Demogorgon Pact

Demogorgon is the Prince of Demons, the ruler of the inifinite layers of the Abyss. Driven mad by the two personalities that constantly tear him in different directions, pacts with Demogorgon are rare but can be quite a boon for a mortal who manages to secure one.

Demogorgon Expanded Spell List
Spell Level Spells
1st detect magic, tasha's hideous laughter
2nd enlarge/reduce, magic mouth
3rd slow, water breathing
4th confusion, grasping vine
5th geas, telekinesis

Two Heads

At 1st level, your pact with the Prince of Demons grants you a portion of his bifrucated nature. A small tumor appears on the side of your neck, occasionally manifesting a single eye and ear when you will it to. You have advantage on saving throws against being blinded, deafened, stunned, and knocked unconcious.

Additionally, the tumor will keep watch while you are asleep, allowing you to remain fully alert to your surrounding while resting.

Roiling Insanity

At 6th level, you can expose your enemies to the unbridled madness your patron constantly experiences. As an action, you can direct your tumor's eye towards a creature you can see within 60 feet. That creature makes a Wisdom saving throw. On a failed save, it take 3d6 psychic damage and is stunned until the end of its next turn. You can use this ability once per short rest.

Duality

While you do not share in your patron's war with himself, the Prince of Demons shares his insights on living as one part of a whole being. At 10th level, when you cast a spell with a range of self, you split the effects with an ally within five feet of you. If you do so, that creature also gains the effects of the spell, though the duration of the spell is halved. You regain use of this ability during a short rest.

Abyssal Intervention

Demorgon is the ruler of the abyss, and has dominion over its forces and power. Starting at 14th level, you can entreat your patron's aid in particularly dire circumstances. As an action, you can roll a percentile die. If you roll a number equal to or lower than your warlock level, Demogorgon intervenes. The DM chooses the nature of the intervention; the effect of any warlock spell would be appropriate. If Demogorgon intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

Your patron does not take kindly being called unneccesarrily. If you succeed in your intervention and Demogorgon does not believe his aid was absolutely vital, he may turn his ire towards you and your allies. The DM decides when such action is appropriate.

At 20th level, your plea automatically succeeds, however you still need to wait a week between usages.

Orcus Pact

Orcus is the Prince of Undeath. A frequent source of cult following, those that beg power from him gain a fragment of his dominion of necromantic energies.

Demogorgon Expanded Spell List
Spell Level Spells
1st protection from evil and good, ray of sickness
2nd blindness/deafness, gentle repose
3rd feign death, speak with dead
4th death ward, locate creature
5th antilife shell, cloudkill

Death Pact

Orcus does not suffer the living for long, and you are no exception. At 1st level, you have surrended your mortal body to Orcus in exchange for power. You are an undead in addition to your other racial types. You are immune to poison damage and the poisoned condition.

In addition, if damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Shambling Servants

At 6th level, Orcus himself shares his observations on undeath with you, enabling you to raise the dead and command them to do you bidding. Once per long rest, you can cast Animate Dead, raising a number of dead less than or equal to your Charisma modifier. Each undead you have control over gains temporary hit points equal to your warlock level whenever they are initially raised or when you reassert control over them.

Visage of the Blood Lord

At 10th level, you can channel a vision of your demonic patron. Once per short rest, you channel necrotic energy into a 20 ft. sphere around you for 1 minute. Any hostile creatures that start their turn in the sphere take 2d8 necrotic damage and have disadvantage on death saving throws. Any non-undead humanoid that dies in the area raises as a zombie under your control. Any zombies raised by this ability die when the effect ends.

Undead Scion

At 14th level, you can raise a powerful creature to serve as an undead ally. Over the course of a long rest, you can reanimate the body of a creature of CR 3 or less. It has the same statistics it did when it was living, though it is undead in addition to its other creature types. You do not need to reuse this feature to maintain control over the creature. You may only have one creature raised with this ability at a time. Should you raise another creature with this ability while you have an existing servant, the existing servant remains animated though you lose control over it when the ritual completes.

Juiblex Pact

Juiblex Expanded Spell List
Spell Level Spells
1st create or destroy water, sanctuary
2nd enthrall, web
3rd meld into stone, slow
4th black tentacles, polymorph
5th passwall, telepathic Bond

Amorphous

At 1st level, your pact with the Faceless Lord substantially changes your physiollogy, your body reforming to more resemble the slimes that Juiblex controls. You can move through a space as narrow as 1 inch wide without squeezing. Additionally you can make yourself appear 1 foots shorter or taller than your true height, though your equipment does not change to fit your new dimensions.

Instead of food or water, you can digest any organic matter. Two pounds of organic matter are enough to sustain you for a day.

Corrosive Touch

At 6th level, a thin film of caustic acid covers your entire body. Whenever a creature hits you with a melee attack, it must make a Dexterity saving throw or take 1d10 acid damage. This damage increases to 2d10 at level 11, and 3d10 at level 18.

No Discernable Anatomy

At 10th level, a your form is so amorphous that you no longer need worry about being affected by many effects. Any critical hit against you becomes a normal hit, and take no additional damage from the Rogue's sneak attack feature. You are immune to poison damage, the poisoned condition, paralysis, and the stunned condition. You are also resistant to slashing damage. However, you are no longer affected by potions of any kind.

Summon Ooze

At 14th level, you can entreat your patron to send one of the oozes it commands to (hopefull) aid you. Once per long rest, you can summon 2d4 Gray Oozes, 1d4 Gelatinous Cubes, or 1 Black Pudding in any number of unoccupied spaces within 60 feet of you. Any creatures summoned by this ability are not under your control and will attack the creature nearest it. Your DM has the statistics for these creatures.

Graz'zt Pact

Graz'zt Expanded Spell List
Spell Level Spells
1st command, fog cloud
2nd alter self, detect thoughts
3rd bestow curse, slow
4th confusion, greater invisibility
5th dominate person, modify memory

Charming Persona

At 1st level, your pact with the Dark Prince grants you a sliver of the demon lord's charismatic essence. You add half your proficiency bonus, rounded down, to any Charisma check that you do not already add your proficiency bonus to.

You also add charm person to your list of spells known. This does not count against your number of spells known.

Sneak Attack

At 6th level, you learn from your patron how to take advantage of the openings your opponents present. Once per turn, when you hit with a weapon attack or the eldritch blast cantrip targetting only a single creature, you can deal an extra 1d6 damage to the creature you hit if you have advantage on the Attack roll.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

This damage increases to 2d6 at 10th level, 3d6 at 14th level, and 4d6 at 18th level.

Jaunt

At 10th level, you learn how to open small doorways to the Abyss and emerge from the journey. As a bonus action you can teleport to an unoccupied space within 30 feet of you. Each time you use this feature, you take 1d4 psychic damage as the brief horrors you glimpse in the journey take their toll on your mind. Each time you use it again before finishing a sh, the damage increases by another 1d4 due to the prolonged exposure.

Loving Stare

At 14th level, you can attempt to invoke your patron's endless charm to further manipulate the hearts of those around you. As an action, you can expend a spell slot and attempt to charm a humanoid creature you can see within 30 feet of you. If you are of a species and gender the creature would normally attracted to, they regard you as their true love while they are Charmed. This effect lasts for two hours. The creature also has disadvantage on saving throws against any other Enchantment spells you cast on it while it is charmed.

The Crossroads

Warlock Patron

Everyone has a dream. Some realize theirs easily, while others find it impossibly out of their grasp. All are equal at the Crossroads however, and you have found your way there. No one is quite sure what it, or they, are, but the Crossroads is the patron of lost souls who yearn for some person, object, or goal more than anything in the world.

Most remember their trip to the Crossroads as a dream or vision, but afterwards find themselves with new abilities they could never have dreamt of. However these gifts do not come without a cost, and the Crossroads are never far away when it needs it's debts repaid.

The Crossroads Expanded Spell List
Spell Level Spells
1st compelled duel, hunter's mark
2nd find steed, scorching ray
3rd lightning bolt, wall of sand
4th faithful hound, hallucinatory terrain
5th insect plague, seeming

Your Most Fervent Dream

At 1st level, you make a deal with the spirit of the crossroads to fulfill a lifelong dream. You gain proficiency in a skill, language, or tool of your choice. In addition, whenever you make a check with the proficiency granted by this ability, you may use your Charisma modifier instead of the stated ability.

Road Warrior

At 1st level, your travels to The Crossroads have hardened you into a potent instrument of death. Your newfound fortitude is represented by Grit Points. You have a number of Grit Points equal to your Charisma modifier. You regain all spent Grit Points after finishing a short or long rest.

In addtion, you regain a Grit Point whenever you get a critical hit with a spell attack roll. You also regain a point whenever you reduce a creature to 0 hit points.

At 1st level you can spend 1 Grit Point to gain advantage on a spell attack roll.

Sudden Recollection

At 6th level, the Crossroads can reveal a path to success where others would falter. When you roll a saving throw, you can use you reaction and spend 1 grit point. You gain a bonus to the saving throw equal to your proficiency modifier if you are not already proficient in the save. You can use this ability after you see the total, but it must be before the DM announces the results.

All Roads Lead Back

At 10th level, you gain a more fundamental understanding of the Crossroads and its true nature. You can perfectly recall any path you have traveled, and you are immune to the maze spell. You also gain a bonus to your initiative rolls equal to your proficiency modifier.

As a reaction to being targeted by a ranged attack, you can attempt to confuse the target and redirect his aggression. The attacker must make a Wisdom saving throw against your warlock spell save DC. On a failed save, you may choose another creature you can see with 30 feet of you as the new target. The creature compares the original attack roll against the new target's AC. If it meets or beats it, the new target takes damage as normal. You regain use of this ability after finishing a short or long rest.

Wanted: Dead or Alive

At 14th level, you can push the tides of fate to one extreme or another. As an action, you can choose a creature within 60 feet of you and choose "Dead or Alive".

Dead: For the next 24 hours, you have advantage on attack rolls against that creature. Any damage you deal to the marked creature ignores any resistances and immunities it may have, and your attack rolls ignore any benefits the creature would recieve from 1/2 or 3/4 cover.

Alive: For the next 24 hours, the chosen creature is under the effect of a sanctuary spell that does not end if the creature attacks an enemy. The creature regains maximum possible hit points from any healing. If the creature would drop below 1 hit point, it instead drops to 0 hit points and this ability ends.

You regain use of this ability when you finish a long rest.

Eldritch Invocations

All demon lord warlocks are eligible for any eldritch invocations that require the Fiend Patron

Prince's Betrayal

Prerequisite: Graz'zt Patron, 7th level

The Dark Prince Graz'zt shares his knowledge of subterfuge and the art of deception. Any succesful attack roll against a suprised creature you attack is a critical hit.

Shadow of Sorrow

Prerequisite: Graz'zt Patron, Pact of the Blade feature, 5th level

You can summon an aspect of your patrons hooked blade, Word of Sorrow, using your Pact of the Blade feature in the form of a longsword. When you hit a creature with this weapon, you deal an extra 1d6 acid damage.

Secrets of the Heart

Prerequisite: Graz'zt Patron, Pact of the Tome feature, 10th level

As an action, you can expend a warlock spell slot and write a creature's name in your tome using a small amount of the creature's blood as ink. That creature's most fervant wish or desire appears in the tome written below the creature's name.

Tumor Familiar

Prerequisite: Demogorgon Patron, Pact of the Chain feature Demogorgon gifts you with the power to separate your tumor into its own entity. When you take this invocation, or whenever you cast find familiar, your familiar melds into your tumor. As an action, you can have the tumor detach itself from your body as a separate creature vaguely resembling your chosen familiar. As an action, the tumor can reattach itself to your neck.

You can see through your tumor familiar's eye, or hear through its ear, but not at the same time. If it dies, your tumor regenerates back on your neck at the end of a long rest, however you will need to recast find familiar before it can detach again.

Grotesque Expansion

Prerequisite: Juiblex Patron, 3rd level

Your worship of the Lord of Slimes allows you to manipulate your body to mimic the Gelatinous Cube. As an action, you can expand your body to fit any enclosure up to a 10 foot cube. Any armor or items in your possessions are absorbed into your new form. You do not exert any force on any containing surface, and if no such surface exists you expand to a fleshy 10 foot cube. As an action you can revert back to your original form. While expanded you are paralyzed, and cannot take any actions except for reverting back.

Slippery Escape

Prerequisite: Jubilex Patron

You can take the Disengage action as a bonus action on each of your turns.

Muddled Mind

Prerequisite: Demogorgon Patron

You are driven as mad as your patron in an effort to insulate yourself against the darkness encroaching your mind. You immediately gain an indefinite madness that is incurable, but you are immune to any future madness that you would take.

Shadow of the Wand

Prerequisite: Orcus Patron, 15th level

Once per long rest, you can cast any necromancy spell of 5th level or lower without expending a spell slot.

Deadeye

Prerequisite: 5th Level, Crossroads Patron

When you cast eldritch blast targetting a single creature, you may make a single attack roll. On a hit, the creature is automatically hit by each blast generated by the spell. On a miss, each blast misses.

Eldritch Adaptation

Prerequisite: eldritch blast cantrip, Crossroads Patron

Whenever you finish a long rest, choose a damage type other than bludgeoning or slashing. Until your next long rest, your eldritch blast cantrip's damage type is changed to the one you select.

Savage Shot

Prerequisite: 3rd level, eldritch blast cantrip, Crossroads Patron

Instead of spending a grit point to gain advantage on a spell attack roll, you may instead expend a grit point and make the attack roll at disadvantage. If the attack hits, you may expend a warlock spell slot to deal an additional 1d10 damage per level of the spell slot. You may not spend a grit point to gain advantage on this attack roll.

Six-Shooter

Prerequisite: Pact of the Blade, Crossroads Patron

You can create a silver pistol with your Pact of the Blade feature. The firearm cannot be loaded with normal ammunition. Instead, the pistol acts as a spellcasting focus. When you cast a warlock spell that would require a ranged attack roll, you gain a +1 bonus to the attack and damage roll.

The Road Less Travelled

Prequisite: Pact of the Tome, Crossroads Patron, 7th level

The Crossroads reveals itself in any path a man has travelled, and your Book of Shadows now serves as a record of that travel. Once per day, you may conduct a 1 minute ritual while on a path that another humanoid creature has walked in the past 7 days. At the end of the ritual, a list appears in your Book of Shadows of all the humanoid creatures who have travelled the path in the past week. You gain information of their names, ages, and sexes, along with the number of individuals in their group if they were in one. This information vanishes after your next long rest.

True Grit

Prerequisite: Crossroads Patron

You may use your reaction to spend a Grit Point to gain advantage on a Charisma check. On a natural 20, you regain the spent Grit Point.