Warlock

Class Features

As a warlock, you gain the following class features.

Hit Points

Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Intelligence or Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with 160 gp, in addition to the equipment granted by your background. The following are good starting items for warlocks:

Table: The Warlock
LevelFeaturesInvocations KnownCantrips KnownSpells KnownMana PoolMax Spell Level
1stOtherworldly Patron, Pact Magic, Eldritch Blast2211st
2ndEldritch Invocations22321st
3rdPact Boon32442nd
4thAbility Score Improvement43552nd
5thExtra Blast53663rd
6thOtherworldly Patron feature63773rd
7th73884th
8thAbility Score Improvement83994th
9th9310105th
10thOtherworldly Patron feature10410125th
11thContact Patron11411155th
12thAbility Score Improvement12411155th
13th13412165th
14thOtherworldly Patron feature14412175th
15th15413185th
16thAbility Score Improvement16413195th
17th17414205th
18th18414205th
19thAbility Score Improvement19415215th
20thHighest Arcanum20415225th
Table: The Epic Level Warlock
LevelFeaturesInvocations KnownCantrips KnownSpells KnownMana PoolMax Spell Level
21stEpic Ability Score Improvement, Pact Boon Improvement21416235th
22ndMystic Arcanum (7th Level)22416245th
23rdOtherworldly Patron feature23517255th
24thDark Bargain24517255th
25thEpic Ability Score Improvement, Pact Boon Improvement25518265th
26thMystic Arcanum (8th Level)26518275th
27thOtherworldly Patron feature27519285th
28thArcanum Master28519295th
29thEpic Ability Score Improvement, Mystic Arcanum (9th Level)29520306th
30thEldritch Signs30520306th

Otherworldly Patron

1st-level Warlock feature
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, 14th, 23rd, and 27th level.

The AncestorsUnearthed Arcana. Reworked and setting agnostic Lorehold.
The ArchfeyPlayer's Handbook. Altered.
The CelestialXanathar's Guide to Everything. Altered.
The FathomlessTasha's Cauldron of Everything. Altered.
The FiendPlayer's Handbook. Altered.
The GenieTasha's Cauldron of Everything. Altered.
The Ghost in the MachineUnearthed Arcana. Altered.
The Great Old OnePlayer's Handbook. Altered.
The HexbladeXanathar's Guide to Everything. Altered.
The PoetUnearthed Arcana. Reworked and setting agnostic Silverquill.
The Raven QueenUnearthed Arcana. Altered.
The SeekerUnearthed Arcana. Altered.
The UndeadVan Richten's Guide to Ravenloft. Altered.
The WyrmROYal Brews. Altered.

Pact Magic

1st-level Warlock feature
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the Warlock Spell List. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Mana

The Warlock table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a short or long rest. The mana costs for spells can be found on the mana cost table.

Spells Known and Reserved

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice. Each of these spells must be of a level for which you can cast.

You can keep an additional number of spells equal to your Warlock level + your Intelligence modifier as reserved spells. These spells are ones you are familiar with, but cannot readily cast. Whenever you finish a long rest, you can choose one known spell from this class and replace it with one of your reserved spells over the course of 10 minutes, provided they are of the same spell level and are both on the Warlock spell list. The reserved spell becomes a known spell, and the known spell is added to your reserved spells.

As a part of a long rest, you can try to familiarize yourself with a spell on the Warlock spell list if it is of a spell level you can cast and you saw a creature cast it since your last long rest, if you use a magic item which can cast the spell, or if you can be taught by a creature with the spell known or prepared. You must succeed on an Arcana check using your spellcasting stat with DC equal to 15 + the spell's level to add the spell to your reserved spells.

If you would reserve a spell, and are already at your maximum number of spells you can have reserved, you must replace one of your existing reserved spells.

Additionally, when you gain a level in this class, you can choose one of the Warlock spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you can cast. You may add the spell you replaced to your reserved spells.

Spellcasting Ability

Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use the chosen ability modifier when setting the saving throw DC for a Warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen ability modifier
Spell attack modifier = your proficiency bonus + your chosen ability modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Blast

1st-level Warlock feature
At 1st level you learn to use your patron’s power as a weapon, blasting enemies with an eldritch force that defies even the laws of magic. Choose one of the following features.

Eldritch Disruption

You can use an action to strike a creature you can see within 60 feet with a reality-distorting curse, blending pain both mental and physical. The target makes a Wisdom saving throw against your spell save DC, taking 1d12 force damage on a failure, or half damage on a success.

Eldritch Ray

You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.

Eldritch Smite

Once per turn when you hit a creature with a melee weapon attack, you can ravage your target with an outburst of magic, causing the weapon attack to deal an extra 1d8 force damage.

Eldritch Whip

You can use an action to thrash a creature with a scintillating tendril of arcane force. Make a melee spell attack against a creature within 15 feet, dealing 1d6 force damage on a hit. At the end of your turn you gain a number of temporary hit points equal to half the damage you dealt to hostile creatures with Eldritch Whip this turn (minimum 1).

Eldritch Invocations

2nd-level Warlock feature
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed on the Eldritch Invocations page. When you gain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Whenever you learn these Eldritch invocations, you may choose an Arcanum Esoterica instead. These Warlock-only options are detailed at the bottom of this page.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Pact Boon

3rd-level Warlock feature
At 3rd level, the entity to which you are beholden provides a more durable and lasting blessing. Choose one of the following features.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

At higher levels, this boon improves in the following ways:

  • 21st Level: Otherworldly Cut. You gain proficiency in one of the following combat traditions: Deadeye, Determination, Duelist, or Templar. When you gain this feature, you learn one 1st and 2nd-degree maneuver from the chosen combat tradition. You can use these maneuvers with mana from your Pact Magic feature as long as you attack with your pact weapon.
  • 25th Level: Darkest Cut. You may make one attack with your pact weapon as a Bonus Action. If the attack hits, you Mark the creature for 1 minute. If a hostile creature marked with this ability is reduced to 0 hit points, you regain 2 mana from your Pact Magic feature.

Pact of the Cards

Your patron grants you a deck of divination cards, a bag of mystic knucklebones, or another similar divining tool. This tool is a spellcasting focus for you, and you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

Additionally, when you make an Intelligence check, you can consult your divining tool to tap into the knowledge of your patron to gain advantage. You can use this ability a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose your divining tool, you can perform a 1-hour ceremony to receive a replacement from your patron. The ceremony can be performed during a short or long rest, and it destroys the previous tool. The divination tool disappears in a flash of light when you die.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, sprite, or other Tiny creature of CR 1 or less. Unlike most familiars, yours is not subject to the Companions section of the Resurrection rules.

When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. Your familiars attacks use your spell attack modifier, and can deliver the damage from Eldritch Smite.

Finally, when you use your action to use Eldritch Disruption, Eldritch Ray, or Eldritch Whip (or an Eldritch Invocation with one of them as a prerequisite,) your familiar can deliver the ability as if it had used it, using your spellcasting ability modifier. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the ability when you use it.

At higher levels, this boon improves in the following ways:

  • 21st Level: Health Link. When you or your familiar takes damage while within 120 feet of each other, you can use your Reaction to cause the other to take the damage instead. If you have the Investment of the Chain Master invocation, your familiar gains resistance to any damage it takes. Additionally, your familiar gains additional hit points equal to your warlock level.
  • 25th Level: Chain Mastery. As long as your familiar is alive, you gain all of its traits, regardless of your distance from it. Additionally, your familiar adds your Warlock spellcasting ability modifier to its Armor Class.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. Once the talisman has turned a number of rolls equal to your proficiency bonus into a success, it cannot do so again until you finish a long rest.

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

Pact of the Tome

Aware of your drive for knowledge, you awaken to find a grimoire left in your pack by your patron: a Book of Shadows. Choose three cantrips. While the book is in your possession, you know these cantrips and they are treated as warlock spells. They don’t count against your number of cantrips known.

If you lose your Book of Shadows, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book is collected by your patron when you die.

Ability Score Improvement

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

Additionally, whenever you gain this feature, you can replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.

Lastly, you may do one of the following, representing a change of focus in your occult studies:

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Extra Blast

5th-level Warlock feature
Beginning at 5th level, your Eldritch Blast becomes more vicious.

Contact Patron

11th-level Warlock feature
In the past, you have usually contacted your patron through intermediaries. Now you can communicate directly; you know the contact other plane spell, and can cast it to contact your patron once without spending mana. When you use the spell in this way, you automatically succeed on the spell's saving throw. Once you cast the spell with this feature, you can't do so again until you finish a long rest.

Highest Arcanum

20th-level Warlock feature
At 20th level, you have unlocked the greatest secrets from your patron. Choose one of the following.

Eldritch Master

You can draw on your inner reserve of mystical power while entreating your patron to regain your expended magic. You can spend 1 minute entreating your patron for aid to regain all your expended mana from your Pact Magic feature. Once you do, you must finish a long rest before you can do so again.

Planeswalker

You can cast plane shift without material components once between short rests.

Epic Level Warlock: Epic Ability Score Improvement

21st-level Warlock feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Warlock: Mystic Arcanum (7th Level)

22nd-level Warlock feature
You learn the Arcanum of the Seventh Circle Arcanum Esoterica. This invocation does not count against your maximum Eldritch Invocations. If you already have this Eldritch Invocation, you may choose a second 7th-level spell. This spell also becomes a Seventh Arcanum. You can cast one of your Seventh Arcanum twice between long rests.

Epic Level Warlock: Dark Bargain

24th-level Warlock feature
Whenever you finish a short or long rest, you can sacrifice a number of hit dice in order to bolster your life force. For every hit dice you sacrifice, you gain 5 temporary hit points.

Epic Level Warlock: Mystic Arcanum (8th Level)

26th-level Warlock feature
You learn the Arcanum of the Eighth Circle Arcanum Esoterica. This invocation does not count against your maximum Eldritch Invocations. If you already have this Eldritch Invocation, you may choose a second 8th-level spell. This spell also becomes an Eighth Arcanum. You can cast one of your Eighth Arcanum twice between long rests.

Epic Level Warlock: Arcanum Master

28th-level Warlock feature
Your eldritch might has grown strong enough to rival that of your patron. Choose one of the following:

Eldritch Master

You gain the benefits of Eldritch Master from the Highest Arcanum feature. If you already have this feature, you can regain all your expended mana from your Pact Magic feature as a Bonus Action, instead of over 1 minute.

Planeswalker

You gain the benefits of Planeswalker from the Highest Arcanum feature. If you already have this feature, you can cast plane shift on yourself without material components at will.

Epic Level Warlock: Mystic Arcanum (9th Level)

29th-level Warlock feature
You learn the Arcanum of the Ninth Circle Arcanum Esoterica. This invocation does not count against your maximum Eldritch Invocations. If you already have this Eldritch Invocation, you may choose a second 9th-level spell. This spell also becomes a Ninth Arcanum. You can cast one of your Ninth Arcanum twice between long rests.

Epic Level Warlock: Eldritch Signs

30th-level Warlock feature
You have learned to call on your patron’s power directly via strange and otherworldly signs that only your patron and you could possibly fathom.

When you cast a Warlock spell with a casting time of 1 action and does not require concentration, you may spend twice as much mana. If you do, you cast the same spell three times instead of once. Each of these spells resolves individually, and can target the same targets or different ones. These spells can be countered, but must be done so individually.

Arcanum Esoterica

Agonizing Blast

Prerequisite: Eldritch Ray, Eldritch Whip
When you use Eldritch Ray or Eldritch Whip, add your Warlock spellcasting ability modifier to the damage it deals on a hit.

Arcanum of the Eighth Circle

Prerequisite: 15th level, Ability to cast 5th-level spells with the Pact Magic feature
Choose one 8th-level spell from the warlock spell list to be your Eighth Arcanum. You can cast this spell once without expending mana. You must finish a long rest before you can do so again. You may master 8th-level warlock spells. When you exchange a mastered spell during a long rest, you may exchange your Eighth Arcanum with one of your mastered 8th-level spells. Additionally, when you gain a level in this class, you can replace this spell with another 8th-level spell from the Warlock spell list.

Arcanum of the Ninth Circle

Prerequisite: 17th level, Ability to cast 5th-level spells with the Pact Magic feature
Choose one 9th-level spell from the warlock spell list to be your Ninth Arcanum. You can cast this spell once without expending mana. You must finish a long rest before you can do so again. You may master 9th-level warlock spells. When you exchange a mastered spell during a long rest, you may exchange your Ninth Arcanum with one of your mastered 9th-level spells. Additionally, when you gain a level in this class, you can replace this spell with another 9th-level spell from the Warlock spell list.

Arcanum of the Seventh Circle

Prerequisite: 13th level, Ability to cast 5th-level spells with the Pact Magic feature
Choose one 7th-level spell from the warlock spell list to be your Seventh Arcanum. You can cast this spell once without expending mana. You must finish a long rest before you can do so again. You may master 7th-level warlock spells. When you exchange a mastered spell during a long rest, you may exchange your Seventh Arcanum with one of your mastered 7th-level spells. Additionally, when you gain a level in this class, you can replace this spell with another 7th-level spell from the Warlock spell list.

Arcanum of the Sixth Circle

Prerequisite: 11th level, Ability to cast 5th-level spells with the Pact Magic feature
Choose one 6th-level spell from the warlock spell list to be your Sixth Arcanum. You can cast this spell once without expending mana. You must finish a long rest before you can do so again. You may master 6th-level warlock spells. When you exchange a mastered spell during a long rest, you may exchange your Sixth Arcanum with one of your mastered 6th-level spells. Additionally, when you gain a level in this class, you can replace this spell with another 6th-level spell from the Warlock spell list.

Aspect of the Moon

Prerequisite: Pact of the Cards or Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.

Bewitching Whispers

Prerequisite: 7th level
You learn the compulsion spell. It doesn’t count against the number of spells you know.

Blessing of the Talisman

Prerequisite: 7th level, Pact of the Talisman feature
The wearer of the talisman may use the talisman’s ability when they fail an attack roll or saving throw.

Bond of the Talisman

Prerequisite: 12th level, Pact of the Talisman feature
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature
The complex sigils and symbols of ritual magic appear in your Book of Shadows. Choose two 1st-level spells that have the ritual tag. The spells appear in the book and don’t count against the number of spells you know. While the book is in your possession, you can cast these spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means.

You can also cast a warlock spell you know as a ritual if it has the ritual tag. When you find a spell with the ritual tag, you can transcribe it into your Book of Shadows if the spell’s level is equal to or less than half your warlock level (rounded up). For each level of the spell, the transcription process takes 2 hours and costs 50 gold for the rare inks needed to inscribe it.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster on an aberration, celestial, elemental, fey, fiend, or undead creature not native to the plane of existence you are on without spending mana or material components. You must finish a long rest before you can use this invocation on the same creature again.

Disruptive Curse

Prerequisite: Eldritch Disruption feature
When a creature fails the saving throw against your Eldritch Disruption feature, you leave a lingering curse upon it. The creature subtracts 1d4 from the next ability check, attack roll, or saving throw it makes before the end of your next turn.

Dreadful Word

Prerequisite: 7th level
You learn the confusion spell. It doesn’t count against the number of spells you know.

Dual Patronage

Prerequisite: Pact Magic feature
Choose the Patron spell list from another warlock patron. You learn these spells when you reach certain Warlock levels, and they do not count against the number of spells you know.

Eldritch Armor

Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

Eldritch Beam

Prerequisite: 7th level, Eldritch Smite feature
You can use an action to unleash your Eldritch Smite against creatures within a 60-foot line that is 5 feet wide. Each creature in the area makes a Dexterity saving throw, taking 1d8 force damage plus the bonus damage of your Eldritch Smite feature on a failure, or half damage on a success. Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 mana granted by your Pact Magic feature.

Eldritch Bind

Prerequisite: 7th level, Eldritch Whip feature
You can use an action to unleash your Eldritch Whip in a storm of tentacles around you. Choose up to 4 creatures within 30 feet of you and make an attack roll against each creature in the area with your Eldritch Whip. You do not gain temporary hit points from these attacks. A Large or smaller creature you hit must make a Dexterity saving throw against your spell save DC or be restrained for 1 minute. A restrained creature may make a Strength saving throw against your spell save DC at the end of its turn, ending the effect on a success. The number of attacks with this ability increases to 6 at 11th level and 8 at 17th level. Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 mana granted by your Pact Magic feature.

Eldritch Elementalism

Prerequisite: Eldritch Blast feature
When you use your Eldritch Blast, you can spend 1 mana to choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Until you complete a short or long rest, your Eldritch Blast deals your choice of force damage or the chosen damage type.

Eldritch Flagellation

Prerequisite: Eldritch Whip feature
When you hit a creature with Eldritch Whip while you have temporary hit points, you can lose those temporary hit points to deal additional damage to the creature equal to half the temporary hit points lost (minimum 1).

Eldritch Grasp

Prerequisite: Eldritch Blast feature
Once on each of your turns, when a creature takes damage from your Eldritch Blast, you can pull the creature up to 10 feet straight toward you.

Eldritch Hammer

Prerequisite: Eldritch Smite feature
When you deal damage with your Eldritch Smite, you may spend mana granted by your Pact Magic feature to knock the creature prone. The mana cost varies depending on the creature’s size: 3 mana for Medium or smaller creatures, 6 mana for Large creatures, and 9 mana for Huge creatures. If you Flourish on the attack, reduce the mana cost of Eldritch Hammer by 3 mana.

Eldritch Prism

Prerequisite: 7th level, Eldritch Disruption feature
You can use an action to unleash your Eldritch Disruption against creatures within a 20-foot diameter cube originating at a point within 60 feet. Each creature in the area must save against your Eldritch Disruption feature. Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 mana granted by your Pact Magic feature.

Eldritch Spear

Prerequisite: Eldritch Ray feature
The range of your Eldritch Ray increases to 300 feet.

Eldritch Squall

Prerequisite: 7th level, Eldritch Ray feature
You can use an action to unleash your Eldritch Ray against all creatures within a 30-foot cone. Make an attack roll against each creature in the area with your Eldritch Ray. The size of the cone increases to 60 feet at 11th level and 90 feet at 17th level. Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 mana granted by your Pact Magic feature.

Eldritch Warrior

You gain proficiency with medium armor, shields, and martial weapons.

Entity of Myth

Prerequisite: 17th level, any 3 Arcanum Circles
Choose adamantine, cold iron, or silver. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and weapons not made from the material you chose.

Far Scribe

Prerequisite: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.

Fog Dance

Prerequisite: 13th level, ability to cast misty step, any Arcanum Circle
You can cast misty step at will, without spending mana. If you do not move on your turn, you can cast it without using a bonus action.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain or Pact of the Talisman feature
Whenever you regain hit points while your familiar is within 100 feet of you, or whenever a creature wearing your talisman regains hit points, treat any dice rolled to determine the hit points regained as having rolled their maximum value. If a creature benefits from this ability while wearing your talisman, other creatures can’t benefit from this ability until you finish a long rest.

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it.

Horoscopy

Prerequisite: Pact of the Cards feature
You learn additional spells when you reach certain levels in this class if you, as shown below. These spells don't count against the number of Warlock spells you know. You can cast these spells as rituals if that spell has the ritual tag.

When you cast a divination spell that requires a costly component that is not consumed, you may use the divining tool granted from this ability.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls. If it is a magic weapon that already has a bonus to those rolls, that bonus increases by 1, to a maximum of +3. The weapon you conjure can be a ranged weapon, and if it has the Thrown property, you can return the weapon to you immediately after the attack (no action necessary). Lastly, if you have the Eldritch Smite feature, ranged Pact Weapons you wield can use Eldritch Smite.

Investment of the Chain Master

Prerequisite: Pact of the Chain feature
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Additionally, whenever your familiar hits with an attack roll, the target experiences the following effect associated with the familiar's creature type:

  • Aberration: Slowing Slime. The target's speed is reduced by 15 feet until the end of your next turn, and during that time, it can't take the Dash or Disengage actions.
  • Celestial: Guiding Light. The next attack roll against the target before the end of your turn has advantage, and if the target has the Invisible condition, that condition is suppressed for the duration.
  • Elemental: Elemental Touch. The target is either chilled until the end of your next turn, or begins burning.
  • Dragon: Draconic Might. If the target is Medium or smaller, it is knocked prone.
  • Fey: Beguiling String. The target is charmed until the end of your next turn and perceives both you and the familiar as the charmer.
  • Fiend: Unearthly Toxin. The target is poisoned until the end of your next turn.
  • Undead: Whispers of the Grave. The target is frightened until the end of your next turn. You choose whether the target is frightened of you or the familiar.

Kiss of Mephistopheles

Prerequisite: 5th level
When you hit a creature with a cantrip or your Eldritch Ray, you can cast fireball as a bonus action using mana from your Pact Magic feature. The spell must be centered on the creature you hit with the cantrip.

Lance of Lethargy

Prerequisite: Eldritch Blast feature
Once on each of your turns, when a creature takes damage from your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Lifedrinker

Prerequisite: Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic, radiant, or psychic damage equal to your spellcasting ability modifier (minimum 1).

Maddening Hex

Prerequisite: 5th level
As a bonus action, you cause a psychic disturbance around a hostile creature affected by a spell you cast or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Warlock spellcasting ability modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Minions of the Multiverse

Prerequisite: 3rd level
Choose a summon or conjure spell that summons at least one creature, up to a spell level that you can cast, to a maximum of 5th-level. You learn the chosen spell. It doesn’t count against the number of spells you know.

Mire the Mind

Prerequisite: 5th level
You learn the slow spell. It doesn’t count against the number of spells you know.

North Star

Prerequisite: Pact of the Cards feature
While holding your divining tool, you always know which way is north, and you know the number of hours left before the next sunrise or sunset. Additionally, as long as the tool is on your person, you and your companions cannot become lost except by nonmagical means. If magic is used to mislead you and your companions as you travel, you become aware of it and have advantage on ability checks and saving throws to overcome the magical obstacles.

Overclocked Concentration

Prerequisite: 15th level, any 2 Arcanum Circles
You can maintain concentration on two spells simultaneously. Their cumulative spell-level can be no higher than 5th-level. While concentrating on two spells, you have disadvantage on saving throws to maintain concentration on spells, and if you fail a concentration saving throw, both spells end.

Pactkeeper's Reward

Prerequisite: 13th level, Pact Boon feature
You gain an additional Pact Boon of your choice. You can take this invocation multiple times, each time learning a new Pact Boon feature.

Path of the Prophet

Prerequisite: 5th level, Pact of the Cards feature
You ignore difficult terrain, have advantage on all checks and saving throws to escape a grapple, manacles, or rope bindings, and against being Paralyzed.

Potent Witchcraft

Prerequisite: Pact Magic
You add your Spellcasting ability modifier to the damage you deal with Eldritch Disruption or any warlock cantrip.

Psionic Secrecy

Prerequisite: 11th level, ability to speak telepathically at will
When you cast a warlock spell, you may choose to do so psionically without the need for somatic or verbal components. Once you have used this feature a number of times equal to your spellcasting ability modifier, you cannot do so again until you finish a long rest.

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

Relentless Hex

Prerequisite: 7th level
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of a hostile creature affected by a spell you cast or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Prerequisite: Eldritch Blast feature
When a creature takes damage from your Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line as long as it isn't more than one size category larger than you.

Sculptor of Flesh

Prerequisite: 7th level
You learn the polymorph spell. It doesn’t count against the number of spells you know.

Seething Aura

Prerequisite: 15th level
Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Whenever you spend mana granted by your Pact Magic feature, you can choose to unleash that energy in the area around you. If you do, creatures within 15 feet of you take damage of the chosen type equal to the mana you spent.

Sign of Ill Omen

Prerequisite: 5th level
You learn the bestow curse spell. It doesn’t count against the number of spells you know.

Singularity

Prerequisite: 7th level
When a creature fails its saving throw against a cantrip you cast or your Eldritch Disruption, you can cast gravity sinkhole as a bonus action using mana from your Pact Magic feature. The spell must be centered on the creature you hit with the cantrip.

Spellbinding Contract

Prerequisite: 9th level
You learn the geas spell. It doesn’t count against the number of spells you know.

Spellbreaker

Prerequisite: 5th level, Eldritch Smite or Eldritch Whip feature
When you deal damage with your Eldritch Smite or Eldritch Whip, you can cast dispel magic as a bonus action using mana from your Pact Magic feature targeting the creature you hit.

Strands of Wyrd

Prerequisite: 15th level
You can reroll a saving throw that you fail by spending 5 mana granted by your Pact Magic feature. If you do so, you must use the new roll.

Thief of Five Fates

You learn the bane spell. It doesn’t count against the number of spells you know.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tomb of Levistus

Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. While you have these temporary hit points, you are Frozen. At the start of your next turn, the ice melts; you lose any remaining temporary hit points, and your movement speed becomes 0 until the end of your turn. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Trickster's Escape

Prerequisite: 7th level
You can cast freedom of movement once without spending mana. You regain the ability to do so when you finish a long rest.

Undying Servitude

Prerequisite: 5th level
You learn the animate dead spell. It doesn’t count against the number of spells you know.

Versatile Blast

Prerequisite: Eldritch Blast feature
You learn an additional Eldritch Blast feature of your choice. You can take this invocation multiple times, each time learning a new Eldritch Blast feature.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Writhing Void

Prerequisite: 7th level
You learn the black tentacles spell. It doesn’t count against the number of spells you know.

Epic Level Arcanum Esoterica

Concussive Crackle

Prerequisite: 21st level
When you deal lightning or thunder damage to a creature, you can use a Bonus Action to envelop the target in crackling lightning. When you do, the target must succeed on a Constitution saving throw or become Stunned until the end of its next turn. If the creature fails their saving throw by 5 or more, it is Paralyzed instead.

Eldritch Deconstruction

Prerequisite: 21st level
When you damage an object or structure with your Eldritch Blast, you deal maximum damage against the target. You ignore damage thresholds on vehicles and objects. Additionally, when you reduce a creature or object to 0 hit points with your Eldritch Blast, you may reduce it to a pile of ash.

Iceblood Consumption

Prerequisite: 21st level
When you deal cold or necrotic damage to a creature, you regain hit points equal to half the damage of one roll of that ability, attack, or spell, to a maximum of your warlock level.

Mantle of Star Dust

Prerequisite: 21st level
You can cast gaseous form on yourself at will, without spending mana. When cast in this way, your misty form has a flying speed of 30 feet, and sparkles in bright and dim light.

Phoenixfire Font

Prerequisite: 21st level
When you deal fire or radiant damage to a creature, you gain temporary hit points equal to half the damage of one roll of that ability, attack, or spell, to a maximum of your warlock level.

Sanguine Testament

Prerequisite: 21st level
As a Bonus Action, you can cast the grease spell without spending mana. The grease conjured by this spell is a manifestation of the blood, ichor, or other fluid reflecting your patron's nature. When you cast grease in this way, a creature that fails the saving throw against the spell takes 4d6 damage on a failed save, or half as much damage on a success. This damage is necrotic by default, but other patrons may deal different types of damage. For example, a Fiend patron may deal fire damage, while a Celestial patron may deal radiant damage.

You can do so a number of times equal to your spellcasting ability modifier, regaining all expended charges when you finish a long rest.

Psychokinetic Acceleration

Prerequisite: 21st level
When you deal force or psychic damage to a creature, your movement speed increases by a number of feet equal to half the damage of one roll of that ability, attack, or spell, to a maximum of your warlock level.

Venombile Erosion

Prerequisite: 21st level
Acid and poison damage you deal ignores temporary hit points and resistance, treats immunity as resistance, and can only be healed through a short or long rest, rather than by regeneration, magic, or any other means.

Dominating Presence

Prerequisite: 24th level
You make all Charisma checks with Advantage.

Erudite Intellect

Prerequisite: 24th level
You make all Intelligence checks with Advantage.

Otherworldly Refuge

Prerequisite: 24th level
Choose one of the following spells: druid grove, magnificent mansion, mighty fortress, or temple of the gods. You can cast the chosen spell once without spending mana. You regain the ability to do so when you finish a long rest.

Otherworldly Resolve

Prerequisite: 24th level
You don't fall Unconscious as a result of dropping to 0 hit points. You still make death saving throws, and still die if you reach 3 death saving throw failures before being stabilized or regaining hit points.

Undying Will

Prerequisite: 24th level
Damage you take from nonmagical weapons or sources other than spells or magic abilities is reduced by an amount equal to your Charisma modifier.

Life-Giving Waters

Prerequisite: 27th level
Each turn you spend drinking fresh water, you regain 1d10 hit points. In addition, if you die, submerging your body in water keeps your body protected from decay and can’t become undead. If you stay submerged in water for 8 hours while dead, you may make a Quick Resurrection challenge, coming back to life with 1 hit point on a success.

With your DM's permission, other elements may be associated with this invocation, such as acid, blood, fire, sand, or sea water.

Light of a Dying Star

Prerequisite: 27th level
You can cast antimagic field once without spending mana. When you cast this spell in this way, the area of the spell is filled with bright sunlight or darkness (your choice). Darkvision cannot pierce through this darkness. You regain the ability to do so when you finish a long rest.

Void Psyche

Prerequisite: 27th level
You can cast mind blank once on yourself without spending mana. You regain the ability to do so when you finish a long rest.

Ward of the Talisman

Prerequisite: 28th level, Blessing of the Talisman
The wearer of the talisman has Advantage on saving throws against spells and magic effects.

Spellbook of Ancient Secrets

Prerequisite: 28th level, Book of Ancient Secrets
You can inscribe spells in your Book of Shadows, much like a Wizard would in their spellbook. A spell inscribed in this manner can’t be higher than 5th level. You can inscribe a number of spells equal to your Charisma modifier. You can cast these spells using your Pact Magic feature while you have the book on you, and they count as warlock spells for you. You can delete a previously inscribed spell by spending 1 hour meditating while you hold the book, which can be done during a short or long rest.

Precognition

Prerequisite: 28th level, Horoscopy
As long as you have your divining tool, you are under the effect of the foresight spell. This effect is magical, but cannot be dispelled.

Hungering Blade

Prerequisite: 28th level, Thirsting Blade
You can attack with your pact weapon three times, instead of twice, whenever you take the Attack action on your turn.

Links of the Void

Prerequisite: 28th level, Voice of the Chain Master
You and your familiar share a connection through the void. As a Bonus Action, you can instantly teleport to your familiar, make it teleport to you, or switch places with it, so long as you are on the same plane of existence.

Ever-Burning Essence

Prerequisite: 30th level
You can cast the fire shield spell at will, without spending mana.

The Ultimate Gift

Prerequisite: 30th level
You gain immortality and can only die if slain, in which case you can choose to manifest again after 1d4 days. You can only manifest yourself again in this manner once every three months. In addition, you stop aging, you can’t be magically aged, and you can’t suffer from exhaustion.