Warlock - Base Class

Duncehack Edition

So who are you?

Just some tosser with an over inflated sense of self importance.

Send verbal abuse via Minds.com

What is the Duncehack?

It emerged from a place of frustration. There's quite a number of areas where 5e could be improved but... it's not going to happen for various reasons.

The Duncehack is my attempt to fix these problems I have. Plan is to go through the whole game - all of it - and homebrew it into the game I think is should have been.

Feel free to disagree with me, but ultimately I think there's no harm in putting my thoughts out there, at the very least if even one DM decides to adopt these rules, then my job is done.

No DM Guild? No OGL Release?

I chafe under binding contracts and both of these are exactly that.

The DM Guild gives you more room to mess with established rules, but basically demands that all be under the service of flagship settings.

The SRD on the other hand gives more room for interesting settings but clamps down extremely hard on what established rules you're allowed to use. Their biggest contention is that they don't want someone to sell a sourcebook that removes the need for core books. Translation: they don't want Pathfinder to happen all over again.

More to the point, both assume money will change hands. I don't want money, I just want Wizards to fix their game.

Groundrules

Groundrules for the Duncehack are as follows:

  • No Nerfs: the goal is to bring weaker archetypes on the level of the stronger ones.

  • Remove Traps: incentives built into classes and archetypes should provide an active payoff, rather than be the suboptimal choice.

  • Frontload Agency, Backend Power: Generally speaking, people like having more options to do things, rather than more raw power. As a design rule: things that feel like core class features, or are defining class mechanics, should happen in the first ten levels, sheer numeric increases in power should come after that.


No money changed hands here

This is a passion project. I want to keep it that way.

I also want to avoid legal issues for self-evident reasons.

No UA?

Too much changes between UA and official release.

The fewer corrections I have the do between UA changes, the better.

Obligatory Natural Crit Plug

http://www.naturalcrit.com/

Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.

Obligatory /tg/ Plug

The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.

I love you all in a way only abused spouse can possibly understand.

No Images?

Needed to get it under 8mb so I could upload it literally anywhere.

So what in Warlock needs fixing?

In a phrase? Invocation Taxes.

Want to do something in your turn other than damage someone? I hope you've bought one of the eldritch blast invocations.


What if I think this is way too much?

Alright, here's the short change list then.

  • Give 10 invocations (i.e. half warlock level round up) by 20.
  • Roll Thirsting Blade and Lifedrinker invocations into Blade (at 5th and 12th levels respectively). They're the absolute bare minimum that a Bladelock needs to keep pace with a simple eldritch blast.
  • Give Chain Pact familiars the ability to take a punch without dying.

WARLOCK | DUNCEHACK

What is Broken then?

So what I mean by Invocation taxes is that to be useful, the Warlock has to dump most of their invocations into eldritch blast or their Pact of the Blade invocations.

Lots of Options, but only a couple matter.

If you're not grabbing eldritch blast you're doing it wrong. While I'm okay with this for the most part, as it's far from the only class that does that, it tries to go further and have 'interesting tradeoffs' between 'do I want to make my eldritch blasts better or do I want to have more utility?'

Most of the time, the improved eldritch blasts wins.

Bladepact 'locks have it worse, investing heavily into your invocations means that eldritch blast isn't easily outdamaging you.

I'm not saying Warlocks should get all of them (there's well over 40 last time I counted), but the choice between Agonizing Blast and Eyes of the Rune Keeper is... might we say skewed depending on the campaign and setting to be polite about it?

There's a lot of interesting utility built into the class. Just, no one can afford the opportunity costs to take it.

No Bonus Action Economy

Because Warlocks have no bonus action economy whatsoever built into the class (unless you count that one invocation that gives free damage on hex... which is just a means of improving eldritch blast damage output anyway), the value of those eldritch blast invocations skyrockets, if only to give the Warlock player something to do in their turn other than 'I roll my eldritch blast damage.

Awful Capstone

Warlock multiclasses are one of the most complained about things in the game. I genuinely think it's because no one actually mono-classes Warlock, becuase there's nothing at 20 to look forward to.

Pact Boons are a Trap Choice

Tome 'lock is superior to the other two choices. I don't see myself being convinced otherwise.

Pact of the Blade can't keep pace with eldritch blast + Agonising Blast.

There's very little Pact of the Chain can do that Pact of the Tome can't by grabbing the ritual book invocation and getting find familiar as one of its rituals. Sure, you might have access to a flying scout with invisibility with Pact of the Chain, and it doesn't require an invocation. I'll concede those options.

Except that the familiar you get from Pact of the Tome Invocation can be an owl, who has a proficiency in Stealth skill. Not quite as good as invisibility, but you get a ritual book (i.e. a feat) out of it and 3 extra cantrips, one of which is probably going to be mage hand.

The more varied utility you get from going the tome route far outweighs the utility of the improved familiar.


Intelligence Based Warlocks?

My best guess here is that Warlocks became a Charisma based caster simply because there was a desire to make sure there were 3 classes that use of each mental stat (Int/Wis/Cha) in the PHB.

The problem is things didn't work out that way. Int is pretty much everone's dump stat (even a couple janky Wizard builds do that).

Thematically though, the argument for Int based warlocks is incredibly easy: Faust was a scholar and he made a pact with Mephistopholes - it was only through the pact he got himself a glib tongue. And this is an argument that I've seen play out on a regular basis.

But a lot of people make the counterargument that Wisdom then is just as viable, given how it ties into divine casting and, more importantly, the ability to discern intent - the Warlock might not be the greatest negotiator, but at every turn they noticed all the ways the pact holder tried to screw them and spoke up.

To which I would say "Yes. Yes it is."

Given Warlock is pretty much a 'DM May I' class in its very design concept, here's an optional rule for people who want to open it out a bit.

I am not responsible for any multiclassing shenanigans that occur from merely bringing this option to the table - this is all on you and your players.

Primary Attribute

"When you select Warlock, you may choose Intelligence, Wisdom or Charisma as your primary attribute.

If your choose either Intelligence or Wisdom, replace every mention of Charisma in the Warlock ruleset with the chosen stat."

WARLOCK | DUNCEHACK

Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Pact Magic, Otherworldly Patron 2 2 1 1st -
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 3 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 - 3 6 2 3rd 3
6th +3 Otherworldly Patron Feature 3 7 2 3rd 3
7th +3 Eldritch Restoration 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 - 3 10 2 5th 5
10th +4 Otherworldly Patron Feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th Level) 4 11 3 5th 6
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th Level) 4 12 3 5th 7
14th +5 Otherworldly Patron Feature 4 12 3 5th 7
15th +5 Mystic Arcanum (8th Level) 4 13 3 5th 8
16th +5 Ability Score Improvement 4 13 3 5th 8
17th +6 Mystic Arcanum (9th Level) 4 14 4 5th 9
18th +6 - 4 14 4 5th 9
19th +6 Ability Score Improvement 4 15 4 5th 10
20th +6 Force of Will 4 15 4 5th 10

Class Features

As a Warlock, you gain the following class features

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 notary level after 1st

Proficiencies


  • Armor: Light Armour
  • Weapons: Simple weapons
  • Tools: One tool proficiency of your choice, as well as any one Artisan's Tool proficiency, and any one musical instrument or game set.

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two 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) any simple weapon
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers
  • Tools of a kind you are proficient with
  • a component pouch and a token from your patron which serves as an arcane focus

WARLOCK | DUNCEHACK

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

The Patrons are: Archfey, Celestial, Fiend, Great Old One, Celestial and Undying.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

In addition, you also learn the eldritch blast cantrip. This does not count towards your number of known cantrips.

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.

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.

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.

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


Spellcasting Focus

You have a token from your patron that serves as an arcane focus. When you gain your pact boon at 3rd level, this token becomes the object of that boon.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice.

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.

A level prerequisite in an invocation refers to warlock level, not character level.

(Invocations are listed at the end of the document)

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice: Pact of the Blade, Pact of the Tome, Pact of the Chain and Pact of the Talisman.


Pact Boons

Complete overhaul of the pacts over the next few pages, rolling their specific invocations into the boons.

Why?

Becuase for many of the boons, they were just a tax in order to function properly. Blade pact was the worst offender, but picking up Tome pact and not grabbing book of ancient secrets means you're stabbing yourself in the face as far as your general utility is concerned.

WARLOCK | DUNCEHACK

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 weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Expanded Proficiencies

You gain proficiency with shields, and martial weapons.

Eldritch Armor

As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

Eldritch Smite

When you gain this feature, you also gain the ability to make Eldritch Smites. When you hit a creature with your pact weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot. If they are Huge or smaller, they must make a Strength save vs. your Spell DC or be knocked prone.

Thirsting Blade

At 5th level, you make two weapon attacks during an attack action on your turn instead of one.

Improved Pact Weapon

At 7th level, it is considered to be a +1 magical weapon. At 12th level, it is considered to be a +2 magical weapon. At 17th level, it is considered to be a +3 magical weapon.

Lifedrinker

At 12th level, your weapon attacks add your Charisma Modifier to the damage rolls.


Removed from Invocation List:
  • Improved Pact Weapon
  • Thirsting Blade
  • Eldritch Smite
  • Lifedrinker
  • Eldritch Armor
Pact of the Blade

Bladepact trails just behind eldrich blast + Agonizing Blast Invocation, only exceeding the cantrip when you start blowing Eldritch Smites.

I don't actually think Bladelocks need to be more powerful directly, but the fact that you need 4 invocations to keep up with eldritch blast + Agonizing Blast, a 1 Invocation investment, is too much.

Optional Rule: More Weapon Options

If you want more options for Bladelocks.

"Weapon pairs may be created this way, such as a pair of daggers or a pair of short swords, provided you are able to weild them as a pair. A weapon with a +1, +2, or +3 property may be copied this way, but no other properties carry over to the paired weapon.

If you are able to wield shields, you may create, and bond with, a shield this way. If your weapon (or a bonded shield) has a +1, +2, or +3 property, that iscopied to the other of the pair, but no other features may be copied this way."

Blade Pact seems too weak still...

Just need to state, I don't recommend the following myself as I think SAD is often bad, but I'll leave this one up to DM discretion.

Rip the Charisma modifier scaling off Hexblade and apply it here:

Optional: Pactbearer's Prowess

When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

WARLOCK | DUNCEHACK

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Aspect of the Moon

Your book is a consuming passion because of the secrets contained within, as a result you no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Book of Ancient Shadows

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Lore

Expanded spell list options in each Warlock pact are not just added to the Warlock spell list for you. When you reach the level where you may learn them, they are instead written into your book of shadows by your patron and are added to your personal spell list. These do not count towards your number of known spells.


Far Scribe

At 5th level, A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1). 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 the name on it.

Gift of the Protectors

At 9th level, A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1). 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 the name on it.


Removed from Invocation List:
  • Aspect of the Moon
  • Book of Ancient Secrets
  • Eldritch Mind
  • Far Scribe
  • Gift of the Protectors
Pact of the Tome

If Tome Pact isn't picking up spells like identify or invocations like Eyes of the Rune Keeper, it's failed its job because conceptually, strange esoteric skillsets are supposed to be what they're all about.

Eldritch Lore

Opportunity costs mean that unless you're looking at the Fiend Pact list (which is universally good), no one bothers with the expanded spell lists.

WARLOCK | DUNCEHACK

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

The familiar rolls its own initiative, adding your Charisma modifier to the roll. Due to the bond you have with your familiar it has an increased awareness of you and your needs.

You control the familiar on its initaitve, where it can take actions as if it a player character.

Familar's Vitality

Your familiar uses your proficiency bonus as its, and your proficiency bonus is added to its AC and damage rolls. It also gains proficiency in two skills of your choice, provided they are possible for the familiar to perform. It is also proficient in all saving throws.

It has the same number of hit dice as you and its hp is raised accordingly. As an example, using the special forms, imps and quasits already begin at 3 hit dice for their creature entry and thus do not gain hp when you gain this feature. A pseudodragons starts with 2 hit dice to them and thus gains 1 die when you learn this feature (raising their max hp by 4). A sprite has only one hit die, and thus gains 2 dice worth of health (raising its HP by 6). For every level above 3rd in the Warlock class you gain however, all of these forms would increase their health by one hit die.

When you gain an Ability Score Increase, it does too. If your game permits feats, your familiar may acquire them so long as it makes sense for them to do so.

Your familiar may attack in its own initiative.

Gift of the Ever-Living Ones

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.

Voice of the Chain Master

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.

Chain Master’s Fury

As a bonus action, you can command your familiar to make one attack.


Investment of the Chain Master

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.
  • The familiar no longer needs to breathe.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Chains of Carceri

At 15th level, 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.


Removed from Invocation List:
  • Gift of the Ever Living Ones
  • Voice of the Chain Master
  • Chains of Carceri
  • Chain Master's Fury
  • Investment of the Chain Master
Pact of the Chain

First, the ability for the familiar to attack isn't that useful.

Second, a familiar who can take a hit is welcome.

Third, if all you want is a familiar, you're better going into Pact of the Tome and grabbing find familiar with the invocation. To get the most out of the Pact of the Chain familiars, you really have to press the usage of their special features, senses, etc. Even then, picking the right regular familiar and you can get almost the same benefits.

WARLOCK | DUNCEHACK

Pact of the Talisman

Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check in which they lack proficiency, they can add a d4 to the roll.

So long as the talisman is within 120 feet of you, you may use it as an arcane focus.

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.

Call of the Talisman

You can spend a bonus action to teleport your talisman to a friendly, willing creature within 30ft. So long as they are within 30 ft., you can use the wearer of the Talisman as the point of origin for your spells and they share the benefits of any invocations. Spells with the range of self may be used on the wearer if they are willing, however if they remove the Talisman, any spell effects cast this way immediately end.

You can spend a bonus action to recall your talisman to yourself.

Hand of the Talisman

You gain both the guidance and resistance cantrips. These do not count toward the number of Warlock cantrips you know.

You can each of these cantrips them on the wearer of the talisman as a bonus action.

Rebuke of the Talisman

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman’s wearer. The wearer is resistant to the damage type of the incoming attack.

Voice of the Talisman

At 5th level, Both you and the wearer of the talisman can cast sending to each other without spending a spell slot or using any material components.

While you are wearing your own talisman, You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Protection of the Talisman

At 9th level, When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll.

In addition, whenever the wearer of your talisman is reduced to 0 hit points, but not killed outright, the creature magically drops to 1 point instead. You talisman may not trigger this feature again until you take a long rest.

Bond of the Talisman

At 12th level, 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.


Removed from Invocation List:
  • Rebuke of the Talisman
  • Protection of the Talisman
  • Bond of the Talisman
Pact of the Talisman

Yeah sure, I ripped off the tome 5th and 9th level features, but it's limited to the talisman which is already kind of a focal point for everything, and once I wrote that 'Hand of the Talisman' feature, there wasn't a whole lot I could do that something on the Warlock spell list didn't already cover.

Important note, I changed up guidance and resistance.

Guidance

Divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Only one creature may benefit from your guidance at a time.

Resistance

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature cloak)
  • Duration: Up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. Only one creature may benefit from your resistance at a time.

WARLOCK | DUNCEHACK

Ability Score Improvement

At 4th, 8th, 12th, 16th and 19th levels you gain +2 to one ability score, or +1 to two ability scores. You cannot raise an ability score above 20 this way.

Eldritch Restoration

At 7th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all of your spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Your patron may ask for a service in exchange for this aid.

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 your arcanum 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.

Force of Will

At 20th level, when you use your Eldritch Restoration feature, you can restore your Mystic Arcanum uses.


Eldritch Restoration

Perhaps it's too much to stick it here at 7th. Figure it's deep enough to discourage a lot of multiclassing.

My thought was that 3 pact slots for most of your levelling up is too few, but increaing that number in any meaningful way might be too much.

Patron services

I'm hesitant to make hard mechanics on this one because of just how individualised Warlock pacts are. Xanathar's downtime rules however is a great place to start (because the pact is specifically the Warlock's problem).

If the player goes out of their way to avoid this feature to avoid having to do tasks for their patron, then that should be met with the patron nudging them to use it (or even just forcing the feature onto them if enough time elapses). Contracts are mutual, and the patron has to uphold their end as well - especially if they want something from you down the road.

Force of Will

My logic here is that if you get to 20th, your Patron sees you as indispensable and willing to throw that power your way.

Why this Capstone?

In a previous version of this writeup I had it as +4 Charisma with 24 Charisma cap, but I realised how obnoxious that would potentially be within the Warlock class specifically.

WARLOCK | DUNCEHACK

Eldritch Invocations

Basic Invocations

  • Armor of Shadows

    You can cast mage armor on yourself at will, without expending a spell slot or material components.

  • Beast Speech

    You can cast speak with animals at will, without expending a spell slot.

  • Beguiling Influence

    You gain proficiency in the Deception and Persuasion skills.

  • Devil's Sight

    You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

  • Eldritch Sight

    You can cast detect magic at will, without expending a spell slot.

  • Eyes of the Rune Keeper

    You can read all writing.

  • Fiendish Vigor

    You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

  • Gaze of Two Minds

    You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

  • Mask of Many Faces

    You can cast disguise self at will, without expending a spell slot.

  • Misty Visions

    You can cast silent image at will, without expending a spell slot or material components.

  • Thief of Five Fates

    You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.


Eldritch Blast Invocations

  • Agonizing Blast

    When you cast eldritch blast, add your Charisma modifier to the damage it deals on its damage rolls.

  • Eldritch Spear

    When you cast eldritch blast, its range is 300 feet.

  • Grasp of Hadar

    Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

  • Lance of Lethargy

    Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

  • Repelling Blast

    When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Hex/Curse Invocations

  • Maddening Hex

    As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

    Requires 5th level

  • Relentless Hex

    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.

    Requires 7th level

WARLOCK | DUNCEHACK

5th Level Invocations

  • Cloak of Flies

    As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

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

    Once you use this invocation, you can't use it again until you finish a short or long rest.

  • Gift of the Depths

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

    You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

  • Mire the Mind

    You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.

  • One with Shadows

    When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

  • Sign of Ill Omen

    You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.

  • Tomb of Levistus

    As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

    Once you use this invocation, you can't use it again until you finish a short or long rest.

7th Level Invocations

  • Bewitching Whispers

    You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

  • Dreadful Word

    You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

  • 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 finish a short or long rest.

  • Sculptor of Flesh

    You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

  • Trickster's Escape

    You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

9th Level Invocations

  • Ascendant Step

    You can cast levitate on yourself at will, without expending a spell slot or material components.

  • Minions of Chaos

    You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

  • Otherworldly Leap

    You can cast jump on yourself at will, without expending a spell slot or material components.

  • Whispers of the Grave

    You can cast speak with dead at will, without expending a spell slot.

15th Level Invocations

  • Master of Myriad Forms

    You can cast alter self at will, without expending a spell slot.

  • Shroud of Shadow

    You can cast invisibility at will, without expending a spell slot.

  • Visions of Distant Realms

    You can cast arcane eye at will, without expending a spell slot.

  • 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.

WARLOCK | DUNCEHACK

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Create Bonfire
  • Eldritch Blast
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Infestation
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
    1st Level
  • Armor of Agathys
  • Arms of Hadar
  • Cause Fear
  • Charm Person
  • Comprehend Languages
  • Expeditious Retreat
  • Hellish Rebuke
  • Hex
  • Illusory Script
  • Protection from Evil and Good
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Earthbind
  • Enthrall
  • Flock of Familiars
  • Hold Person
  • Invisibility
  • Knock
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Shadow Blade
  • Shatter
  • Spider Climb
  • Suggestion
    3rd Level
  • Animate dead
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fly
  • Gaseous Form
  • Hunger of Hadar
  • Hypnotic Pattern
  • Life transference
  • Magic Circle
  • Major Image
  • Remove Curse
  • Summon Lesser Demons
  • Thunder Step
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Dimension Door
  • Elemental Bane
  • Galder's Speedy Courier
  • Hallucinatory Terrain
  • Shadow of Moil
  • Sickening Radiance
  • Summon Greater Demon
    5th Level
  • Contact Other Plane
  • Danse Macabre
  • Dream
  • Enervation
  • Far Step
  • Hold Monster
  • Infernal Calling
  • Mislead
  • Modify memory
  • Negative Energy Flood
  • Planar binding
  • Project image
  • Scrying
  • Synaptic Static
  • Teleportation circle
  • Wall of Light
    6th Level
  • Arcane Gate
  • Circle of Death
  • Conjure Fey
  • Create Undead
  • Create homunculus
  • Eyebite
  • Flesh to Stone
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic jar
  • Mass Suggestion
  • Mental Prison
  • Scatter
  • Soul Cage
  • True Seeing
    7th Level
  • Crown of Stars
  • Etherealness
  • Finger of Death
  • Forcecage
  • Plane Shift
  • Power Word Pain
    8th Level
  • Abi-Dalzim’s horrid wilting
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Maddening Darkness
  • Power Word Stun
    9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Power Word Kill
  • Psychic Scream
  • Shapechange
  • True Polymorph
  • Weird


mind the formatting

I can't work out how to square it up properly in this programme.

WARLOCK | DUNCEHACK