Warlock

Warlock Features

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st -
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement, Eldritch Versatility (Optional) 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement, Eldritch Versatility (Optional) 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement, Eldritch Versatility (Optional) 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement, Eldritch Versatility (Optional) 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement, Eldritch Versatility (Optional) 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Hit Points

Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Otherworldly Patron

1st-level Warlock Feature
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

1st-level Warlock Feature
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Invocations

2nd-level Warlock Feature
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon

3rd-level Warlock Feature
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

  • 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. 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.
  • Pact of the Talisman
    • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, 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.
    • If you lose the talisman, 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 amulet. The talisman turns to ash when you die.

Ability Score Improvement

4th-level Warlock Feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Eldritch Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Mystic Arcanum

11th-level Warlock Feature
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list 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.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master

20th-level Warlock Feature
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Subclasses

Patron Source
Archfey Player's Handbook
Celestial Xanathar's Guide to Everything
Fathomless Tasha's Cauldron of Everything
Fiend Player's Handbook
Genie Tasha's Cauldron of Everything
Great Old One Player's Handbook
Hexblade Xanathar's Guide to Everything
Undead Van Richten's Guide to Ravenloft
Undying Sword Coast Adventurer's Guide

The Astral Griffon

Throughout the ever-expanding multiverse, new and powerful forces emerge as quickly as they're vanquished. These great creatures, be they mortals, demigods, or gods themselves, can make as good an ally as they can a terrifying adversary.

You may find yourself called to serve one of these new figures as a bound subject, forging a pact to wield some of this great new power. While sheer might is always admirable, the wisdom to choose the right path is always more so.

You have made a pact with a powerful demigod of the Astral Plane: a Griffon whose control over space, creation, and pocket dimensions extends throughout the multiverse. It aims to expand its eclectic collection of treasures, both magical and mundane. These treasures may be worth very little in the average shop, but to the Griffon it holds a special place in history or the fabric of existence. Your binding may lead you far and wide in search of foreign artifacts as quickly as it would a nearby pub for a tarnished locket. Regardless of the task, the Griffon's aims are rarely subject to distinctly good or evil motives.

Expanded Spell List

The Astral Griffon 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.

Astral Griffon Expanded Spells

Spell Level Spells
1st Identify, Magic missile
2nd Locate object, Rope trick
3rd Blink, Clairvoyance
4th Private Sanctum, Secret chest
5th Legend Lore, Passwall

Extradimensional Acuity

1st-level Astral Griffon Feature
At 1st level, your patron grants you the ability to maintain a small pocket dimension. The extradimensional space is always accessible to you and can hold up to 50 pounds of in- animate material, not exceeding 1 cubic foot. You can access and interact with this space using your hands the same way you would with a normal container. Your hands disappear within the space while they're accessing it.

Placing a bag of holding, handy haversack, portable hole, or similar item inside your pocket dimension instantly destroys both the item and anything else within the two extradimensional spaces. When this happens, you are unable to access your pocket dimension again until 7 days have passed.

In addition, you can sense whether pocket dimensions are present within 60 feet of you. This feature doesn't reveal their location or number.

Planar Escape

6th-level Astral Griffon Feature
By 6th level, you can hide yourself in a temporary extradimensional space to avoid harm. When you take damage from a hostile creature you can see within 30 feet of you, you can use your reaction to disappear into a harmless pocket dimension. You can see into your original plane of existence and move normally while in this extradimensional space, but other creatures can neither see nor harm you while you remain there. You remain in this pocket dimension until the end of your next turn or until you attack or cast a spell. Once you use this feature, you can't do so again until you finish a short or long rest.

Extradimensional Mastery

10th-level Astral Griffon Feature
Starting at 10th level, the fabric of existence is clear to you. You have resistance to force damage, and whenever you discover an extradimensional space, you can perceive what items are stored within it.

In addition, you can use an action to enhance your perception of reality. For 10 minutes, you have advantage on Wisdom (Perception) checks that rely on sight, and you gain truesight out to 30 feet. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Pocketeer

14th-level Astral Griffon Feature
At 14th level, you've learned how to mold extradimensional spaces beyond their normal limits. Your pocket dimension expands to hold up to 250 pounds, or 10 cubic feet.

In addition, you can use an action to shunt an object that isn't being worn that you can see within 30 feet of you into your pocket dimension, provided that there's enough space. If the object is being carried, the holder must succeed on a Wisdom saving throw against your warlock spell save DC. The object remains in the extradimensional space until the end of your next turn or until you retrieve it. When the effect ends, the object reappears in an unoccupied space within 5 feet of you or in your hands, if you have any free (your choice).

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

The Many

#TheGriffonsSaddlebag_BookTwo
Warlock - The Many.webp
Not all who possess magic come by it naturally. A warlock forges a pact with a powerful being in exchange for a portion of its knowledge and strength. Some of these arrangements become cruel forms of indebted servitude, but most are closer to that of an apprentice and its master: the warlock learns and grows in strength in exchange for rendering the occassional service on behalf of their patron. As a warlock, you may find your patron by circumstance or by hard work, but regardless of your circumstance, your need for power will continue to grow and shape you as you benefit from your pact and patron.

Your patron is a powerful entity composed of a multitude of heads. These heads provide unique strengths, such as the regenerative properties of a mighty hydra, or the bewitching gaze of a medusa.

Your patron may consider you one of its estranged or forgotten heads, allowing you to do as you please, or compel you to work toward a shared goal as one of its own. Those that make a pact with a patron such as this may find beauty in patterns or matching sets, or become plagued with internal bickering and indecisiveness. Regardless, one thing is for certain: two heads are always better than one.

Entities of this type include extremely powerful or godlike multi-headed or -conscioused beings, swarms, or hiveminds. Example patrons in this book include the Butcher Dray, Three-Headed Ettin; Grihoo, the Superhydra; Lady Feluciana, Legendary Medusa Sorceress; the Thousand Voices, Supreme Soul Vortex; and Vaanor, Primeval Cerberus. Details on these patrons can be found in appendix I on page 378.

EXPANDED SPELL LIST

The Many 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.

Spell Level Spells
1st entangle, magic missile
2nd scorching ray, see invisibility
3rd blink, nondetection
4th arcane eye, black tentacles
5th mislead, telepathic bond

ELDRITCH HEADS

1st-level The Many feature
At 1st level, you gain a number of eldritch heads equal to your proficiency bonus. Only you and creatures with truesight can see these heads, which sprout from your shoulders as representations of your patron. You can choose to ignore the heads and cause them to vanish from your vision.
These eldritch heads provide you with motes of power from your patron that can be expended to grant you the following benefits:

  • Once per turn, you can expend one head when you hit a creature with an attack to cause that creature to take extra psychic damage equal to 1 + your proficiency bonus.
  • When you make a Charisma (Intimidation) check, you can expend one head to gain advantage on the roll. When you do, your eldritch heads become briefly visible to everyone.
  • When you fail a death saving throw, you can expend one head to succeed instead.

When a head is expended, its appearance becomes wispy and gaseous, but its glowing eyes remain. You regain all expended heads when you finish a long rest.

In addition, you can use a bonus action to beseech your patron to restore two of your expended heads. Once you use this ability, you can’t use it again until you finish a long rest.

GUARDED

1st-level The Many feature
Also at 1st level, while you have at least one eldritch head remaining, you can’t be surprised, and if a creature would gain advantage on an attack roll against you due to having its ally within 5 feet of you, it makes the attack roll without advantage.

IMPROVED ELDRITCH HEADS

6th-level The Many feature
At 6th level, you’ve devised more ways to use your eldritch heads. You gain the following benefits:

  • You can use a bonus action to expend one eldritch head, reabsorbing it to gain a number of temporary hit points equal to 2d6 + your Charisma modifier.
  • Once per turn, you can expend one head to take a reaction even if you’ve already used your reaction. You can’t use this benefit on the same turn that you take your normal reaction.
  • When you fail a saving throw against being charmed, frightened, or put to sleep by magic, you can expend one head to reroll the saving throw. If you do so, you must use the new roll.

GROUPTHINK

10th-level The Many feature
Starting at 10th level, your eldritch heads are always there to support your mortal mind and body. You gain a bonus to Intelligence checks, Wisdom (Perception) checks, and Intelligence saving throws equal to half your proficiency bonus.

ELDRITCH FRENZY

14th-level The Many feature
Starting at 14th level, you can use an action to revive your expended eldritch heads in a frenzied burst, during which time they become visible to everyone. When you do, you regain all expended heads, which releases a thunderous roar audible out to 300 feet as they tear into existence. Choose a number of creatures within 60 feet of you up to the number of heads you regain in this way. Each target must make an Intelligence saving throw against your warlock spell save DC. On a failed save, a target takes 4d8 psychic damage and is incapacitated until the end of your next turn as its mind is flooded with otherworldly energy. On a successful save, a target takes half as much psychic damage and isn’t incapacitated.

Once you use this feature, you can’t use it again until you finish a long rest.

The Shinigami

#RyokosGuideToTheYokaiRealms
Warlock - The Shinigami.webp
You have entered into a pact with a shinigami, a fearsome spirit of the netherworld, with powers of death and possession. Shinigami themselves are beings of variable character, some playing active roles in the lives of their emissaries, others inscrutable and shrouded in mystery. All, however, serve a singular, ultimate purpose: to perpetuate death. Those who wield a shinigami’s power spin magic of shadow and authority, puppeteering objects, creatures, servants, and thralls. Such magic is as vicious and precise as it is hated and feared; even those with noble intent who enter into a shinigami’s pact become equal in terror to the evil they seek to vanquish.

Expanded Spell List

1st-Level Shinigami Feature
The Shinigami 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.

Shinigami Expanded Spells
Spell Level Spells
1st see future death*, sleep
2nd blindness/deafness, lifesap aura*
3rd animate dead, speak with dead
4th death ward, greater invisibility
5th animate objects, dominate person

Grim Puppeteer

1st-Level Shinigami Feature
As a bonus action, you can take control of a corpse or unconscious creature you can see within 60 feet of you for 10 minutes or until you lose concentration (as if concentrating on a spell). The target must be Large or smaller and of a CR equal to or less than your warlock level (or the CR it had in life if it’s a corpse). The size of target you can control with this feature increases to Huge at 6th level and Gargantuan at 14th level.
While you control a target in this way, it uses its own stat block with the following changes:

  • It’s treated as an Undead creature if it’s a corpse.
  • It can’t gain hit points or recover from the unconscious condition.
  • It’s immune to the charmed and frightened conditions.
  • It gains temporary hit points equal to your Charisma modifier plus five times your warlock level.
  • It can use your spellcasting ability modifier for its attack and damage rolls.
    When its temporary hit points are depleted, your control of the target ends, and you can’t use this feature on that target again until you finish a long rest. If the target was unconscious, and it has more than 0 hit points, it immediately regains consciousness when your control over it ends.
    Your puppet takes its turn immediately after yours. It does nothing unless you use a bonus action on your turn to command it to take an action. That action can be one in its stat block (or in the stat block it had in life if it’s a corpse) or some other action.
    Limited Control. There are limitations to the scope of your influence over your puppet. While you are puppeting a target, it can’t cast spells and can’t use any reactions, any legendary actions, any lair actions, and any actions that create or summon additional creatures (such as a wraith’s Create Specter action).
    You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses left, you can use it if you expend a spell slot from your Pact Magic when you take the action to activate it.

Shinigami Vision

1st-Level Shinigami Feature
Your bond to the shinigami grants you a piercing insight into the lifespan of others and reveals the best way to cut it short. As a bonus action, you can focus your attention on one creature you can see within 60 feet of you. You become aware of one of its damage vulnerabilities (if any) and one its damage resistances or damage immunities (if any).

Gift of the Psychopomp

6th-Level Shinigami Feature
While you are puppeteering a target using your Grim Puppeteer feature, you can make any spell you cast that targets only you also target your puppet.

Shinigami Domination

10th-Level Shinigami Feature
You have developed the power of precise and meticulous control over your puppets. While a target is under the effect of your Grim Puppeteer feature, you can see through its eyes, hear what it hears, and speak through it using its own voice. You can now puppeteer a creature for up to 1 hour or until you lose your concentration.
A creature interacting with the puppet can use an action to make a Wisdom (Insight) check against your warlock spell save DC, identifying something awry on a success.
Additionally, creatures you puppeteer have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.

Master of Death

14th-Level Shinigami Feature
When you are reduced to 0 hit points, you don’t fall unconscious. Instead, your spirit is thrown from your physical form, and you are able to continue to fight, puppeteering your own body as a disembodied spirit of death.
While puppeteering your own body in this way, your game statistics and capabilities remain the same, you can’t puppeteer another creature, you don’t make death saving throws, taking damage doesn’t result in a failed death save, and you gain temporary hit points equal to your Charisma modifier plus five times your warlock level. Your spirit returns to your body immediately if you regain at least 1 hit point.
You can’t fall unconscious until your temporary hit points are depleted, at which time your spirit returns to your body and this feature ends.
Once you use this feature, you can’t do so again until you finish a short or long rest.

The Parasite

#HelianasGuideToMonsterHunting
Warlock - The Parasite.webp
You have bonded, mind and body, with a rare and enigmatic being that calls your body home, whether you like it or not. Its origins are unknown; perhaps it came from a vat of biomantic mut-x, the nightmares of an astral projector, or a subterranean pool of primordial ooze. Survival is its watchword and you are its host.

Expanded Spell List

1st-level Parasite feature
The Parasite 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.

Spell Level Spells
1st heroism, sanctuary
2nd enhance ability, enlarge/reduce
3rd haste, spirit guardians
4th black tentacles, freedom of movement
5th contagion, dominate person

Flavouring Spells

Some of the spells in the Parasite Expanded Spells table have a divine flavour to them. Feel free to corrupt these to fit your parasitic patron! For example, sanctuary might be represented as part of your parasitic symbiont warding the target of your spell from damaging blows. Spirit guardians probably deals necrotic damage, even if you’re not evil, and could manifest as viscous threads of corrupting ichor that whirl around you with a mind of their own. If you’re especially into horror, you could even express dominate person as a part of your patron physically invading your target’s cranium through a nostril!

Parasitic Weapon

1st-level Parasite feature
Your patron can manifest on and protrude from your body in the form of a parasitic weapon—claws, teeth, tendrils, or other appendages. As a bonus action, you can manifest this parasitic weapon; you gain a new attack option that you can use when you take the Attack action on your turn. This special attack is a melee spell attack, with a reach equal to five times your proficiency bonus. The attack deals 1d12 bludgeoning, piercing, or slashing damage on a hit (your choice when you manifest the weapon). You don’t add your ability modifier to the damage of the parasitic weapon.
The parasitic weapon retracts back into your body if you are incapacitated or you use a bonus action to end it.

Parasitic Flurry

The number of attacks you can make with your parasitic weapons when you take the Attack action on your turn increases when you reach certain levels in this class, increasing to two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. If you have another feature that allows you to make multiple attacks as part of the Attack action (such as Extra Attack), making any of those extra attacks each replace one of these parasitic weapon attacks.

Magical Weapons

Starting at 6th level, your attacks with your parasitic weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Opportunity Attacks & Parasitic Weapon

This parasitic weapon can’t be used for opportunity attacks; it specifies that it is only usable when you take the Attack action. Opportunity attacks are made using reactions. Opportunity attacks with a 30-foot-reach weapon would be hard to keep track of!

Symbiotic Reinforcement

1st-level Parasite feature
Invested in your survival, your patron manifests in protective ways. You can use your Charisma modifier in place of your Strength modifier when making Strength saving throws. In addition, as a bonus action, you can cause your patron to manifest in your free hand as a shield, with which you are proficient. This shield disappears if you are incapacitated or if you dismiss it as a bonus action. When you reach 10th level in this class, this shield increases your AC by 3 instead of 2.

Liquefied Body

6th-level Parasite feature
As a bonus action, you can transform your body into a viscous, liquid form for 10 minutes. You choose whether your equipment falls to the ground in your space or merges into your new form. For the duration, you can squeeze through a space as narrow as 6 inches wide, and moving through difficult terrain costs you no extra movement. After you use this feature, you can’t do so again until you finish a short or long rest.

Birth Parasite

6th-level Parasite feature
Over the course of 1 minute, you can extrude an independent piece of your patron, causing it to manifest in an unoccupied space within 5 feet of you. This parasite acts as a familiar, as if with the find familiar spell. See this creature’s game statistics in the parasitic ooze stat block (page 215), which uses your proficiency bonus (PB) in several places. If you have the Pact of the Chain feature, the parasite counts as a familiar for you for the purpose of applying any benefits from that feature or your invocations.
After you birth a parasite, you can’t do so again until you finish a short or long rest. If you use this feature while you already have a parasite, the previous one dissolves in a puddle of goo.

Transmit Parasite

10th-level Parasite feature
At 10th level, you learn new ways to use your parasitic ooze to aid your friends or harm your foes. As a bonus action while your parasitic ooze isn’t incapacitated, you can command it to immediately use one of the options below.

Detonate Ooze

The ooze moves up to its speed and then explodes, causing it to drop to 0 hit points. Each creature within 10 feet of the ooze must make a Dexterity saving throw against your warlock spell save DC. On a failed save, a creature takes 4d6 necrotic damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded.

Symbiote’s Ward

The ooze moves up to its speed and attaches to the body of a willing creature within 5 feet of it. While attached in this way, the ooze is incapacitated, has a speed of 0 feet, and you can communicate telepathically with the creature it’s attached to, whether or not you share a common language. Whenever the creature the ooze is attached to takes damage, the ooze takes the damage instead. As a bonus action, you can command the ooze to detach from the creature.
Warlock - Parasite - Statblock.webp

Virulent Form

14th-level Parasite feature
Your patron allows you to unleash a modicum of its true power as it envelops your form. As an action, you can gain the following benefits for 1 minute:

  • You grow in size by one category—from Medium to Large, for example. If you lack the room to grow, your size doesn’t change.
  • You gain a number of temporary hit points equal to your Charisma modifier (minimum 1) at the start of each of your turns.
  • The damage dice of your parasitic weapon increases to 2d8.
  • Your parasitic weapon attacks score a critical hit on a roll of 19 or 20.
  • Whenever you take damage from a creature within your parasitic weapon’s reach, you can use your reaction to make an attack with the parasitic weapon against that creature.
    Once you use this feature, you can’t do so again until you finish a short or long rest.

Eldritch Invocations

Parasitic Leech

Eldritch Invocation (Prerequisite: Parasite patron):
When you score a critical hit with your parasitic weapon or reduce a creature to 0 hit points with it, you gain a number of temporary hit points equal to the number rolled on the weapon’s damage dice. If you later gain the Pact of the Blade feature, you gain this benefit to critical hits scored with your pact weapon.

Invocations & Parasitic Weapon

If you are the GM, consider allowing invocations that have the eldritch blast cantrip as a prerequisite to also benefit attacks the warlock makes with their parasitic weapon. For example, Repelling Blast would permit the parasitic weapon to push targets, while Agonizing Blast would allow the warlock to add their Charisma modifier to its damage rolls. However, take this with a pinch of salt; Eldritch Spear extends the weapon’s reach by a factor of 2.5 only, not 180 feet!

Warlock Patron

Warlock Patron

Warlock Patron

Warlock Patron

Warlock Patron

Warlock Patron

Warlock Patron