The Warlock class includes a ritual book as part of its starting option
with two warlock rituals that the character has also learnt of the players
choice. These are additonal to what you can learn from Pact of the Tome. If
you have pact of the Tome, your Book of Shadows is this ritual book.
Warlock Archetypes -
Alienist, Archfey, Archfiend, Black Woods, Celestial, Colloid, Diabolist,
Fates, Fathomless, Fiend, First Vampire, Fragment Channeler of Zagnexis,
Frozen One, the Genie, Genie Lord, Grand Void, Great Machine, Great Old One,
Hexblade, Light Eater, Oracle, Parasite, Primeval One, Sargasso Siren, Sibyl,
Spellbound, Undead, Undying, Voices of the Ancestors
Base Warlock Stats
Warlock PactsWarlock Features
Character Levels Overview
Archetypes for Warlocks
Alienist - dnd-a5e-lu-ag p281.
Pact of the Archfey - (ph108, scag138)
Your patron is a lord or lady of the fey,
a creature of legend who holds secrets that were forgotten before the
mortal races were born. This being’s motivations are often inscrutable,
and sometimes whimsical, and might involve a striving for greater
magical power or the settling of age-old grudges. Beings of this sort
include the Prince of Frost; the Queen of Air and Darkness, ruler of
the Gloaming Court; Titania of the Summer Court; her consort Oberon,
the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Pact of the Archfiend - Fateforged Adventure (fa240)
Pact of the Black Woods - (fkcc16)
Your patron is of the deepest
wilderness. You may have connections to monsters like the Jabberwock,
legendary hags, or one of the fey in the deepest, darkest places. Your
patron may be an unidentified presence, perhaps a manifestation of the
woods themselves. People confuse the term “natural” with “sane” or
“healthy” all the time; the most natural thing in the world, after all,
is to be eaten alive by a bear. You’ve seen the secret prehuman paths
below the world and between the trees, where nameless things grow fat
and dark on the still-twitching bodies of bursted horrors and
gods-most-foul. You can stride along those blood-warm, twisted and
organic roads, plunging down into places outside all mortal
comprehension … and back, again. The black woods howl within you.
Pact of the Celestial - (xge54)
Your patron is a powerful being of the Upper Planes. You have bound
yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity
that resides in the planes of everlasting bliss. Your pact with that
being allows you to experience the barest touch of the holy light that
illuminates the multiverse. Being connected to such power can cause
changes in your behaviour and beliefs. You might find yourself driven to
annihilate the undead, to defeat fiends, and to protect the innocent. At
times, your heart might also be filled with a longing for the celestial
realm of your patron, and a desire to wander that paradise for the rest
of your days. But you know that your mission is among mortals for now,
and that your pact binds you to bring light to the dark places of the
world.
Pact of the Colloid - Occult Secrets of the Underworld (osu17),
Diabolist - dnd-a5e-lu-ag 282
Pact of the Fates - Odyssey of the Dragonlords (ootd336)
Pact of the Fathomless - (tce72)
Pact of the Fiend - (ph109, scag138)
You have made a pact with a fiend from
the lower planes of existence, a being whose aims are evil, even if you
strive against those aims. Such beings desire the corruption or
destruction of all things, ultimately including you. Fiends powerful
enough to forge a pact include demon lords such as Demogorgon, Orcus,
Fraz’Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dispater,
Mephistopheles, and Belial; pit fiends and balors that are especially
mighty; and ultroloths and other lords of the yugoloths.
Pact of the First Vampire - Grim Hollow Players Guide (ghpg72)
Fragment Channeler of Zagnexis - Occult Secrets of the Underworld
(osu45)
Pact of the Frozen One - Deep Magic (dm277)
Pact of the Genie - (tce73)
Pact of the Genie Lord - (dm148, mhh72)
You have made a pact with a powerful ruler of geniekind on one of the
Elemental Planes. The Genie Lord’s aims swing wildly from inscrutable to
the mortal mind, to startlingly simple and straightforward. Genie lords
struggle endlessly to one-up each other, and rivalries between these
elemental rulers can engulf entire nations. They aren’t above bribing a
rival’s mortal agents to switch sides if they think it will gain them an
advantage. Genie lords include Astallah, djinni Calipha of the Bright
Wind from the Plane of Air; Ghorek, dao Khan of the Onyx Depths on the
Plane of Earth; Ixingaltrix, efreeti Emir and Keeper of the Molten Tower
on the Plane of Fire; and Saliandla, marid Pasha of the Pearl Fane from
the Plane of Water. The genie of darkness is unknown at this stage. Note:
When you select this class option, you select one element from: Air,
Darkness, Earth, Fire and Water. That becomes the focus of what spells
and abilities you have access to in the class. (substitution from secret
craft will be done for changes where appropriate). If you lean multiple
elemental secret crafts you can access more elements with this class. See
Elementologist on how to learn more than one element.
Pact of the Grand Void - Occult Secrets of the Underworld (osu31)
Pact of the Great Machine - (mhh74)
The world seems chaotic, but not all worlds are. There are infinite planes
of precisely moving parts, gears whose movement is counted in the lifetime
of suns in the material world. There are beings of pure rational law. Your
patron is such a being of cold precision, to a degree beyond mortal measure.
Logical and deliberate but utterly incomprehensible, it might be a denizen
of the plane of Rusty Gears or it might have arisen out of the clockwork
magic of the material plane. Where you fit in this great device is unclear
to any but the being itself, and perhaps its rivals. Its knowledge is vast
and inversely proportional to its tolerance for variation from its plans.
It may call on you to enforce the order of your land, to hunt down oath
breakers, to purge those who sin, or to make adjustments of the cosmic
order in ways unfathomable to mortals. Rava, the Goddess of Gears, is but
one example of this type of being; Zurvan, the Iron Angel, is another, and
in the infinity of worlds there are countless more.
Pact of the Great Old One - (ph109, scag139)
Your patron is a mysterious entity whose nature is utterly foreign to the
fabric of reality. It might come from the Far Realm, the space beyond
reality, or it could be one of the elder gods known only in legends. Its
motives are incomprehensible to mortals, and its knowledge so immense and
ancient that even the greatest libraries pale in comparison to the vast
secrets it holds. The Great Old One might be unaware of your existence or
entirely indifferent to you, but the secrets you have learned allow you to
draw you 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.
Pact of the Hexblade - (xge55)
You have made your pact with a mysterious entity from the Shadowfell – a
force that manifests in sentient magic weapons carved from the stuff of
shadow. The mighty sword Blackrazor is the most notable of these weapons,
which have been spread across the multiverse over the ages. The shadowy
force behind these weapons can offer power to warlocks who form pacts
with it. Many hexblade warlocks create weapons that emulate those formed
in the Shadowfell. Others forgo such arms, content to weave the dark magic
of that plane into their spellcasting. Because the Raven Queen is known to
have forged the first of these weapons, many sages speculate that she and
the force are one and that the weapons, along with hexblade warlocks, are
tools she uses to manipulate events on the Material Plane to her
inscrutable ends.
Pact of the Light Eater - (mhh75)
You have made a pact with a being from the Plane of Shadows whose goal is
to plunge the world into unending darkness. You may or may not share this
ambition, but you’ve sworn loyalty to this entity. Unlike fiends who seek
to corrupt and destroy, light-eaters want to make the Material Plane more
like their own Shadow Realm. Many light-eaters were once liches, shadow
dragons, death knights, vampiric wizards, or other shadow beings that
existed long enough to amass great power before abandoning their former
paths to pursue the glorification of the night as an end in itself. Except
as noted below, light eaters function as warlocks and use the warlock
spell list.
Pact of the Oracle - (br201)
The gifts bestowed upon you by your patron are those of foreknowledge. The
Oracle is a being of prophecy and mystery, and manifests to you in ways that
leave you questioning the nature of your patron. The Oracle communicates to
you through whispered words that only you hear, visions that only you see,
writings that only you can read, and hazy manifestations in the incense
braziers and crystal balls that you use as a medium to call upon your patron.
The Oracle might be a god, a fiend, or even a mortal of vast power, though
you would never know it; you know only the prophecies that your patron
bestows, and the arcane knowledge you are granted to conjure such visions
for yourself.
Pact of the Parasite Grim Hollow Player's Guide (ghpg73)
Pact of the Primeval One Fateforged Adventurer (fa241)
Pact of the Sargasso Siren - Pirate Campaign Compendium (pcc21)
Pact of the Sibyl - Deep Magic (dm150)
Pact of the Undead - Van Richten's Guide to Ravenloft (vrgr30)
Pact of the Undying -
Death holds no sway over your patron, who has unlocked the secrets of
everlasting life, although such a prize- like all power- comes at a price.
Once mortal, the Undying has seen mortal lifetimes pass like the seasons,
like the flicker of endless days and nights. It has the secrets of the
ages to share, secrets of life and death. Beings of this sort include
Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol;
the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and
the deathless wizard Fistandantalus. In the Realms, Undying patrons
include Larloch the Shadow King, legendary master of Warlock’s Crypt,
and Gilgeam, the God-King of Unther.
Spellbound (ag283)
Voices of the Ancestors (osu33)
Pact Boon's - The four boons available.
Invocations - All the Available Invocations.
Secrets - All the Available Secrets.
Using Spell Points - (Bringing in line with other rules) -
All spells using spell points cost as many points as their level. This is
a change to the Level Up version, and each spell slot you would have received
instead provides 1 spell points per character level.
Character Level Progression - Base Levels
Character Advancement By Class - Warlock
Character Level Progression - Warlock - Pact of the Archfey
Source - Players Handbook (dnd-5e-wiz-rb-ph p108)
Your patron is a lord or lady of the fey, a creature of legend who holds
secrets that were forgotten before the mortal races were born. This being’s
motivations are often inscrutable, and sometimes whimsical, and might involve
a striving for greater magical power or the settling of age-old grudges.
Beings of this sort include the Prince of Frost; the Queen of Air and
Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her
consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient
hags.
Patrons -
Energy (Ilsundal),
Entropy (Atzanteotl)
Secret Crafts - Elven
Locations Alfheim, Darokin, Glantri, Karameikos
Races Elven, Human (Traladaran)
Character Level Progression - Warlock - Pact of the Black Woods
Your patron is of the deepest
wilderness. You may have connections to monsters like the Jabberwock,
legendary hags, or one of the fey in the deepest, darkest places. Your
patron may be an unidentified presence, perhaps a manifestation of the
woods themselves. People confuse the term “natural” with “sane” or
“healthy” all the time; the most natural thing in the world, after all,
is to be eaten alive by a bear. You’ve seen the secret prehuman paths
below the world and between the trees, where nameless things grow fat
and dark on the still-twitching bodies of bursted horrors and
gods-most-foul. You can stride along those blood-warm, twisted and
organic roads, plunging down into places outside all mortal
comprehension … and back, again. The black woods howl within you.
Patrons -
Energy (tba),
Entropy (tba)
Secret Crafts - Chaos, Elven
Locations Alfheim, Karameikos
Races Elven, Human (Karenden, Traladaran)
Character Level Progression - Warlock - Pact of the Celestial
Source - Xanathar’s Guide to Everything (dnd-5e-wiz-rb-xge p54)
Your patron is a powerful being of the Upper Planes. You have bound
yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity
that resides in the planes of everlasting bliss. Your pact with that
being allows you to experience the barest touch of the holy light that
illuminates the multiverse. Being connected to such power can cause
changes in your behaviour and beliefs. You might find yourself driven to
annihilate the undead, to defeat fiends, and to protect the innocent. At
times, your heart might also be filled with a longing for the celestial
realm of your patron, and a desire to wander that paradise for the rest
of your days. But you know that your mission is among mortals for now,
and that your pact binds you to bring light to the dark places of the
world.
Character Level Progression - Warlock - Pact of the Fiend
Source - Players Handbook (dnd-5e-wiz-rb-ph p109)
You have made a pact with a fiend from
the lower planes of existence, a being whose aims are evil, even if you
strive against those aims. Such beings desire the corruption or
destruction of all things, ultimately including you. Fiends powerful
enough to forge a pact include demon lords such as Demogorgon, Orcus,
Fraz’Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dispater,
Mephistopheles, and Belial; pit fiends and balors that are especially
mighty; and ultroloths and other lords of the yugoloths.
Patrons -
Energy (tba),
Entropy (Alphaks, Atzanteotl, Demogorgon, Orcus)
Secret Crafts - Blood, Crypt, Devour
Locations Unknown
Races Any
Character Level Progression - Warlock - Pact of the Genie Lord
You have made a pact with a powerful ruler of geniekind on one of the
Elemental Planes. The Genie Lord’s aims swing wildly from inscrutable to
the mortal mind, to startlingly simple and straightforward. Genie lords
struggle endlessly to one-up each other, and rivalries between these
elemental rulers can engulf entire nations. They aren’t above bribing a
rival’s mortal agents to switch sides if they think it will gain them an
advantage. Genie lords include Astallah, djinni Calipha of the Bright
Wind from the Plane of Air; Ghorek, dao Khan of the Onyx Depths on the
Plane of Earth; Ixingaltrix, efreeti Emir and Keeper of the Molten Tower
on the Plane of Fire; and Saliandla, marid Pasha of the Pearl Fane from
the Plane of Water. The genie of darkness is unknown at this stage. Note:
When you select this class option, you select one element from: Air,
Darkness, Earth, Fire and Water. That becomes the focus of what spells
and abilities you have access to in the class. (substitution from secret
craft will be done for changes where appropriate). If you lean multiple
elemental secret crafts you can access more elements with this class. See
Elementologist on how to learn more than one element.
Patrons -
Energy (Fire Elemaster),
Entropy (Nyx),
Matter (Earth Elemaster),
Thought (Air Elemaster),
Time (Water Elemaster),
Secret Crafts - Air, Dark, Earth, Elements, Fire, Water
Locations Everywhere, but more prevalent near a desert region.
Races Any
Character Level Progression - Warlock - Pact of the Great Machine
The world seems chaotic, but not all worlds are. There are infinite planes
of precisely moving parts, gears whose movement is counted in the lifetime
of suns in the material world. There are beings of pure rational law. Your
patron is such a being of cold precision, to a degree beyond mortal measure.
Logical and deliberate but utterly incomprehensible, it might be a denizen
of the plane of Rusty Gears or it might have arisen out of the clockwork
magic of the material plane. Where you fit in this great device is unclear
to any but the being itself, and perhaps its rivals. Its knowledge is vast
and inversely proportional to its tolerance for variation from its plans.
It may call on you to enforce the order of your land, to hunt down oath
breakers, to purge those who sin, or to make adjustments of the cosmic
order in ways unfathomable to mortals. Rava, the Goddess of Gears, is but
one example of this type of being; Zurvan, the Iron Angel, is another, and
in the infinity of worlds there are countless more.
Character Level Progression - Warlock - Pact of the Great Old One
Source - Players Handbook (dnd-5e-wiz-rb-ph p109)
Your patron is a mysterious entity whose nature is utterly foreign to the
fabric of reality. It might come from the Far Realm, the space beyond
reality, or it could be one of the elder gods known only in legends. Its
motives are incomprehensible to mortals, and its knowledge so immense and
ancient that even the greatest libraries pale in comparison to the vast
secrets it holds. The Great Old One might be unaware of your existence or
entirely indifferent to you, but the secrets you have learned allow you to
draw you 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.
Patrons -
Energy (Ixion),
Entropy (Thantos),
Thought (Korotiku),
Secret Crafts - Void
Locations Unknown
Races Any
Character Level Progression - Warlock - Pact of the Hexblade
Source - Xanathar’s Guide to Everything (dnd-5e-wiz-rb-xge p55)
You have made your pact with a mysterious entity from the Shadowfell – a
force that manifests in sentient magic weapons carved from the stuff of
shadow. The mighty sword Blackrazor is the most notable of these weapons,
which have been spread across the multiverse over the ages. The shadowy
force behind these weapons can offer power to warlocks who form pacts
with it. Many hexblade warlocks create weapons that emulate those formed
in the Shadowfell. Others forgo such arms, content to weave the dark magic
of that plane into their spellcasting. Because the Raven Queen is known to
have forged the first of these weapons, many sages speculate that she and
the force are one and that the weapons, along with hexblade warlocks, are
tools she uses to manipulate events on the Material Plane to her
inscrutable ends.
You have made a pact with a being from the Plane of Shadows whose goal is
to plunge the world into unending darkness. You may or may not share this
ambition, but you’ve sworn loyalty to this entity. Unlike fiends who seek
to corrupt and destroy, light-eaters want to make the Material Plane more
like their own Shadow Realm. Many light-eaters were once liches, shadow
dragons, death knights, vampiric wizards, or other shadow beings that
existed long enough to amass great power before abandoning their former
paths to pursue the glorification of the night as an end in itself. Except
as noted below, light eaters function as warlocks and use the warlock
spell list.
Character Level Progression - Warlock - Pact of the Oracle
Source - The Book of the Righteous (dnd-5e-grr-tbr)
The gifts bestowed upon you by your patron are those of foreknowledge. The
Oracle is a being of prophecy and mystery, and manifests to you in ways that
leave you questioning the nature of your patron. The Oracle communicates to
you through whispered words that only you hear, visions that only you see,
writings that only you can read, and hazy manifestations in the incense
braziers and crystal balls that you use as a medium to call upon your patron.
The Oracle might be a god, a fiend, or even a mortal of vast power, though
you would never know it; you know only the prophecies that your patron
bestows, and the arcane knowledge you are granted to conjure such visions
for yourself.
Patrons -
Time (tba),
Secret Crafts - Diviner
Locations Karamekios
Races Human (Traladaran)
Character Level Progression - Warlock - Pact of the Undying
Death holds no sway over your patron, who has unlocked the secrets of
everlasting life, although such a prize- like all power- comes at a price.
Once mortal, the Undying has seen mortal lifetimes pass like the seasons,
like the flicker of endless days and nights. It has the secrets of the
ages to share, secrets of life and death. Beings of this sort include
Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol;
the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and
the deathless wizard Fistandantalus. In the Realms, Undying patrons
include Larloch the Shadow King, legendary master of Warlock’s Crypt,
and Gilgeam, the God-King of Unther.
Pact of the Blade - You can use your action to conjure in your
empty hand an armament bestowed with power, a pact weapon. Choose any simple
or martial weapon when you conjure it. You are proficient with it while you
wield it, and you can use your spellcasting ability for attacks and damage
rolls with it. The weapon counts as magical for overcoming resistance, and
immunity to nonmagical damage. Your pact weapon disappears if it is more than
5ft away from you for 1 minute or more. It also disappears if you use this
feature again, if you dismiss the weapon (no action required), or if you die.
By performing a 1 hour ritual while holding a magic weapon, you can
transform it into your pact weapon, any previous magic weapon bonded appears
next to you. If this weapon has bonuses to attack and damagem then you can
apply these to your eldritch blasts for Ray (Ranged weapons) or Scythe (Melee
weapns). You can then dismiss the weapon into an extra-dimensional space,
and have it appear as your pact weapon thereafter. This does not work on a
sentient or artefact weapon. (LU, PH)
Elemental option – Your pact weapon takes on a sheen of elemental
power. When you create or summon your pact weapon, you can decide to change
its damage type to one of the following: acid, cold, fire, lightning, necrotic
or thunder. You can change the damage type by repeating the ceremony as long
as your a part of the secret craft associated with that element.
Pact of the Chain - You learn to Find Familiar ritual. The
spell is treated as a known spell and doesn't count against your known
spells. When you cast it, you can choose a form from the normal forms as well
as from imp, pseudodragon, quasit, sprite, or any tiny creature of CR 1/2 or
less. You can also opt for the spirit you call forth to be an aberration,
elemental or undead.
When you take the attack action, you can forgo one of your own attacks
to allow your familiar to make one attack of its own with its reaction.
Additionally, when you use Edlritch Scythe, you can choose to deliver the
attack through your familiar as though you had cast a spell with a range
of touch. (LU, PH)
Elemental Options – When you conjure your familiar or change its
form, you can choose the form of a mephit in addition to the usual form choices.
When you use your action to command your mephit familiar to attack, it can use
its breath or cast an innate spell instead. You can only summon mephit based on
the secret craft elements you have access to.
Pact of the Ring - Your ring counts as a magical item for purposes
of Ring Proficeny and of a rarity equal to your tier. If you loose your ring you
can perform a 1 hour ritual to regain it, making the previous ring dissapear. If
you die the ring also disappears. You can use the ring to channel a secret craft
reducing the cost of its soul burn by 1. If worn by another they can also use
this ability. This can be used once, and is regained after you take a short rest.
Elemental Options – When you cast a spell using the ring as a focus,
you can add your elemental affinity to the damage equal to your proficiency if
its of the same energy type.
Pact of the Talisman - Your patron gives you an amulet, a talisman
that can aid the wearer when the need is great. When the wearer fails an
ability check, they can add an Inspiration dice to the roll, potentiall
turning the save into a success. This benefit can be used a number of
times equal to your Prof, and all expended uses are restored when you
finish a long rest.
If you lose the talisman, you can perform a 1 hour ceremony to receive
a replacement from your patron. (TCE)
Elemental options – You can grant the wearer your elemental
attunement resistance to energy types.
Pact of the Tome - Aware of your drive for knowledge, you awaken
to find a grimoire left in your pack by your patron: a Book of Shadows. Choose
three cantrips. While the book is in your posession, you know these cantrips
and they are treated as warlock spells. They don't count against your number
of cantrips known. If you loose your Book of Shadows, you can perform a 1 hour
ceremony to receive a replacement from your patron. This ceremony destroys the
previous book. The book is collected by your patron when you die. The book
becomes your Ritual Book, and does not have a page limit for spells, always
having just one more black page when you want to add more to your book. When
you count the pages, they always seem to only be 100, but never seems to go
past the halfway point when flicking forwards, or backwards. (LU, PH)
Elemental options – Your book of shadows is immune to damage or
wear caused by the elements. This includes something as simple as being
immersed in water, as well as acid, fire, cold, lightning, necrotic or thunder
damage. Rituals of the appropriate element are counted as being cast one level
lower for purposes of ritual casting checks.
Character Level Progression - Warlock - Invocations
What defines a Invocation? These are abilities that expand your
existing Warlock capabilities.
All Warlocks
Beguiling Influence - You gain proficienct in Deception and
Persuasion. If you are already proficient in either of these skills,
you instead gain an expertise dice. (LU, PH)
Courts of the Outer Realms - Choose one creature type from
the following: Aberration, Celestial, Elemental, Fey, Fiend, or Undead.
You are familiar with the inctricacies of society and politics among
those creatures, and you have advantage on checks made to interacts with
them.
Additionally, you gain proficiency with your choice of either
Arcana, Culture, History, or Religion. if you are already proficient in
the chosen skill, you instead gain an expertise dice.
Eldritch Mind - You have advantage on Constitution saving
throws that you make to maintain your concentration on a spell. (TCE)
Extra Secrets of Arcana - When you are able to learn a new
invocation in this way, you may instead choose to learn a secret of
arcana. (LU)
Noxious Invigoration - Whenever you gain temporary hit point,
increase the amount you gain by your Prof. (UL)
Ominous Tormentor - You gain proficiency in Insight and
Intimidation. If you are already proficient in either of these skills,
you isntead gain an expertise dice. (LU)
Patron Token - Your patron gifts you with a token. You are
unable to sell it, and if you loose it, it appears on you after a long
rest. Once your token is consumed, you patron replaces it and your find
it on you again after a long rest. (LU)
Potent Witchcraft - Your warlock cantrips deal extra damage
equal to your spellcasting ability. (LU)
Thief of Five Fates - You kearn the Bane spell, and the
spell does not count against your number of spells known. (UL, PH)
Versatile Blast - You learn an addition Eldritch Blast feature
of your choice. You can take this multiple times, each time learning a
different version of Eldritch Blast. (LU)
5th Level
Mire the Mind - You can cast Slow once by spending
spell points. You cannot do so again until you finish a long rest.
(LU, PH)
Reanimator - You can cast Animate Dead once by spending
spell points, you can instead cast it it as a 4th or 5th level spell.
You cannot do so again until you finish a long rest. (LU, TCE as
Undying Servitude)
Sign of Ill Omen - You learn the Bestow Curse spell,
and the spell doesn't count against your number of spells known.
(LU, PH)
7th Level
Bewitching Whispers - You can cast the Compulsion spell,
once spending spell points. You cannot do so again until you finish
a long rest. (PH)
Dreadful Word - You learn the Confusion spell, and
the spell doesn't count against your number of spells known. (LU, PH)
Minions of the Multiverse - When you choose this invocation,
choose one spell of the summoning school of your choice from any
spell list, up to a spell level that you are capable of casting (max
5th). You can cast this spell once by spending spell points. You cannot
do so again until you finish a long rest. (LU)
Sculptor of Flesh - You can cast Polymoph once by
spending spell points. You cannot do so again until you finish a long
rest. (UL, PH)
Writhing Void - You learn the Black Tentacles, and
the spell doesn't count against your number of spells known. (LU)
9th Level
Minions of Chaos - You can cast Conjure Elemental
once using spell points. You cannot do so again until you finish
a long rest. (PH)
Spellbinding Contract - You can cast Geas once by
spending spell points. You cannot do so again until you finish a long
rest. If the command of the geas is the stipulation of an agreement to
which the target consents, the target automatically fails its saving
throw against this spell. (LU)
11th Level
Deep Patronage - Choose an additional patron expanded spell
list. You learn all the spell on that list and they do not count against
your spells known. (LU)
Sixthed Arcanum - You learn a 6th level warlock spell that
you can cast once between long rests.
13th Level
Pactkeeper's Reward - You gain an additional Pact Boon of
your choice. (LU)
Seventh Arcanum - You learn a 7th level warlock spell that
you can cast once between long rests (LU).
15th Level
Eigth Arcanum - You learn an 8th level warlock spell that
you can cast once between long rests. (LU)
Overclocked Concentration - You can maintain concentration on
two spells simultaneously. Their cumulative spell level can be no higher
than 5th level. You roll once for all concentrtion checks, as if you were
concentration on a single spell, and when you loose concentration both
spells end. (LU)
Seething Aura - Choose one of the following damage types:
cold, fire, lighting, necrotic, psychic radiant. Whenever you spend
spell points, you can choose to unlead energy that deals an equal
amount of damage of the chosen type to hostile creatures within 15ft
of you (LU)
Tines of Wyrd - When you fail a saving throw, you can spend
5 spell points to reroll it and take the second result. (UL)
17th Level
Cosmic Armoury - Your oatron bestows you with a magical item
worth no more than 25,000 gp. Your patron collects this item when you
die or lose this invocation. (LU)
Penultimate Arcanum -
Eldritch Blast Invocations
Eldritch Blast (applies to Distrubance, Ray, Scythe and Whip)
Agonizing Blast - When you use your Eldritch Blast, you
deal extra damage equal to your spellcasting ability modidier. (LU, PH)
Eldritch Elementalism - When you use this feature, you can
spend 1 spell point to choose acid, cold, fire, lighting, necrotic, poison,
psychic, radiant, or thunder damage. Until you complete a short or long
rest, your Eldtrich Blast deals your choice of orce damage or the chosen
damage type. (LU)
Eldritch Tentacle - When you hit a creature with your Blast or
when a creature fails its saving throw against it, you can pull the creature
up to 10ft straight toward you. (LU, XGE as Grasp of Hadar)
Lance of Lethargy - Once on each of your turns, when you hit a
creature with your blast, you can reduce that creature's speed by 10ft until
the end of your next turn. (XGE)
Repelling Blast - When you hit a creature with your blast, or
when a creature fails its saving throw against it, you can push the creature
up to 10ft away from you in a straight line. (LU, PH)
7th Level
Eldritch Grasp - When you hit a creature one size larger or
smaller and it fails its saving throw against it, you can attempt to
grapple the creature, using your spell sae DC instead of your manouevre
DC. The grapple automatically ends if the creature leave your range or
if you attemot to grapple another creature. (LU)
Eldritch Disturbance
Eldritch Riposte - When a creature you can see within 30ft deals
damage to you, you can use your reaction and spend spell points to use your
Eldritch Blast feature gainst it. Instead of the normal damage, you deal
1d10 force damage for every 1 spell point spent activating this feature (up
to a maximum equal to your Prof). (LU)
7th Level
Eldritch Prism - You can use an action to unleash your feature
against creatures within a 20ft diameter cube originating at a point
within 60ft. Each creature in the area makes a Wisdom saving throw, taking
force damage equal to 1d10 x Prof on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you finish a
short or long rest. You also regain this use of this feature after you've
spent 5 spell points to cast a spell or use other features.(LU)
Eldritch Ray
Eldritch Riposte - See Eldritch Disturbance (LU)
Eldritch Spear - The range of your ray increases to 300ft.
(LU, PH)
7th Level
Eldritch Squall - You can use an action to unlease your
Eldritch Blast against all creatures within 30ft cone. Each creature
in the area makes a Dexterity saving throw, taking force damage equal
to 1d10 x your Prof on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you
finish a short or long rest. You also regain the use of this feature
after you've spent 5 spell points to cast a spell or use another
warlock feature. (LU)
Eldritch Scythe
7th Level
Eldritch Severance - You can use an action to unleash your
Eldritch Blast against creatures wthin a 60ft line that is 5ft wide.
Each creature in the area makes a Dexterity saving throw, taking force
damage equal to 1d10 x your Prof on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you
finish a short or long rest. You also regain the use of this feature
after you've spent 5 spell points to cast a spell or use another
warlock feature. (LU)
Eldritch Whip
7th Level
Eldritch Bind - When you hit a creature with this ability
you can force it to make a Constitution saving throw or be paralysed
for 1 minute. At the end of each of its turn, the paralysed creature
can repeat the saving throw, ending the effect on a success.
Once you use this feature, you cannot do so again until you
finish a short or long rest. You also regain the use of this feature
after you've spent 5 spell points to cast a spell or use another
warlock feature. (LU)
Pact Boon Invocations
Pact of the Blade
Improved Pact Weapon - You can use any weapon you summon with your
Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack rolls and +1 dice
of damage as if it has a +1 magic weapon enhancement. The weapon you conjure
can be a bow (i.e. shortbow), or crossbow (i.e. heavy crossbow). (XGE)
Lifedrinker - When you hit a creature with your pact weapon,
the creature takes extra necrotic damage equal to your spellcasting
ability (min 1). (LU, PH)
5th Level
Eldritch Smite - Once per turn when you hit a creature with
your pact weapon, you can expend spell points to deal 1d8 force damage
plus 1d8 per point spent, and you knock the target prone if it is two
sizes larger than you or smaller.
Thirsting Blade - You can attack with your pact weapon twice,
whenever you take the Attack action on your turn. (LU, PH)
Pact of the Chain
Frog Fangs Your familiar can take the Attack action. Attacks
made by or delivered through your familiar use your spell attack bonus
and deal addtional force damage equal your your Prof. (LU)
Gift of the Ever-Loving Ones - Whenever you regain hit points
while your familiar is within 100ft of you, treat any dice rolled to
determine the hit points you regainied as having rolled their maximum
value for you. (XGE)
Investment of the Chain Master - When you cast Find
Familiar, you infuse the summoned familiar with a measure of your
eldritch power, granting the creature the following benefits (TCE)
The familiar gains either a flying speed or a swimming speed (your
choice) of 40ft.
As a bonus action, you can command the famliar to take the Attack
action.
The familiar's weapon attacks are considered magical for the
purpose of overcoming immunity and resitance 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 againt that damage.
Voice of the Chain Master So long as your are on the same plane
of existence, you can communicate tekepathically with your familiar, perceive
through your familiar's senses, and also speak though your familiars in your
own voice (even if your familiar is normally incapable of speach). (LU, PH)
15th Level
Arcane Appropriation -
Chains of Carceri - You can cast Hold Monster on a
celestial, fiend, or elemental without spending spell points or
material components. You must finish a long rest before you can use
this ability on the same creature again. (LU, PH)
Pact of the Ring
Invoke Pact Ring - You gain expertise on targeting opponents with
ranged spell attacks. You may use your expertise dice on concentration checks
and resistance to charm checks.
Power of the Hex - You learn the Hex spell, which does not count
towards your known warlock spells.
Pact of the Talisman
Rebuke of the Talisman - When the wearer of your talisman is hit
by an attack you can see within 30ft of you, you can use your reaction to
deal your Prog as push it up to 10ft away from the talisman's wearer. (TCE)
7th Level
Protection of the Talisman - When the wearer of your talisman
fails a saving throw, they can add an upgraded inspiration dice to the roll,
potentially turning the save into a success. This benefit can be used
a number of times equal to your Prof, and all expended uses are
restored when you finish a long rest. (TCE)
12th Level
Bond of the Talisman - While someone else is wearing your
talismam, you can use your action to teleport to the unoccupied sapce
closest to them, providing the two of you are on the same plane of
existance. The wearer of your talisman can do the same thing, using their
action to teleport to you. The teleportation can be used a number of
times equal to your Prof, and all expended uses are restored when you
finish a long rest. (TCE)
Pact of the Tome
Aspect of the Moon - You no longer need to sleep and cannot be
forced to sleep by any means. To gain the benefits of a long rest, you can
soend all 8 hours doing light activity, such as reading your Book of Shadows
and keeping watch. (XGE)
Book of Ancient Secrets - The complex sigils and symbols of ritual
magic appear in your Book of Shadows. Choose two 1st level rituals. The spells
appear in the book. While the book is in your possession, you can cast these
spells as rituals as if they are also prepared. When you find a ritual spell
you can subscribe it into your book of shadows taking 2 hrs, 50 gp and 5
pages per level of the ritual. The source of the ritual does not matter and
are treated as a warlock ritual and learnt once scribed. (LU, PH)
5th Level
Far Scribe - A new page appears in your Book of Shadows. With
your permission, a creature can use its action to write its name on that
page, which can contain a number of names equal to your Prof.
You can cast the Sending spell, targeting a creature whose
name is on the page, without using a spell point, and without using
material components. To do so, you must write the message on the page.
The target hears the message in their mind, and if the target replies,
their message appears on the page, rather than in your mind. The writing
disappears after 1 minute. As an action, you can magically erase a name
on the page by touching it. (TCE)
9th Level
Gift of Protectors - A new page appears in your Book of Shadows.
your permission, a creature can use its action to write its name on that
page, which can contain a number of names equal to your Prof.
When any creature whose name is on the page is reduced to 0 hit points
but not killed outright, the creature magically drops to 1 hit point instead.
Once this magic is triggered, no creature can benefit from it until you
finish a long rest. As an action, you can magically erase a name on the
page by touching it. (TCE)
Character Level Progression - Warlock - Secrets
What defines a secret of Arcana? - These are abilities that are
beyond those of the class features and not available to all warlocks. This
includes having the effects of spells opearting on you.
All Warlocks
Armour of Shadows - You are under the constant effects of the
Mage Armour spell. This effect does not emit a magical aura. (LU, PH)
Beast Speech - You are under the constant effects of the Speak
with Animals spell. This effect does not emit a magical aura. (LU, PH)
Devil's Sight - you can see normally in all types of darkness
(including magical) as if you have darkvision but with colour. (LU, PH)
Eldritch Sight - You can cast Detect Magic without
spending spell points. (UL, PH)
Eldritch Warrior - You gain proficiency with medium armour and
martial weapons. (LU)
Eyes of the Rune Keeper - You can read all writing. At 11th level
this includes the languages forbidden by the Immortals. (LU, PH)
Fiendish Vigour - You learn the False Life spell, and
the spell doesn't count against your number of spells known. When you
cast it on yourself as a 1st level spell, you can do so without spending
spell points or material components. (LU, PH)
Gaze of Two Minds - You can use your action to touch a willing
humanoid and perceive through its senses until the end of your next turn.
On subsequent turns you can use a bonus action to maintain this connection,
extending the duration until the end of your next turn. While perceiving
through the other creature's senses, you benefit from any special senses
possessed by that creature, and you are blinded and deafened to your own
surroundings. (LU, PH)
Mask of May Faces - You can cast Disguise Self without
spending spell points. (LU, PH)
Misty Visions - You can cast Silent Image without
spending spell points or material components. (LU, PH)
Otherworldly Leap - You are under the constant effects of the
Jump spell. The effect does not emit a magical aura. (LU, PH)
Portents and Portals - You automatically known when you are
within 1 mile of a portal or gateway to another plane, even if it is
inactie or malfunctioning (but not destroyed). You have advantage on
checkes made to locate this portal, and gain an expertise die on any
checks you make to stabilise, activate or open it.
Whiff of the Beyond - You automatically know when an abberation,
celestial, elemental, fey, fiendm or undead creature has been in a space
within 30ft of you within the past 24 hours, though not which type of
creature triggered the effect. Additionally you gain an expertise die on
Perception checks, and you have advantage on checks made to track these
creatures.
3rd Level
Mirror, Mirror - Using a reflective object, such as an
ordinary mirror or the smooth surface of water, you can commune with
your patron or their emissary. You may do so during a short or long
rest, receiving or conveying information related to your master's
bidding. This entity may also use such surfaces to bridge communcation
with you on its own terms.
You can also use this feature to cast Augry wihtout
spending spell ponts. Casting the spel in this way does not require
material components, although you do need a reflective surface by
which your patron might appear to you. Once you cast the spell in
this way, you cannot do so again until you finish a long rest.
5th Level
Arcane Appropriation - When you use a magic item, you ignore
any requirements related to class, culture, heritage, or level. This
includes gaining any benefits associated with those requirements. (LU)
Cloak of Flies - As a bonus action you can surround yourself
with a magical aura tht looks like buzzing flies. The area extends 5ft
from you, but not through cover. It lasts until you incapacitated or
you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks
but disadvantage on all other Charasima checkes. Any other creature that
starts its turn in the aura takes poison damage equal to your spellcasting
ability (min 0). Once you use this feature you can't use it again until
you finish a long rest. (XGE)
Gift of the Depth - You can breathe underwater, and you gain a
swimming speed equal to your walking speed. You can once cast Water
Breathing without spending spell points. You regain this ability
after you finish a long rest. (XGE)
Maddening Hex - Requisite - hex or curse feature -
As a bonus action, you cause a psychic distrubance around the target
under your curse or hex. When you do so, you deal psychic damage to the
cursed target and each creature of your choice euqal to your spellcasting
abulity (min 1 damage). To use this you must be able to see the cursed
target, those you want to effect, and they must be within 30ft of you.
(XGE)
One with Shadows - You can use an action to become invisible
while you are in an area of dim light or darkness. Your invisibility
lasts until you move, take an action, or use your reaction. (LU, PH)
Tomb of Livistus - As a reaction when you take damage, you
can entomb yourself in ice, which melts away at the end of your next
turn. You gain 10 temporary hit points per warlock level, which takes
as much of the triggered damage as possible. Immediately after you take
the damage, you gain vulnerability to fire damage, your speed is reduced
to 0, and you are incapacitated. These effects, including any remaining
temporary hit points, all end when the ice melts. You cannot use this
feature again until you finish a short or long rest. (XGE)
7th Level
Ghostly Gaze - As an action, you can see through solid objects
to a range of 30ft. Within that range, you have darkvision if you don't
already have it. The site last for 1 minute, or until your concentration
ends as if you were concentrating on a spell. During that time, you
perceive objects as ghostly, transparent images. Once you use this feature,
you cannot use it arean until you finish a long rest. (XGE)
Relentless Hex - Requisite - hex or curse feature -
Your curse creates a temporaery bond between you and your target. As a
bonus action, you can magically teleport up to 30ft to an unoccupied
space you can see within 5ft of the target cursed. To teleport in this way,
you must be able to see the cursed target. (XGE)
Trickster's Escape - You can cast Freedom of Movement
once on yourself without expending spell points. You regain this ability
once you finish a long rest. (XGE)
Visions of Distant Realms - You can cast Arcane Eye
once without spending spell points. You cannot do so again until you
finish a long rest. At 15th level, you can isntead cast it at will.
(UL, PH)
9th Level
Ascendant Step - You can cast Levitate on yourself
without spending spell points or material components. (LU, PH)
Whispers of the Grave - You can cast Speak with Dead
without spending spell points. (LU, PH)
13th Level
Inscrutability - You are under the constant effects of the
Nondetection spell. (LU)
15th Level
Master of the Myriad Forms - You can cast Alter Self
without spending spell points. (LU, PH)
Shadowveil - You can cast Invisibility without spending
spell points. (UL, XGE as Shroud of Shadow)
Witch Sight - You can see the true form of any shapechanger
or creature concealed by illusion or transmutation magic while the
creature is within 30ft of you and within line of sight. (LU, PH)
17th Level
Entity of Myth - You gain resitance to bludgeoning, piercing,
and slashing damage from nonmagical weapons and weapons not made from
cold iron. (LU)
Archetype Secrets
Archetype Alienist
11th Level
Psionic Secrecy - When you cast a warlock spell, you may
choose to do so psionically without the need for seen or vocalised
components. once you have used this feature a nubmer of times equal
to your spellcasting ability, you cannot do so again until you finish
a long rest.(LU)
Archetype Diabolist
15th Level
Wicked Youth - You are immune to necrotic damage, you are
immune to disease, and you cannot be be magically aged. When you kill a
creature, you can either reduce your aparent age, or extend your life
sopan by a number of years equal to the creature's CR.
When you would die of old age, you instead become undead, gaining
the skeleton or zombie template with no changes to your ability
score. (LU)
Archetype Spellbound
13th Level
Fog Dance - You can cast Misty Step without spenting
spell points, and if you do not move on your turn you can cast it
without using a bonus action. (LU)
Character Level Progression - Warlock - Spell List
Content Updates
2023-05-07 - Moved the Warlock information into a table unique for my
campaign for levelling warlocks to 15th level.
2023-01-18 - Added in content form Classes page.
2023-01-12 - Page Created. Adding in level 01 details.
2022-08-06 – Updated the level progression for a Warlock, added in the
combined list of Invocations and Secrets.
2021-10-29 – Added in Tashia’s Cauldron of Everything class options.
2021-08-29 – Simplified the aspects down to the character options
components.
2021-08-28 – Added the elemental aspects to the gemstones to help if match
the settings
2021-08-27 – Changing patron from Energy (Ixion), Time (Protius) to the
elemasters. and making them available everywhere in the setting.
Update to layout and menu.
2020-09-11 - Pact of the Genie Lord publised on WordPress.