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D&D Warlock Patrons, Boons, & Invocations - GM Binder

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188 views15 pages

D&D Warlock Patrons, Boons, & Invocations - GM Binder

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Otherworldly Patrons

Otherworldly Patron
At 1st level, a warlock gains the Otherworldly Patron feature.
The options below are available to warlocks along with the
options in the Player's Handbook: the Archmage, the Coven,
the Elder Sphinx, the Great Wyrm, the Mummy Lord, the
Primeval Growth, the Titan, the Unblinking, the Wild Hunt,
the Alternate Archfey, and the Alternate Great Old One.

The Archmage
For those with the willpower and time, arcane magic can be a
path to great power. Those who ascend to these lofty heights
of arcane power are known as Archmages, masters of the
weave. So wondrous is their power, and so strange are their
goals, these masters of magic will sometimes enlist warlocks
to help with, what appear to the Archmage, to be trivial tasks.

Archmage Features
Warlock Level Feature
1st Archmage Spell List, Arcane Apprentice
6th Astral Slip, Arcane Savant
10th Spell Ward
14th Banishing Shunt

Archmage Spell List


The Archmage lets you choose from an expanded list of
spells when you learn a warlock spell. Starting at 1st level,
the spells below are added to the warlock spell list for you.
Spell Level Spells
1st magic missile, shield
2nd magic weapon, rope trick Arc
3rd lightning bolt, tiny servant XGtE Your
arcan
4th arcane eye, resilient sphere rest y
5th arcane hand, wall of force or hig

Arcane Apprentice Spel


Your
When you make your Pact with the Archmage, they impart to
effec
you a mote of their wondrous arcane ability so you may carry
out their wishes. At 1st level, you gain the following benefits: Ad
resis
Intelligence becomes your spellcasting ability for warlock savin
spells and class features. Anytime you gain a warlock You
feature that uses Charisma, you use Intelligence instead. Intell
You gain proficiency in Arcana. expen
You learn one cantrip of your choice from the wizard spell
list. It counts as a warlock cantrip for you, but it doesn't Ban
count against your total number of Cantrips Known. Start
you c
Astral Slip of de
Beginning at 6th level, you can draw on the arcane power of trans
your patron to shield yourself from harm. When a creature 1 min
you can see hits you with an attack, you can use your Wh
reaction to instantly teleport through the Astral Plane, the n
causing the attack to miss. You immediately reappear in an Char
unoccupied space of your choice that you can see within 30 failed
feet. On
Once you use this reaction to evade an attack, you must finish
finish a short or long rest before you can use it again.
The Coven Deviant Recovery
Grandmother, wood witch, medicine woman, old crone; the Beginning at 6th level, when you finish a short rest, instead of
strange creatures known as hags go by many names. Their regaining an expended Pact Magic spell slot, you can impart
motivations are nearly alays sinister, and they delight in the its magical energy to a friendly creature with the spellcasting
suffering of others. When hags gather and form a magic pact, ability who completed the short rest with you. That creature
known as a Coven, they gain access to power beyond what regains expended spell slots that have a combined level equal
any of them could hope to achieve individually. Together, their to or less than the level of your Pact Magic spell slot.
ability to sow pain increases tenfold. What strange bargain Once you impart magical energy with this feature you must
have you made to access the Coven's unorthodox magic? finish a long rest before you can do so again.

Coven Features Vile Resilience


You have served your Coven well and they have rewarded you
Warlock Level Feature
with an accursed magical ward. Beginning at 10th level, when
1st Coven Spell List, Weird Magicks you take damage from a spell or other magical effect, you can
use your reaction to grant yourself resistance to the damage
6th Deviant Recovery
from the triggering spell or magical effect.
10th Vile Resilience You can use this reaction a number of times equal to your
14th Shared Spellcasting Charisma modifier (minimum of once), and you regain all of
its expended uses each time you complete a long rest.
Coven Spell List Shared Spellcasting
The Coven lets you choose from an expanded list of spells At 14th level, you have grown powerful enough to form a
when you learn a warlock spell. Beginning at 1st level, the Coven of your own. At the end of a long rest, you can choose
following spells are added to the warlock spell list for you. two willing creatures with the spellcasting or Pact Magic
Spell Level Spells ability to form a Coven with you. While the members of your
Coven are within 30 feet of one another, they can all cast any
1st inflict wounds, ray of sickness
Spell Known or prepared by another member of the Coven,
2nd alter self, enhance ability along with their own spells, expending their own spell slots.
3rd bestow curse, nondetection All members of a Coven are always aware of the direction
and distance between them and the other members of their
4th dominate beast, polymorph Coven, so long as they are on the same plane of existence.
5th insect plague, skill empowerment XGtE When you form a Coven, the bond remains in place until
you complete 1d6 long rests, or a Coven member dies. You
Weird Magicks can then form a new Coven at the end of your next long rest.
When you make your Pact at 1st level, your Coven grants you
knowledge of unorthodox magic. When you cast a warlock
spell of 1st-level or higher, you can replace its damage with Forming Your Coven
the damage type from another warlock spell you know of Each warlock may have different requirements for
1st-level or higher, altering the spell for this casting only. others to enter their Coven. Some take any who
Spells cast in this way resemble the strange magic of hags, provide their power freely, while others require
and may be unrecognizable to traditional spellcasters, though embers to swear loyalty to their own Patron Coven.
your spells can be dispelled and counterspelled as normal.
The Elder Sphinx
Immortal guardians of divine treasures, Sphinxes live to test
mortals who desire the relics of forgotten deities. They are
masters of riddles and other trials that reveal the true nature
of those they put to the test. To an Elder Sphinx, time has no
meaning, and legends say the most powerful Sphinxes can
influence the flow of time with their ancient magic.
You have entered into a pact with one such Elder Sphinx.
Do you work in tandem, or did you fail the test of the Sphinx,
and rather then perish you opted to serve them with your
life?

Elder Sphinx Features


Warlock Level Feature
1st Elder Sphinx Spell List, Guardian's Ward
6th Time Slip
10th Inscrutable, Eternal Guardian
14th Power of the Ancients

Elder Sphinx Spell List


The Elder Sphinx lets you choose from an expanded list of
spells when you learn a warlock spell. Starting at 1st level,
the spells below are added to the warlock spell list for you.
Spell Level Spells
1st command, detect evil and good
2nd lesser restoration, zone of truth
3rd clairvoyance, slow
4th divination, freedom of movement
5th dispel evil and good, greater restoration
9th time stop

Guardian's Ward Insc


The power granted by your Patron allows you to prevent the Your
unworthy from approaching you or anything you stand guard shield
over. Beginning at 1st level, you can use an action to project a immu
small but powerful magical Ward outward from yourself, with your
a radius in feet equal to five times your proficiency bonus. Mo
When a hostile creature enters the area of your Ward, or your
starts its turns within it, it must succeed on a Strength
saving throw in order to move. On a success, it can move, but Ete
it treats the area within your Ward as difficult terrain. On a The S
failure, it cannot move into, or within, the area of your Ward. their
Your Ward lasts for 1 minute. It ends early if you end it as food,
a bonus action or you are incapacitated. Once used, you must exhau
finish a short or long rest before you can use the Ward again. In
only
Time Slip
Beginning at 6th level, you learn to manipulate time in minor Pow
ways, much like the great Sphinx of legend. As an action, you Start
can pause time for all creatures other than you, and move up time,
to twice your speed without provoking opportunity attacks. your
You can only use this bonus movement while time is stopped. of tim
You cannot use actions, bonus actions, or reactions during and o
this period. Time resumes when you finish your movement. Wh
Once you use this action, you must finish a short or long ends
rest before you can use it again. If you have no uses left, you finish
can expend a Pact Magic spell slot to use it again.
The Great Wyrm Draconic Spark
Inherently magical creatures with incredibly long lifespans, When you form this Pact at 1st level, the Great Wyrm imbues
dragons hoard not only wealth and material possessions, but you with a Draconic Spark, a fraction of its elemental power.
servants and slaves as well. Benevolent and malicious, kind Ancient dragons can impart any element, but they most often
and terrible, good and evil, ancient dragons of all types have bestow one that matches their breath weapon. Choose either
motivations beyond comprehension to most mortal beings. acid, cold, fire, lighting, or poison for your Draconic Spark.
What sort of bargain did you enter into in order to access You gain resistance to the damage type of Draconic Spark,
the overwhelming elemental power of an ancient dragon? and any time you cast a warlock spell, you can choose for it to
deal the damage type associated with your Draconic Spark.
Great Wyrm Features Moreover, the magic of your Draconic Spark allows you to
Warlock Level Feature speak, read, and write Draconic.

1st Great Wyrm Spell List, Draconic Spark Elemental Potency


Your Draconic Spark increases the potency of your magic.
6th Elemental Potency
Starting at 6th level, when you cast a warlock spell of 1st-level
10th Imposing Presence or higher that deals the damage of your Draconic Spark type,
14th Draconic Wings you gain a 1d8 bonus to one of the spell's damage rolls.

Imposing Presence
Great Wyrm Spell List Draconic magic has empowered your willpower and force of
The Great Wyrm lets you choose from an expanded list of personality. Beginning at 10th level, you are immune to both
spells when you learn a warlock spell. Starting at 1st level, the charmed and frightened conditions.
the spells below are added to the warlock spell list for you.
Spell Level Spells Draconic Wings
Starting at 14th level, you can use a bonus action to manifest
1st chromatic orb XGtE , command a pair of leathery dragon wings from your back, which grant
2nd dragon's breath XGtE , scorching ray you a flying speed equal to your walking speed. These wings
last until you use your bonus action to dismiss them.
3rd fireball, lightning bolt
You cannot manifest your wings while wearing armor
4th vitriolic sphere XGtE , wall of fire unless the armor is specifically made to accommodate them.
Any clothes you are wearing that do not accommodate your
5th dominate person, cone of cold
wings are destroyed when you manifest them.
Dre
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The Mummy Lord Can


Upon
Ancient monarchs and emperors of old who sought to extend meth
their mortal lives could turn to sinister gods, bargaining their can s
eternal soul for dark preservation. Known as Mummy Lords, of you
these tyrants of ages past are often found deep in the ruins Armo
of their long dead empires, often swallowed by the sands. You
They enlist the help of mortals, imbuing them with a fraction each
of their accursed power, and look to rebuild their lost one o
empires. slot y
Wh
Mummy Lord Features choos
Warlock Level Feature turn
Ancient Knowledge, Dreadful Curse, That
1st Pact
Mummy Lord Spell List
You
6th Shifting Sands
turn,
10th Canoptic Preservation
Bla
14th Blasphemous Word At 14
of you
Ancient Knowledge ancie
Your accursed Patron has imbued you with knowledge of 30 fe
ancient days. At 1st level, you gain proficiency in your choice throw
of either History or Religion. Whenever you make an ability next
check that uses the skill proficiency you gained from this On
feature, you treat a roll of 7 or lower on the d20 as an 8. rest b
The Primeval Growth Grasping Vines
Not all who serve nature seek balance as Druidic Circles do. When you enter your Pact with the Primeval Growth you are
Older, and oftentimes more sinister forces are at work in the imbued with a seed of primeval magic. At 1st level, you learn
ancient forests of the world. Eldest of all plant life, ancient the thorn whip cantrip. It counts as a warlock cantrip for you,
trees, sacred groves, and sentient forests can remember an but it doesn't count against your number of Cantrips Known.
age when plants, not mortals or beasts, dominated the land. When you hit a creature with thorn whip, or damage or
These ancient beings are known as Primeval Growths, the restrain a creature with a Primeval Growth Spell, you can use
power limited only by the roots that hold them in place. a bonus action to drain the life from one target. The creature
Able to channel elder nature magic, these ancient beings takes necrotic damage equal to your warlock level, and you
lend their power to mortals who have the ability to move gain temporary hit points equal to the necrotic damage dealt.
about the world, and can work to enact their primal will. You can use this bonus action a number of times equal to
your Charisma modifier (minimum of once), and you regain all
Primeval Growth Features expended uses when you finish a long rest.
Warlock Level Feature
Primeval Resilience
1st Primeval Growth Spell List, Grasping Vines Your primeval magic has made your flesh rough and treelike.
Starting at 6th level, your Armor Class cannot be less than
6th Primeval Resilience
16.
10th Arboreal Guardian In addition, when you cast thorn whip, you can target up to
14th Wrath of the Forest two creatures that are within the range of the spell.

Arboreal Guardian
Primeval Growth Spell List You have become more plant then mortal. Beginning at 10th
The Primeval Growth lets you choose from an expanded list level, you are resistant to non-magical bludgeoning, piercing,
of spells when you learn a warlock spell. Starting at 1st level, and slashing damage. You no longer require food or drink, as
the following spells are added to your warlock spell list. long as you spend at least 1 hour in sunlight each day.
Spell Level Spells
Wrath of the Forest
1st ensnaring strike, entangle Starting at 14th level, you can use an action to lash out with
2nd barkskin, spike growth grasping roots. A number of creatures of your choice equal
to your proficiency bonus within 30 feet must succeed on a
3rd erupting earth XGtE , plant growth
Strength saving throw or be restrained for 1 minute. As an
4th grasping vine, guardian of nature XGtE action, a restrained creature can make a Strength (Athletics)
check against your spell save DC, escaping on a success.
5th tree stride, wrath of nature XGtE
Once you use this feature you must finish a short or long
rest before you can use it again.
The Titan
At the dawn of creation the world was dominated by massive
creatures; powerful giants bound together by the Ordning,
hulking elementals that would become the landscape itself,
and legendary Titans, like the Tarrasque, that still slumber
beneath the earth. In remote places of the material plane
these ancient beings sleep, their power dormant, waiting for
an opportunity to remind the world of their existence.
Why were you chosen by a Titan? Are they trapped, and
need someone to carry out their will in the world, or do you
draw your power from an ancient slumbering giant?

Titan Features
Warlock Level Feature
Titan Spell List, Elder Soul,
1st
Colossal Form
6th Titanic Endurance
10th Stalwart Blood
14th Legendary Behemoth

Titan Spell List


The Titan lets you choose from an expanded list of spells
when you learn a warlock spell. Beginning at 1st-level, the
following spells are added to the warlock spell list for you.
Spell Level Spells
1st catapult XGtE , earth tremor XGtE
2nd enlarge/reduce (enlarge only), spike growth
3rd erupting earth XGtE , protection from energy
4th guardian of nature XGtE , stone shape
5th transmute rock XGtE , wall of stone

Elder Soul
The elder magic of your titanic Patron greatly enhances your
Titanic Endurance
You can draw upon the wondrous resilience of your Patron to
vigor. At 1st level, your hit point maximum increases by 1, and
reduce incoming damage. At 6th level, you gain a special pool
increases by 1 again whenever you gain a warlock level.
of d8 dice that you can use to absorb incoming damage. This
You also learn to speak, read, and write either Primordial or
pool has a number of d8s equal to 1 + your warlock level.
Giant (your choice). Whenever you make a Charisma check
As a reaction when you take damage, you can expend any
when interacting with elementals (if you chose Primordial) or
number of dice from this pool, and reduce the damage by an
giants (if you chose Giant), your proficiency bonus is doubled.
amount equal to the dice roll + your Charisma modifier. Your
Colossal Form pool regains all expended dice at the end of each long rest.
Also at 1st level, you can use a bonus action on your turn to
take on a Colossal Form, granting you the benefits below:
Stalwart Blood
Your connection to your gargantuan patron has deepened.
You gain temporary hit points equal to your warlock level. Starting at 10th level, when you make a Constitution-based
Your size increases by one category. For example, if you ability check or Constitution saving throw, you gain a bonus
are a Medium creature you would grow to become Large. to the roll equal to your Charisma modifier (minimum of +1).
When you make a Strength-based ability check or saving
throw, you add your Charisma modifier to the roll. Legendary Behemoth
When you hit a creature with a melee weapon attack that You have mastered the overwhelming magic of the Titan and
uses your Strength, you gain a bonus to your damage roll wield its power with ease. Beginning at 14th level, when you
equal to your Charisma modifier (minimum of +1). enter your Colossal Form, you can choose to grow by two size
categories, for example, from Medium to Huge. When you hit
Your Colossal Form lasts for 1 minute, but ends early if you a creature with a melee weapon attack while transformed,
are incapacitated or you choose to end it as a bonus action. you roll one of the weapon's damage dice an additional time.
Once you use your Colossal Form, you must finish a short or In addition, once you adopt your Colossal Form, it lasts
long rest before you can use it again. until you are incapacitated or end it as a bonus action.
The Unblinking Ocular Ray
Starting at 1st level, you can use your Unblinking Eye as a
You have entered the service of one of the great and paranoid
spellcasting focus for any spell that requires an attack roll.
tyrants known only as Beholders. Their origins are unknown,
When using your Eye as a spellcasting focus, you must
but their presence is felt in nearly every major city and keep
have at least one free hand to cast spells that require somatic
where mortals dwell. Preferring to have others do their dirty
or material components, and you must still provide material
work, Beholders are known for employing vast networks of
components that are consumed or have a gold cost.
mortals to carry out their paranoid and tyrannical will.
Unsleeping Awareness
Unblinking Features The magic of your otherworldly Unblinking Eye has grown.
Warlock Level Feature Beginning at 6th level, you cannot be surprised, even if you
Unblinking Spell List, are sleeping, as your Unblinking Eye remains ever alert.
1st Moreover, when you cast a spell and use your Eye as the
Unblinking Eye, Ocular Ray
spellcasting focus, you can add your Charisma modifier to
6th Unsleeping Awareness
the damage roll of that spell if you do not do so already.
10th Prescient Sight
Prescient Sight
14th Eye Tyrant You can channel the eldritch power of your Patron to glimpse
the near future. Starting at 10th level, you can use an action
Unblinking Spell List to enter a heightened state of prescience for 10 minutes. You
The Unblinking lets you choose from an expanded list of must concentrate on this state if you were concentrating on a
spells when you learn a warlock spell. Starting at 1st level, spell. While in this state you gain the following benefits:
the spells below are added to the warlock spell list for you.
You add your Charisma modifier to your initiative rolls.
Spell Level Spells
Creatures you can see cannot attack you with advantage.
1st chaos bolt XGtE , ray of sickness When you are hit by an attack, you can use your reaction
to add 1d4 to your Armor Class against that attack.
2nd arcane scorcher, levitate
3rd clairvoyance, minute meteors XGtE Once you use this feature you must finish a short or long
rest before you can enter this state of awareness again.
4th arcane eye, vitriolic sphere XGtE
5th dominate person, telekinesis Eye Tyrant
You have unlockd the true power of your Patron. Starting at
8th antimagic field 14th level, you can use an action to have your Unblinking Eye
emanate an antimagic zone in a 30 foot cone. The area of this
Unblinking Eye cone is under the effects of the antimagic field spell.
When you enter this Pact with your Patron at 1st level, your At the start of each of your turns, you decide which way
Patron magiaclly implants you with an additional Unblinking your cone of antimagic faces until the start of your next turn.
Eye, reminiscent of theirs, in the center of your forehead. You Your Eye emanates this cone for 1 minute. The effect ends
gain proficiency in Perception, and you add your Charisma early if you are incapacitated or you choose to end the effect
modifier (minimum of +1) to Wisdom (Perception) checks. at the beginning of your turn (no action required).
Wild Hunt Spell List
The Wild Hunt lets you choose from an expanded list of
spells when you learn a warlock spell. Starting at 1st level,
the spells below are added to the warlock spell list for you.
Spell Level Spells
1st hail of thorns, zephyr strike XGtE
2nd find steed, locate animals or plants
3rd conjure barrage, haste
4th find greater steed XGtE , locate creature
5th conjure volley, tree stride

Wild Warrior
When you make your Pact with the Wild Hunt at 1st level, it
imbues you with supernatural skill. You gain proficiency in
Survival, medium armor, shields, and martial weapons.
Also, when you would normally make a Wisdom (Survival)
check, you can make a Charisma (Survival) check instead.

Hunter's Quarry
You can mark your foe with the dark magic of the Wild Hunt.
Beginning at 1st level, you can use a bonus action to mark a
creature within 60 feet as your Quarry, gaining the following
benefits for 1 minute, or until you mark another creature:

When you hit it with a weapon attack, you gain a bonus to


your damage roll equal to your Charisma modifier.
When you hit it with a weapon attack, you can expend a
Pact Magic spell slot to deal additional force damage to the
target equal to 1d8 per level of the spell slot spent.

Extra Attack
The Wild Hunt drives you to attack with the fervor of a true
predator. Beginning at 6th level, you can attack twice, instead
of once, whenever you take the Attack action on your turn.

Spirit of the Hunt


Beginning at 6th level, when you mark your Quarry you can
The Wild Hunt conjure a Spirit of the Hunt to harry its steps, forcing it to
make a Strength saving throw. On a failed save, its speed is
The Wild Hunt is a strange phenomenon that takes hold of reduced by a number of feet equal to 5 times your Charisma
mortals, driving them to hunt whatever poor creature they modifier (minimum of 5 feet) for 1 minute. This speed
perceive to be their prey. The source of this phenomenon is reduction ends early if you mark another Quarry.
unclear, but legends tell of raiding parties from the Feywild Once you use this feature to successfully slow a creature,
that draw wayward mortals into their hunt, or of individuals you can't use it again until you finish a short or long rest.
cursed by sinister druidic magic during the full moon.
While its exact origins are unclear, mortals who are bound Predatory Resolve
to this force by a pact start to take on strange and unusual At 10th level, the savage fervor of the Wild Hunt heightens
characteristics of the Feywild; sprouting antlers and their your predatory instincts. When your Quarry hits you with an
ears growing pointed. As their appearance changes, they attack, you can use a reaction to add your Charisma modifier
slowly lose who they are, becoming one with the Wild Hunt. (minimum of +1) to your Armor Class against the attack.
As a reaction when the Spirit of the Hunt is summoned
Wild Hunt Features and your Quarry hits you with an attack, you can have the
Warlock Level Feature Spirit to absorb the full damage, instantly disappearing.
Wild Hunt Spell List, Wild Warrior, Master of the Hunt
1st
Hunter's Quarry
Upon reaching 14th level, you can call on your allies to join
6th Extra Attack, Spirit of the Hunt you in the Wild Hunt. When you mark a creature as your
Quarry, you can choose two creatures within 60 feet. These
10th Predatory Resolve
creatures can add your Charisma modifier to the damage of
14th Master of the Hunt any weapon attacks they make against your Quarry.
Alternate Archfey Al
Warlock Level Feature W
1st Archfey Spell List, Fey Presence
6th Misty Escape
10th Beguiling Defenses
14th Dark Delirium

Archfey Spell List


The Archfey lets you choose from an expanded list of spells Gre
when you learn a warlock spell. Starting at 1st level, the The G
following spells are added to the warlock spell list for you. spells
the s
Spell Level Spells
Spe
1st faerie fire, sleep
2nd enthrall, phantasmal force
3rd blink, catnap XGtE
4th dominate beast, greater invisibility
5th dominate person, seeming

Fey Presence
When you enter into your Pact at 1st level, your Patron gives Eld
you the ability to revel the whimsy and terror of the Fey. As When
an action, you can force creatures of your choice within 10 your
feet of you to make a Wisdom saving throw. On a failure, they with
are charmed or frightened (your choice) of you and cannot to sh
target you with opportunity attacks until the end of your next langu
turn. featu
Once you use this feature to charm or frighten a target, you In
must finish a short or long rest before you can use it again. coun
you c
Misty Escape soma
At 6th level, you learn to escape like the whimsical fey. As a
reaction when you take damage, you can turn invisible and Psio
teleport to an unoccupied space you can see within 60 feet, At 6t
where you remain invisible until the start of your next turn, defle
or until you attack a creature or cast a spell. you w
Once you use this feature, you must finish a short or long add i
rest before you can use it again.
Tho
Beguiling Defenses Start
At 10th level, you gain immunity to the charmed condition. and y
Moreover, when a creature attempts to charm you, you can resis
force it to make a Wisdom saving throw. On a failed save, it is
charmed by your for 1 minute, or until it takes any damage.
Min
Begin
Dark Delirium incap
At 14th level, you can use an action to force a creature within You
60 feet that can hear you to make a Wisdom saving throw. On creat
a failure, it believes that it has been transported to the realm existe
of your Archfey Patron, and cannot discern friend from foe telep
for 1 minute. On each turn, it must use its action to make a comm
weapon attack against a random target within its reach Th
The creature can repeat this Wisdom saving throw at the is use
end of each of its turns, ending this effect on a success. this f
Once you use this feature you must finish a long rest
before you use it again. When you have no uses left, you can
expend a Pact Magic spell slot to use this feature an
additional time.
Pact Boons
At 3rd level, a warlock gains the Pact Boon feature. The
following additional Pact Boons are available to a warlock
in addition to the Pact Boons in the Player's Handbook:
Pact Boon Descrption
Chalice Conjure curious potions
Flesh Morph into an eldritch horror
Hourglass Rewind time and undo mistakes
Shroud Cloak yourself in darkness
Strings Charm your foes with music

Pact of the Chalice


Your Patron has bestowed upon you a vessel for the creation
of potions and poultices. As an action, you can create a Pact
Chalice in your empty hand. When summoned, it takes the
form of a tiny object of your choice that is capable of holding
liquids, and it grants you the benefits listed below:
You can use it as a spellcasting focus for warlock spells.
It counts as both a herbalism kit and a set of alchemist's
supplies, and whenever you make an ability check that Pact of
uses your Pact Chalice as either of these tools you can the Shroud
add double your proficiency bonus to your roll.
Your Patron has gifted you a mystical cloak to shield you from
At the end of each short or long rest, you can use the Pact
harm and obscure your steps. As an action, you can summon
Chalice to conjure a vial of the following: alchemist's fire,
this Pact Shroud, which takes the shape of a spectral cloak
acid, holy water, potion of healing, or potion of climbing.
reminiscent of your Patron's magic. While wearing your Pact
The liquid retains its potency until the end of your next
Shroud, you are invisible while you are obscured by
long rest, at which point it becomes inert and unusable.
shadows, darkness, or other natural phenomenon such as
Your Pact Chalice disappears if it is more than 5 feet away fog or mist.
from you for 1 minute, if you use this feature again, if you Your Pact Shroud disappears if it is more than 5 feet away
dismiss your Chalice (no action required), or if you die. from you for 1 minute, if you use this feature again, if you
dismiss your Shroud (no action required), or you die.
Pact of the Flesh You can bond a magic robe or cloak as your Pact Shroud by
Your Patron twists your body, enhancing your physicality in a performing a 1-hour ritual. Once bonded, you can use an
way that reflects their own physical form. While you are not action to shunt it to an extradimensional space, or summon it.
wearing armor or using a shield, your Armor Class is equal to You cannot bond artifacts or sentient clothing, and you can
10 + your Constitution modifier + your Charisma modifier. only have one bonded Pact Shroud at a time.
In addition, your hands become savage claws that count as
simple melee weapons that deal 1d6 slashing damage on hit.
Pact of the Strings
Your Patron has granted you an instrument of otherworldly
Pact of the Hourglass beauty. As an action, you can summon this Pact Instrument
in an empty hand. It takes the form of a musical instrument
Your Patron has gifted you a mystical timekeeping device. As
of your choice, and it grants you the following benefits:
an action, you can conjure this Pact Hourglass in your empty
hand. When summoned, it takes the form of a timekeeping You can use it as a spellcasting focus for warlock spells.
device of your choice, and it grants you the following benefits: You are considered proficient with it, and you add double
You can use it as a spellcasting focus for warlock spells. your proficiency bonus to any check you make with it.
When you are not surprised, you gain a bonus to initiative When you use it to cast a spell with a verbal component,
rolls equal to your Charisma modifier (minimum of +1). or a spell that deals thunder damage, you gain a bonus to
When you make an ability check, attack roll, or saving one of the spell's damage rolls equal to 1d8.
throw, you can choose to re-roll. You can use this feature
Your Pact Instrument disappears if it is more than 5 feet
after you roll, but before you know if you succeed. Once
away from you for 1 minute, if you use this feature again, if
you use this feature to turn failure into success, you must
you dismiss the instrument (no action required), or you die.
finish a short or long rest before you can use it again.
You can bond a magic instrument as your Pact Instrument
Your Pact Hourglass disappears if it is more than 5 feet by performing a 1-hour ritual. Once bonded, you can use an
away from you for 1 minute, if you use this feature again, if action to shunt it to an extradimensional space, or summon it.
you dismiss your Hourglass (no action required), or you die. You cannot bond artifacts or sentient instruments, and you
can only have one bonded Pact Instrument at a time.
Thirsting Claws
Eldritch Invocations Prerequisite: 5th-level, Pact of the Flesh feature
Listed here are additional Eldritch Invocations available to You can attack with your claws twice, instead of once, each
warlocks. If an Eldritch Invocation has prerequisites, you time you take the Attack action on your turn. Your claw
must meet them to learn it, and you can learn an Eldritch attacks also count as magical for the sake of overcoming
Invocation at the same time that you meet its prerequisites. resistance and immunity to non-magical damage.

Eldritch Strike Cup of Protection


Prerequisite: eldritch blast cantrip. Prerequisite: 7th-level, Pact of the Chalice feature
For you, the range of eldritch blast is reduced to 5 feet and it As an action, a creature of your choice can drink from your
becomes a melee spell attack. Make a separate melee spell Pact Chalice, gaining the effects of death ward. Once used,
attack for each beam, dealing 1d12 force damage on hit. you must finish a long rest to use this feature again.
Any class features or Eldritch Invocations that affect the
range of eldritch blast do not work with this Invocation.
Improved Shroud
Prerequisite: 7th-level, Pact of the Shroud feature
Harmonic Spellcasting While wearing your Pact Shroud while in darkness or
Prerequisite: Pact of the Strings feature shadows, you are considered invisible to any creature that
When you cast a warlock spell with a verbal component relies on darkvision or devil's sight to see in that darkness.
while using your pact instrument as your spellcasting
focus, the saving throw DC for that spell increases by 1.
Time Dilation
Prerequisite: 7th-level, Pact of the Hourglass feature
Knowledge of Antiquity Once per long rest, you can cast haste, at a level equal to
Prerequisite: Pact of the Hourglass feature your Pact Magic spell slots, without expending a spell slot.
When you make an Intelligence (History) check related to an
event, in the place where that event took place, you see echos Cloak of Twilight
of the past and treat a roll of 9 or lower on the d20 as a 10. Prerequisite: 9th-level, Pact of the Shroud feature
You learn the greater invisibility spell, but it doesn't count
Mirror of Fates against your total number of Spells Known, and you can
Prerequisite: Pact of the Chalice feature cast greater invisibility once without expending spell slot.
You can peer into the uncertain future. Using your Pact You can't do so again until you finish a long rest.
Chalice as a spellcasting focus, you can cast augury at-will,
without expending a spell slot or material components. Cursed Flesh
Prerequisite: 9th-level, Pact of the Flesh feature
Protective Cowl As a bonus action, you can grant yourself temporary hit
Prerequisite: Pact of the Shroud feature points equal to your Charisma modifier (minimum of 1).
When you take damage while wearing your Pact Shroud, you
can use your reaction to gain resistance to the damage from
Enchanting Melody
that attack, but your Pact Shroud disappears, and you must Prerequisite: 9th-level, Pact of the Strings feature
finish a short or long rest before you can summon it again. You learn the charm monster spell, but it doesn't count
against your total number of Spells Known, and you can
Cup of Recovery cast charm monster once without expending spell slot. You
Prerequisite: 5th-level, Pact of the Chalice feature can't do so again until you finish a long rest.
Using your pact chalice as a spellcasting focus, you can use
an action to cast lesser restoration without expending a spell
Alchemical Restoration
slot. You can't do so again until you finish a short or long rest. Prerequisite: 15th-level, Pact of the Chalice feature
As an action on your turn, you can cast reincarnate without
Cloak of Winds expending a spell slot or material components. Once you cast
Prerequisite: 5th-level, Pact of the Shroud feature reincarnate in this way, you must finish 1d4 long rests before
Your pact shroud billows out around you, slowing your fall you can cast the spell in this way again.
and allowing you to glide. When you fall, you can subtract up
to 100 feet from your fall when calculating your fall damage
Eldritch Flight
and can move horizontally 2 feet for every 1 foot you fall. Prerequisite: 15th-level, Pact of the Flesh feature
As a bonus action, you can manifest (or dismiss) wings
Iron Grip reminiscent of your Patron's physical form, granting you a
Prerequisite: 5th-level, Pact of the Flesh feature flying speed equal to your walking speed.
While you have your claws manifested, you gain a climbing
speed equal to your movement speed, and you can climb
Temporal Rewind
difficult surfaces, including scaling walls and upside down on Prerequisite: 15th-level, Pact of the Hourglass feature
ceilings, without needing to make an ability check. As a reaction when you finish your turn, you can undo
everything that happened on your turn. You return to the
space you began that turn in and you regain all resources you
expended. You can then immediately repeat your turn.
Once you use this feature you must finish a short or long
rest before you can use it again.
Otherworldly
Patrons
Wield great power with eleven new
Otherworldly Patrons, Pact Boons, and Eldritch
Invocations!

Archmage - Coven - Elder Sphinx - Great Wyrm


Mummy Lord - Primeval Growth - Titan
Unblinking - Wild Hunt
Alternate Archfey & Great Old One

Version 2.1.0 - Created by /u/laserllama

Artist Credits:
Covers - Kekai Kotaki - Awaken the Blood Avatar
Page 1 - Artur Treffner - Urza the Artificer
Page 2 - Alex Brock - Barrow Witches
Page 3 - Yigit Koroglu - Crossroads Augur
Page 4 - Campbell White - Dragon's Fire
Page 5 - G. Rutkowski - Lord of the Accursed
Page 6 - Johannes Voss - Rosethorn Acolyte
Page 7 - Igor Kieryluk - Dominara
Page 8 - Kieran - Xanathar, Guild Kingpin
Page 9 - Victor Titov - Gilt-Leaf Winnower
Page 11 - Dominik Mayer - Time Warp

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with exclusive Boons and Invocations!
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