Warlock

Warlock
Official Class – Player's Handbook

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Sworn and Beholden
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity – beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armour and know how to use simple weapons.

Delvers into Secrets
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Creating a Warlock
As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favours you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds – messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Quick Build
You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background.

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

 * Armour:  Light armour
 * Weapons:  Simple weapons
 * Tools:  None
 * Saving Throws:  Wisdom, Charisma
 * Skills:  Choose two skills 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:
 * (a) a light crossbow and 20 bolts or (b) any simple weapon
 * (a) a component pouch or (b) an arcane focus
 * (a) a scholar’s pack or (b) a dungeoneer’s pack
 * Leather armour, any simple weapon, and two daggers

Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
 * The Archfey
 * The Celestial (Xanathar's Guide to Everything)
 * The Cracked (Homebrew Subclass – Stories for Eeve)
 * The Fiend
 * The Ghost in the Machine (Unearthed Arcana)
 * The Great Old One
 * The Hexblade (Xanathar's Guide to Everything)
 * The Lurker in the Deep (Unearthed Arcana)
 * The Pumpkin King (Homebrew Subclass – No Expansion)
 * The Raven Queen (Unearthed Arcana)
 * The Reflection (Homebrew Subclass – Abellán's Anecdotes from the Scarlet World)
 * The Seeker (Unearthed Arcana)
 * The Undying (Sword Coast Adventurer's Guide)

Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

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 or 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. 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.

A level prerequisite in an invocation refers to warlock level, not character 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 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 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 1 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 artefact 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 Cage (Homebrew Feature)
Your patron bestows upon you a spiritual shackle, taking the form of a glowing spine and ribcage which extend down your back and around your chest, which you can turn invisible as a bonus action.

While visible, the skeletal frame provides bright light in a 30-foot radius and dim light an additional 60 feet. No heat is produced by the light source. The light cannot be extinguished by any means, and shines through magical darkness.

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 use its reaction to make one attack of its own.

Pact of the Skull (Homebrew Feature)
Your patron seizes your mind in the grips of madness, with the whispers of another world taking their hold on you.

Whenever you deal necrotic or psychic damage, you may forgo your damage roll and instead deal maximum damage. When you do this, you must make a DC10 Wisdom saving throw or take a level of madness. On a critical failure, you instead take 2 levels of madness. On a critical success, you remove a level of madness.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

For every 2 levels of madness you gain, you must roll once on the Short Term Madness table. For every level of madness above the 4th, you instead roll on the Long Term Madness table.

A level of madness is removed at the end of a long rest.

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. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

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

Mystic Arcanum
At 11th level, 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 favours 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
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell List
The Archfey 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.

Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws 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, 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.

Beguiling Defences
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

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

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

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

The Celestial
Xanathar's Guide to Everything

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes to your behaviour and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List
The Celestial 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.

Bonus Cantrips
At 1st level, you learn the Light and Sacred Flame 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 gain the ability to channel celestial energy to heal wounds. 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 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 Link
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resistance
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, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. 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 is blinded until the end of the current turn.

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

The Cracked
Homebrew Subclass – Stories for Eeve

Expanded Spell List
The Cracked 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.

Self Care
Starting at 1st level, when you hit a creature with an attack and roll above the average on your damage dice, you gain a number of temporary hit points equal to your Charisma Modifier. This feature can be used a number of times equal to 1 + your Charisma Modifier (minimum of 1) per short rest.

Sacrifice
At 6th level, your connection to Evee's creatures grows and overflows from you. As a bonus action, you can reduce your hit point maximum and give the hit points to a willing creature in the form of temporary hit points. The temporary hit points and reduced hit points revert at the end of your next short rest.

Injection
At 10th level, your power flows into creatures whether they accept it or not. As a bonus action, you can reduce your hit point maximum to give a creature temporary hit points. Additionally, the creature must obey a single word command that you give it at the time of using this feature. If it fails or refuses to do so, it takes 1d10 damage and an additional d10 of damage for every 10 hit points you sacrificed. This effect ends if you are unconscious.

Drain
At 14th level, your spirit burns brightest. When you are reduced to half your hit points or less you can, as a reaction, choose a willing creature you can see to drain of hit points, restoring the same amount to yourself. Additionally, you and the creature you drained gain advantage on your next attack and deal an additional 2d8 damage on your next hit, and you regain a spell slot.

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, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

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.

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 favour. 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 Ghost in the Machine
Unearthed Arcana

You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation.

Expanded Spell List
The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the On/Off cantrip, and the following spells are added to the warlock spell list for you.

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

Information Surge
At 1st level, you gain the ability to temporarily render computerised devices inoperable. As an action, you can target a computerised device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device cease to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage, at the DM's determination.

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

Wire Walk
Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can't use it again until you finish a short or long rest.

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

Technovirus
At 14th level, you gain the ability to infect a humanoid's body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one.

Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected.

Once you use this feature, you can't use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a Lesser Restoration spell.

The Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List
The Great Old One 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.

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. 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.

Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. 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, 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.

Create Thrall
At 14th level, 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.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

The Hexblade
Xanathar's Guide to Everything

You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Expanded Spell List
The Hexblade 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.

Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. 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 (minimum of 1 hit point).

Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armour, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. 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.

Accursed Spectre
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a spectre. When the spectre appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the spectre, 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 spectre remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a spectre with this feature, you can't use the feature again until you finish a long rest.

Armour of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

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

The Lurker in the Deep
Unearthed Arcana

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

The Lurker's Clutches
Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages should reflect the nature of your specific patron. For example, a kraken’s warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water.

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

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

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

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

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

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

Fathomless Soul
At 6th level, your patron grants you greater abilities. You gain the following benefits:
 * You can breathe both air and water.
 * You gain a swimming speed equal to your walking speed.
 * You gain resistance to cold damage.

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

Devouring Maw
Starting at 10th level, you can magically draw forth a manifestation of your patron’s insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centred on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw’s area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw’s area, you gain temporary hit points equal to your warlock level.

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

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

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

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

The Pumpkin King
Homebrew Subclass – No Expansion

Lying in the dark of a cold autumn moon lies a wicked smile of golden light piercing through crimson orange, a lantern made as an offering to some spirit far gone from this world.

It is there that you will find the king, sitting upon a throne of smiling faces. He will bring gifts, he will take time, and he will cross the veil each night as the moon rises once more. Fear and wonder both find itself in the heart of that which walks the line, and with it comes the promise of something more.

Expanded Spell List
The Pumpkin King 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.

Trick or Treat
Starting at 1st level, you become infused with the power of trickery and smiles, and have a pool of festive energy represented by a number of d4s equal to your warlock level.

As a bonus action, you can choose an allied creature within 60 feet of you and spend a number of those dice equal to your Charisma modifier or less (minimum 1). Roll the spent dice and add them together. The target regains a number of hit points equal to the total, and has a bonus on their next attack roll, ability check, or saving throw equal to the number of dice rolled.

Alternatively, as a bonus action you can choose an enemy creature within 60 feet of you and spend a number of those dice equal to your Charisma modifier or less (minimum 1). Roll the spent dice and add them together. The target either suffers necrotic damage equal to the total, or has a penalty to its next attack roll, ability check, or saving throw equal to the number of dice rolled.

You regain the expended dice when you finish a long rest.

Lantern Aura
At 6th level, your patron grants you the power to create your own light to bring joy and trickery into the darkness.

During a short or long rest, or any other extended period of time, you may take an hour to perform a ritual, summoning a spiritual pumpkin into existence and carving out a face in the side of it to create a hallowed lantern.

Once made, you may carry the lantern, and if you let go of it floats weightlessly in the air. The lantern projects dim light in a 20 foot radius around the lantern, as well as creating an otherworldly aura within the range of its light depending on what sort of face you carve into it, the options of which are listen below: The lantern has no effect when covered in magical darkness, and is destroyed if hit by a single attack – it has an AC of 10. A lantern loses its aura 8 hours after creation, but retains its light emitting properties. A lantern weighs 1 pound, and if it has multiple auras, only one may be used at a time. You may switch which aura is being used as a bonus action.
 * Smiling Lantern.  Allies within the aura have advantage on saving throws against fear effects.
 * Frightful Lantern.  Allies within the aura have advantage on saving throws against charm effects.
 * Shocked Lantern.  Allies within the aura had advantage on saving throws against blinding or deafening effects.
 * Mournful Lantern.  Allies within the aura have advantage on saving throws against poisoned effects.

Master of Tricks
Starting at 10th level, your affinity for tricks makes you immune to the frightened condition.

Additionally, if any creature tries to frighten you, you may use your reaction to turn the effect back on them, forcing the creature to make a Wisdom saving throw against your warlock spell save DC or become frightened of you for the next minute. The creature may repeat its saving throw at the end of its turn, ending the effect on a success.

Apple Augury
At 14th level, you can perform a special ritual to find the light of answers in the dark of the unknown. This ten minute ritual requires a pool of water deep enough for you to fully submerge your head.

You ask your patron up to three questions, speaking into the pool of water, and summoning three spiritual apples that bob up and down beneath the water. Make a number of dexterity checks equal to the number of questions you asked. The DC for the dexterity check differs depending on the complexity of the question, as shown in the table below.

Each success allows you to pluck an apple out of the water and eat it, answering a question and restoring hit points equal to your Charisma modifier.

After performing this ritual, you must complete a long rest before performing it again.

The Raven Queen
Unearthed Arcana

Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.

The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.

Expanded Spell List
The Raven Queen 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.

Sentinel Raven
Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and 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, you gain the ability to merge with your raven spirit. 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, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Queen's Right Hand
Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. 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.

The Reflection
Homebrew Subclass – Abellán's Anecdotes from the Scarlet World

Since childhood there is always a gentle tug on our subconscious, a simple longing for a friend to let the fear of the outside world fade away. Through windows and mirrors we see ourselves alongside another, a friend imagined through heartstrings and constructed memory. Sometimes our imaginations come to life, bringing their own imaginations with them.

The reflection is not a perfect mirror of the self. It is something that is wanted – something that is needed – so it makes itself to fit everything we need. However, there is a point where one will realise such a companion cannot provide the comforts of reality, and it will be then that the world will fall apart.

Reflection Warlock Quirks
At your option, you can pick from or roll on the Reflection Warlock Quirks table to create a quirk for your character.

Expanded Spell List
The Reflection 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.

Close to Heart
Unlike many warlocks, the patron of one bound to their reflection never strays far. Such a patron will always find itself in the peripheral of one's vision, or there to be called upon when wanted, but never seen by those other than the one it is tied to.

Starting at 1st level, this extra pair of eyes and ears grants you a bonus to your Intelligence (Investigation) and Wisdom (Perception) checks equal to your Charisma modifier. This bonus also extends to your passive perception and investigation scores.

Additionally, you cannot be surprised by creatures within 30 feet of you, you do not have disadvantage on attack rolls against creatures that you cannot see, and creatures that you cannot see do not get advantage on attacks made against you.

Helpful Hand
Also at 1st level, you learn the Mage Hand cantrip if you do not already know it. When you cast this spell, it may travel 60 feet away from you instead of 30 feet, and you may cast cantrips with a range of touch through it.

Realised Reflection
At 6th level, you have learnt to twist the fabric of reality to create a perfect illusory reflection of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears on a flat surface within 30 feet of you, such as a floor or a window. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you may close your eyes and instead perceive through the reflection's senses as well as cast spells as though you were in the illusion's space.

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

Veiled Crossing
At 10th level, your bond with your reflection grows stronger still, allowing you to transcend the bounds of reality. While you have your Realised Reflection feature active, you may switch places with the reflection as a bonus action.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Additionally, your reflection may move up to 250 feet away from you.

Greater Reflection
Starting at 14th level, your reflection has grown even more attached to you, branching off into different mirrored pathways. You may now summon a number of reflections equal to half your proficiency bonus when you use your Realised Reflection feature.

Additionally, your reflections may now may move up to 500 feet away from you.

The Seeker
Unearthed Arcana

Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker.

Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role.

Expanded Spell List
The Seeker 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.

Shielding Aurora
Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. 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, decorated with seven gleaming motes of brightness. 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.

The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.

Astral Refuge
At 6th level, you gain the ability to step into an astral refuge. 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, you gain the ability to sequester yourself and your allies on the Astral Plane.

By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.

During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.

Once you use this ability, you cannot use it again until you complete a long rest.

The Undying
Sword Coast Adventurer's Guide

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

Expanded Spell List
The Undying 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.

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, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). 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 give yourself vitality when you cheat death or when you help someone else cheat it. 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 stabilise 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, you partake of some of the true secrets of the Undying. 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.