0% found this document useful (0 votes)
35 views24 pages

UA5 Constitution Warlock (v2.0.1) - The Homebrewery

This document provides homebrew material for an experimental Constitution-based Warlock class. It includes class features like Eldritch Invocations and a revised spell progression table. The designer's notes indicate this is a work in progress to improve upon an existing Unearthed Arcana playtest version. It provides the class table, features, sample patron options, spells, and invocations to try out the class.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
35 views24 pages

UA5 Constitution Warlock (v2.0.1) - The Homebrewery

This document provides homebrew material for an experimental Constitution-based Warlock class. It includes class features like Eldritch Invocations and a revised spell progression table. The designer's notes indicate this is a work in progress to improve upon an existing Unearthed Arcana playtest version. It provides the class table, features, sample patron options, spells, and invocations to try out the class.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

UA5 Constitution Warlock Test (v2.0.

1)
Designer’s Notes: What is this?
This version is an experimental homebrew class, and
currently a work in progress. It seeks to be an
improvement upon UA5 Playtest material. You can use
this version of the class, or v1.3.0 depending upon your
preference.
While this is a functional class in its current state, it likely
requires additional work fluffing out the Eldritch
Invocation options, but there is still plenty for you to be
getting on with if you want to try it out.

Contents
pg.01 – Introduction
pg.02 – Constitution Warlock Table
pg.03 – Class Features
pg.06 – The Archfey
pg.08 – The Devil
pg.09 – The Great Old One
pg.11 – List of Eldritch Invocations
pg.19 – List of Warlock Spells
pg.22 – Multiclassing
pg.23 – OGL Licence
Credits and Thanks
My name is Mr. Wizardly. You can subscribe to my
YouTube channel for more TTRPG content like this,
and you can support me on Patreon or Subscribestar
to get access to my full back catalogue of homebrew
content.
I would like to thank The Homebrewery for making
this PDF possible.

CLASS | THE CONLOCK 1


The Constitution Warlock
Proficiency Eldritch Mystic Cantrips Prepared — Spell Slots Per Spell Level —
Level Bonus Features Invocations Arcanum Known Spells 1st 2nd 3rd 4th 5th
1st +2 Warlock Patron, Pact – – 2 2 2 — — — —
Boon, Spellcasting
2nd +2 Eldritch Invocations 2 – 2 3 2 — — — —
3rd +2 Subclass Feature, Mystic 2 2 2 4 3 — — — —
Arcanum
4th +2 Feat 2 2 3 5 3 — — — —
5th +3 Potent Spellcasting 3 2 3 6 4 2 — — —
6th +3 Subclass Feature 3 2 3 6 4 2 — — —
7th +3 – 3 3 3 7 4 3 — — —
8th +3 Feat 3 3 3 7 4 3 — — —
9th +4 – 4 3 3 9 4 3 2 — —
10th +4 Subclass Feature 4 3 4 9 4 3 2 — —
11th +4 Contact Patron 4 4 4 10 4 3 3 — —
12th +4 Feat 4 4 4 10 4 3 3 — —
13th +5 – 5 4 4 11 4 3 3 1 —
14th +5 Subclass Feature 5 4 4 11 4 3 3 1 —
15th +5 – 5 5 4 12 4 3 3 2 —
16th +5 Feat 5 5 4 12 4 3 3 2 —
17th +6 – 6 5 4 14 4 3 3 3 1
18th +6 Hex Master 6 6 4 14 4 3 3 3 1
19th +6 Feat 6 6 4 15 4 3 3 3 2
20th +6 Epic Boon 6 6 4 15 4 3 3 3 2

Quick Start Guide


You can make a constitution warlock quickly by following Hit Points
these suggestions:
Hit Dice:1d6 per warlock level
Put your highest ability score in CON.
6 + your Constitution
Hit Points at 1st Level:
Otherwise, DEX and WIS each have important saving
throws and help you with a number of important skills. modifier
INT is good for knowledge skills, and CHA is good for Hit Points at Higher Levels: 1d6 (or 4) + your
talking to people. Constitution modifier per warlock level after 1st
Choose the Charlatan background.
For your 2 skills, consider choosing Arcana and Proficiencies
Intimidation. Armour: Light armour
For equipment, choose: Weapons: Simple weapons
Scholar’s Pack
Spear
Tools: None
Orb (Arcane Focus) Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History,
Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
(a) a dungeoneer’s pack or (b) a scholar’s pack.
A simple weapon of your choice.
An arcane focus of your choice.
Two daggers and leather armour.

2 CLASS | THE CONLOCK


Warlock Patron Pact of the Talisman

1st-level Warlock feature


You learn the pact spell Auspicious Talisman.
You have formed a pact with an otherworldly entity that Pact of the Tome
has bestowed magical powers upon you, which is You learn the pact spell Book of Shadows.
known as your Warlock Patron. Choose a subclass that
determines the type of Warlock Patron you have made a Spellcasting
pact with from the following list: Archfey, Celestial,
Demon*, Devil, Fathomless, Fortune*, Great Old One, 1st-level Warlock feature
Noble Genie, or Undead. You determine the identity of Delving into eldritch secrets, you have learned how to
the entity, and your DM will choose an appropriate cast spells. See the Player’s Handbook for the rules on
plane of existence for it to originate from. spellcasting. The information below details how you use
In addition, you always have the Eldritch Blast and those rules as a Constitution Warlock.
Hex spells prepared. When you first gain this feature,
you choose the damage type associated with your Cantrips
Warlock Patron from the options provided by your You know two cantrips of your choice from the Arcane
chosen subclass, as shown on the Warlock Patron spell list. Whenever you gain a Warlock level, you can
Damage table below, which affects the damage type of replace one of your cantrips with another Arcane
your Eldritch Blast, as well as some other invocations cantrip of your choice. When you reach 4th and 10th
and features. level in this class, you learn another Arcane cantrip of
your choice, as shown in the Cantrips column of the
Warlock Patron Damage Table Constitution Warlock table.
Subclass Chosen Associated Damage Type
Spell Slots
Archfey Necrotic or Psychic
The Constitution Warlock table shows how many Spell
Celestial Fire or Radiant
Slots you have to cast your spells of 1st level and higher.
Demon* Force or Necrotic
To cast one of these spells, you must expend a slot of
Devil Fire or Necrotic
the spell’s level or higher. You regain all expended Spell
Fathomless
Fortune*
Acid or Cold
Force or Radiant Slots when you finish a Long Rest.
Great Old One Acid or Psychic Prepared Spells of 1st Level or Higher
Noble Genie Cold, Fire, Force, or Lightning
You prepare the list of spells of 1st level and higher that
Undead Cold or Necrotic
are available for you to cast with this feature. To start,
A subclass is a specialisation that grants you special choose two 1st-level spells from the Arcane spell list.
abilities at certain Warlock levels. For the rest of your The number of spells on your list increases as you gain
career, you gain each of your subclass’s features that Warlock levels, as shown in the Prepared Spells column
are of your Warlock level and lower. This class’s of the Constitution Warlock table. Whenever that
description tells you the levels when your subclass number increases, choose additional spells from the
provides features. Arcane spell list until
*Subclass is exclusive to supporters on Patreon and the number of spells on your list matches the number
Subscribestar on the table. The chosen spells must be of a level for
which you have Spell Slots. For example, if you’re a 5th-
Pact Boon level Warlock, your list of prepared spells can include
six Arcane spells of 1st or 2nd level, in any combination.
1st-level Warlock feature If another Warlock feature gives spells that you
Choose one of the following boons: Pact of the Blade, always have prepared, those spells don’t count against
Pact of the Chain, Pact of the Talisman, or Pact of the the number of spells on the list you prepare with this
Tome, each of which is detailed below. Spellcasting feature, but those spells otherwise follow
the rules in this feature.
Pact of the Blade
Changing Your Prepared Spells
You learn the pact spell Pact Weapon. Whenever you gain a Warlock level, you can replace one
Pact of the Chain spell on your list with another Arcane spell for which
You learn the pact spell Pact Familiar. you have Spell Slots.

CLASS | THE CONLOCK 3


Spellcasting Ability You can use the Mystic Arcanum to cast the chosen
Constitution is your spellcasting ability for your warlock spell once without expending a Spell Slot, and you must
spells, because your patron has transformed your finish a Long Rest before you can do so again.
mortal body into a vessel capable of containing a sample When you reach 7th level in this class, and again at
of its power. You use your Constitution whenever a spell 11th, 15th, and 18th level in this class, you gain an
refers to your spellcasting ability. In addition, you use additional Mystic Arcanum, as shown on the Mystic
your Constitution modifier when selling the saving Arcanum column of the Constitution Warlock table.
throw DC for a warlock spell you cast and when making However, each time you do so, the spell you gain must
an attack roll with one. be of a different spell level from any other spell you’ve
chosen for this invocation.
Spell save DC = 8 + your proficiency bonus + your Furthermore, whenever you gain a level in this class,
Constitution modifier. you can exchange one of your existing known Mystic
Spell attack modifier = your proficiency bonus + your Arcanums for a different one, as long as it abides within
Constitution modifier. existing restrictions.
Eldritch Invocations Mystic Arcanum Table
Warlock Level Max. Spell Level `
2nd-level Warlock feature 3rd–4th 2nd
Your patron has revealed to you Eldritch Invocations, 5th–6th 3rd
fragments of secret arcane lore that imbue you with 7th–8th 4th
supernatural powers, as well as strange or forbidden 9th–10th 5th
knowledge. 11th–12th 6th
You gain two Eldritch Invocations of your choice from 13th–14th 7th
the “Eldritch Invocation Options” section later in this 15th–16th 8th
class’s description. You cannot pick the same invocation 17th+ 9th
more than once unless an invocation’s description says
otherwise. Feat
Whenever an Eldritch Invocation requires a creature
to make a saving throw, the DC is equal to your Warlock 4th-level Warlock feature
Spell Save DC. You gain the Ability Score Improvement feat or another
If an invocation has a prerequisite, you must meet it feat of your choice for which you qualify. You also gain
to learn that invocation, and you can learn the an additional feat of your choosing when you reach 8th,
invocation at the same time that you meet its 12th, 16th and 19th level in this class.
prerequisite. For example, if an invocation requires you
to be a 5th-level Warlock, you can select the invocation Potent Spellcasting
when you reach 5th level in this class. 5th-level Warlock feature
When you gain certain Warlock levels, you gain more You can add your Constitution modifier to the damage
invocations of your choice, as shown in the Invocations rolls of any cantrip you cast that does not already have
column of the Warlock table. that modifier added to its damage roll.
Additionally, whenever you gain a Warlock level, you
can choose one of the invocations you know and replace Contact Patron
it with another invocation for which you qualify, or if the
invocation involved gives you a choice, you can replace 11th-level Warlock feature
the invocation with itself but make a different choice. In the past, you have usually contacted your patron
through intermediaries. Now you can communicate
Mystic Arcanum directly; you always have the Contact Other Plane spell
prepared. With this feature, you can cast the spell
3rd-level Warlock feature
Your explorations of the arcane have unlocked powerful without expending a Spell Slot to contact your patron,
magic within you. and you automatically succeed on the spell’s saving
When you reach 5th level in this class, you learn two throw.
Mystic Arcanums of your choice. Upon learning a Once you cast the spell with this feature, you cannot
Mystic Arcanum, choose one spell from the Arcane spell do so again until you finish a Long Rest.
list that has a level for which you qualify, as shown on
the Mystic Arcanum table. Look for your Warlock level
on the Mystic Arcanum table to see the maximum level
that the spell can have.

4 CLASS | THE CONLOCK


Hex Master
18th-level Warlock feature
You have mastered the dread application of hexes,
allowing you to cast the Hex spell without expending a
Spell Slot.
Epic Boon
20th-level Warlock feature
You gain the following benefits:
Ability Score Increase. The ability score you chose
for your Pact Boon increases by 2, and its maximum
is now 30.
Epic Boon Feat. You gain the Epic Boon of the Night
Spirit or another Epic Boon feat of your choice.

CLASS | THE CONLOCK 5


The Archfey You can use this feature a number of times equal to
Your patron is a fey creature that has existed since the your Constitution modifier, regaining all expended uses
most ancient days, an enigmatic and capricious magical when you finish a long rest.
being that seems to embody countless contradictions Glamour of the Fey
that are difficult for the mortal mind to fully
comprehend. They can be simultaneously beautiful but 6th-level Archfey feature
terrifying, benevolent yet narcissistic, coldly calculating Your body and soul have been transformed by the fey
while seemingly half-mad, forever mixing lies with the realm, causing you to become simultaneously more
truth, attaining both the very heights of regal composure fearsome and beautiful, while also warding off many of
as well as the lowest kind of ill-mannered pettiness, the enchantments of others. You gain the following
impulsively indulging in every little flight of fancy while benefits:
also concocting elaborate and convoluted schemes that
are patiently played out over the course of many Whenever you make a Charisma check or a Wisdom
thousands of years. (Animal Handling) check, you can add your
An Archfey might crave power, status, worldly Constitution modifier to the result.
influence, vanity, bragging rights over a wager, a source You are immune to being charmed and frightened.
of potential amusement, or may seek to watch over and When another creature attempts to charm or
protect part of the natural world. They might be a noble frighten you, that creature must succeed on a
aristocrat belonging to either the Seelie or Unseelie Wisdom saving throw against your warlock spell
courts, or perhaps a powerful pixie, hag, dryad, satyr, save DC or you affect them with the same condition
nymph, centaur, or other nature spirit. They might also (with them being either charmed by or frightened of
use a disguise, presenting themselves as though they you) for 1 minute. The affected creature can repeat
are different from what they actually are, either to the saving throw at the end of each of its turns,
manipulate you or avoid unwanted attention from their ending the effect upon itself on a success.
enemies and rivals. While a creature is charmed or frightened by you,
Archfey
you also have advantage on attack rolls against them.
Warlock Level Features Faerie Cohort
1st Expanded Spell List
3rd Misty Escape 10th-level Archfey feature
6th Glamour of the Fey As an action, you magically summon a number of
10th Faerie Cohort intangible faerie spirits equal to your proficiency bonus.
14th Illusory Realm Each summoned faerie spirit occupies a 5-foot square
within 30 feet of you, shedding dim light in a colour of
Expanded Spell List your choosing out to a range of 5 feet. At the end of your
turn, each spirit can fly up to 60 feet in a direction of
1st-level Archfey feature your choice. A faerie spirit disappears after 1 minute
You always have the following spells prepared if you are has passed, when it is expended (see below), or when
at a level that you can cast them. you end your turn and it is more than 100 feet away
from you.
Archfey Expanded Spell List When you or a creature of your choice is within 5 feet
Spell Level Feature of a faerie spirit, they can use their bonus action to
1 Entangle, Faerie Fire expend the faerie spirit and gain one of the following
2 Calm Emotions, Phantasmal Force benefits of your choice:
Fey Step. The creature teleports to an unoccupied
3 Fear, Plant Growth
4 Grasping Vine, Greater Invisibility
space that it can see within 30 feet of it.
Fey Trickery. The creature is invisible for 10 minutes
5 Dominate Person, Modify Memory

Misty Escape or until they attack or cast a spell.


Pixie Dust. The creature gains a flying speed of 60
3rd-level Archfey feature feet for 10 minutes or until they attack or cast a spell.
You can vanish in a puff of mist in response to harm. If this effect ends while the affected creature is still
When you take damage, you can use your reaction to in the air, they immediately fall.
Vital Boon. The creature gains a number of
turn invisible and teleport up to 60 feet to an temporary hit points equal to 2d6 + your
unoccupied space you can see. You remain invisible for Constitution modifier.
1 minute or until you attack or cast a spell.

6 SUBCLASS | THE ARCHFEY


In addition, when a hostile creature starts its turn
within 5 feet of a faerie spirit, you can expend that faerie
spirit to choose one of the following effects and force
the hostile creature to make a Wisdom saving throw
against your warlock spell save DC.
Enchanting Whispers. On a failed save, the creature
is either charmed by you or frightened of you (your
choice) until the end of your next turn.
Spiteful Whispers. The creature takes psychic
damage equal to 2d6 + your Constitution modifier on
a failed save, or half as much on a success.
You regain the use of this action when you finish a
short or long rest.
Illusory Realm
14th-level Archfey feature
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,
you can make the creature either charmed or frightened
by you 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 regain the use of this action when you finish a
short or long rest.

SUBCLASS | THE ARCHFEY 7


The Devil Devil’s Bargain
You have signed on the dotted line of the infernal 6th-level Devil feature
contract that was offered to you and made a pact with a After you make an ability check or saving throw but
devious and conniving devil from the Nine Hells. They before the outcome is determined, you can roll a d6 and
offered you magical power and more, including add the number rolled to the result.
knowledge, wealth, worldly goods and pleasures, or You regain the use of this feature when you finish a
perhaps even a manipulation in the weave of fate… But short or long rest. You also regain the use of this feature
of course, the more that you accepted from them, the when you reduce a hostile creature to 0 hit points.
higher the price you must now pay in service, and the
worse the outcome will be should you fail to uphold Form of the Damned
your end of the bargain, which may quite possibly end in
your eternal damnation if you are not careful. 10th-level Devil feature
All devils are malevolent beings who want nothing As an action, you undergo a fiendish transformation that
more than to subjugate others to their own cruel and lasts for 10 minutes. You gain the following benefits
tyrannical will, constantly plotting and scheming against while transformed in this way:
their fellows in a bid to advance themselves up through
the infernal hierarchy, all the while chafing under the Your voice can boom up to three times louder than
magical bindings that force them to obey the commands normal.
of the more powerful devils above them. You have immunity to fire damage and immunity to
Your patron could be a current or former archduke or poison.
archduchess of Hell, or a particularly powerful pit fiend, You have resistance to bludgeoning, piercing and
erinyes, horned devil, bone devil, chain devil, bearded slashing damage from nonmagical weapons that are
devil, or a devil-aligned succubus or incubus. not silvered.
Devil You gain a flying speed of 60 feet. This benefit works
only in short bursts; you fall if you end your turn in
Warlock Level
1st
Features
Expanded Spell List
the air and nothing else is holding you aloft.
3rd Essence Harvest You regain the use of this feature when you finish a
6th Devil’s Bargain long rest.
10th Form of the Damned The appearance of your Form of the Damned usually
14th Hurl Through Hell reflects some diabolic aspect of your patron. Perhaps
shadowy fiendish wings emerge from your shoulders,
Expanded Spell List pentagrams of red energy become etched into your
body, your eyes and skin temporarily change colour, you
1st-level Devil feature grow horns, a carapace, scales or spines, your teeth
You always have the following spells prepared if you are become pointed and your fingers become clawed, you
at a level that you can cast them. become enveloped in a mantle of shadowy hellfire or
writhing dark iron chains, etc.
Devil Expanded Spell List
Spell Level Feature Hurl Through Hell
1 Burning Hands, Command 14th-level Devil feature
2 Blindness/Deafness, Scorching Ray
When you hit a creature with an attack, you can use this
3 Blinding Smite, Fireball
feature to instantly transport the target through the
4 Fire Shield, Wall of Fire
Immolation, Hallow lower planes. The creature disappears and hurtles
5
through a nightmare landscape.
Essence Harvest At the end of your next turn, the target returns to the
space it previously occupied, or the nearest unoccupied
3rd-level Devil feature space. If the target is not a fiend, it takes 10d10 psychic
You harvest the life force of your enemies to both damage as it reels from its horrific experience.
empower and sustain yourself, while granting any You regain the use of this feature when you finish a
excess offerings to your diabolic patron. long rest.
When you reduce a hostile creature to 0 hit points,
you gain temporary hit points equal to your Constitution
modifier + your warlock level (minimum of 1) and have
advantage on the next attack roll you would make
within the next 1 minute.

8 SUBCLASS | THE DEVIL


The Great Old One Great Old One Expanded Spell List
Your patron is a mysterious being of incredible psionic Spell Level Feature
power, having likely originated from outside the normal 1 Dissonant Whispers, Hideous Laughter
bounds of what is understood to be reality, or else has 2 Detect Thoughts, Phantasmal Force
somehow managed to journey there. They might be an 3 Clairvoyance, Sending
aberrant denizen of the astral sea, a master psionicist 4 Dominate Beast, Phantasmal Killer
who has ascended to the highest levels of consciousness 5 Dominate Person, Modify Memory
known to mortalkind, a strange eldritch abomination, or
perhaps even something that is almost Awakened Mind
incomprehensible to mortal minds, such as one of the
legendary elder gods, whose mere presence is said to 3rd-level Great Old One feature
Your alien knowledge gives you the ability to touch the
impart madness or death to any who have the minds of other creatures. You can communicate
misfortune to gaze upon them. telepathically with any creature you can see within 30
For an elder god or similar being, its motivation and feet of you. You do not need to share a language with
goals may be entirely beyond your understanding, and the creature for it to understand your telepathic
your existence may be so utterly insignificant to your utterances, but the creature must be able to understand
patron that it does not even notice that you have at least one language.
established a connection with it, or if it does, it may be The range of this feature increases to 60 feet when
entirely indifferent to your plight. Other aberrant you reach 6th level in this class, 90 feet when you reach
creatures or psionicists may seek to impose their will 10th level in this class, and 120 feet when you reach
upon the new reality in which they suddenly find 14th level in this class.
themselves, or seek to enslave the minds of others and
utilise them as an extension of their own self.
Entire cults may arise in the veneration of your Reality Distortion
patron, seeking to understand the secrets of the
multiverse and beyond. What has such a being seen 3rd-level Great Old One feature
Space occasionally seems to bend and warp around you
over the course of its existence? What lies beyond the in bizarre and unpredictable ways, which can
veil? Can you ascend to join them? Can you shape this sometimes throw off the attacks of your adversaries.
world to your will as they can? These tantalising When a creature that you can see would hit you or a
questions lead many disciples to pledge themselves to single creature within range of your Awakened Mind
the study of such beings, leading them down a feature with a weapon attack, you can use your reaction
dangerous path that many have long forbidden; is this a to force the attacker to reroll that attack roll. If the
path that you walk as well? The more that you study the attacker misses with this rerolled attack, the attacker
nature of your patron, the more power seemingly instead hits itself with the attack.
reveals itself to you. It is addictive. Do you have a mind You can use this feature a number of times equal to
strong enough to grasp the truth? Is it madness that your Constitution modifier, regaining all expended uses
comes to claim you, or exquisite revelation? Or are they when you finish a long rest.
perhaps one and the same?
Great Old One Psionic Mastery
Warlock Level Features 6th-level Great Old One feature
1st
3rd
Expanded Spell List
Awakened Mind (30ft), Reality Distortion Your brain trembles, granting you the following benefits:
6th Awakened Mind (60ft), Psionic Mastery You can use the range of your Awakened Mind
10th Awakened Mind (90ft), Mind Over Matter
feature in place of the normal range for your warlock
14th Alien Influence, Awakened Mind (120ft)
spells that have a range other than Self or Special.
Expanded Spell List
When you cast a warlock spell of 1st-level or higher
using a spell slot or mystic arcanum, you can choose
to cast it without using any verbal or somatic
1st-level Great Old One feature
You always have the following spells prepared if you are components. If you do so, you can target a single
at a level that you can cast them. creature that you can see within range of your
Awakened Mind feature.

SUBCLASS | THE GREAT OLD ONE 9


Whenever a creature deals psychic damage to you, if
it is within range of your Awakened Mind feature,
you can choose to have that creature take the same
amount of psychic damage that it dealt to you.
Mind Over Matter
10th-level Great Old One feature
You learn the spell Telekinesis. It counts as a warlock
spell for you, but it doesn’t count against the number of
spells you know. You can also cast it once without a
spell slot, and you regain the ability to do so when you
finish a long rest.
Alien Influence
14th-level Great Old One feature
You gain the ability to infect a mortal mind with the
alien magic of your patron.
You can use your action to touch an incapacitated
beast or humanoid. That creature is then charmed by
you and considers you to be their friend until you or
your companions do anything harmful to it, 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, but the creature must be able
to understand at least one language to understand you.

10 SUBCLASS | THE GREAT OLD ONE


List of Eldritch spell save DC. On a failed save, a creature takes damage
as though they were hit by all of the beams of your
Invocations Eldritch Blast cantrip, or take damage as though they
had been hit by half as many beams on a successful one
Unchanged Invocations (to a minimum of 0 beams).
These invocations have not been changed from their You can use this invocation a number of times equal
original entries and are not featured here. to your Constitution modifier, regaining all expended
uses when you finish a long rest.
Invocation Prerequisites
Armor of None
Eldritch Sight
Shadows Prerequisites: None.
Devil’s Sight None You can cast Detect Magic at will without expending a
Mask of Many None spell slot. In addition, when you make a Perception
Faces check while affected by this casting of the spell, you can
Misty Visions
Eldritch Armor
None
3rd level warlock, Pact of the Blade
add your Constitution modifier to the result.
Eldritch Smite 5th level warlock, Pact of the Blade Eldritch Soul
Gift of the
Depths
5th level warlock
Prerequisites: Eldritch Blast cantrip.
One with 5th level warlock You gain resistance to the damage type associated with
Shadows your Warlock Patron (see Warlock Patron feature for
Relentless Hex 7th level warlock, Hex spell or a warlock details).
feature that curses
Ascendant Step 9th level warlock
Eldritch Ward
Shroud of 15th level warlock Prerequisites: None.
Shadow You can cast Protection from Evil & Good at will
without expending a spell slot or material components.
Here is a (currently incomplete) list of other invocations
that you can use: Eldritch Warrior
Prerequisites: Pact of the Blade.
Invocations (General) You gain the following benefits:
Controlling Blast You have proficiency with medium armour and
Eldritch Blast cantrip. shields.
Prerequisites: When you cast your Pact Weapon spell, you can
When you hit a creature with your Eldritch Blast on a conjure or create a bond with a weapon that has the
turn, you can pull that creature horizontally up to 10 heavy property.
feet directly towards you or push that creature When you create a bond with a magic weapon using
horizontally up to 10 feet directly away from you. Each your Pact Weapon spell, you ignore all class, race,
creature can only be affected by this invocation once per level, spellcaster, and alignment-based requirements.
turn. Enervating Blast
Devil’s Sight Prerequisites: Eldritch Blast cantrip.
Prerequisites: None. When you hit a creature with your Eldritch Blast on a
You gain darkvision out to a range of 120 feet, and can turn, you can reduce that creature’s speed by 10 feet
see normally in both magical and nonmagical darkness until the end of your next turn. Each creature can only
within that range. be affected by this invocation once per turn.
Eldritch Barrage Gift of the Everwaking One
Prerequisites: Eldritch Blast cantrip. Prerequisites: Pact of the Tome.
When you cast the Eldritch Blast cantrip, instead of You gain the following benefits:
casting it normally, you can choose to shoot all of the You are immune to the effects of exhaustion other
beams in a straight line up to 30 feet away from you in a than death.
direction you choose. Each creature in the line must
make on a Dexterity saving throw against your warlock

CLASS | THE CONLOCK 11


You no longer need to sleep and cannot be forced to do the same thing, using their bonus action to teleport
sleep by any means. to you.
To gain the benefits of a long rest, you can spend all The range of this invocation increases when you
8 hours doing light activity, such as reading your reach higher levels in this class, increasing to 60 feet at
Book of Shadows and keeping watch. 5th level, 90 feet at 7th level, 120 feet at 9th level, 150
Dim light does not impose disadvantage on your feet at 12th level, and anywhere on the same plane of
Wisdom (Perception) checks. existence as you at 15th level.
Gift of the Treasure Finder Quickened Rites
Prerequisites: None. Prerequisites: 3rd level warlock, Pact of the Tome.
You can cast Identify and Locate Object at will without While your book of shadows is on your person, when
expending a spell slot or material components. you cast a spell as a ritual, you can choose to do so
without adding 10 minutes to the casting time or using
Intelligent Familiar material components.
Prerequisites: Pact of the Chain. Sacrificial Pact
When you summon it, your Pact Familiar gains the
following benefits: Prerequisites: Pact of the Chain.
Its Intelligence and Charisma scores increase to 14. You can use your bonus action to reduce your familiar
It can speak, read, and write all languages that you to 0 hit points. If you do so, you can choose to regain a
know and that it knows. number of hit points up to twice the number of hit
It has proficiency with all skills. points your familiar had at the time you used this
invocation.
Otherworldly Leap Scrivener’s Secrets
Prerequisites: None. Prerequisites: None.
You can cast Jump at will without expending a spell slot You gain the following benefits:
or material components (you can use the revised
version of the spell featured below). You have proficiency with Calligrapher’s Supplies.
You can read all writing. This ability doesn’t decode
Revised Spell secret messages in a text; you read the surface
meaning and must rely on other capabilities to
Jump decode something.
You can cast Illusory Script at will, but without
1st-level transmutation
expending a spell slot or material components.
Casting Time: 1 bonus action You can read any object or surface under the effects
Range: 30 feet of an Illusory Script spell as though you had true
Components: S, M (a grasshopper’s leg)
Duration: 10 minutes sight.
You target a creature that you can see within range. That Seeking Blast
creature’s jump distance is tripled until the spell ends, and Prerequisites: Eldritch Blast cantrip.
they can also perform a long jump or high jump with or When you cast Eldritch Blast, its range is 600 feet
without a running start. and it ignores half cover and three-quarters cover.
At Higher Levels. When you cast this spell using a spell
Spell Eater Tome
slot of 2nd level or higher, you can target two additional
creatures for each spell slot level beyond the first. Prerequisites: Pact of the Tome.
After another creature within 60 feet of you that you can
see casts a spell of a level equal to or lower than your
Portal Key highest level spell slot, you can use your reaction to
Prerequisites: Pact of the Talisman. capture a copy of that spell in your book of shadows as
While another creature is wearing your talisman within long as the book is on your person. The spell remains
30 feet of you on the same plane of existence, you can captured in this way until you use this reaction again,
use your bonus action to teleport to the unoccupied until you release it (see below), or until you finish a long
space closest to them. The wearer of your talisman can rest.

12 CLASS | THE CONLOCK


You know a captured spell while your book of Untouchable
shadows is on your person, which is treated as a None.
warlock spell for you and does not count against the Prerequisites:
When a creature targets you with an attack or harmful
usual number of warlock spells known. spell, you can use your reaction to force that creature to
In addition, you can choose to release a captured spell make a Wisdom saving throw against your warlock spell
to cast it once without using a spell slot. Once you save DC. On a failed save, the creature must choose a
release a captured spell to cast it in this way, you cannot new target or lose the attack or spell, and cannot target
cast a captured spell in this way again until you finish a you with attacks or harmful spells again until the start of
long rest. your next turn. This invocation does not protect you
Step of the Wild from area effects, such as the explosion of a Fireball.
None. You can use this reaction a number of times equal to
Prerequisites:
your Constitution modifier, regaining all expended uses
You gain the following benefits: when you finish a long rest.
Your walking speed increases by 5 feet. When you reach 15th level in this class, you can
You do not leave behind any tracks or other traces of instead use this reaction at will.
your passage, so you cannot be tracked by Vital Exchange
nonmagical means unless you deliberately choose to Pact of the Talisman.
leave a trail. Prerequisite:
Moving through difficult terrain costs you no extra If the wearer of your talisman is willing and on the same
movement. You can also pass through nonmagical plane of existence as you, then you can use your action
plants without taking damage from them if they have to swap hit point totals with them, although any excess
thorns, spines, or a similar hazard. hit points that a creature would gain above their
You have advantage on saving throws against plants maximum through the use of this feature are lost. The
that are magically created or manipulated to impede wearer of your talisman can use their action to do the
movement, such those created by the Entangle spell. same if you are willing and on the same plane of
existence.
Swift Familiar Once this invocation has been used by you or the
Prerequisites: Pact of the Chain. wearer of your talisman, it cannot be used again until
Your familiar’s walking speed increases by 10 feet, and you finish a short or long rest.
it gains a swimming speed equal to its walking speed. When you reach 9th level in this class, you and the
In addition, your familiar’s base flying speed wearer of your talisman can also use this invocation as a
increases to 60 feet. bonus action.
Thief of Fate Wild Speech
Prerequisites:None. Prerequisites: None.
You can cast Bane at will without expending a spell slot While you have this invocation, you gain proficiency in
or material components, although you can only target the Animal Handling skill and can speak, read and write
one creature when you cast the spell in this way. Sylvan.
In addition, you can cast the Speak with Animals spell
Tome of Knowledge at will without expending a spell slot or material
Pact of the Tome. components.
Prerequisites:
When you reach 5th level in this class, you can also
If you spend 10 minutes studying your book of shadows cast the Speak with Plants spell at will without
immediately prior to making an Intelligence check that expending a spell slot or material components.
uses the Arcana, History, Nature, or Religion skill, you
can add your Constitution modifier to the result.
Invocations (5th)
Unnatural Vigour
Prerequisites: None. Chamber of Gluttony
You can spend your action to magically gain temporary Prerequisites: 5th level warlock.
hit points equal to 5 + your Constitution modifier. As a Magic Action, you can touch an object of Medium
size or smaller weighing no more than 100 pounds and

CLASS | THE CONLOCK 13


absorb it into your body. Objects absorbed in this way energy, buzzing insects, fluttering fey creatures,
are transported to and deposited in an extraplanar disorienting heat haze, flailing tendrils, a darkened
space that is capable of holding up to 100 pounds of gravity well, shadowy grasping hands, hypnotic
objects, not exceeding a volume of more than 10 cubic patterns, etc). The aura extends 10 feet from you in
feet. every direction, but not through total cover. It lasts until
To retrieve an object from the extraplanar space, you you’re incapacitated or you dismiss it as a bonus action.
can use a Magic Action to think of the item and it is Creatures of your choice treat spaces within the aura
expelled out of you via an area of exposed skin (usually as difficult terrain.
a hand, middriff, arm, leg, or neck) or via a suitable open Once you use this invocation, you cannot use it again
orifice (such as your mouth, nostril, ear, or the like). If until you finish a short or long rest.
you have an empty hand, you can excrete the object so
that you are holding it in the hand, or alternatively you Gift of the Dead
can drop the object into an unoccupied space within 10 Prerequisites:5th level warlock.
feet of you. You do not need to eat, drink, or breathe. In addition,
Alternatively, you can use a Magic Action to expel all you can cast Feign Death and Speak with Dead at will
objects contained out of you, causing them to fall in a without expending a spell slot or material components.
pile into an unoccupied space within 10 feet of you. All
objects are expelled from your body when you die. If Gift of the Spider
there is not enough room to expel the objects, you take 5th level
1d10 force damage and do not expel them, unless you Prerequisites:
You can cast Spider Climb upon yourself at will without
are forced to expel them because you are dead, at which expending a spell slot or material components. As long
point all of the objects are instead scattered into the as you are affected by the spell, while you are in contact
Astral Plane. with a web, you know the exact location of any other
If you absorb into your body any magic item that creature in contact with the same web, and you ignore
creates an extradimensional space, such as a bag of movement restrictions caused by webbing.
holding, handy haversack, or portable hole, that
immediately destroys the magic item in question,
reduces you to 0 hit points, and opens a gate to the Icy Tomb
Astral Plane. The gate originates from where you were Prerequisites: 5th level warlock.
standing, and you and any creature within 10 feet of the As a reaction when you take damage, you can entomb
gate is sucked through it to a random location on the yourself in ice, which melts away at the start of your
Astral Plane. The gate then closes. The gate is one-way next turn. You gain 5 temporary hit points per warlock
only and cannot be reopened. level, which take as much of the triggering damage as
possible. Immediately after you take the damage, you
Changeling Familiar gain vulnerability to fire damage, your speed is reduced
Prerequisites: 5th level warlock, Pact of the Chain. to 0, and you are incapacitated. These effects, including
As an action, your familiar can use a Magic Action to any remaining temporary hit points, all end when the ice
polymorph itself to assume a form with the appearance melts.
of a Medium-sized or smaller creature that is either of Once you use this invocation, you cannot use it again
the same creature type as it, or a humanoid or beast. until you finish a short or long rest.
You decide what the familiar looks like, including its
height, weight, features, arrangement of limbs, sound of List of Contacts
its voice (if any), hair length (if any), and any other Prerequisites: 5th level warlock, Pact of the Tome.
distinguishing biological characteristics. A new page appears in your Book of Shadows titled as
The familiar’s size category changes, but otherwise the List of Contacts. With your permission, a creature
its statistics remain unchanged, and any equipment it is other than you can use its action to write its name on
wearing or carrying isn’t transformed. It reverts to its that page, which can contain a number of names up to 2
true form if it dies. + half your warlock level.
You can cast the Sending spell at will targeting a
Eldritch Cloak creature whose name is on your List of Contacts
Prerequisites:5th level warlock. without expending a spell slot or material components.
As a bonus action, you can surround yourself with a To do so, you must first spend 1 minute writing out the
magical aura that hinders your enemies. The aura has name of the recipient and the message you wish to send
an appearance of your choice appropriate for your on the List of Contacts page using a suitable writing
Warlock Patron (such as an aura of biting cold blue implement. If you are successful, the target hears the

14 CLASS | THE CONLOCK


message in their mind, and if the target replies, their Steeds of Shadow
message magically appears on the page, rather than in 5th level warlock.
your mind. Both your written message and the response Prerequisites:
You can cast Phantom Steed at will without expending
disappears after 1 minute has passed, whether you a spell slot, although the previous instance of Phantom
receive a response or not. You cannot use this Steed that you cast using this invocation ends if you
invocation to write a new message until the previous attempt to use this invocation to cast it again. When you
one has disappeared. cast the spell in this way, the number of Large quasi-
As an action, you can magically erase a name from real, horselike creatures you summon increases from 1
the List of Contacts by touching the name on it. When to a maximum of 2 + your Constitution modifier.
you cast the spell to conjure a new book of shadows, the
names in your List of Contacts remain the same. The Keymaster
List of Friends Prerequisites: 5th level warlock.
Prerequisites: 5th level warlock, Pact of the Tome. You can cast Knock at will without expending a spell
A new page appears in your Book of Shadows called the slot or material components.
List of Friends. With your permission, a creature other
than you can use its action to write its name on that Third Eye Hex
page, which can contain a number of names equal to 2 + Prerequisites: 5th level warlock.
half your warlock level. A creature affected by your Hex spell has an invisible
When any creature whose name is on the List of magical sensor appear in the middle of their exposed
Friends is reduced to 0 hit points but not killed outright, forehead or similar location. For the duration of the
the creature magically drops to 1 hit point instead. Once spell, you can use a Magic action to see what the hexed
this magic is triggered, no creature can benefit from it target sees until the end of your next turn as long as you
until you finish a long rest. are both on the same plane of existence and within 1
As an action, you can magically erase a name on the mile of each other. A creature that can see invisibility
List of Friends by touching the name on it. When you sees the sensor as a third additional eye that is
cast the spell to conjure a new book of shadows, the embedded into the target’s forehead.
names in your List of Friends remain the same.
Thrasher’s Embrace
Luminary
Prerequisites: 5th level warlock.
Prerequisites: 5th level warlock. As a bonus action, you can conjure a single magical
You can cast Daylight at will without expending a spell spectral appendage that emerges from you that has a
slot, although the previous instance of Daylight that you visible appearance of your choosing (examples include a
cast using this invocation ends if you attempt to use this vine, tentacle, rope, ribbon, sash, chain, elongated
invocation to cast it again. Creatures of your choice that shadowy or skeletal arm, elongated elemental or
are illuminated by the bright light created by this casting fiendish arm, long whip-like tail, etc). This spectral
of the spell have advantage on death saving throws. appendage disappears when you are incapacitated or
when you dismiss it as a bonus action. You cannot have
Rosetta Stone more than one spectral appendage summoned in this
Prerequisites: 5th level warlock, Pact of the Talisman. way at a time.
The wearer of your talisman can speak, read and write You can use your spectral appendage to perform one
all languages that you know, and you can speak, read of the following simple tasks: lift, drop, hold, push, or
and write all languages that the wearer of your talisman pull an object or a creature; or open or close a door or a
is proficient in. container. It has a reach of 10 feet, and it can lift a
number of pounds equal to fifteen times your
Sheltering Talisman Constitution score. However, it cannot be used to wield
5th level warlock, Pact of the Talisman. weapons or shields or do anything that requires manual
Prerequisite: precision, such as using tools or magic items or
When the wearer of your talisman uses their reaction to performing the somatic components of a spell. Your
deal force damage to an attacking creature with your spectral appendage drops whatever it is carrying if it
talisman, the next attack the target would make against disappears.
the wearer before the end of the wearer’s next turn is In addition, you can use your bonus action on your
made at disadvantage, and the wearer of your talisman turn to utilise your spectral appendage in the following
can choose to gain temporary hit points equal to your ways if it is not currently carrying or grappling anything:
Constitution modifier.

CLASS | THE CONLOCK 15


Target a creature within 10 feet of you. The target implement, along with a suggested course of action that
must succeed on a Strength (Athletics) or Dexterity the creature should take. If you do so, you can cast
(Acrobatics) check against your Warlock save DC or Suggestion on that creature once without expending a
be pulled up to 5 feet directly towards you. A target spell slot or verbal, somatic or material components, as
that is Huge-sized or larger automatically succeeds long as that creature is within the spell’s normal range.
on this check. The creature has advantage on the saving throw against
Target a creature within 5 feet of you. The target this spell if you only used a description, a false name, or
must succeed on a Strength (Athletics) or Dexterity a nickname, and the creature has disadvantage on the
(Acrobatics) check against your warlock spell save saving throw if you successfully write the first full name
DC or be grappled by your spectral appendage. If the it was given after birth.
creature wishes to escape from the grapple, it can Whether the creature succeeds on their saving throw
use its action to make a Strength (Athletics) or against the spell or not, you cannot target that creature
Dexterity (Acrobatics) check against your warlock with this invocation again until you finish a long rest.
spell save DC, ending the condition upon itself on a The name/description and the suggested course of
success. The grapple immediately ends if you are action remain written on the Diary Page for the spell’s
ever more than 5 feet away from the target. duration + 1 minute on a failed save (glowing faintly in a
Take the Use an Object Action within the normal colour of your choosing while the spell is in effect), or 1
limitations of the spectral appendage. minute on a successful one, before seemingly melting
Vampiric Familiar
away, leaving the Diary Page blank once more.
Prerequisites:5th level warlock, Pact of the Chain. Master of Myriad Forms
When your familiar damages a creature that is not an Prerequisites: 9th level warlock.
undead or construct with its Eldritch Strike attack, you You can cast Alter Self at will without expending a
can choose for it to regain a number of hit points equal spell slot or material components, and without requiring
to the damage it deals. concentration, although the previous instance of Alter
Self that you cast using this invocation ends if you
attempt to use this invocation to cast it again.
Invocations (9th)
Weigh the Heart
Aspect of the Hollow One Prerequisites: 9th level warlock.
Prerequisites: 9th level warlock. You can use your action to force a creature you touch to
You cannot be targeted by any divination magic or make a Wisdom saving throw against your warlock spell
perceived through magical scrying sensors. save DC. A creature automatically succeeds on this
saving throw if it is immune to divination magic. You
Binding Master must finish a short or long rest before you can use this
9th level warlock, Pact of the Chain. invocation on the same creature again.
Prerequisites:
You can cast Hold Monster once targeting an On a failed save, you learn something that looms
aberration, celestial, elemental, fey, fiend, or undead large in the target’s mind (such as something it worries
without expending a spell slot or material components. over, loves, or hates), and gain advantage on Wisdom
You regain the ability to do so when you finish a short or (Insight) checks you would make against that creature
long rest. for 10 minutes or until you use this invocation again.
When you reach 15th level in this class, you can cast Witch Sight
this spell at will, but you must finish a short or long rest 9th level warlock.
before you can use this invocation to target the same Prerequisites:
creature again. You see invisible creatures and objects as though they
were visible, and can see into the Ethereal Plane.
Dearest Diary Invisible creatures and objects have a faint distortion in
9th level warlock, Pact of the Tome. the air around them, and ethereal creatures and objects
Prerequisites:
A new page appears in your Book of Shadows titled as appear ghostly and translucent.
the Diary Page. If that page is blank, you can spend 1 When you reach 15th level in this class, you also have
minute writing the name or description of a specific Truesight with a range of 30 feet.
creature onto that page using a suitable writing

16 CLASS | THE CONLOCK


Invocations (12th) Gift of the Spellblade
Prerequisites: 15th level warlock, Pact of the Blade.
Black Smoke of the Apparition
When you use your action to cast a warlock spell of 1st-
Prerequisites:12th level warlock. level or higher, you can make one attack with your pact
You can cast Gaseous Form upon yourself at will weapon as a bonus action.
without expending a spell slot or material components. Immortality
Dark Command Prerequisites: 15th level warlock.
Prerequisites: 12th level Warlock. You gain the following benefits:
You can cast Command at will without expending a You suffer none of the frailty of old age, and cannot
spell slot or material components, but you must finish a be magically aged.
short or long rest before you can use this invocation to You do not need to breathe, eat, or drink.
target the same creature again. You are immune to poison and disease.
Presence of the Wicked One Your hit point maximum cannot be reduced, and you
12th level Warlock. cannot die from exhaustion (although any other
Prerequisites: effects of exhaustion still apply as normal unless
You can cast Cause Fear at will without expending a otherwise noted).
spell slot. You are immune to any effects that would kill you
instantaneously without dealing damage.
Shared Essence Your maximum lifespan increases by 1,000 years.
Prerequisites: 12th level warlock, Pact of the Talisman. Knowledge of the Ancients
The wearer of your talisman can use your ability scores 15th level warlock.
in place of their own if yours are higher, and you can Prerequisites:
use the wearer of your talisman’s ability scores in place You can cast Legend Lore at will without expending a
of your own if theirs are higher. spell slot or material components.
Temporal Instability Masquerade
Prerequisites:12th level warlock. Prerequisites:15th level warlock.
You can cast Blink at will without expending a spell slot. You can cast Seeming at will without expending a spell
slot.
Unnatural Talent
Prerequisites:12th level warlock. Planar Refuge
You can cast Enhance Ability upon yourself at will Prerequisites: 15th level warlock.
without expending a spell slot or material components. You may cast Magnificent Mansion at will without using
a spell slot or material components, although the
Visionary previous instance of Magnificent Mansion that you cast
Prerequisites: 12th level warlock. using this invocation ends if you use this invocation to
You can cast Clairvoyance at will targeting a location cast it again.
that you have visited within the last 8 hours without The form that your mansion takes must be
expending a spell slot or material components. thematically appropriate to the nature of your Warlock
Patron.
Unbound By Reality
Invocations (15th-Level)
Prerequisites: 15th level warlock.
Gift of the Forest Lord
When you finish a short or long rest, you come under
Prerequisites:15th level warlock. the effects of a Freedom of Movement spell, only the
You can cast Tree Stride at will without expending a duration lasts until your next short or long rest.
spell slot.

CLASS | THE CONLOCK 17


Warding Hex
Prerequisites: 15th level warlock.
A creature affected by your Hex spell has disadvantage
on attack rolls against you.

Designer’s Notes: Eldritch Invocations


The design goal was to remove all “invocation taxes” – i.e.
anything that was an auto-pickup. The goal is picking
things that are fun, flavourful and utility-oriented, rather
than damage.
Such taxes have been turned into dedicated class features
(such as Potent Spellcasting at 5th level instead of
Agonising Blast), or into Pact Spells (no more picking
Thirsting Blade just to function at a basic level).
If it is not endorsed in the list of “unchanged” invocations
or here, then you should run it past your DM first. If it’s
just something that deals more damage (something like
Eldritch Smite springs to mind, which is basically
someone saying “I wish I was playing paladin right now”)
then be careful, as those will likely dominate the other
options. As I mentioned previously, I would prefer to stick
to encouraging things that promote a certain playstyle or
offer interesting utility.
This is also an experiment and a work in progress. More
Invocation options may be added at a later date. It
depends on whether this version is the one that wins out.

18 CLASS | THE CONLOCK


Warlock Spells Book of Shadows
Conjuration cantrip
Auspicious Talisman Casting Time: 1 hour
Conjuration cantrip Range: Self
Casting Time: 1 hour Components: V, S
Range: Self Duration: Instantaneous
Components: V, S You conjure a mysterious eldritch book in your hand,
Duration: Instantaneous which contains eldritch magic that only you can access.
You conjure a mysterious eldritch talisman in your hand You gain the following benefits:
that can be worn like an amulet. You can choose to When the book appears, choose two cantrips, and
grant the wearer of this talisman the following benefits: choose two 1st-level spells that have the Ritual tag.
When the wearer rolls an even number on the d20 The spells can be from the Arcane, Divine, and
roll of an ability check or saving throw, the wearer Primal spell lists. While the book is on your person,
can roll a d4 and add the number rolled to the result you have the chosen spells prepared and can cast
of the check. them as though they were rituals.
You are aware of the wearer’s exact distance and You can use the book as your spellcasting focus.
direction relative to your own. The book disappears if you cast this spell again or die.
As a Magic action, you can see what a wearer of your Cantrip Upgrades. When you reach 5th level as a
talisman sees and hear what it hears until the end of warlock, while the book is on your person, when you roll
your next turn as long as you are both on the same a 1 on a damage die for a spell you cast, you can reroll
plane of existence. the die and must use the new roll, even if the new roll is
You can use the talisman as your spellcasting focus. a 1.
A conjured talisman disappears if you cast this spell When you reach 11th level as a warlock, when the
again or die. book appears, choose up to two additional cantrips and
Cantrip Upgrades. When you reach 5th level as a choose four additional spells of 5th-level or lower that
warlock, you can grant the wearer of the talisman the have the ritual tag. The spells can be from the Arcane,
following benefit: Divine, and Primal spell lists. While the book is on your
person, you have the chosen spells prepared and can
When the wearer of the talisman is hit with an attack cast them as though they were rituals.
by a creature that the wearer can see within 30 feet When you reach 17th level as a warlock, if you spend
of them, the wearer can use their reaction to force 1 hour studying the book, you regain an expended use of
the target to make a Strength save against your your Mystic Arcanum that allows you to cast a spell of
Warlock spell save DC. The attacking creature takes 6th-level or lower.
an amount of force damage equal to your warlock
level on a failed save, or half as much on a success. Eldritch Blast
Evocation cantrip
When you reach 11th level as a warlock, when you Action
cast this spell, you gain a birthmark-like symbol Casting Time:
120 feet
somewhere on your body of your choosing that visually Range:
V, S
matches the design of your talisman, which lasts until Components:
Instantaneous
you cast this spell again or you die. While the symbol is Duration:
on your body, when you roll an even number on the d20 A beam of crackling energy streaks toward a creature
roll of an ability check or saving throw, you can roll a d4 within range. Make a ranged spell attack against the
and add the number rolled to the result of the check. target. On a hit, the target takes 1d10 damage of the
When you reach 17th level as a warlock, when you or type associated with your Warlock Patron (see your
the wearer of your talisman would roll a d4 and add it to Warlock Patron feature).
the result of an ability check or saving throw due to this Cantrip Upgrades. The spell creates more than one
spell, roll a d8 instead. beam when you reach higher Warlock levels: two beams
at 5th level, three beams at 11th level, and four beams
at 17th level.

CLASS | THE CONLOCK 19


Languages: Special (see Extraplanar Servant for more details);
Pact Familiar Telepathy 120 ft. (only between you and the familiar).
Challenge Rating: n/a.
Size Category Tiny. Proficiency Bonus (PB): Equals your bonus.
Creature Type Your choice of Aberration, Celestial, Construct,
Dragon, Elemental, Fey, Fiend, or Undead.
Alignment Your choice. Extraplanar Servant. The familiar cannot speak, but it can
Armour Class 10 plus DEX modifier plus PB. communicate with you telepathically. It can also read and
Hit Points Equal to your Constitution modifier plus three times understand one of the following languages depending upon its
your warlock level (the pact familiar has a number of Hit Dice creature type: Deep Speech (if aberration), Celestial (if
[d8s] equal to half your character level, to a minimum of 1). celestial), Modron (if construct), Draconic (if dragon),
Speed 30ft, fly 30ft (hover). Primordial (if elemental), Sylvan (if fey) or your choice of
Abyssal or Infernal (if fiend or undead).
STR DEX CON INT WIS CHA
07 (-2) 14 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0) Actions
Eldritch Strike. Melee Spell Attack: your spell attack modifier to
Saving Throws: The familiar has proficiency in all saving hit, reach 5ft., one target. Hit: 2 + half your warlock level of the
throws. damage type associated with your Warlock Patron (see your
Skills: The familiar has proficiency in Perception and Stealth. Warlock Patron feature).
Damage Immunities: Poison, plus the damage type associated
with your Warlock patron (see your Warlock Patron feature). Invisibility. The familiar can use the Magic Action to gain the
Condition Immunities: Charmed, Poisoned. Invisible condition until the end of its next turn.
Senses: Darkvision 120 ft., passive Perception 10 plus WIS
modifier plus PB.

Hex Pact Familiar


Enchantment cantrip Conjuration cantrip
Casting Time: Bonus Action Casting Time: 1 hour
Range: 90 feet Range: 10 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantaneous
You place a curse on a creature that you can see within You summon an unearthly entity to serve you. It
range. Until the spell ends, you can deal an extra 1d8 manifests in an unoccupied space of your choice within
damage to the target of the type associated with your range. This creature uses the Pact Familiar stat block. If
Warlock Patron (see your Warlock Patron feature for you already have a familiar from this spell, that familiar
more details) when you hit it with an attack roll. You can transforms into the new one but retains its memories;
deal this extra damage only once per turn. Also, choose you don’t get a second Pact Familiar.
one of the six abilities whenever you cast the spell. The Whenever you cast the spell, choose the familiar’s
target has Disadvantage on ability checks made with the alignment, as well as its creature type: Aberration
chosen ability. (flumph or knot of tentacles), Celestial (owl, raven, or
If the target drops to 0 Hit Points before this spell other bird), Construct (modron, animated object or
ends, you can use a Bonus Action on a subsequent turn miniature golem), Dragon (pseudodragon or similar
of yours to curse a new creature. dragonet), Elemental (mephit or similar tiny elemental),
A Remove Curse spell cast on the target ends this Fey (pixie or sprite), Fiend (imp or quasit), or Undead
spell early. (shadow or floating skull). This choice affects the
At Higher levels. When you cast this spell using a creature’s default appearance, as noted in parentheses.
Spell Slot of 3rd or 4th level, you can maintain your You can alter details of the creature’s appearance each
concentration on the spell for up to 8 hours, and the time you summon it.
extra damage increases to 2d8. When you use a Spell Combat. The familiar is an ally to you and your
Slot of 5th level or higher, you can maintain your companions. In combat, it shares your initiative count,
concentration on the spell for up to 24 hours, and the but it takes its turn immediately after yours. It obeys
extra damage increases to 3d8. your commands (no action required by you), but the
familiar cannot attack unless you use your Reaction on
its turn to command it do so.

20 CLASS | THE CONLOCK


If you do not issue any commands, the familiar takes The spell ends early if you cast the spell again or die.
the Dodge action and uses its Move to avoid danger. When it ends, a conjured weapon disappears, or your
Disappearance of the Familiar. The familiar bond with a weapon stops.
disappears if it drops to 0 Hit Points, if you dismiss it as Cantrip Upgrades. When you reach 5th level as a
a Bonus Action, or if you die. When it disappears, it Warlock, you gain the Extra Attack feature for the
leaves behind anything it was wearing or carrying. If you conjured or bonded weapon only. With that feature, you
cast this spell again, you decide whether you summon can attack twice with the weapon as part of the Attack
the familiar that disappeared or a different one. You are action, instead of once.
aware if the familiar disappears while you are within a When you reach 11th level as a warlock, attacks with
range whereby you can telepathically communicate with the conjured or bonded weapon deal an additional 1d10
it. damage of the type associated with your Warlock
Remote Viewing. As a Magic action, you can see what Patron.
your familiar sees and hear what it hears until the end When you reach 17th level as a warlock, when you
of your next turn as long as you are both on the same deal damage of the type associated with your Warlock
plane of existence. Patron as part of this spell using an attack with the
Cantrip Upgrades. When you reach 5th level as a conjured or bonded weapon, you regain a number of hit
Warlock, you can communicate telepathically with your points equal to the amount of damage dealt in that way.
familiar as long as you are both 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.
When you reach 11th level as a Warlock, when your
familiar is reduced to 0 hit points, you can choose to
have the familiar explode. If you do so, all creatures
within 10 feet of the familiar must make a Dexterity
saving throw, taking an amount of damage of the type
associated with your Warlock Patron equal to 5d6 +
your warlock level on a failed save, or half as much on a
success.
When you reach 17th level as a Warlock, when you
cast a spell using a warlock spell slot, you can have your
familiar use its reaction to deliver the spell as if it had
cast the spell instead of you.
Pact Weapon
Conjuration cantrip
Casting Time: Action
Range: Self
Components: S
Duration: 24 hours
Tracing arcane sigils in the air, you conjure a Simple or
Martial melee weapon of your choice in your
outstretched hand, or you create a bond with another
weapon you touch. The weapon you conjure or touch
must lack the Heavy property, and the spell fails if you
touch a magic item that is attuned to someone else. For
the duration, the weapon grants you the following
benefits:
You have proficiency with the weapon, and you can
use it as your spellcasting focus.
When you attack with the weapon, you can use your
spellcasting ability modifier for the attack and
damage rolls, instead of using Strength or Dexterity.
If the weapon has the Thrown property, the weapon
returns to your hand immediately after hitting or
missing with an attack.
CLASS | THE CONLOCK 21
Warlock Multiclassing
Should you wish to multiclass into a warlock, the
prerequisites and proficiencies gained are listed below.
Multiclassing Prerequisites:
Ability Score Minimum: Constitution 13
Multiclassing Proficiencies:
Proficiencies Gained: Light Armour and Simple
Weapons.
Spell Slots:
Add half your Warlock levels (rounded up) to the
appropriate levels from other classes to determine
your available Spell Slots for casting spells, as
detailed in the multiclassing rules. You prepare
spells for each of your classes individually, referring
to the Spell Slots of an individual class to determine
the number and levels of the spells you prepare for it.

22 CLASS | MULTICLASSING
OGL LICENCE
OPEN GAME License Version 1.0a The following text 2. The License: This License applies to any Open
is the property of Wizards of the Coast, LLC. and is Game Content that contains a notice indicating that
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). the Open Game Content may only be Used under
All Rights Reserved. and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No
1. Definitions: (a)”Contributors” means the copyright terms may be added to or subtracted from this
and/or trademark owners who have contributed License except as described by the License itself. No
Open Game Content; (b)”Derivative Material” means other terms or Conditions may be applied to any
copyrighted material including derivative works and Open Game Content distributed using this License.
translations (including into other computer 3. Offer and Acceptance: By Using the Open Game
languages), potation, modification, correction, Content You indicate Your acceptance of the terms
addition, extension, upgrade, improvement, of this License.
compilation, abridgment or other form in which an 4. Grant and Consideration: In consideration for
existing work may be recast, Transformed or agreeing to use this License, the Contributors grant
adapted; (c) “Distribute” means to reproduce, You a perpetual, worldwide, royalty-free,
License, rent, lease, sell, broadcast, publicly display, nonexclusive License with the exact terms of this
transmit or otherwise distribute; (d)”Open Game License to Use, the Open Game Content.
Content” means the game mechanic and includes 5. Representation of Authority to Contribute: If You are
the methods, procedures, processes and routines to contributing original material as Open Game
the extent such content does not embody the Content, You represent that Your Contributions are
Product Identity and is an enhancement over the Your original Creation and/or You have sufficient
prior art and any additional content clearly identified rights to grant the rights conveyed by this License.
as Open Game Content by the Contributor, and 6. Notice of License Copyright: You must update the
means any work covered by this License, including COPYRIGHT NOTICE portion of this License to
translations and derivative works under copyright include the exact text of the COPYRIGHT NOTICE
law, but specifically excludes Product Identity. (e) of any Open Game Content You are copying,
“Product Identity” means product and product line modifying or distributing, and You must add the title,
names, logos and identifying marks including trade the copyright date, and the copyright holder’s name
dress; artifacts; Creatures characters; stories, to the COPYRIGHT NOTICE of any original Open
storylines, plots, thematic elements, dialogue, Game Content you Distribute.
incidents, language, artwork, Symbols, designs, 7. Use of Product Identity: You agree not to Use any
depictions, likenesses, formats, poses, concepts, Product Identity, including as an indication as to
themes and graphic, photographic and other visual compatibility, except as expressly licensed in
or audio representations; names and descriptions of another, independent Agreement with the owner of
Characters, Spells, enchantments, personalities, each element of that Product Identity. You agree not
teams, personas, likenesses and Special abilities; to indicate compatibility or co-adaptability with any
places, locations, environments, Creatures, Trademark or Registered Trademark in conjunction
Equipment, Magical or supernatural Abilities or with a work containing Open Game Content except
Effects, logos, Symbols, or graphic designs; and any as expressly licensed in another, independent
other trademark or registered trademark clearly Agreement with the owner of such Trademark or
identified as Product identity by the owner of the Registered Trademark. The use of any Product
Product Identity, and which specifically excludes the Identity in Open Game Content does not constitute a
OPEN Game Content; (f) “Trademark” means the Challenge to the ownership of that Product Identity.
logos, names, mark, sign, motto, designs that are The owner of any Product Identity used in Open
used by a Contributor to Identify itself or its products Game Content shall retain all rights, title and
or the associated products contributed to the Open interest in and to that Product Identity.
Game License by the Contributor (g) “Use”, “Used” 8. Identification: If you distribute Open Game Content
or “Using” means to use, Distribute, copy, edit, You must clearly indicate which portions of the work
format, modify, translate and otherwise create that you are distributing are Open Game Content.
Derivative Material of Open Game Content. (h) “You”
or “Your” means the licensee in terms of this
agreement.

OGL LICENCE 23
9. Updating the License: Wizards or its designated
Agents may publish updated versions of this License.
You may use any authorized version of this License
to copy, modify and distribute any Open Game
Content originally distributed under any version of
this License.
10. Copy of this License: You MUST include a copy of
this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or
advertise the Open Game Content using the name of
any Contributor unless You have written permission
from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with
respect to some or all of the Open Game Content
due to statute, judicial order, or governmental
regulation then You may not Use any Open Game
Material so affected.
13. Termination: This License will terminate
automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14. Reformation: If any provision of this License is held
to be unenforceable, such provision shall be
reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, LLC. System
Reference Document 5.1 Copyright 2016, Wizards
of the Coast, LLC.; Authors Mike Mearls, Jeremy
Crawford, Chris Perkins, Rodney Thompson, Peter
Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based
on original material by E. Gary Gygax and Dave
Arneson.
PRODUCT IDENTITY
The following items are designated Product Identity, as
defined in Section 1(e) of the Open Gaming License
Version 1.0a and are subject to the conditions set forth
in Section 7 of the Open Gaming License, and are not
Open Content:
All trademarks, registered trademarks, propernames,
dialogue, plots, storylines, locations, characters,
artworks, and trade dress. (Elements that have
previously been designated as Open Game Content are
not included in this declaration.)
OPEN GAMING CONTENT
All content from the System Reference Document 5.1 is
Open Game Content as described in Section 1(d) of the
License. No portion of this work other than the material
designated as Open Game Content may be reproduced
in any form without permission.

24 OGL LICENCE

You might also like