Base Class: Warlock
An ancient tablet of petrified wood and crusts of silicate falls onto your possession. Eldritch whispers enter your mind and speak words most foul and wicked but alluring. It draws you closer to this slab of rotten earth. Ever inching you closer with suggestive curiosity. The tablet unhinges for you, revealing a two paged tome writ in a lost language, yet familiar.
Before your eyes, you are shown words of evil. Scripts of dead forgotten gods and forbidden knowledge of those wicked gods with rituals of unholy Arcanum. Your mind writhes with pain and fills with words of such evil and wickedness.
For most, their mind's be shattered by now. Lost among the sea of writhing texts. For you however, you can just manage to make since of these words. While others go mad, you begin to thrive. Though taking cation to only take glances, you can sew the seeds of power. Bound to this stone book, equipped with powerful teaching of the un-pure. You can not take back what was already read, the knowledge seared into your mind like an eldritch branding. This newfound power is yours to know, to claim, to use.
Tome of Ancient Wicked Scriptures
Starting at 1st level, when you choose this subclass. You receive an ancient stone like tome with only two pages.
The first page; The Chapter of Knowledge, is written with ancient forbidden knowledge. Knowledge so vile and obscure, it can drive those who read its unholy texts mad. This knowledge stretches far beyond any mortal's understanding.
The second page; The Chapter of Wisdom, bestows untold wisdom from ancient cults and deities. Such wisdom can only be described as pure evil and reading such texts is sure to damn even the most devout and pure soul to the lowest depths of the lowest planes.
Upon receiving this "Book" you become bound to it. This tome can act as your spellcasting focus for the purpose of casting any spell. However the schools of magic you can cast with spell slots are now limited.
You can no longer use spell slots to cast spells of any school unless you inscribe this tome. Each page of this tome can be inscribed with only one school of magic of your choice. Your choice allows you to use spell slots to cast spells of the chosen schools. Additionally your combination of school and page determines the effect of features granted by this subclass. Once a page has been inscribed with a school, that school can not be chosen for another page. Each time you gain a Warlock level, you can change your pages chosen schools with a different one.
Without this tome being on your person you are unable to use spell slots, as well as any feature granted by this subclass other than this restriction. You can perform a one hour uninterrupted ritual as part of your short or long rest to summon the tome to you, unless it is on a different plane than you. This tome can not be harmed or destroyed by any means short of a wish spell.
Additionally, you can acquire new known spells by copying them into your tome. You do so by following the same rules as a wizard when it comes to copying spells. You can acquire a number of spells this way to a maximum copied equal to your proficiency bonus plus your Charisma Modifier.
Chapter of Knowledge
Inscribe this chapter with a school of magic.
Knowledge of Abjuration
Allows the use of spell slots for abjuration spells.
Additionally when you cast an abjuration spell using a spell slot you can shield your mind and seclude yourself from outside forces. For one hour you become deaf, however during this duration you are immune to the charmed condition and any attempt to read your mind or communicate with you telepathically fails. You can end this effect early as a bonus action. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This knowledge also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Knowledge of Conjuration
Allows the use of spell slots for conjuration spells.
Additionally, as a reaction. when either you or a medium or smaller creature that you can see within 30 ft. of you is the target of an attack, you can swap spaces of the target with another creature you can see within 30 ft. of you. The swapped creature becomes the new target of the attack. If the creature is unwilling, they must make a wisdom saving throw against your spell DC. On a success the creature is not swapped. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This knowledge also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
Sleet Storm, Stinking Cloud |
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4th |
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5th |
Teleportation Circle, Conjure Elemental |
Knowledge of Divination
Allows the use of spell slots for divination spells.
Additionally when you cast a divination spell using a spell slot you can delve deeper to discover hidden truths of forbidden knowledge. At any point during the casting and duration of the spell you can choose to open your mind to untold knowledge, choose one or more of the listed augments to strengthen the spells effectiveness.
- Further Beyond: The range/distance of the spell is doubled.
- Piercing Eye: The target of the spell has disadvantage on saving throws against this spell, if applicable.
- Untold Truth: You learn additional information regarding the target of the spell or 1 creature or object you see with your spell, as if the spell Legend Lore was casted on them.
- Dark Secrets: You peer through the veil of ignorance. You gain knowledge in regards to the target of your spell not normally gained by the spell (Ex. The curse of a cursed item) as well as any information that is concealed by magic of a spell that was casted using a spell slot of no more than half your warlock level. (Ex. nondetection)
When a spell, that you augmented with one or more of the above augments, ends you become Stunned for 1 minute and also gain a point of Exhaustion for each augment used for that spell.
This knowledge also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Knowledge of Enchantment
Allows the use of spell slots for Enchantment spells.
Additionally, as an action, you can assault the mind of a creature you can see within 30 ft. of you. The target creature must make a Wisdom saving throw against you spell save DC. On a failed save the target becomes Stunned until the start of your next turn. While the target is stunned you can expend a spell slot to cause the target to fall unconscious for 1 minute or until the target takes damage or another creature uses their action to wake them up. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This knowledge also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
None, None |
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4th |
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5th |
Knowledge of Evocation
Allows the use of spell slots for evocation spells.
Additionally, when ever you cast an evocation spell that does damage and consumes a spell slot you can add your intelligence modifier to one damage roll as Psychic damage. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This knowledge also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Knowledge of Illusion
Allows the use of spell slots for illusion spells.
Additionally, whenever you write using any inks you can cause the writing to be visible to yourself as well as any creature you choose. You may also cause any source of information you have touched (Ex. A book) to appear as though the information it is relaying is different than what is provided in the source to any creature other than you or any creature you choose. A creature attempting to acquire this information from the source must make an intelligence check against your spell save DC to see through the illusion. You may have a number of sources containing incorrect information equal to your proficiency bonus. If you use this feature while having met the limit, the illusion veiling the oldest modified source vanishes.
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Knowledge of Necromancy
Allows the use of spell slots for Necromancy spells.
Additionally, you can spend 10 minutes to conduct a ritual to summon spirit of a deceased creature. You must be in possession of an object that was owned and is closely related to the deceased creature. If the spirit is residing its destined afterlife then the spirit must be willing to manifest before you. The spirit persists in your realm for up to 5 hours or until dispelled. The summoned spirit can not interact with the physical plane and can speak in a language you can understand. The spirit follows you around and can not be further than 5 ft. from you for the duration. The spirit is ethereal and can pass through solid surfaces as if they weren't there. The spirit is intangible and immune to damage that is not inflicted from the ethereal plane. The spirit has 1 Hit point and 10 AC. If the spirit's hp is reduced to zero, the spirit dismisses and returns from the location/plane it originated before being summoned by this feature. You can dismiss the spirit early as a bonus action. When the spirit is dismissed either by being dismissed by you, its hp dropping to zero, or if the duration ends; you gain a point of Exhaustion in addition to a point of Exhaustion for every hour the spirit was manifested.
This knowledge also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
None, None |
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5th |
Knowledge of Transmutation
Allows the use of spell slots for Transmutation spells.
Additionally, as a bonus action. You can spend a spell slot to morph your body. When you use this feature, you may choose one benefit from the list below. The benefit lasts for a minute and you can not have more than one of these benefits at a time and you can end a benefit early as a free action.
- Hard Scales: Your Ac is increased by 1
- Claws: Your unarmed attacks now deal an additional 1d4 magical slashing damage
- Night Eyes: You gain 60 ft. of darkvision, if you had darkvision then your darkvision is extended by 60 ft.
- Strong Legs: Your movement speed is doubled for the duration.
- Gils: You can now only breath underwater.
This knowledge also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Chapter of Wisdom
Inscribe this chapter with a school of magic.
Wisdom of Abjuration
Allows the use of spell slots for abjuration spells.
Additionally when you cast an abjuration spell using a spell slot you can shield your mind and seclude yourself from outside forces. For one hour you are immune to the Frightened condition.
This wisdom also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Wisdom of Conjuration
Allows the use of spell slots for Conjuration spells.
Additionally, as an action. You can spend a Warlock spell slot to conjure an avatar of a creature you have seen before in physical form. The creature summoned can be no more than of a CR rating 1/4th your Warlock lever, rounded down. The creature appears in a space you can see within 30 ft. of you. The conjured creature has the same stat block of the chosen creature. The creature lingers for a duration of 1 hour requiring you to keep concentration as if concentration on a spell and can be dismissed as a bonus action.
The creature is friendly to you and your companions for the duration. The creature shares your initiative and acts immediately after you. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the creature doesn't disappear. Instead, you lose control of the creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled creature can't be dismissed by you, and it disappears 1 hour after you summoned it.
This wisdom also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Wisdom of Divination
Allows the use of spell slots for Divination spells.
Additionally, when you cast a divination spell that does not have the ritual tag you can extend the casting time by 10 minutes. Doing this lets you treat the casted spell as a ritual while not expending a spell slot to cast as well as doubling the duration of said spell. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This wisdom also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Wisdom of Enchantment
Allows the use of spell slots for Enchantment spells.
Additionally, when you cast the Sleep spell using a Warlock spell slot. You can spend a number of Hit die, up to your proficiency bonus, adding them to the total Hit Point pool for that casting. When you use this feature you may not use it again until you finish a long rest.
This wisdom also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
None, None |
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4th |
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5th |
Wisdom of Evocation
Allows the use of spell slots for Evocation spells.
Additionally, your healing spells are empowered. Your healing spells that would normally not work on undead, now do damage equal to the healing rolled as Radiant damage. However you must hit the undead.
Touch Spells - Make a melee spell attack.
Ranged or AOE Spells - The undead must make a Wisdom saving throw against your spell DC. On a successful save the undead takes no damage.
This wisdom also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Wisdom of Illusion
Allows the use of spell slots for Illusion spells.
Additionally, when ever you would cast an illusion spell using a spell slot; targeting yourself and with a casting time of (1 action) you can do so as a bonus action instead. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This wisdom also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Wisdom of Necromancy
Allows the use of spell slots for Necromancy spells.
Additionally, as an action. You can spend a Warlock spell slot to attempt to destroy the shackles that binds undead. Roll 4d8 plus additional d8 equal to half your warlock level rounded down (Minimum 1); the total is how many hit points of undead this feature can affect undead within 20 feet of a point you choose within 90 feet, that you can see, are affected in ascending order of their current hit point. Starting with undead that has the lowest current hit points, each undead affected by this feature drops to zero hit point and is destroyed. You then gain temporary hit point equal to the combined challenge rating of all undead destroyed by this feature (rounded down, minimum 1). Undead that had souls do not ascend to their after life rather instead find eternal rest within your Wicked Tome. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This wisdom also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
None, None |
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5th |
Wisdom of Transmutation
Allows the use of spell slots for Transmutation spells.
Additionally, as a bonus action. You can end one condition afflicting yourself or another creature you touch from the list below.
Any Disease Frightened Deafened
Stunned Exhaustion: (1Point)
Any creature ended this way comes back the next dawn after the condition was ended and applied back to the creature it was ended on. If the condition had a duration other than "Until Dispelled" then when the condition comes back its duration is extended by 1d4 hours plus an additional d4 hours for every time the same condition was ended after it came back the first time by this feature. Conditions that come back can no longer end early by making saves if that was an option for that affliction. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This wisdom also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Wicked Recovery
Starting at 1st level, as a bonus action. You can spend a number of hit die equal to half your Warlock level (Rounded up) to recover one spent Warlock spell slot.
Chapter of Power
Starting at 6th level. You reveal a hidden third page by unbinding the spine of your tome, using hidden hinges of the middle page separating knowledge and wisdom. This allows you to add another chapter to your tome. A chapter of power.
Inscribe this chapter with a school of magic.
Power of Abjuration
Allows the use of spell slots for abjuration spells.
Additionally, as a reaction. Whenever you take damage you can reflect some of the damage you have taken. Roll a number of d8 equal to half your Warlock level (Rounded Down), you reduce the amount of the incoming damage by the amount rolled then choose a creature you can see within 15 feet of you. The target creature takes damage equal to the damage reduced by this effect as force damage. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This power also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Power of Conjuration
Allows the use of spell slots for Conjuration spells.
Additionally, as an action. You conjure a fiend from the lower planes. Roll a d6 to determine what fiend is conjured.
| 1 | Imp |
| 2 | Quasit |
| 3 | Spined Devil |
| 4 | Rutterkin |
| 5 | Bearded Devil |
| 6 | Nightmare |
The fiend appears in an unoccupied space you can see within 20 feet of you and shares your initiative and acts immediately after you. When summoned, the fiend regards you as the master of the "Wicked Tome" and thus is friendly towards you and your allies. On your turn you can issue a command to your summoned fiend as a free action. It will follow the command you gave on its turn to the best of its ability. As the owner of the book, the fiend may believe that any command you give will lead to the most evil of outcomes.
The fiend will persist in this plane for a duration of one hour or until its hit points is reduced to zero. During this duration, a devil might try to make deals with you and whisper evil suggestions. While a demon may plead for a command for it to be let loose and cause as much destruction as possible. Either devil or demon, both will be eager to await your arrival to the lower planes, as owner of the tome you could prove to be a powerful ally for their "Blood War".
The summoned fiend is in no way bound to you or this plane and thus the fiend may dismiss itself early as a free action if you give command that it deems "Too out of line" with its desires, returning to the plane it was conjured from.
Once you use this feature you may not do so again until after you finish a long rest.
This wisdom also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Power of Divination
Allows the use of spell slots for Divination spells.
Additionally, your tome has inscribed events yet to come; allowing you to see glimpses in to your future. As a reaction you can give yourself advantage on one dexterity saving throw or if you would be hit by an attack you can increase your armor class by half your Warlock level (Rounded Down). Each time you use this feature you gain a point of Exhaustion and can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
When you reach level 12 or higher in this class, whenever you use this feature you instead automatically succeed on one dexterity saving throw or cause one attack against you to miss.
This power also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Power of Enchantment
Allows the use of spell slots for Enchantment spells.
Additionally, as an action. You can spend a Warlock spell slot to impose your will onto another humanoid you can see within 15 feet of you. The target creature must be a humanoid. The target must make a wisdom saving throw against your spell save DC. On a failed save, the target is charmed. While charmed by this feature, the target shares your Intelligence, Wisdom, and Charisma scores and acts as you would but is subservient to you. After you use this feature on a target, whether they passed or failed its save, you gain points of Exhaustion equal to the target's wisdom save modifier (Minimum 1).
The target will remain charmed until dispelled by a Greater Restoration spell or similar magic. A Dispel Magic spell can also be used with a successful spell check against your spell save DC.
You can have a number of charmed humanoids, by this feature, active at any given time up to half your proficiency bonus (Rounded Down, Minimum 1).
Secondly, if you die while you have charmed individuals by this feature, choose one of the thralls. The chosen thrall's charm then becomes permanent and they take your place and obtains your tome.
Once you use this feature, you cant do so again until you finish a long rest. If you attempt to use this feature while currently at the maximum number of thralls for your level. Choose one, the chosen thrall is freed from this charm. Returning its stats to normal, with no memory of what transpired while charmed.
This power also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
None, None |
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4th |
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5th |
Power of Evocation
Allows the use of spell slots for Evocation spells.
Additionally, when you cast the Eldritch Blast cantrip you can choose to change aspects of the spell. Roll a d6 and depending on the number rolled determines the new effect of the spell from the chart below.
| 1 | Damage dealt by this spell is now Psychic damage. On hit; the target is also frightened of you until the start of your next turn. |
| 2 | Damage dealt by this spell is now Lightning damage. On hit; the target must make a Constitution saving throw. On a failed save the target is stunned until the start of your next turn. |
| 3 | Damage dealt by this spell is now Fire damage. On hit; the target takes an additional 1d4 fire damage at the start of its turn. |
| 4 | Damage dealt by this spell is now Acid damage. On hit; if the target is wearing armor, its armor class is reduced by one. If the target's armor class is reduced by 5 the armor is destroyed. |
| 5 | Damage dealt by this spell is now Necrotic damage. On hit; you gain temporary hit point equal to the damage dealt by this casting. |
| 6 | Damage dealt by this spell is now Thunder damage. On hit; is knocked Prone. |
You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This power also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Power of Illusion
Allows the use of spell slots for Illusion spells.
Additionally, as an action. You create a 120 ft. radius sphere of phantasmal energy, centered at a point you choose within 30 feet of you that you can see. Concentration illusion spell you cast on a point or target within this sphere no longer require concentration and does not expend spell slots to cast. However when you cast an illusion spell with the concentration tag on a point or target within the sphere, you gain a point of Exhaustion after casting.
Illusion spells casted on a point within the sphere does not affect areas outside the sphere and vise versa. Any object or creature that exit the sphere's area, while being affected by an illusion spell, will have the spells affecting them dispelled.
Secondly, when you would cast an illusion spell on a point or target within the sphere; as long as you can see the potential point or target, you can cast the spell while ignoring the spell's range as long as the point or target are within the sphere's area.
The sphere will remain for a duration of one hour or if you become Incapacitated.
Once you use this feature, you may not do so again until you finish a long rest.
This power also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Power of Necromancy
Allows the use of spell slots for Necromancy spells.
Additionally, as an action, you can attempt to take control of an undead creature you can see within 30 feet of you. The target's challenge rating must be less than or equal to 1/4 your Warlock level (Rounded Down) to use this feature, else the attempt fails. The target undead must make a charisma saving throw against you spell save DC. On a failed save, the undead becomes friendly towards you and your allies. The controlled undead shares your initiative and acts immediately after you. You can use a free action to issue a command to the undead thrall that it will follow to the best of its ability on its turn. If no command is given, the undead takes the dodge action.
Once you control an undead using this feature you must concentrate on the control as if concentrating on a spell. Upon loosing concentration, your control over the undead breaks and it becomes hostile towards you.
If you hold control over an undead for 24 hours then your control over it becomes permanent and you no longer need to concentrate on controlling that undead. You can have a number of controlled undead by this feature equal to 1/4 your Warlock level. If you attempt to use this feature while having the maximum number of undead thralls for your level, the attempt fails. At any point you can end your control over an undead controlled by this feature, as a free action.
You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This power also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
None, None |
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5th |
Power of Transmutation
Allows the use of spell slots for Transmutation spells.
Additionally, as an action. You touch a creature and attempt to transmute their body resulting in an affliction. Make a melee spell attack against a target creature within 5 feet of you. On hit; the creature takes 1d10 plus your charisma modifier as force damage. Upon taking damage, the target must then make a constitution saving throw against your spell save DC. On a failed save, the target gains a random transmutation from the chart below, Roll a d6 to determine the transmutation.
| 1 | Eyes shrivel out of its sockets | Resulting in Blinded |
| 2 | Limb turns to stone | Half movement speed or lose a free hand |
| 3 | Body Bloats | Floats 5ft off the ground and is Restrained |
| 4 | Fluorescent | Attack rolls have advantage to hit affected creature and can't gain benefits from being Invisible |
| 5 | Throat Swell | Affected creature starts suffocating and can't speak |
| 6 | Total Organ Rupture | [Doesn't affect Undead] If affected creature's Current hit points is 10% its max, the afflicted creature drops to 0 hit points and dies. |
This feature has no affect on creatures with the; Ethereal, Shapeshifter, and Amorphous feature as well as Constructs. The rolled affliction lasts for a duration of 1 minute or can be removed early with a Greater Restoration spell, at which the affliction reverses. If the creature dies before the affliction is reversed, the afflicted creature remains dead. You can use this feature a number of times equal to your proficiency bonus and recover all spent uses after you finish a long rest.
This power also lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list.
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Wicked Practices
Starting at 6th level whenever you wish to cast a spell that would require the use of material components you can forgo that requirement for that casting. However casting a spell this way will give you a number of points of Exhaustion equal to the spells level.
Unleash Manifold
Starting at 10th level. You allow the tome to grant you all that it has upon yourself. Granting you untold power, at a cost.
When you use a spell slot to cast a spell of one of the schools inscribed in one of your pages, you can expend a number of hit die equal to the spell's level to add a modifier to the; DC, attack roll, or one damage roll, for this casting. The modifier added is determined by page that school was inscribed in. See below.
Chapter of Knowledge => Intelligence Modifier
Chapter of Wisdom => Wisdom Modifier
Chapter of Power => Charisma Modifier
You can do so a number of times equal to your proficiency and recover all uses after you finish a long rest.
When you use this feature for the first time, you must make a Wisdom saving throw. The DC for the save is (10 plus your Warlock Level minus your Charisma modifier). You can not benefit from any effect that would improve your roll for this save. On a failed save you gain a short term madness. Additionally whether you pass of failed the save, you also gain an Indefinite Madness.
Wicked Arcanum
You've unlocked your tome's ancient secrets allowing access to all that is magic and forbidden.
Starting at 14th level you can, as an action, spend a number of hit die to cast a spell without expending spell slots. The spell does not have to be known and can be from any spell list but must not require a material component with a gold cost. The spell must also be of one of the schools inscribed in your tome.
The number of hit die you must spend to cast a spell using this feature is twice the spells level and the spell casted this way is casted at its lowest level. Spells casted by this feature uses charisma for spell DC and spell attack.
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