Warlock
Base Class: Warlock

You have made a pact with a pair of patrons, or one that takes a form of two beings. It might be a pair of sentient daggers, powerful fay twins, an entity from beyond the realm, which somehow is a single being and a pair at the same time, or any other powerful creature. Though varied in origin and motivation, they are all defined by their dual nature, which manifests itself in powers they bestow.

Expanded Spell List

Twins Expanded Spells

Spell Level Spells

1st

cure wounds, inflict wounds

2nd

arcane lock, knock

3rd

haste, slow

4th

greater invisibility, locate creature

5th

raise dead, reincarnate

Bilocation

Starting at 1st level, the unusual nature of your patron allows you to be in two places at once.

As an action, you can create a second instance of yourself. It appears in an unoccupied space that you can see within 30 feet of you and lasts for 1 Hour, until you die, or choose to end this effect with a bonus action. If you choose to end the effect, you can select which instance should disappear.

Whenever you move or take an action, bonus action or reaction, you can choose which instance will perform it. Both instances are still the same body, therefore they share all statistics, including Hit Points, conditions and equipment.

Once you used this feature, you can't use it again until you finish a short or a long rest.

Pact Boon (2)

At 6th level, your patron bestows another gift upon you. You gain a second Pact Boon. You can select the same option for the second time. If you select Pact of the Chain twice, you can have up to two familiars at any time.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, 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 it destroys the previous book. The book turns to ash when you die.

Twinned Cantrip

Starting at 10th level, whenever you cast a cantrip that doesn't deal damage when cast, you can cast it again on the same turn, using an action, or a bonus action. A spell cast using this feature doesn't require concentration and doesn't end the effects of previous casting.

Mystic Arcanum Improvement

At 14th level, you can select one level 6 spell and one level 7 spell. These spells can be used with your Mystic Arcanum feature instead of ones you chose when you gained the Mystic Arcanum.

At 15th and 17th level you can select one level 8 spell and one level 9 spell respectively, using it instead of Mystic Arcanum spells you chose when you gained the Mystic Arcanum feature.

Mystic Arcanum Improvement (2)

Select another warlock spell for Mystic Arcanum (8th level)

Mystic Arcanum Improvement (3)

Select a second warlock spell for Mystic Arcanum (9th level)

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