3rd level, you learn a Warlock spell of 1st or 2nd level.
Each Otherworldly Patron has a list of Patron Spells that you Additionally, when you gain a level in this class, you can
learn at the Warlock levels noted in your Otherworldly Patron choose one of the Warlock spells you know and replace it
description. These spells count as Warlock spells for you, but with another spell of your choice from the Warlock spell list,
they do not count against your total number of Spells Known. which also must be of a level for which you have spell slots.
This magic also changes the effects of your Eldritch Blast.
Invocation Spells
Pact Magic Spells that you learn through Invocations count as Warlock
spells for you, but do not count against your Spells Known.
Also at 2nd level, your research and the power bestowed on
you by your Patron has given you the ability to cast spells: Spellcasting Focus
You can use any Trinket bearing an Eldritch Invocation, or an
Cantrips arcane focus, as a spellcasting focus for your Warlock spells.
You learn two cantrips of your choice from the Warlock spell
list, which can be found at the end of this class description.
You learn another Warlock cantrip at 4th and 10th level, as Your Otherworldly Patron & You
shown in the Cantrips Known column of the Warlock table. The Pact that a Warlock forges with their Patron is
Spellcasting Ability the culmination of their initial quest for forbidden
As your Pact Magic is an extension of the otherworldly and knowledge, and their first step toward true power.
esoteric knowledge you have gathered, you use your Pact Once given, this eldritch power cannot be revoked.
spellcasting ability for your Pact Magic spells.
Pact Focus
You can channel the eldritch power of
your Patron into a Pact Focus reminiscent
of their true nature. At 3rd level, you gain a
Pact Focus, chosen from the options here:
Eldritch Blade
You can focus your Patron's power into
a sinister weapon. As a bonus action,
you can conjure an Eldritch Blade in
an empty hand. Each time you do, it
takes the form of a melee weapon of
your choice with these special benefits:
It can be used as a Trinket for one Eldritch Invocation.
You can use your Pact modifier, in place of your Strength
or Dexterity, for attack and damage rolls with this weapon.
You are proficient with this weapon if you weren't already.
Attacks with this weapon deal the same type of damage as
your Eldritch Blast, but do not apply its other effects.
The Eldritch Blade disappears if it is more than 5 feet from
you for 1 minute, if you conjure another Eldritch Blade, if you
dismiss your Eldritch Blade (no action required), or if you die.
You can bond a magic melee weapon as an Eldritch Blade
by performing a 1-hour ritual. You can use a bonus action to
shunt it to an extradimensional space, or conjure it. Bonding
a second weapon ends the bond for any previous weapons.
Eldritch Familiar
You focus your Patron's power to bind an Eldritch Familiar.
You learn find familiar and can cast it as a ritual, but it does
not count against your number of Spells Known. When you
cast find familiar it gains the following special benefits:
Eldritch Forms. Your Familiar can also take the form of Ability
one of the Eldritch Familiars at the end of this class. Score Improvement
Combat. The Familiar is bound to obey your orders to the
best of its abilities. In combat, it shares your initiative and it When you reach 4th level, and again at 8th, 12th, 16th, and
acts on your turn. It can move and use its reaction on its own, 19th level, you can increase one ability score of your choice
however, it will only take the Dodge action on its turn unless by 2, or two ability scores by 1. As normal, you can't increase
you use your bonus action to command it to take an action one of your ability scores above 20 using this feature.
from its stat block or another combat action.
Spellcasting. Whenever you cast a spell or use Eldritch Empowered Blast
Blast, you can choose for the spell, or any number of beams, Starting at 5th level, when you use Eldritch Blast, you create
to originate from the Familiar if you are within 60 feet of it. two beams. You can direct the beams at the same target or at
different ones, but you make a separate attack roll for each.
Eldritch Tome At certain Warlock levels, the number of beams increases:
You focus your Patron's power into a dark grimoire known as at 11th level it creates three, and finally four at 17th level.
an Eldritch Tome. It contains one copy of each Warlock spell
you know and this Tome grants you the following benefits: Elder Arcanum
Your total number of Invocations Known increases by 1. You have begun to unlock strange and terrifying power in the
This bonus Invocation must be chosen from those without form of an Elder Arcanum. At 11th level, you gain one Elder
prerequisites, and your Tome serves as its Trinket. At the Arcanum from the list at the end of this class. You can learn
end of each long rest, you can replace this Invocation with an Arcanum at the same time you meet its prerequisites, and
another Invocation of your choice with no prerequisites. once learned, an Arcanum cannot be unlearned or replaced.
At the end of a long rest you can replace one Warlock spell You unlock one additional Elder Arcanum of your choice
you know with another Warlock spell of the same level. when you reach 13th, 15th, and 17th level in this class.
You can cast any Warlock spell contained within your
Tome as a ritual if that Warlock spell has the ritual tag. Pact Master
You can spend 1 hour, which can be during a short or long At 20th level, you can strain the eldritch power of your Pact in
rest, to conjure an exact copy of your Tome, destroying any times of great need. Once per long rest, you can use an action
previous Tomes. If you die your Tome turns to ash. to regain all of your expended Pact Magic spell slots.
Misty Escape
Otherworldly Patron 6th-level Archfey Patron feature
Choose the Otherworldly Patron to best represent the entity You can draw on the magic of the Fey to elude danger. When
that is the source of your strange and sinister eldritch power: you take damage, you can use your reaction to turn invisible
and teleport to an unoccupied space you can see within 60
Archfey Fiend
feet. You remain invisible until the start of your next turn, or
Ancient Wyrm Great Old One until you attack, cast a spell, or force a saving throw.
The Archfey Once you use this feature you must finish a short or long
rest before you can use it again. When you have no uses left,
You have entered a Pact with a powerful entity of the faerie. you can expend one Pact Magic spell slot to use it again.
Whether you were gifted this Pact, or you tricked your Patron
into granting you a measure of power, you can draw upon the Whimsical Defense
whimsical and terrifying power of the Fey. Only the eldest of 10th-level Archfey Patron feature
the faerie can form such Pacts; the Archfey of the Fey courts, You are immune to the charmed condition, and if a creature
ancient sylvan spirits, and the most powerful covens of hags. attempts to charm you, you can use your reaction to force it
to make a Wisdom saving throw against your Spell save DC.
Fey Magic On a failed save, it suffers the effect of Fey Presence. If it is
2nd-level Archfey Patron feature immune to the charmed condition, it instead takes psychic
Your Patron infuses your magic with its whimsical fey power. damage equal to your Warlock level on a failed save.
You can choose for your Eldritch Blast beams to deal psychic
damage equal to 1d10 + your Pact modifier on hit. Terrible Delights
You also learn certain spells at the Warlock levels below. 14th-level Archfey Patron feature
They are Warlock spells for you, but they don't count against Your fey magic overwhelms even the strongest minds. Your
your number of Spells Known, and they cannot be replaced: Warlock spells and features ignore immunity to the charmed
condition. However, these creatures have advantage on their
Warlock Level Spells saving throws to resist being charmed by you.
2nd faerie fire, sleep Also, whenever a creature fails its saving throw against Fey
Presence, you can plunge it into an illusory realm of emotion,
3rd misty step, phantasmal force but this enhanced effect requires your concentration. For the
5th fear, hypnotic pattern LL duration, the target can see and hear only itself, you, and this
7th hallucinatory terrain, greater invisibility
illusory reality of your creation. Each time it takes damage, it
can repeat its Wisdom saving throw, ending this effect on a
9th mislead, seeming success. Once a creature succeeds on this saving throw it is
immune to this effect for 24 hours.
Fey Presence
2nd-level Archfey Patron feature
You can beguile foes with fey magic. As an action, you can
force one creature within 10 feet that can see or hear you
to make a Wisdom saving throw against your Spell save
DC. On a failed save, it is charmed or frightened by you
(your choice) for 10 minutes. The effect ends if the
creature takes damage, or if you or your allies
attack it or force it to make a saving throw.
You can use this feature once in between
each short or long rest at no cost. When
you have no uses, you can expend one
of your Pact Magic spell slots to use
it an additional time.
Beguiling Blast
6th-level Archfey Patron feature
Your magic clouds the minds of
your foes. When you deal psychic
damage to a creature with Eldritch
Blast, it has disadvantage on the
first attack roll it makes before
the start of your next turn.
Any creature immune to the
charmed condition is also
immune to this effect.
The
Ancient Wyrm
Inherently arcane beings with
incredibly long lifespans, great
dragons hoard not only wealth,
but powerful servants and slaves
as well. Kind and terrible, good
and evil, benevolent and malicious,
elder dragons of every disposition
have motivations that are beyond
the comprehension of most mortal
beings, and make for dire Patrons.
Draconic Spark
2nd-level Ancient Wyrm Patron feature
Your Patron has infused you with a gift,
a portion of its raw elemental power in the
form of a Draconic Spark. Elder dragons
can impart any element, but they usually
bestow the element that matches that of
their breath weapon. Choose acid, cold,
fire, lightning, or poison to be the type
of your Draconic Spark. Once chosen,
it cannot be changed.
You gain resistance to the damage type of your Draconic
Spark, and whenever you cast a Warlock spell or Cantrip, you
can change its damage type to that of your Draconic Spark.
Finally, your Draconic Spark imbues you with the ability to
speak, read, and write Draconic, the language of your Patron.
Wyrm Magic
2nd-level Ancient Wyrm Patron feature
Your Patron infuses your magic with draconic power. You Regal Presence
can choose for your Eldritch Blast beams to deal Draconic 10th-level Ancient Wyrm Patron feature
Spark damage equal to 1d10 + your Pact modifier on hit. You have developed willpower to rival your ancient Patron.
You also learn certain spells at the Warlock levels below. You are immune to the charmed and frightened conditions.
They are Warlock spells for you, but they don't count against You also learn the Beguiling Influence Invocation. It does
your number of Spells Known, and they cannot be replaced. not count against your number of Invocations Known, and it
Warlock Level Spells cannot be replaced. If you already know this Invocation, you
gain another Eldritch Invocation of your choice.
2nd command, burning hands
3rd dragon's breath *, scorching ray Dragon Wings
14th-level Ancient Wyrm Patron feature
5th fear, fireball As a bonus action on your turn, you can manifest (or retract)
7th dominate beast, wall of fire a pair of leathery Draconic Wings, which sprout from your
back. While these wings are manifested, you have a flying
9th dominate person, cone of cold speed equal to your walking speed.
When you manifest these wings, they destroy any armor
Draconic Blast or clothing that isn't designed to accommodate your wings.
6th-level Ancient Wyrm Patron feature
Whenever you use Eldritch Blast, you can choose to exhale a Ancient Blast
blast of elemental energy from your mouth in a 15-foot cone 14th-level Ancient Wyrm Patron feature
in place of any number of Eldrtich Blast Beams. Creatures in The full power of your Patron's Draconic Spark is realized.
that area must succeed on a Dexterity saving throw against When you use Draconic Blast, you can choose for it to be a
your Spell save DC. On a failed save, they suffer the effects of 25-foot cone or a 50-foot line.
one beam of Eldritch Blast, including damage. Damage dealt Finally, whenever you use Draconic Blast, you can expend
by this breath weapon is always Draconic Spark damage. one of your Pact Magic spell slots to empower that blast. On
Also, whenever you deal your Draconic Spark damage type a failed save, targets take additional Draconic Spark damage
with a Warlock spell or with your Eldritch Blast you can treat equal to 1d10 per level of your Pact Magic spell slot, and they
a roll of 1 or 2 on any of the damage dice as a 3. take half as much damage on a successful saving throw.
The Fiend Accursed Blast
You have entered into a Pact with a powerful Fiend from the 6th-level Fiend Patron feature
lower planes of existence. Whether you struck a bargain, you Your magic scours the very soul of your foes. Whenever you
were coerced, or you tricked your Patron, you are now linked deal fire damage to a creature with Eldritch Blast it cannot
to a being of absolute evil. Only the most powerful Fiends can regain hit points or gain temporary hit points until the start
serve as Patrons; Archdevils, Demon Lords, and particularly of your next turn.
powerful servants of extraplanar evil are the most common.
Dark Bargain
Fiendish Magic 6th-level Fiend Patron feature
2nd-level Fiend Patron feature You can sacrifice your vitality to alter fate in your favor. When
Your Patron infuses your magic with infernal flame. You can you make an ability check or saving throw you can roll a d10,
choose for Eldritch Blast to deal fire damage equal to 1d10 + adding the result to your roll and reducing your hit points by
your Pact modifier, ignoring resistance to fire damage. the same amount. You must choose to use this feature before
You also learn certain spells at the Warlock levels below. you roll the d20 for your ability check or saving throw.
They are Warlock spells for you, but they don't count against
your number of Spells Known, and they cannot be replaced: Fiendish Resilience
10th-level Fiend Patron feature
Warlock Level Spells
At the end of each short or long rest you choose one type of
2nd command, hellish rebuke damage. You gain resistance to that type of damage until the
3rd blindness/deafness, flame whip LL
end of your next short or long rest. Damage you take from
magical or silvered weapons ignores this resistance.
5th bestow curse, fireball
Hurl Through Hell
7th blight, wall of fire
14th-level Fiend Patron feature
9th cloudkill, immolation * You can temporarily inflict the horrors of hell upon your foes.
When you deal damage to a creature with Eldritch Blast you
Dark Vitality can teleport it to the infernal plane of your Patron where it
2nd-level Fiend Patron feature experiences the full horror of that plane. At the end of your
You can draw vitality from death. Whenever you kill a hostile next turn, it returns to the space it previously occupied or the
creature, you can choose to gain temporary hit points equal nearest unoccupied space. If the creature was not a fiend, it
to your Warlock level + your Pact modifier. takes 6d10 psychic damage as it grapples with the horror.
You can also use this feature as a reaction when a hostile Once you use this feature you must finish a short or long
creature within 10 feet of you is reduced to 0 hit points. rest before you can use it again.
The Great Old One Mental Lance
6th-level Great Old One Patron feature
You have made a Pact with an incomprehensible entity from Once per turn when you deal psychic damage to a creature
beyond the reaches of your reality. Perhaps it is from the Far with Eldritch Blast, you scour the target's mind so it cannot
Realm or the void between stars. Desires of Great Old Ones take reactions until the beginning of your next turn.
are incomprehensible to mortals, and true knowledge of the
vast alien intelligence of your Patron would rend your mind Psionic Ward
and plunge what is left of your consciousness into madness. 6th-level Great Old One Patron feature
Aberrant Magic
You can repel attacks with your mental abilities. Whenever a
creature you can see targets you with an attack roll, you can
2nd-level Great Old One Patron feature use your reaction to impose disadvantage on its attack roll. If
Your Patron infuses your magic with alien power. Whenever it misses, you can target your attacker with one beam of your
you fire a beam with Eldritch Blast, you can instead force a Eldritch Blast as part of the same reaction.
creature in range to make an Intelligence saving throw or You can use this reaction a number of times equal to your
take psychic damage equal to 1d10 + your Pact modifier. Pact modifier (a minimum of once), and you regain all of your
You also learn certain spells at the Warlock levels below. expended uses when you finish a long rest.
They are Warlock spells for you, but they don't count against
your number of Spells Known, and they cannot be replaced: Thought Shield
Warlock Level Spells 10th-level Great Old One Patron feature
Your thoughts cannot be read by telepathy or any other magic
2nd arms of hadar, dissonant whispers or psionic means unless you allow them to. Also, whenever
3rd detect thoughts, mind whip TCE you succeed on an Intelligence or Wisdom saving throw, you
clairvoyance, hunger of hadar LL
can deal psychic damage equal to your Warlock level to the
5th
creature that forced you to make the saving throw.
7th confusion, eldritch tentacles LL
Create Thrall
9th modify memory, telekinesis 14th-level Great Old One Patron feature
As an action, you can touch one incapacitated humanoid and
Awakened Mind flood them with the mind-shattering influence of your Patron,
2nd-level Great Old One Patron feature turning it into your Thrall.
You can telepathically communicate with any creature you This Thrall is charmed by you, and you can telepathically
can see within 60 feet. You don’t need to share a language, issue it commands so long as you are both on the same plane
but the target must speak at least one language to respond. of existence. It obeys your commands to the best of
You can only communicate with one creature at a time. its ability, but will not follow commands that would
You also gain resistance to psychic damage. cause it immediate harm.
It remains your Thrall until it dies or it is released from
this effect by a remove curse spell or another spell of similar
power. You can only have one Thrall under your control, and
creating a second Thrall releases any previous Thralls
from the effects of your
alien influence.
Eldritch Invocations Mask of Many Faces
Strange and sinister magics have made your form fluid. As an
Below is the list of Eldritch Invocations available to Warlocks. action, you can change your physical appearance and voice to
If an Eldritch Invocation has a prerequisite, like a Warlock match that of a creature that you have seen before, so long as
level or a specific Pact Boon, you can learn that Invocation at the new appearance has the same arrangement of limbs. You
the same time that you meet any prerequisites it may have. determine the specifics, including your race, coloration, sex,
Armor of Shadows height, weight, and hair length, but you cannot change sizes.
As an action, you can ward yourself (or dismiss) armor made Transforming does not affect your clothing or game statistics.
from living shadow. So long as you are not wearing armor or Misty Visions
wielding a shield, these shadows grant you an Armor Class As an action, you shape otherworldly shadow into an illusory
equal to 13 + your Pact modifier (minimum of +0). image of an object, creature, or a visible phenomenon that is
Aspect of the Moon no larger than a 15-foot cube in a spot you can see within 60
You no longer need to sleep and cannot be forced to sleep by feet of. This image is purely visual; it cannot be accompanied
any means. To gain the benefits of a long rest, you can spend by sound, smell, or other effects. It lasts for 10 minutes.
all 8 hours doing light activity, such as keeping watch. As an action, you can cause this illusory image to move to
another spot within 60 feet. When you do so, you can choose
Beguiling Influence for it to move in a way that appears natural for the image.
You have become infused with an otherworldly charm and A creature that succeeds on an Intelligence (Investigation)
presence. You gain proficiency in two of the following skills: check against your Spell save DC sees through the illusion.
Deception, Insight, Intimidation, or Persuasion. Conjuring a second illusion dispels any previous illusions.
Whenever you make an ability check with the skills from Sylvan Speech
this Invocation, you can add your Pact modifier to your roll
in place of the normal ability score associated with the skill. You learn to speak Sylvan, and while speaking in Sylvan you
can comprehend and verbally communicate with beasts. The
Eldritch Sight knowledge and awareness of many beasts is limited by their
As an action you can awaken your senses to see the presence intelligence, but at minimum, they can give you information
of magic within 30 feet of you. For 10 minutes, you can see a about nearby locations and monsters, including whatever
faint aura around any visible creature or object in that radius they can perceive or have perceived in the past day.
that bears magic, instantly learning its school of magic, if any. At 7th level, you can speak in Sylvan to communicate with
This sight is blocked by 1 foot of stone, 1 inch of metal, a thin plants as if you were under the effects of speak with plants.
sheet of lead, or 3 feet of wood or dirt. You must concentrate
on this sense as if you were concentrating on a spell. Cloak of Decay
Prerequisite: 3rd-level Warlock
Eyes of the Rune Keeper As a bonus action, you conjure (or dispel) a swarm of infernal
The irises of your eyes are ringed with glowing elder runes. flies that surround you in a 5-foot radius. Creatures of your
You can read and understand any written words, symbols, or choice that start their turn in this area take piercing damage
scripts as if they were written in your native tongue. equal to your Pact modifier (minimum of 0).
The flies grant you advantage on Charisma (Intimidation)
Gaze of Two Minds checks, but disadvantage on all other Charisma checks.
As an action, you can touch a willing humanoid and perceive
through its senses until the end of your next turn. During this Eldritch Spear
time, you benefit from all special senses the target possesses Prerequisite: 3rd-level Warlock
but you are blinded and deafened to your own surroundings. Whenever you use Eldritch Blast or cast a spell that requires
When you are both on the same plane of existence, you can you to make a ranged spell attack roll, the range is doubled.
use your action to extend this connection for one more turn.
Grasp of Hadar
Gift of the Deep Ones Prerequisite: 3rd-level Warlock
You manifest aquatic features. You can breathe underwater, When you hit a creature with Eldritch Blast you can pull it up
and you gain a swimming speed equal to your walking speed. to 10 feet toward you in a line. The total distance you move a
At 5th level, you learn the water breathing spell, and you creature in one turn is halved for each size it is above Large.
can cast it once per long rest without expending a spell slot.
Infernal Sight Eldritch Forced Movement
You can enhance your sight with the infernal magic of devils. A number of Invocations modify your Eldritch Blast
You can see normally in dim light and darkness, both magical so that you can move creatures against their will.
and nonmagical, out to a distance of 120 feet. When a creature is larger than Large, this forced
movement is halved. If you hit such a creature with
Otherworldly Vigor multiple beams from Eldritch Blast in one turn, add
You bolster yourself with a necromantic facsimile of life. As the total forced movement distance together, then
a bonus action, you can grant yourself temporary hit points halve the total to determine how far you move it.
equal to your Pact modifier (minimum of 1 hit point).
Lance of Lethargy Blasphemous Prayer
Prerequisite: 3rd-level Warlock Prerequisite: 5th-level Warlock, Eldritch Tome
Whenever you damage a creature with Eldritch Blast you can A new page appears in your Eldritch Tome detailing a single
halve its speed until the beginning of your next turn. Channel Divinity option of your choice from those available to
any Cleric Divine Domain at 2nd level. You use your Warlock
Repelling Blast level in place of Cleric level and use your Spell save DC.
Prerequisite: 3rd-level Warlock You can invoke this Channel Divinity once, then you must
When you hit a creature with Eldritch Blast you can push it finish a short or long rest before you can invoke it again.
up to 10 feet away from you in a line. The total distance you
move a target in a turn is halved for each size above Large. Erupting Blast
Prerequisite: 5th-level Warlock
Thief of Five Fates When you damage a creature with Eldritch Blast you can use
Prerequisite: 3rd-level Warlock a bonus action to cause other creatures of your choice within
As an action, you can force one creature you can see within 5 feet of the target to take damage of the type of your Eldritch
30 feet to make a Charisma saving throw. On a failed save, it Blast equal to your Pact modifier (minimum of 1 damage).
must subtract 1d4 from any d20 roll it makes for 1 minute.
You must concentrate on this feature to maintain the curse. One with Shadows
It can repeat its saving throw at the end of each of its turns, Prerequisite: 5th-level Warlock
ending the effect on a success. Creatures that succeed on this You learn the invisibility spell, and can cast it once per long
saving throw are immune to this effect until the next dawn. rest targeting only yourself without expending a spell slot, so
long as you are in an area of dim light or darkness.
Tome of Ancient Secrets At 9th level, it is no longer limited to once per long rest.
Prerequisite: 3rd-level Warlock, Eldritch Tome
Your Eldritch Tome gains two new pages, each detailing one Thirsting Blade
1st-level ritual spell of your choice from any class spell list. Prerequisite: 5th-level Warlock, Eldritch Blade
These spells count as Warlock spells for you, but they don't You can make two attacks with your Eldritch Blade, instead
count against your total number of Spells Known. of one, whenever you take the Attack action. Moreover, if you
You can add additional rituals to your Eldritch Tome, so use your action to cast a Warlock spell or use Eldritch Blast,
long as the spell is equal to your Pact Magic spell slot level or you can make one Eldritch Blade attack as a bonus action.
lower. To do so, you perform a 1-hour ritual where you burn a
scroll detailing the ritual spell, and 50 gold worth of material Tomb of Frost
pleasing to your Patron per level of the spell. The ritual then Prerequisite: 5th-level Warlock
appears in your Tome, and can only be cast as a ritual. Whenever you take damage, you can use your reaction to
instantaneously encase yourself in a crystal of ice. This ice
Voice of the Master has a number of hit points equal to ten times your Warlock
Prerequisite: 3rd-level Warlock, Eldritch Familiar level and an Armor Class of 10. The ice takes as much of the
You can communicate telepathically triggering damage as possible. You are incapacitated and
with your Familiar and can perceive restrained while the ice lasts, but you cannot be targeted and
through its senses as long as you are are immune to all damage. At the beginning of your turn, you
on the same plane of existence. If you can cause any remaining ice to melt, ending this effect.
are connected in this way, you can You can use this Invocation once between each short or
speak through your Familiar in long rest at no cost. When you have no uses remaining, you
your voice, even if the Familiar can expend a Pact Magic spell slot to use it again.
is incapable of speech.
Vitality of the Ageless Favored Servant
Prerequisite: 5th-level Warlock, Eldritch Familiar Prerequisite: 7th-level Warlock
Whenever you or your Eldritch Familiar regain hit points Your Patron has granted you a great gift. Once between each
while you are within 30 feet of each other you can treat any long rest, can cast one of your Patron Spells at a level equal
dice rolled to determine the hit points you or your Familiar to your Pact Magic spell slots without expending a spell slot.
regain as the maximum possible value, in place of rolling. You can learn this Invocation multiple times, but it cannot
Arcane Secrets be used to cast the same Patron Spell more than once.
Prerequisite: 7th-level Warlock Otherworldly Nature
You have unearthed a fragment of powerful arcane lore. You Prerequisite: 7th-level Warlock
learn one spell of your choice from the Warlock spell list of Your very being is suffused with eldritch magic. You no longer
4th-level or lower, and you can cast once, at its lowest level need to eat, breathe, or sleep. However, to gain the benefits of
without expending a spell slot. Once you cast it in this way a long rest, you must spend 8 hours doing light activity. Also,
you must finish a long rest before you can do so again. for every 10 years that pass, your body ages only 1 year.
You can gain this Invocation more than once, but you must
select a new Warlock spell each time you do so, and you can Whispers of the Grave
only learn one Warlock spell per spell level in this way. Prerequisite: 7th-level Warlock
Ascendant Step
You learn the speak with dead spell, and you can cast the
spell at will, without expending a Pact Magic spell slot.
Prerequisite: 7th-level Warlock
As a bonus action, you can grant yourself a temporary flying Commune with Patron
speed equal to your walking speed, which lasts until the end Prerequisite: 9th-level Warlock
of your current turn, but you cannot hover. If you end your Your Pact advances, allowing you to communicate directly
turn and are not secure then you fall to the ground. with your Patron. You learn the contact other plane spell.
Enspelled Blade Once between each long rest you can cast contact other
Prerequisite: 7th-level Warlock, Eldritch Blade plane without expending a spell slot to contact your Patron,
You channel your eldritch magicks through your Pact Blade. and you automatically succeed on the spell's saving throw.
Whenever you hit a creature with an Eldritch Blade attack, it Favor of the Master
also applies all of the additional effects of your Eldritch Blast Prerequisite: 9th-level Warlock, Eldritch Familiar
from Eldritch Invocations, other than its damage, on hit. You grant your Familiar a measure of your power. At the end
Ethereal Sight of a long rest, choose one Warlock spell you know of 1st-level
Prerequisite: 7th-level Warlock or higher. Your Familiar can cast it once, at a level equal to
As an action, you can enhance your vision with the ethereal your Pact Magic spell slots without expending a spell slot.
energy of undeath, allowing you to see through solid objects Witch Sight
within 30 feet. For 1 minute, you have darkvision if you did Prerequisite: 9th-level Warlock
not already, and you perceive objects as ghostly, transparent Your eyes glow with an unnatural pale green light. You have
shadows of themselves. You must concentrate on this sense Truesight out to a radius of 10 feet while you are conscious.
as if you were concentrating on a spell. At 15th level the radius of your Truesight becomes 30 feet.
3rd-Level (Cont.)
hypnotic pattern LL
intellect fortress **
life transference *
magic circle
major image
remove curse
slow
spectral passage LL
spirit shroud **
summon fey **
summon lesser demons *
summon shadowspawn **
summon undead **
thunderstep *
tongues
vampiric touch
4th-Level
accursed touch LL
arcane eye
banishment
blight
charm monster *
compulsion
confusion
dimension door
eldritch tentacles LL
elemental bane *
giant insect
greater invisibility
2nd-Level
Warlock Spell List cloud of daggers
hallucinatory terrain
phantasmal killer
Below is the list of spells available to the Warlock. They are crown of madness polymorph LL
organized by spell level, not character level. The spells listed darkness shadow of moil *
below can be found in the Player's Handbook, Xanathar's earthbind * sickening radiance *
Guide to Everything*, and Tasha's Cauldron of Everything**. enthrall summon aberration **
Spells marked with LL are found in the laserllama Spell flame whip LL summon elemental **
Compendium, which includes both new and alternate spells. hold person summon greater demon *
invisibility
Cantrips (0-Level) 1st-Level levitate 5th-Level
blade ward LL armor of agathys mind spike * contact other plane
booming blade LL arms of hadar mind whip ** contagion
chill touch bane mirror image danse macabre *
create bonfire * cause fear * misty step dominate person
dancing lights charm person mystic spear LL dream
frostbite * color spray phantasmal force enervation *
green-flame blade LL comprehend languages ray of enfeeblement far step *
infestation * dissonant whispers shadow blade * geas
lightning lure LL expeditious retreat shatter hallow
mage hand ghastly flight LL spider climb hold monster
magic stone * hellish rebuke suggestion infernal calling *
mind sliver ** hex insect plague
minor illusion hideous laughter 3rd-Level legend lore
otherworldly grasp LL illusory script bestow curse mislead
poison spray LL inflict wounds counterspell LL negative energy flood *
prestidigitation jump LL dispel magic planar binding
sword burst LL protection from evil & good enemies abound* scrying
tempestuous blade LL ray of sickness fear spiritual sundering LL
thunderclap * sleep fly synaptic static *
toll the dead * unseen servant gaseous form teleportation circle
true strike LL witch bolt LL hunger of hadar LL wall of light *
Elder Arcanum Occult Warrior
Prerequisite: 11th-level Warlock, Eldritch Blade
Below is the list of Elder Arcana that a Warlock can learn. If
an Arcanum has a prerequisite, like a certain Warlock level or Your Eldritch Blade has been empowered by ancient sinister
a certain Pact Focus, you can learn that Elder Arcanum at the magicks. Whenever you hit with an Eldritch Blade attack you
same time that you meet any prerequisites it may have. deal a bonus 1d10 damage of the type as Eldritch Blast.
Also, after you hit a creature with an Eldritch Blade attack,
Elder Focus it has disadvantage on the first saving throw that you force it
Prerequisite: 11th-level Warlock to make before the end of your next turn.
Your Patron has bestowed you with an increased amount of
their power. You gain an additional Pact Focus of your choice. Bond of the Master
You cannot select the same Pact Focus more than once. Prerequisite: 13th-level Warlock, Eldritch Familiar
You can learn this Elder Arcanum more than once, but you While you and your Eldritch Familiar are within 30 feet of
must select a different Pact Focus each time you learn it. each other, you both have advantage on any saving throws
you make against spells or other magical effects.
Minion of Chaos Also, when you cast a Warlock spell that targets yourself,
Prerequisite: 11th-level Warlock, Eldritch Familiar you can choose for your Eldritch Familiar to also gain the
As an action you can infuse your Eldritch Familiar with the benefits of the spell so long as it is within 30 feet of you.
full power of your Pact. It transforms, as if by polymorph LL,
but it must use the stat block from the corresponding spell on Greater Arcanum
the table below as if the spell were cast at 6th-level: Prerequisite: 13th-level Warlock
Choose a spell from the list below. You can cast the Greater
Eldritch Familiar Spell Arcanum spell once at 7th-level, without expending a spell
Aberrant summon aberration ** slot. Once you cast the spell in this way, you must complete
Draconic summon draconic spirit **
a long rest before you can cast your Greater Arcanum again.
Faerie summon fey ** crown of stars mirage arcane
Infernal summon fiend ** etherealness plane shift
The transformation lasts for 1 minute, or until the Eldritch finger of death power word pain *
Familiar is reduced to 0 hit points. Once you use this feature forcecage LL
teleport
you must complete a long rest before you can use it again.
Minor Arcanum Greater Magicks
Prerequisite: 11th-level Warlock Prerequisite: 13th-level Warlock, Eldritch Tome
Choose a spell from the list below. You can cast the Minor Your Eldritch Tome has been saturated with magic, allowing
Arcanum spell once at 6th-level, without expending a spell you to draw upon an increased amount of eldritch potential.
slot. Once you cast the spell in this way, you must complete Your total number of Pact Magic spell slots increases by one.
a long rest before you can cast your Minor Arcanum again. Otherworldly Step
arcane gate investiture of wind * Prerequisite: 13th-level Warlock, Eldritch Blade
Your Blade cuts rifts through reality itself. When you make an
circle of death mass suggestion attack with your Eldritch Blade, you can teleport up to 10 feet
create undead mental prison to an unoccupied space you can see before or after the attack.
In addition, when you take the Attack action and only make
eyebite otherworldly guise ** attacks with your Eldritch Blade, you can make an additional
flesh to stone scatter * attack with your Eldritch Blade as part of that Attack action.
investiture of flame * soul cage * Arcana of the Ancients
investiture of ice * summon fiend ** Prerequisite: 15th-level Warlock, Eldritch Tome
The pages of your Eldritch Tome have been filled with magic
investiture of stone * true seeing from secret societies and dark cults long forgotten. You learn
three additional Eldritch Invocations of your choice, and your
Occult Scholar number of Invocations Known increases by three to match.
11th-level Warlock, Eldritch Tome
The occult power of your Tome allows you to prepare spells Chains of the Abyss
and eldritch powers. Over the course of 1 hour, which can be Prerequisite: 15th-level Warlock, Eldritch Familiar
during a short or long rest, you perform an occult ritual with You can dominate other creatures with the eldritch chains of
your Tome to replace any number of your Spells Known with your Pact. You learn the hold monster spell. You can cast it
another Warlock spell of your choice of 1st-level or higher. without expending a spell slot or material components when
Once between each long rest when you perform this ritual, you target an aberration, celestial, elemental, fey, or fiend.
you can forgo replacing your Spells Known to instead replace Once a creature succeeds on its saving throw against this
one Eldritch Invocation you know with another Invocation of spell it is immune to the effects of hold monster until the next
your choice for which you meet the prerequisites. dawn, unless you expend a Pact Magic spell slot to cast it.
Eldritch Wind Ancient Arcanum
Prerequisite: 15th-level Warlock, Eldritch Blade Prerequisite: 17th-level Warlock
As an action, you can infuse your Eldritch Blade with the full Choose a spell from the list below. You can cast the Ancient
power of your Pact and disappear. Choose up to 5 creatures Arcanum spell once at 9th-level, without expending a spell
you can see within 60 feet and make a single Eldritch Blade slot. Once you cast the spell in this way, you must complete
attack against each one. On hit, they take 6d10 damage of the a long rest before you can cast your Ancient Arcanum again.
same type as your Eldritch Blast. Each attack also applies any
additional effects of your Eldritch Blast. You then reappear in astral projection power word kill
an unoccupied space within 5 feet of one of your targets. foresight psychic scream *
Once you use this Arcanum you must finish a short or long
rest before you can use it again. However, if you have no uses gate true polymorph
left, you can expend a Pact Magic spell slot to use it again. imprisonment weird LL
Mystic Arcanum Distort Reality
Prerequisite: 15th-level Warlock Prerequisite: 17th-level Warlock, Eldritch Tome
Choose a spell from the list below. You can cast the Mystic A final page appears in your Tome, written in the primordial
Arcanum spell once at 8th-level, without expending a spell language of creation. It contains the wish spell. You can cast
slot. Once you cast the spell in this way, you must complete wish once per long rest without expending a spell slot.
a long rest before you can cast your Mystic Arcanum again. If you use wish to duplicate a spell, it can only duplicate
demiplane maddening darkness * spells with a casting time of one action or one bonus action.
dominate monster maze Eldritch Domination
feeblemind power word stun *
Prerequisite: 17th-level Warlock, Eldritch Familiar
You can extend your will through the chains of your eldritch
glibness telepathy bond. One in between each long rest, you can cast dominate
monster without expending a spell slot.
Awakened Blade If you target a creature that is under the effect of your
Prerequisite: 17th-level Warlock, Eldritch Blade hold monster spell with dominate monster, it auto-
Your Eldritch Blade has gained a level of sinister sentience. -matically fails its saving throw against your
While you are holding your Eldritch Blade, you cannot have dominate monster spell, but the effects of
disadvantage on attack rolls, and whenever you are forced to your hold monster spell instantly end.
make a Constitution saving throw to maintain concentration
on a spell you add your Pact modifier to your roll.
As a bonus action, you unleash a burst of power from your
Eldritch Blade. Creatures of your choice within 30 feet must
succeed on a Dexterity saving throw or take 10d6 damage of
the same type as Eldritch Blast and falls prone. On a
success, they take half damage and don't fall prone.
You can use this bonus action once per long rest
at no cost, but you can expend a Pact Magic
spell slot to use it again.
Eldritch Familiars
Below are the Familiar options for the Eldiritch Familiar Pact
Focus: the Aberrant, Draconic, Faerie, or Fiendish Familiar.
These Eldritch Familiar stat blocks use your proficiency
Draconic Familiar
Tiny Dragon, Lawful Evil
bonus (PB) in several places, and any references below to a
Spell save DC refer to your Warlock class Spell save DC. Armor Class 13 + PB (natural armor)
Hit Points 5 + three times your Warlock level
Aberrant Familiar Speed 20 ft., fly 60 ft.
Tiny Aberration, Chaotic Evil
STR DEX CON INT WIS CHA
Armor Class 11 + PB (natural armor) 3 (-4) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 13 (+1)
Hit Points 5 + three times your Warlock level
Speed 10 ft., fly 40 ft. (hover) Damage Resistances Draconic Essence damage type
Senses blindsight 10 ft., darkvision 60 ft.,
STR DEX CON INT WIS CHA passive Perception 13
Languages Draconic, understands its Warlock.
3 (-4) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 8 (-1)
Hit Dice. The Familiar has a total number of d4 Hit
Damage Resistances Psychic Dice equal to your Warlock level. It also gains all the
Senses darkvision 120 ft., passive Perception 12 normal benefits of both short and long rests.
Languages Deep Speech, understands its Warlock.
Draconic Essence. When it is conjured, the Familiar's
Warlock chooses acid, cold, fire, poison, or lightning
Eldritch Bond. You add your PB to any ability check or
to be its Draconic Essence type. This choice affects
saving throw that your Familiar makes.
its Damage Resistances and Bite attack.
Hit Dice. The Familiar has a total number of d4 Hit Eldritch Bond. You add your PB to any ability check or
Dice equal to your Warlock level. It also gains all the saving throw that your Familiar makes.
normal benefits of both short and long rests.
Keen Senses. The Familiar has advantage on Wisdom
Magic Resistance. The Familiar has advantage on (Perception) checks that rely on its sight or smell.
saving throws against spells and magical effects.
Magic Resistance. The Familiar has advantage on
Actions
Actions saving throws against spells and magical effects.
Aberrant Whispers. One creature the Familiar can see
within 30 ft. must succeed on an Intelligence saving
Actions
Actions
throw or take 1d4 +PB psychic damage and subtract Bite. Melee Weapon Attack: Spell Attack Modifier to
1d4 from the first d20 roll it makes before the start hit, reach 5 ft., one target. Hit: 1d4 +3 +PB piercing
of the Familiar's next turn. damage + 1d4 Draconic Essence damage.
Faerie Familiar Hit Dice. The Familiar has a total number of d4 Hit Dice
equal to your Warlock level. It also gains all the normal
Tiny Fey, Chaotic Neutral
benefits of both short and long rests.
Armor Class 11 + PB (natural armor) Magic Resistance. The Familiar has advantage on saving
Hit Points 5 + three times your Warlock level throws against spells and magical effects.
Speed 20 ft., fly 40 ft.
Actions
Actions
STR DEX CON INT WIS CHA Invisibility. The Familiar magically turns invisible until it
attacks or forces a creature to make an ability check or
3 (-4) 16 (+3) 10 (+0) 8 (-1) 13 (+1) 12 (+1) saving throw. Equipment it is wearing or carrying turns
invisible with it. The Familiar must concentrate on this
Condition Immunities Charmed, Frightened effect as if it were concentrating on a spell.
Senses passive Perception 13
Languages Elvish, Sylvan, understands its Warlock. Sting. Melee Weapon Attack: Spell Attack Modifier to
hit, reach 5 ft., one target. Hit: 1d4 +3 +PB piercing
damage. The Familiar also learns the target's current
Eldritch Bond. You add your PB to any ability check or emotional state and its alignment (if any).
saving throw that your Familiar makes.
Additional
Fiendish Familiar Otherworldly Patrons
Tiny Fiend, Chaotic Evil Included here are additional Otherworldly Patrons based on
official options for Warlocks included in Xanathar's Guide to
Armor Class 11 + PB (natural armor) Everything, Tasha's Cauldron of Everything, the Sword Coast
Hit Points 5 + three times your Warlock level Adventurer's Guide, and Van Richten's Guide to Ravenloft:
Speed 20 ft., fly 40 ft. Official Patron Alternate Patron
Fathomless Deep One
STR DEX CON INT WIS CHA
Hexblade Darklord
3 (-4) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 13 (+1)
Celestial Exalted
Condition Immunities Poisoned Genie Noble Genie
Damage Resistances Cold, Fire, Poison
Senses darkvision 60 ft., passive Perception 12 Undead / Undying Undying
Languages Abyssal, Infernal, understands its Warlock.
The Deep One
Devil's Sight. Magical darkness does not impede the You have bonded yourself to a primordial force of the ancient
Familiar's darkvision. waters, known as a Deep One. These Thalassic entities often
Eldritch Bond. You add your PB to any ability check or enter into Pacts with desperate sailors, expert navigators, or
saving throw that your Familiar makes. scholars of the oceans. Any aquatic being of sufficient power
can form such a Pact, but ancient krakens, primordial water
Hit Dice. The Familiar has a total number of d4 Hit
Dice equal to your Warlock level. It also gains all the
elementals, and demigods of the ocean are most common.
normal benefits of both short and long rests. Deep Magic
Magic Resistance. The Familiar has advantage on 2nd-level Deep One Patron feature
saving throws against spells and magical effects. Your Patron has infused your magic with the ancient power
Actions of the depths. You can choose for your Eldritch Blast to deal
Actions
cold damage equal to 1d10 + your Pact modifier.
Claw. Melee Weapon Attack: Spell Attack Modifier to You also learn certain spells at the Warlock levels below.
hit, reach 5 ft., one target. Hit: 1d4 +3 +PB slashing They are Warlock spells for you, but they don't count against
damage. The target must succeed on a Constitution your number of Spells Known, and they cannot be replaced:
saving throw or it is poisoned until the beginning of
the Familiar's next turn. Warlock Level Spells
Shapechanger. The Familiar can transform into a beast 2nd create or destroy water, torrent LL
form that resembles a rat (speed 20 ft., climb 20 ft.), 3rd gust of wind, shatter
a lizard (20 ft., swim 20 ft.) a raven (20 ft., fly 60 ft.),
or back to its true form. Its statistics are the same in 5th tidal wave *, sleet storm
each form, except for its speed. Its equipment is not 7th control water, eldritch tentacles LL
transformed, and it reverts to its true form if it dies.
9th cone of cold, maelstrom *
Grasp of the Deep Unleash the Depths
2nd-level Deep One Patron feature 14th-level Deep One Patron feature
You can call forth a tendril of your Patron. As a bonus action, You can bring the full power of your Patron to the surface, if
you can conjure a spectral Tentacle in an unoccupied space only for a short time. As an action, you can use Grasp of the
you can see within 30 feet, which uses the rules below: Deep to conjure up to five spectral Tentacles each in its own
Combat. As a bonus action, including the bonus action you unoccupied space of your choice you can see within 30 feet.
used to conjure it, you can move a Tentacle up to 30 feet and As an action, including the action you used to conjure the
use it to make a melee spell attack against a target within 10 Tentacles, you can make one spell attack with each Tentacle
feet. On hit, it deals 1d8 cold damage, and if the target was against a target within 10 feet of it. If a target is grappled by
Large or smaller, you can grapple it with the Tentacle. more than one Tentacle it is restrained. A restrained target
Grappling. A grappled creature can use its action to make can escape from all Tentacles with a single ability check.
a Strength (Athletics) or Dexterity (Acrobatics) check against Once you use this feature you finish a long rest before you
your Warlock Spell save DC, ending the grapple on a success. can use it again. When you have no uses left, you can expend
If you move the Tentacle while it has a target grappled, it can one of your Pact Magic spell slots to use it again.
only be moved up to 15 feet (as its movement is halved).
Duration. This spectral Tentacle remains for 1 minute. It
disappears early if you use a bonus action to dismiss it, or if
you conjure another Tentacle.
Uses. You can use this feature a number of times equal to
your Pact modifier, and you regain all of your expended uses
when you finish a long rest. If you have no uses left, you can
expend a Pact Magic spell slot to conjure another Tentacle.
Scion of the Deep
2nd-level Deep One Patron feature
Your Pact with the depths has altered your physiology. You
learn the Gift of the Deep Ones Eldritch Invocation. It does
not count against your number of Invocations Known, and
it cannot be replaced with another Invocation.
If you already know Gift of the Deep Ones, you learn
another Eldritch Invocation of your choice.
Oceanic Grasp
6th-level Deep One Patron feature
Your oceanic magic freezes your foes down to their bones.
Whenever you deal cold damage with Eldritch Blast, your
Tentacles, or with a Warlock spell of 1st-level or higher, its
speed is halved until the start of your next turn.
Thalassic Speech
6th-level Deep One Patron feature
Your eldritch connection to the depths grants you mystical
abilities. You gain resistance to cold damage, and while you
are submerged in water any other creature that is
also submerged in water can understand your
speech, and you can understand its speech as
if you both shared a language in common.
Greater Tentacles
10th-level Deep One Patron feature
You can summon more of your Oceanic Patron's
presence. When you cast eldritch tentacles LL, your
concentration cannot be broken by taking damage.
Also, when you conjure a Tentacle with Grasp of the
Deep, it is improved in the following ways:
It can grapple targets that are Huge or smaller, and
it can move up to 30 feet while grappling a target
that is Medium or smaller.
It deals an additional 1d8 cold damage on hit.
Creatures grappled by the Tentacle have disadvantage
on saving throws to resist Warlock spells cast by you.
The Darklord
You have entered into a Pact with one of the sinister rulers of
the Shadowfell. Known as Darklords, these powerful beings
are most often imprisoned within Domains of Dread, and are
only able to affect the outside world through trusted servants.
Imbued with a fraction of their Darklord's power, Warlocks
can wield the sinister power of shadows against their foes.
Darklord Magic
2nd-level Darklord Patron feature
Your Patron infuses your magic with the dark powers of the
Shadowfell. You can choose for your Eldritch Blast to deal
necrotic damage equal to 1d10 + your Pact modifier.
You also learn certain spells at the Warlock levels below.
They are Warlock spells for you, but they don't count against
your number of Spells Known, and they cannot be replaced:
Warlock Level Spells
2nd hex, inflict wounds
3rd blur, shadow blade *
5th fear, haste
freedom of movement,
7th
phantasmal killer
9th dream, negative energy flood *
Fell Curse
2nd-level Darklord Patron feature
You sinister Patron empowers your magic. Whenever you
cast the hex spell it gains the following additional benefits:
Your concentration cannot be broken by taking damage.
Your attack rolls against the target of your hex spell score
a critical hit on a roll of 19 or 20 on the d20.
If the target of your hex is reduced to 0 hit points, you can
instantly end your hex to gain temporary hit points equal
to your Warlock level + your Pact modifier.
Once per long rest you can cast hex at the level of your
Pact Magic spell slots without expending a spell slot. Dread Mantle
10th-level Darklord Patron feature
Shadow Warrior Your mastery over the dark magic of the Shadowfell protects
2nd-level Darklord Patron feature you from death and decay. You have advantage on your death
You gain the Armor of Shadows Eldritch Invocation. It does saving throws, and you gain resistance to necrotic damage.
not count against your number of Invocations Known, but it
cannot be replaced with another Eldritch Invocation. Right Hand of Dread
If you already know this Eldritch Invocation, then you learn 14th-level Darklord Patron feature
another Invocation of your choice. Your sinister Patron enhances the power of your signature
curse. Your hex spell improves in the following ways:
Living Shadow The spell no longer requires your concentration, but you
6th-level Darklord Patron feature can only have one instance of hex active at one time.
As an action, you can expend a Pact Magic spell slot to bring Whenever time the target of your hex damages you, you
your shadow to life with dark magic. It uses the Shadow stat reduce it by your Pact modifier (minimum of 1).
block from the Monster Manual, but its maximum hit points Your Shadow shares all the benefits from your hex spell.
increase by your Warlock level and it uses your Warlock spell
attack modifier for its attack rolls.
In combat, it acts during your turn. The Shadow can move Darklords & Eldritch Blades
and use its reaction on its own, but it will only take the Dodge
action unless you use your bonus action to order it to take an Since the ability to use your Spellcasting modifier
action in its stat block or another action. is now part of the Eldritch Blade Focus, this Patron
has been reworked to be equally useful no matter
Your Shadow remains animated for 1 minute. It returns to which Pact Focus your Warlock chooses to use.
you as a normal shadow after this time, or sooner if it is slain
or if you use a bonus action to end this effect.
The Exalted Radiant Conduit
You have entered a Pact with a powerful Celestial native 6th-level Exalted Patron feature
to the upper planes. Whether your Patron sought you as Your increased devotion to your Pact allows you to draw upon
an ally or you proved yourself worthy, you are now bound greater amounts of holy power. You gain resistance to radiant
to a being of absolute good. Only the most powerful of the damage, and when you use Celestial Light, you can expend
heavenly hosts can serve as Patrons; Archangels, scions of multiple uses (up to your Pact modifier) at one time to restore
gods, and powerful demigods of good are most common. 1d10 hit points to your target for each use expended.
In addition, you can expend one of your Pact Magic spell
Celestial Light slots as a bonus action to regain expended uses of Celestial
2nd-level Exalted Patron feature Light equal to the level of that Pact Magic spell slot.
You can channel the divine power of your Pact to heal others.
When you fire a beam of your Eldritch Blast, you can instead Celestial Fortitude
choose to channel a beam of healing light at one creature you 10th-level Exalted Patron feature
can see within range, restoring 1d10 hit points to the target. Your divine presence fortifies you and your allies. Each time
You can do so a number of times equal to 1 + your Warlock you finish a short or long rest you gain temporary hit points
level, and you regain all uses when you finish a long rest. equal to your Warlock level + your Pact modifier.
You can also choose up to five creatures who completed
Exalted Magic the short or long rest with you to gain temporary hit points
2nd-level Exalted Patron feature equal to half your Warlock level + your Pact modifier.
Your Patron has infused your magic with the celestial power
of heaven. You can choose for Eldritch Blast to deal radiant Blinding Defiance
damage equal to 1d10 + your Pact modifier. 14th-level Exalted Patron feature
You also learn certain spells at the Warlock levels below. The heavenly power infused in you through your Pact allows
They are Warlock spells for you, but they don't count against you to resist death. When you make a death saving throw, you
your number of Spells Known, and they cannot be replaced: can choose to instantly return to life with half your maximum
hit points, stand up, and unleash a burst of radiant light.
Warlock Level Spells
When you do, creatures of your choice within 30 feet must
2nd cure wounds, guiding bolt make a Constitution saving throw against your Spell save DC.
3rd flaming sphere, restoration LL
On a failed save, creatures take 8d6 radiant damage and are
blinded until the end of your current turn. On a success, they
5th daylight, revivify take half as much radiant damage and are not blinded.
7th guardian of faith, wall of fire Once you use this feature to return to life you must finish a
long rest before you can use it again. If you have no uses left,
9th flame strike, summon celestial ** you can expend a Pact Magic spell slot to use it again.
The Noble Genie
You have formed a Pact with a Noble Genie, one of the rulers
of the elemental planes. Only the most powerful genies from
among the Dao, Djinn, Efretti, and Marid, can rise to heights
of power possessed by a Noble Genie. Masters of elemental
forces, these entities have magical abilities that rival those of
lesser gods, and can alter reality with the wishes they grant.
Select your type of Noble Genie from the table below. Each
Genie is associated with an Element and Damage Type:
Noble Genie Element Damage
Dao Earth Bludgeoning
Djinn Air Thunder
Efreeti Fire Fire
Marid Water Cold
Genie's Vessel
2nd-level Noble Genie Patron feature
Your Patron has given you a mystical Vessel as a sign of your
Pact. This Vessel is a Tiny object that appears as a container
of your choice. Your Vessel can be used as a Trinket for one of
your Eldritch Invocations, and if it is lost, it reappears next to
you at the end of your next short or long rest.
Within this Vessel is an extradimensional space the size of
a 20-foot cube. As an action, you can put a Medium or smaller Ethereal Nature
object inside this space by holding it to your Vessel's opening. 6th-level Noble Genie Patron feature
While you are holding your Vessel you can use an action to Your elemental magics have begun to physically change you.
enter it. You can remain inside for a number of hours equal to You gain resistance to the damage type of your Noble Genie.
half your Warlock level, but you can leave it early as an action, Also, once per turn when you deal the damage type of your
appearing in the unoccupied space closest to it. Noble Genie to a creature with Eldritch Blast, you can force it
to make a Charisma saving throw against your Spell save DC.
Noble Magic On a failed save, you instantly switch places with the target.
2nd-level Noble Genie Patron feature
Your Patron has infused your magic with its power. You can Mystical Sanctuary
choose for your Eldritch Blast to deal damage of your Noble 10th-level Noble Genie Patron feature
Genie's Element type equal to 1d10 + your Pact modifier. When you enter your Vessel, you can bring up to five willing
You also learn certain spells at the Warlock levels below. creatures within 30 feet with you. They remain in the Vessel
They are Warlock spells for you, but they don't count against for 1 hour, but are expelled early if you leave the Vessel, or if
your number of Spells Known, and they cannot be replaced. you use your action to expel them from the Vessel.
The first spell is shared by Warlocks of every Noble Genie. Creatures within your Vessel gain the benefits of a short
Genie Spells are determined by the type of Noble Genie you rest after 10 minutes of light activity, instead of 1 hour.
entered a Pact with, and are shown on the lower table:
Warlock Level Spells
Limited Wish
14th-level Noble Genie Patron feature
2nd sleep, genie spell You can call on your Patron to alter reality. As an action, you
3rd enlarge/reduce *, genie spell can use your Vessel to cast a spell of your choice of 6th-level
or lower from any spell list, so long as it has a casting time of
5th fly, genie spell one action or bonus action. You do not need to expend a spell
7th polymorph LL, genie spell slot, and your Vessel replaces all material components.
Once you use this feature you must finish three long rests
9th arcane hand, genie spell before you can use it again.
Warlock Level Dao Spells Djinn Spells Efreeti Spells Marid Spells
2nd sanctuary thunderwave burning hands torrent LL
3rd spike growth gust of wind scorching ray misty step
5th meld into stone gaseous form fireball tidal wave *
7th stone shape greater invisibility fire shield watery sphere *
9th wall of stone seeming flame strike cone of cold
The Undying Touch of the Grave
2nd-level Undying Patron feature
You have entered into a Pact with a formerly mortal creature The magic infused in you by your Pact makes you appear to
who has found a way to cheat death. Only the most powerful other undead as one of their own. Undead of a CR equal to
undead can become Undying Patrons: powerful liches, dread your Warlock level or lower are not hostile toward you until
vampire lords, death knights, and sinister spirits of undeath. you say or do something hostile toward them.
Undying Magic Lifedrinker
2nd-level Undying Patron feature 6th-level Undying Patron feature
Your Patron infuses your magic with undead power. You can Your Pact allows you to feed on the vitality of the living. Once
choose for your Eldritch Blast to deal necrotic damage equal per turn when you deal necrotic damage to a creature that is
to 1d10 + your Pact modifier. not construct or undead, you gain temporary hit points equal
You also learn certain spells at the Warlock levels below. to half the necrotic damage dealt.
They are Warlock spells for you, but they don't count against In Necrotic Husk form, you can add these to the temporary
your number of Spells Known, and they cannot be replaced: hit points from Necrotic Husk, but your temporary hit points
Warlock Level Spells cannot exceed your Warlock level + your Pact modifier.
2nd cause fear *, ray of sickness Unsettling Visage
3rd blindness/deafness, ray of enfeeblement 6th-level Undying Patron feature
When you force a creature within 30 feet that can see you to
5th fear, phantom steed
make a saving throw to resist being frightened while you are
7th blight, death ward in your Necrotic Husk form, it has disadvantage on its roll.
9th antilife shell, contagion Unnatural Resilience
10th-level Undying Patron feature
Necrotic Husk Your mortal form has been fortified by the unnatural magic of
2nd-level Undying Patron feature your vile Patron. You gain resistance to necrotic damage.
As a bonus action, you can infuse your flesh with the power of In your Necrotic Husk form you are immune to necrotic
undeath, decaying into the Necrotic Husk of your living body. damage, and resistant to bludgeoning, piercing, and slashing
While you are transformed you gain the benefits below: damage from non-magical and non-silvered attacks.
When you transform you gain temporary hit points equal Unending Life
to your Warlock level + your Pact modifier (minimum of 1). 14th-level Undying Patron feature
You are immune to the frightened condition. If you are reduced to 0 hit points but not killed outright, you
Once per turn when you hit a creature with an attack, you instead gain hit points equal to your level. Once you use this
can force it to make a Wisdom saving throw against your feature you must finish a long rest before you use it again.
Warlock Spell save DC. On a failed save, the creature is Lastly, if you begin your turn with less
frightened of you until the start of your next turn. than half of your total hit points, but
This transformation lasts for 1 minute, but you can end it at least 1 hit point, you regain hit
early as a bonus action. Once you transform, you must finish points equal to your Pact modifier
a short or long rest before you can do so again. If you have no (minimum of 1 hit point).
use left, you can expend a Pact Magic spell slot to transform.
The Alternate
Warlock
Become the Master of Occult Lore you were
meant to be! Includes new and revised Eldritch
Invocations, Familiars, and Otherworldly Patrons.
Version 3.0.0 - Created by /u/laserllama
Last Updated: October 31st, 2024
Artist Credits:
Covers - Valera Lutfullina - Herald of Hadar
Page 1 - Yongjae Choi - Tome-Bound
Page 3 - Campbell White - Ray of Enfeeblement
Page 4 - David Raposa - Elturel Exile
Page 5 - Anna Steinbauer - Into the Fae Court
Page 6 - Johan Grenier - Ancient Bronze Dragon
Page 7 - Andrew Mar - Lorcan, Warlock Collector
Page 8 - Ryan Pancoast - Sefris of the Ways
Page 10 - KILART - Hellish Rebuke
Page 11 - Alex Branwyn - Contact Other Plane
Page 12 - Lius Iasahido - The Broker
Page 14 - Cristi Balanescu - Dark Justicar
Page 16 - Lucas Graciano - Vexing Devil
Page 17 - Chase Stone - Orvar, the All-Form
Page 18 - Francisco Miyara - Wedding Security
Page 19 - Billy Christian - Valkyries
Page 20 - Magali Villeneuve - Djinn of the Lamp
Page 21 - Mirko Failoni - Arms of Hadar
Laserllama Homebrew is free on GM Binder.
Support me on Patreon to unlock the exclusive
Legendary Hero Patron, Eldritch Warrior
Invocations, & Squire Eldritch Familiar!