M = Level at which a feature changes
New hit point calculation
Level 1
Otherworldly Patron (Changed)
Level 2
Eldritch Invocations (Changed)
Level 3
Pact Boon (Changed)
Level 11
Mystic Arcanum (Changed)
Hit Dice: 1d10 per Warlock level
Hit Points at 1st Level: 3d10 (or 18) + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warlock level after 1st
Armor: Light armor, Medium armor
Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Weapons: Simple Weapons
Tools: None
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
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 Pact Magic 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 and Cantrips Known
At 1st level, you know Eldritch Blast and two other cantrips of your choice from the warlock spell list.
Additionally, you know two 1st-level spells of your choice from the warlock spell list.
The Warlock Table shows when you learn more warlock spells and cantrips of your choice. 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
Intelligence is your spellcasting ability for your warlock spells, so you use your choice whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your Spellcasting ability modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
lvl - cantrips known - spells known - spell slots - slot level
1st - 2 - 2 - 1 - 1st
2nd - 2 - 3 - 2 - 1st
3rd - 2 - 4 - 2 - 2nd
4th - 3 - 5 - 2 - 2nd
5th - 3 - 6 - 2 - 3rd
6th - 3 - 7 - 2 - 3rd
7th - 3 - 8 - 2 - 4th
8th - 3 - 9 - 2 - 4th
9th - 3 - 10 - 2 - 5th
10th - 4 - 11 - 2 - 5th
11st - 4 - 12 - 3 - 5th
12nd - 4 - 13 - 3 - 5th
13rd - 4 - 14 - 3 - 5th
14th - 4 - 15 - 3 - 5th
15th - 4 - 16 - 3 - 5th
16th - 4 - 17 - 3 - 5th
17th - 4 - 18 - 4 - 5th
18th - 4 - 19 - 4 - 5th
19th - 4 - 20 - 4 - 5th
20th - 4 - 20 - 4 - 5th
You use your knowledge of the occult to shroud yourself from harm. You can choose to calculate your armor class using your spellcasting ability modifier instead of your Dexterity modifier.
At 1st level, you have struck a bargain with an otherworldly being listed below of your choice. Your choice grants you features at 1st level and again at later levels.
Pact Spells
Each patron has a list of specialty spells, known as Pact spells, that you gain at the Warlock levels noted in the patron description. The pact spells don't count against the number of spells you know and cannot be replaced when you gain a level.
Note: If a subclass is not listed that means it has a feature or features that no longer fit with the changes made and must be fixed
Some Warlocks buy into their pact with material goods, or simply form a bond through a thorough understanding of their patron rather than making any kind of deal. Others, however, trade away pieces of themselves for the promise of even greater power. These Warlocks have had direct interaction with their Patron.
Choose one boon and one price. You gain the benefits of the boon, but you must suffer the cost of the price. Additionally, you use Charisma instead of Intelligence as your spellcasting ability, and instead of proficiency in Intelligence saving throws, you gain proficiency in Charisma saving throws.
Eternal Youth - You don’t age and cannot be aged magically. You gain additional Hit Dice equal to half your level (rounded up) and recover all hit dice on a Long Rest.
Knowledge Beyond Time - you gain proficiency in History, Arcana, Nature, and Religion. Choose a field of study, such as Undead, the Feywilds, or the Netheresse Empire. You have advantage on any check to recall information on your chosen subject.
Return The Dead - You can use an action to return a non-Undead dead creature whose CR is equal to or lower than your level to life with a touch (use a creature’s level if they don’t have a CR). You suffer 1 level of exhaustion and expend a Pact Magic slot to return the creature to life with 1 level of exhaustion for each day they have been dead (minimum 1). You cannot regain that Pact Magic slot or use this feature again until you finish a Long rest.
Peerless Talent - You gain proficiency in any one skill of your choice as well as any one tool, vehicle, and instrument. You add twice your proficiency bonus to any roll you make with the skill, tool, vehicle, or instrument.
Vengeance - Choose a creature tag to have sworn vengeance upon, such as Angels, Demons, Gnolls, Mind Flayers, Red Wizards, or Slaad as the targets of your vengeance. When you damage a creature that you have sworn vengeance against you deal 2 additional damage and you reduce the creature’s maximum health by the amount equal to the damage dealt.
If you are not sure what creature tag a creature that you’d like to swear vengeance upon has, ask your DM.
Protectorship - Choose another creature. While you are alive, they gain resistance to all damage and advantage on all saving throws, but whenever they take damage, you take an equal amount. This damage cannot be reduced in any way.
Muscle Memory - Choose 2 skills you are proficient in. When you make a check with either of these skills, you can treat a d20 roll of 9 or lower as a 10.
Soul - You have sworn your soul away. When you die you cannot be brought back to life unless your Patron allows and you only succeed a Death Saving Throw on the roll of 15 or higher.
Haunting - You have caused the death of one who you love and now their spirit haunts you. Whenever you roll a 1 on an attack roll, ability check or saving throw you must roll a d20. On the roll of 10 or less you become frightened for 1 minute and gain a level of exhaustion as you see visions of the one that you killed. You must make this roll even if you reroll the initial roll. Once you have gained exhaustion from this effect, you cannot do so again until you finish a Long Rest.
Memory - You lose proficiency in one skill and one saving throw of your choice. Choose an enemy or a loved one to lose all memory of.
Oath - You have a single rule that directs your behavior. If you ever break this rule, you then suffer terribly. When that happens, make a Constitution saving throw against your own spell save DC, if you succeed, you roll all your remaining hit dice and lose that many hit points. If you fail, you die instantly. If you are about to break your rule, you get a psychic warning before it is broken, allowing you to reevaluate your choice before breaking your rule.
Your rule can be never lying, never killing a Beast, never breaking a law, never willingly letting a Demon live, or any rule that you discuss with your DM, as long as it is likely to come up.
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain 3 Eldritch Invocations. Some Invocations are Restricted. Only one of your Invocations can be from the Restricted section. You gain 2 additional Invocations at 5th, 7th, 9th, 12th, 15th, and 18th level, and at each of those levels the number of Restricted Invocations you can have increases by 1.
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. When you finish a Long Rest you can replace any of your invocations with those you meet the prerequisites for, keeping within your limit of Restricted Invocations.
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the Pact Boons of your choice, listed below. When you gain this Pact Boon, you also gain one of that Boon’s Secrets.
You gain an additional Pact Secret at 7th, 11th, and 15th level.
When you finish a Long Rest you can replace any of your Secrets granted by this feature with any other Boon Secrets from your selected Pact Boon or non-restricted Invocations.
Pact of The Blade
Whenever you finish a long rest, you can touch one melee weapon that you don't have mastered and bond to it. It becomes your pact weapon. You Master the weapon, gaining the weapon’s signature Mastery. You count as proficient with your pact weapon. The weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and you can use it as a spellcasting focus for your Warlock Spells. You use your Spellcasting ability instead of Strength or Dexterity for attack rolls and damage rolls. These benefits last until you replace your pact weapon with another or when you die.
Mastery Ability
Your Mastery ability for your pact weapon is the same as your Spellcasting ability, meaning you use your Spellcasting ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
When you reach 5th level, your pact weapon's power grows. You gain an additional mastery on your pact weapon. The mastery can be one of the weapon's masteries or the "Specialist" mastery.
Additionally, once on your turn, before or after taking any action other than the Cast a Spell action, you can make a special weapon attack. Choose 2 Hexblade Curses from the list below, when you hit a creature with this special weapon attack, you can apply one of these curses to the target. If multiple effects for this attack require a saving throw on hit, they instead use the result of the saving throw of your applied curse.
You learn 2 additional curses at 7th level (4) and 9th level (6).
Abjure
The target must succeed a Dexterity saving throw, or become cursed. While cursed, the target is Set Ablaze with curse-flame. The flame deals either Radiant or Necrotic damage (choose when you apply the curse).
Befuddle
The target must succeed an Intelligence saving throw or become cursed until the end of its next turn. While cursed, the target is unable to cast spells or activate abilities with Recharge.
Deprive
The target must succeed a Constitution saving throw or become cursed until the end of its next turn. While cursed, it is blinded.
Feeble
The target must make a Strength saving throw. or become cursed until the end of its next turn. While cursed, the target subtracts 1d4 from its attack rolls and STR, DEX, and CON saving throws.
Paranoia
The target must succeed a Wisdom saving throw, or be forced to use its reaction to make a melee attack against one creature of your choice within it’s reach. If there are no valid targets for this attack, the curse has no effect.
Perturbe
The target must succeed a Charisma saving throw, or become cursed until the end of its next turn. While cursed, the target is unable to target you with harmful effects.
Eldritch Arsenal
When you finish a Long Rest, instead of designating one weapon, you can touch a number of ranged or melee weapons equal to your Spellcasting Ability Modifier and turn them all into Pact Weapons. Instead of a weapon, you can choose a shield, it gains all the effects of being a Pact Weapon. When you turn an item into a Pact Weapon, it is banished to a pocket dimension only you can access.
At the start of your turn, you can summon any of your Pact Weapons or shields into your hands. If you already have Pact Weapons out, they are banished to your pocket dimension before you summon your arsenal. An attuned magical weapon or shield banished this way doesn't take up one of your attunement slots while banished. If all your attunement slots are full, you cannot summon a banished weapon or shield that requires attunement.
If you die, the stored items are ejected into a space adjacent to you.
Eldritch Fuller
When a hostile creature you have damaged with your Pact Weapon since the start of your last turn is reduced to 0 hit points, you gain temporary hit points equal to your Spellcasting modifier + your warlock level (minimum of 1).
Hex Blade
You may perform your special weapon attack with your Pact Weapon even if the Action you take on your turn is casting a spell. In addition, your Pact Weapon inflicts a Hexblade’s Curse on every attack action, but cannot inflict the same curse twice on the same turn.
Eldritch Smite
Prerequisite: 7th level
Your special attack deals an additional 1d8 force damage on a hit. If the target fails the saving throw against one of your Hexblade Curses, you can expend a Pact Magic slot to deal additional d8s of force damage to the target equal to the slot level and cause them to suffer the effects of 2 additional Hexblade Curses that you know.
Warped Blade
Prerequisite: 11th level
Your Pact Weapon(s) gain an additional mastery property of your choice. This mastery can be any mastery except the Specialist mastery.
Lifedrinker
Prerequisite: 11th 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 can use an action to call forth a Pactsworn (stat block below) in an unoccupied space within 10ft of you. The Pactsworn is a creature bound to your service, and it follows your commands (no action required) to the best of its abilities. When you gain the feature, you choose what creature type the Pactsworn is from the list provided, and it gains certain features depending on the creature type chosen. In combat, it takes its turns directly after yours and you control it, but it cannot take the Attack Action unless you command it to do so with your Bonus Action. Once you’ve summoned a Pactsworn, you cannot do so again until you finish a Long Rest or until you spend a Warlock Pact Magic slot to summon it again. Whenever you finish a Long Rest, you can change what creature type you choose.
Pactsworn
Medium
Armor Class: 13 + Your Pact Magic slot level
Hit Points: 10 times your highest Warlock spell slot level (the Pactsworn has a number of Hit Dice [d10s] equal to your Warlock level)
Speed: 30 ft. (Walking), 40 ft. (Flying)
STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 16 (+3) WIS 16 (+3) CHA 16 (+3)
Saving Throws INT +3 plus PB, Wis +3 plus PB, CHA +3 plus PB
Damage Immunities -
Senses darkvision 60 ft., passive Perception 13+PB
Languages All that you know
Challenge — Proficiency Bonus (PB) equals your bonus
Eyes of the Pact Keeper You can see through the eyes of your Pactsworn as long as it’s on the same plane of existence as you
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Actions
Multiattack. The Pactsworn makes a number of attacks equal to PB-1
Strike. Melee Weapon Attack: Your spell attack bonus to hit, reach 5 ft., one target. Hit: 1d6 plus Pact Slot level plus Spellcasting Modifier damage.
Slashing or 60ft range Psychic
When the Pactsworn hits a creature with a Strike attack, they must make an Intelligence saving throw or become dazed. A creature that succeeds this save is immune to this effect until the end of its next turn.
Bludgeoning, Piercing, or Slashing
The Pactsworn’s Strike damage die becomes a d12. Its hit points increase by 5 times your Pact Slot Level.
Bludgeoning or 60ft range Radiant
The Pactsworn has resistance to Necrotic and Radiant damage. When a friendly creature within 60ft is reduced to 0 hit points, the Pactsworn can use its reaction to destroy itself to heal that creature an amount of health equal to the Pactsworn’s remaining hit points.
Force
The Pactsworn is immune to psychic and poison damage, as well as the poisoned condition. It is resistant to Slashing and Piercing damage.
Piercing or Slashing
Choose Acid, Cold, Fire, Lightning or Poison. The Pactsworn is immune to the chosen damage type, and when you command it to attack, it can use one or more of its attacks to exhale a 15ft cone of elemental power. Each creature in the area must make a Dexterity saving throw against your spell save dc, taking 1d8 plus 1d8 for each action spent of the damage type you choose on a failure or half as much on a success.
Bludgeoning
The Pactsworn can move through enemy spaces as difficult terrain and can move through 1-inch openings without squeezing.
Air - The Pactsworn’s flying speed is 80ft, and it doesn't provoke opportunity attacks
Earth - The Pactsworn gains the Push Mastery on it's Strike attack and has a burrowing speed of 30ft instead of a flying speed. The Pactsworn can move through unworked stone without leaving a tunnel.
Fire - The Pactsworn has immunity to fire damage, and it has a 60ft Fire ranged attack
Water - The Pactsworn gains the Snag Mastery on it's Strike attack and a 40ft swimming speed.
Piercing or 60ft range Psychic
The Pactsworn is immune to being Charmed or Frightened. When a creature within 60ft of the Pactsworn fails a saving throw against an effect that would Charm or Frighten them, it may use its reaction to cause you to make a Charisma saving throw. On a success, the creature instead succeeds on the save.
Slashing or 60ft range Fire
The Pactsworn is immune to Poison damage and resistant to Fire damage. The Pactsworn’s damage die increases to a d10. Additionally, choose Devil, Demon or Yugloth.
Devil - The Pactsworn is instead immune to Fire damage and it can see regularly in darkness, magical or otherwise, within 120ft of it
Demon - the Pactsworn has resistance to Cold and Lightning damage
Yugloth - the Pactsworn can telepathically communicate with creatures within 120 feet of it
Acid
The Pactsworn loses its flying speed, and its speed decreases by 10ft.
As an Action, the Pactsworn may attempt to Engulf. The Pactsworn moves 10ft for each attack it could have made with its multiattack. While doing so, it can enter creatures' spaces.
Whenever the Pactsworn enters a creature's space with this effect, the creature must make a Dexterity saving throw. On a successful save, the creature is pushed 5 feet back or to the side of the Pactsworn. On a failed save, the Pactsworn enters the creature's space, and the creature takes PB d6s of acid damage and is engulfed if it is the Pactsworn’s size or smaller.
An engulfed creature can't breathe, is restrained, and takes PB d6s of acid damage at the start of each of the Pactsworn’s turns. When the Pactsworn moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a Strength check against your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of the Pactsworn.
Bludgeoning or Piercing
The Pactsworn loses its flying speed.
When the Pactsworn hits a creature with an attack that is no more than one size larger than it, it can grapple and restrain them instead of dealing damage. (Escape DC is equal to your spell save.) A creature with Legendary resistance or a similar feature may expend a charge to avoid this effect.
The Pactsworn automatically hits any creature that it is grappling without having to roll.
Bludgeoning or Piercing
The Pactsworn is immune to Poison and Necrotic damage as well as to being Poisoned, Bloodied, or Exhausted. When the Pactsworn is reduced to 0 hit points you may make a Charisma saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Pactsworn drops to 1 hit point instead.
Amalgam
Whenever you summon your Pact Sworn, you can choose a second creature type from the list. It gains the associated benefits and can choose to count as either creature type whenever an effect would affect one or the other.
Bond of the Chain
You learn how to use your Pact Sworn to lengthen your own life. When you take damage, you can use your reaction to grant yourself resistance against that damage. Your Pact sworn takes damage equal to what you took. This damage cannot be reduced in any way.
Living Battery
When you command your Pact Sworn with your Bonus Action, you can instead command it to release a torrent of its own magic, allowing it to cast a spell that you know at the current level of your pact magic slots on its turn. When the spell ends, or at the end of 1 minute (whichever is sooner) the Pact Sworn’s magic unravels and it is destroyed. You cannot command it to cast a spell this way if it has an ongoing spell duration from this feature.
Eldrich Spawn
Choose any one Invocation that has Eldritch Blast as a Prerequisite. Your Pactsworn can use that Invocation on their Strike attacks. If the invocations specifies a range, such as Eldritch Spear or Eldritch Burst, your Pactsworn can only use it on their ranged attacks.
Flight of Hastur (Prerequisite 9th level)
Prerequisite: 9th level
Your Pact Sworn becomes large, its strength increases to a 16 (+3), its speed increases by 10ft, and it can be used as a mount.
Chains of Carceri
Prerequisite: 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 invocation on the same creature again.
Pact of The Mark
You create a Mark, such as a rune, coin, talisman, or other identifiable symbol. You can bestow this mark on a willing creature by performing a 1-minute ritual. While another creature brandishes your mark, they can cast a spell that you know, casting it at the current level of your pact magic slots. They do not need to provide any components that are not consumed by the spell, and the spell uses your spell attack bonus and save dc. Once they have cast a spell this way, they cannot do so again until you finish a short or long rest. You can use an Action to make the wearer of your mark take any action of your choice that they are capable of. You control this action as if you controlled the creature performing it. An unwilling creature can choose to make a Wisdom saving throw against your spell save DC to resist this effect.
Protection of the Mark
Your Mark offers Protection, booth to you and the one who bears it. Whenever you take damage while the wearer of your mark is on the same plane of existence, you can take half as much damage and cause them to take the same amount of damage. When the wearer of your mark takes damage from any source except this feature, they reduce that damage by an amount equal to your Spellcasting Ability Modifier.
Power of the Mark
When you or the wearer of your Mark fails an attack roll, ability check, or saving throw you can add a d8 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 short or long rest.
Rebuke of the Marked
When the wearer of your Mark is hit by an attacker you can see within 30 feet of them, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman’s wearer.
Secrets of the Mark
Choose one Eldritch Invocation, which can be restricted. Both you and the wearer of your mark gains the benefit of that invocation as long as you both meet the requirements.
Bond of the Mark
Prerequisite: 9th level
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your Mark can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Pact of The Tome
Your connection to your patron has earned you a grimoire called a Book of Shadows. When you gain this feature, you learn two additional Pact of the Tome Secrets. You cannot take invocations instead of these Secrets.
Your Book of Shadows enhances your magical connection to your Patron's power. While carrying your book, you add your Spellcasting Ability modifier to the damage rolls of all of your spells.
You gain an additional Pact of the Tome Secret at 5th, 7th, and 9th level.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement. 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.
Book of Ancient Secrets
Your Book of Shadows fills with the secrets of ritual magic. The pages contain every ritual spell of your Pact Slot level or lower. You can only cast these spells as rituals, and it only takes 1 additional minute rather than 10 when ritual cast this way.
Tome of power
You can cast any spell you know of 5th level or lower as if it were a Ritual spell a number of times equal to your proficency bonus per short or long rest.
Forbidden Knowlege
You learn two additional invocations. One of these may be restricted
Obliviate
You can cast one of your first or second level Warlock spells without consuming a spell slot. When you cast a spell this way, you forget the spell, transferring your knowlege of it into your Book of Shadows. You can use this feature 3 times, regaining spent uses and any spells forgotten by this feature when you complete a short or long rest.
Life Harvest
You can harvest the dying essence of creatures damaged by your Eldritch Blast into your Book of Shadows. Your Book of Shadows has a pool of Essence Points that begins at 0. When a hostile creature you have damaged with your Eldritch Blast since the start of your last turn is reduced to 0 hit points, you add one Essence Point to your pool. you can spend Essence Points to cast Warlock spells of 3rd level or lower that you know without consuming a Pact Magic slot. The spells must be of a level of which you can cast. Your Book of Shadows can have a maximum of 5 Essence Points in its pool at a time. The costs are listed below.
1st level - 2 points
2nd level - 3 points
3rd level - 5 points
Example Text
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Far Scribe
Prerequisite: 5th-level Warlock
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
Gift of the Protectors
Prerequisite: 9th-level Warlock
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
Liber Mori
Prerequisite: 17th-level Warlock
Your Book of Shadows gains an extra page. As an Action, you can write the name of a Humanoid on this page while picturing their face in your mind. The humanoid who’s name is written on this page will die if they have 100 hit points or less.
If the cause of death is written within the next 6 seconds of writing the person's name, it will happen. If the cause of death is not specified, the humanoid will simply die of a heart attack at the end of their next turn.
If you write a cause of death, you can arrange miraculous circumstances, such as them being crushed by a large object, falling down a staircase or being killed in a cave in. If you write a cause of death that would harm other creatures, (such as a cataclysmic meteor destroying the city they are in) or if you write a circumstance that is impossible without magic, (such as a well built fortress crumbling atop them, or a sudden mound of gold materializing and crushing them) they instead die of a heart attack at the end of their next turn.
In addition, you can control the actions of the target for up to 10 minutes before they die. If you would cause them to harm another creature, or if your command is impossible for them (Such as smashing a siege gate with their bare hands, relaying information they do not know, or flying to the moon) then they instead die of a heart attack at the end of their next turn.
If you run out of room on the page, your Book will provide you with another.
Once you have used this invocation, you cannot do so again until you finish a Long Rest.
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.
You can forgo taking this feature to take a feat of your choice instead.
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 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 secrets called arcanum. You gain additional spell slots at certain levels listed on the Mystic Arcanum table below. These spell slots only recover on a long rest.
lvl - 6th - 7th - 8th - 9th
11th - 1 - - -
13th - 1 - 1 - -
15th - 1 - 1 - 1 -
17th - 1 - 1 - 1 - 1
19th - 2 - 1 - 1 - 1
20th - 2 - 2 - 1 - 1
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.