Unchained Warlock

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Warlocks gain magical abilities through pacts with powerful otherworldly beings in exchange for services. They supplement their magic with combat skills and enjoy pursuing knowledge and adventure.

A warlock's patron can be a fey noble, demon, devil, hag or alien entity that provides ancient knowledge to the warlock. The relationship is similar to a master-apprentice one where the warlock learns in exchange for occasional services.

A warlock unlocks magical effects both subtle and spectacular by drawing on their patron's ancient knowledge. This allows them to piece together arcane secrets to bolster their own power.

Unchained Warlock

Warlock

W
ith a pseudodragon curled on his shoulder, a Creating a Warlock
young elf in golden robes smiles warmly,
weaving a magical charm into his honeyed As you make your warlock character, spend some time
words and bending the palace sentinel to his thinking about your patron and the obligations that your
will. pact imposes upon you. What led you to make the pact, and
As flames spring to life in her hands, a how did you make contact with your patron? Were you
wizened human whispers the secret name seduced into summoning a devil, or did you seek out the
of her demonic patron, infusing her spell with fiendish ritual that would allow you to make contact with an alien
magic. elder god? Did you search for your patron, or did your
Shifting his gaze between a battered tome and the odd patron find and choose you? Do you chafe under the
alignment of the stars overhead, a wild-eyed tiefling chants obligations of your pact or serve joyfully in anticipation of
the mystic ritual that will open a doorway to a distant the rewards promised to you?
world. Work with your DM to determine how big a part your
Warlocks are seekers of the knowledge that lies hidden pact will play in your character's adventuring career. Your
in the fabric of the multiverse. Through pacts made with patron's demands might drive you into adventures, or they
mysterious beings of supernatural power, warlocks unlock might consist entirely of small favors you can do between
magical effects both subtle and spectacular. Drawing on the adventures.
ancient knowledge of beings such as fey nobles, demons, What kind of relationship do you have with your patron?
devils, hags, and alien entities of the Far Realm, warlocks Is it friendly, antagonistic, uneasy, or romantic? How
piece together arcane secrets to bolster their own power. important does your patron consider you to be? What part
do you play in your patron's plans? Do you know other
Sworn and Beholden servants of your patron?
A warlock is defined by a pact with an otherworldly being. How does your patron communicate with you? If you
Sometimes the relationship between warlock and patron is have a familiar, it might occasionally speak with your
like that of a cleric and a deity, though the beings that serve patron's voice. Some warlocks find messages from their
as patrons for warlocks are not gods. A warlock might lead patrons etched on trees, mingled among tea leaves, or
a cult dedicated to a demon prince, an archdevil, or an adrift in the clouds — messages that only the warlock can
utterly alien entity — beings not typically served by clerics. see. Other warlocks converse with their patrons in dreams
More often, though, the arrangement is similar to that or waking visions, or deal only with intermediaries.
between a master and an apprentice. The warlock learns Patron's Attitude
and grows in power, at the cost of occasional services Every relationship is a two-way street, but in the case of
performed on the patron's behalf. warlocks and their patrons it's not necessarily true that
The magic bestowed on a warlock ranges from minor but both sides of the street are the same width or made of the
lasting alterations to the warlock's being (such as the ability same stuff. The feeling that a warlock holds for their
to see in darkness or to read any language) to access to patron, whether positive or negative, might be reciprocated
powerful spells. Unlike bookish wizards, warlocks by the patron, or the two participants in the pact might view
supplement their magic with some facility at hand-to-hand one another with opposing emotions.
combat. They are comfortable in light armor and know how
to use simple 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 gained. Rather, the
vast majority of warlocks spend their days in active pursuit The Unchained Warlock is an unofficial homebrew
of their goals, which typically means some kind of publication created by /u/Ozzifer.
adventuring. Furthermore, the demands of their patrons
drive warlocks toward adventure. Please consider supporting the author for
additional updates and future content!

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The Warlock
Proficiency
Cantrips
Spells
Spell
Slot
Invocations

Level Bonus Features Known Known Slots Level Known


1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st —
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 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 — 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 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 Channel Arcanum 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Quick Build Starting Equipment


You can make a warlock quickly by following these You start with the following items, plus anything provided
suggestions. First, Charisma should be your highest ability by your background.
score, followed by Constitution. Second, choose the
charlatan background. Third, choose the eldritch blast and (a) a light crossbow and 20 bolts or (b) any simple
minor illusion cantrips, along with the 1st-level spells weapon
charm person and witch bolt. (a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) a dungeoneer's pack
Class Features Leather armor, any simple weapon, and two daggers
As a warlock, you gain the following class features. Alternatively, you may start with 4d4 × 10 gp to buy your
own equipment.
Hit Points
Hit Dice: 1d8
Otherworldly Patron
Hit Points at 1st Level: 8 + your Constitution modifier
At 1st level, you have struck a bargain with an otherworldly
Hit Points at Higher Levels: 1d8 (or 5) + your being chosen from the list of available patrons, which are
Constitution modifier per Warlock level after 1st detailed at the end of the class description. Your choice
Proficiencies grants you features at 1st level and again at 6th, 10th, and
Armor: light armor
14th level.
Weapons: simple weapons
Pact Magic
Tools: none
Your arcane research and the magic bestowed on you by
Saving Throws: Wisdom, Charisma
your patron have given you facility with spells. See chapter
Skills: Choose two from Arcana, Deception, History, 10 of the PHB for the general rules of spellcasting, and
Intimidation, Investigation, Nature, and Religion. "Warlock Spells" at the end of the class description for the
warlock spell list.

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Cantrips (0-Level Spells) Pact Boon
You know two cantrips of your choice from the warlock At 3rd level, your otherworldly patron bestows a gift upon
spell list. You learn additional warlock cantrips of your you for your loyal service. You gain one of the following
choice at higher levels, as shown in the Cantrips Known features of your choice.
column of the Warlock table.
Spell Slots Pact of the Blade
The Warlock table shows how many spell slots you have to You can use your action to create a pact weapon in your
cast your warlock spells of 1st through 5th level. The table empty hand. You choose the form that this melee weapon
also shows what the level of those slots is; all of your spell takes each time you create it (see "Weapons" in chapter 5
slots are the same level. To cast one of your warlock spells of the PHB for weapon options). Your pact weapon gains
of 1st level or higher, you must expend a spell slot. You the following benefits while you are wielding it:
regain all expended spell slots when you finish a short or You are proficient with the weapon, and it becomes
long rest. magical if it isn't already.
For example, when you are 5th level, you have two 3rd- You can use your Charisma modifier, instead of your
level spell slots. To cast the 1st-level spell witch bolt, you Strength or Dexterity modifier, for the weapon's attack
must spend one of those slots, and you cast it as a 3rd-level and damage rolls.
spell. You can't be disarmed of the weapon unless you are
Spells Known of 1st Level and Higher incapacitated.
At 1st level, you know two 1st-level spells of your choice Your pact weapon disappears if it is more than 5 feet
from the warlock spell list. away from you for 1 minute or more. It also disappears if
The Spells Known column of the Warlock table shows you use this feature again, if you dismiss the weapon (no
when you learn more warlock spells of your choice of 1st action required), or if you die.
level and higher. A spell you choose must be of a level no You can transform one magic weapon into your pact
higher than what's shown in the table's Slot Level column weapon by performing a special ritual while you hold the
for your level. When you reach 6th level, for example, you weapon. (You can't perform this ritual on an artifact or a
learn a new warlock spell, which can be 1st, 2nd, or 3rd sentient weapon.) You perform the ritual over the course of
level. 1 hour, which can be done during a short or long rest. At
Additionally, when you gain a level in this class, you can the end of the ritual, the weapon becomes your pact
choose one of the warlock spells you know and replace it weapon, and it appears whenever you summon your pact
with another spell from the warlock spell list, which also weapon thereafter. When you dismiss this pact weapon,
must be of a level for which you have spell slots. you shunt it into an extradimensional space until the next
Spellcasting Ability time you summon it. The weapon ceases to be your pact
Charisma is your spellcasting ability for your warlock weapon if you die, if you perform the 1-hour ritual on a
spells, so you use your Charisma whenever a spell refers to different weapon, or if you use a 1-hour ritual to break your
your spellcasting ability. In addition, you use your Charisma bond to it. The weapon appears at your feet if it is in the
modifier when setting the saving throw DC for a warlock extradimensional space when the bond breaks.
spell you cast and when making an attack roll with one. Pact of the Chain
You learn the find familiar spell and can cast it as a ritual.
Spell save DC = 8 + your proficiency bonus + your The spell doesn't count against your number of spells
Charisma modifier known.
When you cast the spell, you can choose one of the
Spell attack modifier = your proficiency bonus + your normal forms for your familiar or one of the following
Charisma modifier special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can
Spellcasting Focus forgo one of your own attacks to allow your familiar to
You can use an arcane focus as a spellcasting focus for your make one attack of its own as mentally commanded by you.
warlock spells. Pact of the Flesh
Eldritch Invocations Your hit point maximum increases by an amount equal to
your warlock level when you gain this boon, and increases
In your study of occult lore, you have unearthed eldritch by 1 again whenever you gain a level in this class.
invocations, fragments of forbidden knowledge that imbue In addition, you can add half your proficiency bonus
with an abiding magical ability. (rounded up) to any Constitution check or Constitution
At 2nd level, you gain two eldritch invocations of your saving throw you make that doesn't already include your
choice. Your invocation options are detailed in the "Eldritch proficiency bonus.
Invocations" section at the end of the class description.
When you reach certain levels in this class, you gain Pact of the Talisman
additional invocations of your choice, as shown in the Your patron gives you an amulet, a talisman that can aid the
Invocations Known column of the Warlock table. wearer when the need is great. When the talisman's wearer
Additionally, when you gain a level in this class, you can fails an ability check, they can add a d4 to the roll,
choose one of the invocations you know and replace it with potentially turning the roll into a success.
another invocation that you could learn at that level. Additionally, the talisman's wearer can invoke its power
to gain advantage on a saving throw. The talisman regains
the use of this power when its wearer finishes a long rest.

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  Channel Arcanum
As long as the talisman is on the same plane of existence
to you, you know its distance and direction from you at all At 18th level, when you cast one of your warlock spells, you
times, and you can use a bonus action to instantly summon can cast it without expending a spell slot by instead
the talisman into your hand. expending one of the uses of your Mystic Arcanum feature.
If you lose the talisman, you can perform a 1-hour When you cast the spell in this way, it is produced at the
ceremony to receive a replacement from your patron. This same spell level as the expended arcanum spell.
ceremony can be performed during a short or long rest, Once you use this feature, you can't use it again until you
and it destroys the previous amulet. The talisman turns to finish a long rest.
ash when you die.
Eldritch Master
Pact of the Tome At 20th level, you can draw on your inner reserve of
Your patron gives you a grimoire called a Book of Shadows. mystical power while entreating your patron to regain
When you gain this feature, choose three cantrips from any expended spell slots. You can spend 1 minute entreating
class's spell list. The cantrips need not be from the same your patron for aid to regain all your expended spell slots
spell list. While the book is on your person, you can cast from your Pact Magic feature. Once you regain spell slots
those cantrips at will (they don't count against your number with this feature, you must finish a long rest before you can
of cantrips known). Any cantrip you cast with this feature is do so again.
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 Otherworldly Patrons
performed during a short or long rest, and it destroys the The beings that serve as patrons for warlocks are mighty
previous book. The book turns to ash when you die. inhabitants of other planes of existence — not gods, but
almost godlike in their power. Various patrons give their
Ability Score Improvement warlocks access to different powers and invocations, and
When you reach 4th level, and again at 8th, 12th, 16th, and expect significant favors in return. Some patrons collect
19th level, you can increase one ability score of your choice warlocks, doling out mystic knowledge relatively freely or
by 2, or you can increase two ability scores of your choice boasting of their ability to bind mortals to their will. Other
by 1. As normal, you can't increase an ability score above 20 patrons bestow their power only grudgingly, and might
using this feature. make a pact with only one warlock. Warlocks who serve
If your DM allows the use of feats, you may instead take the same patron might view each other as allies, siblings,
a feat. or rivals.
Additionally, whenever you reach a level in this class that As a warlock, the choice of which patron to entreat with
grants this feature, you can do one of the following, forms a cornerstone of your identity from that point on.
representing a change of focus in your occult studies: Your choice reflects the nature of the mystical gifts you
inherit, and serves as the foundation for the kind of
Replace one cantrip you learned from this class's Pact relationship you have with your patron. The options
Magic feature with another cantrip from the warlock available for you to choose from are listed below.
spell list. The Archfey, a noble figure hailing from the Feywild
Replace the option you chose for the Pact Boon feature who provides its charges with beguiling magic.
with one of that feature's other options. The Celestial, a powerful being from the Upper Planes
If you're 12th level or higher, replace one spell from your in whose pacts lies the holy light of the multiverse.
Mystic Arcanum feature with another warlock spell of The Fiend, a powerful denizen of the Lower Planes
the same level. whose evil plans beget corruptive desires.
If this change makes you ineligible for any of your The Gatekeeper, an entity which observes and ensures
Eldritch Invocations, you must also replace them, choosing the timely demise of all living things.
invocations for which you qualify. The Genie, a ruling spirit of the Elemental Planes,
legendary for its ability to grant wishes to mortals.
Mystic Arcanum The Great Old One, a mysterious entity whose origins
At 11th level, your patron bestows upon you a magical are beyond reality, its powers beyond understanding.
secret called an arcanum. Choose one 6th-level spell from The Hexblade, a patron reaching forth from the
the warlock spell list as this arcanum. Shadowfell, offering powerful weapons in exchange for
You can cast your arcanum spell once without expending servitude.
a spell slot. You must finish a long rest before you can do so The Leviathan, an otherworldly creature of the sea's
again. depths revered for its power and feared for its wrath.
At higher levels, you gain more warlock spells of your The Logos, a personification of magical incantation
choice that can be cast in this way: one 7th-level spell at who bestows words of power upon its charges.
13th level, one 8th-level spell at 15th level, and one 9th-level The Undying, which has surpassed the boundaries of
spell at 17th level. You regain all uses of your Mystic life and death, and shares its secrets for a price.
Arcanum when you finish a long rest.

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The Archfey Fey Presence
Your patron is a lord or lady of the fey, a creature of legend Starting at 1st level, your patron bestows upon you the
who holds secrets that were forgotten before the mortal ability to project the beguiling and fearsome presence of
races were born. This being's motivations are often the fey. As an action, you can cause each creature in a 10-
inscrutable, and sometimes whimsical, and might involve a foot cube originating from you to make a Wisdom saving
striving for greater magical power or the settling of age-old throw against your warlock spell save DC. The creatures
grudges. Beings of this sort include the Prince of Frost; the that fail their saving throws are all charmed or frightened
Queen of Air and Darkness, ruler of the Gloaming Court; by you (your choice) until the end of your next turn.
Titania of the Summer Court; her consort Oberon, the Once you use this feature, you can't use it again until you
Green Lord; Hyrsam, the Prince of Fools; and ancient hags. finish a short or long rest.
Fey Magic Misty Escape
Starting when you entreat with this patron at 1st level, you Starting at 6th level, you can vanish in a puff of mist in
learn additional spells when you reach certain levels in this response to harm. When you take damage, you can use
class, as shown in the Archfey Patron Spells table. Each of your reaction to turn invisible and teleport up to 60 feet to
these spells counts as a warlock spell for you, but it doesn't an unoccupied space you can see. You remain invisible
count against the number of warlock spells you know. until the start of your next turn or until you attack or cast a
spell.
Archfey Patron Spells You can use this reaction a number of times equal to
your proficiency bonus, and you regain all expended uses
Warlock Level Spells when you finish a long rest.
1st faerie fire, sleep
Beguiling Defenses
3rd calm emotions, phantasmal force
Beginning at 10th level, your patron teaches you how to
5th blink, plant growth turn the mind-affecting magic of your enemies against
7th dominate beast, greater invisibility them. You have advantage on saving throws against being
charmed or frightened.
9th dominate person, seeming When a creature attempts to charm or frighten you, and
you successfully resist the attempt, you can use your
Additionally, when you gain the Mystic Arcanum feature, reaction to turn the effect back on that creature. The
your patron lets you choose from an expanded list of spells creature must succeed on a Wisdom saving throw against
when you learn an arcanum. The following spells are your warlock spell save DC or be charmed or frightened by
added to the warlock spell list for you. (You learn the spell you (the same as the original effect) for 1 minute or until
only if you select it as your arcanum for that spell level.) the creature takes any damage.
Archfey Arcanum Spells Dark Delirium
Spell Level Spells Starting at 14th level, you can plunge a creature into an
6th transport via plants
illusory realm. As an action, choose a creature that you can
see within 60 feet of you. It must make a Wisdom saving
7th mirage arcane throw against your warlock spell save DC. On a failed save,
8th control weather it is charmed or frightened by you (your choice) for 1
minute or until your concentration is broken (as if you are
9th shapechange concentrating on a spell). This effect ends early if the
creature takes any damage.
Gift of the Fey Until this illusion ends, the creature believes that it is
At 1st level, you learn one druid cantrip of your choice from lost in a misty realm, the appearance of which you choose.
your patron. It counts as a warlock cantrip for you, but it The creature can see and hear only itself, you, and the
doesn't count against the number of warlock cantrips you illusion.
know. Once you trap a creature in this illusion, you can't use
this feature again until you finish a short or long rest.

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The Celestial  
The maximum number of dice you can spend at once
Your patron is a powerful being of the Upper Planes. You equals your proficiency bonus. You regain all expended
have bound yourself to an ancient empyrean, solar, ki-rin, dice when you finish a long rest.
unicorn, or other entity that resides in the planes of
everlasting bliss. Your pact with that being allows you to Radiant Soul
experience the barest touch of the holy light that Starting at 6th level, your link to the Celestial allows you to
illuminates the multiverse. serve as a conduit for radiant energy. You have resistance
Being connected to such power can cause changes in to radiant damage, and when you cast a spell that deals
your behavior and beliefs. You might find yourself driven to radiant or fire damage, you can add your Charisma
annihilate the undead, to defeat fiends, and to protect the modifier to one radiant or fire damage roll of that spell
innocent. At times, your heart might also be filled with a against one of its targets.
longing for the celestial realm of your patron, and a desire
to wander that paradise for the rest of your days. But you Celestial Resilience
know that your mission is among mortals for now, and that Starting at 10th level, you gain temporary hit points
your pact binds you to bring light to the dark places of the whenever you finish a short or long rest. These temporary
world. hit points equal your warlock level + your Charisma
modifier. Additionally, choose up to five creatures you can
Celestial Magic see at the end of the rest. Those creatures each gain
Starting when you entreat with this patron at 1st level, you temporary hit points equal to half your warlock level + your
learn additional spells when you reach certain levels in this Charisma modifier.
class, as shown in the Celestial Patron Spells table. Each of
these spells counts as a warlock spell for you, but it doesn't Searing Vengeance
count against the number of warlock spells you know. Starting at 14th level, the radiant energy you channel
allows you to resist death. When you have to make a death
Celestial Patron Spells saving throw at the start of your turn, you can instead
Warlock Level Spells spring back to your feet with a burst of radiant energy. You
regain hit points equal to half your hit point maximum, and
1st cure wounds, guiding bolt then you stand up if you so choose. Each creature of your
3rd flaming sphere, lesser restoration choice that is within 30 feet of you takes radiant damage
equal to 2d8 + your Charisma modifier, and it is blinded
5th daylight, revivify until the end of the current turn.
7th guardian of faith, wall of fire Once you use this feature, you can't use it again until you
9th greater restoration, holy weaponXGE finish a long rest.
Additionally, when you gain the Mystic Arcanum feature, The Fiend
your patron lets you choose from an expanded list of spells You have made a pact with a fiend from the lower planes of
when you learn an arcanum. The following spells are existence, a being whose aims are evil, even if you strive
added to the warlock spell list for you. (You learn the spell against those aims. Such beings desire the corruption or
only if you select it as your arcanum for that spell level.) destruction of all things, ultimately including you.
Fiends powerful enough to forge a pact include demon
Celestial Arcanum Spells lords such as Demogorgon, Orcus, Fraz'Urb-luu, and
Spell Level Spells Baphomet; archdevils such as Asmodeus, Dispater,
6th heal
Mephistopheles, and Belial; pit fiends and balors that are
especially mighty; and ultroloths and other lords of the
7th conjure celestial yugoloths.
8th sunburst Fiendish Magic
9th true resurrection Starting when you entreat with this patron at 1st level, you
learn additional spells when you reach certain levels in this
Gift of the Celestial class, as shown in the Fiend Patron Spells table. Each of
At 1st level, you learn the light or sacred flame cantrip (your these spells counts as a warlock spell for you, but it doesn't
choice) from your patron. The cantrip you learn counts as a count against the number of warlock spells you know.
warlock cantrip for you, but it doesn't count against the
number of warlock cantrips you know. Fiend Patron Spells
Warlock Level Spells
Healing Light
1st burning hands, command
Also at 1st level, you gain the ability to channel celestial
energy to heal wounds. You have a pool of d6s that you 3rd blindness/deafness, scorching ray
spend to fuel this healing. The number of dice in the pool 5th fireball, stinking cloud
equals 1 + your warlock level.
As a bonus action, you can spend a number of dice from 7th compulsion, wall of fire
the pool to heal one creature you can see within 60 feet of 9th hallow, immolationXGE
you. Roll the dice you spend, add them together, and restore
a number of hit points equal to the total to that creature.

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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
finish a long rest.
The Gatekeeper
Your patron is an avatar of doom and death, a mysterious
judge of mortal creatures which foresees their ends and
ushers the passage of souls from one realm to the next.
Such entities often reach into the world, sending spirits
that take the form of animals to watch over a creature in
anticipation of its impending demise.
Warlocks sworn to a Gatekeeper receive visions and
whispers in their dreams, sending them on quests to defeat
  those who seek to cheat death through undeath or other
Additionally, when you gain the Mystic Arcanum feature, imitations of mortality. Gatekeepers naturally detest
your patron lets you choose from an expanded list of spells intelligent undead, who possess the cunning to elude a
when you learn an arcanum. The following spells are timely demise, and expect their charges to strike these
added to the warlock spell list for you. (You learn the spell blasphemers down, whereas mindless undead such as
only if you select it as your arcanum for that spell level.) skeletons and zombies are little more than stumbling
automatons in their eyes.
Fiend Arcanum Spells Magic of the Boundary
Spell Level Spells Starting when you entreat with this patron at 1st level, you
6th harm learn additional spells when you reach certain levels in this
class, as shown in the Gatekeeper Patron Spells table.
7th fire storm Each of these spells counts as a warlock spell for you, but it
8th incendiary cloud doesn't count against the number of warlock spells you
9th meteor swarm
know.
Gatekeeper Patron Spells
Gift of the Fiend Warlock Level Spells
At 1st level, you learn to tinge your arcane magic with a
fiendish hue. When you deal damage with a warlock 1st bane, sanctuary
cantrip, you can have all of that cantrip's damage become 3rd silence, spiritual weapon
fire damage.
5th blink, speak with dead
Dark One's Blessing 7th banishment, locate creature
Starting at 1st level, when you reduce a hostile creature to
0 hit points, you gain temporary hit points equal to your 9th cone of cold, teleportation circle
Charisma modifier + your warlock level (minimum of 1).
Additionally, when you gain the Mystic Arcanum feature,
Dark One's Own Luck your patron lets you choose from an expanded list of spells
Starting at 6th level, you can call on your patron to alter when you learn an arcanum. The following spells are
fate in your favor. When you make an ability check or a added to the warlock spell list for you. (You learn the spell
saving throw, you can use this feature to add a d10 to your only if you select it as your arcanum for that spell level.)
roll. You can do so after seeing the initial roll but before any
of the roll's effects occur. Gatekeeper Arcanum Spells
Once you use this feature, you can't use it again until you Spell Level Spells
finish a short or long rest. 6th disintegrate
Fiendish Resilience 7th sequester
Starting at 10th level, you can choose one damage type 8th antimagic field
when you finish a short or long rest. You gain resistance to
that damage type until you choose a different one with this 9th gate
feature. Damage from magical weapons or silver weapons
ignores this resistance. Gift of the Gatekeeper
At 1st level, you learn the guidance or toll the dead cantrip
Hurl Through Hell (your choice) from your patron. The cantrip counts as a
Starting at 14th level, when you hit a creature with an warlock cantrip for you, but it doesn't count against the
attack, you can use this feature to instantly transport the number of warlock cantrips you know.
target through the lower planes. The creature disappears
and hurtles through a nightmare landscape.

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Boundary Companion Cycle of Demise
Also at 1st level, you gain the service of a spirit companion Starting at 14th level, you can use the power of your patron
sent by your patron to watch over and assist you. This to bind a departing soul to your service. When you kill a
companion assumes the form and game statistics of a Tiny hostile creature with one of your warlock spells, you can
beast that has a challenge rating of 0 (your choice), and is use your reaction to siphon its life essence, causing a
treated as if you had cast the find familiar spell to summon doomshade to rise from the creature's space at the start of
it, with the following additional features: your next turn. This reaction has no effect when used on
constructs or undead.
You and your companion can occupy the same space, The doomshade appears as a shadowy approximation of
and doing so doesn't limit your actions or capabilities. the slain creature. It has the game statistics of a zombie (as
While sharing a space with your companion, you gain a shown in the Monster Manual), with the following
bonus to your passive Wisdom (Perception) score and modifications:
Wisdom (Perception) checks, which is equal to your
Charisma modifier (minimum of +1). It has additional hit points equal to your warlock level.
While in your space, your companion can't be targeted It has a flying speed equal to its walking speed, and it
by any attack or harmful effect, it can't take damage, it is can hover.
incapacitated, and only you can cast spells on it. It is immune to necrotic damage and features that turn
Your companion doesn't require sleep, and it can rouse undead, and it can't be charmed, frightened, or petrified.
you from your sleep as an action if it is in your space. It gains a bonus to Armor Class, attack and damage
If your companion is killed by a creature, you gain rolls, and saving throws; this bonus equals your
advantage on all attack rolls against that creature until Charisma modifier (minimum of +1).
the end of your next short or long rest. The doomshade is under your control and follows your
At the end of a short or long rest, your companion verbal commands to the best of its ability. In combat, the
reappears in an unoccupied space within 5 feet of you — no doomshade shares your initiative count, but it takes its turn
matter where it was or whether it died — as though you immediately after yours. If it receives no commands from
had cast find familiar to summon it again. you, it attacks your foes indiscriminately. The doomshade
vanishes when it is reduced to 0 hit points, when you die,
Gatekeeper's Bond or when you use this feature to create another doomshade.
At 6th level, you gain the ability to merge with your Once you use this feature to create a doomshade, you
boundary companion. As a bonus action when your can't do so again until you finish a short or long rest.
companion is sharing your space, your body assumes the
form of your companion, and your companion disappears The Genie
as though you dismissed it. While you are transformed, you You have made a pact with one of the rarest kinds of genie,
undergo the following changes: a noble genie. Such entities rule vast fiefs on the Elemental
You become Tiny, and you replace your speed with that Planes and have great influence over lesser genies and
of the companion. elemental creatures.
You gain the benefits of your companion sharing your Noble genies are varied in their motivations, but most
space. are arrogant and wield power that rivals that of lesser
deities. They delight in turning the table on mortals, who
You can act only by taking the Dash, Disengage, Dodge, often bind genies into servitude, and readily enter into
Help, Hide, or Search action. pacts that expand their reach.
Your equipment merges into your new form, and has no You choose your patron's kind or determine it randomly,
effect until you return to your normal form. using the Genie Kind table.
As an action, you can separate from your companion and Genie Kind
return to your normal form, and your companion reappears
in your space. You automatically separate from your d4 Kind Element
companion if you fall unconscious, drop to 0 hit points, or 1 Dao Earth
die. 2 Djinni Air
Deathwalker's Shield 3 Efreeti Fire
At 10th level, your patron grants you a protective blessing. 4 Marid Water
You have advantage on death saving throws, and you gain
resistance to necrotic damage. Genie Magic
Additionally, undead have difficulty harming you. If an Starting when you entreat with this patron at 1st level, you
undead targets you directly with an attack or a harmful
spell, you can use your reaction to have that creature make learn additional spells when you reach certain levels in this
a Wisdom saving throw against your spell save DC (it class, as shown in the Genie Patron Spells table. You learn
needn't make the save when it includes you in an area the spell listed in the Genie Spells column for that level,
effect, such as the explosion of fireball). On a failed save, plus the spell associated in the table with your patron's
you cannot be targeted by the creature with that attack or kind: dao, djinni, efreeti, or marid. Each of the spells you
spell for its duration, potentially causing it to be wasted. On learn counts as a warlock spell for you, but it doesn't count
a successful save, the creature is immune to this effect for against the number of warlock spells you know.
24 hours. You can use this reaction a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

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Genie Patron Spells
Warlock Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st detect evil and good sanctuary thunderwave searing smite fog cloud
3rd phantasmal force spike growth gust of wind scorching ray blur
XGE
5th create food and water erupting earth wind wall fireball tidal waveXGE
7th phantasmal killer stone shape greater invisibility fire shield control water
9th creation wall of stone seeming flame strike cone of cold

   
Additionally, when you gain the Mystic Arcanum feature, While you are touching the vessel, you can use it in the
your patron lets you choose from an expanded list of spells following ways:
when you learn an arcanum. The following spells are Bottled Respite. As an action, you can magically vanish
added to the warlock spell list for you. (You learn the spell and enter your vessel, which remains in the space you left.
only if you select it as your arcanum for that spell level.) The interior of the vessel is an extradimensional space in
the shape of a 20-foot-radius cylinder, 20 feet high, and
Genie Arcanum Spells resembles your vessel. The interior is appointed with
Spell Level Spells cushions and low tables and is a comfortable temperature.
6th planar ally (summons a genie)
While inside, you can hear the area around your vessel as if
you were in its space. You can remain inside the vessel up
7th project image to a number of hours equal to twice your proficiency bonus.
8th control weather You exit the vessel early if you use a bonus action to leave,
if you die, or if the vessel is destroyed. When you exit the
9th wish vessel, you appear in the unoccupied space closest to it. Any
objects left in the vessel remain there until carried out, and
Gift of the Genie if the vessel is destroyed, every object stored there
At 1st level, you learn a cantrip from your patron associated harmlessly appears in the unoccupied spaces closest to the
with its kind: mold earth (dao), gust (djinni), control flames vessel's former space. Once you enter the vessel, you can't
(efreeti), or shape water (marid). The cantrip you learn enter again until you finish a long rest.
counts as a warlock cantrip for you, but it doesn't count Genie's Wrath. Once during each of your turns when
against the number of warlock cantrips you know. you hit with an attack roll, you can deal extra damage to the
Additionally, you gain the ability to converse with target equal to your proficiency bonus. The damage is
geniekind; you can speak, read, and write Primordial. magical, and type of this damage is determined by your
Knowing this language allows you to understand and be patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or
understood by those who speak its dialects: Aquan, Auran, cold (marid).
Ignan, and Terran. The vessel's AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it
Genie's Vessel is immune to poison and psychic damage.
Also at 1st level, your patron bestows upon you a magical If the vessel is destroyed or you lose it, you can perform a
vessel that grants you a measure of the genie's power. The 1-hour ceremony to receive a replacement from your
vessel is a Tiny object, and you can use it as a spellcasting patron. This ceremony can be performed during a short or
focus for your warlock spells. You decide what the object is, long rest, and the previous vessel is destroyed if it still
or you can determine what it is randomly by rolling on the exists. The vessel vanishes in a flare of elemental power
Genie's Vessel table. when you die.
Genie's Vessel Elemental Blessing
d6 Vessel At 6th level, you begin to take on characteristics of your
1 Oil lamp
patron's kind. You now have resistance to a damage type
determined by your patron's kind: bludgeoning (dao),
2 Urn thunder (djinni), fire (efreeti), or cold (marid).
3 Ring with a compartment In addition, as a bonus action, you can give yourself a
flying speed of 30 feet that lasts for 10 minutes, during
4 Stoppered bottle which you can hover. You can use this bonus action a
5 Hollow statuette number of times equal to your proficiency bonus, and you
6 Ornate lantern
regain all expended uses when you finish a long rest.

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Sanctuary Vessel  
Starting at 10th level, when you enter your Genie's Vessel Additionally, when you gain the Mystic Arcanum feature,
via the Bottled Respite feature, you can now choose up to your patron lets you choose from an expanded list of spells
five willing creatures that you can see within 30 feet of you, when you learn an arcanum. The following spells are
and the chosen creatures are drawn into the vessel with added to the warlock spell list for you. (You learn the spell
you. only if you select it as your arcanum for that spell level.)
As a bonus action, you can eject any number of creatures Great Old One Arcanum Spells
from the vessel, and everyone is ejected if you leave or die
or if the vessel is destroyed. Spell Level Spells
In addition, anyone (including you) who remains within 6th programmed illusion
the vessel for at least 10 minutes gains the benefit of 7th symbol
finishing a short rest, and anyone can add your proficiency
bonus to the number of hit points they regain if they spend 8th mind blank
any Hit Dice as part of a short rest there. 9th time stop
Limited Wish
From 14th level, you can entreat your patron to grant you a Gift of the Great Old One
small wish. As an action, you can speak your desire to your At 1st level, you learn the mind sliver cantrip from your
Genie's Vessel, requesting the effect of one spell that is 6th patron, and it doesn't count against the number of warlock
level or lower and has a casting time of 1 action. The spell cantrips you know.
can be from any class's spell list, and you don't need to Awakened Mind
meet the requirements in that spell, including costly Starting at 1st level, your alien knowledge gives you the
components; the spell simply takes effect as part of this ability to touch the minds of other creatures. You can
action. communicate telepathically with any creature you can see
Once you use this feature, you can't use it again until you within 30 feet of you. You don't need to share a language
finish a long rest. with the creature for it to understand your telepathic
The Great Old One utterances, but the creature must be able to understand at
least one language.
Your patron is a mysterious entity whose nature is utterly When you reach 10th level in this class, the range of this
foreign to the fabric of reality. It might come from the Far telepathy increases to 60 feet, and you no longer need to
Realm, the space beyond reality, or it could be one of the see the creature to communicate with it, though you must
elder gods known only in legends. Its motives are still be aware of its presence.
incomprehensible to mortals, and its knowledge so
immense and ancient that even the greatest libraries pale
in comparison to the vast secrets it holds. The Great Old
One might be unaware of your existence or entirely
indifferent to you, but the secrets you have learned allow
you to draw your magic from it. Entities of this type include
Ghaunadar, called That Which Lurks; Tharizdun, the
Chained God; Dendar, the Night Serpent; Zargon, the
Returner; Great Cthulhu; and other unfathomable beings.
Magic of the Beyond
Starting when you entreat with this patron at 1st level, you
learn additional spells when you reach certain levels in this
class, as shown in the Great Old One Patron Spells table.
Each of these spells counts as a warlock spell for you, but it
doesn't count against the number of warlock spells you
know.
Great Old One Patron Spells
Warlock
Level Spells
dissonant whispers, Tasha's hideous
1st laughter
3rd detect thoughts, Tasha's mind whipTCE
5th clairvoyance, sending
7th confusion, Evard's black tentacles
9th dominate person, telekinesis

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Entropic Backlash
Hexblade Patron Spells
At 6th level, you learn to magically ward yourself against
attack and to turn an enemy's failed strike into good luck Warlock Level Spells
for yourself. When a creature makes an attack roll against 1st shield, wrathful smite
you, you can use your reaction to impose disadvantage on
that roll. If the attack misses you, you cause one of the 3rd blur, magic weapon
following effects of your choice: 5th blink, elemental weapon
The creature takes psychic damage equal to 1d6 + half 7th phantasmal killer, staggering smite
your warlock level. 9th banishing smite, cone of cold
The creature has disadvantage on the next Intelligence,
Wisdom, or Charisma saving throw it makes against a Additionally, when you gain the Mystic Arcanum feature,
warlock spell you cast before the end of your next turn. your patron lets you choose from an expanded list of spells
You have advantage on the first attack roll you make when you learn an arcanum. The following spells are
against the creature before the end of your next turn. added to the warlock spell list for you. (You learn the spell
only if you select it as your arcanum for that spell level.)
You can use this reaction a number of times equal to
your proficiency bonus, and you regain all expended uses Hexblade Arcanum Spells
when you finish a long rest. Spell Level Spells
Thought Shield 6th blade barrier
Starting at 10th level, you are immune to any effect that 7th Mordenkainen's sword
would sense your emotions or read your thoughts, you can't
be compelled to tell the truth by magic, and magic that 8th illusory dragonXGE
would determine if you are telling the truth indicates you 9th time stop
are being truthful if you so choose.
Additionally, you have resistance to psychic damage, and Gift of the Fell
whenever a creature deals psychic damage to you, that At 1st level, your patron grants you the power necessary to
creature takes the same amount of damage that you do. arm yourself for battle. You gain proficiency with medium
Create Thrall armor, shields, and martial weapons.
At 14th level, you gain the ability to infect a humanoid's Hexblade's Curse
mind with the alien magic of your patron. You can use your Starting at 1st level, you gain the ability to place a baleful
action to touch an incapacitated humanoid. That creature is curse on someone. As a bonus action, choose one creature
then charmed by you until a remove curse spell is cast on you can see within 30 feet of you. The target is cursed for 1
it, the charmed condition is removed from it, or you use minute. The curse ends early if the target dies, you die, or
this feature again. you are incapacitated. Until the curse ends, you gain the
You can communicate telepathically with the charmed following benefits:
creature as long as the two of you are on the same plane of
existence. The charmed creature regards you fondly as its You gain a bonus to damage rolls against the cursed
master, its superior, or as some other figure worthy of target. The bonus equals your proficiency bonus.
equivalent devotion and reverence. Any attack roll you make against the cursed target is a
critical hit on a roll of 19 or 20 on the d20.
The Hexblade If the cursed target dies, you regain hit points equal to
You have made your pact with a mysterious entity from the your warlock level + your Charisma modifier (minimum
Shadowfell — a force that manifests in sentient magic of 1 hit point).
weapons carved from the stuff of shadow. The mighty Once you use this bonus action, you can't use it again
sword Blackrazor is the most notable of these weapons, until you finish a short or long rest.
which have been spread across the multiverse over the
ages. The shadowy force behind these weapons can offer Accursed Specter
power to warlocks who form pacts with it. Many hexblade Starting at 6th level, you can curse the soul of a person you
warlocks create weapons that emulate those formed in the slay, temporarily binding it to your service. When you kill a
Shadowfell. Others forgo such arms, content to weave the humanoid, you can cause its spirit to rise from its corpse as
dark magic of that plane into their spellcasting. a specter, the statistics for which are in the Monster
Because the Raven Queen is known to have forged the Manual. When the specter appears, it gains temporary hit
first of these weapons, many sages speculate that she and points equal to your warlock level.
the force are one and that the weapons, along with The specter is friendly to you, indifferent to others, and
hexblade warlocks, are tools she uses to manipulate events obeys your verbal commands. In combat, the specter
on the Material Plane to her inscrutable ends. shares your initiative count, but it takes its turn
Hexblade Magic immediately after yours. It gains a special bonus to its
Starting when you entreat with this patron at 1st level, you attack rolls equal to your Charisma modifier (minimum of
learn additional spells when you reach certain levels in this +1).
class, as shown in the Hexblade Patron Spells table. Each The specter remains in your service until the end of your
of these spells counts as a warlock spell for you, but it next long rest, at which point it vanishes to the afterlife.
doesn't count against the number of warlock spells you Once you bind a specter with this feature, you can't use
know. the feature again until you finish a long rest, unless you
expend a warlock spell slot to use it again.

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Perhaps you were born into a generational cult that
venerates the Leviathan and its spawn. Or you might have
been shipwrecked and on the brink of drowning when your
patron's grasp offered you a chance at life. Whatever the
reason for your pact, the sea and its unknown depths call to
you, and you serve as your patron's eyes and ears, watching
the world beyond its domain and reporting your findings.
Magic of the Fathoms
Starting when you entreat with this patron at 1st level, you
learn additional spells when you reach certain levels in this
class, as shown in the Leviathan Patron Spells table. Each
of these spells counts as a warlock spell for you, but it
doesn't count against the number of warlock spells you
know.
Leviathan Patron Spells
Warlock
Level Spells
1st create or destroy water, thunderwave
3rd gust of wind, silence
5th lightning bolt, sleet storm
control water, summon elementalTCE (water
7th
only)
9th Bigby's hand, cone of cold

Additionally, when you gain the Mystic Arcanum feature,


your patron lets you choose from an expanded list of spells
when you learn an arcanum. The following spells are
added to the warlock spell list for you. (You learn the spell
only if you select it as your arcanum for that spell level.)
Leviathan Arcanum Spells
Spell Level Spells
6th chain lightning
7th teleport
Armor of Hexes 8th tsunami
At 10th level, your hex grows more powerful. If the target
cursed by your Hexblade's Curse hits you with an attack 9th storm of vengeance
roll, you can use your reaction to roll a d6. On a 4 or higher,
the attack instead misses you, regardless of its roll. Gift of the Seas
At 1st level, you gain a swimming speed of 40 feet, and you
Master of Hexes can breathe underwater.
Starting at 14th level, you gain complete control over the  
power of your fell curses. While a creature is cursed by
your Hexblade's Curse, you can use a bonus action to
transfer the curse to a different creature you can see within Forms and Fathoms
30 feet of you, ending its effect on the previously cursed When you cast one of your patron spells or use one of the
creature. You can also transfer the curse in this way as a
reaction when the cursed creature dies; if you do so, you features it grants you, it takes a form appropriate for the
don't regain hit points from the death of the previously nature of your patron. For example, when casting the Bigby's
cursed creature. hand spell, a warlock who entreated with a kraken might
summon a monstrous tentacle or a serrated crab claw, while
The Leviathan the servant of a primordial water elemental might create a
You have plunged into a pact with an entity that lurks raging torrent of water that assumes the shape of a hand.
somewhere deep in the ocean, or even on the Elemental
Plane of Water, such as a mighty kraken, an ancient These thematic considerations can extend beyond the
primordial, or a monstrous being from creation's earliest
days that now allows you to draw on its thalassic power. Is scope of your patron spells and be applied to any warlock
it merely using you to learn about terrestrial realms, or spell you cast, as you first obtained your magic from the
does it want you to open cosmic floodgates and drown the Leviathan's pact.
world?

13
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Grasp of the Deep Call of the Leviathan
Also at 1st level, you learn to summon a minor At 14th level, you can implore your patron directly for aid.
manifestation of your patron to strike at your foes. As a As an action, you can call upon your patron to create a
bonus action, you create a 10-foot-long tentacle at a point small tear in reality through which it unleashes a measure
you can see within 60 feet of you. The tentacle lasts for 1 of its thalassic grandeur. This measure takes the form of
minute or until you use this feature to create another one of the following effects of your choice:
tentacle. The Breach. You and up to five willing creatures you can
When you create the tentacle, you can make a melee see within 30 feet of you are transported through your
spell attack against one creature within 10 feet of it. On a patron's realm. Amid a whirl of water, you and the chosen
hit, the target takes 1d8 acid, cold, or lightning damage creatures magically vanish and then reappear up to 10
(your choice when it takes the damage), and its speed is miles away in a location of your choice which you visited in
reduced by 10 feet until the start of your next turn. When the last 24 hours, appearing in unoccupied spaces within
you reach 10th level in this class, the damage increases to 30 feet of each other.
2d8. The Fury. A spectral barrage strikes up to five creatures
As a bonus action on your turn, you can move the you can see within 60 feet of you, and each target must
tentacle up to 30 feet and repeat the attack. make a Dexterity saving throw against your spell save DC.
You can summon the tentacle a number of times equal to On a failed save, a target takes 8d8 acid, cold, or lightning
your proficiency bonus, and you regain all expended uses damage (your choice) and is knocked prone. On a
when you finish a long rest. successful save, it takes half as much damage and is not
knocked prone.
Oceanic Soul Regardless of your choice, once you call upon your
At 6th level, your patron grants you abilities to exert greater patron, you can't do so again until you finish a long rest.
control of the deep. You gain resistance to cold damage. In
addition, while you are underwater, you can speak clearly, The Logos
your speech is understood by any creature within 120 feet Your patron is an entity formed from the manifestation of
of you that is also underwater, and you can understand ancient words of power, commonly known as a Logos.
their speech. These enigmatic beings are stewards of the powerful
Finally, your Grasp of the Deep feature can defend you emotions brought forth by language spoken and silent,
and others, interposing itself between them and harm. written and gestured, positive and negative. Many of the
When you or a creature you can see takes damage while first Logos came into existence as living scriptures of
within 10 feet of the tentacle, you can use your reaction to divine worship or as the sentient consciousness of an
choose one of those creatures and reduce the damage to arcane grimoire, while others serve as mighty guardians of
that creature by 1d8. When you reach 10th level in this magical lore, jealously presiding over vast archives and
class, the damage reduced by the tentacle increases to 2d8. ancient libraries hidden across the multiverse.
Devouring Depths The Logos hone the power of magical incantations
At 10th level, you learn to magically draw forth your founded upon words of special significance, and your pact
patron's ageless hunger and loose it upon your enemies. As with such an entity reflects this. Those who strike bargains
an action, you choose a point you can see within 60 feet of with a Logos find great value in channeling this magic,
you, and a manifestation of your patron appears in a 20-foot weaving words of formulaic eloquence to bring safety and
cube centered on that point. The manifestation lasts for 1 salvation to their allies and despair and destruction upon
minute and turns its area into difficult terrain, and any their enemies.
creature that enters the manifestation's area for the first Magic of the Word
time on a turn or starts its turn there takes 2d6 acid, cold, Starting when you entreat with this patron at 1st level, you
or lightning damage (your choice each time it takes learn additional spells when you reach certain levels in this
damage). class, as shown in the Logos Patron Spells table. Each of
When the manifestation appears, each creature within these spells counts as a warlock spell for you, but it doesn't
its area must succeed on a Strength saving throw against count against the number of warlock spells you know.
your spell save DC or be restrained until the manifestation
ends. A creature restrained by the manifestation can use its Logos Patron Spells
action to repeat the saving throw, freeing itself on a
success. At the start of your turn, if a creature is currently Warlock Level Spells
restrained by the manifestation, you gain temporary hit 1st command, healing word
points equal to your warlock level. 3rd blindness/deafness, suggestion
Once you use this feature, you can't do so again until you
finish a short or long rest. 5th sending, tongues
The appearance of the manifestation reflects some 7th banishment, compulsion
aspect of your patron. For example, you could conjure a
writhing mass of tentacles, a maze of watery tendrils, the 9th dominate person, Rary's telepathic bond
gaping maw of a giant lamprey, a swarm of razor-shelled Additionally, when you gain the Mystic Arcanum feature,
crustaceans, or some other form entirely.
your patron lets you choose from an expanded list of spells
when you learn an arcanum. The following spells are
added to the warlock spell list for you. (You learn the spell
only if you select it as your arcanum for that spell level.)

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The True Word
Logos Arcanum Spells
Starting at 14th level, you can exploit negative emotions to
Spell Level Spells bind an enemy's body and mind with but a single utterance.
6th word of recall When a creature you can see within 30 feet of you takes
damage, misses with an attack roll, or fails an ability check
7th divine word or saving throw, you can use your reaction to speak your
8th telepathy patron's name and call forth their power upon that
9th power word heal creature. If the creature can hear you, it must make a
Charisma saving throw against your spell save DC. On a
Gift of the Logos failure, the creature is paralyzed until the end of its next
At 1st level, you learn the vicious mockery or word of turn. On a success, the creature is immune to this effect for
24 hours.
radiance cantrip (your choice) from your patron. The Once a creature fails its saving throw against your use of
cantrip counts as a warlock cantrip for you, but it doesn't this feature, you can't use it again until you finish a short or
count against the number of warlock cantrips you know. long rest.
Additionally, you gain proficiency in one of the following
skills of your choice: Insight, Intimidation, or Persuasion. The Undying
Words of Affirmation Death holds no sway over your patron, who has unlocked
At 1st level, you can bolster your allies by invoking words the secrets of everlasting life, although such a prize — like
laced with magic. If you use your action to cast a warlock all power — comes at a price. Once mortal, the Undying has
spell on your turn, you can take the Help action as a bonus seen mortal lifetimes pass like the seasons, like the flicker
action during the same turn. Additionally, when you use the of endless days and nights. It has the secrets of the ages to
Help action to aid an ally in attacking a creature, the target share, secrets of life and death. Beings of this sort include
of that attack can be within 30 feet of you, rather than Vecna, Lord of the Hand and the Eye; the dread Iuz; the
within 5 feet of you, if the ally can hear you. lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-
queen of the githyanki; and the infamous vampire Count
Indelible Censure Strahd von Zarovich.
Starting at 6th level, you can manifest the magical potential While you may seek to gain knowledge from your
of creation to crush the hearts and minds of your enemies. patron's countless lifetimes of experience, it may see you as
As an action, you utter words of power and create a field of a piece of a centuries-long plan. For such beings, time and
magical energy in a 20-foot-radius sphere centered on a morality are fleeting things, the concerns of those for
point of your choice that you can see within 60 feet of you. whom grains of sand still rush through life's hourglass.
The field lasts for 1 minute or until you are incapacitated,
and its area is filled with dim light. Undying Magic
Each creature of your choice within the field when it Starting when you entreat with this patron at 1st level, you
appears must make a Wisdom saving throw against your learn additional spells when you reach certain levels in this
spell save DC. On a failed save, the creature's mind is filled class, as shown in the Undying Patron Spells table. Each of
with magical incantations for the field's duration, during these spells counts as a warlock spell for you, but it doesn't
which time the creature is deafened and cannot speak or count against the number of warlock spells you know.
cast spells that include a verbal component. If an affected
creature ends its turn within the field, the incantations Undying Patron Spells
intensify and deal 2d8 psychic or radiant damage (your Warlock Level Spells
choice when you create the field) to the creature. 1st bane, false life
An affected creature that ends its turn outside the field
can repeat the Wisdom saving throw, ending the effect on 3rd blindness/deafness, phantasmal force
itself on a success. 5th feign death, speak with dead
Once you create this field, you can't do so again until you
finish a short or long rest. 7th death ward, greater invisibility
9th antilife shell, contagion
Infusion of Eloquence
At 10th level, the words woven into your magic induce Additionally, when you gain the Mystic Arcanum feature,
ecstasy and dismay in whomever they reach. When you your patron lets you choose from an expanded list of spells
cast a warlock spell that deals damage, you can invoke when you learn an arcanum. The following spells are
additional words of power to modify it in the following added to the warlock spell list for you. (You learn the spell
ways: only if you select it as your arcanum for that spell level.)
You change the spell's damage type to psychic or radiant Undying Arcanum Spells
damage (your choice). Spell Level Spells
You gain a bonus to the spell's damage rolls equal to
your proficiency bonus. 6th magic jar
Any creature damaged by the spell is frightened of you 7th regenerate
or charmed by you (your choice) until the end of its next 8th clone
turn.
9th invulnerabilityXGE
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.

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Gift of the Undying  
At 1st level, you learn the spare the dying cantrip from your While projecting your spirit, you gain the following
patron. It counts as a warlock cantrip for you, but it doesn't benefits:
count against the number of warlock cantrips you know. You have resistance to bludgeoning, piercing, and
In addition, you have advantage on saving throws against slashing damage.
disease. When you cast a spell of the conjuration or necromancy
Dread Form school, the spell doesn't require verbal, somatic, or
At 1st level, you learn to wreathe yourself in an aspect of material components that lack a gold cost.
your patron's dreadful power. As a bonus action, you You have a flying speed equal to your walking speed and
transform for 1 minute. You gain the following benefits can hover. You can move through creatures and objects
while transformed: as if they were difficult terrain, but you take 1d10 force
damage if you end your turn inside a creature or an
You gain temporary hit points equal to 1d10 + your object.
warlock level. While you are using your Dread Form, you become
Once during each of your turns, when you hit a creature immune to necrotic damage, and once during each of
with an attack, you can force it to make a Wisdom your turns when you deal necrotic damage to a creature,
saving throw, and if the saving throw fails, the target is you regain hit points equal to half the amount of
frightened of you until the end of your next turn. necrotic damage dealt.
You are immune to the frightened condition.
Once you use this feature, you can't do so again until you
You can transform a number of times equal to your finish a long rest.
proficiency bonus, and you regain all expended uses when
you finish a long rest. Eldritch Invocations
The appearance of your Dread Form reflects some
aspect of your patron. For example, your form could be a The eldritch invocations are presented in alphabetical
shroud of shadows forming the crown and robes of your order. If an eldritch invocation has prerequisites, you must
lich patron, or your face might transform into bat-like meet them to learn it. You can learn the invocation at the
features due to your vampire patron. same time that you meet its prerequisites. A level
prerequisite in an invocation refers to warlock level, not
Touch of the Grave character level.
At 6th level, your patron's powers begin having a profound
effect on your body. You no longer need to eat, drink, Agonizing Blast
breathe, or sleep, although you still require rest. Prerequisite: eldritch blast cantrip
In addition, once per turn when you hit a creature with When you cast eldritch blast, add your Charisma modifier
an attack and roll damage against the creature, you can to the damage it deals on a hit.
replace the damage type with necrotic damage. While you
are using your Dread Form, you can roll one additional Armor of Shadows
damage die when determining the necrotic damage the You can cast the mage armor spell on yourself at will,
target takes. without expending a spell slot or requiring material
Mortal Husk components.
At 10th level, your connection to undeath and necrotic Ascendant Step
energy now saturates your body. You have resistance to Prerequisite: 9th level
necrotic damage, and you age at a slower rate. For every 10
years that pass, your body ages only 1 year, and you are You can cast the levitate spell on yourself at will, without
immune to being magically aged. expending a spell slot or requiring material components.
In addition, when you are reduced to 0 hit points, you
can cause your body to explode, and each creature within Aspect of the Moon
30 feet of you takes necrotic damage equal to 2d10 + your Prerequisite: Pact of the Tome
warlock level. You then revive with 1 hit point in your
previous space, along with your gear, and you suffer a level You no longer need to sleep and can't be forced to sleep by
of exhaustion. Once you revive in this way, you can't do so any means. To gain the benefits of a long rest, you can
again until you finish a long rest. spend all 8 hours doing light activity, such as reading your
Book of Shadows and keeping watch.
Spirit Projection
By 14th level, your body is now simply a vessel for your Beast Speech
spirit. As an action, you can project your spirit from your You can cast the speak with animals spell at will, without
body. The body you leave behind is unconscious and in a expending a spell slot.
state of suspended animation, and your spirit can remain Beguiling Influence
outside your body for up to 1 hour or until your
concentration ends (as if you were concentrating on a You gain proficiency in the Deception and Persuasion
spell). When your projection ends, your spirit returns to skills.
your body or your body magically teleports to your spirit's Bewitching Whispers
space (your choice).
Prerequisite: 7th level
You can cast the compulsion spell once without expending
a spell slot. You regain the ability to do so when you finish a
long rest.

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Blessing of Brio Cloak of Flies


Prerequisite: eldritch blast cantrip Prerequisite: 5th level
When you score a critical hit with eldritch blast, you regain As a bonus action, you can surround yourself with a
hit points equal to 1d8 + your Charisma modifier magical aura that looks like buzzing flies. The aura extends
(minimum of 1 hit point). 5 feet from you in every direction, but not through total
cover. It lasts until you're incapacitated or you dismiss it as
Bond of the Talisman a bonus action.
Prerequisite: 12th level, Pact of the Talisman The aura grants you advantage on Charisma
(Intimidation) checks but disadvantage on all other
While someone else is wearing your talisman, you can use Charisma checks. Any other creature that starts its turn in
your action to teleport to the unoccupied space closest to the aura takes poison damage equal to your Charisma
them, provided the two of you are on the same plane of modifier (minimum of 0 damage).
existence. The wearer of your talisman can do the same Once you use this invocation, you can't use it again until
thing, using their action to teleport to you. The you finish a short or long rest.
teleportation can be used a number of times equal to your
proficiency bonus, and all expended uses are restored Corporeal Shroud
when you finish a long rest. Prerequisite: Pact of the Flesh
Book of Ancient Secrets While you are wearing no armor, your AC equals 10 + your
Prerequisite: Pact of the Tome Dexterity modifier + your Charisma modifier. You can use a
You can now inscribe magical rituals in your Book of shield and still gain this benefit.
Shadows. Choose two 1st-level spells that have the ritual Defiance of Flesh
tag from any class's spell list. The spells needn't be from Prerequisite: 15th level, Pact of the Flesh
the same spell list. The spells appear in the book and don't
count against the number of spells you know. With your You gain resistance to bludgeoning, piercing, and slashing
Book of Shadows in hand, you can cast the chosen spells damage from nonmagical attacks.
as rituals. You can't cast the spells except as rituals, unless
you've learned them by some other means. You can also Devil's Sight
cast a warlock spell you know as a ritual if it has the ritual You can see normally in darkness, both magical and
tag. nonmagical, to a distance of 120 feet.
On your adventures, you can add other ritual spells to
your Book of Shadows. When you find such a spell, you can Dreadful Word
add it to the book if the spell's level is equal to or less than Prerequisite: 7th level
half your warlock level (rounded up) and if you can spare You can cast the confusion spell once without expending a
the time to transcribe the spell. For each level of the spell, spell slot. You regain the ability to do so when you finish a
the transcription process takes 2 hours and costs 50 gp for long rest.
the rare inks needed to inscribe it.
Chains of Carceri Eldritch Armor
Prerequisite: 15th level Prerequisite: Pact of the Blade
You can cast the hold monster spell at will — targeting a As an action, you can touch a suit of light or medium armor
celestial, fiend, or elemental — without expending a spell that isn't being worn or carried by anyone and instantly don
slot or requiring material components. You must finish a it, provided you aren't wearing armor already. You are
long rest before you can use this invocation on the same proficient with this suit of armor until it's removed.
creature again. Eldritch Mind
You have advantage on Constitution saving throws that you
make to maintain your concentration on a spell.

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Eldritch Sight Gift of the Depths
You can cast the detect magic spell at will, without Prerequisite: 5th level
expending a spell slot.
You can breathe underwater, and you gain a swimming
Eldritch Smite speed equal to your walking speed.
Prerequisite: 5th level, Pact of the Blade Additionally, you can cast the water breathing spell once
without expending a spell slot. You regain the ability to do
Once per turn when you hit a creature with your pact so when you finish a long rest.
weapon, you can expend a warlock spell slot to deal an
extra 1d8 force damage to the target, plus another 1d8 per Gift of the Ever-Living Ones
level of the spell slot, and you can knock the target prone if Prerequisite: Pact of the Chain
it is Huge or smaller.
Whenever you regain hit points while your familiar is
Eldritch Spear within 100 feet of you, treat any dice rolled to determine
Prerequisite: eldritch blast cantrip the hit points you regain as having rolled their maximum
value for you.
When you cast eldritch blast, its range is 300 feet.
Gift of the Protectors
Eyes of the Rune Keeper Prerequisite: 9th level, Pact of the Tome
You can read all writing.
A new page appears in your Book of Shadows. With your
Far Scribe permission, a creature can use its action to write its name
Prerequisite: 5th level, Pact of the Tome on that page, which can contain a number of names equal
to your proficiency bonus.
A new page appears in your Book of Shadows. With your When any creature whose name is on the page is
permission, a creature can use its action to write its name reduced to 0 hit points but not killed outright, the creature
on that page, which can contain a number of names equal magically drops to 1 hit point instead. Once this magic is
to your proficiency bonus. triggered, no creature can benefit from it until you finish a
You can cast the sending spell, targeting a creature long rest.
whose name is on the page, without using a spell slot or As an action, you can magically erase a name on the
requiring material components. To do so, you must write page by touching it.
the message on the page. The target hears the message in
their mind, and if the target replies, their message appears Grasp of Hadar
on the page, rather than in your mind. The writing Prerequisite: eldritch blast cantrip
disappears after 1 minute.
As an action, you can magically erase a name on the When you hit a creature with eldritch blast, you can move
page by touching it. that creature in a straight line 10 feet closer to you. A
creature can be affected by this invocation no more than
Fiendish Vigor once per turn.
You can cast the false life spell on yourself at will, without
expending a spell slot or requiring material components. Improved Pact Weapon
Prerequisite: Pact of the Blade
Gaze of Two Minds
You can use your action to touch a willing humanoid and You can use any weapon you summon with your Pact of the
perceive through its senses until the end of your next turn. Blade feature as a spellcasting focus for your warlock
As long as the creature is on the same plane of existence as spells.
you, you can use your action on subsequent turns to In addition, the weapon gains a +1 bonus to its attack
maintain this connection, extending the duration until the and damage rolls, unless it is a magic weapon that already
end of your next turn. While perceiving through the other has a bonus to those rolls.
creature's senses, you benefit from any special senses Finally, the weapon you conjure can be a shortbow,
possessed by that creature, and you are blinded and longbow, light crossbow, or heavy crossbow.
deafened to your own surroundings.
Investment of the Chain Master
Ghostly Gaze Prerequisite: Pact of the Chain
Prerequisite: 7th level
When you cast the find familiar spell, you infuse the
As an action, you gain the ability to see through solid summoned familiar with a measure of your eldritch power,
objects to a range of 30 feet. Within that range, you have granting the creature the following benefits:
darkvision if you don't already have it. This special sight
lasts for 1 minute or until your concentration ends (as if The familiar gains either a flying speed or a swimming
you were concentrating on a spell). During that time, you speed (your choice) of 40 feet.
perceive objects as ghostly, transparent images. As a bonus action, you can command the familiar to
Once you use this invocation, you can't use it again until take the Attack action.
you finish a short or long rest. 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.

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Lance of Lethargy Otherworldly Leap
Prerequisite: eldritch blast cantrip Prerequisite: 9th level
When you hit a creature with eldritch blast, you can reduce You can cast the jump spell on yourself at will, without
that creature's speed by 10 feet until the end of your next expending a spell slot or requiring material components.
turn. A creature can be affected by this invocation no more
than once per turn. Protection of the Talisman
Prerequisite: 9th level, Pact of the Talisman
Lifedrinker
Prerequisite: 12th level, Pact of the Blade When the wearer of your talisman fails a saving throw, they
can add a d4 to the roll, potentially turning the save into a
When you hit a creature with your pact weapon, the success
creature takes an extra 1d8 necrotic damage.
Rebuke of the Talisman
Maddening Hex Prerequisite: Pact of the Talisman
Prerequisite: 5th level, hex spell or a warlock feature that
curses 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
As a bonus action, you cause a psychic disturbance around deal psychic damage to the attacker equal to your
the target cursed by your hex spell or by a warlock feature proficiency bonus and push it up to 10 feet away from the
of yours, such as Hexblade's Curse or Sign of Ill Omen. talisman's wearer.
When you do so, you deal psychic damage to the cursed
target and each creature of your choice that you can see Relentless Hex
within 5 feet of it. The psychic damage equals your Prerequisite: 7th level, hex spell or a warlock feature that
Charisma modifier (minimum of 1 damage). To use this curses
invocation, you must be able to see the cursed target, and it
must be within 30 feet of you. Your curse creates a temporary bond between you and your
target. As a bonus action, you can magically teleport up to
Mask of Many Faces 30 feet to an unoccupied space you can see within 5 feet of
You can cast the disguise self spell at will, without the target cursed by your hex spell or by a warlock feature
expending a spell slot. 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
Master of Myriad Forms target.
Prerequisite: 15th level Repelling Blast
You can cast the alter self spell at will, without expending a Prerequisite: eldritch blast cantrip
spell slot.
When you hit a creature with eldritch blast, you can push
Minions of Chaos the creature up to 10 feet away from you in a straight line.
Prerequisite: 9th level
Sculptor of Flesh
You can cast the conjure elemental spell once without Prerequisite: 7th level
expending a spell slot. You regain the ability to do so when
you finish a long rest. You can cast the polymorph spell once without expending a
spell slot. You regain the ability to do so when you finish a
Mire the Mind long rest.
Prerequisite: 5th level
Seeker's Tongue
You can cast the slow spell once without expending a spell When you complete a long rest, choose two languages. You
slot. You regain the ability to do so when you finish a long gain the ability to speak, read, and write the chosen
rest. languages until you finish your next long rest.
Misty Visions Shroud of Shadow
You can cast the silent image spell at will, without Prerequisite: 15th level
expending a spell slot or requiring material components.
You can cast the invisibility spell at will, without expending
Mortal Coil a spell slot.
Prerequisite: 9th level, Pact of the Flesh Sign of Ill Omen
You become stable after two death saving throw successes Prerequisite: 5th level
(instead of three), and you die after four death saving throw
failures (instead of three). You can cast the bestow curse spell once without
expending a spell slot. You regain the ability to do so when
One with Shadows you finish a long rest.
Prerequisite: 5th level Thief of Five Fates
When you are in an area of dim light or darkness, you can You can cast the bane spell once without expending a spell
use your action to become invisible until you move or take slot. You regain the ability to do so when you finish a long
an action or a reaction. rest.

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Thirsting Blade Visions of Distant Realms
Prerequisite: 5th level, Pact of the Blade Prerequisite: 15th level
You can attack with your pact weapon twice, instead of You can cast the arcane eye spell at will, without expending
once, whenever you take the Attack action on your turn. a spell slot.
Tomb of Levistus Voice of the Chain Master
Prerequisite: 5th level Prerequisite: Pact of the Chain
As a reaction when you take damage, you can entomb You can communicate telepathically with your familiar and
yourself in ice, which melts away at the end of your next perceive through your familiar's senses as long as you are
turn. You gain 10 temporary hit points per warlock level, on the same plane of existence. Additionally, while
which take as much of the triggering damage as possible. perceiving through your familiar's senses, you can also
Immediately after you take the damage, you gain speak through your familiar in your own voice, even if your
vulnerability to fire damage, your speed is reduced to 0, and familiar is normally incapable of speech.
you are incapacitated. These effects, including any
remaining temporary hit points, all end when the ice melts. Whispers of the Grave
Once you use this invocation, you can't use it again until Prerequisite: 9th level
you finish a short or long rest. You can cast the speak with dead spell at will, without
Trickster's Escape expending a spell slot.
Prerequisite: 7th level Witch Sight
You can cast the freedom of movement spell once on Prerequisite: 15th level
yourself without expending a spell slot. You regain the
ability to do so when you finish a long rest. You can see the true form of any shapechanger or creature
concealed by illusion or transmutation magic while the
Undying Servitude creature is within 30 feet of you and within line of sight.
Prerequisite: 5th level
You can cast the animate dead spell once without
expending a spell slot. You regain the ability to do so when
you finish a long rest.

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Mislead 7th Level
Warlock Spells Modify memory Crown of stars *
The list of warlock spells below is presented in alphabetical Negative energy flood * Dream of the blue veil **
order, sorted by spell level. Spells not originally included in Planar binding
the warlock spell list are written in bold. Scrying
Etherealness
Each spell is in the Player's Handbook, unless it has one Finger of death
asterisk (a spell in Xanathar's Guide to Everything) or two Synaptic static * Forcecage
asterisks (a spell in Tasha's Cauldron of Everything). Teleportation circle Plane shift
Wall of light * Power word pain *
List of Spells  
6th Level 8th Level
Phantasmal force
Cantrips (0 Level) Arcane gate Demiplane
Ray of enfeeblement
Blade ward Circle of death Dominate monster
Shadow blade *
Booming blade ** Conjure fey Feeblemind
Shatter
Chill touch Create undead Glibness
Spider climb
Create bonfire * Eyebite Maddening darkness *
Suggestion
Eldritch blast Flesh to stone Power word stun
Friends 3rd Level Investiture of flame *
Frostbite * Investiture of ice * 9th Level
Counterspell
Green-flame blade ** Investiture of stone * Astral projection
Dispel magic
Infestation * Investiture of wind * Blade of disaster **
Enemies abound *
Lightning lure ** Mass suggestion Foresight
Fear
Mage hand Mental prison * Gate
Fly
Magic stone * Scatter * Imprisonment
Gaseous form
Mind sliver ** Soul cage * Mass polymorph *
Hunger of Hadar
Minor illusion Summon fiend ** Power word kill
Hypnotic pattern
Poison spray Tasha's otherworldly guise Psychic scream *
Intellect fortress **
Prestidigitation ** True polymorph
Magic circle
Sword burst ** True seeing Weird
Major image
Thunderclap * Remove curse  
Toll the dead * Spirit shroud **  
True strike Summon fey **
1st Level
Summon lesser demons * Class Changes
Summon shadowspawn ** The warlock's unique thematic flavor, arrangement of
Armor of Agathys Summon undead ** features, and the nature of its level progression — most
Arms of Hadar
Thunder step * notably, having both a quasi-Spellcasting feature and
Cause fear *
Tongues
access to eldritch invocations — all provide players with an
Charm person array of customization options not typically afforded to
Comprehend languages
Vampiric touch other officially published classes. In this respect, the
4th Level
warlock has the freedom to act flexibly as both a martial-
Expeditious retreat inclined class and a fully fledged spellcaster, depending on
Hellish rebuke Banishment the situation at hand and the choices made by the player at
Hex Blight previous levels. With these freedoms in mind, the changes
Illusory script Charm monster * to the warlock class presented in this handbook are more
Protection from evil and Dimension door
limited than in other classes, concerned mostly with
good
ensuring that the class's patron options occupy a more
Elemental bane * equal footing whilst preserving their roleplaying appeal.
Thunderwave Hallucinatory terrain Otherworldly Patron. The benefit of the warlock
Unseen servant Phantasmal killer subclass's 1st-level feature which grants patron-related
Witch bolt Shadow of moil * spells to the warlock has been redesigned. Instead of its
Sickening radiance * previous benefits, the warlock automatically learns their
2nd Level patron's spells of 1st through 5th level when their
Cloud of daggers
Summon aberration ** Spellcasting allows it; the patron now also grants access to
Crown of madness
Summon greater demon * additional spells for the warlock to choose from for their
5th Level
Mystic Arcanum feature. These changes are intended to
Darkness address the warlock's limited spell availability, as well as to
Earthbind * Contact other plane provide the warlock with meaningful and thematic choices
Enthrall Danse macabre * for their most powerful spells in high-tier play. Finally, the
Hold person Dream Fathomless subclass has been renamed to the Leviathan,
Invisibility the Undead and Undying patrons have been merged into a
Mind spike *
Enervation * singular subclass, and two new subclasses, the Gatekeeper
Far step * and Logos patrons, have been added.
Mirror image Hold monster Eldritch Invocations. New invocations have been added,
Misty step Infernal calling * including those based on the Pact of the Flesh (see below).

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  The Fiend
Pact Boon. A new pact, the Pact of the Flesh, has been The following changes have been made to this patron:
added, designed to give warlock a greater variety of pact Fiendish Magic. Renamed from Expanded Spell List,
choices at 3rd level. this feature integrates the changes to spell list availability
Pact Boon: Pact of the Blade. This feature has been for the warlock's subclass (see above). Additionally, at 7th
redesigned and now incorporates some of the former level, the warlock gains access to the spell compulsion,
benefits of Hex Warrior, the 1st-level Hexblade patron instead of fire shield; and at 9th level, they gain access to
feature (see below); the warlock's pact weapon can now use immolation, instead of flame strike.
Charisma, instead of its normal ability modifier, for attack Gift of the Fiend. This is a new feature, intended to
and damage rolls. This change is intended both to bring the standardize the features given to warlocks from their
Hexblade patron's 1st-level features more in line with the subclass choice at 1st level.
other warlock subclasses, and also to provide all warlocks
with the ability to synergize their spellcasting with the use The Gatekeeper
of a pact weapon, regardless of subclass choice. While it draws inspiration from the Raven Queen (a
Pact Boon: Pact of the Talisman. This feature's bonus playtest-exclusive warlock patron that was never officially
to failed ability checks no longer has a usage limit. In published), the Gatekeeper is a new patron included to give
addition, the talisman's wearer can invoke its power once warlocks a different choice of subclass. As such, there are
between long rests in order to gain advantage on a saving no changes to official material to be detailed here.
throw. Finally, the warlock now also knows the distance
and direction to its talisman, and can summon the talisman The Genie
back to its hand, provided the talisman is on the same The following changes have been made to this patron:
plane of existence. Genie Magic. Renamed from Expanded Spell List, this
Channel Arcanum. This is a new feature, which is feature integrates the changes to spell list availability for
intended to allow the warlock to utilize their Mystic the warlock's subclass (see above); in addition, the wish
Arcanum feature in additional ways without enhancing the spell has been moved to the Genie Arcanum Spells table.
warlock's spellcasting abilities. Finally, at 1st level, the Efreeti warlock gains access to the
The Archfey
spell searing smite, instead of burning hands; at 5th level,
the Dao warlock gains access to erupting earth, instead of
The following changes have been made to this patron: meld into stone; and at 5th level, the Marid warlock gains
Fey Magic. Renamed from Expanded Spell List, this access to tidal wave, instead of sleet storm.
feature integrates the changes to spell list availability for Gift of the Genie. This is a new feature, intended to
the warlock's subclass (see above). standardize the features given to warlocks from the
Gift of the Fey. This is a new feature, intended to subclass choice at 1st level.
standardize the features given to warlocks from their Genie's Vessel. The extra damage of this feature's
subclass choice at 1st level. Genie's Wrath benefit is explicitly magical.
Misty Escape. The warlock can use this feature a Limited Wish. After using this feature, the warlock can't
number of times equal to their proficiency bonus between do so again until they finish a long rest, instead of finishing
long rests, instead of once per short or long rest. This 1d4 long rests.
change is designed to avoid doubling up on the "once per
rest" availability of this feature, Fey Presence, and Dark The Great Old One
Delirium (see below). The following changes have been made to this patron:
Beguiling Darkness. The warlock is no longer immune Magic of the Beyond. Renamed from Expanded Spell
to being charmed; in exchange, they gain advantage on List, this feature integrates the changes to spell list
saving throws against being charmed or frightened, and availability for the warlock's subclass (see above).
this feature's reaction-based effect now also includes the Additionally, at 7th level, the warlock gains access to the
frightened condition. spell confusion, instead of dominate beast.
Dark Delirium. This feature's usage limit is based on Gift of the Great Old One. This is a new feature,
whether the creature becomes trapped in the illusion, intended to standardize the features given to warlocks from
rather than the warlock using the feature. the subclass choice at 1st level.
The Celestial Awakened Mind. This feature's benefits now improve
The following changes have been made to this patron: when the warlock reaches 10th level.
Entropic Backlash. When the warlock uses this feature
Celestial Magic. Renamed from Expanded Spell List, successfully, they can choose one effect from an expanded
this feature integrates the changes to spell list availability list of options (previously, one effect was triggered without
for the warlock's subclass (see above). Additionally, at 9th choice). Additionally, this feature can be used a number of
level, the warlock gains access to the spell holy weapon, times equal to the warlock's proficiency between long rests,
instead of flame strike. instead of once between short or long rests.
Gift of the Celestial. Renamed from Bonus Cantrips, Thought Shield. The warlock gains additional
this feature now only grants the warlock one of the listed protections from effects that would intrude upon its mind.
cantrips, instead of both.
Healing Light. The maximum number of dice the The Hexblade
warlock can spend from this feature's pool equals their The following changes have been made to this patron:
proficiency bonus, instead of their Charisma modifier Hexblade Magic. Renamed from Expanded Spell List,
(minimum of one die). this feature integrates the changes to spell list availability
for the warlock's subclass (see above). Additionally, at 3rd
level, the warlock gains access to the spell magic weapon,
instead of branding smite.

22
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Gift of the Fell. Renamed from Hex Warrior, this feature Mortal Husk. This feature, which replaces Undying
no longer allows the warlock to channel their influence into Nature, grants the benefits of the feature of the same name
a weapon; this benefit has been relocated to become one of from the Undead patron. When the feature's revive ability is
the benefits of the Pact of the Blade (see above). used, it can't be used again until the warlock finishes a long
Accursed Specter. The specter's temporary hit points rest (previously, it couldn't be used for 1d4 long rests).
equal the warlock's class level, instead of half their warlock Additionally, this feature grants the benefit of Undying
level. Additionally, the warlock can expend a warlock spell Nature which inures the warlock to aging.
slot to use this feature again, potentially allowing them to Spirit Projection. This feature, which replaces
have multiple specters in their employ at once. Indestructible Life, is identical to the feature of the same
Master of Hexes. The warlock can now also transfer name from the Undead patron.
their curse while its target is still alive as a bonus action.
Eldritch Invocations
The Leviathan The changes to existing eldritch invocations are listed
Previously known as the Fathomless, the following changes below.
have been made to this patron: (Spellcasting Invocations.) Invocations such as
Magic of the Fathoms. Renamed from Expanded Spell Bewitching Whispers and Dreadful Word, which grant the
List, this feature integrates the changes to spell list warlock a limited ability to cast certain spells using a
availability for the warlock's subclass (see above). warlock spell slot, now no longer require a warlock spell
Grasp of the Deep. The tentacle can deal the warlock's slot to be expended, bringing them in line with other
choice of acid, cold, or lightning damage (previously, it could invocations such as Undying Servitude.
only deal cold damage). Protection of the Talisman. This invocation's benefit no
Oceanic Soul. This feature combines the benefits of the longer has a usage limit.
former feature of the same name and Guardian Coil. In
addition, the feature's underwater telepathy benefit now
has a range limit of 120 feet.
Art Credits
Devouring Depths. This feature, which replaces The artists below are credited in alphabetical order. Where
Grasping Tentacles entirely, is closely based on the feature possible, an art credit includes the website where the
of the same name from this patron's playtest version, the artist's work can be found, and the pages on which their
Lurker in the Deep. illustrations appear.
Call of the Leviathan. This feature, which replaces Anthony Star (ArtStation; pg 11)
Fathomless Plunge entirely, is closely based on the 14th- Beatriz F. Valverde (ArtStation; cover)
level feature of this patron's playtest version, the Lurker in BryanSyme (DeviantArt; pg 22)
the Deep. Min Gyu Lee / "ATEC" (ArtStation; pg 6)
The Undying Paizo, Inc. (© Paizo; pg 13)
The following changes have been made to this patron: Valera Lutfulling / "Jortagul" (ArtStation; pg 20)
Undying Magic. Renamed from Expanded Spell List, Wizards of the Coast (© Wizards; pg 2, 8, 17)
this feature integrates the changes to spell list availability
for the warlock's subclass (see above). The feature's Thank You
expanded spell list is taken from the Undead patron, rather ... for taking the time to read this reimagining of the
than the Undying patron; however, at 5th level, the warlock Warlock class! If you have any feedback or suggestions,
gains access to the spell feign death, instead of phantom please contact the author ─ /u/Ozzifer on Reddit ─ or
steed; and at 9th level, the they gain access to contagion, consider joining their Patreon.
instead of cloudkill.
Gift of the Undying. This is a new feature, which grants
some of the benefits of the previously-existing Among the
Dead feature (see below).
Dread Form. This feature, which replaces Among the
Dead, is identical to the Form of Dread feature of the
Undead patron. The feature no longer grants a benefit,
previously existing in Among the Dead, which allows the
warlock to force undead to make saving throws when
certain conditions are met.
Touch of the Grave. This feature, which replaces Defy
Death, is functionally identical to the Grave Touched
feature of the Undead patron, except that the warlock now
also no longer needs to sleep. The feature's benefits, which
also include some of the benefits of the previous 10th-level
feature Undying Nature, also necessitate a change in this
subclass's 10th-level feature (see below).

23
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Open Game License v 1.0a Copyright 2000, Wizards of the


4. Grant and Consideration: In consideration for agreeing to Coast, LLC.
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