Warlock

Subclasses:

An Occultist Empowered by Otherworldly Pacts

Core Warlock Traits

Primary Ability

Charisma

Hit Point Die

D8 per Warlock level

Saving Throw Proficiencies

Wisdom and Charisma

Skill Proficiencies

Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion

Weapon Proficiencies

Simple weapons

Armor Training

Light armor

Starting Equipment

Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus, Book (occult lore), Scholar's Pack, and 15GP; or (B) 100GP

Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.

Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.

Once a pact is made, a Warlock's thirst for knowledge and power can't be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.

Becoming a Warlock ...

As a Level 1 Character

As a Multiclass Character

Warlock
Level Proficiency Bonus Features Eldritch Blast Cantrips Known Eldritch Invocations Known Max Pact Magic Spells Spell Slots Slot Level
1 +2 Eldritch Blast, Pact Magic, Eldritch Invocations 1d10 2 1 2 1 1
2 +2 Magical Cunning 1d10 2 3 3 2 1
3 +2 1d10 2 3 4 2 2
4 +2 Ability Score Improvement 1d10 3 3 5 2 2
5 +3 2d10 3 5 6 2 3
6 +3 2d10 3 5 7 2 3
7 +3 Eldritch Conduit 2d10 3 6 8 2 4
8 +3 Ability Score Improvement 2d10 3 6 9 2 4
9 +4 Contact Patron 2d12 3 7 10 2 5
10 +4 2d12 4 7 10 2 5
11 +4 Otherworldly Glimpse, Mystic Arcanum (6th Level)* 3d12 4 7 11 3 5
12 +4 Ability Score Improvement 3d12 4 8 11 3 5
13 +5 Mystic Arcanum (7th Level)* 3d12 4 8 12 3 5
14 +5 3d12 4 8 12 3 5
15 +5 Mystic Arcanum (8th Level)* 3d12 4 9 13 3 5
16 +5 Ability Score Improvement 3d12 4 9 13 3 5
17 +6 Mystic Arcanum (9th Level)* 4d12 4 9 14 4 5
18 +6 4d12 4 10 14 4 5
19 +6 Ability Score Improvement 4d12 4 10 15 4 5
20 +6 Eldritch Master 4d12 4 10 15 4 5

Class Features

Level 1: Eldritch Blast

As a Magic action, you can fire a beam of crackling energy that streaks toward a creature within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force damage. You must provide a Verbal and Somatic component as if casting a spell.

At level 9, the damage increases to 1d12 Force damage.

You create more than one beam as you gain more levels in this class: two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Current Eldritch Blast Beam Count: @scale.warlock.eldritch-blast.number

Moreover, you can replace one of your Eldritch Blast beams with an Eldritch Invocation if it indicates that you can do so. You may not replace more than one Eldritch Blast beam per use of Eldritch Blast.

Level 1: Pact Magic

Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows - its identity unclear - but its boon to you is concrete: the ability to cast spells. See the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list.

Cantrips. You know two Warlock cantrips of your choice. Mage Hand and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.

Current Max Cantrips Known: @scale.warlock.cantrips-known

Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1-5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.

Current Max Prepared Spells: @scale.warlock.max-prepared

The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1-3.

If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Warlock spells for which you have spell slots.

Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Level 1: Eldritch Invocations

You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the Eldritch Invocation Options section.

Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.

Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.

When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.

Current Max Eldritch Invocations: @scale.warlock.invocations-known

You can't pick the same invocation more than once unless its description says otherwise.

Foundry Note

You will be prompted for your choices as you level up. The advancement system does not prevent you from taking any invocations so be sure that you meet the requirements before selecting one.

Level 2: Magical Cunning

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.

Foundry Note

This feature includes one free use and will restore the correct number of Pact Magic spell slots.

Level 7: Eldritch Conduit

When you reduce a creature to 0 hit points with your Eldritch Blast, Warlock spell or your pact weapon you may attempt to usher their soul to your patron (at your DM's discretion). You can roll a d6. On a 4 or higher, you regain an expended Pact Magic spell slot.

You can attempt this, success or failure, a number of times equal to your Charisma modifier (minimum of 1) per Long Rest.

Level 9: Contact Patron

In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.

Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

Foundry Note

The spell is granted to you automatically at this level with a free use.

Level 11: Otherworldly Glimpse

Your patron allows you to draw on powers that have potentially always been available to you. You can cast any spell with a Pact Magic spell slot without the need of material components from your Expanded Spell List if you know the spell. Once you use this feature, you can't do so again until you finish a Long Rest.

Level 11: Mystic Arcanum (6th Level)*

Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

You regain all uses of your Mystic Arcanum when you finish a long rest.

Additionally, when you gain a level in this class, you can replace one of your Mystic Arcanum spell choices with another spell from the warlock spell list of the same level.

Level 13: Mystic Arcanum (7th Level)*

Your patron grants you a magical secret called an arcanum. Choose one level 7 Warlock spell as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a Long Rest before you can do so again.

You regain all uses of your Mystic Arcanum when you finish a long rest.

Additionally, when you gain a level in this class, you can replace one of your Mystic Arcanum spell choices with another spell from the Warlock spell list of the same level.

Level 15: Mystic Arcanum (8th Level)*

Your patron grants you a magical secret called an arcanum. Choose one level 8 Warlock spell as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

You regain all uses of your Mystic Arcanum when you finish a Long Rest.

Additionally, when you gain a level in this class, you can replace one of your Mystic Arcanum spell choices with another spell from the warlock spell list of the same level.

Level 17: Mystic Arcanum (9th Level)*

Your patron grants you a magical secret called an arcanum. Choose one level 9 Warlock spell as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

You regain all uses of your Mystic Arcanum when you finish a Long Rest.

Additionally, when you gain a level in this class, you can replace one of your Mystic Arcanum spell choices with another spell from the warlock spell list of the same level.

Level 20: Eldritch Master

When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots and your level 6 and 7 Mystic Arcanum if they are expended.

Subclasses

The Archfey

Bargain with Whimsical Fey

Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.

Level Features
3 Expanded Spell List, Puckish Twist, Steps of the Fey
6 Misty Escape
10 Beguiling Defenses
14 Bewitching Magic

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.

Archfey Spells
Warlock LevelSpells
3Calm Emotions, Faerie Fire, Guidance, Phantasmal Force, Sleep, Vicious Mockery
5Blink, Plant Growth
7Dominate Beast, Greater Invisibility
9Dominate Person, Seeming

Level 3: Puckish Twist

When you target a single creature with an ability or Warlock spell and that target succeeds on a saving throw causing nothing to happen, you can take a Reaction to redirect the ability or Warlock spell at another target within range of the original effect. The new target must succeed make a saving throw against the effect

Level 3: Steps of the Fey

Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast that spell, you can choose one of the following additional effects.

Refreshing Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.

Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage or attack rolls against creatures other than you until the start of your next turn.

Foundry Note

The Refreshing Step activity includes the Temporary Hit Points.

The Taunting Step activity includes the save and an Active Effect for tracking but it does not automate the effect.

You are granted the spell with free uses as you level up.

Level 6: Misty Escape

You can vanish in a puff of mist in response to harm. When you take damage, you can take a Reaction to turn invisible and teleport up to 30 feet to an unoccupied space you can see. You remain Invisible until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.

Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.

Level 10: Beguiling Defenses

Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.

In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can't use it again until you finish a Long Rest unless you expend a Pact Magic slot (no action required) to restore your use of it.

Foundry Note

The Beguiling Reaction activity includes the saving throw.

Level 14: Bewitching Magic

Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can teleport up to 30 feet to an unoccupied space you can see as part of the same action.

The Celestial

Call on the Power of the Heavens

Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.

Level Features
3 Expanded Spell List, Eldritch Glow, Healing Light
6 Radiant Soul
10 Celestial Resilience
14 Searing Vengeance

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.

Celestial Spells
Warlock LevelSpells
3Cure Wounds, Flaming Sphere, Guidance, Guiding Bolt, Lesser Restoration, Thaumaturgy
5Daylight, Revivify
7Guardian of Faith, Wall of Fire
9Flame Strike, Greater Restoration

Level 3: Eldritch Glow

You learn the Light and Sacred Flame cantrips. They count as Warlock cantrips for you, but they do not count against your number of cantrips known.

Additionally, your Sacred Flame cantrip can benefit from your Warlock invocations that have the prerequisite of Eldritch Blast.

Level 3: Healing Light

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.

As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, spending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll's total. Your pool regains all expended dice when you finish a Long Rest.

At 20th level in warlock, you also regain all expended dice when you use your Eldritch Master feature.

Level 6: Radiant Soul

Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.

Additionally, when a creature succeeds its saving throw to avoid your Sacred Flame cantrip, you can cause their next saving throw made against your Sacred Flame cantrip to be done at Disadvantage until the end of your next turn.

Furthermore, whenever you roll dice to restore Hit Points to a creature with your Healing Light, you can roll the dice an additional time, and take the larger amount of healing.

Level 10: Celestial Resilience

You gain Temporary Hit Points whenever you use your Magical feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.

Foundry Note

The Your Temporary Hit Points and the Chosen Creatures Hit Points activities both include the correct number of Temporary Hit Points for their respective targets.

Level 14: Searing Vengeance

The radiant energy you channel allows you to resist death. When you or an ally within 60 feet of you is about to make a Death Saving Throw or fails a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition, recover the level of Exhaustion suffered, and stand up if the creature chooses. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to your Charisma modifier plus a number of d8s equal to half your Warlock level, and each has the Blinded condition until the end of the current turn.

Once you use this feature, you can't use it again until you finish a Long Rest, or you expend one of your Mystic Arcanum to restore your use of it.

The Fathomless

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.

Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Level Features Tentacle Damage
3 Expanded Spell List, Tentacle of the Deeps, Gift of the Sea 1d8
6 Oceanic Soul, Guardian Coil 1d8
10 Grasping Tentacles 2d8
14 Unleash the Depths 2d8

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fathomless Spells table, you thereafter always have the listed spells prepared.

Warlock LevelSpells
3Create or Destroy Water, Gust of Wind, Message, Silence, Thorn Whip (appears as a tentacle), Thunderwave
5Lightning Bolt, Sleet Storm
7Control Water, Guardian of Faith (appears as a tentacle)
9Arcane Hand (appears as a tentacle), Commune with Nature


Level 3: Tentacle of the Deeps

You can magically summon a spectral tentacle that strikes at your foes. As a Bonus Action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 Cold damage or Lightning damage (your choice), and its Speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a Bonus Action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 3: Gift of the Sea

You gain a Swim Speed of 40 feet, and you can breathe underwater. As a Magic action, you can choose a number of creatures within 30 feet of yourself equal to your Proficiency Bodifier plus your Charisma modifier for 1 hour. The chosen creatures gain a Swim Speed of 40 feet and can breathe underwater for 1 hour. Once you use this feature, you cannot do so again until you finish a Short or Long Rest.

Level 6: Oceanic Soul

You are now even more at home in the depths. You gain Resistance to Cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Level 6: Guardian Coil

Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can take a Reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Level 10: Grasping Tentacles

You learn the spell Black Tentacles. It counts as a Warlock spell for you, but it does not 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.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of Temporary Hit Points equal to your Warlock level. Moreover, damage cannot break your Concentration on this spell.

Level 14: Unleash the Depths

You gain the ability to call upon your patron for aid. As a Magic action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point.

Once you use any effect, you cannot use this feature again until you finish a Long Rest, unless you expend one of your Mystic Arcanum.

Conceal. A thick, otherworldly cloud of fog pours from the manifestation point creates a 30 foot radius of Heavily Obscured area. You and up to your Charisma modifier (minimum of 1) creatures of your choice see through this fog normally. This fog lasts for 1 minute, spreads around corners and cannot be dispersed.

Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes a number of d12s equal to your Proficiency Bonus Cold or Lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.

Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron's realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.

The Fiend

Make a Deal with the Lower Planes

Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evilâ€"the corruption or destruction of all things, ultimately including youâ€"and your path is defined by the extent to which you strive against those aims.

Level Features
3 Expanded Spell List, Dark One's Blessing, Fiendish Insult
6 Dark One's Own Luck
10 Fiendish Resilience
14 Hurl Through Hell

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Fiend Spells
Warlock LevelSpells
3Blindness/Deafness, Burning Hands, Command, Fire Bolt, Resistance, Scorching Ray
5Fireball, Stinking Cloud
7Fire Shield, Wall of Fire
9Flame Strike, Hallow

Level 3: Dark One's Blessing

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

Level 3: Fiendish Insult

When a creature you can see fails a saving throw within 30 feet of you, you can take a Reaction to release a single Eldritch Blast beam, make a weapon attack with your Pact Weapon (if you have one), or cast a damage dealing cantrip with a cast time of one action or less at them as long as it can only target one creature and they are within range. If you deal damage in this way you only ever roll one of it's damage dice regardless of your level.

Level 6: Dark One's Own Luck

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Level 10: Fiendish Resilience

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Foundry Note

This feature includes an Active Effect for each type of damage which will grant you the correct Resistance. Apply and disable the effects as necessary when you change types.

Level 14: Hurl Through Hell

Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you cannot use it again until you finish a Long Rest, unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Foundry Note

This feature includes one limited use.

The Regain Use activity will expend a Pact Magic spell slot and restore a use of this feature.

The Great Old One

Your 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. Its motives are incomprehensible to mortals, 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 you have learned allow you to draw your magic from it.

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Level Features
3 Expanded Spell List, Awakened Mind, Psychic Spells
6 Entropic Ward
10 Thought Shield, Eldritch Hex
14 Create Thrall

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells nearby; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.

Great Old One Spells
Warlock LevelSpells
3Detect Thoughts, Dissonant Whispers, Hideous Laughter, Message, Phantasmal Force, Vicious Mockery
5Clairvoyance, Sending
7Compulsion, Dominate Beast
9Dominate Person, Telekinesis

Level 3: Awakened Mind

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile, currently @abilities.cha.mod). To understand each other, you each must mentally use a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.

As a Magic action, you can use this ability to unnerve a creature targeted by Awakened Mind. The creature makes a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.

Level 3: Psychic Spells

When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion spell, you can do so without Verbal or Somatic components.

Level 6: Entropic Ward

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 take a Reaction to impose Disadvantage on that roll. If the attack misses you, your next attack roll against the creature has Advantage if you make it before the end of your next turn.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. At 20th level in this class, you also regain all expended uses when you use your Eldritch Master feature.

Level 10: Thought Shield

Your thoughts can't be read by telepathy or other means unless you allow it. You 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 take.

Level 10: Eldritch Hex

Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Level 14: Create Thrall

You gain the ability to infect a humanoid's mind with the alien magic of your patron. You can take a Magic action to touch an incapacitated humanoid. That creature is awakened from its incapacitated state and is 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. If the Charmed condition is removed you instantaneously know.

You can communicate telepathically with the Charmed creature as long as the two of you are on the same plane of existence.

The Hexblade

You have made your pact with a mysterious entity from the Unformed Maze - a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Unformed Maze. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Shepherd of Fate is known to have forged the first of these weapons by folding the broken threads of fate together, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Level Features
3 Expanded Spell List, Hexblade's Curse, Hex Warrior
6 Accursed Specter
10 Armor of Hexes
14 Master of Hexes

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Hexblade Spells table, you thereafter always have the listed spells prepared.

Hexblade Spells
Warlock LevelSpells
3Blur, Branding Smite, Dancing Lights, Resistance, Shield, Wrathful Smite
5Blink, Elemental Weapon
7Phantasmal Killer, Staggering Smite
9Banishing Smite, Destructive Wave

Level 3: Hexblade's Curse

You gain the ability to place a baleful curse on someone. As a Bonus Action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits.

Bonus Damage. You gain a bonus to damage rolls against the cursed target. The bonus equals your Proficiency Bonus.

Expanded Critical. Any attack roll you make against the cursed target has its Critical Hit threshold expanded by one. At Warlock level 18, this increases to 18-20, and you increase the damage of a Critical Hit further by an amount equal to your Proficiency Bonus per additional dice rolled.

Heal. If the cursed target dies, you regain Hit Points equal to your Warlock level plus your Charisma modifier (minimum of 1 Hit Point).

You cannot use this feature again until you finish a Short or Long Rest, unless when you would regain a Pact Magic spell slot through your Eldritch Conduit, you can instead choose to regain this feature.

Level 3: Hex Warrior

You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with Shields and Martial Weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a Long Rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon you can change the weapon's damage type dealt that of any damage type you can deal with your cantrips, spells, and Eldritch Invocations.

Level 6: Accursed Specter

You can curse the soul of a person you slay, temporarily binding it to your service. When you slay a Humanoid, you can cause its spirit to rise from its corpse as an Accursed Specter. See its game statistics in the accompanying Accursed Specter stat block, which uses your Proficiency Bonus (PB) in several places. When the specter appears, it gains Temporary Hit Points equal to half your Warlock level. In combat, the specter acts during your turn. It understands you even if you do not share a language, it obeys your verbal commands, and if you have the incapacitated condition, the specter can take any action of its choice.

The specter also can change the damage it deals to any damage type can deal with your cantrips, spells and Eldritch Invocations as per your Hex Warrior feature.

The specter remains in your service until the end of your next Long Rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you cannot use the feature again until you finish a Long Rest, unless you expend your Otherwordly Glimpse.

Level 10: Armor of Hexes

Your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can take a Reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Level 14: Master of Hexes

You can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you do not have the incapacitated condition. When you apply the curse in this way, you do not regain Hit Points from the death of the previously cursed creature.

The Undead

You have made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Level Features
3 Expanded Spell List, Defy the Cycle, Form of Dread
6 Grave Touched
10 Necrotic Husk
14 Spirit Projection

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.

Undead Spells
Warlock LevelSpells
3Bane, Blindness/Deafness, False Life, Message, Phantasmal Force, Thaumaturgy
5Phantom Steed, Speak with Dead
7Death Ward, Greater Invisibility
9Antilife Shell, Cloudkill

Level 3: Defy the Cycle

You can add your Proficiency Bonus to Death Saving Throws that you make, and when you are brought back from 0 Hit Points you make a Constitution saving throw of DC 10 plus 1 for each round you were Unconscious in this way. On a success, you do not suffer exhaustion.

Level 3: Form of Dread

You manifest an aspect of your patron's dreadful power. As a Bonus Action, you transform for 1 minute. You gain the following benefits while transformed.

Extra Health. You gain Temporary Hit Points equal to 1d10 plus your Warlock level.

Frightening Attacks. Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of your next turn.

No Fear. You are Immune to the Frightened condition.

You can transform a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Level 6: Grave Touched

Your patron's powers have a profound effect on your body and magic. You do not need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with Necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the Necrotic damage the target takes.

Level 10: Necrotic Husk

Your connection to undeath and necrotic energy now saturates your body. You have Resistance to Necrotic damage. If you are transformed using your Form of Dread, you instead become Immune to Necrotic damage.

In addition, when you would be reduced to 0 Hit Points, you can take a Reaction to drop to 1 Hit Point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes Necrotic damage equal to a number of d10 equal to your Charisma modifier (minimum of 1) plus your Warlock level. You are healed for the damage done up to half your maximum Hit Points. You then gain 1 level of Exhaustion. Once you use this Reaction, you cannot do so again until you finish 1d4 Long Rests. You can reduce the number of long rests by 1 until you can negate death longer by expending one of your Mystic Arcanum.

Level 14: Spirit Projection

Your spirit can become untethered from your physical form. As a Magic action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your Concentration is broken (as if Concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).

While projecting your spirit, you gain the following benefits.

Damage Resistance. Your spirit and body gain Resistance to Bludgeoning, Piercing, and Slashing damage.

Magic Adept. When you cast a spell of the Conjuration or Necromancy school the spell does not require Verbal or Somatic components or Material components that have no cost.

Flight. You have a Fly Speed equal to your Speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.

Healing Form. When you are using your Form of Dread, once during each of your turns when you deal Necrotic damage to a creature, you regain Hit Points equal to half the amount of Necrotic damage dealt.

Once you use this feature, you cannot do so again until you finish a Long Rest. At 20th level in Warlock, you also regain this feature when you use your Eldritch Master feature.

The Undying

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

Level Features
3 Expanded Spell List, Enduring Gift, Flicker Of Endless Life
6 Defy Death
10 Foot in Death's Door
14 Indestructible Life

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undying Spells table, you thereafter always have the listed spells prepared.

Undying Spells
Warlock LevelSpells
3Bless, Blindness/Deafness, False Life, Guidance, Resistance, Silence
5Feign Death, Speak with Dead
7Aura of Life, Death Ward
9Contagion, Legend Lore

Level 3: Enduring Gift

When you gain Temporary Hit Points the number of Temporary Hit Points gained is increased up to an amount equal your Warlock level. This bonus cannot exceed double the original Temporary Hit Point amount.

Level 3: Flicker Of Endless Life

You learn the Spare the Dying cantrip, which counts as a Warlock cantrip for you. You also have Advantage on saving throws against any disease and poison, and you have Resistance against Poison damage.

Beginning at 5th level, you may be cast Spare the Dying in place of one of your Eldritch Blast beams.

Level 6: Defy Death

You manipulate vitality when you cheat death or when you help someone else cheat it. When you succeed on a Death Saving Throw you regain Hit Points equal to 1d8 plus your Warlock level (minimum of 1 hit point). Alternatively when you stabilize a creature with Spare the Dying, the target regains Hit Points equal to 1d8 plus your Warlock level (minimum of 1 hit point).

Once a creature benefits from this feature, they cannot benefit from it again until they complete a Long Rest, unless you expend your Otherworldly Glimpse.

Level 10: Foot in Death's Door

You are Immune to Disease, Poison damage, and the Poisoned condition.

You can hold your breath indefinitely and you do not require food, water, or sleep. However, you suffer Exhaustion if you do not rest and benefit from finishing Short and Long Rests as usual, but you do not suffer Exhaustion when you fall to 0 Hit Points.

In addition, if you put a severed body part of yours back in place when you expend a Hit Dice to restore hit points, the part reattaches. (At your DMs discretion you may regrow destroyed portions such as nonmagical blindness caused by injuries to your eyes).

Furthermore, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Level 14: Indestructible Life

You learn the Raise Dead spell. It counts as a Warlock spell for you, but does not count against your number of Warlock spells known.

If you have half of your Hit Points or less at the start of your turn, you regain Hit Points equal to either your Constitution modifier or Charisma modifier (your choice).

You do not gain this benefit if you have the unconscious condition, or have 0 Hit Points.

Lastly, if you die, your patron will bring you back to life. They can cast Raise Dead targeting only you from their realm across any distance, requiring no components. Once you come back to life in this way, you cannot do so again for one month.

The Genie: Dao

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

Level Features
3 Expanded Spell List, Genie's Vessel
6 Elemental Gift*
10 Sanctuary Vessel
14 Limited Wish

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Genie Spells table, you therafter always have the Genie spells and the spells associated with your patron's kind prepared.

Genie Spells
Warlock LevelGenie SpellsDao SpellsDjnni SpellsEfreeti SpellsMarid Spells
3Detect Evil and Good, Phantasmal Force, ResistanceMold Earth, Sanctuary, Spike GrowthGust, Gust of Wind, ThunderwaveBurning Hands, Control Flames, Scorching RayBlur, Fog Cloud, Shape Water
5Create Food and WaterMeld into StoneWind WallFireballSleet Storm
7Phantasmal KillerStone ShapeGreater InvisibilityFire ShieldControl Water
9CreationWall of StoneSeemingFlame StrikeCone of Cold
17Wish

Level 3: Genie's Vessel

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a Spellcasting Focus for your Warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

d4Kind
1Oil lamp
2Urn
3Ring with a compartment
4Stoppered bottle
5Hollow statuette
6Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As a Magic action, you can vanish and enter your vessel, which remains in the space you left. Alternatively, you and one willing creature of your choice can do the same. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you or the willing creature can hear the area around your vessel as if in its space. You or the willing creature can remain inside the vessel up to a number of hours equal to twice your Proficiency Bonus. You or the willing creature exit the vessel early if you or the willing creature use a Bonus Action to leave, if you die, or if the vessel is destroyed. When you or the willing creature exit the vessel, you or the willing creature appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you or the willing creature enter the vessel, no creature can enter again until you finish a Long Rest.

Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your Proficiency Bonus. The type of this damage is determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).

The vessel's AC equals your spell save DC. Its Hit Points equal your Warlock level plus your Proficiency Bonus, and it is Immune to Poison and Psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Level 6: Elemental Gift*

You begin to take on characteristics of your patron's kind. You now have Resistance to a damage type determined by your patron's kind: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).

In addition, as a Bonus Action, you can give yourself a Fly Speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Foundry Note

Active Effects for each Genie patron are included on this feature, enable the appropriate one for your Genie patron when you receive this feature.

Level 10: Sanctuary Vessel

When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to twice your Proficiency Bonus willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a Bonus Action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a Short Rest, and anyone can add your Proficiency Bonus to the number of Hit Points they regain if they spend any Hit Dice as part of a Short Rest there.

Level 14: Limited Wish

You entreat your patron to grant you a small wish. As a Magic action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is level 6 or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you do not need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you cannot use it again until you finish 1d4 Long Rests. You can reduce the number of long rests by 1 until your patron will grant you a small wish by expending one of your Mystic Arcanum.

The Genie: Djinni

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

Level Features
3 Expanded Spell List, Genie's Vessel
6 Elemental Gift*
10 Sanctuary Vessel
14 Limited Wish

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Genie Spells table, you therafter always have the Genie spells and the spells associated with your patron's kind prepared.

Genie Spells
Warlock LevelGenie SpellsDao SpellsDjnni SpellsEfreeti SpellsMarid Spells
3Detect Evil and Good, Phantasmal Force, ResistanceMold Earth, Sanctuary, Spike GrowthGust, Gust of Wind, ThunderwaveBurning Hands, Control Flames, Scorching RayBlur, Fog Cloud, Shape Water
5Create Food and WaterMeld into StoneWind WallFireballSleet Storm
7Phantasmal KillerStone ShapeGreater InvisibilityFire ShieldControl Water
9CreationWall of StoneSeemingFlame StrikeCone of Cold
17Wish

Level 3: Genie's Vessel

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a Spellcasting Focus for your Warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

d4Kind
1Oil lamp
2Urn
3Ring with a compartment
4Stoppered bottle
5Hollow statuette
6Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As a Magic action, you can vanish and enter your vessel, which remains in the space you left. Alternatively, you and one willing creature of your choice can do the same. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you or the willing creature can hear the area around your vessel as if in its space. You or the willing creature can remain inside the vessel up to a number of hours equal to twice your Proficiency Bonus. You or the willing creature exit the vessel early if you or the willing creature use a Bonus Action to leave, if you die, or if the vessel is destroyed. When you or the willing creature exit the vessel, you or the willing creature appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you or the willing creature enter the vessel, no creature can enter again until you finish a Long Rest.

Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your Proficiency Bonus. The type of this damage is determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).

The vessel's AC equals your spell save DC. Its Hit Points equal your Warlock level plus your Proficiency Bonus, and it is Immune to Poison and Psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Level 6: Elemental Gift*

You begin to take on characteristics of your patron's kind. You now have Resistance to a damage type determined by your patron's kind: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).

In addition, as a Bonus Action, you can give yourself a Fly Speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Foundry Note

Active Effects for each Genie patron are included on this feature, enable the appropriate one for your Genie patron when you receive this feature.

Level 10: Sanctuary Vessel

When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to twice your Proficiency Bonus willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a Bonus Action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a Short Rest, and anyone can add your Proficiency Bonus to the number of Hit Points they regain if they spend any Hit Dice as part of a Short Rest there.

Level 14: Limited Wish

You entreat your patron to grant you a small wish. As a Magic action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is level 6 or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you do not need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you cannot use it again until you finish 1d4 Long Rests. You can reduce the number of long rests by 1 until your patron will grant you a small wish by expending one of your Mystic Arcanum.

The Genie: Efreeti

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

Level Features
3 Expanded Spell List, Genie's Vessel
6 Elemental Gift*
10 Sanctuary Vessel
14 Limited Wish

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Genie Spells table, you therafter always have the Genie spells and the spells associated with your patron's kind prepared.

Genie Spells
Warlock LevelGenie SpellsDao SpellsDjnni SpellsEfreeti SpellsMarid Spells
3Detect Evil and Good, Phantasmal Force, ResistanceMold Earth, Sanctuary, Spike GrowthGust, Gust of Wind, ThunderwaveBurning Hands, Control Flames, Scorching RayBlur, Fog Cloud, Shape Water
5Create Food and WaterMeld into StoneWind WallFireballSleet Storm
7Phantasmal KillerStone ShapeGreater InvisibilityFire ShieldControl Water
9CreationWall of StoneSeemingFlame StrikeCone of Cold
17Wish

Level 3: Genie's Vessel

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a Spellcasting Focus for your Warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

d4Kind
1Oil lamp
2Urn
3Ring with a compartment
4Stoppered bottle
5Hollow statuette
6Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As a Magic action, you can vanish and enter your vessel, which remains in the space you left. Alternatively, you and one willing creature of your choice can do the same. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you or the willing creature can hear the area around your vessel as if in its space. You or the willing creature can remain inside the vessel up to a number of hours equal to twice your Proficiency Bonus. You or the willing creature exit the vessel early if you or the willing creature use a Bonus Action to leave, if you die, or if the vessel is destroyed. When you or the willing creature exit the vessel, you or the willing creature appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you or the willing creature enter the vessel, no creature can enter again until you finish a Long Rest.

Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your Proficiency Bonus. The type of this damage is determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).

The vessel's AC equals your spell save DC. Its Hit Points equal your Warlock level plus your Proficiency Bonus, and it is Immune to Poison and Psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Level 6: Elemental Gift*

You begin to take on characteristics of your patron's kind. You now have Resistance to a damage type determined by your patron's kind: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).

In addition, as a Bonus Action, you can give yourself a Fly Speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Foundry Note

Active Effects for each Genie patron are included on this feature, enable the appropriate one for your Genie patron when you receive this feature.

Level 10: Sanctuary Vessel

When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to twice your Proficiency Bonus willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a Bonus Action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a Short Rest, and anyone can add your Proficiency Bonus to the number of Hit Points they regain if they spend any Hit Dice as part of a Short Rest there.

Level 14: Limited Wish

You entreat your patron to grant you a small wish. As a Magic action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is level 6 or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you do not need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you cannot use it again until you finish 1d4 Long Rests. You can reduce the number of long rests by 1 until your patron will grant you a small wish by expending one of your Mystic Arcanum.

The Genie: Marid

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

Level Features
3 Expanded Spell List, Genie's Vessel
6 Elemental Gift*
10 Sanctuary Vessel
14 Limited Wish

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Genie Spells table, you therafter always have the Genie spells and the spells associated with your patron's kind prepared.

Genie Spells
Warlock LevelGenie SpellsDao SpellsDjnni SpellsEfreeti SpellsMarid Spells
3Detect Evil and Good, Phantasmal Force, ResistanceMold Earth, Sanctuary, Spike GrowthGust, Gust of Wind, ThunderwaveBurning Hands, Control Flames, Scorching RayBlur, Fog Cloud, Shape Water
5Create Food and WaterMeld into StoneWind WallFireballSleet Storm
7Phantasmal KillerStone ShapeGreater InvisibilityFire ShieldControl Water
9CreationWall of StoneSeemingFlame StrikeCone of Cold
17Wish

Level 3: Genie's Vessel

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a Spellcasting Focus for your Warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

d4Kind
1Oil lamp
2Urn
3Ring with a compartment
4Stoppered bottle
5Hollow statuette
6Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As a Magic action, you can vanish and enter your vessel, which remains in the space you left. Alternatively, you and one willing creature of your choice can do the same. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you or the willing creature can hear the area around your vessel as if in its space. You or the willing creature can remain inside the vessel up to a number of hours equal to twice your Proficiency Bonus. You or the willing creature exit the vessel early if you or the willing creature use a Bonus Action to leave, if you die, or if the vessel is destroyed. When you or the willing creature exit the vessel, you or the willing creature appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you or the willing creature enter the vessel, no creature can enter again until you finish a Long Rest.

Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your Proficiency Bonus. The type of this damage is determined by your patron: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).

The vessel's AC equals your spell save DC. Its Hit Points equal your Warlock level plus your Proficiency Bonus, and it is Immune to Poison and Psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a Short or Long Rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Level 6: Elemental Gift*

You begin to take on characteristics of your patron's kind. You now have Resistance to a damage type determined by your patron's kind: Bludgeoning (Dao), Thunder (Djinni), Fire (Efreeti), or Cold (Marid).

In addition, as a Bonus Action, you can give yourself a Fly Speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Foundry Note

Active Effects for each Genie patron are included on this feature, enable the appropriate one for your Genie patron when you receive this feature.

Level 10: Sanctuary Vessel

When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to twice your Proficiency Bonus willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a Bonus Action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a Short Rest, and anyone can add your Proficiency Bonus to the number of Hit Points they regain if they spend any Hit Dice as part of a Short Rest there.

Level 14: Limited Wish

You entreat your patron to grant you a small wish. As a Magic action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is level 6 or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you do not need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you cannot use it again until you finish 1d4 Long Rests. You can reduce the number of long rests by 1 until your patron will grant you a small wish by expending one of your Mystic Arcanum.