With a pseudodragon curled on his shoulder, a young
elf in golden robes smiles warmly, weaving a magical
charm into his honeyed words and bending the palace
sentinel to his will.
As fiames spring to life in her hands, a wizened
human whispers the secret na me of her demonic patron,
infusing her spell with fiendish magic.
Shifting his gaze between a battered tome and the
odd alignment of the stars overhead, a wild-eyed tiefiing
chants the mystic ritual that will open a doorway to a
distant world,
Warlocks are seekers of the knowledge that lies
hidden in the fabric of the multiverse, Through pacts
made with mysterious beings of supernatural power,
warlocks unlock magical effects both subtle and
spectacular. Drawing on the ancient knowledge of
beings such as fey nobles, demons, devils, hags, and
alien entities of the Far Realm, warlocks piece together
arcane secrets to bolster their own power,
SWORN AND BEHOLDEN
A warlock is defined by a pact with an otherworldly
being, Sometimes the relationship between warlock
and patron is like that of a c1erie and a deity, though
the beings that serve as patrons for warlocks are not
gods, A warlock might lead a cult dedicated to a demon
prince, an archdevil, or an utterly alien entity-beings
not typically served by c1erics, More often, though, the
arrangement is similar to that between a master and
an apprentice, The warlock learns and grows in power,
at the cost of occasional services performed on the
patron’s behalf.
The magic bestowed on a warlock ranges from minor
but lasting alterations to the warlock’s being (such as
the ability to see in darkness or to read any language)
to access to powerful spells, Unlike bookish wizards,
warlocks supplement their magic with some facility
at hand-to-hand combat. They are comfortable in light
armor and know how to use simple weapons,
DELVERS INTO SECRETS
Warlocks are driven by an insatiable need for knowledge
and power, which compels them into their pacts and
shapes their lives, This thirst drives warlocks into their
pacts and shapes their later careers as well.
Stories of warlocks binding themselves to fiends are
widely known, Sut many warlocks serve patrons that
are not fiendish. Sometimes a traveler in the wilds
comes to a strangely beautiful tower, meets its fey lord
or lady, and stumbles into a pact without being fully
aware of it. And sometimes, while poring over tomes of
PART I I CLASSES
105
HIT POINTS
Hit Dice: ld8 per warlock levei
Hit Points at 1st LeveI: 8 + your Constitution modifier
Hit Points at Higher LeveIs: ld8 (or 5) + your
Constitution 1Il0difier per warlock levei after 1st
QUICK BUILD
Vou can make a warlock quickly by following these
suggestions. First. Charisma should be your highest
ability score, followed by Constitution. Second, choose
the charlatan background. Third. choose the eldritch
blast and chill touch cantrips, along with the 1st-leveI
spells ray of sickness and witch bolt.
CLASS FEATURES
As a warlock, YOll gain the following class features.
Your patron’s demands might drive you into adventures,
or they might consist entirely of small favors you can do
between adventures.
What kind of relationship do you have with your
patron? Is it friendly. antagonistic. uneasy. or romantic?
How important does your patron consider you to be?
What part do you play in your patron’s plans? Do you
know other servants of your patron?
How does your patron communicate with you? If
you have a familiar, it might occasionally speak with
your patron’s voice. Some warlocks find messages
frolll their patrons etched on trees, mingled among tea
leaves, or adrift in the clouds-messages that only the
warlock can see. Other warlocks converse with their
patrons in dreams or waking visions, or deal only with
intermediaries.
Proficieney Cantrips Spells Spell Slot Invocations
Levei Bonus Features Known Known Slots Levei Known
1st +2 Otherworldly Patron, Paet Magie 2 2 1 1st
2nd +2 Eldriteh Invoeations 2 3 2 1st 2
3rd +2 Paet Boon 2 4 2 2nd 2
4th +2 Ability Seore Improvement 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Seore Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystie Areanum (6th levei) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th Mystie Areanum (7th levei) 4 12 3 5th 6
14th Otherworldly Patron feature 4 12 3 5th 6
15th Mystie Areanum (8th levei) 4 13 3 5th 7
16th Ability Seore Improvement 4 13 3 5th 7
17th Mystie Areanum (9th levei) 4 14 4 5th 7
18th 4 14 4 5th 8
19th 4 15 4 5th 8
20th 4 15 4 5th 8
forbidden lore. a brilliant but crazed student’s mind is
opened to realities beyond the material world and to the
alien beings lhat dwell in the outer void.
Once a pact is made, a warlock’s thirst for knowledge
and power can’t be slaked with mere study and research.
No one makes a pact with such a mighty palron if he or
she doesn’t intend to use the power thus gained. Rather,
the vast majority of warlocks spend their days in active
pursuit of their goals. which typically means some kind
of adventuring. Furthermore, the demands of their
patrons drive warlocks toward adventure.
PART I I CLASSES
CREATING A WARLOCK
As you make your warlock character, spend some time
thinking about your patron and the obligations that
your pact imposes upon you. What led you to make the
pact, and how did you make contact with your patron?
Wcrc you seduced into sumllloning a devi!, or did you
seek out the ritual thal would allow you to make contact
with an alien elder god? Did you search for your patron,
or did your patron find and choose you? Do you chafe
under the obligations of your pact or serve joyfully in
anticipation of the rewards promised to you?
Work with your DM to determine how big a part your
pact will play in your character’s adventuring career.
)06
PROFICIENCIES
Armor: Lighl armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose lwo skills from Arcana,
Deceplion, Hislory, !nlimidalion, Invesligalion,
Nalure, and Religion
EQUIPMENT
Vou slarl wilh lhe following equipmenl, in addilion lo
lhe equipmenl granled by your background:
(a) a lighl crossbow and 20 bo!ls or (b) any simple
weapon
(a) a componenl pouch or (b) an arcane focus
(a) a scholar’s pack or (b) a dungeoneer’s pack
Lealher armor, any simple weapon, and lwo daggers
OTHERWORLDLY PATRON
AI Isllevel, you have slruck a bargain wilh an
olherworldly being of your choice: lhe Archfey, lhe
Fiend, or lhe Greal Old One, each of which is delailed
aI lhe end of lhe class descriplion, Your choice
granls you fealures aI Isllevel and again aI 61h, 101h,
and 141hleveI.
PACT MAGIC
Your arcane research and lhe magic beslowed on you
by your palron have given you facilily wilh spells. See
chapter 10 for lhe general rules of spellcasling and
chapter 11 for lhe warlock spelllisl.
CANTRIPS
Vou know lwo canlrips of your choice from lhe warlock
spelllisl. Vou learn addilional warlock canlrips of your
choice aI higher leveis, as shown in lhe Canlrips Known
column of lhe Warlock lable.
SPELL SLOTS
The Warlock lable shows how many spell slols you have.
The lable also shows whallhe leveI of lhose slols is; ali
of your spell slols are lhe same leveI. To casl one of your
warlock spells of Isllevel or higher, you musl expend a
spell slol. Vou regain ali expended spell slols when you
finish a shorl or long resl.
For example, when you are 51h leveI, you have
lwo 3rd-level spell sioIs. To casllhe Isl-level spell
thunderwave, you musl spend one of lhose sioIs, and
you caSl il as a 3rd-level spell.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
AI Isllevel, you know lwo Isl-level spells of your choice
from lhe warlock spelllisl.
The Spells Known column of lhe Warlock lable shows
when you learn more warlock spells ofyour choice of ls1
levei and higher. A spell you choose musl be of a levei
no higher lhan whal’s shown in lhe lable’s Slol LeveI
column for your leveI. When you reach 61h levei, for
example, you learn a new warlock spell, which can be
ISI, 2nd, or 3rd leveI.
Addilionally, when you gain a levei in this class,
you can choose one of lhe warlock spells you know
and replace il wilh anolher spell from lhe warlock
spelllisl, which also musl be of a leveI for which you
have spell sioIs.
SPELLCASTING ABILITY
Charisma is your spellcasling abilily for your warlock
spells, so you use your Charisma whenever a spell refers
lo your spellcasling abilily. In addition, you use your
Charisma modifier when selling lhe saving lhrow DC
for a warlock spell you casl and when making an allack
roll wilh one.
Spell save De = 8 + your proficiency bonus +
your Charisma modifier
Spell altack modifier = your proficiency bonus +
your Charisma modifier
SPELLCASTING Focus
Vou can use an arcane focus (found in chapler 5) as a
spellcasling focus for your warlock spells.
ELDRITCH INVOCATIONS
In your sludy of occulllore, you have unearlhed e!drilch
invocalions, fragmenls of forbidden knowledge lhal
imbue you wilh an abiding magical abilily.
AI 2nd levei, you gain lwo eldrilch invocalions of your
choice. Your invocalion oplions are delailed aI lhe end
of lhe class descriplion. When you gain cerlain warlock
leveis, you gain addilional invocalions of your choice,
as shown in lhe lnvocalions Known column of lhe
Warlock lable.
Addilionally, when you gain a levei in lhis class,
you can choose one of lhe invocalions you know and
replace il wilh anolher invocalion lhal you could learn
aI lhal leveI.
PACT BOON
AI 3rd levei, your olherworldly palron beslows a gifl
upon you for your loyal service. Vou gain one of lhe
following fealures of your choice.
PACT OF THE CHAIN
Vou learn lhe find familiar spell and can casl il as a
rilual. The spell doesn’l counl againsl your number of
spells known.
When you casllhe spell, you can choose one of lhe
normal forms for your familiar or one of lhe following
special forms: imp, pseudodragon, quasil, or sprile.
Additionally, when you lake lhe Allack aclion, you can
forgo one of your own allacks lo allow your familiar lo
make one allack of ils own.
PACT OF THE BLADE
Vou can use your aclion lo creale a pacl weapon in your
emply hand. Vou can choose lhe form thal this melee
weapon lakes each time you creale il (see chapler 5 for
weapon oplions). Vou are proficienl with il while you
wield il. This weapon counls as magical for lhe purpose
of overcoming resislance and immunily lo nonmagical
allacks and damage.
•••
108
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,
Vou can transform one magic weapon into your pact
weapon by performing a special ritual while you hold
the weapon. Vou perform the ritual over the course
of 1 hour, which can be done during a short rest.
Vou can then dismiss the weapon, shunting it into an
extradimensional space, and it appears whenever you
create your pact weapon thereafter. Vou can’t affect an
artifact or a sentient weapon in this way. The weapon
ceases being your pact weapon if you die, if you perform
the l.hour ritual on a different weapon, or ifyou use
a l.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.
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 spelllist. While the book is on
your person, you can cast those cantrips at will. They
don’t count against your number of cantrips known.
[f you lose your Book of Shadows, you can perform
a l.hour ceremony to receive a replacement from your
patrono 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.
ABILITY SCORE IMPROVEMENT
When you reach 4th leveI. and again at 8th, 12th, 16th,
and 19th leveI, 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 11th levei, your patron bestows upon you a magical
secret called an arca num. Choose one 6th-leveI spell
from the warlock spelllist as this arcanum.
Vou can cast your arca num spell once without
expending a spell slot. Vou must finish a long rest before
you can do so again.
At higher leveIs, you gain more warlock spells of your
choice that can be cast in this way: one 7th.level spell
at 13th leveI, one 8th.level spell at 15th levei, and one
9th-leveI spell at 17th leveI. Vou regain all uses of your
Mystic Arcanum when you finish a long rest.
ELDRITCH MASTER
At 20th leveI, you can draw on your inner reserve of
mystical power while entreating your patron to regain
expended spell slots. Vou 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.
PART I I CLASSES
•••
YOUR PACT BOON
Each Pacl Boon oplion produces a special crealure or an
objecl thal refiecls your palron’s nalure.
Pact ofthe Chain. Your familiar is more cunning than a
typical familiar. Ils defaull form can be a refieclion of your
palron, with spriles and pseudodragons tied to lhe Archfey
and imps and quasits lied to lhe Fiend. Because lhe Great Old
One’s nalure is inscrulable, any familiar form is suitable for il.
Pact afthe 8lade. If your patron is the Archfey, your
weapon mighl 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 wilh decorative fiames. If your
palron is lhe Greal Old One, your weapon mighl be an
ancienl.looking spear, wilh a gemslone embedded in ils
head, carved to look like a lerrible unblinking eye.
Pact ofthe Tome. Your Book ofShadows might be a fine,
gíll-edged lome wilh spells of enchanlmenl and illusion,
gifted lo you by lhe lordly Archfey. It could be a weighty tome
bound in demon hide sludded wilh iron, holding spells of
conjuralion and a weallh offorbidden lore aboul lhe sinisler
regions of lhe cosmos, a gíft of lhe Fiend. ar il could be lhe
tattered diary of a lunatic driven mad by conlact wilh the
Greal Old One, holding scraps of spells lhal only your own
burgeoning insanity allows you lo undersland and casl.
~ r
OTHERWORLDLY PATRONS
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 returno
Some patrons collect warlocks, doling out mystic
knowledge relatively freely or boasting of their ability
to bind mortaIs 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 rivaIs.
THEARCHFEY
Your patron is a lord or lady of the fey, a creature of
legend who holds secrets that were forgotten before
the mortal races were born. This being’s motivations
are often inscrutable, and sometimes whimsical, and
might involve a striving for greater magical power or the
settling of age-old grudges. Beings of this sort include
the Prince of Frost; the Queen of Air and Darkness,
ruler of the Gloaming Court; Titania of the Summer
Court; her consort Oberon, the Green Lord; Hyrsam,
the Prince of Fools; and ancient hags.
EXPANDED SPELL LIST
The Archfey lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spelllist for YOU.
ARCHFEY EXPANDED SPELLS
Spell Levei Spells
1st faerie fire, sleep
2nd calm emotions, phantosmal force
3rd blink, plont growth
4th dominate beast, greater invisibility
5th dominate person, seeming
FIEND EXPANDED SPELlS
THE GREAT OLD ONE
DARK ONE’S BLESSING
Starting at 1st levei, when you reduce a hostile creature
to Ohit points, you gain temporary hit points equal to your
Charisma modifier + your warlock levei (minimum of 1).
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 spelllist for YOU.
Spells
burning hands, command
b/indnessjdeaJness, scorching roy
fireba//, stinking c10ud
fire shield, wa// oJfire
flame strike, ha//ow
Spelllevel
1st
2nd
3rd
4th
5th
HURL THROUGH HELL
Starting at 14th leveI, 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. ]f the target is not a fiend, it takes IOdlO psychic
damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until
you finish a long rest.
FIENDISH RESILIENCE
Starting at 10th leveI, you can choose one damage type
when you finish a short or long rest. Vou 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.
DARK ONE’S OWN LUCK
Starting at 6th leveI, 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 dlO to
your roll. Vou 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.
FEY PRESENCE
Starting at 1st leveI, 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 ali charmed
or frightened by you (your choice) until the end of
your next turno
Once you use this feature, you can’t use it again until
you finish a short or long rest.
DARK DELIRIUM
Starting at 14th leveI, 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.
Vou must finish a short or long rest before you can
use this feature again.
BEGUILING DEFENSES
Beginning at 10th levei, your patron teaches you how to
turn the mind-affecting magic of your enemies against
them. Vou 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.
MISTY ESCAPE
Starting at 6th leveI, 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. Vou 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.
THE FIEND
Vou 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 ali things,
ultimately including you. Fiends powerful enough to
forge a pact include demon lords such as Demogorgon,
Orcus, Fraz’Urb-Iuu, and Baphomet; archdevils such
as Asmodeus, Dispater, Mephistopheles, and Belial;
pit fiends and balors that are especially mighty; and
ultroloths and other lords of the yugoloths.
Vour 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. [ts motives
are incomprehensible to mortaIs, 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 YOllhave
learned allow YOllto draw YOllrmagic from it.
Entities of this type inclllde Ghallnadar, called That
Which Lllrks; Tharizdun, the Chained God; Dendar, the
Night Serpent; Zargon, the Retllrner; Great Cthlllhll;
and other unfathomable beings.
PART 1 (l .\SSES
°9
GREAT OlO ONE EXPANOEO SPEllS
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 spelllist for you.
THOUGHT SHIELD
Starting at 10th levei, your thoughts can’t be read by
telepathy or other means unless you allow it. Vou 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.
AWAKENED MIND
Starting at 1st levei, your alien knowledge gives you
the ability to touch the minds of other creatures. Vou
can communicate telepathically with any creature you
can see within 30 feet ofyou. Vou 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.
BEWITCHING WHISPERS
Prerequisite: 7th leveI
Vou can cast compulsion once using a warlock spell slot.
Vou can’t do so again until you finish a long rest.
BOOK OF ANCIENT SECRETS
Prerequisite: Pact of the Tome feature
Vou can now inscribe magical rituais in your Book of
Shadows. Choose two 1st-leveI spells that have the
ritual tag fram any c1ass’s spelllist. 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 rituais. Vou can’t cast the
spells except as rituais, unless you’ve learned them by
some other means. Vou 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 levei is equal to or
less than half your warlock leveI (rounded up) and if you
can spare the time to transcribe the spell. For each levei
of the spell, the transcription process takes 2 hours and
costs 50 gp for the rare inks needed to inscribe it.
BEGUILING INFLUENCE
Vou gain proficiency in the Deception and
Persuasion skills.
BEAST SPEECH
Vou can cast speak with animaIs at will, without
expending a spell slot.
ASCENDANT STEP
Prerequisite: 9th leveI
Vou can cast levitate on yourself at will, without
expending a spell slot or material components.
ARMOR OF SHADOWS
Vou can cast mage armor on yourself at will, without
expending a spell slot or material components.
Spells
dissonant whispers, Tasha’s hideous /aughter
detect thoughts, phantasma/ force
elairvoyance, sending
dominate beast, Evard’s b/ack tentaeles
dominate person, telekine,i,
Spelllevel
1st
2nd
3rd
4th
5th
ENTROPIC WARD
At 6th levei, 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. ]f the attack misses you, your
next attack roll against the creature has advantage if you
make it before the end of your next turno
Once you use this feature, you can’t use it again until
you finish a short or long resto
CREATE THRALL
At 14th levei, you gain the ability to infect a humanoid’s
mind with the alien magic of your patrono Vou can use
your action to touch an incapacitated humanoid. That
creature is then charmed by you until a remove curse
spell is cast on it, the charmed condition is removed
from it, or you use this feature again.
Vou can communicate telepathically with the charmed
creature as long as the two Dfyou are on the same plane
Dfexistence.
ELDRITCH INVOCATIONS
If an eldritch invocation has prerequisites, you must
meet them to learn it. Vou can learn the invocation at the
same time that you meet its prerequisites.
CHAINS OF CARCERI
Prerequisite: 15th leveI, Pactofthe Chain feature
Vou can cast hold monster at will-targeting a celestial,
fiend, or elemental-without expending a spell slot or
material components. Vou must finish a long rest before
you can use this invocation on the same creature again.
DEVIL’S SIGHT
Vou can see normally in darkness, both magical and
nonmagical, to a distance Df 120 feet.
DREADFUL WORD
Prerequisite: 7th leveI
Vou can cast confusion once using a warlock spell slol.
Vou can’t do so again until you finish a long rest.
AGONIZING BLAST
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma
modifier to the damage it deals on a hit.
ELDRITCH SIGHT
Vou can cast detect magic at will, without expending
a spell slot.
110
I’ART 1 I CLASSES
ELDRITCH SPEAR
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feel.
EYES OF THE RUNE KEEPER
VOUcan read ali writing.
FIENDISH VIGOR
VOUcan cast false /ife on yourself at will as a
1st-levei spell, without expending a spell slot or
material components.
GAZE OF Two MINDS
VOUcan use your action to touch a willing humanoid
and perceive through its senses until the end ofyour
next turno As long as the creature is on the same
plane of existence as you, you can use your action
on subsequent turos to maintain this connection,
extending the duration until the end of your next turno
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.
LIFEDRIN KER
Prerequisite: 12th leveI, Pact of lhe 81ade fcature
When you hit a creature with your pact weapon, the
creature takes extra necrotic damage equal to your
Charisma modifier (minimum 1).
MASK OF MANY FACES
VOUcan cast disguise self at will, without expending
a spell slol.
MASTER OF MYRIAD FORMS
Prerequisile: 15th leveI
Vou can cast alter self at will, without expending
a spell slol.
MINIONS OF CHAOS
Prerequisite: 9th leveI
Vou can cast conjure elemenlal once using a
warIock spell slol. Vou can’t do so again until you
finish a long resl.
MIRE THE MIND
Prerequisite: 5th leveI
Vou can cast slow once using a warIock spell slol. Vou
can’t do so again until you finish a long resl.
MISTY VISIONS
VOUcan cast silenl image at wilI, without expending a
spell slot or material components.
ONE WITH SHADOWS
Prerequisite: 5th leveI
When you are in an area of dim light or darkness, you
can use your action to become invisible until you move
ar take ao acHa0 ar a reaction.
OTHERWORLDLY LEAP
Prerequisite: 9th leveI
Vou can castjump on yourself at \ViII,\Vithout expending
a spell slot or material components.
REPELLING BLAST
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast. you can push
the creature up to 10 feet away from you in a straight line.
SCULPTOR OF FLESH
Prerequisite: 7th leveI
Vou can cast polymorph once using a warIock spell slol.
Vou can’t do so again until you finish a long resl.
SIGN OF ILL OMEN
Prerequisite: 5th leveI
Vou can cast bestow curse once using a warIock spell
slol. Vou can’t do so again until you finish a long resl.
THIEF OF FIVE FATES
VOUcan cast bane once using a warIock spell slot. Vou
can’t do so again until YOII finish a long resl.
THIRSTING BLADE
Prerequisite: 5th leveI, Pact of the 81ade feature
Vou can attack with your pact weapon t\Vice. instead of
once, whenever you take the Attack action on your tllrn.
VISIONS OF DISTANT REALMS
Prerequisite: 15th levei
Vou can cast arcane eye at wilI, without expending
a spell slot.
VOICE OF THE CHAIN MASTER
Prerequisite: Pact ofthe Chain feature
Vou can communicate teIepathically 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 familiar’s senses, you can
also speak through your familiar in your own voice, evcn
if your familiar is normally incapable of speech.
WHISPERS OF THE GRAVE
Prerequisite: 9th levei
Vou can cast speak with dead at wilI, without expending
a spell slot.
WITCH SIGHT
Prerequisite: 15th leveI
Vou 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 sighl.