Warlock

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# Warlock Features

### Hit Points

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

### Proficiencies

* **Armor:** Light armor
* **Weapons:** Simple weapons
* **Tools:** None
* **Saving Throws:** Wisdom, Charisma
* **Skills:** Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

### Multiclass Prerequisite

The prerequisite for multiclassing into Warlock is 13 Charisma.

### Equipment

* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) a dungeoneer's pack
* Leather armor, any simple weapon, and two daggers

Alternatively, you can ignore the equipment provided by your class and background and start with 4d4 x 10 gp.

# Warlock Traits

## Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you special features.

* The Ancient Hag
* The Archfey
* The Celestial
* The Deep Spawn
* The Elder Brain
* The Fathomless
* The Fiend
* The Ghost in the Machine
* The Great Old One
* The Hexblade
* The Lurker in the Deep
* The Noble Genie
* The Raven Queen
* The Seeker
* The Undead
* The Undying
* The Unseen Follower

## Pact Magic

### Cantrips

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

### Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

### Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

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

### Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier.

**Spell Attack modifier** = your proficiency bonus + your Charisma modifier.

### Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

## Eldritch Invocations

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

## Pact Boon

At 3rd level, you gain one of the following features of your choice.

### Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit or sprite. Additionally, 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.

### Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

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

### Pact of the Tome

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

## Ability Score Improvement

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

## Mystic Arcanum

At 11th level, choose one 6th-level spell from the warlock spell list as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

## Eldritch Master

At 20th level, you can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

# Warlock Class Archetypes

* The Ancient Hag
* The Archfey
* The Celestial
* The Deep Spawn
* The Elder Brain
* The Fathomless
* The Fiend
* The Ghost in the Machine
* The Great Old One
* The Hexblade
* The Lurker in the Deep
* The Noble Genie
* The Raven Queen
* The Seeker
* The Undead
* The Undying
* The Unseen Follower

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Bonus Cantrips

At 1st level, you learn the Primal Savagery and Thaumaturgy cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

### Amphibious Biology

Starting at 1st level, you are able to breathe air and water.

### Illusory Appearance

At 6th level, you can cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like another creature of your general size and humanoid shape. The illusion ends if you take a bonus action to end it or if you die.
The changes wrought by this effect fail to hold up to physical inspection. For example, you could appear to have mottled rocky skin, but someone touching you would feel your true flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that you are disguised.

### Unseen Visage

Starting at 10th level, you can use one spell slot to magically turns invisible until you attack or cast a spell, or until your concentration ends (as if concentrating on a spell). You must pass a concentration check each turn to remain invisible, dropping your invisibility on a fail. While invisible, you leave no physical evidence of your passage and you can be tracked only by magic. Any equipment you wear or carry is invisible with you.

### Death Glare

At 14th level, target one frightened creature you can see within 30 ft. of you. If the target can see you, it must succeed on a Wisdom saving throw equal to your spellcasting modifier or drop to 0 Hit Points. Targets that are one size or larger than you have advantage on the saving throw.

If a target succeeds on the aforementioned saving throw, they become immune to your Death Glare for 24 hours. Once you use this feature, you must complete a long rest before you may use it again.

## The Archfey

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Fey Presence

Starting at 1st level, as an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.

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

### Misty Escape

Starting at 6th level, when you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

### Beguiling Defenses

Beginning at 10th level, you are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

### Dark Delirium

Starting at 14th level, as an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Bonus Cantrips

At 1st level, you learn the Sacred Flame and Light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

### Healing Light

At 1st level, you have a pool of d6s that you can spend to heal others. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

### Radiant Soul

Starting at 6th level, you have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

### Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

### Searing Vengeance

Starting at 14th level, when you have to make a death saving throw at the start of your turn, you can instead spring back to your feet. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

## The Deep Spawn

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Bonus Cantrips

At 1st level, you know the Frostbite and Shape Water cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

### Tranquil Waters

Starting at 1st level, resting within water strengthens you. For each hour you rest, you regain an additional 1d4 hit points. If you are at maximum hit points, you instead gain 1d4 temporary hit points per hour rested.

Once you use this feature, you cannot use it again until you complete a normal long rest that does not receive the benefits of this feature.

### Frigid Riposte

Starting at 6th level, you have resistance to cold damage. If you are the target of cold damage by a melee attack, you may use your reaction to automatically perform a full attack in retaliation as a counterattack.

### Resonating Nightmare

Beginning at 10th level, you are immune to being feared, and when another creature attempts to inflict fear you, you can use your reaction to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or become afraid of you for 1 minute or until the creature takes any damage.

### Abominable Metamorphosis

Starting at 14th level, as an action, you can transform your body is a tentacled horror, and your weapons are absorbed into your being for 1 minute. All creatures within 50 feet must succeed on a Wisdom saving throw against your warlock spell save DC or become afraid of you for 1 minute. Your unarmed strikes do your regular weapon damage, plus an additional 1d4 + X + Y cold damage where X is equal to your strength modifier and Y is equal to your warlock level. Any target you strike becomes cursed for 2 turns. During this time, they automatically fail all saving throws and cannot regenerate hit points. After the duration of this feature ends, you return to your normal state.

You must finish a short or long rest before you can use this feature again.

## The Elder Brain

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Invasive Voice

Starting at 1st level, when you can telepathically send messages to any creature within 30 feet that speaks or understands your own languages.

### Uncanny Willpower

Starting at 6th level, you become immune to psychic damage and are resistant to being charmed or frightened.

### Warp Reality

Starting at 10th level, you can emit powerful psionic blasts within your vicinity. Any enemy that magically teleports within 50 feet of you must suceed on a DC 20 intelligence saving throw against magic or take 2d8 psychic damage.

### Unending Intellect

Starting at 14th level, you gain proficiency in intelligence and your ability score increases to 20. If it is already 20, it is increased to 22. You also gain the Keen Mind feat.

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Tentacle of the Deep

At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Gift of the Sea

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

### Oceanic Soul

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

### Guardian Coil

At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

### Grasping Tentacles

Starting at 10th level, You learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

### Fathomless Plunge

When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

## The Fiend

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

### Dark One's Own Luck

Starting at 6th level, when you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

### Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

### Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.

### Expanded Spell List

You gain the On/Off cantrip, and the following new spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Bonus Proficiency

At 1st level, you gain proficiency with hacking tools.

### Information Surge

At 1st level, as an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device cease to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage, at the DM's determination. Once you use this feature, you can't use it again until you finish a short or long rest

### Wire Walk

Starting at 6th level, as a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can't  use it again until you finish a short or long rest.

### Personal Encryption

Beginning at 10th level, you have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not  grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage.

### Technovirus

At 14th level, you can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one. Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected. Once you use this feature, you can't use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell.

## The Great Old One

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Awakened Mind

Starting at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.

### Entropic Ward

At 6th level, when a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

### Thought Shield

Starting at 10th level, you have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Additionally, your thoughts can't be read unless you allow it.

### Create Thrall

At 14th level, you can use your action to touch an incapacitated humanoid. That creature is charmed by you until a Remove Curse spell is cast on it, the charm condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Hex Warrior

At 1st level, you gain proficiency with medium armor, shields, and martial weapons.

Additionally, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

### Hexblade's Curse

Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:

* You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
* Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
* If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.

You can't use this feature again until you finish a short or long rest.

### Accursed Specter

Starting at 6th level, when you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

### Armor of Hexes

At 10th level, if the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

### Master of Hexes

Starting at 14th level, when the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

## The Lurker in the Deep

You made a pact with an entity that lurks
somewhere deep in the ocean, or even on the
Elemental Plane of Water, such as a mighty
kraken, an ancient primordial, or a monstrous
being from creation’s earliest days. You serve as
this creature’s eyes and ears, watching the world
beyond its domain and reporting your findings.
You may have gained this pact as a member of a
cult dedicated to the entity or after your patron
saved your life when you nearly drowned at sea.

### Expanded Spell List

The Lurker in the Deep lets you choose from an
expanded list of spells when you learn a warlock
spell. The following spells are added to the
warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Grasp of the Deep

At 1st level, you gain the ability to magically
summon a spectral tentacle that strikes at your
foes. As a bonus action, you create a 10-foot-long
tentacle at a point you can see within 60 feet of
you. The tentacle lasts for 1 minute or until you
use this feature to create another tentacle.

When you create the tentacle, you can make a
melee spell attack against a creature within 10
feet of it. On a hit, the target takes 1d8 cold or
lightning damage (your choice when it takes the
damage) and its speed is reduced by 10 feet until
the start of your next turn. When you reach 10th
level in this class, the damage dealt by the
tentacle increases to 2d8.

As a bonus action on your turn, you can move
the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of
times equal to your Charisma modifier
(minimum of once), and you regain all expended
uses when you finish a long rest.

### Scion of the Deep

At 1st level, your patron accepts you into its
inner court of servitors. You can telepathically
communicate with any aberration, beast,
elemental, or monstrosity that has an innate
swimming speed, while it is within 120 feet of you. The creature can understand you and can
respond telepathically.

### Fathomless Soul

At 6th level, your patron grants you greater
abilities. You gain the following benefits:

* You can breathe both air and water.
* You gain a swimming speed equal to your walking speed.
* You gain resistance to cold damage.

### Guardian Grasp

At 6th level, the tentacle you create with Grasp of
the Deep can defend you and others. When you
or a creature you can see takes damage while
within 10 feet of the tentacle, you can use your
reaction to choose one of those creatures and
reduce the damage to the chosen creature by
half. After doing so, the tentacle vanishes.

### Devouring Maw

Starting at 10th level, you can magically draw
forth a manifestation of your patron’s insatiable
hunger. As an action, choose a point you can see
within 60 feet of you. For 1 minute, a translucent
maw manifests in a 10-foot radius centered on
that point. Each creature in that area when the
maw appears must succeed on a Strength saving
throw against your spell save DC or be
restrained. Any creature that starts its turn in
the maw’s area takes 3d6 cold or lightning
damage (your choice when it takes the damage).

As an action, a restrained creature can repeat the
saving throw, ending the restraint on a success.
At the start of your turn, if there is a creature in
the maw’s area, you gain temporary hit points
equal to your warlock level.

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

### Unleash the Depths

Starting at 14th level, you gain the ability to call
upon your patron for aid. As an action, you
choose a point within 30 feet of you where your
patron tears through reality, manifesting a
measure of its thalassic grandeur. Choose one of
the following effects to issue from this
manifestation point. Once you use either effect,
you can’t use this feature again until you finish a
long rest.

***Transport.*** You and up to five willing
creatures of your choice that you can see within
30 feet of the manifestation point are grasped by
spectral tentacles and yanked through your
patron’s realm. The tentacles teleport you and
the chosen creatures to a point of your choice
within 100 miles that you have visited within the
past 24 hours. The tentacles then vanish.

***Fury.*** You can direct a barrage of spectral
tentacles to issue forth and strike up to five
creatures you can see within 30 feet of the
manifestation point. Each target must make a
Dexterity saving throw against your spell save
DC. On a failed save, the creature takes 6d10 cold
or lightning damage (your choice) and is
knocked prone. On a successful save, it takes half
as much damage and is not knocked prone. The
tentacles then vanish.

## The Noble Genie

You made a pact with one of the rarest of geniekind, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant collectors of creatures, knowledge, and treasure. A genie values their collection and will protect that which they claim ownership over. Through your connection to the noble, you can leverage their influence and extend their ownership of things in the multiverse.

### Expanded Spell List

The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Collector’s Vessel

Your patron gives you a magical vessel with
which you can bind a creature to you and to your
patron’s menagerie. The vessel is a Tiny object,
and it is a spellcasting focus for you. You decide
what the object is, or you can determine what it
is randomly by rolling on the Collector’s Vessel
table.

 2
 3
 4
 5
 6

If you lose your vessel, you can perform a 1-
hour ceremony to receive a replacement from
your patron. This ceremony can be performed
during a short or long rest, and it destroys the
previous vessel. The vessel vanishes in a flare of
elemental power when you die.

As an action while you are holding the vessel,
you target a willing creature you can see within
100 feet of you and create a tether of wispy
elemental material that links the target to you.

The tether lasts for 1 hour, until you use this
feature to create another tether, until the bound
target is reduced to 0 hit points, or until the
target ends its turn more than 100 feet from you.

While you are tethered to a creature, you gain
the following benefits:

* You gain a bonus to your Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1).
* When you can cast a spell, you can deliver the spell from your space or the bound creature’s space.

You can create the tether a number of times
equal to your Charisma modifier (minimum of
once), and you regain all expended uses when
you finish a long rest.

### Elemental Resistance

At 6th level, your patron grants you protection from an
element. Whenever you finish a long rest, you
gain resistance to acid, cold, fire, or lightning
damage (your choice) until the end of your next
long rest.

While the tether of your Collector’s Vessel is
active, the tethered creature gains resistance to
the damage type you chose.

### Protective Wish

At 10th level, you’re now able to use your Collector’s Vessel to
wish for protection for yourself or your tethered
creature. If you or the tethered creature is hit by
an attack, you can use your reaction to teleport,
swapping places with the creature and switching
which one of you is hit by the attack.

### Genie’s Entertainment

At 10th level, and as an action, you attempt to send a creature you
can see within 90 feet to your patron’s court. The
target must succeed on a Charisma saving throw
against your warlock spell save DC or be
magically drawn into your vessel and teleported
to your patron’s court in the Elemental Planes.

While there, the target is stunned and your
patron marvels at the target with amusement
but brings no harm to it. The target can repeat
the saving throw at the end of each of its turns,
reappearing in the space it left or in the nearest
unoccupied space if that space is occupied on a
success.

Once you use this feature, you can’t use it again
until you finish a long rest. If the target remains
in your patron’s court for 1 minute, the genie
sends the target back at the end of its turn as if it
successfully saved, and you regain the use of this
feature.

### Collector’s Call

At 14th level, in exchange for extending your patron’s influence over the multiverse, you can call on more of their power. As an action, you can implore your patron for aid by making a Charisma (Persuasion) check against your warlock spell save DC. If the check succeeds, you can choose one of the following effects:

* A creature you can see within 60 feet of you regains 8d6 hit points and ends one disease or condition afflicting it: blinded, charmed, deafened, frightened, paralyzed, or poisoned.
* A creature you can see within 60 feet of you has disadvantage on attack rolls and saving throws until the start of your next turn.
* You cast the legend lore spell without material components.

Whether the check succeeds or fails, you can’t use this feature again until you finish a long rest.

Alternatively, you can regain the use of this feature by sacrificing nonmagical treasure worth at least 500 gp to your patron. This sacrifice requires the treasure to be within 10 feet of you for at least 1 minute, at the end of which you use an action to teleport the treasure to your patron’s realm, provided you have the vessel of your Collector’s Vessel in hand.

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Sentinel Raven

Starting at 1st level, you gain a spirit that assumes the form and game statistics of a raven. It always obeys your commands, which you can give telepathically while it is within 100 feet of you. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier.

* While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.
* You can see through the raven's eyes and hear what it hears while it is within 100 feet of you.
* In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
* The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
* The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

### Soul of the Raven

At 6th level, as a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.

### Raven's Shield

At 10th level, you gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

### Queen's Right Hand

Starting at 14th level, you can cast Finger of Death. After you cast the spell with this feature, you can't do so again until you finish a long rest.

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Shielding Aurora

Starting at 1st level, as a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier.

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

### Pact Boon: Pact of the Star Chain

At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock's existing Pact Boon options. ​The Seeker grants you a chain forged from starlight. While the chain is on your person, you know the Auguryspell and can cast it as a ritual. The spell doesn't count against your number of spells known.

Additionally, you can invoke the Seeker's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.

​If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.

### Astral Refuge

At 6th level, as an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.

### Far Wanderer

At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.

### Astral Sequestration

Starting at 14th level, by performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. ​During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. ​Once you use this ability, you cannot use it again until you complete a long rest.

## The Undead

(Unearthed Arcana)

The Undead is an entity that resides in the dark corners of the multiverse. Your patron could be Acererak, Azalin, Lord Soth, Strahd, or some other ancient undead being. You may seek to gain knowledge from your patron’s countless lifetimes of experience, while it may see you as a piece of a centuries long plan.

### Expanded Spell List

At 1st level, the Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Form of Dread

At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

* You gain temporary hit points equal to 1d10 + your warlock level.
* Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
* You are immune to the frightened condition.

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

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron.

### Grave Touched

At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.

In addition, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

### Mortal Husk

At 10th level, Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you gain 1 level of exhaustion. Once you revive this way, you can’t do so again until you finish 1d4 long rests.

### Spirit Projection

At 14th level, your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

* Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
* When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.
* You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
* While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

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

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Among the Dead

Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, if an undead targets you directly with an attack or a harmful spell that is not an AoE that happens to include you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

### Defy Death

Starting at 6th level,you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

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

### Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

### Indestructible Life

When you reach 14th level,on your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

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

## The Unseen Follower

A being of profound power, for unknown reasons, has chosen you to bestow its powers upon. This entity, unseen to everyone in the world outside of the most adept of magicians, travels alongside you and offers you assistance and guidance almost akin to an angel or devil on one's shoulder. The Unseen Follower often spends an entire lifetime with the mortal it has bonded itself to, developing a genuine relationship and understanding with them, and often shaping their alignment to fit its own agenda. What they ultimately want is unknown, but they'd best be obeyed lest the individual wants their powers stripped from them.

### Expanded Spell List

The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### Invisible Helper

Starting at 1st level, as a bonus action you may beseech your patron for help. Roll 1d6 to determine what type of assistance it will grant you.

 2
 3
 4
 5
 6

You may use this feature a number of times per rest equal to the total number of spell slots you have.

### Unsettling Rambles

Beginning at the 1st level, having conversations with your patron unsettles those around you. Targets within 10 feet must pass an intelligence save equal to your spell DC or become unsettled. You have advantage on intimidation rolls against these targets and, if engaged in combat with them, they are afraid of you until the start of their next turn and cannot move towards you. Successive attempts to unnerve the same targets reduces the DC by 1d4 each time they must make a saving throw. Targets that are a size larger than you have advantage on their saving throws while creatures with negative intelligence modifiers have disadvantage.

### Consultation

Starting at the 6th level, you may ask your patron to perform an action or speak through you. Whether the assistance your patron provides is helpful or not is determined by a dice roll performed by the DM. If the roll is positive, your patron will perform the desired action through you and grant you advantage while doing so.

### Persuasive Whispers

Starting at the 10th level, you may beseech your patron to influence the mind of anyone around you. Your patron may freely cast Charm Person, Friends, Dominate Monster, Modify Memory, or Suggestion. As you are not the one casting the spell, the target cannot become aware of who or what cast the spell on them.

### Manifestation

Starting at the 14th level, your patron may physically manifest itself as any creature of your choosing. This may be of any creature of CR 10 or below, or of any humanoid who you have met in your travels. If assuming the form of a humanoid, your patron may pass itself off perfectly as the individual.

After 1 hour, your patron's physical manifestation fades and it cannot form another until you complete a long rest.

# Eldritch Invocations

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

### Agonizing Blast

**Prerequisite:** Eldritch Blast cantrip

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

### Arcane Gunslinger

(Unearthed Arcana)

**Prerequisite:** Pact of the Blade feature, Modern Magic setting

You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.

### Armor of Shadows

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

### Ascendant Step

**Prerequisite:** 9th level

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

### Aspect of the Moon

(Xanathar's Guide to Everything)

**Prerequisite:** Pact of the Tome

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

### Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

### Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

### Bewitching Whispers

**Prerequisite:** 7th level

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

### Book of Ancient Secrets

**Prerequisite:** Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

### Chains of Carceri

**Prerequisite:** 15th level, Pact of the Chain feature

You can cast Hold Monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

### Chronicle of the Raven Queen

(Unearthed Arcana)

**Prerequisite:** Raven Queen patron, Pact of the Tome feature

You can place a corpse's hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature's spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature's death, and a given creature can only be asked one question in this manner.

### Cloak of Flies

(Xanathar's Guide to Everything)

**Prerequisite:** 5th level

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

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

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

### Devil's Sight

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

### Dreadful Word

**Prerequisite:** 7th level

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

### Eldritch Sight

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

### Eldritch Smite

(Xanathar's Guide to Everything)

**Prerequisite:** 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

### Eldritch Spear

**Prerequisite:** Eldritch Blast cantrip

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

### Eyes of the Rune Keeper

You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning

### Fiendish Vigor

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

### Gaze of Two Minds

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

### Ghostly Gaze

(Xanathar's Guide to Everything)

**Prerequisite:** 7th level

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

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

### Gift of the Depths

(Xanathar's Guide to Everything)

**Prerequisite:** 5th level

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

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

### Gift of the Ever-Living Ones

(Xanathar's Guide to Everything)

**Prerequisite:** Pact of The Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

### Grasp of Hadar

(Xanathar's Guide to Everything)

**Prerequisite**: Eldritch Blast cantrip

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

### Improved Pact Weapon

(Xanathar's Guide to Everything)

**Prerequisite:** Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

### Kiss of Mephistopheles

(Unearthed Arcana)

**Prerequisite:** 5th level, Eldritch Blast cantrip, the Fiend patron

You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast Fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.

### Lance of Lethargy

(Xanathar's Guide to Everything)

**Prerequisite**: Eldritch Blast cantrip

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

### Lifedrinker

**Prerequisite:** 12th level, Pact of the Blade feature

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

### Maddening Hex

(Xanathar's Guide to Everything)

**Prerequisite:** 5th level, Hex spell or a warlock feature that curses

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

### Mask of Many Faces

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

### Master of Myriad Forms

**Prerequisite:** 15th level

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

### Minions of Chaos

**Prerequisite:** 9th level

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

### Mire the Mind

**Prerequisite:** 5th level

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

### Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

### One with Shadows

**Prerequisite:** 5th level

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

### Otherworldly Leap

**Prerequisite:** 9th level

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

### Path of the Seeker

(Unearthed Arcana)

**Prerequisite:** The Seeker patron

The Seeker bids you to travel in search of knowledge, and little can prevent you from walking this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

### Raven Queen's Blessing

(Unearthed Arcana)

**Prerequisite:** Raven Queen patron, Eldritch Blast cantrip

When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier (minimum of 1 hit point).

### Relentless Hex

(Xanathar's Guide to Everything)

**Prerequisite:** 7th level, Hex spell or a warlock feature that curses

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

### Repelling Blast

**Prerequisite:** Eldritch Blast cantrip

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

### Sculptor of Flesh

**Prerequisite:** 7th level

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

### Seeker's Speech

(Unearthed Arcana)

**Prerequisite:** The Seeker patron

When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.

### Shroud of Shadow

(Xanathar's Guide to Everything)

**Prerequisite:** 15th level

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

### Sign of Ill Omen

**Prerequisite:** 5th level

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

### Thief of Five Fates

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

### Thirsting Blade

**Prerequisite:** 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

### Tomb of Levistus

(Xanathar's Guide to Everything)

**Prerequisite:** 5th level

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

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

### Trickster's Escape

(Xanathar's Guide to Everything)

**Prerequisite:** 7th level

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

### Visions of Distant Realms

**Prerequisite:** 15th level

You can cast Arcane Eye at will, without expending a spell slot

### Voice of the Chain Master

**Prerequisite:** Pact of the Chain feature

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

### Whispers of the Grave

**Prerequisite:** 9th level

You can cast Speak with Dead at will, without expending a spell slot.

### Witch Sight

**Prerequisite:** 15th level

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

   **Class Pages**
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