Legendary Classes Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible! Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes. Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class. Why? Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones. It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D. This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless. It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play. Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way. For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley! Legendary Player Characters As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 105 page document below! Google Drive Homebrewery It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document! Encounters When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level. I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly) If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters. Leveling Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount. Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+) You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed. Multiclassing Assume the following for multiclassing: You may multiclass as normal up to level 30. Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level. For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.
Legendary Warlock Level Proficiency Bonus Features Cantrips Known Spell Slots Slot Level Eldritch Invocations Eldritch Mutations 1st +2 Eldritch Gift, Pact Magic, Otherworldly Patron, Semi Proficiencies 2 1 1st - - 2nd +2 Eldritch Invocations, Eldritch Mutations 2 2 1st 2 2 3rd +2 Otherworldly Secrets, Pact Boon 2 2 2nd 2 2 4th +2 Ability Score Improvement 3 2 2nd 3 2 5th +3 Eldritch Onslaught 3 2 3rd 3 2 6th +3 Otherworldly Patron Feature 3 2 3rd 3 3 7th +3 Legendary Ability Score Improvement 3 2 4th 3 3 8th +3 Ability Score Improvement 3 2 4th 4 3 9th +4 Otherworldly Secrets (2) 3 2 5th 4 3 10th +4 Otherworldly Patron Feature 4 2 5th 4 4 11th +4 Eldritch Onslaught (2), Mystic Arcanum (6th Level) 4 3 5th 4 4 12th +4 Ability Score Improvement 4 3 5th 5 4 13th +5 Mystic Arcanum (7th Level) 4 3 5th 5 4 14th +5 Otherworldly Secrets (3), Pact Boon Feature 4 3 5th 5 5 15th +5 Mystic Arcanum (8th Level), Legendary Ability Score Improvement 4 3 5th 5 5 16th +5 Ability Score Improvement 4 3 5th 6 5 17th +6 Eldritch Onslaught (3), Mystic Arcanum (9th Level) 4 4 5th 6 5 18th +6 Otherworldly Patron Feature 4 4 5th 6 6 19th +6 Otherworldly Secrets (4) 4 4 5th 6 6 20th +6 Ability Score Improvement 5 4 5th 7 6 21st +7 Unleashed Arcanum (6th Level) 5 4 6th 7 6 22nd +7 Otherworldly Secrets (5), Pact Boon Feature 5 4 6th 7 7 23rd +7 Eldritch Onslaught (4), Legendary Ability Score Improvement 5 5 6th 7 7 24th +7 Ability Score Improvement 5 5 6th 8 7 25th +8 Unleashed Arcanum (7th Level) 5 5 7th 8 7 26th +8 Otherworldly Patron Feature 5 5 7th 8 8 27th +8 Otherworldly Secrets (6), Pact Boon Feature 5 5 7th 8 8 28th +8 Ability Score Improvement 5 5 7th 9 8 29th +9 Eldritch Onslaught (5), Unleashed Arcanum (8th Level) 5 6 8th 9 8 30th +9 Overlord 5 6 8th 9 9 Warlock Ability Score Upon gaining this class, you must select your Warlock Ability Score. This score can be either Intelligence or Charisma. Some patrons may allow you to choose a different ability score to be your Warlock Ability Score. Warlock Modifier If something refers to your Warlock Modifier, then that means it is referring to the modifier of your Warlock Ability Score. For example if your Warlock Ability Score was Charisma and your Charisma score was 17, your Warlock Modifier would be +3.
Class Features Your Class gains the following features Hit Points Hit Dice: 2d8 Hit Points at 1st Level: 16 + two times your Constitution modifier Hit Points at Higher Levels: 2d8 (9) + two times your Constitution modifier per Warlock level after 1st. Proficiencies Armor: Light Armor Weapons: Simple Weapons Tools: None Saving Throws: Intelligence/Charisma (Choose 1), Wisdom Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature and Religion Pact Magic At 1st level your pact with your patron has given you access to magic. 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. All of these slots are the same levelwhich is also shown in the table. To cast one of your Warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots upon completing 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. Every odd Warlock level, you may learn an additional spell from the Warlock spell list (3, 5, 7, ect) A spell you learn must be of a level no higher than the level of your Warlock spell slots. Finally, 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 Your spellcasting ability is the same as your Warlock Ability Score. Spell save DC = 8 + your proficiency bonus + your Warlock Ability Score modifier Spell attack modifier = your proficiency bonus + your Warlock modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Chain Mail, (b) Scale Male or (c) Leather Armor (a) A Simple/Martial weapon and a shield or (b) 2 Simple/Martial weapons (a) A light crossbow and 20 bolts or (b) 2 Simple weapons with the light property (a) A dungeoneer's pack or (b) An explorer's pack Otherworldly Pact Upon becoming a Warlock at 1st level, you have struck a bargain with some sort of otherworldly power or entity. You may choose a patron from those available later in the document. Your choice grants you features now and again at levels 6, 10, 14, 18 and 26. Eldritch Gift At 1st level as a true indicator of your pact, your patron has granted you a powerful innate ability known as your Eldritch Gift. A warlocks eldritch gift is often their main form of combat, and many define themselves around it. The options for what your eldritch gift can be can be found on the next page. Your eldritch gift is magical in nature, however it works even while in the presence of a zone of antimagic, and nothing can negate the usage of your eldritch gift. Upon gaining a level in this class, you may exchange your eldritch gift for a different one from the list of options. Semi Proficiencies Additionally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Warlock) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them. Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw. If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type. You only gain this feature if Warlock is the first class you choose. You can not have two instances of this feature from separate classes.
Eldritch Gift Options Below you can find all the available options for your Eldritch Gift. Regardless of your choice, it should be flavored to indicate the nature of your patron in some way-maybe a fiend warlocks Eldritch Blast smells of brimstone for example. You can make additional attacks with your Eldritch Gift as you gain the Eldritch Onslaught feature. Eldritch Arrow As an action, you can shoot an arrow that hones in on a target within 90-feet. Make a ranged spell attack against the target. On a hit, the target takes 1d8 + Your Warlock modifier in force damage. Once per round when you miss with one of these arrows, you may force the creature it missed to make a Dexterity saving throw against your Warlock DC. On a failed saving throw, they suffer 1d8 + Your Warlock modifier in force damage as the arrow homes back in on them. Eldritch Blast As an action, you can fire a beam of crackling energy that streaks towards a target within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + your Warlock modifier in force damage Eldritch Orb You constantly have an orb of eldritch energy hovering around you. On your turn you may move the orb up to 30-feet (No action required) the orb can be no more than 60-feet away from you, if it would end up further away from you it automatically moves to remain within 60-feet of you. As an action you may release motes of eldritch energy from the orb. Make a ranged spell attack originating from the orb (This attack can not have disadvantage as a result of being within attack range of a creature) against a creature within 90-feet of the orb. On a hit, the target takes 1d8 + your Warlock modifier in force damage. You may turn your orb invisible or end its invisibility as a bonus action, while it is invisible it is unable to attack. Eldritch Strike As an action, you can attack with pure eldritch might against a target within 5-feet of you. Make a melee spell attack against the target. On a hit, the target takes 1d12 + your Warlock modifier in force damage Eldritch Tendril As an action, you can send out a dark tendril towards a target within 60-feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d6 + your Warlock modifier in force damage. On a hit, instead of dealing damage, you may instead pull yourself 15-feet closer to the target. This movement does not provoke attacks of opportunity. You may target a surface with this ability for the purposes of moving yourself, if you do so it automatically hits. Eldritch Gift Inspiration The concept for Eldritch Gift was originally had by Bamstacks in their own Warlock Variant. Eldritch Invocations Starting at 2nd level, your delve into the deepest depths of occult lore has unearthed something powerful... Eldritch Invocations. At 2nd level, you know 2 Eldritch Invocations. As you reach certain Warlock levels, you learn additional invocations, as shown in the Eldritch Invocations column in the Warlock class table. If an Eldritch Invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Whenever you gain a level in this class, you may choose one of the invocations you know and replace it with another invocation that you meet the prerequisites for. Eldritch Mutations Also beginning at 2nd level, your patron has begun to mold your body to better fit its plans. At 2nd level, you know 2 Eldritch Mutations. As you reach certain Warlock levels, you learn additional mutations, as shown in the Eldritch Mutations column in the Warlock class table. If an Eldritch Mutation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Whenever you gain a level in this class, you may choose one of the mutation you know and replace it with another mutation that you meet the prerequisites for.
Otherworldly Secrets Upon reaching 3rd level, you have begun to discover ancient secrets hidden from other warlocks. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite (Listed in the features name), in order to choose that feature, you must have at least that many levels in the Warlock class. Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th Level, 14th Level, 19th Level, 22nd Level and 27th Level. Eldritch Onslaught Beginning at 5th level, when you use your action to attack with your Eldritch Gift, you may make 2 attacks instead of 1. At 11th Level you may make 3 attacks instead of 1. At 17th Level you may make 4 attacks instead of 1. At 23rd Level you may make 5 attacks instead of 1. At 29th Level you may make 6 attacks instead of 1. Mystic Arcanum Upon reaching 11th level, your patron has begun to bestow much stronger magics upon you. You learn one 6th-level spell from the Warlock spell list and gain one 6th Level spell slot. At 13th level, you learn one 7th-level spell from the Warlock spell list and gain one 7th Level spell slot. At 15th level, you learn one 8th-level spell from the Warlock spell list and gain one 8th Level spell slot. At 17th level, you learn one 9th-level spell from the Warlock spell list and gain one 9th Level spell slot. Spell slots gained from this feature can only be recovered by completing a long rest. Unleashed Arcanum Beginning at 21st level, with your regular pact magic growing stronger, the power of your mystic arcanums begins to grow as well. Your 6th-level spell slot gained from Mystic Arcanum now becomes a 10th-level spell slot. At 25th level, your 7th-level spell slot gained from Mystic Arcanum now becomes an 11th-level spell slot. At 29th level, your 8th-level spell slot gained from Mystic Arcanum now becomes a 12th-level spell slot. These spell slots can still only be regained by completing a long rest. Epic Magic and You Despite gaining 10th level and beyond spell slots, you do not learn these spells naturally. Epic magic spells can only be learned through DM rewards and should be treated as if you are receiving a magic item or gold. There is currently no official Legendary PC epic magic compendium, although there is plenty of other amazing epic magic homebrews made by others that you can use alongside this. Overlord Finally at 30th level, you have achieved the pinnacle of being a Warlock. Once per turn when you use your action to attack with your Eldritch Gift, you may forgo 3 of these attacks to cast a Warlock spell of 9th level or lower, expending a spell slot as normal.
Archfey Patron Your patron is a lord or lady of the fey, whether they be from the seelie or unseelie courts. Their motivations are often whimsical and even nonsensical to mortalkind, but nevertheless they are powerful beings. Your patron could be the Queen of Air and Darkness, Titania of the Summer Court, the Prince of Frost, or one of many other fey. Fey Presence Starting at 1st level, your patron has shown you how to subject others to the beauty and terror of the fey. As an action you may force all creatures in a 10-foot cube originating from you to make a Wisdom saving throw against your Warlock DC. The creatures that fail their saving throw are charmed or frightened by you (Your choice) until the end of your next turn. Once per round when you would make an attack with your Eldritch Gift, you may replace one attack with a usage of this ability. If you do, its area is shrunk to a 5-foot cube. Feywild Influence Additionally at 1st level, the feywild has had a minor influence over you. You learn the Druidcraft cantrip and one other cantrip of your choice from the Druid spell list, these count as Warlock cantrips for you and don't count against your cantrips known. You also learn the Sylvan language. Misty Escape Upon reaching 6th level, you have learned how to utilize the mystical passageways of the fey. When you would take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. If the triggering effect was an area of effect and this teleportation would bring you out of its area, you avoid the effect entirely. Once you use this feature, you may not do so again until you complete a short or long rest. Beguiling Defenses Once you reach 10th level, your patron has taught you how to turn mind altering effects back on the originator. When another creature attempts to charm or frightened you, and you succeed on your saving throw against it (Or are immune) you can use your reaction to attempt to turn the effect back on them. The creature must succeed on a Wisdom saving throw against your Warlock DC or be charmed/frightened (Whichever one they attempted to inflict on you) by you for 1 minute or until the creature takes any damage. Dark Delirium Beginning at 18th level, those manipulated by you experience far more than they may've expected. Creatures charmed or frightened by you are subjected to an illusion in which they believe themselves to be in a misty world, the appearance of which decided by you. The creature can see and hear only you, itself and the illusion. If an affected creature suffers damage, this effect on them ends and you must reapply the charmed or frightened condition to bring them back. You may choose to not apply this ability when inflicting the charmed or frightened condition on a creature. Sweet Promises Finally at 26th level, you may whisper sweet promises to those under your influence. As an action you may target a creature within 60-feet of you and cast the Suggestion spell on them without expending a spell slot. The creature must have been charmed or frightened by you in order to use this ability on them. They automatically fail their saving throw against your Suggestion when used with this feature, and it does not require concentration. However the spell ends when they are no longer charmed or frightened by you.
Ashen Patron Within the magma and the hottest flames, your patron dwells. You have forged a pact with a creature beholden to the mightiest flames, such as a creature from the plane of elemental fire like Imix or the ever sleeping Maegera. Eternal Fire Upon choosing this archetype at 1st level, the power of fire is at your fingertips. You gain the following benefits: Whenever you deal damage with a Warlock spell, invocation/mutation, or Eldritch Gift, you may turn the damage into fire damage. You learn the Primordial language. You are naturally adapted to the extreme heat, and you do not need to drink to survive. You are immune to nonmagical flames such as from a campfire (This does not give you immunity to fire damage from spells or creatures like a red dragons breath) Ignition Additionally at 1st level, flame lives within you. At the start of your turn (No action required) you may surround yourself in a wreathe of fire, or dismiss it if it is already active. While the wreathe is present, you gain the following benefits: Creatures who damage you with a melee attack or touch you suffer fire damage equal to your Warlock modifier (Minimum of 1) At the end of each of your turns, you and all creatures within 5-feet of you suffer fire damage equal to half your Warlock level (Rounded down) You can not reduce the damage you take in any way. Your ignition ends if you are unconscious. Wave of Flame Upon reaching 6th level, your ignition grows even hotter. Once per turn when you would make an attack with your Eldritch Gift you may replace one attack with a wave of flame in a direction you choose originating from you. The wave is 15-feet long and 5-feet wide, all creatures caught within the wave must make a Dexterity saving throw. On a failed save, they suffer fire damage equal to your Eldritch Gifts damage, or half as much on a successful save. Your Ignition feature must be active in order to use this feature. Burning Heart Beginning at 10th level, the flame in your heart remains everburning. You are resistant to fire damage, if your Ignition feature is active this resistance becomes immunity. This still does not reduce the damage you would suffer at the end of your turn however. Echoing Flames Once you reach 18th level, your flames are far more than just a memory. You may now use your Wave of Flame feature twice per turn, and you no longer need to have your Ignition feature active in order to use it. True Ignition Finally at 26th level, you have reached mastery over your ignition. You no longer damage yourself at the end of your turn while your Ignition feature is active (Although other creatures still are) Additionally, Wave of Flame now deals two damage dice instead of one provided your Ignition feature is active (So its damage is equal to 2 of your Eldritch Gifts damage die + Your Warlock modifier)
Celestial Patron You have forged a pact with a being from the upper planes, a powerful celestial such as a Solar, Ki-Rin or other powerful entity that resides on the planes of everlasting bliss. Your pact allows you to experience the barest touch of the holy light that illuminates the multiverse. Gift of Light Upon making a deal with the celestial at 1st level, you have begun to experience the light. You gain the following benefits: You learn the Light cantrip and one other cantrip of your choice from the Cleric spell list, these count as Warlock cantrips for you and don't count against your cantrips known. Whenever you deal damage with a Warlock spell, invocation/mutation, or Eldritch Gift, you may turn the damage into radiant damage. You learn the Celestial language. At 1st level, you may select your Wisdom modifier as your Warlock Ability Score. Healing Light Additionally at 1st level, you have begun to wield the rejuvenation light of the heavens. You have a pool of d6's equal to half your Proficiency Bonus (Rounded down) + Your Warlock level. As a bonus action, you can expend a number of die up to your Warlock modifier (Minimum of 1 die) Roll the die, you may distribute these die as healing amongst any creature within 60-feet of you (For example if you roll a 3 and 5, you may heal one creature for 3 HP and another for 5 HP, or heal one for 8 HP) If the only target of this healing is yourself, you may perform it without expending your bonus action (You may not use this feature again this turn if you do so) You regain all expended die upon completing a long rest. Radiant Soul Beginning at 6th level, your soul becomes a conduit for celestial energy. You gain resistance to Radiant and Necrotic damage. Once per round when you would deal radiant damage to a creature, you may deal additional damage equal to half your Warlock level (Rounded down) + Your Warlock ability modifier (Minimum of 1) If the effect damages multiple creatures, this additional damage only applies to one. Angel Blood Once you reach 10th level, your blood is angelic in its own right. Whenever you heal a creature, you may gain temporary hit points equal to half the amount you healed. You may use this feature a number of times equal to your Warlock ability modifier (Minimum of 1) You regain all expended uses upon completing a short or long rest. Searing Vengeance At 18th level, the radiance within you cannot be contained. When you are reduced to 0 HP or when you start your turn with 0 HP, you can instead spring to your feet with radiant energy. You regain hit points equal to half your hit point maximum (You may use Angel Blood alongside this feature if you wish) and then you stand up if you so choose. Each creature of your choice that is within 30-feet of you suffers radiant damage equal to 4d8 + Your Warlock modifier. If a creature suffers any of this damage, they are blinded until the start of your next turn. Once you use this feature, you may not do so again until you complete a long rest. Pure Body Finally at 26th level, the celestial energies within you have reached their pinnacle. You are now immune to Radiant and Necrotic damage. Whenever you would roll a die from Healing Light, you may add half your Warlock modifier (Rounded down, minimum of 1) to the result of the roll.
Fathomless Patron You have delved within the bottomless depths of the ocean and stared into its inky abyss, and your patron stared back. You have forged a pact with a powerful being of the seas. Such as a powerful sea monster like a Kraken, a being from the plane of elemental water like Olhydra, or some other mysterious thalassic power. Tentacle of the Depths Upon choosing this patron at 1st level, you gain the ability to summon tentacles to do your bidding. As a bonus action, you can create a 10-foot long tentacle at a point you can see within 60-feet of you. Your tentacle remains active until you dismiss it as a bonus action, or you are unconscious. You can not summon a new tentacle while you have one already active. The tentacle is prehensile, and has a carrying capacity equal to 5 times your Warlock modifier. When you summon a tentacle, you can make a melee spell attack against a target within the tentacles reach. On a hit, they suffer 1d4 cold damage, everytime you gain the Eldritch Onslaught feature, this damage is increased by 1d4. When you would hit a creature with a tentacle, instead of dealing damage you can grapple them with the tentacle (Escape DC is equal to your spell save DC) As a bonus action on subsequent turns, you can move your tentacle up to 20-feet and make an attack with it against a creature within its reach. Gift of the Sea Additionally at 1st level, you gain a swimming speed of 40- feet and can breathe underwater. You also learn the Primordial language. Oceanic Soul Beginning at 6th level, you are even more at home in the depths. You gain resistance to cold damage. In addition, while you are fully submerged, any creature that is also fully submerged can understand your speech, and you theirs. Tentacle Swarm Additionally at 6th level, you are able to call more than just one tentacle. When you use your bonus action to attack with an existing tentacle from Tentacle of the Depths, you may create an additional tentacle within 60-feet of you. When you use your bonus action to control your tentacles, you may move all active ones at once-however you may only attack with one. You may have a number of tentacles summoned at a time equal to your proficiency bonus. When you would dismiss a tentacle as a bonus action, you may choose how many and which ones are dismissed. Tentacle Control Upon reaching 10th level, you are granted further mastery over your tentacles. Whenever you would attack with your Eldritch Gift, you may subsitute one of its attacks to allow one of your tentacles to attack. Additionally, for every tentacle summoned from Tentacle of the Depths within 10-feet of you, you reduce all bludgeoning, piercing and slashing damage you take by 2. Fathomless Plunge Once you reach 18th level, you are able to open conduits for thalassic travel. As an action, you can teleport yourself and up to 10 willing creatures within 30-feet of you. Amid a whirl of tentacles, you all vanish and reappear in a body of water you've touched before (Pond size or larger) All appearing within 30-feet of the others. There is no limit to this teleportation, so long as you have touched the body of water before, it can teleport you regardless of distance and even across planes. Once you've used this feature, you may not do so again until you complete a long rest. Utter Destruction Finally at 26th level, your tentacles have become true weapons of annihilation. Your tentacles deal double damage against objects and structures. Additionally, as an action you may attack with any number of your summoned tentacles, however if you use a tentacle to attack with this feature, it is also dismissed.
Fiend Patron You have made a deal with a wretched being from the lower planes, a fiend. Whether it be an almighty Archdevil, a tyrannical demon lord, or a yugoloth of incredible strength... Your master is a threat to existence itself. Dark One's Image Upon choosing this archetype at 1st level, you must choose one of the following features; reflective of what your patron embodies. This choice determines later features as well. Destruction. You learn the Abyssal language and gain proficiency in the Intimidation skill. Tyranny. You learn the Infernal language and gain proficiency in the Persuasion skill. The Destruction choice is best for demons or Yugoloth with demonic leanings, while Tyranny is best for devils or Yugoloth with infernal leanings. Fetid Blessing Additionally at 1st level, your patron rewards you for your bloodshed. Whenever you reduce a hostile creature to 0 HP, you gain one of the following benefits depending on your patron: Destruction. You may immediately make a single attack with your Eldritch Gift (This can only trigger once per turn) Tyranny. You gain temporary hit points equal to your Warlock modifier + Your Warlock level. Dark Ones Own Luck Beginning at 6th level, fate tends to bend itself to your whims. When you fail an ability check, saving throw or attack roll, you can add 1d10 to the roll, potentially turning the failure into a success. Once you use this feature to turn a failure into a success, you can not use this feature again until you complete a short or long rest. Fiendish Resilience Starting at 10th level, you are able to choose any damage type upon completing a short or long rest. You gain resistance to the chosen damage type until you choose a different one with this feature. If you chose bludgeoning, piercing or slashing damage, then damage from magical or silvered weapons ignores your resistance. Destruction. You also gain resistance to Lightning damage in addition to whatever damage type you chose. Tyranny. You also gain resistance to Cold damage in addition to whatever damage type you chose. Down Below Upon reaching 18th level, you are able to send your foes to the lowest depths of your patrons domain. When you hit a creature with your Eldritch Gift, instead of dealing damage you may transport the target to the lower planes. At the end of your next turn, it returns to the space it previously occupied and suffers 10d10 psychic damage if it is not a fiend. Destruction. You send the struck creature to the abyss. The creature is afflicted with a random Short-term madness upon returning. This madness lasts 1d4 rounds. Tyranny. You send the creature to the nine hells. The creature has disadvantage on all attack rolls, ability checks and saving throws they make upon returning. This effect lasts 1d4 rounds. Upon using this feature, you may not do so again until you complete a long rest. Fiendish Dominion Finally at 26th level, your authority over other fiends becomes absolute. As an action you may summon a Fiend as per the Summon Fiend spell, treating it as if it were cast at 12th level. When cast using this feature, it can not be counterspelled or dispelled, and it does not require concentration. Destruction. You may only summon a Demon or Yugoloth. Tyranny. You may only summon a Devil or Yugoloth. Once you use this feature, you may not do so again until you complete a long rest.
Great Old One Patron Your patron is an ancient and mysterious identity whose nature is utterly foreign to the fabric of reality. It could be a being from the reaches of the far realm, or it could even be an elder god... Regardless, its motives and goals are alien. Awakened Mind Upon choosing this patron at 1st level, your mind has awoken to the world around you. You are able to telepathically communicate with any creature within 120-feet of you, you need not see them but you must be aware they are there. The range of this telepathy increases by 60-feet everytime you gain a Warlock level. You may allow creatures you are telepathically communing with to commune back with you. If a creature you are telepathically communing with lies to you or attempts to mislead you in some way, you are automatically made aware of this. Alien Presence Additionally at 1st level, your presence is a mystery. You can't be targeted by divination magic and you cannot be perceived through magical scrying sensors. You also learn the Deep Speech language. Entropic Ward Starting at 6th level, you have a ward formed of alien magics around you, granting you the following benefits: You have resistance to Psychic damage. You are immune to any magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. As a reaction when a creature would deal psychic damage to you, you may cause them to suffer half of the psychic damage they would've dealt (Your own resistances/immunities does not reduce the damage they take) Mind Delver Beginning at 10th level, the minds of others are no secret to you. You are aware of the surface thoughts of any creature you are communicating with using Awakened Mind (Its surface thoughts being whatever it most has on its mind at the moment) You have advantage on Charisma checks made against creatures whom you are telepathically communing with. Create Thrall Upon reaching 18th level, you are able to bend the minds of lesser beings to your will. You may touch an incapacitated humanoid as an action, that creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. Creatures charmed by you from this feature obey your every command, and you can communicate with them as per your Awakened Mind feature regardless of distance, even if you are on separate planes of existence. Greater Thrall Finally at 26th level, you are able to infect even the mightest of creatures. You may now target any creature-not just humanoids-with your Create Thrall ability. If the creature has legendary actions, you are unable to use this ability on them-otherwise there is no limits to this feature. Humanoids with legendary actions can still become thralls using Create Thrall. Additionally, you may now enthrall a number of humanoids of CR 1 or lower equal to half your Warlock level (Rounded down) These are in addition to your primary thrall.
Pact of the Aegis Your patron has gifted you a powerful defense as apart of your pact. Defense Bond 3rd Level Over the course of 1-hour (Which may be done over the course of a short or long rest) you may conduct a ritual over a shield or suit of armor within 5-feet of you. This item becomes your Bonded Aegis. You are proficient in your bonded aegis, and it is considered weightless for you. If it normally has a strength requirement or grants disadvantage on stealth checks, it no longer does. As a bonus action, you may shunt your bonded aegis into an extradimensional space, where it remains until you resummon it as a bonus action or it is no longer your bonded aegis. If your bonded aegis is a suit of armor, you may choose whether it is summoned donned or not. An item ceases being your bonded aegis if you die, forge this bond with a new item, or end your bond over the course of a short rest. You are unable to forge a bond with a sentient item if it is unwilling, and at any point it can choose to end your bond (No action required) Eldritch Defense 14th Level When a creature targets you with an attack while you are not wearing/wielding your bonded aegis, you may use your reaction to immediately don it. Additionally, when a creature hits you with an attack you may use your reaction and expend a Warlock spell slot to gain a bonus to your AC until the start of yuor next turn equal to the spell slots level, including against the triggering attack. True Defense 22nd Level While wielding/wearing your bonded aegis, creatures can not have advantage on attack rolls against you. Pact of the Blade Your patron has gifted you dominion over martial combat as apart of your pact. Weapon Bond 3rd Level Over the course of 1-hour (Which may be done over the course of a short or long rest) you may conduct a ritual over a weapon within 5-feet of you. This weapon becomes your Bonded Weapon. You are proficient in your bonded weapon, and you may use your Warlock Ability Score in place of Strength or Dexterity for the attack and damage rolls of your bonded weapon. Attacks made with your bonded weapon are considered magical for the purposes of overcoming resistances and immunities. As a bonus action, you can shunt your bonded weapon into an extradimensional space, where it remains until you resummon it as a bonus action or it is no longer your bonded weapon. A weapon ceases being your bonded weapon if you die, forge this bond with a new weapon, or end your bond over the course of a short rest. You are unable to forge a bond with a sentient weapon if it is unwilling, and at any point it can choose to end your bond (No action required) Eldritch Smite 14th Level When you hit a creature with your bonded weapon, you may choose to expend a Warlock spell slot. If you do so, the creature suffers additional force damage equal to 1d8 per the spell slots level (A 5th level spell slot would do 5d8 for example) Blade and the Beyond 22nd Level Whenever you take the attack action and attack only with your bonded weapon, you may additionally use your Eldritch Gift. When using your Eldritch gift via this feature, you can only make 2 attacks with it, regardless of how many you can normally make with it.
Pact of the Chain Your patron has gifted you a companion as apart of your pact. Eternal Companion 3rd Level You learn the Find Familiar spell and can cast it as a ritual without requiring material components. When you cast the spell using this feature, you instead summon the below statblock. Its creature type should be reflective of your patron (DM discretion) It otherwise follows the normal rules for a familiar. Whenever you take the attack action or use your Eldritch Gift you may forgo one of your attacks to allow your familiar to attack instead. Growing Familiar 14th Level You gain 2 Eldritch Invocations of your choice, these invocations must have a prerequisite of Pact of the Chain. They do not count against your invocations known. Upon completing a long rest, you may exchange one or both of these invocations for other invocations that fit the same requirements. Magical Ward 22nd Level Your familiar has advantage on saving throws against magical effects, and it has resistance to damage from spells. While you are within 5-feet of your familiar, you also gain these benefits. Pact of the Flesh Your patron has gifted you a superior body as apart of your pact. Enhanced Body 3rd Level When you gain this feature your maximum HP is increased by 12. Every Warlock level you gain after taking this feature, you gain an additional 4 maximum HP. Additionally, you may use your Constitution modifier to calculate your AC instead of your Dexterity modifier. Everliving 14th Level Whenever you complete a long rest, you regrow all of your missing limbs/body parts (If any) Additionally, you recover all of your expended hit die upon completing a long rest instead of half. Supreme Being 22nd Level Choose an Eldritch Mutation that can be selected multiple times. For every expended Warlock spell slot you have, you gain 1 instance of that Mutation (Spell slots gained from Mystic Arcanum do not count towards this feature) Upon gaining a level in this class, you may swap out your chosen mutation for a different one. Familiar of the Chain Small Creature, your alignment Armor Class 13 + PB Hit Points 3 + 5 times your Warlock level (Number of D8 hit die equal to your Warlock level) Speed 30 ft., fly 30ft STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 15 (+2) 10 (0) 12 (+1) 10 (0) Senses darkvision 60 ft, passive Perception 11 Languages Same as Warlocks Proficiency Bonus Same as Warlocks Actions Strike. Melee Weapon Attack: PB + Your Warlock Modifier to hit, reach 5ft., one target. Hit 5 (1d8 + Your Warlock Modifier) bludgeoning, piercing or slashing (Familiars choice)
Pact of the Strings Your patron has gifted you immense skill with musical instruments as apart of your pact. Music Bond 3rd Level Over the course of 1-hour (Which may be done over the course of a short or long rest) you may conduct a ritual over an instrument within 5-feet of you. This instruments becomes your Bonded Instrument You are proficient in your bonded instrument, and you have expertise in it (Double your proficiency bonus for checks made with it) You can also use it as a spellcasting focus for your Warlock spells. If you use your Eldritch Gift while wielding your bonded instrument, you may convert all of the gifts damage to thunder damage. If you do so, it deals additional damage equal to half your Warlock modifier (Rounded down, Minimum of 1) As a bonus action, you may shunt your bonded instrument into an extradimensional space, where it remains until you resummon it as a bonus action or it is no longer your bonded instrument. An instrument ceases being your bonded instrument if you die, forge this bond with a new item, or end your bond over the the course of a short rest. You are unable to forge a bond with a sentient item if it is unwilling, and at any point it can choose to end your bond (No action required) True Talent 14th Level Whenever you make an ability check with a skill you are proficient in, if the d20 roll would be 9 or less, you can instead treat it as if it were 10. This does not apply to skills you only have semi proficiency in. Unparalleled 22nd Level After you make an attack roll, ability check, or saving throw, you can expend a spell slot gained from your Mystic Arcanum feature. If you do so, you may treat the result rolled as if it were a 20. You may do so after you see the results of the roll, but before you know whether or not you succeed. Pact of the Tome Your patron has gifted you further expertise with magic as apart of your pact. Book of Shadows 3rd Level You gain a grimoire known as your Book of Shadows. This grimoire may be used as a spellcasting focus for your Warlock spells, and holding it does not impede you supplying the somatic components for spells. While holding your grimoire, you can access to a pool of energy you may use to cast magic known as Eldritch Essence. You have an amount of eldritch essence equal to half your Warlock level (Rounded up), you recover all expended eldritch essence upon completing a long rest. When you would cast a Warlock spell, instead of expending a spell slot you may expend an amount of eldritch essence equal to the spells level to cast it instead. 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. Superior Magic 14th Level When you cast a Warlock spell while holding your Book of Shadows, that spell is considered to be cast at 1 level higher for the purposes of upcasting. Eldritch Master 22nd Level As an action you beseech your patron for aid, regaining all expended Warlock features (Including spell slots) that would normally be regained upon completing a short rest. Once you use this feature, you may not do so again until you complete a long rest.
Eldritch Invocations As a 2nd level Warlock, you gain access to powerful Eldritch Invocations. Occult features that grant you all kinds of supernatural powers. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You can only take an invocation once unless otherwise specified. Beast Speech You are able to communicate with beasts as if you shared a language. Beguiling Influence You gain proficiency in the Deception and Persuasion skills. If you already have proficiency in either of these skills, you gain expertise in that skill. Blessing of Power As an action you may touch a willing creature and bless them, granting them the benefits of one Eldritch Mutation you also have. This lasts until you die, or end the blessing as an action by thinking the blessed creatures name. A single creature can only have one blessing from you. You may only bless a number of creatures at a time equal to your Warlock modifier (Minimum of 1) Ever-Living Gift Prerequisite: Pact of the Chain Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. Fiendish Vigor As an action, you may gain a number of temporary hit points equal to your Proficiency Bonus + Your Warlock modifier. Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. Gift of Agony Once per turn when you deal damage with your Eldritch Gift, you may reroll one of the damage dice. You must use the new result rolled. Gift of Distance The range of your Eldritch Gift is doubled. Gift of Grasping When you hit a creature with your Eldritch Gift, you may pull them up to 10-feet towards you in a straight line. A creature can only be affected by this feature once per round. Gift of Lethargy When you hit a creature with your Eldritch Gift, you may reduce their speed by 10-feet until the end of your next turn. A creature can only be affected by this feature once per round. Gift of Repellance When you hit a creature with your Eldritch Gift, you may push them up to 10-feet away from you in a straight line. A creature can only be affected by this feature once per round. Inquisitive Influence You gain proficiency in the Insight and Investigation skills. If you already have proficiency in either of these skills, you gain expertise in that skill. Magic of the Grimoire Prerequisite: Pact of the Tome You learn 3 cantrips of your choice from any classes spell list. They are considered Warlock cantrips for you and do not count against your cantrips known. You may select this invocation multiple times, selecting different cantrips for each subsequent taking.
Mask of Many Faces As an action, you may create an illusion around yourself. The illusion remains until you are reduced to 0 HP or you end it early as an action. You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different. You can seem up to 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this invocation fail to hold up to physical inspection. Attempting to physically inspect them results in the inspector realizing they are an illusion. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. Mighty Familiar Prerequisite: Pact of the Chain One of your familiars stats is increased by 2, or two different stats are increased by 1 (Increasing Constitution would increase its max HP. The number you multiply with your Warlock level is equal to 3 + Your Familiars Constitution modifier) This invocation can be taken multiple times. Misty Visions You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 5-foot cube. The image appears at a spot you can see and lasts for one minute. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot you can see. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. The image lasts until you dismiss it as an action, or create another image with this invocation. Morphing Weapon Prerequisite: Pact of the Blade As a bonus action, you may transform your bonded weapon into any simple or martial weapon, causing it to take on the statistics of the chosen weapon. Your bonded weapon reverts to its normal form after 1 hour has passed. If your bonded weapon is sentient, it can choose to deny this transformation. Solo Band Prerequisite: Pact of the Strings As a bonus action, you may transform your bonded instrument into any instrument of your choice. Your bonded instrument reverts to its normal form after 1 hour has passed. If your bonded instrument is sentient, it can choose to deny this transformation. Thief of Five Fates As an action, you may target up to 3 creatures of your choice that you can see within 30-feet of you, these targets must make a charisma saving throw. On a failed save, for the next minute whenever they would make an attack roll or saving throw, they must roll a d4 and subtract the number rolledfrom the attack roll or saving throw. They may repeat this saving throw at the end of each of their turns, ending the effect on a successful save. Upon succeeding on their saving throw against this feature, a creature is immune to this effect from you until you complete a long rest. War Familiar Prerequisite: Pact of the Chain Your familiar becomes more suited for combat, granting the following benefits: You may command your familiar to attack as a bonus action, in addition to forgoing one of your own attacks. Attacks your familiar makes are considered magical for the purposes of overcoming immunity and resistance to nonmagical attacks. Your familiar is resistant to nonmagical bludgeoning, piercing and slashing damage. If it would suffer magical bludgeoning, piercing or slashing damage you can use your reaction to grant it resistance to that instance of damage. Far Scribe Prerequisite: Pact of the Tome, 5th Level A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.
Hidden Companion Prerequisite: Pact of the Chain, 5th Level As an action, your familiar can magically turn invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment your familiar is wearing or carrying is invisible with it. Thirsting Blade Prerequisite: Pact of the Blade, 5th Level When you take the attack action on your turn, you may attack twice with your bonded weapon instead of once. Starting at 17th level you may attack three times instead. Improved Pact Weapon Prerequisite: Pact of the Blade, 9th Level You have a bonus to the attack and damage rolls of your bonded weapon equal to one third of your proficiency bonus (Rounded down) This is in addition to any bonus the weapon may already possess. Additionally, if you have the Morphing Weapon invocation, you may now use it once per turn without using any actions. Gift of the Protectors Prerequisite: Pact of the Tome, 9th Level A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. When a creature whose name is written on the page is reduced to 0 HP, they are instead reduced to 1 HP. Once this magic is triggered for a specific creature, that creature can not trigger it again until they complete a long rest. As an action, you may magically erase a name by touching it. Grimoire of Secrets Prerequisite: Pact of the Tome, 9th Level Choose 2 spells of 1st level or higher from any class spell list (You can not choose spells of a higher level than your Warlock spell slots) You learn these spells, and they do not count against your spells known. You may select this invocation an additional time for every 8 Warlock levels past 9th you have. Minion of Chaos Prerequisite: 9th Level As an action you may summon an elemental whose CR is no more than 1 + Your Proficiency Bonus, it appears in an unoccupied space within 60-feet of you. The summoned creature obeys your every command and is your ally, roll initiative for this elemental. It lasts until it is reduced to 0 HP, you dismiss it as an action, or you complete a long rest. Once you use this invocation, you may not do so again until you complete a long rest. Depending on your patron, your DM may allow you to summon creatures of a type other than elemental (Such as a fiend warlock summoning fiends) Lifedrinker Prerequisite: Pact of the Blade, 12th Level When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Warlock modifier (minimum of 1). Eternal Chains Prerequisite: 15th Level As an action you may target a celestial, fiend or elemental within 90-feet of you. That target must make a Wisdom saving throw against your Warlock DC, on a failed saving throw they are paralyzed for 1 minute. At the end of each of their turns, they may repeat this saving throw, ending the effect on a success. Once a creature succeeds on their saving throw against this feature, you may not use it on them again until you finish a long rest. Shroud of Shadow Prerequisite: 15th Level As an action, you may turn yourself invisible, anything you are wearing or carrying also becomes invisible so long as it is on your person. This effect ends if you attack, cast a spell, or end it early as a bonus action. Planar Traveler Prerequisite: 22nd Level Over the course of 1 minute, you may declare a plane of existence you are aware of. At the end of this minute, you teleport to the chosen plane of existence. If you are aware of a teleportation sigil on that plane, you may teleport to that. Otherwise, you arrive at a random location on that plane (DMs discretion) Dimension Traveler Prerequisite: 30th Level Over the course of 1 minute, you may declare another world you are aware of (Such as Toril or Eberron) At the end of this minute, you teleport to the chosen world. If you are aware of a teleportation sigil on that world, you may teleport to that. Otherwise, you arrive at a random location on that world (DMs discretion)
Eldritch Mutations As a 2nd level Warlock, your body begins to shift as you gain Eldritch Mutations. These mutations represent the physical changes wrought on by your pact. If an eldritch mutation has prerequisites, you must meet them to learn it. You can learn the mutation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You can only take a mutation once unless otherwise specified. Agility or Reason Choose either your Dexterity or Wisdom score. Your chosen score and its maximum are increased by 1, while the other score and its maximum are decreased by 1. You may select this mutation multiple times. Armor of Shadows While not wearing armor nor wielding a shield, your AC is equal to 13 + Your Warlock modifier. While benefiting from this AC, you have advantage on Dexterity (Stealth) checks made while in dim light or darkness. Brain or Brawn Choose either your Strength or Intelligence score. Your chosen score and its maximum are increased by 1, while the other score and its maximum are decreased by 1. You may select this mutation multiple times. Bulk or Charm Choose either your Constitution or Charisma score. Your chosen score and its maximum are increased by 1, while the other score and its maximum are decreased by 1. You may select this mutation multiple times. Devil's Sight You can see normally in darkness and dim light, both magical and nonmagical, to a distance of 120 feet. You may select this mutation multiple times, each subsequent taking increases the range of this sight by 120- feet. Eldritch Sight You can see the presence of magic within 30 feet of you. If you see magic in this way, you can see a faint aura around any visible creature or object in the area that bears magic. As an action you may learn what school of magic an aura belongs to, if any. Eldritch Sight cannot penetrate a barrier you cannot see through. Energetic Body You gain proficiency in the Acrobatics and Athletics skills. If you already have proficiency in either of these skills, you gain expertise in that skill. Harmful Flesh Prerequisite: Pact of the Flesh Choose either Acid, Cold or Fire damage. Whenever a creature hits you with a melee attack, they suffer 1 damage of the chosen type. This damage is doubled if the attack dealt slashing or piercing damage. You may select this mutation multiple times, increasing the damage by 1 for each subsequent taking. Merged Item Prerequisite: Pact of the Aegis, Blade or Strings When you summon your bonded item, you may choose to manifest it as apart of your own body. If you do so, you can not be disarmed of your bonded item by any means. Otherworldly Mind You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. Otherworldly Steed Prerequisite: Pact of the Chain Your familiar grows to large size, and you are capable of riding it as if it were a mount. While you are mounting it, your familiar is always under the effects of the dash action. Regenerating Flesh Prerequisite: Pact of the Flesh Whenever you receive healing, you may roll any associated die for the healing ability twice instead of once, choosing which result to use for the purposes of healing you. Rune Keepers Communication As an action you may choose 1 language you are aware of. You are able to fluently speak, read and write in the chosen language. You retain this language until you use your action to select a new language. Scabs of Steel Prerequisite: Pact of the Flesh Provided you aren't wearing armor or benefiting from a shield, your AC is increased by 1. You may select this mutation up to two additional times. Sharp Eyes You gain proficiency in the Medicine and Perception skills. If you already have proficiency in either of these skills, you gain expertise in that skill. Unearthly Energy You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.
Wild Hooves Your movement speed is increased by 10-feet, and you ignore nonmagical difficult terrain caused by uneven ground or foliage. You may select this mutation multiple times, for each subsequent taking your movement speed is increased by 5- feet instead of 10-feet. Dark Camouflage Prerequisite: 5th Level As an action while in dim light or darkness, you may turn invisible. This invisibility lasts until you take an action, reaction or move into an area of bright light. Decaying Presence Prerequisite: 5th Level As a bonus action, you can surround yourself with a magical that takes an appearance of your choice. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Warlock modifier (minimum of 0 damage). Gift of the Depths Prerequisite: 5th Level You are able to breathe underwater and gain a swimming speed of 30-feet. If you already have a swimming speed, that swimming speed is instead increased by 30-feet. Ghost Sight Prerequisite: 7th Level As an action you may grant yourself the ability to see through solid objects to a range of 30-feet. Within that range, you have darkvision if you do not already have it. This special sight remains so long as you have concentration on it (As if concentrating on a spell) During that time, you perceive objects as ghostly, transparent images. Leaping Physiology Prerequisite: 9th Level Your jump distance is tripled, you may additionally jump the full distance of your long and high jumps with or without a running start. Tongue of the Dead Prerequisite: 9th Level You are able to communicate with corpses that have been deceased for no more than 10 days. You may ask them any questions you wish, although they are not required to answer truthfully (Or even answer at all) Corpses are limited to what they knew in life, and despite you communicating with them in this manner, they have no soul.
Unfettered Step Prerequisite: 9th Level You can move vertically as part of your movement. While in the air, you may move only by pushing or pulling against a fixed object or surface within reach, which allows you to move as if you were climbing. Unnatural Growth Prerequisite: Pact of the Flesh, 9th Level As an action you may grow in size, doubling in all dimensions and increasing your size category by 1 (From Medium to Large for example) You can not use this feature if there is not enough room in your current location to accommodate your new size. While enlarged, your carrying capacity is doubled and your melee weapon attacks deal an additional 1d6 damage. Additionally, you may use your Warlock modifier in place of your Strength modifier for anything that would use your Strength modifier. You may take this invocation a second time if you are at least 21st Level. If you do, you may now grow 2 size categories instead of 1, causing you to quadrupal in all dimensions instead of double. If you do, your bonus damage is increased to 2d6 and your carrying capacity is quadrupled instead. You may return to your normal size as a bonus action on your turn, you also return to your normal size if you die. Graceful Movement Prerequisite: 12th Level Your movement is unaffected by difficult terrain, and magic can not reduce your speed nor cause you to be paralyzed or restrained. By expending 5-feet of movement, you may additionally escape any nonmagical restraints, such as manacles or a creature grappling you. Finally, being underwater imposes no penalty on your attacks (It still impedes your movement however) Malleable Form Prerequisite: 15th Level As an action you may change your form, transforming your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this feature to become quadrupedal, for instance. Wings from Beyond Prerequisite: 15th Level You sprout wings which you may unfurl or furl as a bonus action on your turn. While unfurled, your wings grant you a 30-foot flying speed. Your wings can't be unfurled while wearing armor not made to accommodate them, and clothing not made to accommodate them may be destroyed if you unfurl your wings while wearing it. Truelife Prerequisite: 20th Level You no longer age and can not be aged magically, you no longer suffer the effects of old age. Future Sense Prerequisite: 30th Level You can't be surprised and have advantage on attack rolls and Strength/Dexterity based ability checks and saving throws. Additionally, other creatures have disadvantage on attack rolls against you.
Combat Traits Below you will be able to find the features you are able to select from your Otherworldly Secrets feature at levels 3, 9, 14, 19, 22, and 27. Blood Money Your blood and body now counts as an arcane focus for you and your spells. If you were to cast a spell with costly material components, you can instead sacrifice your vitality to cast them. You may sacrifice any number of Warlock hit die when casting such a spell, for every hit die sacrificed you lose max HP equal to 1d6 + Your Constitution Modifier. You die if your hit point maximum becomes 0. Every Warlock hit die expended in this way is considered to be a suitable replacement for up to 25 gold pieces worth of costly material components. Upon completing a long rest, you recover one hit die sacrificed from this feature, and you recover max HP equal to the amount lost when you sacrificed that particular hit die. Contained Power Whenever you take an action to do anything other than use your Eldritch Gift, you may make 1 attack with your Eldritch Gift as apart of the same action. This attack takes place immediately after you finish performing the action that triggered this. You do not add your Warlock modifier to your Eldritch Gifts damage roll when attacking with this feature. Do No Evil Prerequisite: You do not have "Speak No Evil" Warlock spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components. Eldritch Might You gain your choice of either 2 Eldritch Invocations, 2 Eldritch Mutations, or 1 of each, you must still meet the prerequisites for these Invocations/Mutations. Whenever you finish a long rest, you may exchange Invocations or Mutations gained from this feature for other ones of the same type. You may take this feature as many times as you wish. Flesh Weapons Prerequisite: Pact of the Flesh As a bonus action, you may manifest or dismiss weapons of pure flesh from your body. These natural weapons benefit from anything that would normally benefit your Eldritch Gift, and you may make a number of attacks with them equal When you manifest them, you may choose whether they deal bludgeoning, piercing or slashing damage. They have a range of 5-feet, and use the same damage die as your Eldritch Gift. Attacks made with these natural weapons are considered to be magical for the purposes of overcoming immunity and resistance to damage. Forbidden Orchestra Prerequisite: Pact of the Strings You can form your Music Bond with a number of instruments up to your Charisma modifier (Minimum of 2) however you can only have one summoned at a time. Whenever you would summon an instrument, you may choose which bonded instrument to summon. If you summon a new one while one already persists, the original returns to your extradimensional space. Your Bonded Instruments all share the same attunement slot, meaning you could be attuned to 4 different Bonded Instruments while only occupying one attunement slot. However, you can not gain any benefits from a Bonded Instrument you are attuned to unless it is summoned. Mass of Magicka Prerequisite: Pact of the Tome The number of spell slots you gain from Pact Magic is doubled, this does not affect spell slots gained from any other sources (Such as Mystic Arcanum) other than Pact Magic. You no longer regain your spell slots from Pact Magic upon completing a short rest, you only regain them by completing a long rest. Movement of the Mage When you would be caught in the area of a spell or effect (Such as a dragons breath weapon or a spellcasters Fireball spell) you may use your reaction to cast a spell or use an Invocation/Mutation that moves or teleports you, potentially moving you out of the way of the effects area. Omega Gift When you would make an attack with your Eldritch Gift, you can instead combine your individual attacks into one, mighty attack. You may forgo any number of attacks you may normally make with your Eldritch Gift, for every attack forgone, this one deals two damage dice (But it does not add your Warlock modifier) For example, say you can use Eldritch Blast and normally make three attacks with it. When using this feature, you could attack once with a normal EB, and then combine your next two to instead deal 4d10 force damage on a hit (Without adding your Warlock modifier) Reactive Mage You gain an additional reaction, this reaction can only be used to cast spells as a reaction, or use Invocations/Mutations that require a reaction to use. You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection. Resilient Body Your HP maximum increases by an amount equal to three times your level in this class. Everytime you gain a Warlock level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times.
Skirmisher When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity. Speak No Evil Prerequisite: You do not have "Do No Evil" Warlock spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components. Symbiosis Prerequisite: Pact of the Chain As an action while you and your familiar are within 5-feet of each other, you may merge with your familiar. Your familiar is absorbed into you, granting you the following benefits: Your maximum HP is increased by an amount equal to your familiars maximum HP, and you recover HP equal to its current HP at the time of merging. You gain any movement speeds it had, your own movement speeds growing to match the familiars if they were higher. You gain any special traits or actions your familiar had, able to use them as if you were your familiar. This merging lasts until you end it as a bonus action or are reduced to 0 HP. True Defense Prerequisite: Pact of the Aegis You can form your Defense Bond with both a shield and suit of armor. Whenever you would summon either, you can choose to summon both. Vault of Darkness Prerequisite: Pact of the Blade You can form your Weapon Bond with a number of weapons up to your Charisma modifier (Minimum of 2) however you can only have one summoned at a time. Whenever you would summon a weapon, you may choose which bonded weapon to summon. If you summon a new one while one already persists, the original returns to your extradimensional space. Your Bonded Weapons all share the same attunement slot, meaning you could be attuned to 4 different Bonded Weapons while only occupying one attunement slot. However, you can not gain any benefits from a Bonded Weapon you are attuned to unless it is summoned. Critical Improvement Prerequisite: 9th Level Your critical hit range for spell attacks is increased by 1 (From 20 to 19-20 for example) If you have Pact of the Blade, you may choose to instead apply this to weapon attacks. You may change your choice upon completing a long rest. If you have at least 22 levels in this class, you may take this feature a second time, increasing your critical range for spell attacks further (From 19-20 to 18-20 for example) Evasion Prerequisite: 9th Level When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you have at least 27 levels in this class, you may select this feature again. If you do so, it applies to all saving throws, not just Dexterity ones. Brutal Critical Prerequisite: 14th Level Whenever you score a critical hit with a spell attack, you can roll an additional die for determining the damage of the critical hit. If you have Pact of the Blade, you may choose to instead apply this to weapon attacks. You may change your choice upon completing a long rest. If you have at least 22 levels in this class, you may select this feature again, adding an additional die to your critical hits. Second Bargain Prerequisite: 14th Level You make a second, lesser deal with another entity. You gain the 1st level benefits of an Otherworldly Patron that you and your DM agrees makes narrative sense. If you have at least 22 levels in this class, you may select this feature again to gain the 6th level benefits of this Otheworldly Patron. Lesser Boon Prerequisite: 22nd Level You may choose an additional Pact Boon, choosing from the same set of options you chose from at 3rd level. Your choice becomes your Lesser Pact Boon. Your Lesser Pact Boon will only have its level 3 features, never gaining its level 14 or 22 features. You cannot select invocations that have a prerequisite of your Lesser Pact Boon.
Cantrips (0 Level) Blade Ward Booming Blade Chill Touch Create Bonfire Friends Frostbite Green-Flame Blade Infestation Lightning Lure Mage Hand Magic Stone Mind Sliver Minor Illusion Poison Spray Prestidigitation Sword Burst Thunderclap Toll the Dead True Strike 1st Level Armor of Agathys Arms of Hadar Cause Fear Charm Person Comprehend Languages Distort Value Expeditious Retreat Hellish Rebuke Hex Illusory Script Protection from Evil and Good Unseen Servant Witch Bolt 2nd Level Borrowed Knowledge Cloud of Daggers Crown of Madness Darkness Earthbind Enthrall Flock of Familiars Hold Person Invisibility Mind Spike Mirror Image Misty Step Ray of Enfeeblement Shadow Blade Shatter Spider Climb Suggestion 3rd Level Counterspell Dispel Magic Enemies Abound Fear Fly Gaseous Form Hunger of Hadar Hypnotic Pattern Incite Greed Intellect Fortress Magic Circle Major Image Remove Curse Spirit Shroud Summon Fey Summon Lesser Demons Summon Shadowspawn Summon Undead Thunder Step Tongues Vampiric Touch 4th Level Banishment Blight Charm Monster Dimension Door Elemental Bane Galder's Speedy Courier Hallucinatory Terrain Raulothim's Psychic Lance Shadow of Moil Sickening Radiance Summon Aberration Summon Greater Demon 5th Level Contact Other Plane Danse Macabre Dream Enervation Far Step Hold Monster Infernal Calling Mislead Negative Energy Flood Planar Binding Scrying Synaptic Static Telportation Circle Wall of Light 6th Level Arcane Gate Circle of Death Conjure Fey Create Undead Eyebite Flesh to Stone Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Mass Suggestion Mental Prison Scatter Soul Cage Summon Fiend Tasha's Otherworldly Guise True Seeing 7th Level Crown of Stars Dream of the Blue Veil Etherealness Finger of Death Forcecage Plane Shift Power Word Pain 8th Level Demiplane Dominate Monster Feeblemind Glibness Maddening Darkness Power Word Stun 9th Level Astral Projection Blade of Disaster Foresight Gate Imprisonment Power Word Kill Psychic Scream True Polymorph Weird
Legendary Actions Here you will find the Legendary actions that only a Warlock of the appropriate level can learn (If a Warlock specific Legendary action requires 2 actions, you must be a level 11 Warlock to know it for example) Dark Blessing Cost: 1 Action You use a feature from one of your invocations or mutations that would normally require an action to use (Such as Rune Keepers Communication or Fiendish Vigor) Equipment Control Cost: 1 Action If you have Pact of the Aegis, Blade or Strings you may summon or dismiss your bonded item. Masters Command Cost: 1 Action Your familiar makes an attack or moves up to its speed. Quickened Gift Cost: 1 Action You make one attack using your Eldritch Gift. Shifting Flesh Cost: 1 Action If you have Pact of the Flesh you may reduce the damage of the next weapon attack that hits you before the start of your next turn by half. Tomes Knowledge Cost: 1 Action If you are holding your Book of Shadows, you may cast a warlock cantrip you know. Leveling Beyond 30 Here you can find what the Legendary Warlock gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing. Every 4 levels beyond 30 (34, 38, ect) a legendary warlock gains a regular ASI. Every third ASI a legendary warlock would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI. Every 4 levels starting at level 31 (31, 35, 39, 43 ect) you gain an additional Eldritch Invocation Every 4 levels starting at level 33 (33, 37, 41, 45 ect) you gain an additional Eldritch Mutation Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice. Your HP increases as per normal. Your new ability score maximums for Constitution, Intelligence and Charisma is equal to your Warlock level if they were not already higher.
Changelog Version 1.0.1 (April 13th 2023) A very minor update that every legendary class is receiving, increasing their hit points Hit die is now 2d8, you now add double your Constitution modifier for each level. Version 1.0 (December 5th 2022) The third overall legendary class in its initial form Released with 6 Subclasses: Archfey, Ashen, Celestial, Fathomless, Fiend and Great Old One Released with 6 Pact Boons: Aegis, Blade, Chain, Flesh, Strings and Tome Released with 32 Eldritch Invocations Released with 30 Eldritch Mutations Released with 21 Combat Traits Released with 6 Legendary Action options
Credits and Thanks! Artist Credit I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible. Cover Art by Eva Solo on Artstation! Eldritch Gift Art by Daniel Denova on Artstation! Art on Mystic Arcanum/Overlord page by Shilin on Deviantart! Art on Archfey Patron page by Yonaz on Deviantart! Art on Ashen Patron page by Yigit Koroglu on Artstation! Art on Celestial Patron page by Celestial Fang on Artstation! Art on Fathomless Patron page by Heng Tang on Artstation! Art on Fiend Patron page by SINFULjam on Deviantart! Art on Great Old One Patron page by Jakub Jagoda Pact of the Aegis/Blade Art by Andrew Chou on Artstation! Pact of the Chain/Flesh Art by Raijin Art on Artstation! Pact of the Strings/Tome Art by Eliott RENIÉ on Artstation! Art on 1st Eldritch Invocation page by Ancientwarmaster on Deviantart! Art on 2nd Eldritch Manifestation page by Oleg Kapustin on Artstation! Stain Credit In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com. Other Homebrew You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord! https://discord.gg/c4T35TqbqT Patron Thanks! This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it! A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them. Savior: Amelia Strange Renowned Hero: InsaneInsanity Mercenary: Deathknight Folk Hero: Nate Meyer 27