Warlock

A soul bounded by a pact that granted magical powers.

Quick Build: As a Warlock, you should prioritize your Spell Skill, which depends on the Subclass that you choose.

Contents

Warlock Class Table

Level Tier Abilities
1
1
Patron's Pact, Warlock Casting (Rank 0)
2
1
Cursed Gift, Pact Boon (2)
3
2
Warlock Casting (Rank 1)
4
2
Feat
5
3
Pact Boon (4), Warlock Casting (Rank 2)
6
3
Patron's Pact
7
3
Warlock Casting (Rank 3)
8
3
Feat
9
4
Pact Boon (6), Warlock Casting (Rank 4)
10
4
Patron's Pact
11
4
Warlock Casting (Rank 5)
12
4
Feat
13
5
Pact Boon (8), Warlock Casting (Rank 6)
14
5
Patron's Pact
15
5
Warlock Casting (Rank 7)
16
5
Legendary Feat
17
6
Pact Boon (10), Warlock Casting (Rank 8)
18
6
Patron's Pact
19
6
Legendary Feat
20
6
Warlock Casting (Rank 9)

Max HP and Posture

The Warlock gains 6 Max HP and 3 Max Posture per level.

Additionally, the Endurance skill is added to the Max HP only once.

The Reflex skill is also added to the max Posture only once as well.

Warlock HP List

  • Max Posture per Warlock Level: 3 Posture
  • Max HP per Warlock Level: 6 HP

Warlock Level 1

Patron’s Pact

You made a contract with a powerful deity, which granted you magical powers in exchange of your soul.

Choose one Warlock Subclass for your character. You gain the abilities from Level 1 from that subclass.

You then gain the rest of the Subclass abilities when you reach Level 6, 10, 14 and 18.

Warlock Casting (Rank 0)

Your magic comes from the pact you made with a deity.

Choose the spells from the Warlock Spell List for you to learn. They are all considered Warlock spells, which have these traits:

  • You can only learn Warlock spells of Level 0.

  • The number of Warlock spells you know is equal to 2 times your Warlock Level + your Spell Skill. When you Level up, you can switch up to 3 Warlock spells you know.

  • Warlock spells require clear movement and praying. You cannot cast Warlock Spells while wearing Heavy Armors or wielding Great Shields, and you must cast them by praying to a deity you made a pact with as part of that spell enchantment.

  • The Spell Skill for your Warlock Spells is defined by your Warlock Subclass. The Infernal Warlock uses the Bargain skill as their Spell Skill, while the Fey Warlock uses the Insight skill as their Spell Skill.

See the Spells section to learn more how spells work here.

Warlock Level 2

Cursed Gift

You have received a cursed gift from your patron, which grants unique abilities to you.

Choose 1 Cursed Gift from the Cursed Gift list at the end of the Class description. Whenever you Level Up, you can switch your Cursed Gift with another Cursed Gift.

If your Cursed Gift is destroyed or lost, you can make a 1 hour Ritual to recreate that Gift. If you do so, any previous vestige of the older Cursed Gift is vanished.

Pact Boon (2)

Your patron has granted you a special blessing.

Choose 2 Pact Boons options for you, shown at the end of the Class description. Whenever you Level up, you can switch 1 Pact Boons you have with another you still don’t have.

Some Pact Boons require a minimum Warlock Level, as well as a specific Cursed Gift for you to have. You cannot gain those boons if you don’t meet the requirements.

If you switch your Cursed Gift you must then switch all the Pact Boons that no longer meet the requirements, if any.

Warlock Level 3

Warlock Casting (Rank 1)

You gain a Caster Rank and you can now learn Warlock spells of Level 1.

Your Caster Rank grants access to Mana, which can be used to cast Spells of Level 1 or higher.

The amount of Mana you have is determined by your Caster Rank, as shown in the Caster Table below.

Caster Rank Total Mana Spell Level Cap. Mana Cost
1
4
1
1
2
10
2
2
3
20
3
4
4
30
4
6
5
40
5
10
6
50
6
14
7
65
7
20
8
80
8
30
9
100
9
50

To cast a Level 1 or higher spell, you must use 1 Mana as mentioned on the table above. The higher the Level, the more Mana you need to spend to cast the spell.

You regain all your Mana when you finish a Long rest.

Warlock Level 4

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Warlock Level 5

Warlock Casting (Rank 2)

You gain a Caster Rank and you can now learn Warlock spells of Level 2.

Pact Boon (4)

You gain 2 additional Pact Boon options.

Warlock Level 6

Patron’s Pact

You gain the abilities of Level 6 of the chosen Subclass

Warlock Level 7

Warlock Casting (Rank 3)

You gain a Caster Rank and you can now learn Warlock spells of Level 3.

Warlock Level 8

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Warlock Level 9

Pact Boon (6)

You gain 2 additional Pact Boon options.

Warlock Casting (Rank 4)

You gain a Caster Rank and you can now learn Warlock spells of Level 4.

Warlock Level 10

Patron’s Pact

You gain the abilities of Level 10 of the chosen Subclass

Warlock Level 11

Warlock Casting (Rank 5)

You gain a Caster Rank and you can now learn Warlock spells of Level 5.

Warlock Level 12

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Warlock Level 13

Pact Boon (8)

You gain 2 additional Pact Boon options.

Warlock Casting (Rank 6)

You gain a Caster Rank and you can now learn Warlock spells of Level 6.

Warlock Level 14

Patron’s Pact

You gain the abilities of Level 14 of the chosen Subclass

Warlock Level 15

Warlock Casting (Rank 7)

You gain a Caster Rank and you can now learn Warlock spells of Level 7.

Warlock Level 16

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Warlock Level 17

Pact Boon (10)

You gain 2 additional Pact Boon options.

Warlock Casting (Rank 8)

You gain a Caster Rank and you can now learn Warlock spells of Level 8.

Warlock Level 18

Patron’s Pact

You gain the abilities of Level 18 of the chosen Subclass

Warlock Level 19

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Warlock Level 20

Warlock Casting (Rank 9)

You gain a Caster Rank and you can now learn Warlock spells of Level 9.

Cursed Gifts List

Amulet of Fortune

You are gifted with an Amulet that brings unnatural fortune.

The amulet holds 2 Luck Points, which can be used by anyone that is wielding the amulet. You can use it yourself, or give it to someone else.

The amulet recharges its Luck Points when its wielder finishes a Long rest.

Familiar Bone

You are gifted with a small piece of bone, which can be used to conjure a powerful familiar to aid you.

You can use the Bone to cast the Conjure Fiend Familiar spell, which doesn’t count against the number of Warlock Spells you know.

In addition, you don’t gain any Curses when you cast the Conjure Fiend Familiar spell using the Bone, and you can change the type of the creature you summon with the spell to be an Aberration, Celestial or Fey, instead of a Fiend.

The familiar know specific languages and learn extra spells according to its type as shown below:

Familiar Type Language Extra Spells
Aberration
Far Speech and your Languages
Alter Body, Levitate, Telepathy
Celestial
Celestial Speech and your Languages
Bless, Grand Bless, Zone of Truth
Fey
Sylvan and your Languages
Animal Messenger, Conjure Minor Vines, Conjure Vines
Fiend
Infernal Speech and your Languages
Darkness, Hypnotize, Shadow Hand

Pact Weapon

You are gifted with a weapon that holds cursed magical powers, which no mortal soul should wield.

Choose any 1 weapon to be your Favorite Weapon. Your Pact Weapon also assumes the form of this chosen weapon. When you finish a Full Rest, you can switch one of your Favorite weapons with another Weapon and also change the form of your Pact Weapon.

If you choose a Light Weapon, your Pact Weapon can separate in two and assume the form of two copies of the same Light Weapon.

In addition, you can also teleport your Pact Weapon to a pocket dimension as a Free Action. You can then make that weapon reappear in your hands as a Free Action.

If you ever find a special weapon, you can perform a Ritual during a Long rest while holding that weapon to transform it into your Pact Weapon. If you do so, you can also switch one of your Favorite weapons with another Weapon.

If the special weapon you used for this Ritual was a Light Weapon, only 1 copy of your Pact Weapon has its special properties. However, if you find a second special weapon that is also a Light Weapon, you can perform this Ritual again and transform the other copy of your Pact Weapon into that second special weapon.

Tome of Knowledge

You gain an ancient Tome, with arcane forgotten knowledge.

Your Warlock spells properties changes as following:

  • All Warlock spells you know are inscribed in your tome, and you must have your tome to cast Warlock spells.

  • You register all Warlock spells you know in your Tome. You can find and transcribe new spells in your Tome as you adventure yourself.

  • When you find such a spell, you can spend a number of hours equal to 1 + the spell’s level in order to transcribe it to your Tome. In addition, you can also write your spells in other places, such in notes for example.

  • You can also consult your Tome to gain advantage on all Arcana Checks that you make.

Moreover, all spells in the Wizard Spell List are also considered Warlock Spells for you and you can learn them.

Pact Boon List

Amulet’s Bless

Requirement: Amulet of Fortune Gift

When the wielder of the Amulet fails a Check, Save, or Attack, it can add 1d6 to that result, potentially transforming it into a success instead.

This pact can only be used a number of times equal to your Tier per Long rest.

Amulet’s Bond

Requirement: 13th Level Warlock/ Amulet of Fortune Gift

While someone else is wearing your Amulet, you can use your Bonus Action to teleport to an unoccupied space within 5 feet of them, as long as both of you are in the same dimension.

The creature that is wearing your Amulet can also do the same to teleport to an unoccupied space within 5 feet of you if you allow it.

Amulet’s Protection

Requirement: Amulet of Fortune Gift

When the wielder of the Amulet takes any damage, you can use your Reaction to reduce that damage by 1d6 if you are able to see the wielder.

Burning Passion

Requirement: 5th Level Warlock

You gain resistance to Fire damage.

In addition, you can also learn any spell that deals fire damage as part of your Warlock spells. You can switch up to 5 spells when learn this Pact Boon with spells that deal fire damage.

Cursed Wisdom

Requirement: Tome of Knowledge Gift

You gain advantage on all your Concentration, Insight and Reflex Checks and Saves. However, you gain the following curse:

Curse: Your Passive Perception and Passive Insight are reduced by 10.

Dark Smite

Requirement: Pact Weapon Gift

You learn this exclusive spell, which doesn’t count against the total number of Warlock Spells you know.

Dark Smite

Ignition School – Level 0

Type: Quick Spell, uses an Action

Reach: Self

Duration: Instantaneous

Effect: You strike with dark cursed powers.

Make 1 Melee Attack as normal (without using your Spell Skill) using your Pact Weapon. On a hit, the target takes extra 1d8 dark damage, but you take damage equal to half of this dark damage dealt.

If you are using Light Weapons, only the first Attack is affected by this spell.

Upcast: If you upcast this spell, you can add 1 extra d8 dark damage to this Attack for each level upcasted. You also don’t take any dark damage when you upcast this spell.

Delusional Magic

When you cast a spell from the Illusion School that creates an image or sound, such as Minor Illusion or Hologram, you can use that image or sound to make 1 Attack against a creature using your Spell Skill as a Bonus Action. 

On a hit, the Illusion deals 1d4 + 2 times the spell’s level damage. 

An image deals psychic damage, while a sound deals sonic damage.

Double Action

Requirement: 5th Level Warlock/ Pact Weapon Gift

You can now use 2 Actions per turn while you are wielding your Pact Weapon.

Ethereal Connection

You gain Ethereal Vision, which allows you to perceive things in the Ethereal dimension. This can include ghosts and other immaterial creatures.

You also learn the Ethereal Step spell, which doesn’t count against the number of Warlock spells you know. You can cast it using Mana, or for free. You can only use this pact to cast a spell for free once per Short or Long rest.

When you reach Tier 4, you also learn the Ethereal Walk spell. Once per Long rest, you can also cast Ethereal Walk spell without using Materials for the ritual.

Evil Eye

You gain Dark Vision, which makes you not become partially or completely Blind in dark places. If you already had Dark Vision, you gain Blind Senses instead.

In addition, you also gain magical perception. You learn the Sense Good or Evil and Sense Magic spells, which don’t count against the number of Warlock spells you know.

Eye of the Rune Keeper

Requirement: Tome of Knowledge Gift

You learn how to read all written languages. You still cannot write or speak those languages.

You also learn how to use the Spellcraft Tools, which doesn’t count against the total number of Tools you know. You also gain advantage on any Checks to craft runes with this tool.

False Posture

Requirement: Pact Weapon Gift

Your Max Posture increases by a number equal to your Warlock Level. However, you gain the following curse:

Curse: You take double Posture damage if your Pact Weapon is not in your possession.

Familiar’s True Bond

Requirement: 5th Level Warlock/ Familiar Bone Gift

You can share senses with your Familiar even if your familiar is out of the spell’s reach. In addition, you take 10 minutes to cast the ritual spell to summon your familiar. The familiar also regains all its HP and Mana when it finishes a Short or Long rest with you.

Fish Gill’s

You can breathe underwater, and you can use the Swimming Speed as your Base Speed. 

In addition, you are also considered in fast terrain while underwater.

Forbidden Knowledge

Requirement: Tome of Knowledge Gift

You gain advantage on any Saves from Out of Control effects from forbidden spells that you cast and from the effects of any Curses.

In addition, whenever you fail an Arcana, Investigation or Memory Check and Save, you can choose to take 1d4 brain damage to reroll that result. You must use the second result, and you cannot reroll it again.

Godly Magic

Requirement: 17th Level Warlock

You can cast any Warlock spell you know without using any Mana.

You can only use this pact once per Long rest.

Grand Weapon Pact

Requirement: 9th Level Warlock/ Pact Weapon Gift

You learn this exclusive spell, which doesn’t count against the total number of Warlock Spells you know.

Grand Dark Smite

Ignition School – Level 2

Type: Quick Spell, uses an Action

Reach: Self

Duration: 1 minute, using Concentration

Effect: You strike with grand dark cursed powers.

Make 1 Melee Attack as normal (without using your Spell Skill) using your Pact Weapon. On a hit, the target takes extra 2d8 dark damage and this spell then ends. That Attack also deals double Posture damage.

While Concentrating on this spell, you can use 1 Action to repeat this Attack.

If you are using Light Weapons, only the first Attack is affected by this spell.

Upcast: If you upcast this spell, you can add 1 extra d8 dark damage to this Attack for each level upcasted.

Great Energy Force

Requirement: Energy Blast spell learned

If you roll a 1, 2 or 3 on one of the d12’s from the Energy Beam, Energy Blast or Energy Ring spells damage roll, you can add an extra 1d12 to the damage of those spells. You can only add this extra d12’s once, even if you roll 1, 2 or 3 multiple times.

In addition, when you hit a target with the Energy Blast spell, you can push the target 5 feet away from you.

Half-Spider

Requirement: 5th Level Warlock
 

You gain Spider Climb and can use it as your Base Speed. 

In addition, before you roll a Reflex Check or Save, you can use your Reaction to gain advantage on that roll. If the roll was already being made with advantage, you can automatically succeed on it instead.

Moreover, you learn the Web spell, which doesn’t count against the number of Warlock spells you know.

List of Friends

Requirement: Tome of Knowledge Gift

Any willing creature can write its true name on your Tome. You can have a maximum number of friends’ names equal to your Warlock Spell Skill in your Tome.

You can cast the Telepathy spell with unlimited reach to talk to 1 creature in your friend list. That creature must still be in the same dimension as you for you to talk with it.

Loyal Weapon

Requirement: Pact Weapon Gift

After you throw your Pact Weapon, it comes back to you at the end of your turn. You can then choose 1 creature that is between you and this weapon. That creature must succeed on a Reflex Save against your Spell Skill, or take 1 hit from this weapon’s Attack.

Mad Hex

Requirement: 9th Level Warlock/ Hex spell learned

As a Bonus Action, you can cause a creature within 60 feet that was Cursed by you to become mentally unstable.

That creature must then make an Insight Save against your Spell Skill. On a fail, it takes 1d8 psychic damage and become Scared of you for 1 turn. On a success, it only takes half that damage.

Mask of Many Faces

You learn the Alter Body spell, which doesn’t count against the number of Warlock spells you know. You can cast it using Mana, or for free. When you cast it for free, you must cast it on yourself and you also don’t gain any traits that you would choose when cast normally.

You can only use this pact to cast a spell for free once per Short or Long rest.

Overflowing Fortune

Requirement: 9th Level Warlock/ Amulet of Fortune Gift

Your Amulet can now hold a number of Luck Points equal to your Tier, instead of just 2 Luck Points.

Snake Tongue

Requirement: 5th Level Warlock

You gain advantage on any Deception Checks or Saves. This skill is also considered an Essential skill for you. If you had any skill points invested in it, they are reallocated.

In addition, you also learn the Quick FriendshipHypnotize and Tongue Trick spells, which don’t count against the number of Warlock spells you know, and you can cast them for free, without using Mana.

Quick Energy Blast

Requirement: 9th Level Warlock/ Energy Blast spell learned

You can now cast the Energy Blast spell as a Bonus Action, instead of an Action.

Unseen Hands

Requirement: 9th Level Warlock/ Shadow Hand spell learned

When you cast the Shadow Hand spell, you can create up to 3 hands at once, and also make them become invisible for creatures that don’t have Dark Vision or Blind Senses.

In addition, when you make an Attack with the hands, you can use all 3 hands at once to make 3 Ranged Attacks with the Shadow Hands. If the creature you attacked doesn’t have Dark Vision or Blind Senses, you also gain advantage on those Attacks.

Thousand Weapons in One

Requirement: Pact Weapon Gift

Choose any 5 weapons to be your Favorite Weapons.

When you Switch Shield/Weapon, you can also change the form of your Pact Weapon to become any other Favorite Weapon of your choice.

Certain Special Weapons have requirements to specific weapons. If your Pact Weapons changes form and no longer meet those requirements, it temporarily loses the special effects while in that new form.

Tome Magic Reserves

Requirement: 5th Level Warlock/ Tome of Knowledge Gift

Once per Short or Long rest, you can use the Tome energies to cast a Warlock Spell for free, without using any Mana. However, the spell must have a Level equal or less than half your Tier (rounded down).

Will of the Weightless

Requirement: 13th Level Warlock

By using your Concentration, you can use the Fly Speed with Hover as your Base Speed. You also learn the Levitate spell, which doesn’t count against the number of Warlock spells you know, and you can cast the spell at will, without using any Mana.

Wrath of the Familiar

Requirement: 5th Level Warlock/ Familiar Bone Gift

The Familiar you summon with your Cursed Bone becomes much stronger and gain the following benefits:

  • Your familiar learn the following spells: Fire OrbFrost BiteMinor Lightning
  • It has now an AC of 12 + your Tier
  • Both its Max HP and Max Posture becomes equal to 2 times your Warlock Level.
  • It can now use your Spell Skill bonus for spells instead of its own Spell Skill bonus.

Warlock Subclasses

Warlocks gain their powers through pacts with powerful deities. Each pact will grant unique powers that reflect the power of that deity.

Your Subclass grants abilities on the Levels 1, 6 , 10, 14 and 18. With the admission of your GM, you can switch your Subclass anytime, but try to commit with a single Subclass.

Celestial Pact

You made a pact with a powerful Celestial being in order to fight evil. This Celestial can be a Coualt, an Archangel or a Valkyrie for example.

Quick Build: As a Celestial Warlock, you should maximize on your Religions skill. So you can have either a high Intelligence or Wisdom stat.

Level Tier Abilities
1
1
Celestial Magic, Celestial Healing
6
3
Divine Compensation
10
4
Greater Light Healing
14
5
Chains of Light
18
6
Chains of the Sun

Celestial Pact Level 1

Celestial Magic

Your magic comes from celestial beings. The better you understand them, the stronger your magic becomes. You use the Religion skill as your Spell Skill for your Warlock Spells.

In addition, you also learn the Celestial Speech language. If you already knew this langague, you can pick another language to learn.

Celestial Healing

Your bounded hands are able to heal upon touching the wounds of someone.

You have a special pool of healing power, which replenishes when you finish a Long rest. The total amount in this pool is equal 3 times your Warlock Level.

As an Action, you can touch a creature and use any amount of this pool of healing power to restore HP from that creature.

Celestial Pact Level 6

Divine Compensation

The Celestials have compensated you for your services.

You can pick 1 Divine Feat, ignoring any RP restrictions.

Celestial Pact Level 10

Greater Light Healing

The HP pool from your Celestial Healing ability becomes larger.

The total amount in this pool is equal to 4 times your Warlock Level and you can use that pool as a Bonus Action instead of an Action.

Celestial Pact Level 14

Chains of Light

You can conjure chains made of light in order to restrain evil.

As a Bonus Action, you can choose 1 Enormous or smaller creature within 30 feet of you.

That creature must succeed on a Reflex Save against your Religion, or become Immobilized and Contained as it is now trapped by the chains of light. That creature can then use 1 Action to make 1 Athletics Save against your Religion, breaking the chains and escaping on a success.

If that creature is a Fiend or Undead, it also takes 1d8 light damage at the start and at the end of its turns while trapped by the chains.

You can only have 1 set of chains made at a time. If you use this ability again while another creature is trapped with the chains, the previous chains disappear releasing that creature.

Celestial Pact Level 18

Chains of the Sun

Your Chain of Light ability has now become much stronger.

You can now use the chains against Gigantic or smaller creatures within 60 feet of you.

In addition, any creature that fails the initial Reflex Save takes 1d8 fire damage and becomes Ignited (1d8) and they cannot stop being Ignited while trapped the chains.

Moreover, any Fiends or Undeads make the Reflex or Athletics Saves from the ability with disadvantage.

Cosmic Pact

You made a pact with a cosmic entity, which is unknown to you. This entity acts in strange ways, making you wonder if it has an otherworldly intelligence, or if it just simply acts in a chaotic way.

Quick Build: As a Cosmic Warlock, you should maximize on your Arcana skill. So you should focus on your Intelligence stat.

Level Tier Abilities
1
1
Cosmic Casting, Cosmic Mind
6
3
Ancient Calling
10
4
Knowledge from Beyond
14
5
Great Calling
18
6
Great Cosmic Calling

Cosmic Pact Level 1

Cosmic Casting

Your magic comes from an arcane connection between you and a cosmic otherworldly being. The better you understand how this connection works, the more powerful your magic becomes. You use the Arcana skill as your Spell Skill.

In addition, you also learn the Far Speech language. If you already knew this langague, you can pick another language to learn.

Cosmic Mind

You gain resistance to brain and psychic damages, as well as advantage on Memory Checks and Saves.

In addition, you also learn the Sense Good or EvilThaumaturgy and Telepathy spells.

Cosmic Pact Level 6

Ancient Call

You summon the shadow of a cosmic ancient being and use it for an Attack. The cosmic being then vanishes right after.

As a Bonus Action, you can make 1 Attack using that cosmic shadow. The reach of this Attack is 60 feet, and you use your Warlock Spell Skill for that Attacks roll.

On a hit, both you and the creature take 1d8 psychic damage. That creature must also succeed on an Insight Save against your Warlock Spell Skill, or become Scared of you for 1 turn.

Cosmic Pact Level 10

Knowledge from Beyond

You have access to knowledge from beyond your universe, giving a supernatural sense compared to others.

You learn how to cast the RestorationRead Mind and Tongues spells, which don’t count against the number of Warlock spells you already know. You can cast these spells for free, without using any Mana.

In addition, you become immune against brain and psychic damages.

Cosmic Pact Level 14

Great Calling

You are now blessed with the power of a Great Old One.

When you use your Ancient Calling ability, you can make 2 Ranged Attacks instead of 1.

In addition, each Ranged Attack deals 1d10 psychic damage instead of 1d8 psychic damage on a hit.

Cosmic Pact Level 18

Great Cosmic Calling

Your Calling has become much louder and stronger.

When you use your Ancient Calling ability, you can make 3 Ranged Attacks instead of 2.

In addition, each Ranged Attack deals 1d12 psychic damage instead of 1d10 psychic damage on a hit.

Fey Pact

You have made a pact with a deity from the Fey, granting you an otherworldly charm. This deity can be a powerful hag, an ancient Dryad or a wise Faun for example.

Quick Build: As a Fey Warlock, you should maximize on your Nature skill. So you can have either a high Intelligence or Wisdom stat.

Level Tier Abilities
1
1
Fey Casting, Fey Hypnotism
6
3
Irresistible Look
10
4
Fey's Gift
14
5
Fey's Great Gift
18
6
Delirious Charm

Fey Pact Level 1

Fey Casting

Your magic comes from feelings. The better you comprehend them, the stronger your magic becomes. You use the Insight skill as your Spell Skill for your Warlock Spells.

In addition, you also learn the Sylvan language. If you already knew this langague, you can pick another language to learn.

Fey Hypnotism

Your charm now makes others more hesitant to Attack you.

As a Bonus Action, you can attempt to enchant 1 creature of your choice within 60 feet of you that can see you. That creature must succeed on a Insight Save against your Spell Skill, or become Enchanted by you for 1 turn, or until you Attack it or do anything harmful to it.

Fey Pact Level 6

Irresistible Look

Before a creature that can see you makes an Attack, you can use your Reaction to distract that creature.

That creature must then succeed on an Insight Save against your Spell Skill, or miss that Attack. A creature Enchanted by you automatically fails this Save.

Fey Pact Level 10

Fey’s Gift

Your Patreon gifts you with the incredible herbs everyday.

When you finish a Long rest, you gain 2 Rare, 2 Uncommon and 2 Common Herbal Recipes of your choice.

They don’t require preperation, the Herbalist Tool’s or the materials, you receive them as a gift from your patreon.

However, those Herbal Recipes expire when you finish another Long rest.

You can find all Herbal Recipes here.

Fey Pact Level 14

Fey’s Great Gift

Your Fey’s Gift ability now grants 5 Rare, 5 Uncommon and 5 Common Herbal Recipes of your choice.

However, those Herbal Recipes still expire when you finish another Long rest.

You can find all Herbal Recipes here.

Fey Pact Level 18

Delirious Charm

When a creature fails the Save from your Fey Hypnotism ability, you can also make that creature become Confused.

While Confused this way, you can also make that creature Attack any creature that you choose, except itself.

Immortality Pact

You have made a Pact with Death itself. Death gave a little of its magic and 1 Free Pass to you. Use them wisely…

Quick Build: As a Immortality Warlock, you should focus on your Charisma stat and invest in your Persuasion skill to better use your spells. Since you are very hard to kill, you can also risk yourself much more than others as well.

Level Tier Abilities
1
1
Free Pass, Death Magic
6
3
Half Life
10
4
Death Greater Magic
14
5
Half Immortal
18
6
True Immortality

Immortality Pact Level 1

Free Pass

You gain a free pass from Death.

If you are reduced to 0 HP, you can drop to 1 HP instead.

You can only use this ability once per Short or Long rest.

In addition, if you actually die, you can instead come back from death after 1 week. However, you can only use this effect once during your lifetime.

Death Magic

Your magic comes from your relationship with Death itself. The better you maintain this relationship, the stronger your magic becomes. You use the Persuasion skill as your Spell Skill for your Warlock Spells.

In addition, you also learn the Dark Common language. If you already knew this langague, you can pick another language to learn.

Immortality Pact Level 6

Half Life

You are half alive and half dead.

You become an Undead type, in addition to the creature type of your race. You also gain resistance to dark damage.

In addition, whenever you use your Free Pass ability, you can regain HP equal to 2 times your Warlock level.

Moreover, when you finish a Long rest, you regain HP equal twice your Warlock Level.

Immortality Pact Level 10

Death Greater Magic

Your relationship with Death has become stronger, so has your magic.

Once per round, when you deal dark damage with a Warlock Spell, you can increase that damage by 1d8.

In addition, if a creature dies from a spell you casted, you regain HP equal to the excess damage dealt after that creature HP has reached 0.

Immortality Pact Level 14

Half Immortal

You can keep going up even after the most brutal strikes.

Before you die, you can roll 1 Persuasion Save (DC 8). On a success, you return back to life with 1 HP, but the Save DC from this ability permanently increases by 3.

On a fail, you actually die.

If you use your once per lifetime ability to come back from death after a week, the Save DC from this ability resets to 8 again.

Immortality Pact Level 18

True Immortality

You can now use your Free Pass ability to come back from Death unlimitedly instead of once a lifetime.

However, it still takes 1 week for you to come back.

Infernal Pact

You have made a pact with a Devil from the Infernal realms, granting you salvation from other Curses, but at a high price..

Quick Build: As an Infernal Warlock, you should focus on your Bargain for your Spell Skill. You should also give a look on Infernal Feats and Forbidden Spell Curses to decide the Curses from your Infernal Marks.

Level Tier Abilities
1
1
Infernal Casting, Pay the Price
6
3
Devil's Luck
10
4
Infernal Reward
14
5
Infernal Duke
18
6
Infernal Lord

Infernal Pact Level 1

Infernal Magic

Your magic comes from your negotiation with fiends. You use the Bargain skill as your Spell Skill for your Warlock Spells.

In addition, you also learn the Infernal Speech language. If you already knew this langague, you can pick another language to learn.

Pay the Price

You gain immunity to Curses, except Divine Curses and Infernal Marks Curses.

However, you gain 3 Infernal Marks, which cannot be removed even by the Remove Curse spell. Choose the Infernal Marks you will carry from the Infernal Curse table below. You cannot pick the same Curse more than once.

Curse Effect
Evil Bond
Your Patreon can mentally communicate with you at anytime and always knows your location.
Foolishness
Your Passive Insight reduces by 5.
False Skin
Your Patreon chooses a new appearance for you. Your form cannot be changed either, even with effects from the Alter Body spell.
Fiendish Witness
You cannot lie or hide anything to a Fiend creatures.
Inner Evil
You become a Fiend type, in addition to the creature type of your race. If you were already a Fiend type before, you gain disadvantage on Luck Checks instead.
Lethargy
Your Base Speed is reduced by 5 feet.
Light sensitivity
You become weak against light damage. If you had any resistances or immunities to light damage, you also lose them
Short Sighted
Your Passive Perception is reduced by 5.
Devil's Toll
You forget 1 Language or Tool that you know.

Infernal Pact Level 6

Devil’s Luck

You gain a +2 bonus to your Luck stat, to a maximum bonus of +6.

Infernal Pact Level 10

Infernal Reward

The Devils have rewarded you for your services.

You can pick 1 Cursed Feat, or 1 Pact Boon that gives you a Curse.

Infernal Pact Level 14

Infernal Duke

You have been granted a noble position at Hell’s hierarchy, enabling you to have personal infernal minion.

Choose any Fiend creature of Tier 2 or lower to become your Infernal Minion.

That Infernal Minion obeyes all your commands, and it takes its turn immediately after you.

During a Long rest, you can summon your Minion directly from hell in order to help you.

Infernal Pact Level 18

Infernal Lord

Your Infernal Minion can now be a Fiend of Tier 3 or lower instead.