```metadata
title: Commander's Revised Warlock
description: >-
New warlock invocations, revised and balanced patrons and pacts, and custom
invocations and cantrips to replace eldritch blast made tailor fit for each
patron, including a special pact of the chain familiar for each patron as
well.
tags:
- warlock
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
```css
/*=======--- Example CSS styling ---=======*/
/* Any CSS here will apply to your document! */
.phb p { line-height: 115%; !important
padding-bottom: 1mm;
}
.phb descriptive p{
display:block;
padding-bottom:1px;
margin-bottom: -1em;
line-height:1em
}
```
# The Commander's Revised Warlock
##### The reworked arcane deal maker in the World's Greatest Roleplaying Game.
\page
# Table of Contents
- ### [**Revised Warlock**](#p2)
- #### [3Class Table](#p3)
- #### [3Creation](#p3)
- #### [4Pact Boons](#p4)
- ### [**Patrons**](#p2)
- #### [6Archfey](#p6)
- #### [8Celestial](#p8)
- #### [10Death](#p10)
- #### [12Fathomless](#p12)
- #### [14Fiend](#p14)
- #### [16Genie](#p16)
- #### [18Great Old One](#p18)
- #### [20Shadow](#p20)
- #### [22Undeath](#p22)
- ### [**Abilities**](#p2)
- #### [24**Invocations**](#p24)
- #### [29**Pact of the Chain Familiars**](#p29)
```
```
>### Join the Discord!
> Have questions or comments to give to the development team of Revised Warlock or any other Commander brew? Join our discord! All critique is welcome and we'll be glad to have your feedback.
>
>If you wish to receive updates on this and future brews, ask for the **Scryer** role when you join.
>
>https://discord.gg/Wemuw7j
\page
##### The Revised Warlock
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known|Spell Slots | Spell Slot Level| Invocations Known|
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Pact Magic, Otherworldly Patron, Otherworldly Blast | 2 | 2 | 1 | 1 | ─ |
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1 |1|
| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2 | 2
| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2 | 2 |
| 5th | +3 | ─ | 3 | 6 | 2 | 3 | 3 |
| 6th | +3 | Otherworldly Patron Feature | 3 | 7 | 2 | 3 | 3 |
| 7th | +3 | ─ | 3 | 8 | 2 | 4 | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4 | 4 |
| 9th | +4 | ─ | 3 | 10 | 2 | 5 | 5 |
| 10th | +4 | Otherworldly Patron Feature | 4 | 10 | 2 | 5 | 5 |
| 11th | +4 | Mystic Arcanum (6th Level) | 4 | 11 | 3 | 5 | 6 |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5 | 6 |
| 13th | +5 | Mystic Arcanum (7th Level) | 4 | 12 | 3 | 5 | 7 |
| 14th | +5 | Otherworldly Patron Feature | 4 | 12 | 3 | 5 | 7 |
| 15th | +5 | Mystic Arcanum (8th Level) | 4 | 13 | 3 | 5 | 8 |
| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5 | 8 |
| 17th | +6 | Mystic Arcanum (9th Level) | 4 | 14 | 4 | 5 | 8 |
| 18th | +6 | ─ | 4 | 14 | 4 | 5 | 9 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5 | 9 |
| 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5 | 9 |
#### Hit Points
___
- **Hit Dice:** 1d8 per warlock level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level
#### Proficiencies
___
- **Armor:** Light armor
- **Weapons:** Simple weapons
- **Tools:** None
___
- **Saving Throws:** Wisdom, and either Charisma or Intelligence
- **Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature and Religion.
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a light crossbow and 20 bolts or *(b)* a simple weapon
- *(a)* a component pouch or *(b)* an arcane focus
- *(a)* a scholar's pack or *(b)* a dungeoneer's pack
- Leather armor, any simple weapon, and two daggers
```
```
### Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice from the Patron list below. Your choice grants you features at 1st level and again at 3rd level, 6th level, 10th level, and 14th level.
### Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
#### Cantrips
You choose two cantrips from the warlock spell list, in addition to your Otherworldly Blast which is decided by what Patron you choose. You learn additional warlock cantrips of your choice, as shown in the table above.
#### Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells. Some warlocks can use items from their Pact Boon as an arcane focus as well, such as a Pact of the Talisman warlock using their Talisman as a focus.
\page
#### Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
#### Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
#### Spellcasting Ability
When you gain this class feature, you choose to use Intelligence or Charisma as your spellcasting ability for your warlock spells, using the same ability whenever a spell refers to your spellcasting ability. In addition, you use this same ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
___
**Spell Save DC ** = 8 + your proficiency bonus + your Spellcasting modifier
___
**Spell Attack Modifier ** = your proficiency bonus + your Spellcasting modifier
#### Otherworldly Blast
The beings entreated by warlocks for power are wide ranging, powerful beings of other planes and realms. They grant their warlocks unique cantrips out of reach for other arcane practitioners. Each Otherworldly Blast is listed under the Patron that grants it.
At 1st level, you learn the cantrip listed for your patron (it does not count against your Cantrips Known). You may cast it as an action. Starting at 5th level, as an action, you may cast this cantrip twice. This increases to three times at 11th level, and four times at 17th level.
### Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, special arcane rituals and processes which imbue you with a magical ability.
At 2nd level, you gain one eldritch invocation of your choice. Your invocation options are listed at the end of the class description and on your patron's page. At certain warlock levels, you gain new invocations of your choice, as shown in the Invocations Known column of the warlock table. Each patron has Eldritch Invocations specific to them, which may only be chosen if you are a warlock of that patron.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
### Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your service. Choose one of the following features to gain:
#### 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, and it can be used as a spellcasting focus. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
When attacking with your pact weapon, you may use your warlock spellcasting ability instead of Strength or Dexterity for your weapon attack and damage rolls. At 6th level, you can attack with your pact weapon twice, instead of once, when you take the Attack action on your turn.
Your pact weapon disappears if you summon another pact weapon, you dismiss the weapon (no action required), if you die, or if it is more than 5 feet away from you for 1 minute.
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 rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use the ritual to break your bond to it, forcing it to appear at your feet if it is in the extradimensional space.
\page
#### Pact of the Chain
You learn the *find familiar* spell and can cast it as a ritual, and it doesn’t count against your number of spells known.
When you cast the spell, you can choose a form listed in the spell description or you may choose your unique patron familiar. However, the material component is then increased to 25g worth of a specific substance required to summon this creature, listed in the creature's description.
Your patron familiar is more powerful than other familiars. When it drops to 0hp, it doesn't immediately disappear. Instead, it begins making death saving throws, allowing you to mend its wounds to return it to battle. If it dies, it then vanishes, dropping anything it was wearing or carrying.
The familiar's turn shares your initiative and you determine its actions in battle. If you're incapacitated or absent, it rolls its own initiative and acts on its own.
Your familiar uses your proficiency instead of its own, and adds your proficiency to its AC. For each level after 1st, your familiar gains hit points equal to one of its hit dice + its Constitution modifier, and it gains one additional hit die.
Your familiar also gains proficiency in two skills of your choice in addition to what it begins with, and shares your saving throw proficiencies. It cannot attune to or activate magical items.
You and your familiar always know the direction to one another, and can communicate telepathically regardless of distance. Additionally, you can see through your familiar's eyes and hear what it hears regardless of distance.
Whenever you gain an Ability Score Improvement class feature, your patron familiar gains the same (but not any other familiar form). Its ability scores can increase beyond 20 in this way, however, your familiar cannot take feats.
#### 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 fails an ability check or saving throw, they can add a d4 to the roll, potentially turning the roll into a success. If the roll succeeds because of this benefit, a use is expended. It has a number of uses equal to your proficiency, and all expended uses are restored when you finish a long rest.
You may use your Talisman as an arcane focus, and can summon it to your hand as an action as long as you are on the same plane of existence as the Talisman.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
The die you roll as a bonus increases in size when you reach 5th level warlock (d6), 9th (d8), 13th (d10) and 17th (d12).
#### Pact of the Tome
Your patron gives you an appropriately themed book containing hidden and esoteric ways to cast spells. When you gain this feature, choose three cantrips and two 1st-Level spells from any class's spell list (your choices needn’t be from the same list). While the Tome is on your person, you can cast these spells and they don't count against your number of cantrips or spells known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.
You gain a 1st-Level spell slot. This spell slot is recovered after you finish a short rest.
Additionally, you can cast any warlock spell as a ritual if it has the ritual tag while this book is on your person. If you lose your Tome, you can perform a 1-hour ceremony to receive a replacement from your patron. You may perform this ritual during a short or long rest. The book turns to ash when you die.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Whenever you reach these levels, you can also do one of the following, representing a change in focus in your occult studies:
- Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
- Replace the option you chose for the Pact Boon feature with one of that feature's other options.
- If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
### Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
### Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. As an action, you regain all your expended spell slots from your pact magic feature. Alternatively, you can spend a short rest to regain one mystic arcanum or spell which was gained by an invocation that allows only one casting before needing to complete a long rest to do so again.
Once you use this feature, you cannot do so again until you finish a long rest.
\page
## 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 power or the settling of age-old grudges.
### Otherworldly Blast
#### Faerie Flame
*Conjuration cantrip*
___
- **Casting Time:** Based on warlock level
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
You conjure a colorful mist of fey magic in a beam toward your target, assaulting their mind. Roll a ranged spell attack against your target. On hit, it takes 1d8 psychic damage. When you hit a target with this spell, you may use your bonus action to cause the mists to cling to your target. It must make a Dexterity saving throw. On failure, the target is outlined in vibrant colors, sheds dim light in a 10 foot radius, and the next attack against the affected target gains a 1d4 bonus to the roll. This effect lasts until the start of your next turn or an attack gains the bonus to the roll.
#### Additional Learned Spells
You learn additional spells at the warlock level listed in the Archfey Spells table. These spells don't count against the number of spells known, and these spells are considered warlock spells for you.
```
```
##### Archfey Spells
| Warlock Level | Spells |
|:----:|:-------------|
| 1st | *faerie fire, sleep* |
| 3rd | *calm emotions, phantasmal force* |
| 5th | *blink, plant growth* |
| 7th | *dominate beast, greater invisibility* |
| 9th | *dominate person, seeming* |
#### Inscrutable Mind
Your patron teaches you the secrets of shielding your mind against intrusion. You gain proficiency with the deception skill and whenever you use this skill, you can treat a d20 roll of 9 or lower as a 10. Additionally, you are immune to any effect which would sense your emotions or thoughts, as well as any divination spell that you refuse to allow to affect you.
#### Fey Presence
Starting at 3rd level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 20-foot radius from you to succeed on a Wisdom saving throw against your warlock spell save DC or become charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
#### Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
#### Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-altering magic of your enemies against them. You are immune to being charmed. If a creature tries to charm you, they take damage equal to your warlock level and must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Additionally, when another creature attempts to attack you or cast a harmful spell or ability targeting only you, you can use your reaction to attempt to try and cloud their mind with fey magic. The creature must succeed on a Charisma saving throw against your warlock spell save DC or the attack or spell fails and they are charmed by you until the end of your next turn. If they succeed on this saving throw, the creature is immune from needing to make this save for 24 hours.
#### Dark Delirium
Starting at 14th level, you can send a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute. This effect ends early if your concentration is broken or if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
\page
### Archfey Invocations
#### Aspect of the Moon
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 8 hours doing light activity, such as reading or keeping watch. Additionally, you have advantage on saving throws against spells and saving throws made to resist the charmed condition.
#### Aversion of the Fey
*Prerequisite: Pact of the Tome feature*
Your pact tome has a ward which causes creatures to ignore you. You can use a bonus action to activate the ward, causing each creature of your choice that can see you to make a Wisdom saving throw against your warlock spellcasting DC. Creatures that fail forget they have seen you and cannot willingly approach within 30 feet of you for 1 minute. Creatures hostile to you can repeat the save at the end of their turn. If they succeed they can approach you and see you as normal. If you damage the creature, it automatically succeeds on its save.
You can use this invocation a number of times equal to your proficiency, regaining expended uses when you finish a long rest.
#### Charming Flourish
*Prerequisite: Pact of the Blade feature*
Whenever you hit a creature with your pact weapon, you can choose to deal no damage. If you do so, the target must succeed a Wisdom saving throw against your warlock spell save DC or become charmed by you until the start of your next turn.
#### Liar's Beacon
You gain expertise in the Deception and Stealth skills. Additionally, you gain advantage on attack rolls against creatures charmed by you, and any attack that lands is counted as a critical hit.
#### Death of the Trickster
*Prerequisite: Pact of the Talisman feature*
Whenever the wearer of your talisman receives
damage that would cause wearer to drop to 0 hit
points, the talisman completely protects them from
the attack or damage, turns them invisible, then
creates a powerful and realistic illusion of them
dying, as appropriate to the damage or attack's form.
This invisibility lasts for 10 minutes or until the
wearer of the talisman attacks or casts any spell.
This effect happens automatically and only direct
tactile examination can reveal the illusion for
what it is. Once this invocation is used, it
cannot be used again until you finish a long rest.
\page
## Celestial
Your patron is a powerful being of the Upper Planes. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to purge the undead, to defeat fiends, and to protect the innocent. At times, you might be filled with a longing for the realm of your patron, to wander that paradise for the rest of your days.
### Otherworldly Blast
#### Radiant Orb
*Evocation cantrip*
___
- **Casting Time:** Based on warlock level
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
You gather radiant energy into a glowing sphere of pure light and hurly it at your target. Make a ranged spell attack against the target. On hit, the target takes 1d8 radiant damage, or 2d8 radiant damage if the target is undead or a fiend.
```
```
When you hit, you can choose to instead deal no damage, and use your bonus action to cause the ball to explode in a dazzling radiance. When you do this, the target must succeed on a Dexterity saving throw or become blinded until the start of its next turn. Undead, fiends, and creatures with sunlight sensitivity have disadvantage on this save.
#### Additional Spells Learned
You learn additional spells at the warlock level listed in the Celestial Spells table. These spells don't count against the number of spells known, and these spells are considered warlock spells for you.
##### Celestial Spells
| Warlock Level | Spells |
|:----:|:-------------|
| 1st | *guiding bolt, cure wounds* |
| 3rd | *flaming sphere, lesser restoration* |
| 5th | *daylight, revivify* |
| 7th | *guardian of faith, wall of fire* |
| 9th | *flame strike, greater restoration* |
#### Celestial Authority
At 1st level, you carry the seal of the heavens, a divine mandate which emboldens and empowers you. You learn *sacred flame* cantrip, which doesn't count against the number of cantrips you know. Additionally, you gain advantage on any saving throw made to resist being charmed or frightened.
#### Healing Light
At 3rd level, you gain the ability to channel healing celestial energy. You have a pool of d6s that you spend for this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your warlock spellcasting modifier (minimum of one die). Roll the dice you spend, and restore a number of hit points equal to the total. Your pool regains all expended dice after a long rest.
#### Radiant Soul
Starting at 6th level, you have resistance to radiant damage. When you cast a spell of 1st level or higher that deals radiant or fire damage, creatures which take damage from these spells are counted as having vulnerability to that damage.
#### Celestial Resilience
Starting at 10th level, whenever you finish a short or long rest, up to six creatures you can see have their current and maximum hit points increased by an amount equal to half your warlock level until you finish a short or long rest. A creature can only have one instance of this benefit at a time.
#### Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you 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 stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your warlock spellcasting modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
\page
### Celestial Invocations
#### Ascension
*Prerequisite: 9th level*
You can use your action to unleash two feathered wings from your back. These wings stay until you dismiss them as a bonus action or you lose concentration. While these wings are conjured, you have a flying speed of 60ft. You are not able to hover, so if your speed is reduced to 0 while flying, you plummet to the ground unless you can stop your fall.
At 14th level, having these wings conjured no longer requires your concentration.
#### Seven Seals of Brass
*Prerequisite: Pact of the Blade*
Once on each of your turns, when you damage a creature with your pact weapon, they are afflicted with binding magic. Until the start of your next turn, when the target hits a creature other than you with an attack, they take 1d6 radiant damage. The effect then ends on the target. This damage increases by 1d6 at 8th level (2d6) and 14th level (3d6).
#### Rebuke of the Sacred Doctrine
*Prerequisite: 5th level, Pact of the Tome feature*
When you damage a creature with a spell that requires a verbal component, you may use your bonus action to force the target to make a Constitution saving throw. On a failed save, the target is blinded for 1 minute. At the end of each of its turns, the target may reroll this saving throw. On a success, the effect ends.
You may use this feature a number of times equal to your proficiency and regain expended uses when you finish a long rest.
```
```
#### Path of the Enlightened
As a bonus action, you may set your AC equal 14 + your Strength modifier. You can use a shield and still gain this benefit. While this effect is active, you can't be moved against your will along the ground. This effect lasts until you're incapacitated or you dismiss it as a bonus action.
#### Sacred Ward
*Prerequisite: Pact of the Talisman feature*
When the wearer of your talisman finishes a long rest, they gain 5 temporary hp per your warlock spell slot level.
#### Standard of Peace
You are granted a banner that is able to compel others to peace. You can plant this banner into the ground in any way you see fit. While it is planted, any creature within 300 feet that can see the banner must succeed on a DC 13 Charisma saving throw before it can attack or cast a hostile spell. However, once a creature has either attacked or been attacked or damaged, all creatures within 30 feet of the aggressor are freed from the banner's effect. The effect lasts for 1 hour or until you uproot the banner. Once you use this invocation, you cannot use it again until you finish a long rest.
\page
## Death
Warlocks who enter the service of Death have made a pact with the reaper itself. Seeking to be an avatar of destruction, the very chill that sweeps over the mortal coil in its last moments, many warlocks hope to safeguard the cycle of life and death, to shepherd others to a fate they revere.
### Otherworldly Blast
#### Call the Grave
*Conjuration cantrip*
___
- **Casting Time:** Based on warlock level
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
You extend your hand and the specter of death flies toward your enemy. Make a ranged spell attack against a creature. On a hit, the creature takes 1d8 necrotic damage, or 1d12 necrotic damage if it is frightened.
When you hit a creature with this spell, you can use your bonus action to show that creature their potential doom. The target must make a Wisdom saving throw against your warlock save DC. On a failure, the target becomes more susceptible to their eventual death and the next time it takes damage, treat the target as if it were vulnerable to that damage.
#### Additional Spells Learned
You learn additional spells at the warlock level listed in the Death Spells table. These spells don't count against the number of spells known, and these spells are considered warlock spells for you.
```
```
##### Death Spells
| Warlock Level | Spells |
|:----:|:-------------|
| 1st | *detect good and evil, inflict wounds* |
| 3rd | *blindness/deafness, silence* |
| 5th | *life transference, speak with dead* |
| 7th | *aura of life, death ward* |
| 9th | *dispel evil and good, enervation* |
#### Living Harbinger
You are given an extended life to enact the grim plans of your patron. For every 10 years which pass, your body ages only 1 year and are immune to being magically aged. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a Warlock level.
If you are not wearing armor, your AC becomes 10 + your spellcasting modifier + your Constitution modifier.
You are immune to disease, have resistance to poison damage and gain advantage on saving throws made to resist the poisoned condition.
#### Deathless Nature
Starting at 3rd level, you resist the slow creep of death. You become proficient in Death saving throws and Constitution saving throws.
When you succeed at a death saving throw, you can choose to gain 1 hit point and can spend any number of your hit dice as if you finished a short rest. You can choose to become conscious and take your turn as normal, or you can choose to enter the effects of the *feign death* spell for up to 24 hours. At the end of this duration, you become conscious.
#### Undying Master
Starting at 6th level, you imbue your necrotic life force into the spells you cast. Necrotic damage you deal ignores resistance to necrotic damage, and treats immunity to necrotic damage as resistance.
Additionally, you can hold your breath indefinitely, you don't require food or water, and you don't need to sleep though you still benefit from finishing short and long rests.
Finally, you are permanently under the effects of the *death ward* spell, but if the ward prevents you from dropping to 0 hit points, it cannot do so again until you finish a long rest.
#### Feast of Life
At 10th level, your kills sustain and refresh you, aiding your ever constant mission on the mortal realm. When you reduce a small or larger creature to 0 hit points as a result of necrotic damage, you gain hit points equal to the necrotic damage rolled.
#### Harbinger of Death
When you reach 14th level, you have become a true agent of your Patron that shepherds the dying into the realm of Death. You gain resistance to bludgeoning, piercing and slashing damage. You stop aging and cannot die of old age.
You can use a bonus action to regain hit points equal to your warlock level + your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. 1 Q
\page
### Death Invocations
#### Touch of the Reaper
*Prerequisite: 7th level*
You gain the ability to end a life as quickly as a touch. Make a melee spell attack against a creature within your reach. On hit, the creature takes 8d8 necrotic damage and begins needing to make Constitution saving throws at the end of each of its turns. If it fails, it suffers 8d8 necrotic damage.
If it succeeds, it suffers no damage and no longer needs
to make the save.
At 14th level, when you use this ability, if the
creature fails three Constitution saving throws,
it instantly dies.
Once you use this invocation you cannot do so
again until you finish a long rest.
#### Lifetaker
*Prerequisite: Pact of the Blade feature*
When you hit a creature with your pact weapon,
you can cast *cure wounds* on yourself as a
bonus action using a warlock spell slot.
Additionally, you gain proficiency in heavy armor.
#### Tomb of Ages
*Prerequisite: 5th level*
As a reaction when you take damage, you can
entomb yourself in a dark crystalline substance,
which breaks away at the end of your next turn.
You gain temporary hit points equal to 10 times
your warlock level, which take as much of the
triggering damage as possible.
Immediately after you take the damage, if you
have any remaining temporary hit points from this
feature, you gain resistance to all damage except
force damage, your speed is reduced to 0, and you
are incapacitated. These effects expire when the
crystal breaks, but any remaining temporary hit
points are added to your current hit points at the end
of your next turn. The crystal only forms if any
temporary hit points remain after the triggering
damage.
Once you use this invocation, you can't use it again
until the end of a short or long rest.
#### Unnatural Protection
*Prerequisite: 5th level, Pact of the Tome feature*
Whenever you take the Dodge action, you also gain advantage on all saving throws until the start of your next turn or you are incapacitated.
#### Silence of the Grave
*Prerequisite: Pact of the Talisman*
You can cast *silence* once. The effect is a 10 foot radius which is centered on and moves with your talisman. Once you use this feature, you cannot do so again until you
finish a short rest. You can cast this spell with a spell
slot at any time.
\page
## 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?
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.
### Otherworldly Blast
#### Tidal Spray
*Evocation cantrip*
___
- **Casting Time:** Based on warlock level
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
You blast a solid jet of frigid sea water at your target. Make a ranged spell attack against your target. On hit, the target takes d4 cold damage and d6 bludgeoning damage. Your cantrip extinguishes unprotected flames in a 5ft radius where it hits.
When you hit a target with this spell, you can use your bonus action to push the water clinging to the target away from you. Your target must roll a Strength saving throw. On a failure, you can choose to shove your target prone or 5ft directly away from you.
#### Additional Spells Learned
You learn additional spells at the warlock level listed in the Fathomless Spells table. These spells don't count against the number of spells known, and these spells are considered warlock spells for you.
##### Fathomless Spells
| Warlock Level | Spells |
|:----:|:-------------|
| 1st | *create or destroy water, thunderwave* |
| 3rd | *gust of wind, silence* |
| 5th | *lightning bolt, sleet storm* |
| 7th | *control water, summon elemental (water only)* |
| 9th | *Bigby's Hand (appears as a Tentacle), cone of cold* |
#### Tentacle of the Deeps
At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
#### Gift of the Sea
At 3rd level, You are now even more at home in the depths. You gain a swimming speed of 40 feet, and you can breathe underwater. You also gain resistance to cold damage.
In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
#### Guardian Coil
At 6th level, your Tentacle of the Deeps can defend others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to reduce the damage by d8. When you reach 10th level in this class, the damage reduced increases to 2d8.
#### Grasping Tentacles
At 10th level, you learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.
#### Fathomless Plunge
Starting at 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
Once you use this feature,
you can’t use it again until
you finish a short or
long rest.
\page
### Fathomless Invocations
#### Grasping Reach
When you damage a creature with an attack, you can use your bonus action to attempt to grapple them with spectral tentacles. The creature must succeed its choice of Athletics or Acrobatics check against your spell save DC. If the target fails, it is grappled by the tentacles, using your spell DC as the escape DC.
You may have a number of creatures equal to your proficiency bonus grappled this way at a time. If you attempt to grapple another creature with this ability, you must choose a previous creature to free from this feature's grapple.
#### Trident of Leagues
*Prerequisite: Pact of the Blade feature*
Your pact weapon can benefit from this feature, but gains greater power if it takes the form of a trident. As any other weapon, it can be treated as an underwater weapon, gains the Thrown property (20/60) and returns to the wielder's hand immediately after it is used to make a ranged attack.
However, if it takes the form of a trident, it additionally gains a +1 bonus to attack and damage, its Thrown property becomes (60/120) and it can deal lightning damage instead of piercing damage.
Once you reach 5th level, you can cast Call Lightning if you have your pact weapon summoned as a trident without using a spell slot. Once you do, you cannot do so again until you finish a long rest.
```
```
#### Gift of the Depths
*Prerequisite: 5th level*
You can cast *water breathing* without expending a spell slot. Any creature under the effects of your *water breathing* spell is able to communicate with any other creature under the effects of the same spell. Finally, any creature under the effects of your *water breathing* spell gains blindsight equal to 3 times your warlock spellcasting ability, in the form of echolocation. Creatures with this blindsight are not able to use it if they are deafened, and other creatures may be able to hear the echolocation sounds.
#### Eye of Fathoms
*Prerequisite: Pact of the Tome feature*
Your pact tome now has a conch shell in its construction which can be blown to produce any of the following magical effects
- Calm rough waters in a 1 mile radius, including dispelling a water elemental or water weird. This effect lasts for 8 hours. Alternatively, you can cause waters to become tumultuous and rough, causing them to become difficult terrain for water vessels for up to an hour.
- If you are in a body of water where such creatures exist, summon up to 10 giant sea horses or hippocampi to serve as mounts for 8 hours.
- Attempt to suppress strong emotions within 40 feet of you. Each creature within this range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails the saving throw, any effect causing the creature to be charmed frightened is ended and it is made to feel indifferent toward creatures it is hostile to. This indifference ends if it is attacked or harmed in any way, witnesses its allies suffer the same, or the spell ends.
#### Moon Pearl
*Prerequisite: 5th level, Pact of Talisman feature*
Your talisman now features a prominent, large pearl worth 100gp that can force water to rise or recede. If you hold it in your hand, you can use an action to activate the pearl. For as long as you concentrate, to a maximum of 10 minutes you can cause all water within 60 feet of you to rise or recede at 5 feet per round, or stay level during this time. Once your concentration stops, the water resumes its previous level, unless you lowered the entire body of water to the ground and dried it up.
Additionally, if you are within 20 feet of a large body of water, you can use your action to call forth a wave of water in a 25 foot cube adjacent to you. Each creature in the wave must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone and pushed 20 feet away from you. On a successful save, a creature takes half as much damage and isn’t knocked prone, but is still pushed 10 feet away from you. The water then spreads across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
While you are alway able to rise and recede water with your concentration, once you call forth the forceful wave, you cannot do so again until you finish a short or long rest.
\page
## Fiend
You have made a pact with a fiend from the lower planes, a being whose aims are evil, even if you strive against them. Such beings desire the corruption or destruction of all things, ultimately including you. Powerful fiends which might form a pact are usually Devils, as they are more inclined to form contracts and make deals, but you might supplant power from a Demon if you are especially crafty or forceful in your occult knowledge.
### Otherworldly Blast
#### Hellfire
*Evocation cantrip*
___
- **Casting Time:** Based on warlock level
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
Flaming claws appear near a creature within range, slashing with a momentary blaze. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage.
When you hit a creature with this spell, you may use your bonus action to deal 1d4 fire damage to all creatures within 5 feet of the target in a fiery explosion. This explosion's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
#### Additional Spells Learned
You learn additional spells at the warlock level listed in the Fiend Spells table. These spells don't count against the number of spells known, and these spells are considered warlock spells for you.
##### Fiend Expanded Spells
| Warlock Level | Spells |
|:----:|:-------------|
| 1st | *burning hands, command* |
| 3rd | *blindness/deafness, scorching ray* |
| 5th | *fireball, stinking cloud* |
| 7th | *fire shield, wall of fire* |
| 9th | *flame strike, hallow* |
#### Infernal Authority
Starting at 1st level, you gain the authority of the fiend you have made a pact with. All fiends, devils, demons, and undead creatures suffer disadvantage to attack rolls against you, and you gain advantage on saving throws against spells they cast with you as the only target.
#### Dark One's Blessing
Starting at 3rd level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your warlock spellcasting modifier + your warlock level. Additionally, when you use this feature, creatures of your choice within 30 feet of you must succeed on a wisdom saving throw or become frightened of you until the start of your next turn.
```
```
#### Infernal Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to subtract one of your available hit dice, roll it, then add the result to your ability check or saving throw. You can do so after seeing the initial roll but before any of the roll's effects occur.
#### Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
At 14th level, if you choose no damage type to be resistant to, you instead gain 10 hit points at the start of your turn if your current hit points are above half your maximum hit point total.
#### Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
#### Contract Binding
Alternatively you can instead send yourself to the lower planes, favoring the plane your Patron hails from. There, you may bind a fiend, of a CR level equal to your warlock level, into your service using your Patron's authority, and assume mental control of it. At the start of your next turn, the fiend you have bound returns to the same spot you left. You control the fiend's turns as if you were the fiend itself, can see through its eyes and hear what it hears, and force it to say what you wish. At the end of 1 minute, or when this fiend is reduced to 0 hit points, you and the fiend switch places, you returning to the spot it currently is on your plane, while the fiend returns to where you found it.
Once you use
this feature, you
can't use it again
until you finish
a long rest.
\page
```
```
### Fiend Invocations
#### Cloak of Flies
As a bonus action, you surround yourself with a magical aura that looks like buzzing flies and extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes 1d4 poison damage. This damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4)
#### Hellish Gate
*Prerequisite: 7th level, Pact of the Tome feature*
As long as you have your pact tome, you may cast *summon lesser demons* at will, but may only summon two demons of challenge rating 1 or lower.
When you reach 9th level, you may cast *summon greater demon* at will, and your pact tome reveals the demon's true name to you.
When you reach 14th level, you may cast *summon fiend* at will.
You do not need to concentrate on these spells, but your pact tome concentrates instead. It is only capable of concentrating on one spell just like you are, but this leaves you free to concentrate on another spell of your choosing, even this same spell.
#### Fiendish Armor
*Prerequisite: Pact of the Blade feature*
As an action, you summon fiendish armor which glows red hot until the spell ends. Your AC becomes 15 + Dexterity modifier. This spell ends if you don armor or you dismiss the spell as an action.
While this effect is active, a creature that touches you or hits you with a melee attack takes 1d6 fire damage. This damage increases by 1d6 at 6th level (2d6), 10th level (3d6), and 14th (4d6).
#### Vigor of Flames
*Prerequisite: 14th level*
When you take fire damage, you can use your reaction to absorb the fire. The damage is negated, and instead you gain temporary hit points equal to the amount of damage you would have taken before resistances and immunities. The amount of temporary hit points received at one time cannot exceed your warlock level.
Once you use this feature, you cannot do so again until you finish a long rest.
#### Silver Damnation
*Prerequisite: Pact of the Talisman feature*
When initiative is rolled, you can choose to go first or last in the turn order. If you go first, you gain an additional action on your turn which must be used on that turn, but only for that turn. If you go last, you are under the effects of three-quarter's cover and the dodge action until your turn.
Once you use this invocation, you cannot do so again until you finish a long rest.
\page
## Genie
You have made a pact with a noble genie; entities which 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.
You choose your Patron's type from either the Dao of earth, Djinni of air, Efreeti of fire, or the Marid of water. Each Genie has an associated damage type which is referenced below as **Genie damage**, and is specific to the Genie you have chosen; bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid)
#### Additional Spells Learned
You learn additional spells at the warlock level listed in the Genie Spells table. These spells don't count against the number of spells known, and these spells are considered warlock spells for you.
##### Genie Spells
| Warlock Level | Genie Spell | Dao Spell | Djinni Spell| Efreeti Spell| Marid Spell
|:-:|:-|:-|:-|:-|:-
| 1st | *detect evil and good* | *sanctuary* | *thunderwave*| *burning hands*|*fog cloud*
| 3rd | *phantasmal force*|*spike growth*|*gust of wind*|*scorching ray*|*blur*
| 5th | *create food and water*|*meld into stone*|*wind wall*|*fireball*|*sleet storm*
| 7th | *phantasmal killer*|*stone shape*|*greater invisibility*|*fire shield*|*control water*
| 9th | *creation*|*wall of stone*|*seeming*|*flame strike*|*cone of cold*
|17th| *wish*
### Otherworldly Blast
#### Elemental Blast
*Evocation cantrip*
___
- **Casting Time:** Based on warlock level
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
Your cantrip channels the might of the powerful Genie you've chosen into solid elemental force. Make a ranged spell attack against the target. On hit, you deal d8 damage, the type of which is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
Additionally, when your cantrip hits, you can use your bonus action to cause a 10 foot radius whirlwind of smoke (efreeti), crackling lightning (djinni), crystalline dust (dao), or icey frost (marid) to be centered on your target. Attacks which originate within or pass through your whirlwind suffer disadvantage, and creatures inside the whirlwind are deafened. On your turn you can use your bonus action to move this whirlwind 20 feet in a direction of your choosing, and it persists for 1 minute or you choose to create another whirlwind with this cantrip.
```
```
#### Genie's Wrath
Starting at 1st level, once during each of your turns when you hit with an attack roll, you can deal extra Genie damage to the target equal to your proficiency bonus.
#### Genie's Vessel
Starting at 3rd level, your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is.
While you are in possession of your vessel, as an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.
The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a 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.
\page
#### Elemental Gift
Starting at 6th level, you begin to take on characteristics of your patron’s kind. You now have resistance to the damage type associated with your Genie damage.
In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
#### Sanctuary Vessel
Starting at 10th level, when you enter your Genie’s Vessel, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
#### Limited Wish
Starting at 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
Once you use this feature, you can’t use it again. At the end of a long rest, roll a d4. On a 1, you can reuse this feature.
```
```
### Genie Invocations
#### Genie's Escape
*Prerequisite: 7th level*
Your walking speed and flying speed increases by 10 feet. You can cast *freedom of movement* on yourself without expending a spell slot. You can't do so again until you finish a long rest.
#### Armor in a Bottle
As an action, you can pour a viscous oil from your Genie's Vessel on a creature, becoming a flexible, shiny armor sheen. The longer the oil soaks into the creature, the more effective it is; however, during this time, the creature cannot move or take any actions, or the oil stabilizes in its current state. The protection provided depends on how long the creature waits before moving. Once stabilized, the armor lasts for 1 hour.
|Length of Time|AC Granted|
|:-:|:-|
|1 round|11 + Dexterity Modifier|
|1 minute|13 + Dexterity Modifier|
|10 minutes|15 + Dexterity Modifier|
|1 hour|17 + Dexterity Modifier|
|8 hours|19 + Dexterity Modifier|
Once you use this invocation, you cannot use it again until you finish a long rest.
#### Fading Blade
*Prerequisite: Pact of the Blade feature*
The hilt of your pact weapon features a large prominent gem from your Patron Genie. As an action, while your pact weapon is summoned, you can become invisible and teleport to a point you can see within 30 feet. This invisibility lasts until you make an attack or cast a spell, or 1 minute. Once you use this invocation, you cannot do so again until you finish a long rest.
Additionally, whenever you score a critical hit, you can become invisible as a bonus action until the start of your next turn.
#### Tome of Wishes
*Prerequisite: Pact of the Tome feature*
When you finish a long rest, you can learn a single spell from any class list. You are able to cast that spell at its base level and without expending a spell slot. It counts as a warlock spell for you. Once the spell is used, you cannot cast it again. However, once you complete a long rest, you may learn the same or a different spell with this invocation.
#### Key to Creation
*Prerequisite: Pact of the Talisman feature*
As an action, you can channel the power of your Genie to create one non magical item of your choice, appearing in place of your talisman. The gp value of the item can't be more than 20 times your warlock level, and must be Medium or smaller. The talisman stays in this item's form until you use this invocation again. When you do, any items which were part of its creation also disappear, such as spread caltrops.
Once you use this invocation, you can't do so again until you finish a long rest, or you expend a spell slot. The item size limit increases when you reach 6th level (Large) and 14th level (Huge).
\page
## 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.
### Otherworldly Blast
#### Insanity Beam
*Enchantment cantrip*
___
- **Casting Time:** Based on warlock level
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
You fire a beam of energy that fills the head of a creature within range with incomprehensible visions, causing intense pain. Make a ranged spell attack against the target. On hit, the target takes 1d8 psychic damage.
When you hit a creature within this spell, you can use your bonus action to disrupt the target's thoughts. If you do so, the target must succeed on an Intelligence saving throw against your warlock spell save DC or use its reaction to spend half its movement running in a random direction.
#### Additional Spells Learned
You learn additional spells at the warlock level listed in the Great Old One Spells table. These spells don't count against the number of spells known, and these spells are considered warlock spells for you.
##### Great Old One Spells
| Warlock Level | Spells |
|:----:|:-------------|
| 1st | *dissonant whispers, Tasha's hideous laughter* |
| 3rd | *detect thoughts, phantasmal force* |
| 5th | *clairvoyance, sending* |
| 7th | *dominate beast, Evard's black tentacles* |
| 9th | *dominate person, telekinesis* |
#### Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share
a language with the creature for it to
understand your telepathic utterances,
but the creature must be able to
understand at least one language.
```
```
#### Planar Senses
You gain the ability to see magic and sense its presence around you. As an action, you can open your senses to detect magic, sensing a faint aura around any visible creature or object within 60 feet that bears magic. Your vision can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt.
#### Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
#### Mind Sculptor
Starting at 10th level, your link to your patron grants you power of the minds of creatures. You have resistance to psychic damage, and if a creature deals psychic damage to you, that creature takes the same amount of damage that you do before resistances or immunities.
Additionally, you learn how to break down the minds of creatures. As an action, choose a creature within 60 feet of you. The target must make an Intelligence saving throw against your warlock spell save DC. If they fail, they are driven mad, and must use their action to make a melee attack against themselves during their turn. At the end of each of their turns, they can repeat this saving throw, ending the effect on a success. Once you use this feature, you can't do so again until you finish a short or long rest.
#### Create Thrall
At 14th level, you gain the ability to overpower minds. As an action, you can touch an incapacitated humanoid. They are charmed by you until a *Remove Curse* spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the creature as long as both of you are on the same plane of existence.
\page
### Great Old One Invocations
#### Old One's Vision
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 10 minutes. During that time you perceive objects as ghostly, translucent images. Once you use this invocation, you can't use it again until you finish a short or long rest.
#### Master of the Mind
*Prerequisite: 7th level*
You may cast *detect thoughts* at will, without expending a spell slot.
#### Horrid Visions
*Prerequisite: Pact of the Talisman feature*
The wearer of your talisman is cursed with constant visions of impending danger. Because of this, they are never surprised, and attacks on them never gain advantage. However, the wearer has trouble sleeping or resting and only recover a quarter of their hit dice, rounded down, when they complete a long rest if they benefitted at all from the talisman's bonuses during the previous day.
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#### Pull of Myriad Eyes
*Prerequisite: Pact of the Blade feature*
When you are hit by a melee attack, you can use your reaction to try to transfer that damage to another creature of your choice within 60 feet. That creature must make a Wisdom saving throw against your warlock spellcasting DC. If it fails, it takes all the damage that would have been dealt to you. However, if it succeeds, you suffer the original damage plus an additional 1d6 psychic damage dice equal to your proficiency bonus.
#### Grumbling Grimoire
*Prerequisite: Pact of the Tome feature*
Your pact tome now features several different sized mouths with continually chatter and mutter unintelligibly. While you bear your pact tome, you suffer disadvantage on Persuasion and Stealth checks, since its constant muttering makes it hard for your words to be heard clearly and it makes enough noise to make it difficult to sneak around. In addition, your pact tome has the following powers.
- While you hold your pact tome, any creature hostile to you that starts its turn within 5 feet of you suffers 1d10 psychic damage.
- While you hold your pact tome, you can use a bonus action to amplify the aura of muttering to a radius of 25 feet which spreads around corners but not total cover. Each creature in the aura other than you suffers vulnerability to psychic and thunder damage. If the creature has resistance to these damage types this aura negates it, while if the creature has immunity to them, they are instead treated as resistance. This aura lasts for 1 minute. Once you amplify the aura, you cannot do so again until you finish a long rest.
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## Shadow
You have made your pact with a mysterious entity from the Shadowfell. Warlocks of the Shadow may be devout followers, following its grand plans without question. Others may be completely unaware of the Shadow's manipulation, believing that they are acting of their own volition. Regardless, the Shadow ensures that those wielding its powers help further its goals. Warlocks of this sort are almost always absent from history, with only vague rumors of them existing. Others have become known, but have slowly faded into myth and legend.
### Otherworldly Blast
#### Foreboding Mist
*Illusion cantrip*
___
- **Casting Time:** Based on warlock level
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
You create a dark mist which quickly stretches toward your target. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage.
When you hit a target with this spell, you can choose to use your bonus action to cause the mist to solidify into magical darkness which lasts until the end of your next turn. All creatures are considered lightly obscured and benefit from half cover from your creature. Everyone else perceives the target as lightly obscured by the mists. This darkness lasts until the start of your next turn.
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#### Additional Spells Learned
You learn additional spells at the warlock level listed in the Shadow Spells table. These spells don't count against the number of spells known, and these spells are considered warlock spells for you.
##### Shadow Spells
| Warlock Level | Spells |
|:----:|:-------------|
| 1st | *shield, wrathful smite* |
| 3rd | *blur, branding smite* |
| 5th | *blink, darkness* |
| 7th | *phantasmal killer, staggering smite* |
| 9th | *banishing smite, steel wind strike* |
#### Shadow Touched
You gain proficiency in the Stealth skill. While in dim light or darkness, you can take the Hide action as a bonus action. If you remain motionless in dim light or darkness, you can use your action to become invisible and remain so until you either move again, make an attack, or cast a spell.
#### Shadow's Curse
Starting at 3rd level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 60 feet of you. The target is cursed for 1 hour. The curse ends early if the target dies or you die. Until the curse ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. Any time you roll damage, you add a bonus damage equal to your proficiency bonus.
- If the cursed target dies, you gain temporary hit points equal to your warlock level + your warlock spellcasting modifier.
#### Accursed Hunt
Starting at 6th level, your quarry cannot escape your wrath. You know the direction and distance to any target cursed by your Shadow's Curse, and can see them through walls up to 1 mile away as a dark outline. They do not gain the benefits of half or three-quarters cover against your attacks. If the target cursed by your Shadow's Curse is concealed by some illusion or transmutation magic, you see them as their true form.
Additionally, you can faintly see the weak points of your cursed target. Your attacks score a critical hit on a roll of 19 or 20.
#### Aura of Fear
At 10th level, your cursed target looks upon you and sees a terrifying visage, struggling to land a hit upon you. If the target cursed by your Shadow's Curse hits you with an attack roll, you may use your reaction to roll a d20. On an 11 or above, the attack misses instead, regardless of its roll.
#### Cull the Weak
Starting at 14th level, few are able to escape your wrath. When the creature cursed by your Shadow's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously slain creature.
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## Shadow Invocations
#### Dance of Death
*Prerequisite: Pact of the Blade feature*
Whenever you hit an enemy with your pact weapon, you can immediately take the Dodge action as a bonus action. You can't do so again until one of the following occurs: you reduce an enemy to 0 hit points with your pact weapon, the target of your shadow's curse dies, or you finish a short or long rest.
#### Shadow Dancer
When you are in an area of dim light or darkness, you can use your action to teleport to another area of dim light or darkness that is up to 30 feet away.
#### One with Shadows
When you are in an area of dim light you can use your action to become invisible until you move, take an action, or reaction. If you are in an area of darkness, you may use your action to become invisible until you move into dim or bright light.
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#### Fated Hunter
*Prerequisite: Pact of the Talisman*
Your talisman has a small shadowy portal. As an action you can place a part of a creature's body (such as blood, hair, or any other part of its anatomy) into the portal. The talisman will then act as a compass, pointing in the direction you will need to travel to reach the creature. This effect lasts until you dismiss the talisman's pointing as a bonus action, or the creature dies.
#### Shadow's Grace
*Prerequisite: Pact of the Tome feature*
Your pact tome seems to draw light into it, reflecting less than the available light around it. While you are in an area of dim light, you gain +1 to your attack rolls, and while in darkness, you gain +2. In addition, you can cast *invisibility* on yourself. Once you use this spell ability, you cannot do so again until you finish a long rest.
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## Undeath
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undead has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.
### Otherworldly Blast
#### Undying Grasp
*Necromancy cantrip*
___
- **Casting Time:** Based on warlock level
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
You create a beam of siphoning energies, stealing the life force from your enemy. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage.
When you hit a creature with this spell, you can use your bonus action to fortify yourself with the life taken from your target. If you do so, an icy substance forms around your body, and you gain 1d4 temporary hit points. The temporary hit points granted by this ability increase by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
#### Additional Spells Learned
You learn additional spells at the warlock level listed in the Undead Spells table. These spells don't count against the number of spells known, and these spells are considered warlock spells for you.
##### Undead Spells
| Warlock Level | Spells |
|:----:|:-------------|
| 1st | *bane, false life* |
| 3rd | *blindness/deafness, phantasmal force* |
| 5th | *phantom steed, speak with dead* |
| 7th | *death ward, greater invisibility* |
| 9th | *antilife shell, cloudkill* |
#### Undead Fortitude
If damage reduces the you to 0 hit points, 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.
#### Form of Dread
At 3rd level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d10 + your warlock level.
- Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and regain expended uses when you finish a long rest. The appearance of your Form of Dread reflects some aspect of your patron's appearance and nature.
#### Grave Touched
At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
Once during each of your turns, when you hit a creature with an attack, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when you use this ability.
#### Necrotic Husk
At 10th level, undeath and necrotic power now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.
In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish a long rest.
#### Spirit Projection
At 14th level, you can untether your spirit from your physical form. As an action, you can project your spirit from your body, leaving it unconscious and in a state of suspended animation.
Your spirit resembles your mortal form, replicating your statistics but not possessions. Any damage or effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, you choose if your spirit returns to your body or your body teleports to your spirit’s space.
While projecting, you gain the following benefits:
- Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
- When you cast a spell of the conjuration or necromancy schools, the spell doesn’t require verbal, somatic, material components that lack a gold cost.
- You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- While you are using Form of Dread, once during your turn when you deal necrotic damage to a creature, you regain hit points equal to half the amount.
Once you use this feature, you can’t do so again until you finish a long rest.
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### Undeath Invocations
#### Whispers of the Grave
*Prerequisite: 5th level*
You can cast *speak with dead* at will, without expending a spell slot. Additionally, while conversing with the dead, they are compelled to speak the truth, and you can cast this spell on the same target if it has been only 24 hours.
#### Talisman Reliquary
*Prerequisite: Pact of the Talisman feature*
Your talisman serves as a ward for your soul. While you wear your talisman, you cannot be possessed. In addition, if you die, your soul enters the talisman for 7 days, during which time your body does not decay. While your soul is in the talisman, spells that restore you to life cost no material component and treat you as though you had died 1 round ago. If your talisman is destroyed while your soul is within it, your soul is annihilated and you cannot be restored to life except through a *wish* spell or similar magic.
#### Heartbeat Blade
*Prerequisite: Pact of the Blade feature*
Your pact weapon is summoned with a beating heart somewhere in its construction. As an action, you can transfer one of your hit dice to the weapon, which causes the heart to begin beating. While the heart is beating, you lose access to that hit die, but your hit point maximum and your ability scores cannot be reduced in any way. In addition, if you fall to 0 hit points, the beating heart stops, and you automatically spend the hit die within it to heal yourself.
#### Undead Fortitude
If damage reduces you to 0 hit points, you may 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. You can use this invocation before or after your Necrotic Husk feature.
#### Book of Life
*Prerequisite: Pact of the Tome*
You can magically sense the presence of creatures up to 300 feet away that aren't undead or constructs. You know the general direction but not the exact location of these creatures.
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## Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
#### Agonizing Blast
When you cast an Otherworldly Blast cantrip, add your warlock spellcasting modifier to the damage it deals on a hit. Once you reach 9th level, you may add this bonus damage to secondary rolls for damage, such as the explosion of fire from *Blazing Claws*.
#### Arcane Binding
When you damage a creature that is concentrating on a spell, that creature's concentration check must beat your spell save DC or half the damage, whichever is higher, or they lose concentration on the spell.
#### Armor of Shadows
You can cast *mage armor* on yourself at will using a bonus action, without expending a spell slot or material components.
#### Beast Speech
You gain Expertise in the Animal Handling and Nature skills. Additionally, you can cast *speak with animals* at will, without expending a spell slot.
#### Beguiling Influence
You gain Expertise in the Deception and Persuasion skills. If you fail a check, you may reroll the check but must take the new result. Once you use this feature, you can't use it again until the end of a short or long rest.
#### Bewitching Whispers
*Prerequisite: 7th level*
You can cast *compulsion* once without expending a spell slot. You can't do so again until you finish a long rest.
#### Book of Ancient Secrets
*Prerequisite: Pact of the Tome feature*
You can now inscribe magical rituals in your pact tome. Choose two 1st-level spells that have the ritual tag from any class’ spell list. The spells appear in the book and don’t count against the number of spells you know. With your pact tome 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 pact tome. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
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#### Bond of the Talisman
*Prerequisite: Pact of the Talisman feature*
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
#### Brawling Blast
You can choose to cast your Otherworldly Blast as a melee spell attack, rather than a ranged spell attack.
#### Chains of Carceri
*Prerequisite: 14th level, Pact of the Chain feature*
You can cast *hold monster* at will, targeting a celestial, fiend, or elemental, without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
#### Defensive Stance
*Prerequisite: Pact of the Blade feature*
While you wield your pact weapon as a one-handed melee weapon, you may summon a spectral shield in your empty off hand (no action required). You are considered proficient with the shield. The shield disappears if you let go of it or your pact weapon, or if your pact weapon is dismissed.
While you are wielding your one-handed melee pact weapon in your main hand with no weapon in your off hand, the weapon gains a +1 bonus to its attack and damage rolls.
#### Devil's Sight
You can see normally in dim light and darkness, both magical and non magical, up to 120 feet.
#### Dreadful Word
*Prerequisite: 7th level*
You can cast *confusion* once without using a spell slot. You cannot do so again until you finish a long rest.
#### Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain concentration on a spell.
#### Eldritch Sight
You are always under the effects of the *detect magic* spell, and do not require concentration. If this effect is dispelled, you can cast it again without expending a spell slot.
#### Eldritch Smite
*Prerequisite: 5th level, Pact of the Blade feature*
When you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
#### Eldritch Spear
When you cast your Otherworldly Blast cantrip, its range is doubled.
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#### Elemental Ward
*Prerequisite: 3rd level, Pact of the Talisman feature*
When you receive your talisman, you choose one type of damage that is not bludgeoning, piercing, or slashing. When the wearer of your talisman receives this damage type, it is reduced by an amount equal to your proficiency + your warlock spellcasting ability modifier. When you finish a long rest, you can choose a different damage type but must sacrifice 25g per warlock level to your patron to do so.
#### Empowered Familiar
*Prerequisite: 5th level, Pact of the Chain feature*
Your patron familiar changes its Recharge 6 ability to Recharge 5-6
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#### Eyes of the Rune Keeper
You gain expertise in the Investigation and Perception skills and you can read all writing.
#### Farsight Vision
The range on all of your spells is doubled. If a spell has a range of touch, it gains a range of 30ft.
Additionally, you see twice as far with all light sources and do not suffer disadvantage on perception checks that rely on sight due to dim light.
#### Far Scribe
*Prerequisite: 5th-level warlock, Pact of the Tome feature*
A new page appears in your pact tome. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
#### Favored Familiar
*Prerequisite: 5th level, Pact of the Chain feature*
If your familiar is within 30 ft of you, as an action you can expend a warlock spell slot and give your familiar a number of hit points equal to 1d8 plus another 1d8 per level of the spell slot + your spellcasting ability modifier.
#### Flowing Power
*Prerequisite: 5th level, Pact of the Tome feature*
Damage you deal with an Otherworldly Blast cantrip ignores damage resistance to its type, and treats damage immunity to its type as damage resistance to its type.
Additionally, when you deal damage with a cantrip other than an Otherworldly Blast cantrip, add your warlock spellcasting modifier to the damage it deals on a hit.
#### 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.
#### Gift of the Chained Bond
*Prerequisite: Pact of the Chain Feature*
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. You may split these gained hit points between you and your familiar however you like.
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#### Gift of the Protectors
*Prerequisite: 9th-level warlock, Pact of the Tome feature*
A new page appears in your pact tome. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
#### Grasping Blast
When you hit a creature with an Otherworldly Blast cantrip, you can move that creature in a straight line up to 10 feet closer to you.
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#### Investment of the Chain Master
*Prerequisite: Pact of the Chain feature*
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- Your familiar gains the multiattack feature, and can make two melee weapon attacks with its action.
- The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non magical attacks.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
#### Improved Pact Weapon
*Prerequisite: Pact of the Blade feature*
You can summon your weapon with no action required. Your pact weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. This bonus increases to +2 at 9th level and +3 at 17th level.
#### Lethargic Blast
When you hit a creature with an Otherworldly Blast cantrip, you can reduce that creature's speed by 10 feet until the end of your next turn. At the start of the creature's turn, it can attempt a Constitution saving throw against your spellcasting DC, ending the effect on itself early with a success.
#### Lifedrinker
*Prerequisite: 12th level, Pact of the Blade feature*
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your warlock spellcasting modifier (minimum 1). You gain this same number of hit points.
#### Maddening Hex
*Prerequisite: 5th level, hex spell or a warlock feature that curses*
As a bonus action, you cause a psychic disturbance around the target cursed by your *hex* spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your warlock spellcasting modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
#### Master of Many Forms
You can cast *disguise self* at will, without expending a spell slot. Starting at 14th level, you can cast *alter self* at will, without expending a spell slot.
#### Minions of Chaos
*Prerequisite: 9th level*
You can cast *conjure elemental* once without expending a spell slot. You can't do so again until you finish a long rest.
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#### Mire the Mind
*Prerequisite: 5th level*
You can cast *slow* once without expending a spell slot. You can't do so again until you finish a long rest.
#### Misty Visions
You can cast *silent image* at will, without expending a spell slot or material components.
#### Mystic Shot
*Prerequisite: Pact of the Blade feature*
You can summon your pact weapon as a bow or crossbow weapon. While you are wielding your ranged pact weapon, it gains a +1 bonus to attack rolls and damage rolls. This bonus increases to +2 at 9th level, and +3 at 17th level.
#### Otherworldly Strength
You gain expertise in the Athletics and Acrobatics skill. You can cast *jump* and *expeditious retreat* on yourself at will, without using a spell slot.
#### Patron's Vigor
You can cast *False Life* on yourself at will as a 1st-level spell, without expending a spell slot or material components.
#### Precognition
*Prerequisite: Pact of the Tome feature*
Before you roll a saving throw, you can use your reaction to gain advantage on that saving throw and immediately cast your Otherworldly Blast cantrip as part of the same reaction. You can use this feature a number of times equal to your warlock spellcasting ability modifier, and regain expended uses when you finish a long rest.
#### Protection of the Talisman
*Prerequisite: 7th level warlock, Pact of the Talisman feature*
When the wearer of your talisman is struck by an attack, they can use their reaction to add your Talisman die to their AC, potentially turning a hit into a miss. If this benefit succeeds in preventing a hit, you expend a use of your talisman.
#### Rebuke of the Talisman
When the wearer of your talisman is hit by an attacker you can see, you can use your reaction to deal psychic damage to the attacker equal to your talisman die, and push it up to 10 feet away from the talisman's wearer.
#### Relentless Hex
*Prerequisite: 7th level warlock, hex spell or a warlock feature that curses*
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
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#### Repelling Blast
When you hit a creature with an Otherworldly Blast cantrip, you can push the creature up to 10 feet away from you in a straight line.
#### Sanctioned Power
*Prerequisite: Pact of the Chain feature*
Your familiar's maximum hit points are increased by an amount equal to twice your warlock level. Additionally, you may choose two more skills and one saving throw for your familiar to become proficient.
#### Sculptor of Flesh
*Prerequisite: 9th level*
You can cast *polymorph* once without expending a spell slot. You can't do so again until you finish a long rest.
#### Shroud of Shadow
*Prerequisite: 14th level*
You can cast *invisibility* at will, without expending a spell slot.
#### Sign of Ill Omen
*Prerequisite: 5th level*
You can cast *bestow curse* once without expending a spell slot. You can't do so again until you finish a long rest.
#### Soul Blade
*Prerequisite: 8th level, Pact of the Blade feature*
When you damage a creature with your pact weapon, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
#### Spell Weaver
*Prerequisite: 3rd level, Pact of the Tome feature*
When you cast a spell of 1st level or higher, you may use your bonus action to cast your Otherworldly Blast cantrip once.
#### Supernatural Courage
You can cast *heroism* once without expending a spell slot, at the level of your warlock spell slots. You can't do so again until you finish a long rest.
#### Synchronized Assault
*Prerequisite: Pact of the Chain feature*
Your familiar gains a bonus to its attack rolls and damage rolls equal to a third of your warlock level.
Additionally, if your familiar has an action with a saving throw, you can have the action's save DC replaced with your warlock spell save DC instead.
#### Thief of Five Fates
You can cast *bane* once without expending a spell slot, at the level of your warlock spell slots. You can't do so again until you finish a long rest.
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#### Twin Bladed Pact
*Prerequisite: Pact of the Blade feature*
When you summon your pact weapon, you can summon another pact weapon as a one-handed melee weapon in your empty off hand as part of the same bonus action. If one of these pact weapons disappears, the other disappears as well.
While you are wielding two melee pact weapons, you gain +1 to your AC.
When you engage in two-weapon fighting using two of your pact weapons, you can add your ability modifier to the damage of the off hand attack.
#### Unleashed Power
*Prerequisite: Pact of the Chain feature*
You can cast *Dragon's Breath* targeting your familiar without expending a spell slot, at the level of your warlock spell slots. You can't do so again until you finish a long rest.
#### Undying Servitude
*Prerequisite: 5th level warlock*
You can cast *animate dead* once without expending a spell slot, at the same level as your warlock spell slots. You can't do so again until you finish a long rest.
#### Visions of Distant Realms
*Prerequisite: 14th level*
You can cast *arcane eye* at will, without expending a spell slot.
#### Voice of the Chain Master
*Prerequisite: Pact of the Chain feature*
While perceiving through your familiar's senses, you can speak through your familiar, even if it is normally incapable of speech. Additionally, while your familiar is within 60 feet of you, you may cast any spell as though you were at your familiar's location.
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#### Way of the Old Blood
*Prerequisite: 5th, Pact of the Talisman feature*
The wearer of your talisman is immune to the frightened condition, and gains advantage on saving throws against charmed, petrified, poisoned, and polymorph effects.
#### Witch Sight
*Prerequisite: 14th level*
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within line of sight. Additionally, you know if any creature is capable of shape changing, and into what forms. Additionally, when you look at any creature, you instantly know if it is vulnerable or resistant to any types of damage.
#### Word of the Occultist
*Prerequisite: Pact of the Tome feature*
Whenever you cast a cantrip, a defensive aura surrounds you. Until the start of your next turn, whenever a creature enters a space within 5 feet of you, you can use your reaction to trigger the aura, pushing the creature up to 5 feet directly away from you in a straight line.
This distance this aura pushes creatures away increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
\page
## Archfey
#### Harmonious
Hummingbird
The harmonious hummingbird is
adorned with shimmering feathers that
glisten like an iridescent oil on water,
emitting their own mesmerizing bioluminescence.
It possesses the remarkable ability to flawlessly
replicate any sound it has ever heard, weaving
together a symphony of melodies. Within the mists of
the Feywild, these ethereal creatures unite in a
harmonious chorus, creating some of the most
enchanting sounds known to nature.
To evade the array of perilous predators lurking in the Feywild, the harmonious hummingbird gracefully moves its blurred wing feathers, conjuring captivating illusions with each rhythmic beat of its wings. This entrancing spectacle can briefly stun other creatures, granting the hummingbird a chance to flee.
In the realm of the fey, this avian marvel is considered a cherished treasure, believed to bring fortune and prosperity to any family that nurtures them as pets and treats them with utmost care, inspiring them to sing in tribute to their masters.
___
**To summon the harmonious hummingbird, your patron requires you to offer a sacrifice of powdered silver worth 25g per warlock level.**
___
___
> ## Harmonious Hummingbird
>*Tiny fey, neutral*
> ___
> - **Armor Class** 15
> - **Hit Points** 10 (3d4 + 3)
> - **Speed** 10ft., flying 60 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1 (-5)|20 (+5)|13 (+1)|14 (+2)|12 (+1)|16 (+3)|
>___
> - **Skills** Perception +5, Performance +7
> - **Senses** passive Perception 15
> - **Languages** Understands those known by its master, but can only speak using its Perfect Mimicry trait.
>___
> ***Perfect Mimicry. *** The hummingbird can perfectly replicate any sound that it has heard. A DC 17 Perception check reveals that the sound is falsified.
>
> ***Hypnotic Feathers.*** Hostile creatures that attack the hummingbird must make a DC 13 Charisma saving throw. If they fail, the attack misses.
>
>***Magic Resistance.*** The hummingbird has advantage on saving throws against spells and magical effects.
>___
> ### Actions
> ***Peck.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d4 + 5) piercing damage.
>
> ***Inspire Chorus.*** The hummingbird chirps a beautiful song. Allied creatures within 30 feet gain advantage on their choice of one attack roll, saving throw, or ability check until the start of the hummingbird's next turn. Once it uses this ability, it cannot do so again until it finishes a short rest.
>
>***Hypnotic Dance (Recharge 6).*** The hummingbird can use its hypnotic feathers in a sustained pattern. All creatures of its choice within 10ft which can see the humming bird must succeed on a DC 13 Wisdom saving throw or become charmed by the hummingbird. While charmed in this way, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
>
> - **1-4.** The target takes no action or bonus action and uses all of its movement to move in a random direction.
>
> - **5-6.** The target doesn’t move, and the only thing it can do on its turn is make repeat the Wisdom saving throw, ending the effect on itself on a success.
\page
___
> ## Divine Shield
>*Small construct, lawful neutral*
> ___
> - **Armor Class** 14
> - **Hit Points** 25 (3d8 + 12)
> - **Speed** 0ft., flying 45 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|8 (-1)|18 (+4)|10 (+0)|12 (+1)|6 (-2)|
>___
> - **Skills** Perception +5
> - **Damage Resistances** bludgeoning, piercing, slashing
> - **Damage Immunities** poison, radiant
> - **Condition Immunities** blinded, poisoned
> - **Senses** blindsight 60ft. (blind beyond this radius), passive Perception 15
> - **Languages** Common and those known by its master
> ___
> ***Durable. *** All attacks against the Divine Shield have their damage reduced by an amount equal to your proficiency bonus, and it has advantage on all Constitution saving throws.
>
>***Immutable Form.*** The divine shield is immune to any spell or effect that would alter its form.
>
>***Improved Magic Resistance.*** The divine shield has advantage on saving throws against spells and magical effects, and has resistance to damage from spells.
>
>***Spiteful Defense.*** When a creature reduces the divine shield's HP, that creature takes 2 (d4) psychic damage.
>
>***Equipable Form.*** The divine shield can be worn as a shield by its warlock master. While wearing the shield, it gives a +2 AC and counts as shield equipment being worn or carried.
>
> ### Actions
> ***Bash.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 3) bludgeoning damage. The target must succeed on a DC 13 Strength saving throw. On a fail, they are pushed back 5 feet.
>
> ***Guard.*** As an action, the divine shield chooses a target and assumes a guarding position. It no longer uses its equipment form and instead hovers near a creature of its choice. The first time that creature is attacked before the start of the shield's next turn, the divine shield becomes the target of the attack instead. The shield cannot be forcibly moved during this time.
>
> ***
```
```
## Celestial
#### Divine Shield
Divine shields are wieldable shields infused with intelligence bestowed by the highest celestial planes. While they can function as regular equipment, their true purpose lies in their selfless dedication to protection, willingly placing themselves in harm's way for the sake of those they serve. These loyal constructs find it difficult to stray from their assigned charge, often assuming a guise of ordinary equipment to blend seamlessly into their surroundings.
A divine shield inundates the mind of any assailant with a profound sense of penance for daring to strike an instrument of the heavens, allowing it to withstand even the most potent magic with minimal effort. Those who are devoted to the Celestial will discover that the divine shield becomes an unwavering and indispensable companion.
___
**To summon the Divine Shield, your patron requires you sacrifice incense worth 25g per warlock level.**
\page
.
## Death
#### Grave Watcher
This tragic carrion eater dwells on the boundary between life and death, bearing an eerie, corpse-like resemblance to a raven. Its voice is rumored to embody the very essence of death, conveying messages from those long departed. Often, the cry of these ravens resonates through mist-laden forests and desolate swamps, foretelling imminent demise by imparting messages only heard in the realm beyond.
___
**To summon the grave watcher, you must sacrifice items or coin worth 25g per warlock level, obtained from creatures you or your party have slain.**
___
> ## Grave Watcher
>*Tiny beast, neutral*
> ___
> - **Armor Class** 13
> - **Hit Points** 13 (3d4 + 6)
> - **Speed** 10ft., flying 45 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2 (-4)|17 (+3)|15 (+2)|8 (-1)|12 (+1)|13 (+1)|
>___
> - **Saving Throws** CON +4
> - **Skills** Perception +3, Stealth +7, Deception +2
> - **Damage Resistances** bludgeoning, piercing, slashing from non magical sources
> - **Damage Immunities** necrotic
> - **Condition Immunities** charmed, frightened
> - **Senses** darkvision 60ft., passive Perception 13
> - **Languages** those known by its master, but can't speak
.
___
>***Cruel Mimicry.*** The grave watcher can eerily copy voices that it has heard before. An insight check reveals the sound to be false. If a creature fails this check, it suffers the frightened condition. A creature frightened this way can use an action to attempt an insight check against the grave watcher's deception, ending the frightened effect on itself with a success.
>
>***Flyby.*** The grave watcher does not provoke opportunity attacks when it flies out of an enemy's reach.
>
>***Magic Resistance.*** The grave watcher has advantage on saving throws against spells and magical effects.
>
>***Undead Fortitude.*** If damage reduces the grave watcher to 0 hit points, it 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, the grave watcher drops to 1 hit point instead.
>
>***Keen Sight.*** The grave watcher has advantage on Wisdom (Perception) checks that rely on sight.
>
>***Herald the Damned.*** If any creature suffers the frightened condition and can see the grave watcher, it suffers disadvantage to all saving throws.
>
> ### Actions
> ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d4 + 3) piercing damage plus 4 (1d8) necrotic damage. The necrotic damage increases to 8 (2d8) if the creature is missing any hit points when this attack hits. The creature must also succeed on a DC 13 Dexterity saving throw or become blinded until the start of its next turn.
>
> ***Shriek (Recharge 6).*** The grave watcher unleashes a terrifying scream. Creatures of its choice within 40 feet of the grave watcher must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while frightened, the grave watcher automatically recharges this ability.
\page
## Fathomless
#### Phase Angler
These sea monsters, in servitude to the Fathomless, have been bestowed with a similar blessing to the ethereal tentacle accessed by its warlocks. Possessing sharp intellect and agile ethereal movement, these monitor-like creatures are bound by strict instructions to serve a master who remains loyal to the Fathomless, delighting in the opportunity to deceive and instill terror in land-dwelling creatures oblivious to the perils of the deep.
While in the ethereal plane, the Phase Angler's luminosity becomes its sole discernible feature, although it can reduce the brightness to that of a flickering candle. However, with a mere instant's notice, it can manifest in the material plane, lunging to bite anything within proximity of its lure.
___
**To summon the phase angler, your patron requires you sacrifice of pearls worth 25g per warlock level.**
.
___
> ## Phase Angler
>*medium monstrosity, chaotic neutral*
> ___
> - **Armor Class** 13
> - **Hit Points** 19 (3d6 + 9)
> - **Speed** 30ft., swim 40ft, flying 40 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|16 (+3)|16 (+3)|12 (+1)|13 (+1)|6 (-2)|
>___
> - **Skills** Perception +3, Deception +2, Intimidation +2
> - **Damage Resistances** acid, fire, bludgeoning, piercing, and slashing from non magical weapons
> - **Damage Immunities** cold, poison
> - **Condition Immunities** grappled, poisoned, prone, restrained
> - **Senses** darkvision 120ft., passive Perception 13
> - **Languages** understands Common and Primordial but cannot speak
>___
> ***Dual State.*** A phase angler can swap between ethereal and material forms as a bonus action. In material form, it is able to use its bite and its a swim speed. In ethereal form it can use its fly speed and creatures have disadvantage on the saving throw against its **Lure** ability.
>
>***Lure Light*** As an action, the phase angler can brighten the lure on its tongue to cast the same light radius as would come from a torch. It can do this as long as it maintains concentration.
>
>***Chilling Aura.*** A creature that starts its turn within 5ft of the angler must succeed on a DC 13 Constitution saving throw or its movement speed is reduced by half and it suffers a -2 AC penalty until the start of its next turn. In addition, any creature charmed by the phase angler in this aura takes an additional 3 (1d6) psychic damage and suffers disadvantage on its saving throw.
>
>***Void Body.*** As a reaction, the phase angler can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half. Force damage cannot be reduced.
>
> ### Actions
> ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) piercing damage. If the target is charmed, it suffers an additional 10 (3d6) psychic damage, and the phase angler or its master regains this same number of HP.
>
> ***Lure. (Recharge 6)*** As an action, the phase angler pulses its lure in a mesmerizing pattern. One creature it can see within 10ft must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. While charmed this way, a target is incapacitated and spends its movement to get as close to the phase angler as possible. A charmed target can repeat the saving throw at the end of its turn, ending the effect on itself with a success.
\page
## Fiend
#### Dire Hound
A dire hound is a canine-like creature with flesh akin to molten lava, driven by vicious instincts. Born in the depths of infernal fire and torment, these fiends are bred with malice and hatred, yet develop an unwavering loyalty towards those who hold their chains.
The flesh of a dire hound burns scorching hot, so much so that heat waves shimmer above their bodies as they move through the material realm. Possessing a relentless ferocity for hunting and killing, they can bring down creatures much larger than themselves with relative ease.
Spawned from the carcasses of creatures sacrificed to the Fiend, when provoked, they unleash a blast of searing ash and smoke before lunging with teeth and claws glowing white hot. A dire hound sustains itself on charred matter devoid of any nutritional value, patiently awaiting its prey to be reduced to ashes. During this waiting period, a dire hound can become territorial and possessive, sometimes displaying hostility even towards its master, bound only by the Pact that first compelled its loyalty.
___
**To summon the dire hound, your patron requires you sacrifice charcoal and fine ashes worth 25g per warlock level.**
```
```
.
___
> ## Dire Hound
>*medium fiend, neutral*
> ___
> - **Armor Class** 12
> - **Hit Points** 16 (3d6 + 3)
> - **Speed** 50ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|15 (+2)|15 (+2)|6 (-2)|12 (+1)|7 (-2)|
>___
> - **Skills** Perception +3, Intimidation +0
> - **Damage Immunities** fire, necrotic, poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 60ft., passive Perception 13
> - **Languages** Understands Common and Abyssal but cannot speak
> ___
> ***Heat Waves.*** Hot waves of heat and stray ash radiate off the dire hound's haunches and from its mouth. Opportunity attacks against the emberborn are made with disadvantage.
>
>***Searing Flesh.*** A creature that touches the dire hound or hits it with a melee attack takes 4 (1d8) fire damage.
>
>***Magic Resistance.*** The dire hound has advantage on saving throws against spells and magical effects.
>
>***Pack Tactics.*** The dire hound has advantage on attack rolls against a creature if at least one of the dire hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
> ### Actions
> ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) piercing damage plus 3 (1d6) fire damage.
>
> ***Ash Breath (Recharge 6)*** The dire hound exhales ash and embers in a 15 ft cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, they take 7 (2d6) fire damage and are blinded for 1 minute. A creature can attempt a DC 12 Constitution saving throw at the end of their turn to end the effect on itself with a success. The damage from this attack increases as you increase in Warlock levels; 4d6 at 5th, 6d6 at 11th, and 8d6 at 16th levels.
\page
___
> ## Magic Carpet
>*medium construct, neutral*
> ___
> - **Armor Class** 13 (Natural Armor)
> - **Hit Points** 10 (3d8)
> - **Speed** 0ft., flying 60 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|14 (+2)|10 (+0)|3 (-4)|3 (-4)|1 (-5)|
>___
> - **Saving Throws** DEX +4
> - **Skills** Athletics +5, Acrobatics +4
> - **Damage Immunities** poison, psychic
> - **Damage Vulnerabilities** fire
> - **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
> - **Senses** Blindsight 60ft. (blind beyond this radius), passive Perception 6
> - **Languages** understands common but cannot speak
> ___
>
>***Fire Susceptibility.*** If the magic carpet takes any fire damage, it loses its ability to fly and plummets to the ground. It cannot fly again until it heals all HP lost from the fire damage it received.
>
>***Improved Magic Resistance.*** The magic carpet has advantage on saving throws against spells and magical effects, and has resistance to damage from spells.
>
>***False Appearance*** While motionless, the magic carpet is indistinguishable from a normal rug.
>
> ### Actions
> ***Smother.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the magic carpet can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
>
>***Whirlwind (Recharge 6).*** Each creature in a 10ft radius of the magic carpet must make a DC 13 Strength saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is flung up to 20 feet away from the magic carpet in a random direction and knocked prone. On a success, the target takes half this damage and isn't prone.
>
>***Protective Wrap*** As a reaction, the magic carpet can envelope one target of its choice within 5ft when that target receives damage. The carpet takes half the damage and the enveloped target takes the other half. If the damage would drop the enveloped target to 0 HP, the magic carpet can choose to drop to 0 HP instead, sparing the enveloped target of all damage. Using this ability will kill the magic carpet outright, without any chance at a Death saving throw.
## Genie
#### Magic Carpet
To the Genie, flight is as effortless as breathing, but for many of their warlocks, a little assistance is required. These magical carpets measure 4 feet by 6 feet in size and have the capacity to lift up to 400 lbs. They can carry double this weight, although their speed is halved when doing so.
Flying carpets are highly coveted possessions within the realm of the djinn, with many becoming avid collectors of these artifacts. Imbued with a touch of animalistic intelligence and unwavering loyalty toward their owners, these carpets often exhibit dog-like behaviors—faithful, inquisitive, affectionate, and unhesitant in their defense of their masters when faced with danger.
Though they cannot speak, magic carpets are remarkably expressive and exceedingly helpful. They may roll and coil in excitement, become rigid and flat when angered, or perform small aerial loops to express joy upon their owner's return. Some carpets go as far as creating stairs and ramps for their owners while navigating crowded cities, constantly seeking ways to enhance the lives of those they serve.
___
**To summon the magic carpet, your patron requires you sacrifice precious gems worth 25g per warlock level.**
\page
___
> ## Formless Watcher
>*small aberration, neutral*
> ___
> - **Armor Class** 13 (Natural Armor)
> - **Hit Points** 10 (3d4+3)
> - **Speed** 30ft., flying 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|13 (+1)|18 (+4)|14 (+2)|13 (+1)|
>___
> - **Skills** Perception +6, History +6
> - **Senses** Blind sight 60ft., Darkvision 60ft., passive Perception 15
> - **Languages** Speaks and understands all languages
> ___
> ***Shapechanger.*** The formless watcher can use its action to polymorph into a different object. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. While the formless watcher remains motionless, it is indistinguishable from an ordinary object.
>
>***Compelled Curiosity*** While transformed, a formless watcher can use its action to telepathically persuade one creature it can see within 30 ft to pick it up. The creature must succeed on a DC 14 Intelligence saving throw or use its object interaction on its turn to touch the formless.
>
>***Improved Magic Resistance.*** The formless watcher has advantage on saving throws against spells and magical effects, and resistance to damage from spells.
>
>***Adhesive (Object Form Only).*** The formless watcher adheres to anything that touches it. A Medium or smaller creature adhered is also grappled (escape DC11). Checks to escape suffer disadvantage.
>
>***Formless Death.*** When the formless watcher dies, each creature within 20 feet of it must succeed on a DC 12 Intelligence saving throw or suffer psychic damage equal to half its max HP value. It can choose to voluntarily impart this effect manually, killing itself in the process.
> ### Actions
> ***Psychic Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit:* 4 (1d4+2) piercing damage plus 10 (3d6) psychic damage and the creature must succeed on a DC 12 Intelligence saving throw or be charmed until the end of the formless watcher's next turn. While charmed this way, its speed is halved, and it has disadvantage on attacks.
>
>***Eldritch Whispers (Recharge 6)*** The formless watcher telepathically floods the minds of creatures around it. All creatures of its choice within 60 ft that can see it must succeed on a DC 12 Wisdom saving throw or take 6 (d12) psychic damage and immediately use their reaction to move up to half their speed toward the closest creature it can see and make one attack against it.
## Great Old One
#### Formless Watcher
The Formless are shapeshifting aberrations created by the Great Old One. These flying creatures possess the ability to shape-shift, much like mimics, and their skin is incredibly adhesive. They act as the eyes and ears of the Great Old One across the planes, tirelessly conducting active surveillance in service to its warlocks. While the Formless Watcher can assume any form its master desires, encountering its true form is said to induce extreme terror and psychic distress, often leading to insanity.
Formless beings do not require food or drink, never sleep, and communicate solely through dissonant whispers that can only be heard in the mind of the warlock who binds them. They obediently follow orders without hesitation. Even when they assume the shape of another creature, their eyes retain their true form, instilling an unnatural fear in those who meet their gaze.
___
**To summon the formless watcher, your patron requires you sacrifice books and scrolls worth 25g per warlock level.**
\page
## Shadow
#### Shadow Beast
The Shadow Beast is a terrifying creature hailing from the desolate and decayed forests of the Shadowfell. Possessing remarkable speed and agility, it stalks its prey by leaping from trees and walls at peculiar angles, employing a frenzy of acrobatic maneuvers to confuse and disorient its victims before launching a devastating pounce. What captivates scholars and intellectuals when studying the Shadow Beast is its possession of humanoid intelligence, despite its monstrous visage. This has sparked numerous theories regarding its origins, ranging from transformations of humanoids through cannibalism, contagion, insanity, or even making a pact with the Shadow herself. One thing remains certain: underestimating the Shadow Beast could lead to one's own transformation into a creature of darkness.
Warlocks entrusted with the care of a Shadow Beast often adopt the practice of "candling," or affixing candles to its antlers and forcing it to carry a lamp, preventing it from vanishing into the shadows and wreaking havoc until the warlock catches up.
___
**To summon the shadow beast, your patron requires you sacrifice sweet treats and candy worth 25g per warlock level.**
___
> ## Shadow Beast
>*medium monstrosity, neutral*
> ___
> - **Armor Class** 13
> - **Hit Points** 13 (3d6 + 3)
> - **Speed** 40ft., climb 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+1)|17 (+3)|13 (+1)|10 (+0)|12 (+1)|14 (+2)|
>___
> - **Saving Throws** DEX +5, CON +3
> - **Skills** Perception +3, Stealth +5
> - **Damage Resistances** bludgeoning, piercing, slashing from non-silvered weapons
> - **Damage Immunities** cold, necrotic
> - **Senses** darkvision 120ft., passive Perception 13
> - **Languages** Common and Abyssal
> ___
>***Shadow Sight.*** Magical darkness doesn't impede the shadow beast's darkvision.
>
>***Shadow Mask.*** The shadow beast can use a bonus action to hide when lightly obscured. Opportunity attacks against it suffer disadvantage.
>
>***Pounce.*** If the shadow beast moves at least 20 feet toward a target and hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone and the shadow beast can make a bite as a bonus action.
>
>***Rebound.*** The shadow beast can jump twice its Strength score from a standing leap. If it jumps onto a solid surface such as a wall or tree, it regains half the movement it used for this ability. If the shadow beast makes an attack after jumping from this surface before the end of its turn, the target suffers disadvantage on its saving throw to resist being knocked prone.
> ### Actions
> ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage. This necrotic damage increases as you increase in level; 2d6 at 5th, 4d6 at 11th, and 6d6 at 16th level.
>
> ***Claws*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (2d4 + 3) slashing damage.
>
> ***Shadow Hop.*** As a bonus action, the shadow beast can teleport, along with anything it is wearing or carrying and one creature of its choice, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.
>
>***Project Darkness (Recharge 6)*** Magical darkness spreads from the shadow beast in a 15 feet radius sphere for 10 minutes or until it ends concentration on this effect. The darkness spreads around corners and any magical light within this radius of 2nd level or lower is dispelled.
\page
## Undeath
The servants of the Undead possess a unique ability to harness their own life force as a potent weapon, capable of using their soul to harm those who seek to destroy them. The enigmatic knowledge of channeling one's life essence to wither and harm others is a well-guarded secret, shared only among those who pledge themselves to the Undead through forgotten rituals and vile sacrifices. Once mastered, it becomes unclear whether this projection is an extension of the warlock's own will or the influence of another entity, as it displays a semblance of autonomy, much like all Undead creatures.
Due to its intimate connection with the summoning Warlock, the hand can be summoned or dismissed to a pocket dimension with a bonus action. However, this effect only applies to the familiar while it remains in its ethereal hand form. Any other form the familiar takes, as granted by the *find familiar* spell, behaves in the usual manner.
___
**To summon the ethereal hand your patron requires you sacrifice your own blood as part of the ritual. For each warlock level, the spell deals 1d4 necrotic damage that cannot be mitigated or reduced in any way.**
___
> ## Ethereal Hand
>*Tiny undead, neutral*
> ___
> - **Armor Class** 13
> - **Hit Points** 13 (3d4 + 6)
> - **Speed** flying 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|16 (+3)|15 (+2)|8 (-1)|3 (-4)|11 (+0)|
>___
> - **Skills** Stealth +7, Sleight of Hand +5
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Non Magical Attacks
> - **Damage Immunities** Necrotic, Poison
> - **Condition Immunities** Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
> - **Senses** blindsight 30ft., passive Perception 6
> - **Languages** Understands those spoken by its master but cannot speak
> ___
>***Incorporeal Movement.*** The ethereal hand can move through other creatures and objects as if difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object or creature.
>
> ***Invisibility.*** The ethereal hand magically turns invisible until it attacks or uses Strength Drain, or until its concentration ends (as if concentrating on a spell). Any equipment the ethereal hand wears or carries is invisible with it.
>
>***Undead Fortitude.*** If the ethereal hand is reduced to 0 hit points, it makes 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, the ethereal hand drops to 1 hit point.
>
> ### Actions
> ***Grasp.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 5 (1d8+1) necrotic damage, and ethereal hand clings to the target, preventing any regaining of hit points. A target can attempt a grapple check contested by the ethereal hand, removing the ethereal hand if it wins.
>
> ***Strength Drain.*** The ethereal hand drains a target it is clinging to. The target takes 12 (2d8+3) necrotic damage, and its Strength score is reduced by d4 until the target finishes a short or long rest.
>
>***Possession (Recharge 6).*** One humanoid that the hand can see within 5ft of it must succeed a DC 10 Charisma check or become possessed by the hand. The hand disappears and flies into the chosen hand of the humanoid. The warlock gains control of the hand, able to do anything with the hand that the humanoid would; attack targets within reach, open the hand to let go of an item, etc. The humanoid can repeat the save at the start of its turn, ending the possession on itself with a success.
\page
### Credits
Homebrew by Commander Fayne.
All rights reserved except which are copyright of their respective holders. All art credited is used permission. This material may not be sold, resold or profited from in any way, in accordance with Creative Commons.
##### Page Art Credit
- Cover Page, "Augur of Autumn" by Billy Christian. https://www.artstation.com/billcreative
- 2 "Weapon Rack" by Leesha Hannigan. https://www.artstation.com/leeshahannigan
- 4 Art by Nuare Studio. https://www.artstation.com/nuarestudio
- 5 "Izad the Dark Emperor" by Nino Is. https://www.artstation.com/isnino
- 6 "Forest Guardian" by Sandra Duchiewicz. https://www.artstation.com/telthona
- 7 "Encounter Forest Elemental Creature" by Marcus Whinney. https://www.artstation.com/mlw_creative
- 8 "Tystra" by Benni A. https://www.artstation.com/missuskisses
- 9 "Biblically Accurate Angel" by Lev Kalashnikov. https://www.artstation.com/quantumunderpants
- 10 "The Veil of Death " by Anato Finnstark. https://www.artstation.com/anto-finnstark
- 11 "The Veil of Death (Collection)" by Anato Finnstark. https://www.artstation.com/anto-finnstark
- 12 "Blasted Health" by Gabriel Nagypal. https://www.artstation.com/nagypal
- 13 "Audience with the Fathomless" by Vellectrum. https://www.artstation.com/vellectrum
- 14 "Angry Goat" by Alexandra Malygina. https://www.artstation.com/fler
- 15 "Doom 2016 Hell Grotto" by Jason Borne. https://www.artstation.com/jasonborne
- 16 "Unfair Purple" by Fran Fdez. https://www.artstation.com/fran_fdez
- 17 "Genie" by Mark Tarrisse. https://www.artstation.com/mark_tarrisse
- 18 "Eldritch Horror" by VioletOrchid. https://www.artstation.com/violetorchid5
- 19 "Lost Prophet" by Nino Is. https://www.artstation.com/isnino
- 20 "Assassin" by Andrew Domachowski. https://www.artstation.com/andrewdoma
- 21 "The Castle of the Raven Queen" by FullheartArt. https://www.artstation.com/fullheartcontainer
- 22 "Skull Knight" by Anato Finnstark. https://www.artstation.com/anto-finnstark
- 23 ""Debris Search" by Artur Mósca. https://www.artstation.com/mosko
- 25 "Raven Queen" by Jim Dreadjim Ling. https://www.artstation.com/dreadjim
- 26 "Pale Warlock" by Krzysztof Porchowski Jr. https://www.artstation.com/krzysztofporchowski
- 28 "Sundering of the Warlock's Tower" by Chris Cold. https://www.artstation.com/chriscold
- 29 "Hummingbird" by Alexia Debry. https://www.artstation.com/alexiadebry
- 30 "Divine Shield" by George Kanina Mantiri. https://www.artstation.com/kannpi
- 31 "Blind Warden" by Julian Bauer. https://www.artstation.com/julianb
- 32 "Angler Monitor" by Yannick Dubeau. https://www.artstation.com/dubeau_yannick
- 33 "Hell Hound" by Tyler Smith. https://www.artstation.com/tsmith3d
- 34 "Flying Carpet" by Steven Shan. https://www.artstation.com/cha4os
- 35 "Eldritch Skin" by Romain Lemaire. https://www.artstation.com/rlemaire
- 36 "Wendigo" by Rebecca Frödén. https://www.artstation.com/rebeccafroden
- 37 "Necrotic Focus" by Matt Hansen.
- 38 "Viking Weapon Arrangement" by Russell Dongjun Lu. https://www.artstation.com/ludongjun
- ##### [Return to Top](#p2)
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