Warlock
Base Class: Warlock

Your patron is an being that can wield powerful arcane magic with a flick of their wrist. This being might be an embodiment of the defiling of Athas or a sharn touched by the Spell-plague. Even if the world appears to have healed from the cataclysm, your patron remains like a tear in the fabric of magic and the planes. The power you obtain from your pact often shows considerable randomness, making you a much different warlock from one day to the next.

Expanded Spell List

1st-level The Arcane Lord feature

The Arcane Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Arcane Lord Expanded Spells
Spell Level Spells
1st  Detect Magic, Magic Missile
2nd   Rope Trick, Arcanist's Magic Aura
3rd   Haste, Nondetection
4th   Arcane Eye, Resilient Sphere 
5th   Animate Objects , Wall of Force

Bonus Cantrips

1st-level The Arcane Lord feature

You learn the Mage Hand and Prestidigitation cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Arcane Surge

1st-level The Arcane Lord feature

As an bonus action, you can regain one of your pact magic slots. Doing so, roll on the Arcane Surge table to create a magical effect. If that effect is a spell, it doesn’t require concentration and the spell lasts for its full duration. You then regain the use of this feature.

Arcane Surge Table

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A imp chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast Hunger of Hadar as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast Sickening Radiance centered on yourself.

15–16

For the next minute, you regain your proficiency bonus of hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast Color Spray centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain your character level of hit points.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A Guardian Naga controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain an additional pact magic slot.

61–62

For the next minute, you must shout when you speak. Your voice booms to about 300 feet.

63–64

You cast Darkness centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 force damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a cat for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all expended charges from your magic items, and uses of your subclasses features.

Arcane Infusions

6th-level The Arcane Lord feature

Warlocks breakdown into four different categories. Depending on which pact boon you make, you gain additional benefits:

Pact of the Blade

When you deal damage with your Pact Weapon, you can change the damage type of the weapon into force. When you hit with your pact weapon, arcane magic leaps from the target to a different creature of your choice that you can see within range of the weapon. The second creature takes force damage equal to 1d10 + Charisma modifier.

Pact of the Chain.

You can choose to summon a Gazer as your familiar for Pact of the Chain.

Pact of the Talisman

When the wearer fails an attack roll, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest, unless you spend a bonus action and roll on the Arcane Surge table. You then regain the use of this feature.

Pact of the Tome

You can try to cast a spell that you don’t know. The spell must be on the warlock spell list and from a level of spell slot used, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell and expend the pact magic slot. If the check fails, so does the spell. The action and spell slot is wasted, and you must  roll on the Arcane Surge table.

Arcane Flux

6th-level Arcane Lord feature

You have resistance to force damage, and when you cast a spell that deals force damage you can cause a Arcane Flux. When you cast the spell, you can change the damage type of the spell into another type. Roll a 2d10 and choose one of the d10's to determine the new damage type of the spell.

d10 Damage Type
1 Acid
2 Cold
3 Fire
4 bludgeoning, piercing, or slashing
5 Lightning
6 Poison
7 Psychic
8 Thunder
9 Necrotic
10 Radiant

 

If you roll the same number on both dice, you can ignore the number and choose any type on the table, but you keep the number rolled on the dice to be used later. You can then add the number rolled from the d10's to one damage roll of the spell. You can’t use this feature again until you finish a short or long rest, unless you spend a bonus action and roll on the Arcane Surge table. You then regain the use of this feature.

Voracious Dispelling

10th-level Arcane Lord feature

You learn the spell Dispel Magic. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot at the highest level of spell you can cast, and you regain the ability to do so when you finish a long rest, unless you spend a bonus action and roll on the Arcane Surge table. You then regain the use of this feature.

Whenever you succeed on the spell, you can consume the magical energy of the spell, granting you a number of temporary hit points equal to your warlock level and if you target a creature with this spell, you can choose to deal damage to the creature equal to your proficiency bonus times the spells level.

Controlled Demolition

14th-level Arcane Lord feature

Your patron has granted you more control over the surges of your magic. Whenever you roll on the Arcane Surge table, you can roll twice and use either number. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Previous Versions

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