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