You learn the following spells when you reach certain levels in this class. The additional spells don't count against the number of spells you know.
1st - Faerie Fire, Sleep
3rd - Calm Emotions, Phantasmal Force
5th - Blink, Plant Growth
7th - Dominate Beast, Greater Invisibility
9th - Dominate Person, Seeming
Starting at 1st 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 end of your next turn or until you attack or cast a spell. If you exit the range of the attack or effect that would have damaged you, you take no damage.
You can use this feature twice, regaining spent uses on a short or long rest.
Beginning at 6th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed or frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the emotion 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.
In addition, your spells and features ignore immunity to the Charmed and Frightened conditions.
Starting at 10th level, you can plunge a creature into an illusory realm. As Bonus 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). Every time the creature takes damage it may repeat this save. If a creature succeeds on this save they are immune to this effect for 24 hours.
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.
When you reach level 14 you exude a 30ft aura of powerful emotions while conscious. Choose Frightened or Charmed, each creature of your choice that starts its turn within the Aura must make a Wisdom saving throw against your warlock spell save DC or suffer the chosen condition until the start of their next turn. You can swap which condition you choose for your aura to inflict as a bonus action. A creature that succeeds this save is immune to it for one hour.
You learn the following spells when you reach certain levels in this class. The additional spells don't count against the number of spells you know.
1st - Dissonant Whispers, Tasha’s Hideous Laughter
3rd - Detect Thoughts, Phantasmal Force
5th - Clairvoyance, Sending
7th - Dominate Beast, Evard’s Black Tentacles
9th - Dominate Person, Telekinesis
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 60 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.
Beginning at 1st level, you can use a Bonus Action to invade the mind of another creature within 60ft of you. They must make an intelligence saving throw, on a failure their mind is filled with incomprehensible visions and they see you as an alien monstrosity. They have disadvantage on all attack rolls against you and you have advantage on all attack rolls against them for one minute. You can only broadcast these visions to one creature at a time.
Once you reach 6th level, you can use an action to give in to the voices and become the center of a storm of madness. For the next minute, you become incapacitated and creatures of your choice that start their turn within 30ft of you must make a Wisdom saving throw or suffer the effects of the Confusion spell until the end of their turn.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you gain a level of exhaustion.
Starting at 10th level, you gain proficiency in Intellegence saving throws and your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever another creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Once you reach 14th level, you shed your mortal form. Your skin becomes translucent and you become immune to being charmed, frightened or incapacitated while above 0 hit points. You don’t need to eat, drink or sleep and whenever another creature would deal psychic damage to you, each creature of your choice within 10ft of you takes that damage instead.
You learn the following spells when you reach certain levels in this class. The additional spells don't count against the number of spells you know.
1st - Dissonant Whispers, Sleep
3rd - Phantasmal Force, Tasha’s Mind Whip
5th - Catnap, Slow
7th - Phantasmal Killer, Giant Insect
9th - Dominate Person, Seeming
Starting at level 1 when a creature you can see who isn’t undead falls unconscious within 60ft of you but doesn’t die, you can use your reaction to take over their body. The creature becomes Charmed, while Charmed they cannot regain consciousness but you can force their body to move to your will. On their turn, you can force them to move up to their movement speed and make a single melee weapon attack against a target of your choice as if they were not unconscious. They remain Charmed for 1 minute or until damage reduces them to 0 hit points, they die or you choose to release them (no action required). Once you use this feature you cannot use it again until you finish a short or long rest.
Beginning at 1st level magic cannot put you to sleep against your will, and whenever you sleep you remain aware of your surroundings and can complete a long rest in half of the normal time.
In addition, whenever you reduce a creature to 0 hit points with a Warlock spell, you can choose to make the creature fall unconscious rather than die.
Beginning at level 6, you may cast the Sleep spell a number of times equal to your proficiency bonus without consuming a spell slot. The spell is cast at the current level of your Warlock Pact Magic slots. You regain all spent uses on a long rest.
Starting at 10th level you can determine the location of any unconscious creature within a mile. Additionally, you can use your action to teleport yourself and up to 5 allies that you are touching to the nearest unoccupied spaces around any unconscious creature that you are aware of.
Once you teleport with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot use it again.
Once you reach 14th level you learn the spell Find Greater Steed. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
When you cast the spell you summon a Nightmare instead of one of the normal options.