Warlock

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Credit: Thomas Duchek

During Combat Encounters...

You blast energy from your hands or cut people down with a sword.

During social encounters…

Your natural charisma makes you good at interacting with people.

While exploring…

You detect the magic around you, finding treasures and warning your adventuring group of magical traps. When the group encounters mysteries or problems related to your patron, you try to solve them.

Key Ability

Charisma. At 1st level, your class gives you an ability boost to Charisma.

Hit Points

8 plus your Constitution Modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

  • Perception: Expert in Perception
  • Saving Throws: Trained in Fortitude, Trained in Reflex, Expert in Will

  • Skills: Trained in a skill determined by your patron. Trained in a number of additional skills equal to 4 plus your Intelligence modifier

  • Attacks: Trained in simple weapons, Trained in unarmed attacks

  • Defenses: Trained in light armor and unarmored defense

  • Spells: Trained in spell attack rolls of your spellcasting tradition, as indicated by your patron Trained in spell DCs of your spellcasting tradition, as indicated by your patron

The Warlock
Level Class Features
1 Ancestry and background, initial proficiencies, Eldritch Blast, Otherworldly Patron, Warlock feat, Commune,
2 Warlock feat, skill feat
3 Pact Boon, general feat, skill increase
4 Warlock feat, skill feat
5 Ability boosts, ancestry feat, skill increase, weapon expertise, lightning reflexes
6 Warlock feat, skill feat
7 General feat, skill increase, weapon specialization, Improved Focus
8 Warlock feat, skill feat
9 Damage Reduction (d6), Ancestry feat, , Warlock expertise, Resolve, Great Fortitude, skill increase
10 Ability boosts, Warlock feat, skill feat
11 Energy Resistance, Damage Reduction (d8), Vigilant Senses, divine will, exalt, general feat, skill increase
12 Warlock feat, skill feat
13 Ancestry feat, Light Armor expertise, skill increase, weapon mastery, Great Focus
14 Warlock feat, skill feat
15 Damage Reduction (d10),Ability boosts, general feat, greater weapon specialization, skill increase
16 Warlock feat, skill feat
17 Ancestry feat, Warlock mastery, Light Armor Master, skill increase
18 Damage Reduction (d12),Warlock feat, skill feat
19 General feat, Eldritch Mastery, skill increase
20 Ability boosts, Warlock feat, skill feat

Class Features

You gain these abilities as a warlock. Abilities gained at higher levels list the requisite levels next to the features’ names.

ANCESTRY AND BACKGROUND

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

INITIAL PROFICIENCIES

At 1st level you gain a number of proficiencies, representing your basic training. These are noted at the start of this class.

COMMUNE

At 1st level, you gain a focus pool with 3 focus points, you also gain the Commune Action.

Commune [10 minutes]

Traits: Exploration, Warlock, [trait given by the patron type]

You spend 10 minutes communing with your patron. This activity will refocus your focus pool, but instead of giving 1 focus point it restores all focus points.

During this time a Patron can make demands upon you and you can strike further deals.

ELDRITCH BLAST

Starting at 1st level, you can make Eldritch Blast attacks that deal 1d10 damage and have a 50 ft. range. This damage is Bludgeoning, Piercing, or Slashing. The damage type can be changed each comune. They have the nonlethal and unarmed traits. The weapon group depends on the damage type, Club for Bludgeoning, Spear for Piercing, and Sword for Slashing. If you fail a Commune you lose access to this attack until you succeed at a Commune.

An Eldritch Blast’s appearance varies from Warlock to Warlock. A colored beam or bolt of energy is typical, although some Warlocks’ blasts have more exotic appearances, such as crystalline projectiles, spectral tentacles, or thrown playing cards. The appearance of your Eldritch Blast is up to you.

OTHERWORLDLY PATRON

At 1st level, you have struck a bargain with an otherworldly being of your choice. The patron you select will determine your spell list, give you training in a skill, and at least one feat. Attached to each patron is a pledge.

Warlock Pledge

Each patron requires the Warlock to pledge something. Some patrons have multiple pledges, pick the one that fits your Warlock the most. Each pledge has two parts, the Edict and the punishment. If the Warlock wishes to break the Edict they must attempt an average diplomacy check during their next Commune to convince their Patron that they are still loyal. If the Patron is not convinced they receive the punishment listed and the Commune activity fails. After a failed Commune the Warlock cannot attempt another Commune that day. Also after a failed commune you cannot gain any Warlock abilities from daily preparations. Each Pledge has a specific requirement to regain the trust of the Patron, after fulfilling the requirements the next time you Commune the activity succeeds. At the GMs discretion enough failed Communes may cause the Warlock to lose the Patron permanently. This would cause the Warlock to lose all Warlock levels or worse.

The Archfey:

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve striving for greater magical power or the settling of age-old grudges.

Your spell list is primal. You are trained in the nature skill. You gain the Fey Presence Feat or the Domain Initiate Feat for free. Fey Domains depend on the individual Fey.

Summer/Spring Fey tend to have the domains Sun, Nature, Passion, Fire, Earth, Luck, Dreams, or Freedom.

Winter/Autumn Fey tend to have the domains Moon, Nature, Wind, Water, Darkness, Luck, Nightmares, Fate

Archfey Discovery Pledge

Edict: You agree to never break a promise or oath, holding to the strict letter of the deal. (The spirit of the deal is irrelevant.) You must also give your patron an interesting secret or item every day. (This is highly campaign dependent. The GM should give ample opportunity for the Warlock to find a secret or item each day.)

Punishment: You are cursed with bad luck and must roll twice on all d20 rolls and use the lower result. This lasts until you bring your patron an item impressive enough (higher than your level) or a secret interesting enough for them.

Archfey Fortune Pledge

This Pledge can only be taken with GM approval as it makes you a jerk to your allies.

Edict: You agree to never break a promise or oath, holding to the strict letter of the deal. (The spirit of the deal is irrelevant.) During each encounter you must curse an ally with misfortune. For the first five d20 roll the cursed ally makes and they have to roll twice and take the worst result. The ally knows they are cursed.

Punishment: You are cursed with bad luck and must roll twice on all d20 rolls and use the lower result. This lasts until you curse an ally with a greater misfortune. This would cause them to roll twice on all d20 rolls and use the lower result for a full 24 hours.

The Celestial:

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. 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 to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

Your spell list is Divine.You gain the ability to use the Light Cantrip. You are trained in the religion skill. You also gain the Healing Light Feat or the Domain Initiate Feat for free.

Celestial Domains depend on the individual being. They tend to be from the following list: Family, Creation, Truth, Protection, Perfection, Might, Knowledge, Healing

Celestial Protection Pledge

Edict: You agree to not take help from an evil outsider. Your first priority in battle must be helping the innocent and vulnerable bystanders, either healing them or helping them escape.

Punishment: You feel the weight of your sins upon you. This weight removes your ability to think properly. You count as not being proficient (although you still add your level) on all things you are trained or above in. This lasts until you help a number of innocents equal to level.

Celestial Pacifism Pledge

Edict: You agree to not take help from an evil outsider. Your must attempt diplomacy, stealth or some other non violent way of solving each encounter.

Punishment: Those who live by the sword die by the sword. You lose all armor proficiency. This lasts until you avoid a battle against someone at least your level -2 by using diplomacy, stealth, or some similar ability.

The Fiend:

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords, archdevils, pit fiends and balors that are especially mighty.

Your spell list is Divine. You are trained in the religion skill. You gain the Dark One’s Blessing Feat or the Domain Initiate Feat for free.

Fiend Domains depend on the individual Fiend. Devils tend to be from the following list: Wealth, Ambition, Cities, Tyranny, Trickery, Passion, Pain, Magic Demons tend to be from the following list: Death, Undeath, Confidence, Destruction, Indulgence, Zeal, Might, Tyranny

Fiend Faustus Pledge

Edict: You have agreed to avoid the help of good aligned outsiders, Clerics, Paladins and other holy characters. You have agreed to not enter churches, and to refuse heal spells.

Punishment: The Demon curses you with Doom 2. This lasts until you draw blood (a number of hit points equal to your level) from a Cleric, Paladin, or holy character and offer the blood to your patron.

Fiend Blood Pledge

Edict: You have agreed to avoid the help of good aligned outsiders. Everytime you use a focus point you must take 1/2 your level in damage. This damage can only be healed by Communing.

Punishment: The Demon lowers your total HP by half. This lasts until you draw blood (a number of hit points equal to your level) from a Cleric, Paladin, or holy character and offer the blood to your patron.

The Great Old One:

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One is unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Your spell list is Occult.You are trained in the occult skill. All Charisma based Warlock Class abilities are Wisdom based instead. You can choose Wisdom as your key ability score. You gain the Awakened Mind Feat or the Domain Initiate Feat for free.

Great Old One Domains depend on the individual being. They tend to be from the following list: Cities, Fate, Undeath, Knowledge, Magic, Nightmares, Secrecy, Freedom

Great Old One Nightfall Pledge

Edict: The ancient one does not demand anything of you, but the exposure to a higher mind is dangerous to one’s sanity. You must drink a medicinal tea every night to relax your mind. This tea relaxes you to the point that you cannot wake up for 8 hours. If you fail to keep this promise you must make a Will save instead of a diplomacy check to avoid the punishment.

Punishment: You are stupefied 4 as your sanity slips. This lasts until you spend 1 day of downtime re-centering your mind.

Great Old One Cautious Pledge

Edict: The ancient one does not demand anything of you, but the exposure to a higher mind is dangerous to one’s sanity. You must make a Will save equal to 5 + your level at the start of each encounter. If you fail the will save you agree not to use any focus points for that encounter. If you fail to keep this promise you must make a Will save instead of a diplomacy check to avoid the punishment.

Punishment: With the exceptions of the Will saves mentioned in the above promise,the results of all Will saves are downgraded by 1 (as if you rolled a natural 1.) This lasts until you spend 1 day of downtime re-centering your mind.

The Hexblade:

You have made your pact with a mysterious entity – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it.

Your spell list is Arcane. You gain the Hexblade’s Curse Feat for free. You also are trained in Medium Armor and Martial weapons. Whenever your proficiency in light armor and simple weapons increases, so does Medium armor and Martial Weapons. You are trained in the Arcana skill.

Hexblade Blood Pledge

Edict: You must honour the blade. If you pull out your weapon, it must draw blood equal to your level before being put in its sheath or dismissed. You pull out your weapon once a day. If you cannot find someone, you can make an attack upon yourself, in regards to a self strike your AC is 0 and you cannot critically succeed.

Punishment: You lose all weapon proficiencies besides unarmed strike. This lasts until you land a killing blow upon a creature no less than your level -2.

WARLOCK FEATS

At 1st level and every even-numbered level thereafter, you gain a Warlock class feat.

SKILL FEATS 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

PACT BOON 3rd

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You gain Martial weapon proficiency. You also gain the Blade Call Action.

Blade Call [One-Action]

Requirements: You do not currently have a pact weapon, you have one hand free. You create a pact weapon you are proficient in your empty hand. The weapon type is chosen during your daily preparations, it must be a weapon you are proficient in. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if you dismiss it as a free action or gain the dying condition.

You can transform one magic melee weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 10 minutes.. 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 10 minute ritual on a different weapon, or if you use a 10 minute ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain:

You gain a familiar (page 217). If this familiar dies it returns to you overnight. You can select four familiar or master abilities each day, instead of two. If you select Spell Delivery you can shoot an Eldritch Blast through your familiar as long as the familiar is within 50 ft. of you. This Familiar can select Familiar Focus with two of its master abilities. If it does so it can use that ability every hour. You can also select a new Master ability: Eyes of the Master: Selecting this ability allows the Master to use the Familiars senses as his own as a single action.

Pact of the Tome:

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose five cantrips from any spell list (the five needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. If they don’t appear on your patrons spell list, they count as being from that spell list for you. If you lose your Book of Shadows, you can perform a ceremony during your daily preparations to receive a replacement from your patron. This ceremony destroys the previous book. The book turns to ash when you die.

GENERAL FEATS 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat.

SKILL INCREASES 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

LIGHTNING REFLEXES 5th

Your reflexes are Lightning fast. Your proficiency rank for Reflex saves increases to expert

ELDRITCH MASTERY 5th

You have honed your ability to use your eldritch blasts. You gain the Critical Specialization Effect for your eldritch blast. If you took Energized Blasts the Critical Specilization Effects is the same as the additional effects of the Drake Rifle.

ABILITY BOOSTS 5th

At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

ANCESTRY FEATS 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.

WEAPON EXPERTISE 5th

You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons increase to expert.

WEAPON SPECIALIZATION 7th

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

IMPROVED FOCUS 7th

Your Focus Pool increases to a maximum of 4 and you have 4 focus points.

RESOLVE 9th

You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

GREAT FORTITUDE 9th

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

WARLOCK EXPERTISE 9th

Your bond with your patron grows. Your proficiency ranks for your Warlock class DC and spell attack rolls and DCs increase to expert.

DAMAGE REDUCTION 9th

Starting at 9th level, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to roll a d6 and subtract the result from the damage you take. You can’t reduce the damage you take from magic or silvered weapons. This increases to a d8 at 11th level, a d10 at 15th level, and a d12 at 18th level.

VIGILANT SENSES 11th

You remain alert to threats around you. Your proficiency rank for Perception increases to master

ENERGY RESISTANCE 11th

Starting at 9th level, you can spend 10 minutes communing with your patron, when doing so you can choose acid, cold, fire, lightning, or thunder damage. You gain resistance equal to your level to the type of damage that you choose, which lasts until you choose another one.

LIGHT ARMOR EXPERTISE 11th

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

WEAPON MASTERY 13th

You fully understand your weapons. Your proficiency ranks for simple weapons increase to master.

GREAT FOCUS 13th

Your Focus Pool increases to a maximum of 5 and you have 5 focus points.

GREATER WEAPON SPECIALIZATION 15th

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

WARLOCK MASTERY 17th

You’ve mastered your arsenal of Warlock techniques. Your proficiency ranks for your Warlock class DC and for spell attack rolls and spell DCs increase to master.

LIGHT ARMOR MASTER 17th

You shield yourself with steel as easily as with faith. Your proficiency ranks for light armor, as well as for unarmored defense, increase to master.

ELDRITCH MASTERY 19th

When you miss an attack with your Eldritch Blast, or when a creature succeeds on a saving throw against one of your Blast Shapes, you still deal half the damage that you would have dealt normally.

Warlock Feats

1st Level

Fey Presence

Prerequisite: Archfey Patron

Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. You gain the following Focus power

Presence of the Fey [FOCUS 1]

[magic][Focus][warlock][Primal]

Cast: [two-action] somatic, verbal

Duration: [1 minute, sustained]

You can cause creatures of your choice within 5 feet of you to make a will saving throw against your class save DC. The creatures that fail their saving throws are all charmed (per charm) or frightened 1 by you (your choice) until the duration ends.

Healing Light

Prerequisite: Celestial Patron

You gain the Lay on Hands focus power, even though you are not a champion.

Dark One’s Blessing

Prerequisite: Fiend Patron

You gain the following reaction:

Blessing of the Dark One [Reaction]

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + the creatures level (minimum of 1).

Awakened Mind

Prerequisite: Great Old One Patron

Your alien knowledge gives you the ability to touch the minds of other creatures. You gain the following cantrip.

Telepathic Mind [Cantrip 1]

[magic][warlock][Occult]

Cast [one-action] somatic

Duration [1 round]

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.

Hightened (+1) Add 10 feet to the range.

.

Blast Shapes

Blast Shape feats modify the function of your Eldritch Blast. When you use your Eldritch Blast, you can choose to use a Blast Shape on it. You can only use one Blast Shape on a single use of your Eldritch Blast.

Eldritch Essences

Eldritch Essence feats force the target of your Eldritch Blast to succeed on a saving throw or suffer an additional effect. When you use your Eldritch Blast, you can use an action to apply an Eldritch Essence to it. Each creature that takes damage from your Eldritch Blast is forced to make the saving throw specified by the invocation. You can only apply one Eldritch Essence to a single use of your Eldritch Blast.

Hexblade’s Curse

Prerequisite: Hexblade Patron

Starting at 1st level, you gain the ability to place a baleful curse on someone. You gain the following focus cantrip.

CURSE OF THE HEXBLADE [FOCUS 1]

[magic][Focus][warlock][Arcane]

Cast [one-action] somatic

Duration [1 minute, sustained]

Choose one creature you can see within 30 feet of you. The target is cursed. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. Your strikes deal an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice).

+2 to any attack roll you make against the cursed target.

If the cursed target dies, you regain hit points equal to the creatures level (minimum of 1 hit point).

Minor Pact Magic

You gain the ability to use 2 cantrips from your patrons spell list, you treat these as focus cantrips. You also can pick any first level spell from that list and treat it as a focus spell.

Energized Blast

Your Eldritch blast damage changes to your choice or fire, electricity, acid, cold, force, sonic, bludgeoning, piercing, or slashing damage. If you choose any of the new options, your blast is in the brawling group. You can change this damage type when you Commune.

Elemental Armor

The warlock gains armor made of elemental energy. She is surrounded by a nimbus of ice, lightning, or flames (the energy type is decided during each Commune). The warlock’s armor deals 1d4 points of damage of the chosen energy type to any creature striking the warlock with a non-reach melee weapon or unarmed attack. A creature that attempts a grapple against the warlock also takes this damage. A creature can take damage in this way no more than once per round.

2nd Level

Blast Shape: Eldritch Spear

When you use this Blast Shape, the range of your Eldritch Blast increases to 120 feet.

Blast Shape: Hideous Blow

When you use this Blast Shape, instead of attacking with your Eldritch Blast, you make a melee attack with a weapon you are holding. For this attack, the weapon’s damage type if the same as your Eldritch Blast. The damage die of the weapon is upgraded. If the attack hits, the target must make a save against any Eldritch Essence you have applied.

Eldritch Essence: Frightful Blast

When you use your Eldritch Blast, as an action, you can force each creature damaged by it to make a Wisdom saving throw. On a failed save, a creature is frightened of you until the start of your next turn.

Eldritch Essence: Sickening Blast

When you use your Eldritch Blast, as an action, you can force each creature damaged by it to make a Constitution saving throw. On a failed save, a creature is poisoned until the start of your next turn

Magical Knowledge

Prerequisite: Minor Pact Magic You learn an additional 1st level spell or cantrip.

Blessing of the Pact

During your daily preparations you gain the ability to do the Ask for Blessing activity.

Ask for Blessing [Activity]

Requirements: You can do this activity once during your daily preparations.

Roll a d20, on a 1-2 you do not get a blessing. On a 3-8 you gain one of the spell options listed below, but it is at your Patrons choice (GM chooses.) On a 9-19 you select a spell from the options listed below. On a 20 you select two of the options listed below (One chosen by you, one by the GM.) These spells are treated as cantrips that belong to the Warlocks spell list.

Your options are:

Blessings
Armor of Shadows You can cast mage armor on yourself at will.
Beast Speech You can cast speak with animals at will
Eldritch Sight Your eyes can always detect magic as per the detect magic spell. You can detect magic at full speed (and even while hustling) during exploration.
Eyes of the Rune Keeper You can read all writing.
Mask of Many Faces You can cast Illusory Disguise at will.
Misty Visions You can cast silent image at will.
Otherworldly Leap You can cast jump on yourself at will.

4th Level

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.

Duplicitous Promise

You can make a Pact with an additional being. Choose a new patron, you gain everything that patron allots to you. (Including skill training, pledge, feat, etc.) Your spell type is of whichever patron you communed with last. You must attempt a commune with each patron you have at least once a day. Special: You can select this feat more than once, each time selecting a new patron.

Devil’s Sight

You gain darkvision out to a distance of 120 feet. Magical darkness does not impair your darkvision.

Aspect of the Moon

Prerequisite: Pact of the Tome

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such a`s reading your Book of Shadows and keeping watch.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. A ritual spell of the GMs choice appears in your Book of Shadows. With your Book of Shadows in hand, you can cast the chosen spells as rituals. The detailed instructions give everyone involved a +5 to their roll for any ritual in the Book of Shadows ritual. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell.

Gift of the Ever-Living Ones

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.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon counts as a magic weapon with a +1 rune, unless it is already a magic weapon that you transformed into your pact weapon

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Lesser Pact Magic

Prerequisite: Minor Pact Magic

You learn an additional spell of level 2 or lower, this spell is treated as a Focus Spell

Blast Shape: Eldritch Chain

When you use this Blast Shape, after attacking with your Eldritch Blast, you use further actions to attack secondary targets within 30 feet of the last target. The line of sight for these other attacks is from the past target.

Eldritch Essence: Beshadowed Blast

When you use your Eldritch Blast, as an action, you can force each creature damaged by it to make a Fortitude saving throw. On a failed save, a creature is blinded until the start of your next turn.

Eldritch Essence: Brimstone Blast

When you use your Eldritch Blast, as an additional action, you can force each creature damaged by it to make a Reflex saving throw. On a failed save, a creature takes 1d6 persistent fire damage and begins to burn.

Eldritch Essence: Hellrime Blast

When you use your Eldritch Blast, as an additional action, you can force each creature damaged by it to make a Fortitude saving throw. On a failed save, a creature is encumbered

Cloak of Flies

As an action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts one hour and you cannot dismis it.

The aura grants you a +3 on Charisma (Intimidation) checks but -3 on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Gift of the Depths

You can breathe underwater, and you gain a swim speed equal to your walking speed.

Major Blessing

Prerequisite: Blessing of the Pact

When you ask for blessing you can roll twice. You keep the effect of both rolls. (This can give you up to 4 innate spells if you roll two 20’s) You also add the following options:

Blessings
Warlock’s Charm You can cast charm at will.
One With Shadows When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Breath of the Night You can cast Obscuring Mist at will.

6th Level

The Dead Walk

When you kill a humanoid, you can cause it to rise from the grave as a Skeleton or Zombie (your choice.) It gains the Minion Trait. You can only control one Skeleton or Zombie at a time. If you create a second one, the first one immediately loses the minion trait and becomes hostile towards you and your companions. This undead lasts one hour.

Tomb of Levistus

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you Commune.

Minor Invocation

You gain two Warlock feats of 2nd level lower

Pact Magic

Prerequisite: Lesser Pact Magic

You learn an additional spell of level 3 or lower, this spell is treated as a Focus Spell.

Misty Escape

Prerequisite: Archfey Patron

You can vanish in a puff of mist in response to harm. As an action, or as a reaction when you take damage, you can 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 take an action. Once you use this feature, you can't use it again until you Commune.

Celestial Inspiration

Prerequisite: Celestial Patron

You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you Commune.

Entropic Ward

Prerequisite: Great Old One Patron

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 Commune.

Hellfire

Prerequisite: Fiend Patron

Your bond with your patron allows you to sacrifice a bit of your vitality to empower your spells with hellfire. When you deal damage with your Eldritch Blast, you can cause it to deal extra fire damage equal to your Warlock level to all of the blast’s targets. This fire burns too hot to be prevented with resistance or immunity. Each time you do this, you take necrotic damage equal to half your level, and your hit point maximum is reduced by the same amount. This damage bypasses temporary hit points, and cannot be prevented with resistance or immunity. If your hit point maximum is reduced to 0, you die. Your hit point maximum is restored when you do your daily preparations. Because the sacrifice is required for the use of hellfire, if you are under an effect that prevents your hit point maximum from being reduced, you can’t use this feature.

Accursed Specter

Prerequisite: Hexblade Patron

When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. The Spector gains the minion trait. When the specter appears, it gains temporary hit points equal to half your level. It obeys your verbal commands, and it gains a bonus to its attack rolls equal to your Charisma modifier.

The specter remains in your service until for one hour, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish your daily preparations.

8th Level

Bewitching Whispers

You can cast Compulsion. You can't do so again until you do your daily preparations.

Dreadful Word

You can cast Confusion. You can't do so again until you do your daily preparations.

Ghostly Gaze

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute. During that time, you perceive objects as ghostly, transparent images. Metal at least 1 inch thick blocks your vision. Once you use this invocation, you can't use it again until you Commune.

Great Pact Magic

Prerequisite: Pact Magic You learn an additional spell of level 4 or lower, this spell is treated as a Focus Spell.

Sculptor of Flesh

You can cast Polymorph. You can't do so again until you do your daily preparations.

Trickster's Escape

You can cast Freedom of Movement. You can't do so again until you do your daily preparations.

10th Level

Blast Shape: Eldritch Cone

When you use this Blast Shape, instead of attacking with your Eldritch Blast, a 30-foot cone of energy bursts out from you. Each creature in the cone must make a basic reflex saving throw. On a failed save, a creature must also make a save against any Eldritch Essence you have applied to it.

Eldritch Essence: Noxious Blast

When you use your Eldritch Blast, as a single action, you can force each creature damaged by it to make a fortitude saving throw. On a failed save, a creature spends two actions on its next turn retching and reeling.

Eldritch Essence: Repelling Blast

When you use your Eldritch Blast, as an action, you can force each creature damaged by it to make a fortitude saving throw. On a failed save, a creature is pushed 10 feet directly away from you and is knocked prone.

Eldritch Essence: Vitriolic Blast

When you use your Eldritch Blast, as a single action, you can force each creature damaged by it to make a reflex saving throw. On a failed save, a creature takes 5d4 acid damage at the end of its next turn.

Greater Pact Magic

Prerequisite: Great Pact Magic

You learn an additional spell of level 5 or lower, this spell is treated as a Focus Spell.

Devour Magic

As an action, you can touch a creature and dispel any spell effects on it. Touching an unwilling creature requires you to hit them with a melee spell attack. When you do this, you regain hit points equal to the combined level of all the spell effects that you dispelled.

Once you use this invocation, you can’t use it again until you Commune

Ghostly Gaze

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you Commune

Lesser Invocation

You gain two Warlock feats of 8th level or lower.

Greater Blessing

Prerequisite: Blessing of the Pact

When you ask for blessing you can roll an additional time. You keep the effect of each roll. (This can give you up to 4 innate spells if you roll two 20’s) You also add the following options:

Blessings
Spiderwalk You can cast spider climb on yourself at will.
Warlock’s Call You can cast sending at will.
Whispers of the Grave You can cast speak with dead at will.
Ascendant Step You can cast Levitate on yourself at will.

12th Level

Immense Pact Magic

Prerequisite: Greater Pact Magic

You learn an additional spell of level 6 or lower, this spell is treated as a Focus Spell.

Armor of Hexes

Prerequisite: Hexblade Pact

Your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Thought Shield

Prerequisite: Great Old One Pact

Your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance equal to your level to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Minions of Chaos

You can cast Conjure Elemental once per day.

Hellish Rebuke

Prerequisite: Fiend Pact

When a creature within 60 feet of you hits you with an attack, you can aim a blast of hellfire at the creature. As a reaction, you can force the creature to make a reflex saving throw against your class save DC. On a failed save, the creature takes fire damage equal to your level. This damage cannot be prevented with resistance or immunity.

Celestial Resistance

Prerequisite: Celestial Pact

You gain temporary hit points whenever you Commune. These temporary hit points equal your level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the commune. Those creatures each gain temporary hit points equal to half your level + your Charisma modifier.

Beguiling Defenses

Prerequisite: ArchFey Pact

Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a will saving throw against your Class save DC or be charmed by you for 1 minute or until the creature takes any damage.

Superior Pact Weapon

Prerequisite: Pact of the Blade

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon counts as a magic weapon with a +2 rune, unless it is already a magic weapon that you transformed into your pact weapon.

14th Level

Incredible Pact Magic

Prerequisite: Immense Pact Magic

You learn an additional spell of level 7 or lower, this spell is treated as a Focus Spell.

Lower Invocations

You gain two Warlock feats of level 12 or lower.

Lifedrinker

Prerequisite: Pact of the Blade

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Secret Ritual

Prerequisite: Pact of the Tome, Book of Ancient Secrets

Your patron places another Ritual in your Tome. The GM chooses which Ritual is placed.

The Great Chain

Prerequisite: Pact of the Chain

Your chain familiar gains two extra abilities. These can be familiar or master abilities.

16th Level

Immeasurable Pact Magic

Prerequisite: Incredible Pact Magic

You learn an additional spell of level 8 or lower, this spell is treated as a Focus Spell.

Master of Hexes

Prerequisite: Hexblade Pact

You can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you as a two action activity, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Create Thrall

Prerequisite: Great Old One Pact

You gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an unconscious humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Hurl Through Hell

Prerequisite: Fiend Pact

When you hit a creature with an attack or force it to make a save that it fails, 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 the 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.

Once you use this feature, you can’t use it again until you do your daily preparations

Searing Vengeance

Prerequisite: Celestial Pact

The radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.

Once you use this feature, you can’t use it again until you do your daily preparations.

Dark Delirium

Prerequisite: Archfey Pact

You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a will saving throw against your class save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute. This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must Commune to use this again.

Chains of Carceri

Prerequisite: Pact of the Chain

You can cast Hold Monster as a single action – targeting a celestial, fiend, or elemental. After this ability is used on a creature, the creature becomes immune for 24 hours.

Ultimate Pact Weapon

Prerequisite: Pact of the Blade

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon counts as a magic weapon with a +3 rune, unless it is already a magic weapon that you transformed into your pact weapon.

Highest Blessing

Prerequisite: Blessing of the Pact

When you ask for blessing you can roll an additional time. You keep the effect of each roll. (This can give you for example 6 innate spells if you roll three 20’s) You also add the following options:

Blessings
Master of Myriad Forms You can cast Alter Self at will
Shroud of Shadow You can cast invisibility at will.
Visions of Distant Realms You can cast arcane eye at will.
Fell Flight You can cast fly on yourself at will.

18th Level

Unbelievable Pact Magic

Prerequisite: Immeasurable Pact Magic

You learn an additional spell of level 9 or lower, this spell is treated as a Focus Spell.

Blast Shape: Eldritch Doom

When you use this Blast Shape, instead of attacking with your Eldritch Blast, you choose a point that you can see within 60 feet of you. Each creature within 20 feet of that point must make a reflex saving throw. On a failed save, a creature takes the damage of your Eldritch Blast, and must make a save against any Eldritch Essence you have applied to it.

Eldritch Essence: Utterdark Blast

When you use your Eldritch Blast, as an action, you can force each creature damaged by it to make a Constitution saving throw. On a failed save, a creature gains one level of doom. All levels of doom given by this invocation are removed after 1 minute. If a creature already has three levels of doom, you can’t give it a fourth one.

Dark Foresight

You can use an action to touch a willing creature. The next time the creature makes an attack roll, skill check, or saving throw within the next minute, it can roll a d4 and add the result to the roll. For 1 minute or until the creature does this, you and the creature can communicate telepathically with one another.

Path of Shadow

When you are in dim light or darkness, as a single action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Witch Sight

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

20th Level

Avatar of the Pact

Your extensive service has made you a lesser herald of your patron, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your patron. Second, if you conduct the commune ritual to contact your patron, you don’t have to pay any cost and you automatically get a critical success. Third, once per day, you can cast plane shift as an innate spell, but only to travel to the realm of your patron. When you cast it this way, its casting time is 1 minute, your pact boon is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you’re in your patron’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and arcane/divine/occult/primal (depending on patron) traits.

Additional Invocations

You gain two Warlock feats of level 18 or lower.

Mighty Focus

Your Focus Pool maximum increases to 7. You have 7 focus points.