```metadata
title: The Warlock 1.1
description: ''
tags: ''
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# The Warlock

With an aeoptera perched on his shoulder, a young tiefling in a verdant cape smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed gnome chants the mystic ritual that will open a doorway to a distant world.

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power. 

However, one may sometimes get more than what they bargained for...

### Sworn and Beholden

A warlock is defined by a pact with an &nbsp;&nbsp;&nbsp; otherworldly being. Sometimes the relationship &nbsp; between warlock and patron is like that of a &nbsp;&nbsp;&nbsp;&nbsp; cleric and a deity, though the beings that serve &nbsp;&nbsp;&nbsp;&nbsp; as patrons for warlocks are not gods. A warlock &nbsp;&nbsp; might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns from their patron and grows in power, at the cost of occasional services performed on their behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlock supplement their magic with some facility at hand-to-hand combat. They are comfortable in some armor and know how to use certain weapons.

### Delvers into Secrets

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 



<img src='https://i.imgur.com/vHVzaeU.png' style='position:absolute; top: 90px; left:300px; width:800px; filter:hue-rotate(-50deg)contrast(95%);' />

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{{classTable,frame,decoration,wide
##### The Warlock
| Level | Proficiency| Features | Cantrips | Spells | Spell | Maximum | Invocations ||||||||
|^|Bonus ^|^|Known ^|Known ^|Points ^| Spell&nbsp;Level ^|Known||||||||
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Eldritch Blast, Otherworldly Patron, Pact Magic  | 2 | 2 | 2 | 1st |  —  |
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 4 | 1st | 2 |
| 3rd | +2 | Pact Boon | 2 | 4 | 6 | 2nd | 3 |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 8 | 2nd | 3 |
| 5th | +2 | - | 3 | 6 | 10 | 3rd | 4 |
| 6th | +3 | Otherworldly Patron Feature | 3 | 7 | 12 | 3rd | 4 |
| 7th | +3 | - | 3 | 8 | 14 | 4th | 5 |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 16 | 4th | 5 |
| 9th | +4 | - | 3 | 10 | 18 | 5th | 6 |
| 10th | +4 | Otherworldly Patron Feature | 4 | 10 | 20 | 5th | 6 |
| 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 22 | 5th | 6 |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 23 | 5th | 7 |
| 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 24 | 5th | 7 |
| 14th | +5 | Otherworldly Patron Feature | 4 | 12 | 25 | 5th | 7 |
| 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 26 | 5th | 8 |
| 16th | +5 | Ability Score Improvement | 4 | 13 | 27 | 5th | 8 |
| 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 28 | 5th | 8 |
| 18th | +6 | - | 4 | 14 | 29 | 5th | 9 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 30 | 5th | 9 |
| 20th | +6 | Eldritch Master | 4 | 15 | 30 | 5th | 9 |
}}


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.

### Creating The Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive yo u into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron? Does your patron seek you out, or do you your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries. 


#### Quick Build
___
You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the *mind sliver* and *minor illusion* cantrips, along with the 1st-level spells *hex* and *witch bolt*.

## Class Features
___
As a warlock, you gain the following class features.

#### Hit Points
___
**Hit Dice:** 1d8 per warlock level <br>
**Hit Points at 1st Level:** 8 + your Constitution modifier <br>
**Hit Points at Higher Levels:** 1d8 (or 5) + your 

Constitution modifier per warlock level after 1st

#### Proficiencies
___
**Armor:** Light armor, Medium armor <br>
**Weapons:** Simple weapons <br>
**Tools:** None <br>
**Saving Throws:** Wisdom and Charisma <br>
**Skills:** Choose two skills from Arcana, Deception, 

History, Intimidation, Investigation, Nature, and 

Religion 


#### Equipment
___
You start with the following equipment, in addition to the equipment granted by your background:
<div style='margin-top:4px'></div>

- *(a)* chain shirt or *(b)* leather armor
- *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon
- *(a)* a component pouch or *(b)* an arcane focus
- *(a)* a scholar’s pack or *(b)* a dungeoneer’s pack
- Any simple weapon, and two daggers


<div class='pageNumber'>3</div>

\page




### Eldritch Blast

Starting at 1st level, you can fire a beam of crackling energy to strike your foes. As an action, make a ranged spell attack against a creature or object you can see within 120 feet of you. On a hit, the target takes 1d10 force damage.

You create more than one beam as you gain more warlock levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

### Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, the Archfey or the Great Old One, which are detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

### Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

#### 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.

#### Spell Points
___
The warlock table shows how many spell points you have to cast your warlock spells of 1st through 5th level. The table also shows the maximum level of spell you can cast. To cast one of your warlock spells of 1st level or higher, you must expend spell points  as shown on the Spell Point Cost table. You regain all expended spell points when you finish a short or long rest.

:

##### Spell Point Cost
:
| Spell Level | Point Cost | ||
|:---:|:---:|:---|:---:|
| 1st | 2 | 
| 2nd | 3 | 
| 3rd | 5 | 
| 4th | 6 | 
| 5th | 7 | 


For example, when you are 5th level, you have six spell points. To cast the 1st-level spell *witch bolt*, you must spend two of those points to you cast it as a 1st-level spell.  If you spend five spell points, you cast it as a 3rd-level spell.

#### Spells Known of 1st Level and Higher
___
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Maximum Spell Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you may cast.

#### 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.

{{text-align:center
	
{{font-family:"ScalySansRemake"

**Spell save DC** = 8 + your proficiency bonus + <br/>your Charisma modifier
___

**Spell attack modifier** = your proficiency bonus + <br/>your Charisma modifier
}}
	
}}

:

#### Spellcasting Focus
___
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.

### 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 are detailed at the end of the class description. You gain additional invocations of your choice as you level up, as shown in the Invocations Known column of the warlock table.

Additionally, when you gain a level in this class, you may replace one of the invocations you know with another invocation that you could learn at that level.

### 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
___
 
You gain proficiency with shields and martial weapons. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it . When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. 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.

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#### 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, aeoptera, quasit, or sprite.

Additionally, the familiar takes its turn immediately after yours. and when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own. The familiar also gains a number of Hit Points equal to your warlock level.

#### 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.


### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### 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 spell points. 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.

Additionally, when you gain a level in this class, you can replace one of your Mystic Arcanum spell choices with another spell from the warlock spell list of the same level.
::::::::::::::::
### Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell points and Mystic Arcanum. You can use an action entreating your patron for aid to regain all your expended spell points from your Pact Magic feature and restore your 6th-level and 7th-level Mystic Arcanum if they are expended. Once you use this feature, you must finish a long rest before you can do so again.  
:


___
___
___
___
___
{{monster,frame
## Aeoptera
*Tiny fey, chaotic good*
___
**Armor Class** :: 13 
**Hit Points**  :: 7 (2d4 + 2)
**Speed**       :: 10ft., 40ft flying
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|6 (-2)|15 (+2)|13 (+1)|10 (+0)|12 (+1)|10 (+0)|
___
**Skills** :: Perception +3, Stealth +4
**Damage resistances**            :: bludgeoning, piercing, and slashing from nonmagical attacks
**Condition immunities**            :: charmed
**Senses**               :: darkvision 60 ft., passive Perception 18
**Languages**            :: understands Common and Sylvan but can't speak
___
> ***Keen Senses.***  The aeoptera has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
<div style='margin-top:8px'></div>

> ***Bonding.*** The aeoptera can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 ft. of it. The bond lasts until the aeoptera bonds with a different creature or until the bonded creature dies. While bonded, the aeoptera and the bonded creature can communicate telepathically with each other at a distance of up to 100 ft.
<div style='margin-top:8px'></div>

> ***Magic Resistance.*** The aeoptera has advantage on saving throws against spells and other magical effects.
:
### Actions
<div style='margin-top:8px'></div>

> ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
<div style='margin-top:8px'></div>

> ***Invisibility.*** The aeoptera magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the aeoptera wears or carries is invisible with it.

}}
::

{{note
___
>***Origin.*** Usually found in the feywild, its presence in the material plane is a rarity worth beholding. It is said that they make loyal companions. Like pseudodragons, they like cute names and will boast about their given names.
___
*Art by Aeoptera at https://www.deviantart.com/aeoptera*
___
}}



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### The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

#### Faerie Magic
___
When you learn a spell of the appropiate level by means of  your pact magic feature, you also learn the spells on the Archfey Spells table.
The spells count as warlock spells for you, and don't count against your number of spells known.
___
___
___
##### Archfey Spells
___
| Spell Level | Spells | ||
|:---:|:---|:---|:---:|
| 1st | *faerie fire*, *sleep* | 
| 2nd | *calm emotions*, *phantasmal force* | 
| 3rd | *blink*, *plant growth*  | 
| 4th   | *dominate beast*, *greater invisibility* | 
| 5th | *dominate person*, *seeming* | 
| 9th | *shapechange*| 
___
#### Fey Presence
___
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As a bonus action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. 


You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Misty Escape
___
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

#### Courtly Audience
___
Starting at 10th level, you can contact your patron through the thin veil between the material plane and the feywild. You learn the spell *contact other plane*. It doesn't count against the number of spells you know. You can cast the spell without expending a spell slot, and you can't do so again until you finish a long rest.

When you cast the spell in this way, you entreat with your patron instead, automatically succeeding on the saving throw and allowing both of you to speak freely for the duration.
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{{note
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> *Art by Inge at https://iingezo.tumblr.com*
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#### Beguilling Caress
Also at 10th level, your patron teaches you how to turn mind-affecting magic against your enemies. You are immune to being charmed, and when you cast a spell or use a warlock feature that deals damage, you can invoke additional words of power to change the its damage type to psychic or radiant.


The first time a creature is damaged by this effect, it takes extra damage equal to your proficiency bonus, and must succeed on a Wisdom saving throw or have its emotions swayed with despair or adoration, based on the damage type dealt:


*****Psychic.***** The creature is charmed by you until the start of your next turn.

*****Radiant.***** The creature is frightened of you until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


#### Dark Delirium
Starting at 14th level, 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 Wisdom saving throw against your warlock spell save DC. A creature already charmed by you automatically fails the saving throw. On a failed save, it is charmed by you 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.

Once you use this feature, you can’t use it again until you finish a long rest.


  
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## Eldritch Invocations
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If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. 

#### Agonizing Blast
___
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

#### Armor of Shadows
___
You are constantly surrounded by a deep coat of shadow. While you are not wearing armor, your AC is equal to 13 + your Dexterity modifier, and you have advantage on Dexterity (Stealth) checks.

#### Ascendant Step
___
*Prerequisite: 9th level*
___

You can move vertically as part of your movement. While in the air, you may move only by pushing or pulling against a fixed object or surface within reach, which allows it to move as if it were climbing.

#### Ascpect 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 as reading your Book of Shadows and keeping watch.

#### Beast Speech
___
You can understand the language of beasts, and they understand your speech.  You gain advantage on any Charisma checks when dealing with beasts.

#### Beguiling Influence
___
You gain proficiency in the Deception and Persuasion skills.  If you already have proficiency in either of these skills, you gain expertise in that skill.

#### Bewitching Whispers
___
*Prerequisite: 7th level*
___

You may cast *command* without expending spell points targeting a creature already charmed by you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#### Binding Decree
___
*Prerequisite: 15th level, Pact of the Chain*
___

You can bind a creature that you can see within 60 feet in magical chains of force as an action. The target must make a Strength saving throw against your spell save DC. If they fail, they are restrained for a minute or until your concentration ends (as if you were concentrating on a spell). The target can use their action to attempt to free themselves from the chains by making a Strength check. 

You must finish a long rest before you can use this invocation on the same creature again.

#### Book of Ancient Secrets
___
*Prerequisite: Pact of the Tome*
___

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 
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>*Art by Lilit Beglarian at http://lilitdesigns.com*
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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.

#### Devil’s Sight
___
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

#### Dreadful Word
___
*Prerequisite: 7th level*
___

You can cast *confusion* once without expending spell points targeting a single creature. Once you do so, you can't cast it in this way again until you finish a short or long rest.


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

#### Eldritch Sight
___
You can see the presence of magic within 30 feet of you. If you see magic in this way, you can see a faint aura around any visible creature or object in the area that bears magic. Using an action, you can learn its school of magic, if any.

Eldritch Sight cannot penetrate a barrier you cannot see through.

#### Eldritch Smite
___
*Prerequisite: 5th level, Pact of the Blade*
___
Once per turn when you hit a creature with your pact weapon, you can expend spell points as if casting a spell of the Maximum Spell Level on the Warlock table. You deal an extra 1d8 force damage plus 1d8 per spell level, also knocking the target prone if it is Huge or smaller.



#### Eldritch Spear
___
When you cast Eldritch Blast, its range is 300 feet.

#### Eyes of the Rune Keeper
___
You can read all writing.



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#### Far Scribe
___
*Prerequisite: 5th level, Pact of the Tome*
___
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.


#### Fiendish Vigor
___
As an action, you may provide yourself temporary hit points equal to 4 + your Charisma modifier.

#### 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.

#### Ghostly Gaze
___
*Prerequisite: 7th level*
___
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.


#### Gift of the Depths
___
*Prerequisite: 5th level*
___
You can breathe underwater, and you gain a swimming speed equal to your walking speed.

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



#### Gift of the Ever-Living Ones
___
*Prerequisite: Pact of the Chain*
___
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.

#### Gift of the Protectors
___
*Prerequisite: 9th level, Pact of the Tome*
___
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching it.


#### Inexorable Charm 
___
*Prerequisite: 12th level*
___
Your magic now affects even those untouched by the sway of emotions. Your spells and features ignore immunity to the Charmed condition. Creatures that are immune to being charmed have advantage on saving throws against those effects.



#### Impelling Blast
___
When you hit a creature with an Eldritch Blast, you can move the creature up to 10 feet directly towards or away from you.

#### Improved 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 gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

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


#### Investment of the Chain Master
___
*Prerequisite: Pact of the Chain*
___
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.
- As a bonus action, you can command the familiar to take the Attack action.
- 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.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

#### Lifedrinker
___
*Prerequisite: 12th level, 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 of 1).



#### Maddening Hex
___
*Prerequisites: 5th level, a spell or feature that curses*
___
As a bonus action, you cause a psychic disturbance around a target cursed by you. 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.


#### Mask of Many Faces
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You can cast *disguise self* at will, without expending spell points.

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#### Master of Myriad Forms
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*Prerequisite: 9th level*
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You can cast *alter self* at will, without expending spell points. Casting the spell this way grants a duration that doesn't require concentration.

#### Minion of Chaos
___
*Prerequisite: 9th level*
___

You utter words of chaos, that summon a spirit in the form of an aberration, fiend, or fey of challenge rating 5 or lower. As an action, it appears in a space you choose that you can see within 60 feet.

The spirit is considered aberrant, fiendish or fey (depending on your choice) and disappears when it drops to 0 hit points, after one hour has passed, or when you use this invocation again.
The spirit is hostile to all other creatures, including you. Roll initiative for the spirit, which has its own turns. The spirit pursues and attacks the nearest creature to the best of its ability.


As part of using this invocation, you can form a circle on the ground with the use of your own blood.  You inflict 1d4 points of piercing damage to yourself with a dagger or other piercing weapon. The circle is large enough to encompass your space. The summoned creature can’t cross the circle or harm it, and they can’t target anyone within it. A creature within the circle cannot be affected by the features of the summoned spirit.

You can't do so again until you finish a long rest.


#### Mire the Mind
___
*Prerequisite: 5th level*
___

You can cast *slow* once without expending spell points targeting a single creature. Once you do so, you can't cast it in this way again until you finish a short or long rest.

#### Misty Visions
___

You can cast *silent image* at will, without expending spell points.

#### Mystical Secrets
___
*Prerequisite: 12th level*
___

When you learn this invocation, you choose a spell from any spell list. A spell you choose must be of a level you can cast with your Mystic Arcanum feature. The chosen spell counts as a warlock spell for you, and doesn't replace your previously chosen Mystic Arcanum. You may cast this spell as your arcanum spell of the appropiate level. When you gain a level in this class, you may change the spell chosen with this invocation.

#### One with Shadows
___
*Prerequisite: 5th level*
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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.

#### Otherworldly Leap
___
*Prerequisite: 9th level*
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Your jump distance is tripled. Additionally, every 3 feet you clear while jumping costs 1 foot of movement for you.
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>*Art by kesterite at https://kesterite.tumblr.com*
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#### Relentless Hex
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*Prerequisites: 5th level, a spell or feature that curses*
___

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of a target cursed by you. To teleport in this way, you must be able to see the cursed target.


#### Sculptor of Flesh
___
*Prerequisite: 7th level*
___

You can cast *polymorph* once without using spell points. When you do, you must choose one of the following forms:
Cat, Frog, Hare, Owl, Rat, Spider or Weasel. Once you do so, you can't cast it in this way again until you finish a short or long rest.


#### Shroud of  Shadow
___
*Prerequisite: 15th level*
___

You can cast *invisibility* at will, without expending spell points.

#### Sign of Ill Omen
___
*Prerequisite: 5th level*
___
You learn the *bestow curse* spell. It counts as warlock spell for you, and doesn't count against your number of spells known. Aditionally, you may cast the spell with your Mystic Arcanum feature.

#### Thief of Five Fates
___
You can cast *bane* once without expending spell points targeting a single creature. Once you do so, you can't cast it in this way again until you finish a short or long rest.


#### Thirsting Blade
___
*Prerequisite: 5th level, Pact of the Blade*
___
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

#### Tomb of Levistus
___
*Prerequisite: 5th level*
___
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. 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.

#### Trickster's Escape
*Prerequisite: 9th level*
___
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

#### Visions of Distant Realms
___
*Prerequisite: 15th level*
___

As an action, you create an invisible eye within one mile in a location familiar to you (a place you have visited or seen before) or within 30 feet of you. The eye can't be attacked or otherwise interacted with. You see through

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the eye as if you were in that space. The eye lasts until you use this feature again.

As an action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.




#### Voice of the Chain Master
*Prerequisite: Pact of the Chain*
___
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.

#### Whispers of the Grave
*Prerequisite: 9th level*
___
You can cast *speak with dead* at will, without expending spell points.

#### Witch Sight
*Prerequisite: 15th level*
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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.

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# ¡ Write The Pact ¡ Anew

{{Covertext 
:
Tired of his powerlessness in the face of constant danger, Hope Whisperwood has slightly altered the terms of the original deal with his matron, granting him newfound potential!
:

This rework gives you the tools in order to create a warlock more suited to navigate through longer adventuring days without the need of continually resting.
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For intended use with the Dungeons and Dragons fifth edition game system.



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