Warlock

With a pseudodragon curled on his shoulder, a young centaur in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened Kethie whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnoll chants the mystic ritual that will open a doorway to a distant world.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Class Table
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 - 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 Otherworldly Pact Feature 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

Warlock Features Summarized
Feature Level Quick Explanation
Otherworldly Patron 1st You choose your subclass, and gain features at 1st, 6th, 10th, 14th, and 18th Level
Pact Magic 1st You gain Pact Spellcasting that uses Charisma and Learning Spells
Draw on Power 1st You can regain all your expended Pact Slots
Eldritch Invocations 2nd You gain a couple of a variety of benefits that transmute and increase your power in a variety of ways
Pact Boon 3rd You get a powerful tool from your Patron that enhances your power in a variety of ways
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Mystic Arcanum (6th Level) 11th You get a 6th Level Spell once per Long Rest
Mystic Arcanum (7th Level) 13th You get a 7th Level Spell once per Long Rest
Mystic Arcanum (8th Level) 15th You get a 8th Level Spell once per Long Rest
Mystic Arcanum (9th Level) 17th You get a 9th Level Spell once per Long Rest
Eldritch Master 20th You get unlimited uses of Draw on Power but can use it quickly a limited number of times


Otherworldly Pact

1st, 6th, 10th, 14th, 18th Level Warlock Feature
You choose one of the Otherworldly Pacts in the table below that represents the being with whom you've struck a pact.

Otherworldly Pacts
Otherworldly Pact Complexity (1-5) Description
The Archfey 1 You use fey magic to Charm and Frighten creatures, manipulating your foes’ emotions to shape them to your will.
The Banshee 2 You embody the deathly qualities of your patron, harrying foes with your mournful wail while becoming incorporeal as a banshee.
The Celestial 2 You embody divine powers to heal your allies and blind your foes.
The Coven 4 You use strange magic to empower your allies and ward yourself as you form your own Coven.
The Elder Sphinx 3 You gain power of time and divination magic to ward your allies and hinder the foes around you.
The Fathomless 3 You command the seas and tentacles of the deep to grasp your foes and gain power over the waters.
The Fiend 1 You use the forces of fire and fury to drive your foes to their doom and gain a fiendish resilience to their futile attempts to harm you.
The Genie 3 You take on the power of a type of genie, gaining a vessel that you use as a catalyst for your elemental power.
The Great Old One 2 You use the incomprehensible to gain power over the minds of others to communicate with your allies and psychically rebuke and control your foes.
The Great Wyrm 2 You take the elemental power of dragons and their command of the skies to destroy your foes.
The Hexblade 2 You use blades you have bonded to in order to mark your foes for death who you mercilessly hunt down.
The Primeval Growth 3 You use the power of nature to restrict your foes and drain their life as you gain a bark like skin that helps you resist attacks.
The Titan 2 You grow in size and resilience as your strength increases.
The Unblinking 3 You gain otherworldly sight as a large unblinking eye grows on your forehead which improves your ray spells and nullifies magic.
The Undead 3 You take on the horrifying visage of death and project your spirit to terrify your foes and gain ghostly resilience.
The Wild Hunt 2 You become a part of the Wild Hunt, the very instinct of carnivorous predators to hunt down their prey.


Pact Magic

1st Level Warlock Feature
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 Pact Magic 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 Charisma Modifier + Your Proficiency Bonus
Spell Attack Bonus. Your Charisma Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
Spell Learning Method. You learn one new Spell every Level.

Warlock Spell List
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 21 5 5th


Draw on Power

1st Level Warlock Feature
You can call on your patron to uphold their bargain as an Action. When you do so, you regain all expended Pact Slots. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Eldritch Invocations

2nd Level Warlock Feature
You gain two Eldritch Invocations of your choice. The Eldritch Invocation Options are detailed at the end of the class description. When you gain certain Levels in this class, you gain additional Invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Pact Boon

3rd Level Warlock Feature
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 is as a magical Weapon.
Your Pact Weapon disappears if it is more than 5ft away from you for 1 minute or more. It also disappears if you use summon another Pact Weapon, 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 Short or Long Rest. You can then dismiss the Weapon, shunting it into an extradimensional space. Whenever you summon a Pact Weapon you can also summon a magic Weapon you have bonded to instead of another Weapon. You can’t bond to an Artifact or a sentient Weapon in this way. The Weapon ceases being your Pact Weapon if you die, if you perform the 1-hour ritual on a different Weapon, or if you use a 1-hour ritual to break your bond to it. The Weapon appears at your feet if it is in the extradimensional space when the bond breaks.
  • Pact of the Chain. You learn the Find Familiar Spell as a Warlock 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: Gazer, Geonid, Imp, Inkling Mascot, Pseudodragon, Quasit, Sprite, or Will-o-Wisp.
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 Eye. Your patron grants you enhanced magical sight, for a price. Upon choosing this pact, one or more of your eyes are each replaced with a magical Pact Eye that reflects the nature of your patron.
Your Pact Eye grants you Proficiency in Perception. You can also draw on the powers of your Pact Eye as a Bonus Action while inspecting or searching for a creature or object. That creature or object is magically revealed to you. You learn its location (if you don’t know it already), and see it as if you had Truesight.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
  • Pact of the Flesh. Your patron twists your body to reflect their physical form. While you are not wearing Armor or wielding a Shield, your AC is equal to 10 + your Dexterity Modifier + your Charisma Modifier, and your Speed increases by 10ft.
  • Pact of the Hourglass. Your patron has gifted you a mystical timekeeping device. This Pact Hourglass takes the form of any timekeeping device you choose, and it can be used as a Warlock Spellcasting Focus. While holding it, you always know the exact current time.
At the start of each round while your Pact Hourglass is on your person, you can choose one creature under the effects of one of your Spells. You can increase or decrease the Initiative Score of that creature by an amount equal to your Charisma Modifier.
If you lose your Pact Hourglass, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Hourglass. The Pact Hourglass turns to sand when 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 are wearing your Pact Shroud, you gain Proficiency in Stealth.
While you are Concentrating on an effect, you can take the Hide Action as Bonus Action, even if you are being directly observed, and you can do so and make a Charisma (Stealth) Check instead of a Dexterity (Stealth) Check.
Your Pact Shroud disappears if it is more than 5ft away from you for 1 minute, if you summon it again, if you dismiss it as a Free Action, 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 Short or Long Rest. Once complete, you can shunt it to an extradimensional space, or summon it back, as an Action. You cannot bond to artifacts or sentient clothing in this way, and you can only have one Pact Shroud bound at a time.
  • Pact of the Strings. Your patron gives you a Pact Instrument to deliver your Spells. This Pact Instrument takes the form of any Musical Instrument you choose. While you hold the Pact Instrument, you can use an Action to transform it into another kind of musical instrument. You are considered Proficient with your Pact Instrument and can use it as a Warlock Spellcasting Focus.
When you cast a Spell using your Pact Instrument, you can target a creature you cannot see if it can hear you play the instrument. You do not need to guess the creature’s space to target it in this way, and the creature gains no benefit from Cover or from being Hidden to you. If the creature cannot hear you play the instrument or is out of Range of the Spell, the Spell fails.
If you lose your Pact Instrument, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Instrument. The Pact Hourglass turns to ash when you die.
  • Pact of the Talisman. Your patron gives you an amulet, a Talisman that can aid the wearer when the need is great. When the wearer makes an Ability Check or Saving Throw, it adds a d4 to the roll.
If you lose your Talisman, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Talisman. The Talisman turns to ash when you die.
  • Pact of the Tome. Your patron gives you a grimoire called a Book of Knowledge. Choose three Cantrips from any class’s Spell List (the three don’t need to be from the same Spell List). While the book is on your person, you can cast those Cantrips as if they were Warlock Spells. They don’t count against your number of Cantrips Known.
If you lose your Book of Shadows, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Book of Shadows. The Book of Shadows turns to ash when you die.
  • Pact of the Vessel. Your patron gives you a Pact Vessel for the creation of potions and poultices. This vessel takes the form of a chalice, a cauldron, or any other Tiny object of your choice that is capable of holding liquid. While the Pact Vessel is on your person, you gain the following benefits:
  • You can use the Pact Vessel as a Warlock Spellcasting Focus.
  • You can use the Pact Vessel as a Herbalism Kit, a Poisoner's Kit, and a set of Alchemist's Supplies. You have Proficiency and Expertise with these Tools when you your Pact Vessel acts as them.
  • You can use an Action to magically fill the Pact Vessel with 1 pint of a liquid of your choice. To create a liquid worth 1GP per pint or more, you must first expend material goods worth the price of the liquid by submerging them in the vessel, irreversibly transforming those materials into the desired liquid.
If you lose your Pact Vessel, you can perform a 1-hour ritual to receive a replacement from your patron. This ritual can be performed during a Short or Long Rest, and it destroys the previous Pact Vessel. The Pact Vessel turns to ash when you die.


Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Warlock Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Mystic Arcanum (6th Level)

11th Level Warlock Feature
Your patron bestows upon you a magical secret called an arcanum. Choose one 6th Level Spell from any class's Spell List to serve as your 6th Level Arcanum Spell.
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.

Mystic Arcanum (7th Level)

13th Level Warlock Feature
Your patron bestows upon you a magical secret called an arcanum. Choose one 7th Level Spell Spell from any class's Spell List to serve as your 7th Level Arcanum Spell.
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.

Mystic Arcanum (8th Level)

15th Level Warlock Feature
Your patron bestows upon you a magical secret called an arcanum. Choose one 8th Level Spell from any class's Spell List to serve as your 8th Level Arcanum Spell.
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.

Mystic Arcanum (9th Level)

17th Level Warlock Feature
Your patron bestows upon you a magical secret called an arcanum. Choose one 9th Level Spell from any class's Spell List to serve as your 9th Level Arcanum Spell.
You can cast your Arcanum Spell from this feature as a Warlock Spell, once you do so, you must finish a Long Rest before you can do so again.

Eldritch Master

20th Level Warlock Feature
Power flows freely through you. You can use your Draw on Power feature an unlimited number of times. Additionally, you can use it as a Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest

Eldritch Invocation Options

Warlock Eldritch Invocation Options
To select an Eldritch Invocation, you must meet the requirements in the parentheses after the name of the Eldritch Invocation. If a Level is listed as a prerequisite, you must have that many Levels in this class.

  • Armor of Shadows. You can cast the Mage Armor Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.
  • Beast Speech. You can cast the Speak With Animals Spell at will, without expending a spell slot.
  • Beguiling Influence. You gain Proficiency in Deception and Persuasion.
  • Devil’s Sight. You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft.
  • Eldritch Mind. You have Advantage on Constitution Saving Throws that you make to maintain Concentration on an effect.
  • Eldritch Sight. You can cast the Detect Magic Spell 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 the False Life Spell at will, without expending a Spell Slot or Material Components. When cast in this way, the Spell can only target you.
  • 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 the Disguise Self Spell at will, without expending a Spell Slot.
  • Misty Visions. You can cast the Silent Image Spell at will, without expending a Spell Slot or Material Components.
  • Thief of Five Fates. You can cast Bane once as a Warlock Spell Slot. You can’t do so again until you finish a Long Rest.
  • Agonizing Blast (Eldritch Blast Cantrip). When you cast the Eldritch Blast Cantrip, you add your Charisma Modifier to the Damage it deals on a hit.
  • Eldritch Spear (Eldritch Blast Cantrip). When you cast the Eldritch Blast Cantrip, its Range is 300ft.
  • Eldritch Blade (Eldritch Blast Cantrip). The Eldritch Blast Cantrip has its Range reduced to 5ft and deals 1d12 Force Damage for you. Any features that increase the Range of the Eldritch Blast Cantrip do not affect it while you have this Eldritch Invocation selected.
  • Grasping Blast (Eldritch Blast Cantrip). When you hit a creature with the Eldritch Blast Cantrip, you can move that creature in a straight line 10ft closer to you.
  • Lance of Lethargy (Eldritch Blast Cantrip). Once on each of your turns when you hit a creature with the Eldritch Blast Cantrip, you can reduce that creature's Speed by 10ft until the end of your next turn.
  • Repelling Blast (Eldritch Blast Cantrip). When you hit a creature with the Eldritch Blast Cantrip, you can move that creature in a straight line 10ft away from you.
  • Improved Pact Weapon (Pact of the Blade feature). You can use any Weapon you summon with your Pact of the Blade feature as a Warlock Spellcasting Focus.
In addition, the weapon gains a +1 bonus to its Attack and Damage Rolls.
Finally, the Weapon you conjure can be a Martial Ranged Weapons|Shortbow, Martial Ranged Weapons|Longbow, Simple Ranged Weapons|Light Crossbow, or Martial Ranged Weapons|Heavy Crossbow.
  • Scrying Pool (Pact of the Cauldron Pact Boon). You can cast the Augury Spell without expending a Spell Slot or Material Components by staring into your Cauldron for 1 minute. You can cast the Augury Spell once in this way per Long Rest.
  • Gift of the Ever-Living Ones (Pact of the Chain Pact Boon). Whenever you regain Hit Points while your Familiar is within 100ft of you, use the maximum result for any dice rolled to determine those Hit Points.
  • Investment of the Chain Master (Pact of the Chain Pact Boon). When you cast the Find Familiar Spell with your Pact of the Chain Pact Boon, you infuse the Familiar summoned with a measure of your eldritch power, granting the creature the following benefits:
  • The Familiar gains either a 40ft Flying or Swimming Speed (your choice).
  • As a Bonus Action, you can command the Familiar to take the Attack Action on its turn.
  • 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 if that is higher than the normal 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 Pact Boon). You can communicate telepathically with your Familiar and perceive through your Familiar's senses as a Free Action 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 Pact Boon). At the end of a Long Rest, you can create one of the following substances in your Pact 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 Pact Boon). 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 Pact Boon). As a Bonus Action, you can morph one or both of your hands into strange and savage, Eldritch Claws reminiscent of your patron's physical form. These Eldritch Claws are Simple Weapons that you are Proficient with, and deals 1d6 Slashing Damage on hit. If you have two free hands, they deal 1d8 Slashing Damage on a hit instead.
  • Knowledge of Antiquity (Pact of the Hourglass Pact Boon). 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 Pact Boon). As a Reaction, when you take Damage while you are wearing your Pact Shroud, you can have your Pact Shroud to absorb some of the Damage. You gain Resistance to the Damage from that Attack, but your Pact Shroud disappears, and you must finish a Long Rest before you can summon it again.
  • Harmonic Spellcasting (Pact of the Strings Pact Boon). When you use your Pact Instrument as a Warlock Spellcasting Focus for a Spell with a Verbal Component, the Spell Save DC for that spell is increased by 1.
  • Rebuke of the Talisman (Pact of the Talisman Pact Boon). When the wearer of your Pact Talisman is hit by an Attacker you can see within 30ft of you, you can use your Reaction to deal Psychic Damage to the Attacker equal to your Proficiency Bonus and push it up to 10ft away from the Talisman’s wearer.
  • Aspect of the Moon (Pact of the Tome Pact Boon). 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 Pact Boon). 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 don’t need to be from the same Spell List). The Spells appear in the Book of Shadows and don’t count against your number of Warlock Spells Known. 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. The transcriptions process takes 2 hours and costs 50GP for each Level of the Spell, representing 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 is a 5ft Moving Emanation. It lasts until you’re Incapacitated or you dismiss it as a Free Action.
The aura grants you advantage on Strength and 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.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
  • Eldritch Survivalist (5th Level). You ignore the effects of Extreme Heat and Extreme Cold, and you don't need to drink water or eat food to survive.
  • 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 the Water Breathing Spell at will, without expending a Spell Slot, once you do so, you can't do so again until you finish a Long Rest.
  • Mire the Mind (5th Level). You can cast the Slow Spell once as a Warlock Spell. Once you do so, 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, Bonus Action, or Reaction.
  • Sign of Ill Omen (5th Level). You can cast the Bestow Curse Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
  • Tomb of Freezing Ice (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. Before you take the triggering Damage, you gain a number of Temporary Hit Points equal to 10 times your Warlock Level. 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 at the end of your next turn. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
  • Undying Servitude (5th Level). You can cast the Animate Dead Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish 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 30ft of you and within your line of sight.
  • Thirsting Claws (5th Level, Eldritch Claws Eldritch Invocation). When you take the Attack Action and make all Attacks with your Eldritch Claws, you can make one additional Attack with your Eldritch Claws as part of that Action. Your Eldritch Claws also count as magical for the purpose of overcoming Immunity and resistant to non-magical Damage.
  • Eldritch Smite (5th Level, Pact of the Blade Pact Boon). When you hit a creature with your Pact Weapon, you can expend a Warlock Spell Slot to deal an additional 1d8 Force Damage to the target, plus an additional 1d8 Force Damage per Slot Level, you can also knock the target Prone if it is Huge or smaller.
  • Thirsting Blade (5th Level, Pact of the Blade Pact Boon). When you take the Attack Action and make all Attacks with your Pact Blade, you can make one additional Attack with your Pact Blade as part of that Action.
  • Potent Poultices (5th Level, Pact of the Chalice Pact Boon). As an Action, you can cast the Lesser Restoration Spell without expending a Spell Slot. You can cast the Lesser Restoration Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
  • Grasping Tentacles (5th Level, Pact of the Flesh Pact Boon). When you take the Attack Action on your turn, you can use your Bonus Action to make a Grapple Attack against a creature as long as you have a free hand. When you make a Grapple Attack, you can make a Charisma (Athletics) Check to do so instead of making a Strength (Athletics) Check.
  • Notes of Power (5th Level, Pact of the Strings Pact Boon). When you use your Pact Instrument to cast a Spell, roll a d8, the Spell deals additional Damage equal tot he number rolled. If the Spell targets multiple creatures, one creature of your choice takes the Bonus Damage.
  • Far Scribe. (5th Level, Pact of the Tome Pact Boon). 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 expending a Spell Slot or 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 the Hexblade's Curse feature or the Sign of Ill Omen Eldritch Invocation. When you do so, you deal Psychic Damage to the cursed target and each creature of your choice that you can see within 5ft of it. The Psychic Damage equals your Charisma Modifier. To use this Eldritch Invocation, you must be able to see the cursed target, and it must be within 30ft of you.
  • Bewitching Whispers (7th Level). You can cast the Compulsion Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
  • Dreadful Word (7th Level). You can cast the Confusion Spell once as a Warlock Spell. Once you do so, 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 out to a Range of 30ft, and gain Darkvision out to a Range of 30ft. This special sight lasts for 1 minute or until your Concentration on the effect end. During that time, you perceive objects as ghostly, transparent images. You can use this Eldritch 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 the Polymorph Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
  • Trickster's Escape (7th level). You can cast the Freedom of Movement Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest. When you cast the Spell in this way, you can only target yourself.
  • Cloak of Twilight (7th Level, Pact of the Shroud Pact Boon). You can cast the Greater Invisibility Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
  • Protection of the Talisman (7th Level, Pact of the Talisman Pact Boon). When the wearer of your Pact Talisman fails a Saving Throw, they can add a d4 to the roll. This benefit can be used a number of times equal to your Proficiency Bonus, regaining expended uses at the end of 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 30ft to an unoccupied space you can see within 5ft of the target cursed by your Hex Spell or by a warlock feature of yours, such as the Hexblade's Curse feature or Sign of Ill Omen Eldritch Invocation Eldritch Invocation. To teleport in this way, you must be able to see the cursed target.
  • Ascendant Step (9th Level). You can cast the Levitate Spell at will, without expending a Spell Slot or Material Components. When cast in this way, you can only target yourself with the Spell.
  • Minions of Chaos (9th Level). You can cast the Conjure Elemental Spell once as a Warlock Spell. Once you do so, you can’t do so again until you finish a Long Rest.
  • Otherworldly Leap (9th Level). You can cast the Jump Spell at will, without expending a Spell Slot or Material Components.
  • Whispers of the Grave (9th Level). You can cast the Speak With Dead Spell at will, without expending a Spell Slot or Material Components.
  • Cup of Protection (9th Level, Pact of the Chalice Pact Boon). As an Action, for the next minute, if 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 Pact Boon). As a Bonus Action, you gain yourself Temporary Hit points equal to your Charisma Modifier.
  • Gift of the Protectors (9th Level, Pact of the Tome Pact Boon). 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, 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 Pact Boon). When you hit a creature with your Pact Weapon, the creature takes extra Necrotic Damage equal to your Charisma Modifier.
  • Bond of the Talisman (12th Level, Pact of the Talisman Pact Boon). While someone else is wearing your Pact 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 by either creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
  • Master of Myriad Forms (15th Level). You can cast the Alter Self Spell at will, without expending a Spell Slot.
  • Shroud of Shadow (15th Level). You can cast the Invisibility Spell at will, without expending a Spell Slot.
  • Visions of Distant Realms (15th Level). You can cast the Arcane Eye Spell at will, without expending a Spell Slot.
  • Chains of One-Eyed Flame (15th Level, Pact of the Chain Pact Boon). You can cast the Hold Monster Spell at will, without expending a Spell Slot or Material Components. When you cast the Spell in this way, you can only target a Highlings or Elemental. After the Spell ends on a creature, you can't target that creature again in this way.
  • Alchemical Restoration (15th Level, Pact of the Chalice Pact Boon). 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 Pact Boon). 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 Walking Speed.
  • Temporal Rewind. (15th Level, Pact of the Hourglass Pact Boon). As a Reaction at the end of your turn, you can undo everything that happened that turn. You return to the space where you began that turn, regain all resources you expended that turn, and remove all Damage or healing done that turn. You then immediately repeat your turn, with foreknowledge of what will occur, however, you do not regain your Reaction.


Otherworldly Pacts

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.

Archfey Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Fey Presence 1st You can Charm or Frighten nearby enemies
Misty Escape 6th You can teleport and become Invisible
Beguiling Defenses 10th You're Immune to Charm and Charm those that try Charm you
Dark Delirium 14th You can make a creature think it's in a different world
Eternal Charm 18th You're Charms last Until Dispelled


Expanded Spell List

1st Level The Archfey Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
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

1st Level The Archfey Feature
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the Fey. As an Action, you force each creature of your choice within 10ft of you to make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is Charmed by you or Frightened of you (your choice) until the end of your next turn.
You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Misty Escape

6th Level The Archfey Feature
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 60ft 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

10th Level The Archfey Feature
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are Immune to the Charmed Condition, 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 that attempted to Charm you must succeed on a Wisdom Saving Throw against your Spell Save DC or be Charmed by you for 1 minute or until that creature takes any damage.

Dark Delirium

14th Level The Archfey Feature
You can plunge a creature into an illusory realm. As an Action, choose a creature that you can see within 60ft of you. It must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, it is Charmed by you or Frightened of you (your choice) for 1 minute or until you lose Concentration on this effect broken. This effect ends early if that creature takes any Damage.
While Charmed in this way, 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.

Eternal Charm

18th Level The Archfey Feature
When you Charm a creature, it lasts until Dispelled.


The Banshee

The Banshee. Betrayed in life and left to wander the world as an undead you sought to make a pact with this entity to finally put it to rest. The power of the banshee manifested in you allowing you a lew of the legendary undead's abilities.

Banshee Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Mournful Wail 1st You can wail to Deafen and Frighten your foes
Incorporeal Movement 6th You can move through creatures and objects
Stolen Breath 10th You don't need air, sustenance, or sleep, gain Resistance to Cold Damage and can reduce Damage you take
Scream of the Banshee 14th Your Mournful Wail is improved to a scream, dealing Psychic Damage and aging targets
Banshee's Nature 18th You don't age, can't be aged, gain Truesight, and Immunity to Cold Damage


Expanded Spell List

1st Level The Banshee Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Ray of Sickness, Witch Bolt
2nd Phantasmal Force, Wither and Bloom
3rd Bestow Curse, Cold Snap
4th Aversion, Death Ward
5th Antilife Shell, Cone of Cold


Mournful Wail

1st Level The Banshee Feature
You can channel the power of the banshee's wail as an Action. Every creature in 15ft Emanated Cone must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, a creature is Deafened and Frightened of you 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.

Incorporeal Movement

6th Level The Banshee Feature
You can make your body fade as the ghosts of this realm do. You can move through other creatures and objects as if they were Difficult Terrain. You take 1d10 Force Damage if you end your turn inside a creature or object.

Stolen Breath

10th Level The Banshee Feature
You no longer require air, food, drink, or sleep. Your skin starts to turn pale and you no longer feel pain, giving you Resistance to Cold Damage.
Whenever you take Damage, you can use your Reaction to nullify some of that Damage as you are numbed to pain. When you do so, you gain Resistance to that Damage.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Scream of the Banshee

14th Level The Banshee Feature
You can channel the true wrath of a banshee. When you use your Mournful Wail feature, the Range is now a 60ft Emanated Cone. Additionally, all creatures that fail the Saving Throw against your Mournful Wail feature also takes 8d8 Psychic Damage and age 1d10 years, and all creatures who succeed the Saving Throw take half as much Damage and age half as much. Additionally, your Mournful Wail feature now has an unlimited amount of uses.

Banshee's Nature

18th Level The Banshee Feature
As you take on the pure form fo the Banshee, you gain the following benefits:

  • You no longer age and can't be aged magically.
  • You gain Truesight out to a Range of 60ft
  • You gain Immunity to Cold Damage.



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.

Celestial Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Bonus Cantrips 1st You get the Light and Sacred Flame Cantrips
Healing Light 1st You have a pool of innate healing
Radiant Soul 6th You get Resistance to Radiant Damage and can deal extra Fire and Radiant Damage
Celestial Radiance 10th You give nearby allies Temporary Hit Points
Searing Vengeance 14th When you would die you can choose not to and deal Damage to nearby enemies
Blinding Blink 18th You can teleport and Blind nearby enemies


Expanded Spell List

1st Level The Celestial Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spell
1st Cure Wounds, Guiding Bolt
2nd Flaming Sphere, Lesser Restoration
3rd Life Transference, Revivify
4th Guardian of Faith, Wall of Fire
5th Greater Restoration, Heavenly Pillar


Bonus Cantrips

1st Level The Celestial Feature
You learn the Light and Sacred Flame Cantrips. They count as Warlock Cantrips for you, and they don’t count against your number of Cantrips Known.

Healing Light

1st Level The Celestial Feature
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 60ft of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma Modifier. You restore a number of Hit Points equal to the total result of the dice expended. Your pool regains all expended dice when you finish a Long Rest.

Radiant Soul

6th Level The Celestial Feature
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 Damage roll of the Spell against one of its targets.

Celestial Resilience

10th Level The Celestial Feature
You gain divine vitality as you recuperate. When you finish a Long Rest, choose up to five other creatures, you and the chosen creatures each gain a number of Temporary Hit Points equal your Warlock Level + your Charisma Modifier.

Searing Vengeance

14th Level The Celestial Feature
The radiant energy you channel allows you to resist death. When you would 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 choose to do so. Each creature of your choice that is within 30ft of you takes Radiant Damage equal to 2d8 + your Charisma Modifier, and is Blinded until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a Long Rest.

Blinding Blink

18th Level The Celestial Feature
As a Bonus Action, you can teleport to an unoccupied space within 30ft of you. After you do, all creatures of your choice within 15ft of you must make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is Blinded until the end of your next turn.


The Coven

Grandmother, wood witch, medicine woman, old crone; the strange creatures known as hags go by many names. Their motivations are nearly alays sinister, and they delight in the suffering of others. When hags gather and form a magic pact, known as a Coven, they gain access to power beyond what any of them could hope to achieve individually. Together, their ability to sow pain increases tenfold. What strange bargain have you made to access the Coven's unorthodox magic?

Coven Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Weird Magicks 1st You can change the Damage Type of your Spells
Deviant Recovery 6th You can use Draw on Power to give your allies their Spell Slots back
Vile Resilience 10th You can use a Reaction to gain Resistance to Damage from magic
Personal Coven 14th You can form a Coven with your allies and share Known Spells
Potent Coven 18th Coven Spells are cast at a higher Level


Expanded Spell List

1st Level The Coven Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Caustic Brew, Hideous Laughter
2nd Alter Self, Wither and Bloom
3rd Bestow Curse, Stinking Cloud
4th Aversion, Lost Legacy
5th Contagion, Dominate Person


Weird Magicks

1st Level The Coven Feature
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 Spell 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

6th Level The Coven Feature
You have been granted rare insights into the magic of Covens. As an Action, you can expend a use of your Draw On Power feature. When you do this, you touch a number of willing Spellcasters equal to your number of maximum Pact Slots. A Spellcaster you touch in this way immediately regains expended Spell Slots that have a combined Level equal to the Level of your Pact Slot.

Vile Resilience

10th Level The Coven Feature
You have served your Coven well and they have rewarded you with a strange magical ward, When you take Damage from a spell or other magical effect. You can use your Reaction when you would take Damage from a Spell or a magical effect. When you do so, you gain Resistance to all the Damage dealt by that Spell or magical effect until the start of your next turn.
You can use this Reaction a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.

Personal Coven

14th Level The Coven Feature
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 30ft of one another, all members of the Coven can cast the Spells Prepared by another member of the Coven in addition to the member's own Spells.
All members of a Coven are always aware of the location of all other members, as long as all members are on the same plane of existence.
When you form a Coven, the bond remains in place until you finish 1d6 Long Rests, or a Coven member dies. You can then form a new Coven at the end of your next Long Rest.

Potent Coven

18th Level The Coven Feature
When you, or a member of your Coven from your Personal Coven feature casts a Spell gained from your Personal Coven feature, that Spell is cast at 1 Level higher.


The Elder Sphinx

Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten deities. They are masters of riddles and other trials that reveal the true nature of those they put to the test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.
You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather then perish you opted to serve them with your life?

Elder Sphinx Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Guardian's Ward 1st You can create a slowing field
Time Slip 6th You can effectively teleport double your Speed by stopping time
Inscrutable 10th You're better at lying and immune to Divination Spells
Eternal Guardian 10th You don't need sustenance or sleep and age much slower
Power of the Ancients 14th You can cast the Time Stop Spell in your Guardian's Ward
A Game of Riddles 18th You can counter Spells cast by enemies if they fail a Wisdom Saving Throw


Expanded Spell List

1st Level The Elder Sphinx Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Command, Sanctuary
2nd Lesser Restoration, Zone of Truth
3rd Sending, Slow
4th Arcane Eye, Locate Creature
5th Dispel Evil and Good, Legend Lore


Guardian’s Ward

1st Level The Elder Sphinx Feature
The power granted by your patron allows you to prevent the unworthy from approaching you, or the things you protect. You can use an Action to project a small but powerful ward outward from yourself, that is a Still Emanation with a Radius of a number of feet equal to 5 x your Charisma Modifier. When a creature enters the area of your Ward, or starts its turn within it, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, the creature's Speed is reduced to 0 until the start of its next turn. On a successful Save, the target is Slowed until the start of its next turn. The Ward lasts for 1 minute, until you lose Concentrate on the Ward, or until you leave the area of the Ward.
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

6th Level The Elder Sphinx Feature
You can manipulate time, much like your patron. As a Bonus Action, you can pause time and move up to twice your Speed without provoking Opportunity Attacks. You can only use your Speed 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

10th Level The Elder Sphinx Feature
Your patron shields you from divination magic, much like they are shielded from such spells. You are immune to any effect that would sense your emotions or read your thoughts, as well as any Divination Spell that you choose not to be affected by. Additionally, any Wisdom (Insight) Checks made to ascertain your intentions or sincerity are made at Disadvantage.

Eternal Guardian

10th Level The Elder Sphinx Feature
The Sphinx you serve has blessed you with a semblance of their immortality. You no longer require food, drink, or sleep. 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

14th Level The Elder Sphinx Feature
You gain an empowered mastery over time, but only in your small area of influence. As an Action, while your Guardian's Ward feature is active, you can cast a limited version of the Time Stop Spell without expending a Spell Slot or Material Components. While the Time Stop Spell is active in this way, you can only interact with creatures and objects within the area of your Guardian's Ward feature. When this casting of the Time Stop Spell ends, your Guardian's Ward feature ends as well.
Once you use this feature you must finish a Long Rest before you can use it again.

A Game of Riddles

18th Level The Elder Sphinx Feature
When a creature you can see within 30ft of you casts a Spell, you can use your Reaction to present a riddle to that creature. When you do, that creature either must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the Spell fails and has no effect.


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.

Fathomless Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Tentacle of the Deeps 1st You create a Tentacle to Attack enemies
Gift of the Sea 1st You can swim and breathe underwater
Oceanic Soul 6th You get Resistance to Cold Damage and can speak to anyone while underwater
Guardian Coil 6th You can use your Tentacle to block Damage
Grasping Tentacles 10th You get the Black Tentacles Spell, it gives you Temporary Hit Points when you cast it, and it's harder for you to lose Concentration on it
Fathomless Plunge 14th You can teleport to water
Grasp of the Deep 18th You can Grapple nearby enemies


Expanded Spell List

1st Level The Fathomless Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Create or Destroy Water, Fog Cloud
2nd Gust of Wind, Silence
3rd Lightning Bolt, Thunderstep
4th Control Water, Summon Elemental (Water elemental only)
5th Arcane Hand (Appears as a Tentacle), Cone of Cold


Tentacle of the Deeps

1st Level The Fathomless Feature
You can magically summon a spectral Tentacle that strikes at your foes. As a Bonus Action, you create a 10ft long Tentacle at a point you can see within 60ft of you. The Tentacle lasts for 1 minute or until you use this feature to create another Tentacle. As part of the Bonus Action you use to summon the Tentacle and as a Bonus Action on each subsequent turn while the Tentacle is active, you can move the Tentacle up to 30ft and make a Melee Spell Attack against one creature within 10ft of it. On a hit, the target takes 1d8 Cold Damage, and its Speed is reduced by 10ft until the start of your next turn. When you reach 10th Level in this class, the Damage increases to 2d8.
You can summon the Tentacle a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Gift of the Sea

1st Level The Fathomless Feature
You gain a Swimming Speed of 40ft, and can breathe both air and water.

Oceanic Soul

6th Level The Fathomless Feature
You are now even more at home in the depths. You gain Resistance to Cold Damage. In addition, when you are fully submerged in water, any creature that is also fully submerged in that water can understand your speech, and you can understand theirs.

Guardian Coil

6th Level The Fathomless Feature
Your Tentacle of the Deeps feature can defend you and others, interposing itself between them and harm. When you or a creature you can see takes Damage while within 10ft of your Tentacle summoned by your Tentacle of the Deeps feature, you can use your Reaction to choose one of those creatures and reduce the Damage taken by that creature by 1d8. When you reach 10th Level in this class, the Damage reduced is increased to 2d8.

Grasping Tentacles

10th Level The Fathomless Feature
You learn the Black Tentacles Spell. It is a Warlock Spell for you, and does not count against your number of Spells Known. You can also cast the Black Tentacles Spell as a Warlock Spell once without expending a Spell Slot, regaining the ability to do so when you finish a Long Rest.
Whenever you cast the Black Tentacles 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 the Spell.

Fathomless Plunge

14th Level The Fathomless Feature
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 30ft of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water of your choice that you’ve seen that's the size of a pond or larger, or within 30ft of it, each creature appears in an unoccupied space within 30ft 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.

Grasp of the Deep

18th Level The Fathomless Feature
As an Action, you usher in the restricting grasp of the deep. Choose any number of creatures within 120ft of you. Those creature make a Dexterity Saving Throw as tentacles grasp them. On a failed Save, a creature is Grappled for 1 minute. At the end of a Grappled creature's turn, it can repeat the Save, ending the effect on a success.


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.

Fiend Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Dark One's Blessing 1st When you kill an enemy you get Temporary Hit Points
Dark One's own Luck 6th You can buff your failed Ability Checks and Saving Throws
Fiendish Resilience 10th You can get a Damage Resistance of your choice
Hurl Through Hell 14th You can deal a ton of Psychic Damage to a creature
Fiendish Retribution 18th You can hurt foes that hurt you


Expanded Spell List

1st Level The Fiend Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Hallow, Immolation


Dark One’s Blessing

1st Level The Fiend Feature
When you reduce a creature to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma Modifier + your Warlock Level.

Dark One’s own Luck

6th Level The Fiend Feature
You can call on your patron to alter fate in your favor. As a Reaction when you fail on an Ability Check or Saving Throw, you can add a d10 to your roll.
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

10th Level The Fiend Feature
When you finish a Long Rest, choose one Damage Type. You gain Resistance to that Damage Type until you you finish a Long Rest. Damage from magical Weapons or silvered Weapons ignores this Resistance.

Hurl Through Hell

14th Level The Fiend Feature
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.
The target is Incapacitated until the end of your next turn. At the end of your next turn, 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.

Fiendish Retribution

18th Level The Fiend Feature
When a creature within 30ft of you deals Damage to you, you can use your Reaction to deal 2d6 Psychic Damage and 2d6 Fire Damage to that creature.


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.


Genie Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Genie's Choice 1st You choose a type of Genie
Genie's Vessel 1st You get a lamp that you can enter, you can also deal extra Damage
Elemental Gift 6th You get Resistance to a Damage Type and can fly
Sanctuary Vessel 10th You can have allies enter your lamp and you can take Long Rests in it
Limited Wish 14th You can cast any Spell of 6th Level or lower once per Long Rest
Wish Magic 18th You get the Wish Spell and it's harder to lose


Expanded Spell List

1st Level The Genie Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. You add all the Spells in the Genie Spells column, and all the Spells in the column of the type of Genie you selected in your Genie's Power feature to the Warlock Spell List.

Expanded Spells
Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st Detect Evil and Good Sanctuary Thunderwave Burning Hands Fog Cloud
2nd Demand Offering Dust Devil Gust of Wind Scorching Ray Blur
3rd Create Food and Water Meld Into Stone Wind Wall Fireball Wall of Water
4th Phantasmal Killer Stone Shape Greater Invisibility Fire Shield Control Water
5th Creation Wall of Stone Seeming Immolation Cone of Cold


Genie's Choice

1st Level The Genie Feature
Choose one of the following types of Genies: Dao (Earth), Djinni (Air), Efreeti (Fire), Marid (Water). This choice will affect features in this class.

Genie’s Vessel

1st Level The Genie Feature
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 Warlock Spellcasting Focus. 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 20ft Radius Cylinder that's 20ft high, and resembles your Vessel. The interior is appointed with cushions and low tables and is a comfortable temperature for you. 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 2 x your Proficiency Bonus. You can exit the Vessel early as a Free Action, and you exit early if you die, or the Vessel is destroyed. When you exit the Vessel, you appear in an 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 an 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 on an Attack, you can deal additional 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. It has a number of Hit Points equal your Warlock Level + your Proficiency Bonus, and it is Immune to Poison and Psychic Damage. If the vessel is destroyed or you lose it, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Elemental Gift

6th Level The Genie Feature
You begin to take on characteristics of your patron’s kind. You gain have Resistance to a Damage Type determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).
In addition, as a Bonus Action, you can give yourself a 30ft Flying Speed for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Sanctuary Vessel

10th Level The Genie Feature
When you enter your Vessel from your Genie's Vessel feature via your Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30ft of you, the chosen creatures enter the Vessel with you in the same way.
As a Bonus Action, you can force any number of creatures to exit the Vessel. Also, all creatures exit the Vessel if you die or the Vessel is destroyed.
In addition, any creature that remains in the Vessel for at least 10 minutes gains the benefit of finishing a Short Rest, adding your Proficiency Bonus to the number of Hit Points they regain if they spend any Hit Dice as part of that Short Rest. Also, any creature that remains in your Vessel for 1 and a half hours gains the benefit of finishing a Long Rest, and gains a number of Temporary Hit Points equal to your Proficiency Bonus.

Limited Wish

14th Level The Genie Feature
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 a Spell of 6th Level or lower with a Casting Time of 1 Action from any class's Spell List, and without expending a Spell Slot or Components.
Once you use this feature, you can’t use it again until you finish 1d4 Long Rests.

Wish Magic

18th Level The Genie Feature
You gain the Wish Spell as an option for your Mystic Arcanum (9th Level) feature. You can cast either the Wish Spell or the Spell you selected when you use that feature. When you cast the Wish Spell and would roll a d6 to determine if you lose the ability to cast the Wish Spell, you instead roll a d12.


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.

Great Old One Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Awakened Mind 1st You can speak telepathically and can cast an Invisible Mage Hand
Entropic Ward 6th You can make Attacks against you worse
Thought Shield 10th You get Immunity to Psychic Damage and deal any Psychic Damage you wold take back to the foe that tried to Damage you
Create Thrall 14th You can Charm a creature permanently
Grasping Will 18th You mind control the creature you Charm with Create Thrall


Expanded Spell List

1st Level The Great Old One Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Bane, Cloak of Secrets, Command, Dissonant Whispers, Faerie Fire, Hideous Laughter, Silent Image, Silvery Barbs,
2nd Alter Self, Augmenting Wall, Crown of Madness, Detect Thoughts, Demand Offering, Magic Mouth, Phantasmal Force, Rope Trick, Silence, They Know, Unspoken Name, Vortex Warp, Wristpocket
3rd Ally Across Time, Blink, Dominate Beast, Enthrall, Sending
4th Arcane Eye, Aversion, Bestow Curse, Black Tentacles, Divination, Lost Legacy,
5th Contagion, Dominate Person, Mislead, Modify Memory, Passwall, Planar Binding, Reincarnate, Sinking Maw, Sonic Boom, Taboo, Telekinesis


Awakened Mind

1st Level The Great Old One Feature
The hidden potential of your mind is unlocked. You can telepathically communicate with any creature you can see within 60ft. You don’t need to share a Language, but the target must speak at least one Language in order to respond to you. You can only use this feature to communicate with one creature at a time.
In addition, you learn the Mage Hand Cantrip, but it doesn't count against your number of Cantrips Known. When you cast the Mage Hand Cantrip, it does not require Components and the mage hand is Invisible.

Entropic Ward

6th Level The Great Old One Feature
You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature hits you with an Attack, you can use your Reaction to impose Disadvantage on that roll. If the Attack misses you, your next Attack against the creature that Attacked you has Advantage 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

10th Level The Great Old One Feature
Your thoughts can’t be read by any means unless you allow it. You also gain Immunity to Psychic Damage, and whenever a creature would deal Psychic Damage to you, that creature takes the amount of Psychic Damage it would have dealt to you.

Create Thrall

14th Level The Great Old One Feature
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 becomes Charmed by you, which ends only if the Remove Curse Spell or similar magic is cast on it, or you use this feature again.
While Charmed in this way, you can telepathically communicate with that creature while you and that creature are on the same plane of existence.

Grasping Will

18th Level The Great Old One Feature
A creature you Charm with your Create Thrall feature, is permanently under the effects of the Dominate Person Spell as if you had cast it.


The Great Wyrm

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

Great Wyrm Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Draconic Spark 1st You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you also learn Draikyaan
Elemental Potency 6th You deal more Damage with your Draconic Spark Damage Type
Imposing Presence 10th You're Immune to being Charmed or Frightened, and if someone tries to Charm or Frighten you they take Damage
Dragon Wings 14th You can fly
Elemental Reach 18th You choose two more types of Dragons and corresponding Damage Types for you Draconic Spark


Expanded Spell List

1st Level The Great Wyrm Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Absorb Elements, Chaos Bolt, Chromatic Orb, Command, Detect Magic, Identify, Thunderwave
2nd Binding Ice, Demand Offering, Detect Thoughts, Draconic Scorcher, Dragon's Breath, Dragon's Voice, Gust of Wind, Heat Metal, Scorching Ray, See Invisibility
3rd Call Lightning, Draconic Stride, Elemental Weapon, Fireball, Haste, Instant Audience, Lightning Bolt, Magnificent Tower, Minute Meteors, Motivational Speech, Protection From Energy,
4th Arcane Eye, Compulsion, Destructive Resonance, Divination, Ice Storm, Vitriolic Sphere, Polymorph, Secret Chest, Wall of Fire
5th Cone of Cold, Control Winds, Creation, Destructive Wave, Dominate Person, Fingers of Lightning, Flame Strike, Freedom of the Winds, Immolation, Sonic Boom,


Draconic Spark

1st Level The Great Wyrm Feature
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, Force, Lighting, Necrotic, Poison, Psychic, Radiant, or Thunder 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 of the Spell to your Draconic Spark Damage Type.
In addition, the power of your Draconic Spark allows you to speak, read, and write Draikyaan.

Elemental Potency

6th Level The Great Wyrm Feature
The power of your Spark grows, increasing the power of your Spells. When you cast a Spell of 1st Level or higher that deals your Draconic Spark Damage Type before you change the Damage Type with your Draconic Spark feature, you add a d8 to the Damage of the Spell.

Imposing Presence

10th Level The Great Wyrm Feature
Your body has been steeped in the overwhelming draconic magic of your patron, empowering your willpower and force of personality. You are Immune to the Charmed and Frightened Conditions and when a creature would attempt to Charm or Frighten you, it takes Psychic Damage equal to your Warlock Level.

Dragon Wings

14th Level The Great Wyrm Feature
You can use a Bonus Action to magically manifest a pair of leathery dragon wings from your back, which grant you a Flying Speed equal to your Walking Speed, and last until you dismiss the wings as a Free Action.

Elemental Reach

18th Level The Great Wyrm Feature
Choose two of the Damage Types listed in your Draconic Spark feature that you did not choose previously. When you use your Draconic Spark feature and your Elemental Potency feature, you can use those Damage Types as well as the Damage Type you originally chose.


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.

Hexblade Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Hexblade's Curse 1st You can mark a creature, dealing extra Damage to it, increasing your Crit Range against it, and gaining Temporary Hit Points when you kill it
Hex Warrior 1st You can bond to a Weapons and use your Charisma for your Attacks with it, you can also dissipate and summon it, all your Pact Weapons with Pact of the Blade are bonded Weapons, you also get Proficiency with Medium Armor, Shields, and [[Armor and Weapons#Martial Weapons|Martial Weapons]
Accursed Specter 6th When you kill a Humanoid you can make it a ghost to serve you
Armor of Hexes 10th When a creatures marked with Hexblade's Curse hits you, you have a 50% chance not to get hit
Hexed Fury 14th You can enter a frenzy when you mark a creature with Hexblade's Curse, being way better at Attacking marked creatures
Master of Hexes 18th When you kill a marked creature you can mark another creature for free


Expanded Spell List

1st Level The Hexblade Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Compelled Duel, Dissonant Whispers, Ensnaring Strike, Halo of Glory, Heroism, Hunter's Mark Searing Smite, Shield, Shield of Faith, Silvery Barbs, Sudden Spark, Wrathful Smite, Zephyr Strike
2nd Bark Skin, Blur, Branding Smite, Flame Blade, Gale Weapons, Heat Metal, Kinetic Jaunt, Magic Weapon, Spiritual Weapon
3rd Allegro, Battle Trance, Battlemind Link, Blink, Cold Snap, Crusader's Mantle, Elemental Weapon, Gluey Globule, Haste, Slow
4th Fire Shield, Frost Armor, Holy Glare, March of Blades, Phantasmal Killer, Staggering Smite
5th Banishing Smite, Cone of Cold, Holy Weapon, Shining Armor, Steel Wind Strike


Hexblade’s Curse

1st Level The Hexblade Feature
You gain the ability to place a baleful curse on someone. As a Bonus Action, choose one creature you can see within 30ft 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 equal to your Proficiency Bonus.
  • Your Crit Range is increased by 1 on Attacks against the target.
  • If the cursed target dies, you regain Hit Points equal to your Warlock Level + your Charisma Modifier.

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

1st Level The Hexblade Feature
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 Weapons. Whenever you finish a Long Rest, you can touch one Weapons that you are Proficient with and that lacks the Two-Handed Property. When you Attack with that Weapons, 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.
Every Weapons you summon with a Pact of The Blade Pact Boon gains the benefit of this feature, no matter the Weapon's type.

Accursed Specter

6th Level The Hexblade Feature
You can curse the soul of a person you slay, temporarily binding it to your service. When you reduce a Humanoid to 0 Hit Points, you can cause its spirit to rise from its corpse as a Specter. When the Specter appears, it gains Temporary Hit Points equal to half your Warlock Level. The Specter acts after you in Initiative and you must command it using a Bonus Action. If you do not give the Specter a command, it will take the Dodge Action.
The Specter has a bonus to its Attack Rolls equal to your Charisma Modifier.
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 do so again until you finish a Long Rest.

Armor of Hexes

10th Level The Hexblade Feature
Your hex grows more powerful. If the target cursed by your Hexblade’s Curse feature hits you with an Attack, you can use your Reaction to roll a d6. If you roll a 4, 5, or 6, the Attack misses you instead, regardless of the Attack Roll.

Hexed Fury

14th Level The Hexblade Feature
When you curse a creature with your Hexblade's Curse feature, you can choose to enter a state of Frenzy. While in this Frenzy, you can only Attack creature's cursed by your Hexblade's Curse feature or marked by similar abilities and magic. When you Attack one of these creatures, your Crit Range is doubled and you deal an additional 2d6 Psychic Damage on a hit. This Frenzy lasts for 1 minute or until no creatures are cursed by your Hexblade's Curse feature or marked with similar abilities and magic.
Once you enter this state of Frenzy, you cannot do so again until you finish a Long Rest.

Master of Hexes

18th Level The Hexblade Feature
You can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse feature dies, you can apply the curse to a different creature you can see within 30ft of you without expending a use of the feature, provided you aren’t Incapacitated.
Also, when you curse a creature with your Hexblade's Curse feature, you can choose one willing creature within 30ft of you. That creature also gains the benefits of your Hexblade's Curse feature against the cursed creature.


The Primeval Growth

Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.
Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.

Primeval Growth Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Grasping Vines 1st You get Thorn Whip and when you deal Damage or Restrain with Thorn Whip or a Spell from your Expanded Spell List you can deal extra Damage and get that much Temporary Hit Points
Primeval Resistance 6th You're AC can't be less than 16 and you target two creatures with Thorn Whip
Arboreal Guardian 10th You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage and can use photosynthesis
Wrath of the Wilds 14th You can Restrain nearby enemies
Primeval Manifestation 18th You don't care about mundane Difficult Terrain, get Resistance to Poison Damage, and deal Damage to Restrained creatures


Expanded Spell List

1st Level The Primeval Growth Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Earth Tremor, Ensnaring Strike, Entangle, Find Familiar, Goodberry, Ray of Sickness, Snare, Hail of Thorns
2nd Acid Arrow, Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Earthen Grasp, Find Steed, Locate Animals or Plants, Protection From Poison, Spike Growth, Web, Wither and Bloom
3rd Acid Cloud, Ashen Path, Elemental Weapon, Erupting Earth, Life Transference, Plant Growth
4th Faithful Hound, Grasping Vine, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Nature's Balance, Stockade Sprouts, Stone Shape, Stoneskin, Storm Sphere Vitriolic Sphere,
5th Cone of Cold, Contagion, Sinking Maw, Sun Flower, Tree Stride, Wrath of Nature


Grasping Vines

1st Level The Primeval Growth Feature
When you enter your pact with the Primeval Growth you are imbued with a seed of natural magic. You learn the Thorn Whip Cantrip as a Warlock Spell that doesn't count against your number of Cantrips Known. When you hit a creature with the Thorn Whip Cantrip, or when you Damage or Restrain a creature with one of the Spells from your Expanded Spell List feature, you can use a Bonus Action to drain the life force from one target of the Spell. When you do so, the creature takes Necrotic Damage equal to your Warlock Level, and you immediately gain Temporary Hit Points equal to your Warlock Level.
You can use this Bonus action a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.

Primeval Resistance

6th Level The Primeval Growth Feature
The magic of the Primeval Growth has begun to change your body. Your skin becomes rough and treelike, and your Armor Class cannot be less than 16. In addition, when you cast the Thorn Whip Cantrip, you can target up to two creatures that are within the Range of the Spell

Arboreal Guardian

10th Level The Primeval Growth Feature
Your bark-like skin grants you Resistance to all non-magical Bludgeoning, Piercing, and Slashing Damage.
Additionally, you no longer require food or drink, if you spend at least one hour in sunlight each day.

Wrath of the Wilds

14th Level The Primeval Growth Feature
You can use an Action to lash out with grasping roots at a number of creatures within 30ft, equal to your Proficiency Bonus. Each creature you chose must make a Strength Saving Throw, or be Restrained for 1 minute. As an Action, creatures Restrained in this way can make a Strength (Athletics) Check against your Spell 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.

Primeval Manifestation

18th Level The Primeval Growth Feature
As the Primeval Growth has fully manifested in you, you gain the following benefits:

  • You are unaffected by non-magical Difficult Terrain.
  • You gain Resistance to Poison Damage.
  • Creatures Restrained by you take Poison Damage and Piercing Damage equal to your Proficiency Bonus at the start of each of your turns.



The Titan

Powerful giants bound together by elemental magic, hulking elementals that would become the landscape itself, and legendary Titans, like the Tarrasque, that still slumber beneath the earth. In remote places of the material plane these ancient beings sleep, their power dormant, waiting for an opportunity to remind the world of their existence.
Why were you chosen by a Titan? Are they trapped, and need someone to carry out their will in the world, or do you draw your power from an ancient slumbering giant?

Titan Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Elder Soul 1st You get more health, and learn the Language of, and are better at interacting with either Giants or Elementals
Colossal Form 1st You increase your Size and add your Charisma Modifier to your Strength Ability Checks, Saving Throws, and Damage Rolls
Titanic Endurance 6th You can reduce Damage you take
Stalwart Brood 10th You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws
Legendary Behemoth 14th You grow two Sizes and deal more Damage
Retributive Behemoth 18th You can hurt and knock Prone foes that hurt you


Expanded Spell List

1st Level The Titan Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Absorb Elements, Catapult, Chaos Bolt, Chromatic Orb, Earth Tremor
2nd Barkskin, Dragon's Breath, Dust Devil, Earthbind, Earthen Grasp, Enlarge/Reduce (Enlarge Only), Flame Blade, Flaming Sphere, Heat Metal, Spike Growth
3rd Bolstering Brew, Elemental Weapon, Erupting Earth, Meld Into Stone, Minute Meteors, Protection From Energy, Quakewalk, Roaming Pit, Sand Cloak, Wall of Sand
4th Destructive Resonance, Frost Armor, Polymorph, Staggering Smite, Steam Strike, Stockade Sprouts, Stoneskin, Stone Shape, Storm Sphere
5th Create Golem, Destructive Wave, Reincarnate, Sinking Maw, Sonic Boom, Steel Wind Strike, Telekinesis, Transmute Rock, Wall of Stone


Elder Soul

1st Level The Titan Feature
Your Titanic patron greatly enhances your durability. 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

1st Level The Titan Feature
You can channel your patron's power to grow in size. As a Bonus Action on your turn, you can transform into your Colossal Form, increasing your Size Category by one. While in your Colossal Form, you gain a bonus to the following rolls equal to your Charisma Modifier:

  • All Strength Ability Checks and Strength Saving Throws.
  • All Damage rolls for Strength Melee Weapon Attacks.

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

6th Level The Titan Feature
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 expend a number of dice from this pool, reducing the Damage you took by an amount equal to the combined dice rolls + your Charisma Modifier.
You regain all expended dice at the end of a Long Rest.

Stalwart Brood

10th Level The Titan Feature
Your connection to your gargantuan patron has deepened. You add your Charisma Modifier to your Strength and Constitution Checks and Saving Throws.

Legendary Behemoth

14th Level The Titan Feature
You have mastered the magic of the Titans, and can wield their power with ease. When you adopt your Colossal Form from your Colossal Form feature, you can choose to grow by two Size Categories instead. When you hit a creature with a Weapon Attack while transformed, you can roll one of the Weapon's Damage dice an additional time, adding the result to the Damage of the Attack. In addition, once you adopt your Colossal Form, it lasts until you are Incapacitated or end it as a Free Action.

Retributive Behemoth

18th Level The Titan Feature
When a creature within 10ft of you deals Damage to you, you can use your Reaction to deal 2d6 Magical Bludgeoning Damage to that creature and knock it Prone.


The Unblinking

You have entered the service of one of the great and paranoid tyrants known only as Beholders. Their origins are unknown, but their presence is felt in nearly every major city and keep where mortals dwell. Preferring to have others do their dirty work, Beholders are known for employing vast networks of mortals to carry out their paranoid and tyrannical will.

Unblinking Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Unblinking Eye 1st You get an Unblinking Eye on your forehead, Proficiency in Perception, and add your Charisma Modifier to Perception
Ocular Ray 1st You can use your Unblinking Eye to cast Spells that make Attack Rolls better
Unsleeping Awareness 6th You can't be Surprised and deal more Damage with Spells you cast with your Unblinking Eye
Prescient Eye 10th You can enter a state where you're better at Initiative and can add to your AC
Eye Tyrant 14th You get an anti magic cone from your Unblinking Eye
All Seeing Eye 18th You get Truesight in your ani magic cone and you're Spells cast with your Unblinking Eye are more powerful


Expanded Spell List

1st Level The Unblinking Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Chaos Bolt, Chromatic Orb, Guiding Bolt, Ice Knife, Inflict Wounds, Ray of Sickness, Witch Bolt
2nd Acid Arrow, Draconic Scorcher, Invisibility, Levitate, Ray of Enfeeblement, Scoring Ray, Spiritual Weapon,
3rd Blink, Flame Armor, Minute Meteors
4th Arcane Eye, Divination, Holy Glare, Steam Strike, Vitriolic Sphere
5th Dominate Person, Sun Flower, Telekinesis, Telepathic Bond,


Unblinking Eye

1st Level The Unblinking Feature
Your Patron magiaclly implants you with an additional Unblinking Eye, reminiscent of theirs, in the center of your forehead. You gain Proficiency in Perception, and you add your Charisma Modifier to your Wisdom (Perception) Checks.

Ocular Ray

1st Level The Unblinking Feature
You can use your Unblinking Eye from your Unblinking Eye feature as a Spellcasting Focus for any Spell that requires an Attack Roll.
When using your Unblinking Eye as a Spellcasting Focus, you do not need to have a free hand and you can ignore the Somatic Components for your Spells.

Unsleeping Awareness

6th Level The Unblinking Feature
The magic of your otherworldly Unblinking Eye from your Unblinking Eye feature has grown. You cannot be Surprised, even if you are sleeping, as your Unblinking Eye remains ever alert.
Moreover, when you cast a Spell using your Unblinking Eye as the Spellcasting Focus, you can add your Charisma Modifier to one Damage Roll of that Spell.

Prescient Sight

10th Level The Unblinking Feature
You can channel the eldritch power of your Patron to glimpse the near future. You can use an Action to enter a heightened state of prescience for 10 minutes. You must Concentrate on this effect. While in this state you gain the following benefits:

  • You add your Charisma Modifier to your Initiative Rolls.
  • Creatures you can see cannot Attack you with Advantage.
  • When you are hit by an Attack, you can use your Reaction to add a 1d4 bonus to your AC against that Attack.

You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Eye Tyrant

14th Level The Unblinking Feature
You have unlocked the true power of your Patron. You can use an Action to have your Unblinking Eye from your Unblinking Eye feature emanates an antimagic zone in a 30ft Emanated Cone. The area of this Emanated Cone replicates the effects of the Antimagic Field Spell non-magically.
At the start of each of your turns, you decide which direction your cone of antimagic faces until the start of your next turn.
Your Unblinking Eye emanates this cone for 1 minute. The effect ends early if you are Incapacitated or you choose to end the effect at the beginning of your turn as a Free Action.

All Seeing Eye

18th Level The Unblinking Feature
You have Truesight in the anti magic zone created by your Eye Tyrant feature, and Spells you cast using your Unblinking Eye as your Spellcasting Focus are cast at one Level higher.


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.

Undead Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Form of Dread 1st You can become scary to get Temporary Hit Points, Frighten creatures, and become Immune to being Frightened
Grave Touched 6th You don't need air or sustenance, you can change your Damage to Necrotic Damage, and while in your Form of Dread you deal extra Necrotic Damage
Necrotic Husk 10th You get Immunity to Necrotic Damage while in your Form of Dread and when you would die you can choose not to and deal Damage to nearby enemies
Spirit Projection 14th You can split your body and your spirit getting a ton of buffs
Unshackled Form 18th You're always in your spirit form from Spirit Projection


Expanded Spell List

1st Level The Undead Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Bane, Dissonant Whispers, False Life, Ray of Sickness
2nd Blindness/Deafness, Phantasmal Force, Wither and Bloom
3rd Feign Death, Phantom Steed, Speak with the Dead, Spirit Guardians, Spirit Shroud
4th Death Ward, Greater Invisibility, Vitriolic Sphere
5th Antilife Shell, Cloudkill, Contagion, Insect Plague


Form of Dread

1st Level The Undead Feature
You manifest an aspect of your patron’s dreadful power. As a Bonus Action, you transform into your Form of Dread for 1 minute. You gain the following benefits while transformed:

  • You gain Temporary Hit Points equal to 1d10 + your Warlock Level that last until your Form of Dread ends.
  • 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. On a failed Save, 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, regaining expended uses at the end of a Long Rest.

Grave Touched

6th Level The Undead Feature
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, you can replace the Damage Type that you deal with Necrotic Damage. While you are in your Form of Dread form your Form of Dread feature, you can roll one additional Damage Die when determining the Necrotic Damage the target takes.

Necrotic Husk

10th Level The Undead Feature
Your connection to undeath and necrotic energy now saturates your body. You have resistance to Necrotic Damage. If you are in your Form of Dread from your Form of Dread feature, 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 within 30ft of you takes Necrotic Damage equal to 2d10 + your Warlock Level. Once you use this Reaction, you can’t use it again until you finish 1d4 Long Rests.

Spirit Projection

14th Level The Undead Feature
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 on the effect. 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 Conjuration or Necromancy Spell, the Spell doesn’t require Verbal or Somatic Components, or Material Components that lack a GP cost or are consumed.
  • 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 in your Form of Dread from your Form Of Dread feature, 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.

Unshackled Form

18th Level The Undead Feature
You have become unshackled from you physical body. You are permanently in your Spirit form from your Spirit Projection feature. You body is destroyed, but you keep all your possessions in your Spirit form.


The Wild Hunt

The Wild Hunt is a strange phenomenon that takes hold of mortals, driving them to hunt whatever poor creature they perceive to be their prey. The source of this phenomenon is unclear, but legends tell of raiding parties from the Fey Forest that draw wayward mortals into their hunt, or of individuals cursed by sinister druidic magic during the full moon.
While its exact origins are unclear, mortals who are bound to this force by a pact start to take on strange and unusual characteristics of the Fey Forest; sprouting antlers and their ears growing pointed. As their appearance changes, they slowly lose who they are, becoming one with the Wild Hunt.

Wild Hunt Features
Feature Level Quick Explanation
Expanded Spell List 1st You add some Spells to the Warlock Spell List
Hunter's Quarry 1st You get the Hunter's Mark Spell and can cast it when you Attack
Wild Warrior 1st You get Proficiency with Survival, Medium Armor, Shields, and [[Armor and Weapons#Martial Weapons|Martial Weapons]
Extra Attack 6th You make an additional Attack every time you take the Attack Action
Spirit of the Hunt 6th You can summon a spirit to slow your foes
Predatory Resolve 10th When a creature you mark with Hunter's Mark attacks you, you can add to your AC, you can use your Spirit of the Hunt to protect yourself from Damage, and Hunter's Mark doesn't use Concentration for you
Brand of the Hunt 14th When you mark a creature with Hunter's Mark you can improve it, being much better at hunting that creature
Lead the Hunt 18th You can give allies the benefits of Hunter's Mark


Expanded Spell List

1st Level The Wild Hunt Feature
Your patron lets you choose from an expanded list of Spells in the Expanded Spell table when you learn Warlock Spells. These Spells are added to the Warlock Spell List for you.

Expanded Spell List
Spell Level Spells
1st Animal Friendship, Beast Bond, Compelled Duel, Earth Tremor, Entangle, Find Familiar, Goodberry, Guiding Bolt, Hail of Thorns, Snare, Zephyr Strike
2nd Animal Messenger, Ashen Memory, Barkskin, Beanstalk, Beast Sense, Branding Smite, Find Steed, Flame Blade, Heat Metal, Kinetic Jaunt, Locate Animals or Plants, Locate Object, Magic Weapon, Spike Growth, Web, Wither and Bloom
3rd Allegro, Anticipate Thought, Ashen Path, Battle Trance, Conjure Barrage, Elemental Weapon, Flame Arrows, Haste, Plant Growth, Roaming Pit, Stinking Cloud
4th Arcane Eye, Divination, Dominate Beast, Faithful Hound, Find Greater Steed, Glistening Acid Slick, Grasping Vine, Guardian of Nature, Locate Creature, Nature's Balance, Stockade Sprouts, Vitriolic Sphere
5th Awaken, Commune With Nature, Conjure Volley, Contagion, Dominate Person, Reincarnate, Shining Armor, Sinking Maw, Steel Wind Strike, Sun Flower, Tree Stride, Wrath of Nature


Hunter’s Quarry

1st Level The Wild Hunt Feature
You can mark a creature as a quarry of the Wild Hunt. You learn the Hunter's Mark Spell. It counts as a Warlock Spell for you, and it doesn't count against your Spells Known. When you hit a creature with a Weapon Attack, you can cast the Hunter's Mark Spell as a Bonus Action, targeting that creature, as a Warlock Spell 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

1st Level The Wild Hunt Feature
The dark magic of the Wild Hunt imbues you with the skills of an expert hunter. You gain Proficiency in Survival, Medium Armor, Shields, and Martial Weapons.

Extra Attack

6th Level The Wild Hunt Feature
You can make an additional Attack whenever you take the Attack Action.

Spirit of the Hunt

6th Level The Wild Hunt Feature
You can use an Bonus Action to summon a Wild Spirit to join you in the hunt. As part of the Bonus Action you use to summon the Wild Spirit, and as a Bonus Action on subsequent turns for 1 minute, you can command the Wild Spirit to harry a creature within 60ft, reducing the it's Speed by a number of feet equal to 5 x your Charisma Modifier.
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

10th Level The Wild Hunt Feature
The wild fervor of the Wild Hunt heightens your instincts. You gain the following benefits:

  • When a creature marked by the Hunter's Mark Spell hits you with an Attack, you can use your Reaction to grant yourself a bonus to your AC equal to your Charisma Modifier against that attack.
  • While you have a Wild Spirit from your Wild Spirit feature summoned and you are hit by an Attack, you can use your Reaction to have the Wild Spirit take the Damage of the Attack and immediately disappear.
  • The Hunter's Mark Spell no longer requires Concentration for you.


Brand of the Hunt

14th Level The Wild Hunt Feature
When you mark a creature with the Hunter's Mark Spell, you can choose to brand that creature, marking it as prey for the endless hunt. You gain the following benefits:

  • The duration of that Hunter's Mark Spell is now Until Dispelled
  • The branded creature manifests some form of physical marking on its forehead or similar body part.
  • While moving towards the branded creature, you can move 2ft for every foot of Speed spent.
  • You always know the exact location of the branded creature as long as it is on the same plane of existence as you.
  • You cannot have Disadvantage when Attacking the branded creature.
  • You ignore 1/2 Cover and 3/4 Cover when Attacking the branded creature.

You can brand a creature in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Lead the Hunt

18th Level The Wild Hunt Feature
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 that casting of the Hunter's Mark Spell to any number of willing creatures of your choice within 30ft of you.


Characters

Nowhere, the Tiefling, Fiend Warlock