Warlock

## Pact Magic

The magic bestowed on you by your pact has given you facility with spells. See the bottom of this page for the warlock spell list.

#### Cantrips

You know three 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.

#### 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

## Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons, which affects the kind of spells that you can learn.

## Eldritch Potency

Your body brims with eldritch power. You don't need to use material components for your warlock spells unless they have a listed cost or are consumed. In addition, once per turn when you deal damage with a warlock cantrip, you can deal an extra 1d8 damage. This bonus damage increases to 2d8 when you reach 7th level, 3d8 at 13th level, and 4d8 at 18th level.

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## Eldritch Invocations

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

At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice.

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.

A level prerequisite in an invocation refers to warlock level, not character level.

## Dark Promise

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service, a representation of the power you You gain one of the following features of your choice.

Mystic Arcanum (6th level)

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.

Mystic Arcanum (7th level)

Mystic Arcanum (8th level)

Mystic Arcanum (9th level)

Sheer Power

By 20th level, few can match the sheer power of your magic. All of your spell slots become 6th-level, and you learn three more spells from the Warlock spell list.

## Promise of Martial Prowess

When you receive this promise at 3rd level, you gain proficiency with medium armor and shields.

In addition, you can use your bonus action to create up to two pact weapons in your empty hands. You can choose the form that these weapons take each time you create them (see chapter 5 for weapon options). You are proficient with your pact weapons, and the damage they deal is considered magical. Your pact weapons inflict any target you hit with a potent curse known as the Hexblade's Curse, which lasts until the end of your next turn. Any attack roll you make against a cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you gain temporary hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

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 a magic weapon into a pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and you can summon it whenever you create a 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.

#### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Eldritch Brand

As a bonus action, you can channel terrible pain to any creature marked by your Hexblade's Curse, becoming magically aware of the current location of all cursed creatures and causing them to take 1d8 psychic damage. When you do so, you can expend a spell slot to increase the damage by 1d8 per level of the spell slot.

#### Spiteful Curse

Your Hexblade's Curse now lasts for 1 minute. Whenever a creature affected by your Hexblade's Curse regains hit points, it regains only half as many (rounded down), and whenever you see it make an attack roll, ability check or saving throw, you can use your reaction to subtract 2d4 from the result, possibly causing it to fail.

## Promise of Faithful Servitude

As a bonus action, you may cast the \*find familiar\* spell without expending a spell slot or using material components. When you do so, you must sacrifice hit points equal to the maximum health of your familiar. Losing hit points in this way does not interfere with concentration. You may choose to sacrifice additional hit points when you summon your familiar. When you do so, the familiar gains temporary hit points equal to twice the number of hit points sacrificed.

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.

#### Shared Gift

Just as you draw power from your pact, your familiar draws power from its pact with you.

By 5th level, your familiar has learned all of the warlock cantrips you know and can cast them without material components as if it were 1st-level (even if they involve attack rolls), though it uses your spellcasting ability and proficiency bonus for the attack rolls and saving throws.

In addition, when you perceive through your familiar's senses, you can choose to concentrate on the link, as if you were concentrating on a spell. When you do so, you can maintain the connection indefinitely for as long as you maintain concentration, and you aren't deafened and blinded in regards to your own surroundings.

#### Defensive Bond

Your magical bond with your familiar has grown, allowing it to draw upon your power to protect both itself and its master.

As long as it is within 30 ft. of you and can see you, your familiar can use its action to magically swap places with you.

In addition, whilst your familiar is within 30 ft. of you, it gains a bonus to its AC and saving throws equal to your Charisma modifier, and whenever your familiar succeeds on a saving throw made against an effect that allows it to make a saving throw to take only half damage, it instead takes no damage.

#### Eldritch Master

Your familiar can cast warlock cantrips as if it were 5th-level.

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.

In addition, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

Whilst the creature is charmed, you can communicate telepathically with it and percieve through its senses as if it were your familiar, and it gains the ability to cast your warlock cantrips and deliver spells with a range of touch in the same way.

## Promise of Forbidden Secrets

Your patron grants you a forbidden tome full of hidden knowledge called a Book of Shadows.

Whilst the Book of Shadows is on your person, it grants you the ability to read all writing. Whenever another book comes into contact with your Book of Shadows, its nonmagical contents is recorded, and its title is magically added to a table of contents written on the first pages of the book. Whilst holding your Book of Shadows, you can speak aloud the name of a book from the table of contents. Until it is closed, the Book of Shadows becomes a copy of that book, though its outward appearance does not change.

The book also contains a great deal of secret magical knowledge. When you choose this subclass at 3rd level, you learn three cantrips from any class's spell list. The cantrips needn't be from the same spell list. They don't count against your number of cantrips known, and are considered warlock cantrips for you.

In addition, you can inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the 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.

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.

#### Secret Arts

By 6th level, through constant study of your Book of Shadows, you have discovered a forgotten secret about magic that you can use to further enhance the cantrips granted to you by your patron. Choose one of the following Secret Arts.

 Subterfuge
 Repelling Blast
 Withering Force
 Grasp of Hadar
 Eldritch Reach

#### Touch of the Oblex

By 10th level, your eldritch hunger for secrets is so great that you have gained the ability to rip knowledge directly from a creature's mind.

As an action, you can make a melee spell attack against one creature you can touch. Constructs, oozes, plants, and undead are unaffected. On a hit, the creature takes 4d8 psychic damage, and you learn up to two of the target's known languages or proficiencies, except for any saving throw proficiencies. You retain this knowledge until you finish a long rest, during which time you cannot use this feature again.

Each time you use this feature to steal knowledge from a creature, it is permanently stored within the Book of Shadows. When you finish a long rest, you can gain one of the proficiencies or languages stored within the book until the end of your next long rest.

#### Unearthed Arcana

At 14th level, constant use of your Book of Shadows has allowed you to unlock a myriad of hidden magical techniques.

You learn another Secret Art of your choice.

In addition, when you use a mystic arcanum, you can forgo casting the normal spell and instead cast any spell of the same level from the warlock spell list. Once you have used this feature, you cannot do so again until you finish a long rest.

## Promise of Eternal Life

Your patron gives you a special amulet, a symbol of the promise your patron made to you, that grants protection to anyone who wears it.

You can summon the talisman to your hand as an action. If the talisman is ever destroyed, 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 amulet.

You are granted an overwhelming amount of life energy, which you can use to heal the wounds of yourself or others. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal the wearer of the talisman, or one creature you touch, 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.

#### Gift of the Ever-Living Ones

##### *Prerequisites: 7th level*

Whenever you regain hit points, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Undying

Whilst a creature wears the amulet, it no longer needs to breathe, and no longer requires food or water. In addition, the bearer of the talisman is immune to being magically aged, and ages at a slower rate. For every 10 years that pass, its body ages only 1 year.

In addition, whenever the bearer of the amulet regains hit points, treat any dice rolled to determine the hit points it regains as having rolled their maximum value for it.

burning hands
dissonant whispers
 phantasmal force
 blink
 dominate person

## Eldritch Invocations

These invocations replace the invocations from other official sources; it's recommended that you use these in place of those.

#### Invoked Spell

Using this invocation, you gain the ability to cast a particular spell at-will, without expending a spell slot. You cannot cast an invoked spell in any other way. You can learn this invocation multiple times; each time you do so, choose a spell that you can make with it, picking from the table below. A column's title tells you the level you must be in the class to choose a spell from the table.

#### Aspect of the Moon

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 or keeping watch.

#### Beguiling Influence

You gain proficiency in the Deception and Persuasion skills. If you are already proficient in either skill, you add double your proficiency bonus to checks you make with them.

#### Devil's Sight

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

#### Gaze of Two Minds

You can use your action to touch a willing creature 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.

#### Gift of the Depths

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

You can grant this ability to up to five other creatures you touch, which lasts until your concentration ends (as if you were concentrating on a spell).

#### Gift of the Ever-Living Ones

##### *Prerequisites: 7th level*

Whenever you regain hit points, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

#### Cloak of Flies

##### *Prerequisites: 7th 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.

#### One with Shadows

*Prerequisites: 7th level*

When you are in an area of dim light or darkness, you can use your action to attempt to hide even if you are not otherwise obscured. When you do so, you become invisible until you move or take an action or a reaction.

#### Trickster's Escape

*Prerequisites: 7th level*

As an action, you can gain the effect of the *freedom of movement* spell on yourself until the end of your turn.

#### Tomb of Levistus

*Prerequisites: 7th 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.

#### Ascendant Step

*Prerequisites: 7th level*

You have a flying speed equal to your walking speed, and can hover. This benefit works only up to 10 ft above the ground; you descend to that height immediately if you are ever higher than that above the ground and nothing else is holding you aloft.

#### Ghostly Gaze

*Prerequisites: 12th 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.

#### Awakened Mind

*Prerequisites: 12th 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.

#### Dark One's Own Luck

*Prerequisites: 12th 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.

#### Chains of Carceri

*Prerequisites: 18th level*

You can cast *hold monster* at will—targeting a celestial, fiend, fey 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.

#### Witch Sight

*Prerequisites: 18th level*

You have truesight with a range of 120 feet.

Misty Escape

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

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

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also 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.