People who are this class
Bojo Satoru Knox, Falk Lavinia Haber-Bosch, Jack Trade
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 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
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Patron, Source
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells 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 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 or 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.
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 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. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.
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.
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 Aegis
Over the course of 1-hour (Which may be done over the course of a short or long rest) you may conduct a ritual over a shield or suit of armor within 5-feet of you. This item becomes your Bonded Aegis.
You are proficient in your bonded aegis, and it is considered weightless for you. If it normally has a strength requirement or grants disadvantage on stealth checks, it no longer does.
As a bonus action, you may shunt your bonded aegis into an extradimensional space, where it remains until you resummon it as a bonus action or it is no longer your bonded aegis. If your bonded aegis is a suit of armor, you may choose whether it is summoned donned or not.
An item ceases being your bonded aegis if you die, forge this bond with a new item, or end your bond over the course of a short rest.
You are unable to forge a bond with a sentient item if it is unwilling, and at any point it can choose to end your bond (No action required)
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
You are unable to forge a bond with a sentient item if it is unwilling, and at any point it can choose to end your bond (No action required)
Pact of the Blood
As a bonus action, you may command your blood to drift off from your body, creating tendrils of blood that can interact with the world around you. These tendrils can drift up to 30-feet away from you, any you can have no more tendrils at a time than an amount equal to your Warlock modifier (Minimum of 1)
When you create the tendrils or as a bonus action while they are created, you may command each tendril to do one of the following things: Manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You may give each tendril a different command.
Each tendril can only hold up to 5 lbs. If tendrils work together, they add their carrying capacity together (For example, three tendrils could lift a 15 lb object together)
Pact of the Eye
Upon gaining this eye, choose one eye based Eldritch Mutation that is not restricted to a patron (Devil's Sight, Eyes of the Runekeeper, Ghost Sight, Inquisitive Influence, Sharp Eyes or Witch Sight) You gain that blessing and it does not count against your blessings known, you also ignore the level prerequisite.
Additionally, you are immune to the Blinded condition. If your replaced eye is lost or removed, you can regenerate it as an action. Doing so causes the removed eye to turn to ash.
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.
Pact of the Flesh
When you gain this feature your maximum HP is increased by 12. Every Warlock level you gain after taking this feature, you gain an additional 4 maximum HP. Additionally, you may use your Constitution modifier to calculate your AC instead of your Dexterity modifier.
Pact of the String
Over the course of 1-hour (Which may be done over the course of a short or long rest) you may conduct a ritual over an instrument within 5-feet of you. This instruments becomes your Bonded Instrument
You are proficient in your bonded instrument, and you have expertise in it (Double your proficiency bonus for checks made with it) You can also use it as a spellcasting focus for your Warlock spells.
If you use your Eldritch Gift while wielding your bonded instrument, you may convert all of the gifts damage to thunder damage. If you do so, it deals additional damage equal to half your Warlock modifier (Rounded down, Minimum of 1)
As a bonus action, you may shunt your bonded instrument into an extradimensional space, where it remains until you resummon it as a bonus action or it is no longer your bonded instrument.
An instrument ceases being your bonded instrument if you die, forge this bond with a new item, or end your bond over the the course of a short rest. You are unable to forge a bond with a sentient item if it is unwilling, and at any point it can choose to end your bond (No action required)
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 (the three needn't be from the same 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 they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
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.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
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.
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 warlock spell list.
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 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.
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.
Legendary Class
LV 21: Legendary Feat, Eldritch Gifts (1), Otherworldly Secrets (1), Unleashed Arcanum (1)
LV 22: Eldritch Onslaught(1), Eldritch Blessing
LV 23: Eldritch Exchange, Eldritch Pact
LV 24: Legendary ASI/Feat
LV 25: Otherworldly Secrets (2), Unleashed Arcanum (2)
LV 26: Eldritch Gifts (2)
LV 27: Eldritch Onslaught (2)
LV 28: Legendary ASI/Feat
LV 29: Otherworldly Secrets (3)
LV 30: Overlord, Unleashed Arcanum (3), Eldritch Onslaught (3), Eldritch Gifts (3)
21st: 5 spell slots; 6th level
25th: 6 spell slots; 7th level
29th: 7 spell slots; 8th level
Eldritch Gifts
Your patron has granted you a powerful innate ability known as your Eldritch Gift. A warlocks eldritch gift is often their main form of combat, and many define themselves around it. The options for what your eldritch gift can be can be found below. Your eldritch gift is magical in nature, however it works even while in the presence of a zone of antimagic, and nothing can negate the usage of your eldritch gift
Otherworldly Secrets
You have begun to discover ancient secrets hidden from other warlocks. You may choose a Combat Trait at levels 21, 25, and 29 at the bottom of the page
Unleashed Arcanum
Beginning at 21st level, with your regular pact magic growing stronger, the power of your mystic arcanums begins to grow as well. You gain a 10th-level spell slot. At 25th level, you gain a 11th-level spell slot. At 29th level, you gain a 12th-level spell slot. These spell slots can only be regained by completing a long rest
Eldritch Onslaught
When you use your action to attack with your Eldritch Gift, you may make 2 attacks instead of 1. At 27th Level you may make 3 attacks instead of 1. At 30th Level you may make 4 attacks instead of 1
Eldritch Blessing
Your delve into the deepest depths of occult lore has granted you powerful blessings. These blessings are broken up into two categories: Eldritch Invocations and Eldritch Mutations. Invocations represent otherworldly powers that don't visibly impact your character, while mutations are physical alterations brought on as a result of your pact. You start knowing 4 blessings, and you gain more as you gain levels in this class, (22: 4, 24: 5, 26: 6, 28: 7, 30: 8) If a blessing has a level prerequisite, it is referring to your level in the Warlock class. You must meet all of a blessings prerequisites in order to select it. Whenever you gain a level in this class, you may choose a blessing you know and replace it with a blessing of the same type.
Eldritch Exchange
Whenever you finish a long rest, you may exchange one Eldritch Blessing you possess for another of the same type you meet the prerequisites for
Eldritch Pact
Increases the power of the Pact Boons
Overlord
Finally at 30th level, you have achieved the pinnacle of being a Warlock. Once per turn when you use your action to attack with your Eldritch Gift, you may forgo 3 of these attacks to cast a Warlock spell of 9th level or lower without expending a spell slot or lend some of your power to someone else
Eldritch Arrow
As an action, you can shoot an arrow that hones in on a target within 90-feet. Make a ranged spell attack against the target. On a hit, the target takes 1d8 + Your Warlock modifier in force damage. Once per round when you miss with one of these arrows, you may force the creature it missed to make a Dexterity saving throw against your Warlock DC. On a failed saving throw, they suffer 1d8 + Your Warlock modifier in force damage as the arrow homes back in on them.
Eldritch Blast
As an action, you can fire a beam of crackling energy that streaks towards a target within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + your Warlock modifier in force damage
Eldritch Orb
You constantly have an orb of eldritch energy hovering around you. On your turn you may move the orb up to 30-feet (No action required) the orb can be no more than 60-feet away from you, if it would end up further away from you it automatically moves to remain within 60-feet of you. As an action you may release motes of eldritch energy from the orb. Make a ranged spell attack originating from the orb (This attack can not have disadvantage as a result of being within attack range of a creature) against a creature within 90-feet of the orb. On a hit, the target takes 1d8 + your Warlock modifier in force damage. You may turn your orb invisible or end its invisibility as a bonus action, while it is invisible it is unable to attack.
Eldritch Strike
As a bonus action, you can attack with pure eldritch might against a target within 5-feet of you. Make a melee spell attack against the target. On a hit, the target takes 1d12 + your Warlock modifier in force damage
Eldritch Tendril
As an action, you can send out a dark tendril towards a target within 60-feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d6 + your Warlock modifier in force damage. On a hit, instead of dealing damage, you may instead pull yourself 15-feet closer to the target. This movement does not provoke attacks of opportunity. You may target a surface with this ability for the purposes of moving yourself, if you do so it automatically hits
Blood Money
Your blood and body now counts as an arcane focus for you and your spells. If you were to cast a spell with costly material components, you can instead sacrifice your vitality to cast them. You may sacrifice any number of Warlock hit die when casting such a spell, for every hit die sacrificed you lose max HP equal to 1d6 + Your Constitution Modifier. You die if your hit point maximum becomes 0. Every Warlock hit die expended in this way is considered to be a suitable replacement for up to 25 gold pieces worth of costly material components. Upon completing a long rest, you recover one hit die sacrificed from this feature, and you recover max HP equal to the amount lost when you sacrificed that particular hit die.
Contained Power
Whenever you take an action to do anything other than use your Eldritch Gift, you may make 1 attack with your Eldritch Gift as apart of the same action. This attack takes place immediately after you finish performing the action that triggered this. You do not add your Warlock modifier to your Eldritch Gifts damage roll when attacking with this feature.
Do No Evil
Prerequisite: You do not have "Speak No Evil"
Warlock spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.
Eldritch Might
You gain your choice of either 2 Eldritch Invocations, 2 Eldritch Mutations, or 1 of each, you must still meet the prerequisites for these Invocations/Mutations. Whenever you finish a long rest, you may exchange Invocations or Mutations gained from this feature for other ones of the same type. You may take this feature as many times as you wish.
Flesh Weapons
Prerequisite: Pact of the Flesh
As a bonus action, you may manifest or dismiss weapons of pure flesh from your body. These natural weapons benefit from anything that would normally benefit your Eldritch Gift, and you may make a number of attacks with them equal When you manifest them, you may choose whether they deal bludgeoning, piercing or slashing damage. They have a range of 5-feet, and use the same damage die as your Eldritch Gift. Attacks made with these natural weapons are considered to be magical for the purposes of overcoming immunity and resistance to damage.
Forbidden Orchestra
Prerequisite: Pact of the Strings
You can form your Music Bond with a number of instruments up to your Charisma modifier (Minimum of 2) however you can only have one summoned at a time. Whenever you would summon an instrument, you may choose which bonded instrument to summon. If you summon a new one while one already persists, the original returns to your extra-dimensional space. Your Bonded Instruments all share the same attunement slot, meaning you could be attuned to 4 different Bonded Instruments while only occupying one attunement slot. However, you cannot gain any benefits from a Bonded Instrument you are attuned to unless it is summoned.
Mass of Magicka
Prerequisite: Pact of the Tome
The number of spell slots you gain from Pact Magic is doubled, this does not affect spell slots gained from any other sources (Such as Mystic Arcanum) other than Pact Magic. You no longer regain your spell slots from Pact Magic upon completing a short rest, you only regain them by completing a long rest.
Movement of the Mage
When you would be caught in the area of a spell or effect (Such as a dragons breath weapon or a spellcasters Fireball spell) you may use your reaction to cast a spell or use an Invocation/Mutation that moves or teleports you, potentially moving you out of the way of the effects area.
Omega Gift
When you would make an attack with your Eldritch Gift, you can instead combine your individual attacks into one, mighty attack. You may forgo any number of attacks you may normally make with your Eldritch Gift, for every attack forgone, this one deals two damage dice (But it does not add your Warlock modifier) For example, say you can use Eldritch Blast and normally make three attacks with it. When using this feature, you could attack once with a normal EB, and then combine your next two to instead deal 4d10 force damage on a hit (Without adding your Warlock modifier)
Reactive Mage
You gain an additional reaction, this reaction can only be used to cast spells as a reaction, or use Invocations/Mutations that require a reaction to use. You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection.
Resilient Body
Your HP maximum increases by an amount equal to three times your level in this class. Every time you gain a Warlock level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times
Skirmisher
When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.
Speak No Evil
Prerequisite: You do not have "Do No Evil"
Warlock spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.
Symbiosis
Prerequisite: Pact of the Chain
As an action while you and your familiar are within 5-feet of each other, you may merge with your familiar. Your familiar is absorbed into you, granting you the following benefits:
Your maximum HP is increased by an amount equal to your familiars maximum HP, and you recover HP equal to its current HP at the time of merging.
You gain any movement speeds it had, your own movement speeds growing to match the familiars if they were higher.
You gain any special traits or actions your familiar had, able to use them as if you were your familiar.
This merging lasts until you end it as a bonus action or are reduced to 0 HP.
True Defense
Prerequisite: Pact of the Aegis
You can form your Defense Bond with both a shield and suit of armor. Whenever you would summon either, you can choose to summon both.
Vault of Darkness
Prerequisite: Pact of the Blade
You can form your Weapon Bond with a number of weapons up to your Charisma modifier (Minimum of 2) however you can only have one summoned at a time. Whenever you would summon a weapon, you may choose which bonded weapon to summon. If you summon a new one while one already persists, the original returns to your extradimensional space. Your Bonded Weapons all share the same attunement slot, meaning you could be attuned to 4 different Bonded Weapons while only occupying one attunement slot. However, you cannot gain any benefits from a Bonded Weapon you are attuned to unless it is summoned.
Critical Improvement
Prerequisite: 25th Level
Your critical hit range for spell attacks is increased by 1 (From 20 to 19-20 for example) If you have Pact of the Blade, you may choose to instead apply this to weapon attacks. You may change your choice upon completing a long rest. If you have at least 29 levels in this class, you may take this feature a second time, increasing your critical range for spell attacks further (From 19-20 to 18-20 for example)
Evasion
Prerequisite: 23rd Level
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you have at least 27 levels in this class, you may select this feature again. If you do so, it applies to all saving throws, not just Dexterity ones.
Brutal Critical
Prerequisite: 25th Level
Whenever you score a critical hit with a spell attack, you can roll an additional die for determining the damage of the critical hit. If you have Pact of the Blade, you may choose to instead apply this to weapon attacks. You may change your choice upon completing a long rest. If you have at least 27 levels in this class, you may select this feature again, adding an additional die to your critical hits.
Second Bargain
Prerequisite: 25th Level
You make a second, lesser deal with another entity. You gain the 1st level benefits of an Otherworldly Patron that you and your DM agrees makes narrative sense. If you have at least 27 levels in this class, you may select this feature again to gain the 6th level benefits of this Otherworldly Patron.
Lesser Boon
Prerequisite: 21st Level
You may choose an additional Pact Boon, choosing from the same set of options you chose from at 3rd level. Your choice becomes your Lesser Pact Boon. Your Lesser Pact Boon will only have its level 3 features, never gaining its level 14 or 22 features. You cannot select invocations that have a prerequisite of your Lesser Pact Boon.
Pact of the Aegis
Eldritch Defense
LV 23
When a creature targets you with an attack while you are not wearing/wielding your bonded aegis, you may use your reaction to immediately don it. Additionally, when a creature hits you with an attack you may use your reaction and expend a Warlock spell slot to gain a bonus to your AC until the start of yuor next turn equal to the spell slots level, including against the triggering attack.
True Defense
LV 26
While wielding/wearing your bonded aegis, creatures can not have advantage on attack rolls against you.
Pact of the Blade
Eldritch Smite
LV 23
When you hit a creature with your bonded weapon, you may choose to expend a Warlock spell slot. If you do so, the creature suffers additional force damage equal to 1d8 per the spell slots level (A 5th level spell slot would do 5d8 for example)
Blade and the Beyond
LV 26
Whenever you take the attack action and attack only with your bonded weapon, you may additionally use your Eldritch Gift. When using your Eldritch gift via this feature, you can only make one attack with it, regardless of how many you can normally make with it.
Pact of the Blood
Further Control
LV 23
The distance each tendril can extend from you is increased by an amount of feet equal to 10 times your Warlock modifier (Minimum of a 10 feet increase) Additionally, the weight each tendril can hold is increased by a number of lbs equal to 5 times your Warlock modifier (Minimum of a 5 lbs increase)
Ultimate Control
LV 26
The distance increase Further Control grants is now equal to 30 times your Warlock modifier (Minimum of a 30 feet increase) Additionally, the weight increase Further Control grants is now equal to 15 times your Warlock modifier (Minimum of a 15 lbs increase)
Pact of the Eye
Shed Obscurement
LV 23
You can see through lightly and heavily obscured areas as if there was no obscurement and targets that have half cover doesn't for you
Ultimate Eye
LV 26
You gain Truesight within 60ft of you and 3/4th cover doesn't exist for targets against you
Pact of the Chain
Growing Familiar
LV 23
You gain 2 Eldritch Invocations of your choice, these invocations must have a prerequisite of Pact of the Chain. They do not count against your invocations known. Upon completing a long rest, you may exchange one or both of these invocations for other invocations that fit the same requirements.
Magical Ward
LV 26
Your familiar has advantage on saving throws against magical effects, and it has resistance to damage from spells. While you are within 5-feet of your familiar, you also gain these benefits.
Pact of the Flesh
Everliving
LV 23
Whenever you complete a long rest, you regrow all of your missing limbs/body parts (If any) Additionally, you recover all of your expended hit die upon completing a long rest instead of half.
Surpreme Being
LV 26
Choose an Eldritch Mutation that can be selected multiple times. For every expended Warlock spell slot you have, you gain 1 instance of that Mutation (Spell slots gained from Mystic Arcanum do not count towards this feature) Upon gaining a level in this class, you may swap out your chosen mutation for a different one
Pact of the Strings
True Talent
LV 23
Whenever you make an ability check with a skill you are proficient in, if the d20 roll would be 9 or less, you can instead treat it as if it were 10. This does not apply to skills you only have semi proficiency in.
Unparalleled
LV 27
After you make an attack roll, ability check, or saving throw, you can expend a spell slot gained from your Mystic Arcanum feature. If you do so, you may treat the result rolled as if it were a 20. You may do so after you see the results of the roll, but before you know whether or not you succeed.
Pact of the Tome
Superior Magic
LV 23
When you cast a Warlock spell while holding your Book of Shadows, that spell is considered to be cast at 1 level higher for the purposes of upcasting.
Eldritch Master
LV 26
As an action you beseech your patron for aid, regaining all expended Warlock features (Including spell slots) that would normally be regained upon completing a short rest. Once you use this feature, you may not do so again until you complete a long rest.
Pact of the Talisman
Dark Seal
LV 23
As an action, mark a target with a dark seal, giving them -d4 to any roll you want and giving you the same result to add to any roll once per turn, equal to your proficiency bonus
Reality Tear
LV 26
You can teleport within 120ft or teleport a unwilling creature (WIS save) within 120ft
Agility or Reason
Choose either your Dexterity or Wisdom score. Your chosen score and its maximum are increased by 2, while the other score and its maximum are decreased by 1. You may select this mutation multiple times.
Brain or Brawn
Choose either your Strength or Intelligence score. Your chosen score and its maximum are increased by 2, while the other score and its maximum are decreased by 1. You may select this mutation multiple times.
Bulk or Charm
Choose either your Constitution or Charisma score. Your chosen score and its maximum are increased by 2, while the other score and its maximum are decreased by 1. You may select this mutation multiple times.
Energetic Body
You gain proficiency in the Acrobatics and Athletics skills. If you already have proficiency in either of these skills, you gain expertise in that skill.
Harmful Flesh
Prerequisite: Pact of the Flesh
Choose either Acid, Cold or Fire damage. Whenever a creature hits you with a melee attack, they suffer 1 damage of the chosen type. This damage is doubled if the attack dealt slashing or piercing damage. You may select this mutation multiple times, increasing the damage by 1 for each subsequent taking.
Merged Item
Prerequisite: Pact of the Aegis, Blade or Strings
When you summon your bonded item, you may choose to manifest it as apart of your own body. If you do so, you can not be disarmed of your bonded item by any means
Otherworldly Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell
Otherworldly Steed
Prerequisite: Pact of the Chain
Your familiar grows to large size, and you are capable of riding it as if it were a mount. While you are mounting it, your familiar is always under the effects of the dash action.
Regenerating Flesh
Prerequisite: Pact of the Flesh
Whenever you receive healing, you may roll any associated die for the healing ability twice instead of once, choosing which result to use for the purposes of healing you.
Rune Keepers Communication
As an action you may choose 1 language you are aware of. You are able to fluently speak, read and write in the chosen language. You retain this language until you use your action to select a new language.
Scabs of Steel
Prerequisite: Pact of the Flesh
Provided you aren't wearing armor or benefiting from a shield, your AC is increased by 1. You may select this mutation up to two additional times.
Sharp Eyes
You gain proficiency in the Medicine and Perception skills. If you already have proficiency in either of these skills, you gain expertise in that skill.
Unearthly Energy
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.
Wild Hooves
Your movement speed is increased by 10-feet, and you ignore nonmagical difficult terrain caused by uneven ground or foliage. You may select this mutation multiple times, for each subsequent taking your movement speed is increased by 5- feet instead of 10-feet.
Decaying Presence
Prerequisite: 23rd Level
As a bonus action, you can surround yourself with a magical that takes an appearance of your choice. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Warlock modifier (minimum of 0 damage).
Volatile Blood
Prerequisite: 25th Level, Pact of the Blood
Whenever you suffer Piercing or Slashing damage, all creatures within 5-feet of you suffer damage equal to your Warlock modifier (Minimum of 1) This damage type changes depending on your patron.
Archfey. Psychic
Celestial. Radiant
Fathomless. Cold
Fiend. Fire
Great Old One. Psychic
Genie. Same as associated damage type
Hexblade. Necrotic
Undead. Necrotic
Unfettered Step
Prerequisite: 25th Level
You can move vertically as part of your movement. While in the air, you may move only by pushing or pulling against a fixed object or surface within reach, which allows you to move as if you were climbing.
Unnatural Growth
Prerequisite: Pact of the Flesh, 25th Level
As an action you may grow in size, doubling in all dimensions and increasing your size category by 1 (From Medium to Large for example) You can not use this feature if there is not enough room in your current location to accommodate your new size. While enlarged, your carrying capacity is doubled and your melee weapon attacks deal an additional 1d6 damage. Additionally, you may use your Warlock modifier in place of your Strength modifier for anything that would use your Strength modifier. You may return to your normal size as a bonus action on your turn, you also return to your normal size if you die. You may take this invocation a second time if you are at least 21st Level. If you do, you may now grow 2 size categories instead of 1, causing you to quadruple in all dimensions instead of double. If you do, your bonus damage is increased to 2d6 and your carrying capacity is quadrupled instead.
Graceful Movement
Prerequisite: 23rd Level
Your movement is unaffected by difficult terrain, and magic can not reduce your speed nor cause you to be paralyzed or restrained. By expending 5-feet of movement, you may additionally escape any nonmagical restraints, such as manacles or a creature grappling you. Finally, being underwater imposes no penalty on your attacks (It still impedes your movement however)
Wings from Beyond
Prerequisite: 25th Level
You sprout wings which you may unfurl or furl as a bonus action on your turn. While unfurled, your wings grant you a 30-foot flying speed. Your wings can't be unfurled while wearing armor not made to accommodate them, and clothing not made to accommodate them may be destroyed if you unfurl your wings while wearing it.
Mind Flayer's Levitation
Prerequisite: 29th Level
As a bonus action, you may expend any amount of your remaining movement speed. You may fly to a space you can see within a distance equal to two times the amount of movement speed expended. If you end this movement in the air, you fall.
Truelife
Prerequisite: 29th Level
You no longer age and can not be aged magically, you no longer suffer the effects of old age.
Future Sense
Prerequisite: 29th Level
You can't be surprised and have an advantage on attack rolls, Strength/Dexterity-based ability checks and saving throws. Additionally, other creatures have disadvantage on attack rolls against you.
Blessing of Power
As an action you may touch a willing creature and bless them, granting them the benefits of one Eldritch Mutation you also have. This lasts until you die, or end the blessing as an action by thinking the blessed creatures name. A single creature can only have one blessing from you. You may only bless a number of creatures at a time equal to your Warlock modifier (Minimum of 1)
Ever-Living Gift
Prerequisite: Pact of the Chain
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Gift of Grasping
When you hit a creature with your Eldritch Gift, you may pull them up to 10-feet towards you in a straight line. A creature can only be affected by this feature once per round.
Inquisitive Influence
You gain proficiency in the Insight and Investigation skills. If you already have proficiency in either of these skills, you gain expertise in that skill.
Magic of the Grimoire
Prerequisite: Pact of the Tome
You learn 3 cantrips of your choice from any classes spell list. They are considered Warlock cantrips for you and do not count against your cantrips known. You may select this invocation multiple times, selecting different cantrips for each subsequent taking.
Mighty Familiar
Prerequisite: Pact of the Chain
One of your familiars stats is increased by 2, or two different stats are increased by 1 (Increasing Constitution would increase its max HP. The number you multiply with your Warlock level is equal to 3 + Your Familiars Constitution modifier) This invocation can be taken multiple times.
Morphing Weapon
Prerequisite: Pact of the Blade
As a bonus action, you may transform your bonded weapon into any simple or martial weapon, causing it to take on the statistics of the chosen weapon. Your bonded weapon reverts to its normal form after 1 hour has passed. If your bonded weapon is sentient, it can choose to deny this transformation.
Solo Band
Prerequisite: Pact of the Strings
As a bonus action, you may transform your bonded instrument into any instrument of your choice. Your bonded instrument reverts to its normal form after 1 hour has passed. If your bonded instrument is sentient, it can choose to deny this transformation.
Worldviewer
Prerequisite, Pact of the Eye
You can see locations up to 10 miles away from you as if they were within 10-feet of you. You must have a clear line of sight to said locations however. Additionally, if a blessing other than this one improves your sight in some way (Such as Devils Sight) the range of the sight it grants is doubled.
Grimoire of Secrets
Prerequisite: Pact of the Tome
Choose 2 spells of 1st level or higher from any class spell list (You can not choose spells of a higher level than your Warlock spell slots) You learn these spells, and they do not count against your spells known. You may select this invocation an additional time for every 8 Warlock levels past 9th you have.
Eternal Chains
Prerequisite: 23rd Level
As an action you may target a celestial, fiend or elemental within 90-feet of you. That target must make a Wisdom saving throw against your Warlock DC, on a failed saving throw they are paralyzed for 1 minute. At the end of each of their turns, they may repeat this saving throw, ending the effect on a success. Once a creature succeeds on their saving throw against this feature, you may not use it on them again until you finish a long rest.
Planar Traveler
Prerequisite: 23rd Level
Over the course of 1 minute, you may declare a plane of existence you are aware of. At the end of this minute, you teleport to the chosen plane of existence. If you are aware of a teleportation sigil on that plane, you may teleport to that. Otherwise, you arrive at a random location on that plane (DMs discretion)
Dimension Traveler
Prerequisite: 29th Level
Over the course of 1 minute, you may declare another world you are aware of (Such as Toril or Eberron) At the end of this minute, you teleport to the chosen world. If you are aware of a teleportation sigil in that world, you may teleport to that. Otherwise, you arrive at a random location on that world (DMs discretion)