D&D homebrew Table Top Warlock

DnD 5e: Re-designed Warlock class writeup

My previous post covered my concerns with warlock, and presented some pretty big changes on how the class would look. This was an in-depth breakdown of the issues, reasoning behind the design, and reasoning behind the changes. It’s a wordy post with a lot to it. However, I’m happy with where it ended up, and now I want to present all of that in a much more digestible manner. To that end, I am laying out the redesigned warlock in the current class writeup fashion.

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic, Patron’s Wrath, Patron’s Fury, Mystic Arcanum (1st level) 2 2 1 1st
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon, Mystic Arcanum (2nd level) 2 4 2 2nd 2
4th +2 Ability Score Improvment 3 5 2 2nd 2
5th +3 Mystic Arcanum (3rd level) 3 6 3 3rd 3
6th +3 Otherworldly Patron Feature 3 7 3 3rd 3
7th +3 Mystic Arcanum (4th level) 3 8 3 4th 4
8th +3 Ability Score Improvement 3 9 3 4th 4
9th +4 Mystic Arcanum (5th level) 3 10 3 5th 5
10th +4 Otherworldly Patron Feature 4 10 3 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 4 5th 5
12th +4 Ability Score Improvement 4 11 4 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 4 5th 6
14th +5 Otherwordly Patron Feature 4 12 4 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 4 5th 7
16th +5 Ability Score Improvement 4 13 4 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 5 5th 7
18th +6 4 14 5 5th 8
19th +6 Ability Score Improvement 4 15 5 5th 8
20th +6 Eldritch Master 4 15 5 5th 8

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, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the warlock spell list.

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

Spell Slots
The Warlock table shows how many spell slots you have. 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 three 3rd-level spell slots. To cast the 1st-level spell thunderwave, 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 or ability you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your warlock spells.

Patron’s Wrath
When an Otherworldly Patron is selected, select a damage type that is supported by the theme of the Patron. For example, fire or radiant damage might be appropriate for Oberon of the Summer Court, while cold or necrotic might be appropriate for the Prince of Frost. Acid, cold, psychic, or necrotic might be appropriate depending on the fiend selected, as well as for many of the Great Old Ones.

Whenever a creature would otherwise be immune to an Otherworldly Patron ability or warlock spell, Patron’s Wrath deals damage equal to the damage specified in the spell or ability or 1d8 per two warlock level for spells and abilities that otherwise cause no damage. This damage is of the type selected when this feature is gained. This damage is subject to immunity and resistance, and this damage may be halved with a successful Will save against the warlock’s spell DC.

Patron’s Fury
Patron’s Fury is a class feature gained when the warlock selects an Otherworldly Patron. Once per long rest, the warlock may expend a spell slot or mystic arcanum to deal 2d6 per level of the expended spell slot or mystic arcanum to a chosen target within 120 feet, and creatures within a ten foot radius of their target. The damage deals the damage type as selected in Patron’s Wrath. A successful Constitution save against the warlock’s warlock spell DC causes this ability to deal half damage. Creatures that are immune to this damage are instead restrained and blinded until the end of the warlock’s next turn. A successful save for the immune creature causes no additional effect.

Eldritch Invocations
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 at the end of the class description. 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.

Pact Boon
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.

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 (see chapter 5 of the Player’s Handbook for weapon options). You are proficient with it while you wield 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. You can’t affect an artifact or sentient weapon in this way. 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.

You may expend a spell slot when you hit to deal additional damage of the type granted by your Otherworldly Patron. This deals 2d4 damage for a first level spell, and an additional 1d4 damage for each subsequent level, to a maximum of 5d4.

When you reach 5th level, you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

When you reach 12th level, when you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

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, or sprite. 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.

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 familiiar’s senses, you can also speak through your familiar in your own voice, even if you familiar is normally incapable of speech.

Whenever you cast a cantrip or spell, you may have your familiar cast an identical copy of the spell as your bonus action. This echoed spell deals half damage and all targets have advantage on any saving throws the spell may possess, including subsequent saving throws. If the target would already have advantage, they instead get to roll an additional 1d6 and add the result to the saving throw. Spells that have a hitpoint threshold may not be echoed. If the spell requires concentration, your familiar may concentrate on the spell as its bonus action, but may perform no other action besides movement. Spells cast by familiars do not expend the warlock’s spell slots.

Upon reaching 15th level, you can cast hold monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this ability on the same creature again.

Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. 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 can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

You may apply your charisma bonus to the damage of any cantrip that you cast. For cantrips that grant multiple rays or missiles, this Charisma bonus may only be applied to a single ray or missile. You gain a spell slot when you select your pact boon.

Whenever you critically hit with a spell, you may add an additional 1d6 damage of the same damage type of the spell. This increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen 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.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription takes 2 hours and costs 50gp for the rare inks needed to inscribe it.

Ability Score Improvement
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.

Mystic Arcanum
At 1st level, you patron bestows upon you a magical secret called an arcanum. Choose one 1st-level spell from the warlock spell list 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 2nd-level spell at 3rd level, one 3rd-level spell at 5th level, one 4th-level spell at 7th level, one 5th-level spell at 9th level, one 6th-level spell at 11th level, 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.

Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots, and empower them. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Spell slots you regain are empowered. Any spell that deals damage deals an extra 1d8 damage per level of the spell, with the damage type that was selected in Patron’s Wrath. Any spell that targets the warlock or an ally grant temporary hit points equal to four times the spell’s level. Any non-damaging spell that targets a creature that is not an ally inflicts the poisoned or restrained  condition, as chosen by the warlock at time of casting, if the creature fails the spell’s saving throw, until the end of the warlock’s next turn.

Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Your Pact Boon

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiends. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it.

Pact of the Blade. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with gemstones embedded in its head, carved to look like a terrible, unblinking eye.

Pact of the Tome. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.

Otherworldly Patron

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence – not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Archfey
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, rule 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.

Archfey Expanded Spells

Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming

Fey Presence
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 charmed or 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.

Misty Escape
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 invisible and teleport up to 60 feet to an unoccupied space you can see. You remain 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.

Beguiling Defenses
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 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 charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium
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 charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

The Fiend
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 lods such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pitfiends 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.

Fiend Expanded Spells

Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Dark One’s Blessing
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).

Dark One’s Own Luck
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 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.

Fiendish Resilience
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.

Hurl Through Hell
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 10d10 psychic damage as it reels from this horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

The Great Old One

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.

Fiend Expanded Spells

Spell Level Spells
1st dissonant whispers, Tasha’s hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard’s black tentacles
5th dominate person, telekinesis

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with 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.

Entropic Ward
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 long or short rest.

Thought Shield
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.

Create Thrall
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 incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast upon it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time you meet its prerequisites.

After Image
When using an Otherworldly Patron feature, the lingering presence of the Otherworldly Patron clings to the warlock at her desire. Until the end of her next turn, all attacks that target the warlock, and only the warlock, suffer Disadvantage. Once you do so, you can’t do so again until you finish a short rest.

Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components

Beast Speech
You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion using a warlock spell slot.

Blood Ties
When afflicted with a condition, the warlock may use a reaction to attempt to make the source suffer the same fate. The creature that must make a Will save against the warlock’s spell DC or be subjected to the same condition that the warlock suffers. This eldritch invocation may be used once every short rest.

Cabalist
The warlock may use a bonus action to grant an ally within sight 1d4 bonus damage of the type selected in Patron’s Wrath. Once within the next 10 minutes, the ally can roll the die and add the number rolled to one damage roll. The ally may wait until after it rolls damage before deciding to use the Cabalist die, but must decide before the DM resolves the damage. Once the Cabalist die is rolled, it is lost. An ally may only have one Cabalist die at a time. This ability may be used a number of times equal to the warlock’s charisma bonus per short rest.

Coat of the Patron
As an at-will ability, you may invoke the presence of your patron. Your patron grants you a shimmering coat that wreaths you in energetic glory, making it hard to gaze upon you in combat. For the duration of this ability, your armor class becomes 11+INT+CHA. While this ability is active, the warlock has disadvantage on all stealth rolls. This ability lasts for eight hours.

Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dirge of the Patron
As a reaction to an ally falling in battle, the warlock may grant resistance to the damage type that caused her ally to fall to all allies within sixty feet. This resistance lasts until the end of the warlock’s next turn. This eldritch invocation may be used once every short rest.

Dreadful Word
Prerequisite: 7th level
You can cast confusion using a warlock spell sot.

Eldritch Sight
You can cast detect magic at will, without expending a spell slot.

Eyes of the Rune Keeper
You can read all writing.

Fiendish Vigor
You can cast false life on yourself at will, as a 1st level spell, without expending a spell slot or material components.

Gaze of Two Minds
You can use your action to touch a willing humanoid, and perceive through its sense until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Grasp of the Pact
Prerequisite: 3rd level
This eldritch invocation functions differently depending on the pact boon taken. Pact of the Blade warlocks may spend a spell slot to turn any single target mystic arcanum spell into a fifteen foot line emanating from the warlock. Pact of the Chain warlocks may spend a spell slot to turn any single target mystic arcanum spell into a five foot radius blast emanating from the warlock. Pact of the Tome warlocks may spend a spell slot to turn any single target mystic arcanum spell to select a second target for any single target offensive spell they know. Spell slots may only be sacrificed this way once per long rest.

Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.

Master’s Glory
When the warlock suffers damage that would otherwise cause her to fall unconscious or die, the warlock may spend a reaction to cause damage equal to the amount being dealt to the warlock in a 10 foot radius emanating from the warlock, and have resistance against the attack. This damage is of the type selected by Patron’s Wrath.

Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental using a warlock spell slot.

Mire the Mind
Prerequisite: 5th level
You can cast slow using a warlock spell slot.

Misty Visions
You can cast silent image at will, without expending a spell slot or material components.

Offering to the Master
This eldritch invocation functions differently depending on the pact boon taken. Pact of the Blade warlocks may sacrifice a mystic arcanum to gain an additional attack with their pact weapons as a bonus action. Pact of the Chain warlocks may temporarily send their familiars to serve the Otherworldly Patron. Doing so allows the warlock to cast any spell slot as a bonus action. Pact of the Tome warlocks may opt to receive disadvantage on all arcana and religion rolls in order to be able to cast a cantrip as a bonus action. Once this sacrifice has been made, it is active until the warlock takes a long rest

One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.

Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph using a warlock spell slot.

Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse using a warlock spell slot.

Thief of Five Fates
You can cast bane using a warlock spell slot.

Vision of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.

Web of Many Fates
The warlock may swap places with a willing ally as a reaction when taking damage from a source other than herself, as long as the ally is visible and within sixty feet. The ally then takes the damage in place of the warlock. No reactions are provoked from this movement. This eldritch invocation may be used once every short rest.

Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.

Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

10 comments

  1. Yeah, this is awesome, and pretty much encompasses everything I wanted to do with the class anyway. Is it too good? Maybe, but it’d be nice to err on that side for a change instead of being completely and miserably underpowered.

    1. I don’t think it is too good, for a couple of reasons. I added damage on a couple of spots, but damage is a consolation prize at higher levels anyway. Even with Patron’s Fury, you aren’t quite whipping a max fireball around.

      The new invocations all contest against echo other, and even with some Otherworldly Patron features, so there ends up being a lot of choice there. The only spot I really worry about is the additional slots for Tome lock, but even then it is sort of a non issue now that Eldritch Blast isn’t so nuts.

      1. Some wording is a bit strange and/or unspecific and some evocations seem like they are too strong to not have a prerequisite but that’s all. I liked that you kept the base idea and styling similar to the vanilla warlock without making it too unbalanced

  2. Why not just give Warlocks Potent, Forceful and Distant Cantrip. Not only does it free up 3 invocations for customization it also gives all warlocks more meaningful and interesting options that compete with Eldritch Blast. It seems silly to nueter the most effective tool when we could provide more options by similarly improving other cantrips.

    1. I actually rewrote Eldritch Blast as part of this, in the prior post. It didn’t get relisted here. Essentially, the pushback rolls in but only applies once, and it’s now built into the pact whether or not the damage bonus gets applied, but it only gets applied once.

      If you don’t limit the per bolt applications, it’s still far and away better than the other cantrips available.

    1. Warlocks get a class feature called Mystic Arcanum that allows it.

      Mystic Arcanum (6th level)
      At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list 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.

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