Warlock
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter warlock spell list|spells|class=warlock}.
Cantrips.
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots.
The Warlock table shows how many spell slots you have to cast your {@filter warlock spells|spells|class=warlock} of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell {@spell witch bolt}, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher.
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spellcasting Focus.
You can use an {@item arcane focus|phb} as a spellcasting focus for your warlock spells.
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. A list of the available options can be found on the {@filter Optional Features|optionalfeatures|Feature Type=EI} page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
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.
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
{@i 4th-level warlock {@variantrule optional class features|tce|optional feature}}
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
- Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the {@filter warlock spell list|spells|level=0|class=Warlock}.
- Replace the option you chose for the Pact Boon feature with one of that feature's other options.
- If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
At 6th level, you gain a feature granted by your Otherworldly Patron.
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 10th level, you gain a feature granted by your Otherworldly Patron.
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 6th-level spell from the warlock spell list|spells|level=6|class=Warlock} as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 7th-level spell from the warlock spell list|spells|level=7|class=Warlock} as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At 14th level, you gain a feature granted by your Otherworldly Patron.
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 8th-level spell from the warlock spell list|spells|level=8|class=Warlock} as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one {@filter 9th-level spell from the warlock spell list|spells|level=9|class=Warlock} as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
When you reach 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Eldritch Invocation options appear in alphabetical order.
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "{@filter Eldritch Invocation Options|optionalfeatures|feature type=EI|source=XPHB}" section later in this class's description.
Prerequisites.
If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.
Replacing and Gaining Invocations.
Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.
You can't pick the same invocation more than once unless its description says otherwise.
Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the {@filter Warlock spell list|spells|class=Warlock} later in the class's description.
Cantrips.
You know two Warlock cantrips of your choice. {@spell Eldritch Blast|XPHB} and {@spell Prestidigitation|XPHB} are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.
When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.
Spell Slots.
The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.
For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell {@spell Witch Bolt|XPHB}, you must spend one of those slots, and you cast it as a level 3 spell.
Prepared Spells of Level 1+.
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. {@spell Charm Person|XPHB} and {@spell Hex|XPHB} are recommended.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.
If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.
Changing Your Prepared Spells.
Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
Spellcasting Ability.
Charisma is the spellcasting ability for your Warlock spells.
Spellcasting Focus.
You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Warlock spells.
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.
You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.
You gain a feature from your Warlock subclass.
You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.
In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the {@spell Contact Other Plane|XPHB} spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.
Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Long Rest|XPHB}.
You gain a feature from your Warlock subclass.
Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.
You can cast your arcanum spell once without expending a spell slot, and you must finish a {@variantrule Long Rest|XPHB} before you can cast it in this way again.
As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a {@variantrule Long Rest|XPHB}.
Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.
You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You gain a level 7 Warlock Spell of your choice.
You gain a feature from your Warlock subclass.
You gain a level 8 Warlock Spell of your choice.
You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You gain a level 9 Warlock Spell of your choice.
You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Fate|XPHB} is recommended.
When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Expanded Spell List.
The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | {@spell faerie fire}, {@spell sleep} |
| 2nd | {@spell calm emotions}, {@spell phantasmal force} |
| 3rd | {@spell blink}, {@spell plant growth} |
| 4th | {@spell dominate beast}, {@spell greater invisibility} |
| 5th | {@spell dominate person}, {@spell seeming} |
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all {@condition charmed} or {@condition frightened} by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn {@condition invisible} and teleport up to 60 feet to an unoccupied space you can see. You remain {@condition invisible} until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being {@condition charmed}, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be {@condition charmed} by you for 1 minute or until the creature takes any damage.
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is {@condition charmed} or {@condition frightened} by you (your choice) for 1 minute or until your {@status concentration} is broken (as if you are {@status concentration||concentrating} on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz-Urb'luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Expanded Spell List.
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | {@spell burning hands}, {@spell command} |
| 2nd | {@spell blindness/deafness}, {@spell scorching ray} |
| 3rd | {@spell fireball}, {@spell stinking cloud} |
| 4th | {@spell fire shield}, {@spell wall of fire} |
| 5th | {@spell flame strike}, {@spell hallow} |
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a {@dice d10} to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes {@damage 10d10} psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
Expanded Spell List.
The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | {@spell dissonant whispers}, {@spell Tasha's hideous laughter} |
| 2nd | {@spell detect thoughts}, {@spell phantasmal force} |
| 3rd | {@spell clairvoyance}, {@spell sending} |
| 4th | {@spell dominate beast}, {@spell Evard's black tentacles} |
| 5th | {@spell dominate person}, {@spell telekinesis} |
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an {@condition incapacitated} humanoid. That creature is then {@condition charmed} by you until a {@spell remove curse} spell is cast on it, the {@condition charmed} condition is removed from it, or you use this feature again.
You can communicate telepathically with the {@condition charmed} creature as long as the two of you are on the same plane of existence.
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantilus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Expanded Spell List.
The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | {@spell false life}, {@spell ray of sickness} |
| 2nd | {@spell blindness/deafness}, {@spell silence} |
| 3rd | {@spell feign death}, {@spell speak with dead} |
| 4th | {@spell aura of life}, {@spell death ward} |
| 5th | {@spell contagion}, {@spell legend lore} |
Starting at 1st level, you learn the {@spell spare the dying} cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of {@spell fireball}). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to {@dice 1d8} + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with {@spell spare the dying}.
Once you use this feature, you can't use it again until you finish a long rest.
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce {@condition exhaustion} and still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to {@dice 1d8} + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Once you use this feature, you can't use it again until you finish a short or long rest.
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.
Expanded Spell List.
{@i 1st-level Fathomless feature}
The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | {@spell create or destroy water}, {@spell thunderwave} |
| 2nd | {@spell gust of wind}, {@spell silence} |
| 3rd | {@spell lightning bolt}, {@spell sleet storm} |
| 4th | {@spell control water}, {@spell summon elemental|tce} (water only) |
| 5th | {@spell Bigby's hand} (appears as a tentacle), {@spell cone of cold} |
{@i 1st-level Fathomless feature}
You gain a swimming speed of 40 feet, and you can breathe underwater.
{@i 1st-level Fathomless feature}
You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes {@damage 1d8} cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to {@damage 2d8}.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
{@i 6th-level Fathomless feature}
Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by {@dice 1d8}. When you reach 10th level in this class, the damage reduced by the tentacle increases to {@dice 2d8}.
{@i 6th-level Fathomless feature}
You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
{@i 10th-level Fathomless feature}
You learn the spell {@spell Evard's black tentacles}. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your {@status concentration} on this spell.
{@i 14th-level Fathomless feature}
You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
Once you use this feature, you can't use it again until you finish a short or long rest.
As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
You choose your patron's kind or determine it randomly, using the Genie Kind table.
| d4 | Kind | Element |
|---|---|---|
| 1 | {@creature Dao} | Earth |
| 2 | {@creature Djinni} | Air |
| 3 | {@creature Efreeti} | Fire |
| 4 | {@creature Marid} | Water |
Expanded Spell List.
{@i 1st-level Genie feature}
The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.
| Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells |
|---|---|---|---|---|---|
| 1st | {@spell detect evil and good} | {@spell sanctuary} | {@spell thunderwave} | {@spell burning hands} | {@spell fog cloud} |
| 2nd | {@spell phantasmal force} | {@spell spike growth} | {@spell gust of wind} | {@spell scorching ray} | {@spell blur} |
| 3rd | {@spell create food and water} | {@spell meld into stone} | {@spell wind wall} | {@spell fireball} | {@spell sleet storm} |
| 4th | {@spell phantasmal killer} | {@spell stone shape} | {@spell greater invisibility} | {@spell fire shield} | {@spell control water} |
| 5th | {@spell creation} | {@spell wall of stone} | {@spell seeming} | {@spell flame strike} | {@spell cone of cold} |
| 9th | {@spell wish} | — | — | — | — |
{@i 1st-level Genie feature}
Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.
| d6 | Vessel |
|---|---|
| 1 | Oil lamp |
| 2 | Urn |
| 3 | Ring with a compartment |
| 4 | Stoppered bottle |
| 5 | Hollow statuette |
| 6 | Ornate lantern |
While you are touching the vessel, you can use it in the following ways:
The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
{@i 6th-level Genie feature}
You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
{@i 10th-level Genie feature}
When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.
In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
{@i 14th-level Genie feature}
You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one {@filter spell that is 6th level or lower and has a casting time of 1 action|spells|cast time=action|level=0;1;2;3;4;5;6}. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
Once you use this feature, you can't use it again until you finish {@dice 1d4} long rests.
You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.
Expanded Spell List.
{@i 1st-level Undead feature}
The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | {@spell bane}, {@spell false life} |
| 2nd | {@spell blindness/deafness}, {@spell phantasmal force} |
| 3rd | {@spell phantom steed}, {@spell speak with dead} |
| 4th | {@spell death ward}, {@spell greater invisibility} |
| 5th | {@spell antilife shell}, {@spell cloudkill} |
{@i 1st-level Undead feature}
You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to {@dice 1d10} + your warlock level.
- Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is {@condition frightened} of you until the end of your next turn.
- You are immune to the {@condition frightened} condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
{@i 6th-level Undead feature}
Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
{@i 10th-level Undead feature}
Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.
In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to {@damage 2d10} + your warlock level. You then gain 1 level of {@condition exhaustion}. Once you use this reaction, you can't do so again until you finish {@dice 1d4} long rests.
{@i 14th-level Undead feature}
Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is {@condition unconscious} and in a state of suspended animation.
Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).
While projecting your spirit, you gain the following benefits:
- Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
- When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.
- You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were {@quickref difficult terrain||3}, but you take {@damage 1d10} force damage if you end your turn inside a creature or an object.
- While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
Once you use this feature, you can't do so again until you finish a long rest.
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Expanded Spell List.
The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | {@spell cure wounds}, {@spell guiding bolt} |
| 2nd | {@spell flaming sphere}, {@spell lesser restoration} |
| 3rd | {@spell daylight}, {@spell revivify} |
| 4th | {@spell guardian of faith}, {@spell wall of fire} |
| 5th | {@spell flame strike}, {@spell greater restoration} |
At 1st level, you learn the {@spell sacred flame} and {@spell light} cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of {@dice d6}s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to {@dice 2d8} + your Charisma modifier, and it is {@condition blinded} until the end of the current turn.
Once you use this feature, you can't use it again until you finish a long rest.
You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many Hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with Hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
Expanded Spell List.
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | {@spell shield}, {@spell wrathful smite} |
| 2nd | {@spell blur}, {@spell branding smite} |
| 3rd | {@spell blink}, {@spell elemental weapon} |
| 4th | {@spell phantasmal killer}, {@spell staggering smite} |
| 5th | {@spell banishing smite}, {@spell cone of cold} |
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are {@condition incapacitated}. Until the curse ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the {@dice d20}.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a {@creature specter}, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a {@dice d6}. On a 4 or higher, the attack instead misses you, regardless of its roll.
Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't {@condition incapacitated}. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
{@i Defy Death for Profane Power}
You've made a pact with a creature that defies the cycle of life and death: a powerful lich, a vampire, or another entity of undeath. Having once been mortal, these ancient patrons know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge and other secrets with those who work their will among the living.
As a {@variantrule Bonus Action|XPHB}, you transform into an avatar of your patron's dreadful power, gaining the benefits below for 1 minute, until you have the {@condition Incapacitated|XPHB} condition, or until you end the form (no action required). You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
Facsimile of Life.
You gain {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d10} plus your Warlock level.
Fearless Form.
You have Immunity to the {@condition Frightened|XPHB} condition. If you are Frightened when you transform, the condition immediately ends for you.
Frightful Avatar.
Once per turn, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Frightened|XPHB} condition until the end of your next turn.
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | {@spell Bane|XPHB}, {@spell Blindness/Deafness|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Ray of Sickness|XPHB} |
| 5 | {@spell Speak with Dead|XPHB}, {@spell Summon Undead|XPHB} |
| 7 | {@spell Greater Invisibility|XPHB}, {@spell Phantasmal Killer|XPHB} |
| 9 | {@spell Antilife Shell|XPHB}, {@spell Cloudkill|XPHB} |
Your patron's powers have a profound effect on your body and magic, granting you the following benefits.
Arcane Necrosis.
Necrotic damage from your attacks, Warlock spells, and Warlock features ignores {@variantrule Resistance|XPHB} to Necrotic damage. Once per turn when you cast a spell that deals damage, you can change that spell's damage type to Necrotic.
Dreaded Necrosis.
When you hit a creature with an attack roll and deal Necrotic damage while using your Form of Dread, you can roll one additional damage die when determining the Necrotic damage the target takes. You can use this benefit only once per turn.
Undead Endurance.
You don't gain {@condition Exhaustion|XPHB} levels from {@hazard dehydration|XPHB}, {@hazard malnutrition|XPHB}, or {@hazard suffocation|XPHB}. In addition, you don't need to sleep, and magic can't put you to sleep.
Your connection to undeath saturates your body. You gain the following benefits.
Necrotic Resilience.
You have {@variantrule Resistance|XPHB} to Necrotic damage. While using your Form of Dread, you have {@variantrule Immunity|XPHB} to Necrotic damage.
Unholy Resuscitation.
If you drop to 0 Hit Points and don't die outright, you can cause your body to erupt with deathly energy. Each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you makes a Constitution saving throw against your spell save DC, taking Necrotic damage equal to {@dice 2d10} plus your Charisma modifier on a failed save or half as much damage on a successful one. Your Hit Points then change to twice your Warlock level, and you gain 1 {@condition Exhaustion|XPHB} level.
Once you use this benefit, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.
Your Form of Dread improves, granting you the following benefits while you are using it.
Dread Resistance.
You have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage.
Ghostly Flight.
You have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can hover. You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object.
Profane Casting.
Whenever you cast a Warlock spell from the Conjuration or Necromancy school, you cast it without any Verbal, Somatic, or Material components, except Material components that are costly or consumed.
{@i Bargain with Whimsical Fey}
Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | {@spell Calm Emotions|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Misty Step|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Sleep|XPHB} |
| 5 | {@spell Blink|XPHB}, {@spell Plant Growth|XPHB} |
| 7 | {@spell Dominate Beast|XPHB}, {@spell Greater Invisibility|XPHB} |
| 9 | {@spell Dominate Person|XPHB}, {@spell Seeming|XPHB} |
Your patron grants you the ability to move between the boundaries of the planes. You can cast {@spell Misty Step|XPHB} without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
In addition, whenever you cast that spell, you can choose one of the following additional effects.
Refreshing Step.
Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains {@dice 1d10} {@variantrule Temporary Hit Points|XPHB}.
Taunting Step.
Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have {@variantrule Disadvantage|XPHB} on attack rolls against creatures other than you until the start of your next turn.
You can cast {@spell Misty Step|XPHB} as a {@variantrule Reaction|XPHB} in response to taking damage.
In addition, the following effects are now among your Steps of the Fey options.
Disappearing Step.
You have the {@condition Invisible|XPHB} condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.
Dreadful Step.
Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take {@damage 2d10} Psychic damage.
Your patron teaches you how to guard your mind and body. You are immune to the {@condition Charmed|XPHB} condition.
In addition, immediately after a creature you can see hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this {@variantrule Reaction|XPHB}, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast {@spell Misty Step|XPHB} as part of the same action and without expending a spell slot.
{@i Call on the Power of the Heavens}
Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | {@spell Aid|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Light|XPHB}, {@spell Sacred Flame|XPHB} |
| 5 | {@spell Daylight|XPHB}, {@spell Revivify|XPHB} |
| 7 | {@spell Guardian of Faith|XPHB}, {@spell Wall of Fire|XPHB} |
| 9 | {@spell Greater Restoration|XPHB}, {@spell Summon Celestial|XPHB} |
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.
As a {@variantrule Bonus Action|XPHB}, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of {@variantrule Hit Points|XPHB} equal to the roll's total. Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}.
Your link to your patron allows you to serve as a conduit for radiant energy. You have {@variantrule Resistance|XPHB} to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.
You gain {@variantrule Temporary Hit Points|XPHB} whenever you use your Magical Cunning feature or finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. These {@variantrule Temporary Hit Points|XPHB} equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain {@variantrule Temporary Hit Points|XPHB} equal to half your Warlock level plus your Charisma modifier.
When you or an ally within 60 feet of you is about to make a {@variantrule Death Saving Throw|XPHB}, you can unleash radiant energy to save the creature. The creature regains {@variantrule Hit Points|XPHB} equal to half its {@variantrule Hit Points|XPHB|Hit Point} maximum and can end the {@condition Prone|XPHB} condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to {@dice 2d8} plus your Charisma modifier, and each has the {@condition Blinded|XPHB} condition until the end of the current turn.
Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.
{@i Make a Deal with the Lower Planes}
Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.
When you reduce an enemy to 0 {@variantrule Hit Points|XPHB}, you gain {@variantrule Temporary Hit Points|XPHB} equal to your Charisma modifier plus your Warlock level (minimum of 1 {@variantrule Temporary Hit Points|XPHB|Temporary Hit Point}). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 {@variantrule Hit Points|XPHB}.
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | {@spell Burning Hands|XPHB}, {@spell Command|XPHB}, {@spell Scorching Ray|XPHB}, {@spell Suggestion|XPHB} |
| 5 | {@spell Fireball|XPHB}, {@spell Stinking Cloud|XPHB} |
| 7 | {@spell Fire Shield|XPHB}, {@spell Wall of Fire|XPHB} |
| 9 | {@spell Geas|XPHB}, {@spell Insect Plague|XPHB} |
You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add {@dice 1d10} to your roll. You can do so after seeing the roll but before any of the roll's effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
Choose one damage type, other than Force, whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You have {@variantrule Resistance|XPHB} to that damage type until you choose a different one with this feature.
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes {@damage 8d10} Psychic damage if it isn't a Fiend, and it has the {@condition Incapacitated|XPHB} condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
{@i Unearth Forbidden Lore of Ineffable Beings}
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.
You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | {@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Tasha's Hideous Laughter|XPHB} |
| 5 | {@spell Clairvoyance|XPHB}, {@spell Hunger of Hadar|XPHB} |
| 7 | {@spell Confusion|XPHB}, {@spell Summon Aberration|XPHB} |
| 9 | {@spell Modify Memory|XPHB}, {@spell Telekinesis|XPHB} |
When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an {@filter Enchantment|spells|class=Warlock|school=E} or {@filter Illusion|spells|class=Warlock|school=I}, you can do so without Verbal or Somatic components.
When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has {@variantrule Disadvantage|XPHB} on attack rolls against you, and you have {@variantrule Advantage|XPHB} on attack rolls against that creature for the duration of the bond.
Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Your alien patron grants you a powerful curse. You always have the {@spell Hex|XPHB} spell prepared. When you cast {@spell Hex|XPHB} and choose an ability, the target also has {@variantrule Disadvantage|XPHB} on saving throws of the chosen ability for the duration of the spell.
Your thoughts can't be read by telepathy or other means unless you allow it. You also have {@variantrule Resistance|XPHB} to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take.
When you cast {@spell Summon Aberration|XPHB}, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of {@variantrule Temporary Hit Points|XPHB} equal to your Warlock level plus your Charisma modifier.
In addition, the first time each turn the Aberration hits a creature under the effect of your {@spell Hex|XPHB}, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.