Warlocks get their power from contracts made by mortals and powerful beings, mediated and checked by Tiamat to make sure both sides are keeping their end of the bargain. Work with your DM on the terms of the pact.
Level | Proficiency Bonus | Features | Invocations Known | Experience Points |
---|---|---|---|---|
1st | +2 | Otherworldly Pact, Pact Magic, Draw On Power | - | 0 |
2nd | +2 | Eldritch Invocations | 2 | 300 |
3rd | +2 | Pact Boon | 2 | 1,000 |
4th | +2 | Ability Score Improvement | 3 | 3,000 |
5th | +3 | - | 3 | 6,000 |
6th | +3 | Otherworldly Pact Feature | 4 | 10,000 |
7th | +3 | - | 4 | 20,000 |
8th | +3 | Ability Score Improvement | 5 | 40,000 |
9th | +4 | Roguish Ace Feature | 5 | 60,000 |
10th | +4 | Otherworldly Pact Feature | 6 | 80,000 |
11th | +4 | Mystic Arcanum (6th Level) | 6 | 100,000 |
12th | +4 | Ability Score Improvement | 7 | 120,000 |
13th | +5 | Mystic Arcanum (7th Level) | 7 | 140,000 |
14th | +5 | Otherworldly Pact Feature | 8 | 160,000 |
15th | +5 | Mystic Arcanum (8th Level) | 8 | 180,000 |
16th | +5 | Ability Score Improvement | 9 | 200,000 |
17th | +6 | Mystic Arcanum (9th Level) | 9 | 225,000 |
18th | +6 | - | 10 | 250,000 |
19th | +6 | Ability Score Improvement | 10 | 300,000 |
20th | +6 | Eldritch Master | 11 | 350,000 |
Class Information.
- Hit Dice. 1d8 per warlock level
- 1st Level Hitpoints. 8 + your Constitution modifier
- Higher Level Hitpoints. 1d8 (or 5) + your Constitution modifier per warlock level after 1st
- Armor Proficiencies. Light Armor
- Weapon Proficiencies. Simple Weapons
- Tool Proficiencies. None
- Saving Throw Proficiencies. Wisdom and Charisma
- Skill Proficiencies. Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
- Equipment. Two Simple Weapons, an Arcane Focus, an Equipment Pack, Leather Armor, and two Daggers.
Otherworldly Pact. At 1st level, you have struck a bargain with an otherworldly being of your choice Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Pact Magic. At 1st level, your spells are different from other spellcasters. You do not gain the standard Spell Slots that other casters get and your levels in this class do not contribute to your spellcasting spell slots. Instead, you gain Pact Magic, the amount of spell slots you have is indicated in the Warlock class table. Additionally, all of your Pact Magic spell slots are of the highest level spell slot you have access to, also indicated in the Pact Magic table.
- Spellcasting Ability. Charisma
- Spell Save DC. 8 + Your Proficiency Bonus + Your Charisma Modifier
- Spell Attack Bonus. Proficiency Bonus + Your Charisma Modifier
- Spellcasting Focus. An Arcane Focus
- Spell Learning Method. You learn one new spell every level.
Level | Cantrips Known | Spells Known | Spell Slots | Spell Level |
---|---|---|---|---|
1st | 2 | 2 | 1 | 1st |
2nd | 2 | 3 | 2 | 1st |
3rd | 2 | 4 | 2 | 2nd |
4th | 3 | 5 | 2 | 2nd |
5th | 3 | 6 | 2 | 3rd |
6th | 3 | 7 | 2 | 3rd |
7th | 3 | 8 | 2 | 4th |
8th | 3 | 9 | 2 | 4th |
9th | 3 | 10 | 2 | 5th |
10th | 4 | 11 | 2 | 5th |
11th | 4 | 12 | 3 | 5th |
12th | 4 | 13 | 3 | 5th |
13th | 4 | 14 | 3 | 5th |
14th | 4 | 15 | 3 | 5th |
15th | 4 | 16 | 3 | 5th |
16th | 4 | 17 | 3 | 5th |
17th | 4 | 18 | 4 | 5th |
18th | 4 | 19 | 4 | 5th |
19th | 4 | 20 | 4 | 5th |
20th | 4 | 20 | 5 | 5th |
Draw on Power. Also at 1st level, you can call on your patron to uphold their bargain as an action. When you do so, you regain all expended spell slots. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest.
Eldritch Invocations. 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. At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Pact of the Blade. You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical 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 as a free action, or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a long rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Pact of the Cauldron. You can use your action to summon a large, ornate cauldron from the ether. Through the guidance of your patron, you can use the cauldron as a tool for ritual casting and potion brewing. When using the cauldron you can choose from the following effects: By submerging an item in the cauldron you can discover its properties as if casting the identify spell. The opening of the cauldron is approximately 1 foot in diameter, and items must be able to fit through that space from at least one angle (other dimensions of the object have no bearing on its ability to be submerged). This ritual takes 1 minute. You can spend 1 hour as a rest activity to brew a potion of healing from curious but common ingredients. The cauldron’s power can sustain the magic of a number of potions equal to your Proficiency Bonus at any given time. Any additional potions brewed after the maximum cause the oldest potion brewed in your cauldron to lose its potency and become useless if it has not already been consumed. You can dismiss the cauldron into an extradimensional space as a bonus action. Pact of the Chain. You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: pseudodragon or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. Pact of the Chalice. Your patron has bestowed upon you a vessel for the creation of potions and poultices. As an action, you can create a pact chalice in your empty hand. Each time you summon it, it takes the form of a tiny object of your choice that is capable of holding liquid, and it can be used as a spellcasting focus by you. Moreover, your chalice counts as either a herbalism kit and a set of alchemist's supplies and you can add double your proficiency bonus to any check you make with that tool while your pact chalice is summoned. Your pact chalice disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the chalice (no action required) or if you die. Pact of the Eye. Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one of your eyes is replaced with a magical pact eye that is reflective of the nature of your patron. Your eye grants you proficiency in the perception skill, and you have advantage on checks to detect illusion magic. If you are already proficient in perception, you instead gain proficiency in either insight or investigation (your choice). Pact of the Flesh. Your patron twists your body to reflect their physical form. While not wearing armor or using a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier, and your movement speed increases by 10 feet. Pact of the Hourglass. Your patron has gifted you a mystical timekeeping device. As an action, you can create a pact hourglass in your empty hand. It takes the form of a timekeeping device of your choice each time you summon it, and it can be used as a spellcasting focus by you. While you have your pact hourglass summoned, you can use your reaction to briefly rewind time and re-roll one attack roll, ability check, or saving throw you make. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. Your pact hourglass disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your hourglass (no action required) or if you die. Pact of the Shroud. Your patron has gifted you a mystical cloak to shield you from harm. As an action you can summon a pact shroud to cloak your body. It takes the form of a robe or cloak of your choice each time you summon it. While you have your pact shroud summoned, you gain proficiency in the Stealth skill, and you have advantage on any Dexterity (Stealth) checks you make to hide while obscured by shadows or darkness. Your pact shroud disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss your shroud (no action required), or if you die. You can transform a magic robe or cloak of your choice into your pact shroud by performing a special ritual over the course of a long rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an action. This ability does not affect artifacts or sentient clothing, and you can only have one pact shroud at a time. Pact of the Strings. Your patron has granted you otherworldly musical talent. As an action on your turn, you can create a pact instrument in your empty hand. Each time you summon it, it takes the form of an instrument of your choice, and it can be used as a spellcasting focus by you. You are considered proficient with your pact instrument, and you add double your proficiency bonus to any ability check you make that uses the instrument. Your pact instrument disappears if it is more than 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the instrument (no action required), or if you die. You can transform a magic instrument into your pact instrument if you perform a special ritual over the course of a long rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an action. This ability does not affect artifacts or sentient instruments, and you can only have one pact instrument at a time. Pact of the Talisman. Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer makes an ability check or saving throw, they can add a d4 to the roll. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die. Pact of the Tome. Your patron gives you a grimoire called a Book of Knowledge. When you gain this feature, choose three cantrips from any class’s spell list (the three don’t need to be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. These cantrips count as warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a rest, and it destroys the previous book. The book turns to ash when you die.
Ability Score Improvements. 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. Alternatively, you can take a feat instead of taking this increase to ability scores.
Mystic Arcanum (6th Level). At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell from this feature. You must finish a long rest before you can do so again.
Mystic Arcanum (7th Level). At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell from this feature. You must finish a long rest before you can do so again.
Mystic Arcanum (8th Level). At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell from this feature. You must finish a long rest before you can do so again. Mystic Arcanum (9th Level). At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell from this feature. You must finish a long rest before you can do so again.
Eldritch Master. At 20th level power flows freely through you. You can use Draw Power an unlimited number of times. Additionally, you can use it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest
Eldritch Invocations
Armor of Shadows. You can cast Mage Armor 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.
Beguiling Influence. You gain proficiency in the Deception and Persuasion skills.
Devil’s Sight. You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.
Eldritch Mind. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Sight. You can cast detect magic at will, without expending a spell slot.
Eyes of the Rune Keeper. You can understand and read all the writing that you can see.
Fiendish Vigor. You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Gaze of Two Minds. You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Mask of Many Faces. You can cast Disguise Self at will, without expending a spell slot.
Misty Visions. You can cast Silent Image at will, without expending a spell slot or material components.
Thief of Five Fates. You can cast Bane once using a warlock spell slot. You can’t do so again until you finish a long rest.
Agonizing Blast (Eldritch Blast cantrip). When you cast eldritch blast, add your Spellcasting modifier to the damage it deals on a hit.
Eldritch Spear (Eldritch Blast cantrip). When you cast eldritch blast, its range is 300 feet.
Eldritch Strike (Eldritch Blast cantrip). For you, the range of eldritch blast is reduced to 5 feet and it becomes a melee spell attack. Make a separate melee spell attack for each beam, dealing 1d12 force damage on hit. Any class features or Eldritch Invocations that affect the range of eldritch blast do not work with this Invocation.
Grasp of S’óekhìq (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.
Lance of Lethargy (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 (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.
Improved Pact Weapon (Pact of the Blade feature). You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Scrying Pool (Pact of the Cauldron feature). You can cast the Augury spell by staring into your Cauldron for 1 minute. You can cast Augury once in this way per long rest.
Gift of the Ever-Living Ones (Pact of the Chain feature). Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Investment of the Chain Master (Pact of the Chain feature). When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. As a bonus action, you can command the familiar to take the Attack action. The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks. If the familiar forces a creature to make a saving throw, it uses your spell save DC. When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Voice of the Chain Master (Pact of the Chain feature). You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Strange Brew (Pact of the Chalice). At the end of each long rest, you can create one of the following substances in your chalice: a potion of healing, a vial of alchemist's fire, a vial of acid, or a vial of holy water. The liquid retains its potency until the end of your next long rest, at which point it becomes inert and unusable.
Piercing Gaze (Pact of the Eye). Natural phenomena, such as dim light, fog, or rain, do not impose disadvantage on Wisdom (Perception) checks for you, and you have advantage on any Wisdom (Perception) checks you make that rely on your sense of sight.
Eldritch Claws (Pact of the Flesh feature). As a bonus action on your turn, you can morph one or both of your hands into strange and savage claws reminiscent of your patron's physical form. These claws count as simple weapons with which you are proficient, and deal 1d6 slashing damage on hit. If you have two free hands, the d6 becomes a d8.
Knowledge of Antiquity (Pact of the Hourglass feature). When you make an Intelligence (History) check related to an event, in the place where that event took place, you see echos of the past and treat a roll of 7 or lower on the d20 as an 8
Protective Cowl (Pact of the Shroud feature). As a reaction, when you take damage while you are wearing your pact shroud, you can have your shroud absorb some of the damage. You gain resistance to the damage from that attack, but your pact shroud disappears, and you must finish a short or long rest before you can summon it again.
Harmonic Spellcasting (Pact of the Strings feature). When you use your pact instrument as the spellcasting focus for a warlock spell with a verbal component, the saving throw DC for that spell is increased by 1.
Rebuke of the Talisman (Pact of the Talisman feature). When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman’s wearer.
Aspect of the Moon (Pact of the Tome feature). You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Book of Ancient Secrets (Pact of the Tome feature). You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Cloak of Flies (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). You can use this invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Gift of the Depths (5th level). You can breathe underwater, 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.
Mire the Mind (5th level). You can cast Slow once using a warlock spell slot. You can’t do so again until you finish a long rest.
One with Shadows (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.
Sign of Ill Omen (5th level). You can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a long rest.
Tomb of Levistus (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. You can use this invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Witch Sight (5th 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.
Undying Servitude (5th-level warlock). You can cast Animate Dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.
Thirsting Claws (5th-level, Eldritch Claws Invocation). You can attack with your claws twice, instead of once, each time you take the Attack action on your turn. Your claw attacks also count as magical for the sake of overcoming resistance and immunity to non-magical damage.
Eldritch Smite (5th level, Pact of the Blade feature). Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Thirsting Blade (5th level, Pact of the Blade feature). You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Potent Poultices (5th-level, Pact of the Chalice feature). As an action on your turn, you can cast the lesser restoration. spell without expending a spell slot. Once you cast lesser restoration in this way, you must finish a short or long rest before you can do so again.
Grasping Tentacles (5th-level, Pact of the Flesh feature). When you take the Attack action on your turn, you can use your bonus action to attempt to grapple a creature as long as you have a free hand Make a Charisma (Athletics) check targeting a creature within 5 feet. You can use a Charisma (Athletics) check to maintain this grapple as well
Notes of Power (5th-level, Pact of the Strings feature). When you use your pact instrument to cast a spell, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.
Far Scribe. (5th-level warlock, Pact of the Tome feature). A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.
Maddening Hex (5th level, Hex spell or a warlock feature that curses). As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or 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.
Bewitching Whispers (7th level). You can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.
Dreadful Word (7th level). You can cast Confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.
Ghostly Gaze (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. You can use this invocation a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Sculptor of Flesh (7th level). You can cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.
Trickster's Escape (7th level). You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Cloak of Twilight (7th-level, Pact of the Shroud feature). You can cast the greater invisibility spell once using a warlock spell slot. You can't do so again until you finish a long rest.
Protection of the Talisman (7th-level warlock, Pact of the Talisman feature). When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Relentless Hex (7th level, hex spell or a warlock feature that curses). Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Ascendant Step (9th level). You can cast Levitate on yourself at will, without expending a spell slot or material components.
Minions of Chaos (9th level). You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.
Otherworldly Leap (9th level). You can cast jump on yourself at will, without expending a spell slot or material components.
Whispers of the Grave (9th level). You can cast speak with dead at will, without expending a spell slot.
Cup of Protection (9th-level, Pact of the Chalice feature). As an action, a creature of your choice can drink from your pact chalice, gaining the effects of the death ward spell. Once used, you must finish a long rest to use this feature again.
Cursed Flesh (9th-level, Pact of the Flesh feature). As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier (minimum of 1)
Gift of the Protectors (9th-level warlock, Pact of the Tome feature). A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it.
Lifedrinker (12th level, Pact of the Blade feature). When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Bond of the Talisman (12th-level warlock, Pact of the Talisman feature). While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Master of Myriad Forms (15th level). You can cast Alter Self at will, without expending a spell slot.
Shroud of Shadow (15th level). You can cast Invisibility at will, without expending a spell slot.
Visions of Distant Realms (15th level). You can cast Arcane Eye at will, without expending a spell slot.
Chains of One-Eyed Flame (15th level, Pact of the Chain feature). You can cast Hold monster at will — targeting a highling 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.
Alchemical Restoration (15th-level, Pact of the Chalice feature). As an action on your turn, you can cast the reincarnate spell without expending a spell slot or material components. Once you cast reincarnate in this way, you must finish 1d4 long rests before you can cast the spell in this way again.
Eldritch Flight (15th-level, Pact of the Flesh feature). As a bonus action, you can manifest (or dismiss) wings reminiscent of your patron's physical form, granting you a flying speed equal to your movement speed.
Temporal Rewind. (15th-level, Pact of the Hourglass feature). As a reaction, when you finish your turn, you can undo everything that happened on your turn. You return to the space where you began that turn, and you regain all resources you expended that turn. You then immediately repeat your turn, with foreknowledge of what will occur. 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. Some of these Archfey are beings from the Feywild who want to try to break into Drakomere to try to learn more about it.
Expanded Spell List. The Archfey lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you.
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.
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
Misty Escape. Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
Beguiling Defenses. Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Dark Delirium. Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
The Celestial Your patron is a powerful being, one of the few good Highlings found on Drakomere. You have bound yourself to an ancient empyrean, solar, kirin, unicorn, or other good Highling. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Some Celestial Warlocks form a direct pack with Bahumat instead. Some of these beings that Celestial Warlocks make pacts with are War Bringer gods who want to take over Drakomere. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Expanded Spell List. The Celestial lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Cure Wounds, Guiding Bolt 2nd Flaming Sphere, Lesser Restoration 3rd Daylight, Revivify 4th Guardian of Faith, Wall of Fire 5th Flame Strike, Greater Restoration
Bonus Cantrips. At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Healing Light. At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.
Radiant Soul. Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Celestial Resilience. Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengeance. Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. Once you use this feature, you can’t use it again until you finish a long rest.
The Coven
Expanded Spell List. The Coven lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Inflict Wounds, Ray of Sickness 2nd Alter Self, Enhance Ability 3rd Bestow Curse, Nondetection 4th Dominate Beast, Polymorph 5th Insect Plague, Skill Empowerment
Weird Magicks. When you enter this pact at 1st level, the Coven you serve grants you knowledge of their unorthodox spellcasting. When you cast a warlock spell of 1st-level or higher, you can replace its damage type with a damage type from another warlock spell you know, altering the spells for this casting only. Spells cast in this way resemble the strange magic of the hags, and may be unrecognizable to traditional spellcasters.
Deviant Recovery. Upon reaching 6th level, you have been granted rare insights into the magic of Covens. As an action, you can expend a use of Draw on Power, allowing you to impart that magical energy to a friendly spellcaster that you are within touch range of. They immediately regain expended spell slots that have a combined level equal to less than the level of your Pact Mage spell slot.
Vile Resilience. You have served your Coven well and they have rewarded you with a strange magical ward, Beginning at 10th level, when you take damage from a spell or other magical effect. You can use your reaction to grant yourself resistance to the damage from the triggering spell or magical effect. You can use this reaction a number of times equal to your Charisma modifier (minimum of once and you regain all expended uses when you finish a long rest. Shared Spellcasting. Starting at 14th level you have grown powerful enough to form a Coven of your Own. At the end of a long rest, choose up to two other willing spellcasters to form your Coven with. While all members of the Coven are within 30 feet of one another. they can all cast and spell known or prepared by another member of the Coven in addition to their own spells They must still expend their own spell slots to do so. All members of a Coven are always aware of the direction in which her members fhem Coven, So long as they are on the same plane of existence. When you form a Coven, the bond remains in place until you complete 1d6 long rests, or a Coven member dies. You can then form a new Coven at the end of your next long rest
The Elder Sphinx
Expanded Spell List. The Elder Sphinx lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Command, Detect Evil and Good 2nd Lesser Restoration, Zone of Truth 3rd Clairvoyance, Slow 4th Divination, Freedom of Movement 5th Dispel Evil and Good, Greater Restoration
Guardian’s Ward. The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. Starting at 1st level, you can use an action to project a small but powerful ward outward from yourself, with a radius in feet equal to five times your proficiency bonus. When a creature enters the area of your ward, or starts its turn within it, it must succeed on a Strength saving throw in order to move. On a successful save, it can move, but it treats the area within your ward as difficult terrain. On a failed save, the creature cannot move into, or within, the area. You must concentrate on your ward as if concentrating on a spell. Your ward lasts for 1 minute, unless you choose to end it early (no action required) You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Time Slip. Beginning at 6th level, you can manipulate time, much like your patron. As an action, you can pause time and move up to twice your movement speed without provoking opportunity attacks. You can only use your movement while time is stopped, you cannot use actions, bonus actions, or reactions. Time resumes when you finish your movement. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
Inscrutable. Your patron shields you from divination magic, much like they are shielded from such spells. Beginning at 10th level, you are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Additionally, any Wisdom (Insight) checks made to ascertain your intentions or sincerity are made at disadvantage.
Eternal Guardian. The Sphinx you serve has blessed you with a semblance of their immortality. Starting at 10th level, you no longer require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from both short and long rests. In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic.
Power of the Ancients. At 14th level, you gain an empowered mastery over time, but only in your small area of influence. As an action, while your Guardian's Ward is active, you can cast a limited version of the Time Stop spell. However, you may only interact with creatures and objects within the radius of your Guardian's Ward. When the Time Stop spell ends, your Guardian's Ward ends as well. Once you use this feature you must finish a long rest before you can use it again.
The Fathomless You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? These beings are usually aberrations that are slowly trying to break into the world rather than using Aberrant Incursions. Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.
Expanded Spell List. The Fathomless lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Create or Destroy Water, Thunder Wave 2nd Gust of Wind, Silence 3rd Lightning Bolt, Sleet Storm 4th Control Water, Summon Elemental (Water) 5th Bigby’s Giant Hand (Tentacle), Cone of Cold
Tentacle of the Deeps. At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Sea. You gain a swimming speed of 40 feet, and you can breathe underwater.
Oceanic Soul. At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
Guardian Coil. At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
Grasping Tentacles. At 10th level, you learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.
Fathomless Plunge. At 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
The Fiend
You have made a pact with an evil highling, 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.
Expanded Spell List. The Fathomless lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Burning Hands, Command 2nd Blindness/Deafness, Scorching Ray 3rd Fireball, Wall of Fire 4th Fire Shield, Wall of Fire 5th Flame Strike, Hallow
Dark One’s Blessing. Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Dark One’s Own Luck. Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
Fiendish Resilience. Starting at 10th level, you can choose one damage type when you finish a 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 bombard the creature with psychic pain and visions of flame and fire. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 10d10 psychic damage as it reels from its horrific experience. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
The Genie You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach. Many genies who do not live in Drakomere are invasive forces who want a taste of the power in the Chaos. Choose one of the following types of genies: Dao (Earth), Djinni (Air), Efreeti (Fire), Marid (Water).
Spell Level
Genie Spells
Dao Spells
Djinni Spells
Efreeti Spells
Marid Spells
1st
Detect Evil and Good
Sanctuary
Thunderwave
Burning Hands
Fog Cloud
2nd
Phantasmal Force
Spike Growth
Gust of Wind
Scorching Ray
Blur
3rd
Create Food and Water
Meld Into Stone
Wind Wall
Fireball
Sleet Storm
4th
Phantasmal Killer
Stone Shape
Greater Invisibility
Fire Shield
Control Water
5th
Creation
Wall of Stone
Seeming
Flame Strike
Cone of Cold
9th
Wish
Genie’s Vessel. At 1st level, your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is. While you are touching the vessel, you can use it in the following ways: Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest. Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Elemental Gift. At 6th level, you begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sanctuary Vessel. At 10th level, when you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you. As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
Limited Wish. At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action. Once you use this feature, you can’t use it again until you finish 1d4 long rests.
The Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. These creatures can be outside Drakomere, wanting to break into Drakomere for its concentrated creation energy, or are one of the seven Aberrant Lords in the Twisted-Lands.
Expanded Spell List. The Great Old One lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. 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
Awakened Mind. Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Entropic Ward. At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
Thought Shield. Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Create Thrall. At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
The Great Wyrm
Expanded Spell List. The Great Wyrm lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Command, Thunder Wave 2nd Dragon’s Breath, Scorching Ray 3rd Fireball, Lightning Bolt 4th Vitriolic Sphere, Wall of Fire 5th Dominate Person, Cone of Cold
Draconic Spark. When you form your pact at 1st level, the Great Wyrm imbues you with a Draconic Spark, a fraction of its elemental power. Ancient dragons can impart any element, but they most often bestow one that matches their breath weapon. Choose either acid, cold, fire, lighting, or poison, for your Draconic Spark. You gain resistance to your Draconic Spark damage type, and any time you cast a warlock spell that deals damage, you can change the damage type to match your Draconic Spark. In addition, the power of your Draconic Spark allows you to speak, read, and write Draikyaan.
Elemental Potency. The power of your Spark grows, increasing the power of your spells. Starting at 6th level, when you cast a spell of 1st-level or higher that deals your Draconic Spark damage type, you gain a bonus to one damage roll of the spell equal to 1d8.
Imposing Presence. Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. Beginning at 10th level, you cannot be charmed or frightened while you are conscious.
Dragon Wings. Starting at 14th level, you can use a bonus action on your turn to manifest a pair of leathery dragon wings from your back, which grant you a flying speed equal to your movement speed, and last until you use a bonus action to dismiss them. You cannot manifest your wings while wearing armor unless the armor is specifically made to accommodate them. Any clothes you are wearing that do not accommodate your wings may be destroyed when you manifest them.
The Hexblade You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events in Drakomere to her inscrutable ends. The Raven Queen and her blades wish to break into Drakomere.
Expanded Spell List. The Heaxblade lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Shield, Wrathful Smite 2nd Blur, Branding Smite 3rd Blink, Elemental Weapon 4th Phantasmal Killer, Staggering Smite 5th Banishment, Cone of Cold
Hexblade’s Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
Hex Warrior. At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Accursed Specter. Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
Armor of Hexes. At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Master of Hexes. Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
The Primeval Growth
Expanded Spell List. The Primeval Growth lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Ensnaring Strike, Entangle 2nd Barkskin, Spike Growth 3rd Erupting Earth, Plant Growth 4th Grasping Vine, Guardian of Nature 5th Tree Stride, Wrath of Nature
Grasping Vines. When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. At 1st level, you learn the Thorn Whip cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of Cantrips Known. When you hit a creature with Thorn Whip, or when you damage or restrain a creature with one of your Primeval Growth spells, you can use a bonus action to drain the life force from one target of the spell. The creature takes necrotic damage equal to your warlock level, and you immediately gain temporary hit points equal to the necrotic damage dealt. You can use this bonus action a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Primeval Resistance. The magic of the Primeval Growth has begun to change your body. Starting at 6th level, your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast Thorn Whip, you can target up to two creatures that are within the range of the spell
Arboreal Guardian. Upon reaching 10th level, your bark-like skin grants you resistance to all non-magical bludgeoning, piercing, and slashing damage, and you no longer require food or drink, so long as you spend at least one hour in sunlight each day. Wrath of the Forest. Starting at 1 4th level, you can use an action to lash out with grasping roots at a number of creatures within 30 feet, equal to your proficiency bonus. They must make a Strength saving throw, or be restrained for 1 minute. As an action, creatures can make a Strength (Athletics) check against your warlock save DC, escaping from the primeval growth on a success. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
The Titan
Expanded Spell List. The Titan lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Catapult, Earth Tremor 2nd Enlarge/Reduce (Enlarge Only), Spike Growth 3rd Erupting Earth, Protection From Energy 4th Stoneskin, Stone Shape 5th Transmute Rock, Wall of Stone
Elder Soul. Your Titanic patron greatly enhances your durability. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. You also learn to speak, read, and write Elemental or Giant
(your choice) Whenever you make a Charisma check when
interacting with elementals (if you chose Elemental) or
giants (if you chose Giant) your proficiency bonus is doubled.
Colossal Form. Also beginning at 1st level, you can channel your patron's power to grow in size. As a bonus action on your turn, you can activate your Colossal Form, increasing your size by one category, from Medium to Large for example. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma modifier (minimum of +1): All Strength ability checks and Strength saving throws. All damage rolls for melee weapon attacks using Strength Your Colossal Form lasts for 1 minute, and only ends early if you are incapacitated or you choose to end it as a free action. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Titanic Endurance. Beginning at 6th level, you can channel the resilience of your patron to reduce incoming damage. You have a pool of d8s that you spend to fuel this damage reduction. The number of dice in the pool is equal to 1 + your warlock level. As a reaction, when you take damage, you can roll a number of dice from this pool, reducing the damage by an amount equal to your roll + your Charisma modifier. Your pool regains all expended dice at the end of each long rest.
Stalwart Brood. Your connection to your gargantuan patron has deepened. Starting at 10th level, when you make a Constitution check or Constitution saving throw, you gain a bonus to your roll equal to your Charisma modifier (minimum of +1).
Legendary Behemoth. You have mastered the magic of the titans, and can wield their power with ease. Starting at 14th level, when you adopt your Colossal Form, you can choose to grow by two size categories, from Medium to Huge for example. When you hit a creature with a weapon attack while transformed, you can roll one of the weapon's damage dice an additional time. In addition, once you adopt your Colossal Form, it lasts until you are incapacitated or end it as a free action.
The Undead
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Expanded Spell List. The Undead lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Bane, False Life 2nd Blindness/Deafness, Phantasmal Force 3rd Phantom Steed, Speak With the Dead 4th Death Ward, Great Invisibility 5th Antilife Shell, Cloudkill
Form of Dread. At 1st level you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
Grave Touched. At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe. In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
Necrotic Husk. At 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.
In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.
Spirit Projection. At 14th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice). While projecting your spirit, you gain the following benefits: Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage. When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost. You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt. Once you use this feature, you can’t do so again until you finish a long rest.
The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.
Expanded Spell List. The Undying lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st False Life, Ray of Sickness 2nd Blindness/Deafness, Silence 3rd Feign Death, Speak With the Dead 4th Aura of Life, Death Ward 5th Contagion, Legend Lore
Among the Dead. Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Defy Death. Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. Once you use this feature, you can’t use it again until you finish a long rest.
Undying Nature. Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Indestructible Life. When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. You can use this feature number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
The Wild Hunt
Expanded Spell List. The Wild Hunt lets you choose from an expanded list of spells when you learn warlock spells. Beginning at 1st level, the following spells are added to the warlock spell list for you. Spell Level Spells 1st Beast Bond, Hail of Thorns 2nd Beast Sense, Find Steed 3rd Conjure Barrage, Haste 4th Find Greater Steed, Locate Creature 5th Conjure Volley, Tree Stride
Hunter’s Quarry. You can mark a creature as a quarry of the Wild Hunt. At 1st level, you learn the Hunter's Mark spell. It counts as a warlock spell for you, but it doesn't count against your Spells Known. When you hit a creature with a weapon attack, you can cast Hunter's Mark, targeting that creature, at a level equal to your Pact Magic spell slot, without expending a spell slot. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Wild Warrior. Upon entering into your pact at 1st level, the dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain proficiency in the Survival skill, and with all medium armor, shields, and martial weapons.
Extra Attack. At 6th level you can perform an additional attack as part of the Attack action. If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.
Spirit of the Hunt. Starting at 6th level, you can use an action to summon a Wild Spirit to join you for 1 minute. As a bonus action, you can command the Wild Spirit to harry a creature within 60 feet, reducing the it's movement speed by a number of feet equal to five times your Charisma modifier (minimum of 5 feet) You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Predatory Resolve. The wild fervor of the Wild Hunt heightens your instincts. Starting at 10th level, you gain the following benefits: When a creature marked by Hunter's Mark hits you with an attack, you can use your reaction to grant yourself a bonus to your Armor Class equal to your Charisma modifier (minimum of +1) against that attack. While you have a Wild Spirit summoned and you are hit by an attack, you can use your reaction to have the Spirit take the damage of the attack and immediately disappear.
Master of the Hunt. Upon reaching 14th level, you can call on your allies to join you in the Wild Hunt. When you mark a creature with the Hunter's Mark spell, you can extend the benefits of Hunter's Mark to up to two other friendly creatures of your choice.