Warlock

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), and Xanathar's Lost Notes to Everything Else, will be listed here for ease of access.

## Warlock Characteristics

Please see pages 105-106 in the *D&D 5e Player's Handbook.*

## Class Features

### Warlock Basics

#### 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

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (1) a light crossbow and 20 bolts or (2) any simple weapon
* (1) a component pouch or (2) an arcane focus
* (1) a scholar's pack or (2) a dungeoneer's pack
* Leather armor, any simple weapon, and two daggers

### Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Celestial, the Chaos, the Fiend, the Great Old One, the Hexblade, or the Noble Genie, all of which are detailed near the bottom of this page. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

### Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See the Warlock Spell List page for spells available to warlocks.

#### 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 level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example. when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *Witch Bolt*, you must spend one of those slots, and you cast it as a 3rd-level spell.

#### Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the Warlock Spell List.

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

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

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

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the bottom of this page, below the Otherworldly Patron options. 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, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

#### Pact of the 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. When you let your familiar attack, it does so 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 (see chapter 5 for weapon options). You are proficient with it white you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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

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

#### Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips are considered warlock spells for you, and they needn't be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known.

If you lose your Book of Shadows, you can perform a I-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. Alternately, you can learn a Feat instead of increasing your ability scores.

### Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

### Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all 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.

## Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

### The Archfey

Please see pages 108-109 in the *D&D 5e Player's Handbook.*

### The Celestial

Please see pages 54-55 in *Xanathar's Guide to Everything.*

### The Chaos

You have made a pact with a creature that revels in the madness and infinite possibility of the chaotic planes. Your patron could be a powerful slaad lord of Limbo, an ever-changing and roiling soup of impermanent matter and energy. Your patron could be a god of madness, such as Cyric, or a demon lord-in-exile in the depths of Pandemonium, a dark plane of tunnels carved by howling winds. Your patron could be a fearsome giant or celestial valkyrie of Ysgard, a heroic plane of soaring mountains, endless battles, and boundless creativity.

Unlike devils with their carefully crafted words and contracts, your patron is beholden to nothing but its twisted whims. Many chaos warlocks find their powers to be a cruel curse, but those who embrace the chaos learn that unpredictability is their greatest source of strength.

The **Chaos Features**
 6th
 10th
 14th

#### Expended Spell List

The Chaos 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.

Chaos Expanded Spells

#### Strings Attached

When you take this pact at 1st level, you learn the strings your patron attached are greater than they seem. Each night, denizens from the chaotic planes visit you in your sleep to play cruel tricks but reward you with the sweetest of treats. When you finish a long rest, roll 1d6 to determine the “gifts” bestowed on you. When you roll for a new gift, it replaces the old one.

Chaos Patron Gifts
 2
 3
 4
 5
 6

#### Tumble Through Chaos

Starting at 6th level, you can conjure a portal to travel through the planes of chaos. You can cast *Dimension Door* with this feature without expending a spell slot or material components. However, denizens of that plane try to hamper your progress. When you use your action to use this feature in this way, you declare your intended destination and then roll 1d6 to determine how the denizens intervene.

Whenever you would bring a willing creature with you, that creature always arrives at the intended destination unharmed.

Once you use this feature, you can’t use it again until you finish a short or long rest. At 14th level, at the end of the turn you use this feature, you can roll 1d6 and, on a 6, you regain the use of this feature immediately.

Chaotic Intervention
 2
 3
 4
 5
 6

#### Chaos Walker

Your dreams are so nonsensical they would drive most creatures insane, but your senses have been dulled to the madness. Starting at 10th level, you gain advantage on saving throws against being frightened and madness checks, and your physical form begins to reflect the chaos in your mind.

Bits of energy, planar residue from your travels through the chaotic planes, cling to your body in constantly shifting forms and color. Whenever you finish a short or long rest, roll 1d6 to determine your current chaotic features.

Chaotic Feature
 2
 3
 4
 5
 6

#### Planar Vertigo

At 14th level, you can draw the chaotic essence of your patron’s plane to launch yourself and all creatures within 30 feet of you into the air. Each affected creature must make an Intelligence saving throw. On a failure, it is launched 10 feet into the air and is suspended in midair for 1 minute. While suspended, the creature is incapacitated by supernatural vertigo. You can grant advantage on this saving throw to a number of creatures of your choice, up to your Charisma modifier (minimum of 1), including yourself.

On a success, a creature gains a fly speed equal to its walking speed for the duration.

At the end of each of its turns, a creature incapacitated in this way repeats this saving throw. On a failure, the creature is launched another 10 feet in a random direction and remains incapacitated. On a success, it gains a fly speed equal to its walking speed for the duration and is no longer incapacitated.

An incapacitated creature that impacts a solid surface takes 2d6 bludgeoning damage, and the effect immediately ends, causing it to fall to the ground.

The effect ends for all creatures after 1 minute, when each creature loses the fly speed gained from this feature and fall to the ground, unless they already have a fly speed.

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

### The Fiend

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, Graz'zt, Orcus, and Baphomet: archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; the Horsemen of the Apocalypse and similarily powerful daemon; and ultroloths and other lords of the yugoloths.

The Fiend **Features**
 6th
 10th
 14th

#### Expanded Spell List

The Fiend 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.

Fiend Expanded Spells

#### 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. you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 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.

### The Great Old One

Please see pages 109-110 in the *D&D 5e Player's Handbook.*

### The Hexblade

Please see pages 55-56 in *Xanathar's Guide to Everything.*

### The Noble Genie

Your pact is one that has been made by legendary advisors, philosophers, and tale-spinners of the desert lands, known throughout the land of Zakhara as sha’irs. Your patron is a noble genie, a creature whose spirit is infused with the primordial essence of the Elemental Planes. These creatures are the rarest and most powerful of their kind. They aim to achieve ultimate greatness, splendor, and the reverence of all beings.

Though noble genies aren't gods, they feel deserving of such veneration from their servants. They're accustomed to wealth and opulence and treat their insatiable indulgence as an entitlement to their own power and grandeur.

**The Noble Genie Features**
 6th
 10th
 14th

#### 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.

Noble Genie Expanded Spells

#### Noble Patronage

At 1st level, your patron grants you the ability to speak Primordial. You also gain advantage on Intelligence (Arcana) checks made to identify portals to elemental planes and magical inscriptions or items created by other sha’irs, their patrons, or other genie-kind.

Additionally, you choose the one of the four types of noble genie to be your patron as shown on the Noble Genie Patrons table below. Your choice determines several of your class features as you gain level.

Noble Genie Patron
 Djinni (Air)
 Efreeti (Fire)
 Marid (Water)

#### Gen Vizier

At 1st level, your patron assigns a lesser genie, a gen, to accompany you during your travels. The type of gen is dependent upon your patron’s genie type as defined on the Noble Genie Patron table. Your gen vizier isn’t required to obey your commands, although it usually tries to the best of its ability, and doesn’t participate in combat.

You gain the following benefit from your gen vizier.

***Spell Fetching.*** You can send your gen to find and retrieve the knowledge of an additional spell you don’t know. The spell must be of a level you can cast and can be from any class spell list. As a bonus action, you can request a spell for your gen to retrieve and it returns in a number of rounds equal to 1d12 minus your Charisma modifier (minimum of 1).

When the gen returns, it immediately imparts the spell knowledge to you at the beginning of your turn, which you can then cast normally by expending a spell slot. If you don’t cast the spell within 1 minute of receiving it, the spell knowledge disappears, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests at 6th level and three times between long rests at 14th level.

If you take the Pact of the Chain at 3rd level, you can choose your gen vizier as your familiar.

#### Bargain of Power

At 6th level, your gen vizier’s familiarity with other beings, the magic they possess, and their desires speed its retrieval of the magic you desire. The dice for your Spell Fetching feature turns into a d10. At 14th level, it turns into a d8.

Additionally, if your gen vizier is within 5 feet of you when you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain advantage on the check.

#### Elemental Attunement

At 10th level, you become more attuned to the primordial realm of your patron. You have resistance to the damage type defined by the Noble Genie Patron table. Also, whenever you cast a spell that deals damage of the type defined by the Noble Genie Patron table, add your Charisma modifier to that damage (minimum of 1).

#### Genie Form

At 14th level, you can merge with yourself with your gen vizier to assume the form of an aspect of your genie patron.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

* You gain a flying speed equal to your walking speed
* You gain resistance to slashing, bludgeoning, and piercing damage from nonmagical attacks
* You gain advantage to saving throws versus magical spells and effects
* While this feature is active, the damage dealt by your eldritch blast changes to the damage type defined by your Noble Genie Patron table. In addition, the damage dealt by this spell can’t be reduced by a target’s resistances or immunities
* A scimitar manifests in your hand, replacing one of the weapons you are holding (if applicable). You are proficient in using this weapon, you add your Charisma modifier instead of Strength or Dexterity to attack and damage rolls with this weapon, and the weapon deals magical damage for the intent of overcoming resistances and immunities. Finally, the weapon deals 1d4 damage of your patron's corresponding elemental typing

After you use this feature, you must finish a long rest before you can use it again.

## Eldritch Invocations

### Agonizing Blast

*Prerequisite: Eldritch Blast cantrip*

When you cast *Eldritch Blast*, add your Charisma modifier to the damage it deals on a hit (for each beam).

### Armor of Shadows

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

### Ascendant Step

Prerequisite: Warlock 9th level

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

### Aspect of the Moon

*Prerequisite: Pact of the Tome feature*

You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits for 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: Warlock 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 ritual spells needn't be from the same spell list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

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

### Chains of Carceri

*Prerequisite: Warlock 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.

### Cloak of Flies

*Prerequisite: Warlock 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 nonmagical, to a distance of 120 feet.

### Dreadful Word

*Prerequisite: Warlock 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

*Prerequisite: Warlock 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.

### 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

*Prerequisite: Warlock 7th level*

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

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

### Gift of the Depths

*Prerequisite: Warlock 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

*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

*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

*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.

### Lance of Lethargy

*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: Warlock 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

*Prerequisite: Warlock 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: Warlock 15th level*

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

### Minions of Chaos

*Prerequisite: Warlock 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: Warlock 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: Warlock 5th level*

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

### Otherworldly Leap

*Prerequisite: Warlock 9th level*

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

### Relentless Hex

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

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of 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 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: Warlock 7th level*

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

### Shroud of Shadow

*Prerequisite: Warlock 15th level*

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

### Sign of Ill Omen

*Prerequisite: Warlock 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: Warlock 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

*Prerequisite: Warlock 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 and immunity against cold damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

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

### Trickster's Escape

*Prerequisite: Warlock 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: Warlock 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: Warlock 9th level*

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

### Witch Sight

*Prerequisite: Warlock 15th level*

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic (including the Druid's Wild Shape feature) while the creature is within 30 feet of you and within line of sight.