Warlock



Overview Warlocks are seekers of hidden knowledge & through pacts made with mysterious beings they unlock magic both subtle & spectacular. Drawing power from ancient & powerful entities, Warlocks piece together scraps of secret power through whatever dread pact they have forged with these creatures. They are defined by this arrangement, similar to common deals between master & apprentice. The Warlock learns and grows in power, at the cost of occasional services performed on their patron’s behalf.

The Patron defines such a deal & there are no shortage of bizarre & potent entities within the Homelands able to grant power. Whilst most commoners would view a Warlock with suspicion & envision Infernal bargains or dread Demi-Gods toying with mortal lives, some do indeed serve agents of the Old or New Gods such as potent Fey or Celestial interests.

Whilst there are infamous covens of Warlocks united in service by Patron or common cause such as the High Elven Court of Dreams or the Spiral Senate of Syhl, most are loners even though they are never truly alone. Ultimately most Pacts are lifelong (or beyond!) but in some cases it may culminate in a mutual parting, or be annulled by one party. Woe betide the Warlock who neglects the fine print!

Warlock Leveling Table

Class Features
 * 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 Armour.
 * Weapons: Simple Weapons.
 * Tools: None.
 * Saving Throws: Wisdom & Charisma.
 * Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature &/or Religion.

Equipment You may start with 4d4 x 10 gp OR...
 * (a) a Light Crossbow & Quiver w/ 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 Armour, any 1 Simple weapon & 2 Daggers

Otherworldly Patron At 1st level you have struck a bargain with an otherworldly being that grants you special features...
 * The Fey: Tied through dealings with High Elves or other powerful examples.
 * The Divine: Blessed by a Celestial entity.
 * The Infernal: Chained by contract to an Infernal being.
 * The Darkness: Driven by the insane will of something as mad as Syhl, such as the Neverborn Child!
 * The Hexblade: Common cause with a servant of Dryl or Haile such as Ssilthess the Knife.
 * The Soulless: Forever bound to a powerful representative of Coldar, like the Frostmaiden.
 * The Starborne: Sharing the dreams of a dead(?) God...
 * The Undying: Rising to serve a terrifying Undead being such as a Lich!

Pact Magic 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 Short or Long rest.

At 1st level, you know 2 Cantrips & 2 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. 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 may choose 1 of the Warlock spells you know & replace it with another from the Warlock Spell List, which must be of a level for which you have spell slots. You may also replace 1 spell you learned from this feature with another from the Warlock Spell List after a Long Rest, though it must be of the same spell level.

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 & 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.

<p style="text-align:center;">You can use an arcane focus as a spellcasting focus for your warlock spells.

<h2 style="text-align:center;">Eldritch Invocations <p style="text-align:center;">At 2nd level, you gain 2 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 Warlock level, you can choose 1 of the Invocations you know & replace it with another that you could learn at that level. <p style="text-align:center;">If an 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 Warlock levels.

Chain-Master’s Fury
Prerequisite: 9th level, Pact of the Chain

As a Bonus Action, you can command your familiar to make one Attack.

Chains of Talamh
Prerequisite: 15th level, Pact of the Chain

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.

Gift of the Ever-Living Ones
Prerequisite: Pact of The Chain

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.

Investment of the Chain Master
Prerequisite: Pact of the Chain

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
 * The familiar gains either a Flying or Swimming Speed (your choice) of 40'.
 * The familiar no longer needs to breathe.
 * The familiar’s weapon Attacks are considered magical for the purpose of overcoming Immunity and Resistance to nonmagical attacks.
 * If the familiar forces a creature to make a Saving Throw, it uses your Spell Save DC.

Voice of the Chain Master
Prerequisite: Pact of the Chain

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.

Eldritch Armour
Prerequisite: Pact of the Blade

As an Action, you can touch a suit of Armour that isn’t being worn or carried by anyone & instantly don it, provided you aren’t wearing Armour already. You are Proficient with it until it’s removed.

Improved Pact Weapon
Prerequisite: Pact of the Blade

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 Short or Longbow, Light or Heavy Crossbow.

Lifedrinker
Prerequisite: 12th level, Pact of the Blade, Hexblade Patron

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

Star's Fury
Prerequisite: 5th level, Pact of the Blade, Divine Patron

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 & you can knock the target Prone if it is Huge or smaller.

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade

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

Bond of the Talisman
Prerequisite: 12th level, Pact of the Talisman

While someone else is wearing your talisman, you can use your Action to Teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their Action to teleport to you.

Protection of the Talisman
Prerequisite: 9th level, Pact of the Talisman

When the wearer of your talisman makes a Saving Throw in which they lack Proficiency, they can add a D4 to the roll.

Rebuke of the Talisman
Prerequisite: Pact of the Talisman

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your Reaction to deal Psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) & push it up to 10 feet away from the talisman’s wearer.

Aspect of the Moon
Prerequisite: Pact of the Tome

You no longer need to Sleep & can't be forced to Sleep by any means. To gain the benefits of a Long Rest, you can spend all 8 hours performing light activity, such as reading your Book of Shadows & keeping watch.

Book of Ancient Secrets
Prerequisite: Pact of the Tome

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 & 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.

Chronicle of the Dead
Prerequisite:  Pact of the Tome

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.

Eldritch Mind
Prerequisite: Pact of the Tome

You have Advantage on Constitution Saving Throws that you make to maintain concentration on a spell.

Far Scribe
Prerequisite: 5th level, Pact of the Tome

A new page appears in your Book of Shadows. With your permission, a creature can use an Action to write its name on that page, which can contain a number of names equal to your Charisma modifier (min. of 1). You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot or material components. To do so, you must write the message on the page. The target hears the message in their mind & if the target replies, their message appears on the page rather than in your mind. The writing disappears after 1 minute. As an Action, you can magically erase a name on the page by touching the name on it.

Gift of the Protectors
Prerequisite: 9th level, Pact of the Tome

A new page appears in your Book of Shadows. With your permission, a creature can use an Action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1). When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest. As an Action, you can magically erase a name on the page by touching the name on it.

Agonizing Blast
Prerequisite: Eldritch Blast cantrip

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

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.

Beast Speech
Prerequisite: Fey patron

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

Beguiling Influence
You gain proficiency in the Deception & 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.

Blood-borne Bonds
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.

Cloak of Flies
Prerequisite: 5th level, Diabolic (Abyssal) Bloodline

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 Kiss
Prerequisite: 5th level, Eldritch Blast cantrip, Diabolic (Infernal) Patron or Bloodline

You can channel the fires of the Hells 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 that Eldritch Blast.

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

Eldritch 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 or material components.

Eldritch Spear
Prerequisite: Eldritch Blast cantrip

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

Ephemeral Gaze
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.

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

Enigmatic 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.

Gift of the Depths
Prerequisite: 5th level, Starborne patron

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.

Grasp of the Child
Prerequisite: Eldritch Blast cantrip, Darkness Patron

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.

Kor's Blessing
Prerequisite: 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).

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.

Maddening Hex
Prerequisite: 5th level, Hex spell or a warlock feature that curses, Darkness patron

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 & 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 & 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.

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
Prerequisite: Starborne patron

The Seeker bids you to travel in search of knowledge & little can prevent you from walking your path. You ignore Difficult Terrain, have Advantage on all checks to escape a Grapple, manacles, or rope bindings & Advantage on Saving Throws against being Paralyzed.

Relentless Hex
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
Prerequisite: Starborne patron

When you complete a Long Rest, you can pick 2 Languages. You gain the ability to speak, read & write the chosen Languages until you finish your next Long Rest.

Shroud of Shadow
Prerequisite: 15th level

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

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.

Tomb of Forth
Prerequisite: 5th level, Soulless patron

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
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 or material components.

Whispers of the Grave
Prerequisite: 9th level, Undying Patron

You can cast Speak with Dead at will, without expending a spell slot or material components., 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 & within line of sight.

<h2 style="text-align:center;">Pact Boon <p style="text-align:center;">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 Talisman
Your patron gives you a special amulet that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an Ability Check with a Skill in which they lack Proficiency, they can add 1D4 to the roll. If you lose the talisman, 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 & destroys the previous amulet. The talisman turns to ash when you die.

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.

<h2 style="text-align:center;">Ability Score Improvement <p style="text-align:center;">When you reach various levels you can increase 1 ability score of your choice by 2, increase 2 ability scores of your choice by 1 or you can pick 1 Feat. You can't increase an ability score above 20 using this feature. <p style="text-align:center;">Whenever you gain this feature, you can also replace one of your Skill Proficiencies from any class with another offered by the Warlock class at 1st level. This change represents one of your Skills atrophying as you focus on others.

<h2 style="text-align:center;">Mystic Arcanum <p style="text-align:center;">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.

<h2 style="text-align:center;">Eldritch Master <p style="text-align:center;">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.

Expanded Spell List
The following spells are added to the Warlock Spell List for you.

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 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, 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 & when another creature attempts to Charm you you can use your Reaction to attempt to turn it 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 it 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 fail 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) or 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 & hear only itself, you & 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.

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.

Expanded Spell List
The following spells are added to the Warlock Spell List for you.

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
The following spells are added to the Warlock Spell List for you.

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.

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

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.

Expanded Spell List
The following spells are added to the Warlock Spell List for you.

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.

Death'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.

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 Augury spell 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.

Expanded Spell List
The following spells are added to the Warlock Spell List for you.

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.

<h2 style="text-align:center;">Warlock Spell List <p style="text-align:center;">These are the general spells available to Warlocks.

Cantrips
• Blade Ward • Booming Blade • Chill Touch • Create Bonfire • Eldritch Blast • Friends • Frostbite • Green Flame Blade • Infestation • Lightning Lure • Mage Hand • Magic Stone • Minor Illusion • Poison Spray • Prestidigitation • Sword Burst • Thunderclap • Toll the Dead • True Strike

1st Level
• Armor of Agathys • Arms of Hadar • Cause Fear • Charm Person • Comprehend Languages • Expeditious Retreat • Healing Elixir • Hellish Rebuke • Hex • Illusory Script • Protection from Evil and Good • Puppet • Sense Emotion • Unseen Servant • Witch Bolt

2nd Level
• Cloud of Daggers • Crown of Madness • Darkness • Earthbind • Enthrall • Flock of Familiars • Hold Person • Invisibility • Mirror Image • Misty Step • Ray of Enfeeblement • Shatter • Spider Climb • Suggestion

3rd Level
• Counterspell • Dispel Magic • Enemies Abound • Fear • Fly • Gaseous Form • Hunger of Hadar • Hypnotic Pattern • Magic Circle • Major Image • Remove Curse • Tongues • Vampiric Touch

4th Level
• Banishment • Blight • Dimension Door • Elemental Bane • Galder's Speedy Courier • Hallucinatory Terrain

5th Level
• Contact Other Plane • Dream • Hold Monster • Scrying

6th Level
• Arcane Gate • Circle of Death • Conjure Fey • Create Undead • Eyebite • Flesh to Stone • Investiture of Flame • Investiture of Ice • Investiture of Stone • Investiture of Wind • Mass Suggestion • True Seeing

7th Level
• Etherealness • Finger of Death • Forcecage • Plane Shift

8th Level
• Demiplane • Dominate Monster • Feeblemind • Glibness • Power Word: Stun

9th Level
• Astral Projection • Foresight • Imprisonment • Power Word: Kill • True Polymorph

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