Warlock
Base Class: Warlock

Bargain with a powerful faerie.

Bound by desperation, desire, degeneracy, or divine dictation, the latent potential of the Warlock erupts with the help of the arcane knowledge of powerful patrons. These mystical benefactors can be strong magicians, extraplanar entities such as devils or fae, ancient artifacts, or perhaps even a version of themselves from the distant future.

This is my take on a generally more mechanically and thematically powerful version of the 2024 Archfey Warlock.

Forbidden Order

You have dedicated yourself to one of the following arcane disciplines of your choice.

Occultist

Your journeys into the depths of occult knowledge have borne fruit. You know two extra cantrips from the Cleric spell list, and they count as Warlock spells for you. In addition, your nascent magical potential gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Charisma modifier (minimum bonus of +1).

Omen

Trained for battle with magic and metal, you gain proficiency with Martial weapons, and training with Medium armor and Shields.

Opportunist

"Jack of all trades, master of none, though oftentimes better than master of one." You are always ready for the door of opportunity, even if it's a gateway to the supernatural. You gain proficiency in any combination of three skills or tools of your choice. In addition, you always have the Prestidigitation cantrip prepared.

Loophole Logic

You manage to work a loophole into the terms of your magical allowance. If you have any spell slots remaining before you take a Short Rest or Long Rest, you can save them for later use. You can preserve a number of spell slots equal to your maximum available spell slots. The preserved spell slots are not affected by Magical Cunning.

Level 3: Witch Queen Spells

The Witch Queen bestows upon you the power to manipulate your foes and slip away before they become wise to your deceptions. When you reach a Warlock level specified in the Witch Queen Spells table, you thereafter always have the listed spells prepared.

Witch Queen Spells

WARLOCK LEVEL

SPELLS

3

Calm Emotions, Faerie Fire, Misty Step, Suggestion, Tasha’s Hideous Laughter

5

Blink, Slow

7

Phantasmal Killer, Greater Invisibility

9

Geas, Hold Monster

 

Level 3: Witching Walk

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 Short Rest.

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

Abjuring Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains a number of Temporary Hit Points equal to 1d10 plus your Charisma modifier.

Enraging Step. Immediately after you teleport, each creature of your choice within 10 feet of the space you left takes Psychic damage equal to your proficiency bonus. A target must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

Enthralling Step. Immediately after you teleport, each creature of your choice within 10 feet of the space you left must succeed on a Charisma saving throw against your spell save DC. On a failure, a target moves toward you using the shortest and most direct route.

Unnerving Step.
 Immediately after you teleport, each creature of your choice that you can see within 5 feet of you must succeed on a Charisma saving throw against your spell save DC. On a failure, a target drops whatever it is holding and falls Prone. On a successful save, a target only falls prone.

Otherworldly Aura

On behalf of your patron, you adopt their features and channel their great and terrible power to influence others. As a Bonus Action, you can radiate an otherworldly aura in a 30-foot Emanation that originates from you for 1 minute. When you activate this ability, and as a Bonus Action on your subsequent turns, you can choose another creature you can see within the Emanation. The target must succeed on a Charisma saving throw against your spell save DC. On a failed save, the target takes Psychic damage. To determine this damage, roll a number of d8s equal to your Charisma modifier (minimum of one die). In addition, the target has the Charmed or Frightened (your choice) condition until the end of its next turn. On a successful save, the target takes half as much damage only.

The aura is inactive while you have the Incapacitated condition. 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.

In addition, you always have the Thaumaturgy cantrip prepared, and you can cast it as a free action.

Level 6: Moth in the Mist

You can cast Misty Step as a Reaction in response to taking damage.

In addition, the following effects are now among your Witching Walk options.

Mirrored Step. Immediately after you teleport, one creature of your choice within 10 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC. On a failure, the target is teleported with you. A willing creature can choose to fail this save.

Slinging Step. Immediately after you teleport, each creature in a 15-foot Cube originating from you makes a Dexterity saving throw. On a failed save, a creature takes 3d8 Force damage and is pushed 10 feet away from you in a horizontal direction you choose. On a successful save, a creature takes half as much damage.

Vanishing Step. Immediately after you teleport, you have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.

Wandering Step. The range of your Misty Step increases by 30 feet.

Otherworldly Armor

Your patron shrouds you in ethereal armor. While your Otherworldly Aura is active, you have a +2 bonus to AC and all saving throws.

In addition, your Otherworldly Aura is now a 60-foot Emanation.

Level 10: Mantle of Cunning

The Witch Queen endows you with the strength to pierce the veil of illusion and a mind that can comprehend that which lies behind it.

You are immune to the Charmed and Frightened conditions, and you have Resistance against the first damage you take in combat. If you take damage, this Resistance ceases to function until the start of your next turn.

In addition, immediately after you take damage, you can choose to force the creature that damaged you to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes Psychic damage equal to the damage you take, or half as much damage on a success. On a successful save, they take half damage. Once you use this feature, you can’t 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.

Protected Investment

Your patron has deemed you too useful to lose. If you’re reduced to 0 Hit Points but not killed outright, you can use your Reaction to expend one of your Pact Magic spell slots, causing you to drop to 1 Hit Point instead of 0.

Zero Oversight

Your patron’s trust in you is absolute, or perhaps you’ve stolen their power for yourself; maybe you and your patron have become one and the same. Regardless of the reason, you are unbound. For 1 minute, you can cast spells from any spell list, as long as you have the corresponding Pact Magic spell slots or Mystic Arcanum uses available. These spells count as Warlock spells for you. Once you activate this ability, you can’t use it again until after you finish a Long Rest.

Level 14: O, Deceiver Mine

The Witch Queen grants you the ability to weave your magic with teleportation. Immediately after you activate your Otherworldly Aura using a Bonus Action or cast an Enchantment or Illusion spell using an Action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.

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