Archfey Warlock Patrons Overview
Topics covered
Archfey Warlock Patrons Overview
Topics covered
1. The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets
that were forgotten before the mortal races were born. This being's motivations
are often inscrutable, and sometimes whimsical, and might involve a striving for
greater magical power or the settling of age-old grudges. Beings of this sort
include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming
Court; Titania of the Summer Court; her consort Oberon, the Green Lord;
Hyrsam, the Prince of Fools; and ancient hags.
Source: Player's Handbook
Expanded Spell List
The Archfey 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.
Archfey Expanded Spells
Spell Level Spells
1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Seeming
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the
beguiling and fearsome presence of the fey. As an action, you can cause each
creature in a 10-foot cube originating from you to make a Wisdom saving throw
against your warlock spell save DC. The creatures that fail their saving throws
are all charmed or frightened by you (your choice) until the end of your next
turn.
Once you use this feature, you can't use it again until you finish a short or long
rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When
you 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.
Once you use this feature, you can't use it again until you finish a short or long
rest.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting
magic of your enemies against them. You are immune to being charmed, and
when another creature attempts to charm you, you can use your reaction to
attempt to turn the charm back on that creature. The creature must succeed on
a Wisdom saving throw against your warlock spell save DC or be charmed by
you for 1 minute or until the creature takes any damage.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an
action, choose a creature that you can see within 60 feet of you. It must make a
Wisdom saving throw against your warlock spell save DC. On a failed save, it is
charmed or frightened by you (your choice) for 1 minute or until your
concentration is broken (as if you are concentrating on a spell). This effect ends
early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the
appearance of which you choose. The creature can see and hear only itself, you,
and the illusion.
You must finish a short or long rest before you can use this feature again.
Archfey who were known to make warlock pacts included the Queen Titania,
Oberon, the Queen of Air and Darkness, Hyrsam, Prince of Fools, Neifion the
Lord of Bats,[3] the Prince of Frost,[4] and Cerunnos.[5]
Titania (also known as Tiandra) was the Summer Queen of the Feywild, leader
of the Summer Fey, and possibly the mightiest of all archfey. She was also
known as the Faerie Queen and the Queen of Light and led the Seelie Court.
Oberon, called the Lord of Beasts or sometimes King Oberon, was a member of
the Seelie Court worshiped as a deity of the wilderness and animals. He was at
other times known as Oran, and under that name was called the Green Lord.
Hyrsam, the Prince of Fools, was an ancient and powerful satyr archfey. He was
a mischievous trickster who used guile and savagery to further his goals.
The Queen of Air and Darkness was a powerful archfey who ruled over the
Unseelie Court.
Neifion was an archfey of the Feywild. His title was the Lord of Bats.
The Lord of Bats pledged to take back my pact-born powers, then to drink my
blood and eat my body, should the stone ever be destroyed.
The Prince of Frost, also called the Pale Prince and the Lord of the Long Night,
was a mighty archfey. He was the mightiest of the fey faction called the Winter
Fey, although he was not truly their leader.
Cerunnos, also known as the Master of the Hunt,was a firbolg and archfey who
was worshiped on some worlds as a deity, a member of the Celtic pantheon.
The Queen of Air and Darkness had no physical form; her presence was merely
felt in the Unseelie Court. If magic was used to see her, however, she appeared
as a beautiful but terrible female faerie with angular features, bone-white skin,
all-black eyes, and long black hair.
2. The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to
an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the
planes of everlasting bliss. Your pact with that being allows you to experience
the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes to your behavior and beliefs.
You might find yourself driven to annihilate the undead, to defeat fiends, and to
protect the innocent. At times, your heart might also be filled with a longing for
the celestial realm of your patron, a desire to wander that paradise for the rest
of your days. But you know that your mission is among mortals for now and that
your pact binds you to bring light to the dark places of the world.
Source: Xanathar's Guide to Everything
Expanded Spell List
The Celestial 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.
Celestial Expanded Spells
Spell Level Spells
1st Cure Wounds, Guiding Bolt
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Wall of Fire
5th Flame Strike, Greater Restoration
Bonus Cantrips
At 1st level, you learn the Light and Sacred Flame cantrips. They count as
warlock cantrips for you, but they don’t count against your number of cantrips
known.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You
have a pool of d6s that you spend to fuel this healing. The number of dice in the
pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you,
spending dice from the pool. The maximum number of dice you can spend at
once equals your Charisma modifier (minimum of one die). Roll the dice you
spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Radiant Soul
Starting at 6th level, your link to the Celestial allows you to serve as a conduit
for radiant energy. You have resistance to radiant damage, and when you cast a
spell that deals radiant or fire damage, you add your Charisma modifier to one
radiant or fire damage roll of that spell against one of its targets.
Celestial Resistance
Starting at 10th level, you gain temporary hit points whenever you finish a short
or long rest. These temporary hit points equal your warlock level + your
Charisma modifier. Additionally, choose up to five creatures you can see at the
end of the rest. Those creatures each gain temporary hit points equal to half
your warlock level + your Charisma modifier.
Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death.
When you have to make a death saving throw at the start of your turn, you can
instead spring back to your feet with a burst of radiant energy. You regain hit
points equal to half your hit point maximum, and then you stand up if you so
choose. Each creature of your choice that is within 30 feet of you takes radiant
damage equal to 2d8 + your Charisma modifier, and is blinded until the end of
the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
A celestial patron was one possible sponsor for a warlock. If a bargain was made
between a warlock and a being from the Upper Planes, such as an empyrean, ki-
rin, solar, unicorn, or some other resident of the realms of Good, the warlock's
patron gave them access to certain powers, that included a suite of spells
3. The Fathomless
You have plunged into a pact with the deeps. An entity of the ocean, the
Elemental Plane of Water, or another otherworldly sea now allows you to draw
on its thalassic power. Is it merely using you to learn about terrestrial realms, or
does it want you to open cosmic floodgates and drown the world?
Perhaps you were born into a generational cult that venerates the Fathomless
and its spawn. Or you might have been shipwrecked and on the brink of
drowning when your patron's grasp offered you a chance at life. Whatever the
reason for your pact, the sea and its unknown depths call to you.
Entities of the deep that might empower a warlock include krakens, ancient
water elementals, godlike hallucinations dreamed into being by kuo-toa,
merfolk demigods, and sea hag covens.
Source: Tasha's Cauldron of Everything
Expanded Spell List
The Fathomless 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.
Lurker Expanded Spells
Spell Level Spells
1st Create or Destroy Water, Thunderwave
2nd Gust of Wind, Silence
3rd Lightning Bolt, Sleet Storm
4th Control Water, Summon Elemental
Bigby's Hand (appears as a tentacle), Cone of
5th
Cold
Tentacle of the Deep
At 1st level, you can magically summon a spectral tentacle that strikes at your
foes. As a bonus action, you create a 10-foot-long tentacle at a point you can
see within 60 feet of you. The tentacle lasts for 1 minute or until you use this
feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one
creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its
speed is reduced by 10 feet until the start of your next turn. When you reach
10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and
repeat the attack .
You can summon the tentacle a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a long rest.
Gift of the Sea
Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe
underwater.
Oceanic Soul
At 6th level, you are now even more at home in the depths. You gain resistance
to cold damage. In addition, when you are fully submerged, any creature that is
also fully submerged can understand your speech, and you can understand
theirs.
Guardian Coil
At 6th level, your Tentacle of the Deeps can defend you and others, interposing
itself between them and harm. When you or a creature you can see takes
damage while within 10 feet of the tentacle, you can use your reaction to
choose one of those creatures and reduce the damage to that creature by 1d8.
When you reach 10th level in this class, the damage reduced by the tentacle
increases to 2d8.
Grasping Tentacles
Starting at 10th level, you learn the spell Evard's Black Tentacles. It counts as a
warlock spell for you, but it doesn't count against the number of spells you
know. You can also cast it once without using a spell slot, and you regain the
ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you a
number of temporary hit points equal to your warlock level. Moreover, damage
can't break your concentration on this spell.
Fathomless Plunge
When you reach 14th level, you can magically open temporary conduits to
watery destinations. As an action, you can teleport yourself and up to five other
willing creatures that you can see within 30 feet of you. Amid a whirl of
tentacles, you all vanish and then reappear up to 1 mile away in a body of water
you've seen (pond size or larger) or within 30 feet of it, each of you appearing in
an unoccupied space within 30 feet of the others.
Once you use this feature, you can't use it again until you finish a short or long
rest.
Patron.
This could be a Kraken, something from the Elemental Plane of Water, or some
other force entirely.
4. The Fiend
You have made a pact with a fiend from the lower planes of existence, a being
whose aims are evil, even if you strive against those aims. Such beings desire the
corruption or destruction of all things, ultimately including you. Fiends powerful
enough to forge a pact include demon lords such as Demogorgon, Orcus,
Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater,
Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and
ultroloths and other lords of the yugoloths.
Source: Player's Handbook
Expanded Spell List
The Fiend 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.
Fiend Expanded Spells
Spell Level Spells
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow
Dark One's Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain
temporary hit points equal to your Charisma modifier + your warlock level
(minimum of 1).
Dark One's Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor.
When you make an ability check or a saving throw, you can use this feature to
add a d10 to your roll. You can do so after seeing the initial roll but before any
of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long
rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short
or long rest. You gain resistance to that damage type until you choose a
different one with this feature. Damage from magical weapons or silver
weapons ignores this resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this
feature to instantly transport the target through the lower planes. The creature
disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously
occupied, or the nearest unoccupied space. If the target is not a fiend, it takes
10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
Asmodeus Baazka Eltab Errtu Incus Kulaga Lorcan Malkizid Metynoma Shetai
Wendonai
Asmodeus (PRONOUNCED: /æzmoʊˈdeɪʌs/ æz-mo-DAY-usOR: /æzˈmoʊdiʌs/ æz-MO-dee-us) was the
Faerûnian deity of indulgence and ruler of all devils.] Asmodeus was a patron of oppression
and power, the greatest devil, and the Lord of the Ninth and overlord of the Nine Hells as a
whole.
“I am known by many names. The Lord of Nessus. The Raging Fiend. But you know me as”
— Asmodeus
Baazka was the powerful pit fiend responsible for the Second Dragonspear War of the mid–
14th century DR, that later allied with the Red Wizards of Thay in Daggerford circa the Year of
the Nether Mountain Scrolls, 1486 DR.[2]
Eltab was a demon lord known as the "Lord of the Hidden Layer." Eltab appeared as a fifteen-
foot-tall humanoid with the head of a canine-like creature. His head sported numerous
antlers and horns and his body was covered with bony dark red plates. He had slitted yellow
glowing eyes.
Errtu (PRONOUNCED: /ˈeɪrtuː/ AYR-too[2]) was a powerful balor. He commanded his own layer of
the Abyss and the tanar'ri inhabitants that resided there. Errtu was a balor, the second most
powerful class of the true tanar'ri demons, after the demon lords. He was twelve feet tall,
covered in red scales, had a large pair of batlike wings and a tail, and had a horned, ape-like
head with a dog-like muzzle. When he was in the throes of lust for power, he drooled an
acidic saliva. His voice was gravelly, guttural, and harsh.
Gargauth (PRONOUNCED: /ˈgɑːrgɔːθ/ GAR-gawth[15]), originally known as Gargoth and sometimes
called Astaroth[1] or Gormauth Souldrinker,[8] was a former archdevil and the Faerunian
demigod of betrayal and political corruption.[9] Wandering the Material Plane after being cast
from Hell for reasons unknown, the utterly depraved devil[1] was dedicated to infecting the
Realms with his own brand of corruption and cruelty. [16] An incarnation of evil most rotten,
Gargauth embodied the inevitable moral decay that followed both the victories won by evil
means, and the selfish, greedy, and ambitious entities (both leaders and groups) that
achieved them.[1][12]
“My, how the mighty have fallen! ”— The ironic words of Sylvira Savikas
Incus was a male osyluth that was a fiend patron for warlocks in the 15th century DR is a
Osyluth
Kulaga was a male logokron that was a fiend patron for warlocks in the 15th century DR.
Lorcan was a cambion and the sole son of the succubus (formerly erinyes)
Invadiah. Lorcan was described as extremely handsome with black eyes and red
skin. To amuse himself, and possibly to gain bargaining power with higher-
ranking devils, Lorcan collected warlocks and had a complete set of the Toril
thirteen warlocks.
Malkizid was a powerful fallen solar and archdevil who resided in the Blood Rift.
He was also called "The Branded King", because of the constantly bleeding
wound on his forehead given to him by Corellon Larethian.
Metynoma was a female succubus that was a fiend patron for warlocks in the
mid–14th century DR.
Shetai, the Vulgar Inquisitor, was a male high-ranking paeliryon that was a fiend
patron for warlocks in the 14th and 15th centuries DR.
Wendonai (PRONOUNCED: /ˈwɛndoʊnaɪ/ WEND-o-ny[2]) was a balor lord who in −11,500
DR was tasked by Lolth with seducing the Sethomiir clan, rulers of the Ilythiiri,
into her worship and granting them evil magics. He succeeded and was probably
the greatest (but by no means the only) influence on the fall of the dark elves.
5. The Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. Such
entities rule vast fiefs on the Elemental Planes and have great influence over
lesser genies and elemental creatures. Noble genies are varied in their
motivations, but most are arrogant and wield power that rivals that of lesser
deities. They delight in turning the table on mortals, who often bind genies into
servitude, and readily enter into pacts that expand their reach.
You choose your patron's kind or determine it randomly, using the Genie Kind
table.
Genie Kind
d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water
Source: Tasha's Cauldron of Everything
Expanded Spell List
At 1st level, the Genie lets you choose from an expanded list of spells when you
learn a warlock spell. The Genie Expanded Spells table shows the genie spells
that are added to the warlock spell list for you, along with the spells associated
in the table with your patron's kind: dao, djinni, efreeti, or marid.
Genie Expanded Spells
Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
Detect Evil
1st Sanctuary Thunderwave Burning Hands Fog Cloud
and Good
Phantasmal
2nd Spike Growth Gust of Wind Scorching Ray Blur
Force
Create Food Meld into
3rd Wind Wall Fireball Sleet Storm
and Water Stone
Phantasmal Greater
4th Stone Shape Fire Shield Control Water
Killer Invisibility
5th Creation Wall of Stone Seeming Flame Strike Cone of Cold
9th Wish — — — —
Genie’s Vessel
Also at 1st level, your patron gifts you a magical vessel that grants you a
measure of the genie's power. The vessel is a Tiny object, and you can use it as a
spellcasting focus for your warlock spells. You decide what the object is, or you
can determine what it is randomly by rolling on the Genie's Vessel table.
Genie's Vessel
d6 Vessel
1 Oil lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern
While you are touching the vessel, you can use it in the following ways:
• Bottled Respite: As an action, you can magically vanish and enter your
vessel, which remains in the space you left. The interior of the vessel is an
extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet
high, and resembles your vessel. The interior is appointed with cushions
and low tables and is a comfortable temperature. While inside, you can
hear the area around your vessel as if you were in its space. You can
remain inside the vessel up to a number of hours equal to twice your
proficiency bonus. You exit the vessel early if you use a bonus action to
leave, if you die, or if the vessel is destroyed. When you exit the vessel,
you appear in the unoccupied space closest to it. Any objects left in the
vessel remain there until carried out, and if the vessel is destroyed, every
object stored there harmlessly appears in the unoccupied spaces closest
to the vessel's former space. Once you enter the vessel, you can't enter
again until you finish a long rest.
• Genie’s Wrath: Once during each of your turns when you hit with an
attack roll, you can deal extra damage to the target equal to your
proficiency bonus. The type of this damage is determined by your patron:
bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
The vessel's AC equals your spell save DC. Its hit points equal your warlock level
plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists.
The vessel vanishes in a flare of elemental power when you die.
Elemental Gift
At 6th level, you begin to take on characteristics of your patron's kind. You now
have resistance to a damage type determined by your patron's kind:
bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
In addition, as a bonus action, you can give yourself a flying speed of 30 feet
that lasts for 10 minutes, during which you can hover. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Sanctuary Vessel
At 10th level, When you enter your Genie's Vessel via the Bottled Respite
feature, you can now choose up to five willing creatures that you can see within
30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a bonus action, you can eject any number of creatures from the vessel, and
everyone is ejected if you leave or die or if the vessel is destroyed.
In addition, anyone (including you) who remains within the vessel for at least 10
minutes gains the benefit of finishing a short rest, and anyone can add your
proficiency bonus to the number of hit points they regain if they spend any Hit
Dice as part of a short rest there.
Limited Wish
At 14th level, You entreat your patron to grant you a small wish. As an action,
you can speak your desire to your Genie's Vessel, requesting the effect of one
spell that is 6th level or lower and has a casting time of 1 action. The spell can
be from any class's spell list, and you don't need to meet the requirements in
that spell, including costly components: the spell simply takes effect as part of
this action.
Once you use this feature, you can't use it again until you finish 1d4 long rests.
There are four types of Genies that you can choose as your Warlock's Patron:
Djinni, Efreeti, Marid, and Dao. Each type is associated with a different element
and has its own overall disposition
“The Ancient One heeds no Mistress. Ghaunadaur was old even before Ao's
time. The god of slime comes and goes as he will. I neither command nor compel
him.”
— Lolth to her daughter Eilistraee
That Which Lurks[1][2][3]
The Elder Eye[2][3]
The Lord of Slime[4]
The Ancient One[2]
Zargon was an elder evil of unknowable origin, an eldritch abomination
entombed under the ruins of a fallen city for his vile ways. The Devourer in the
Depths demanded his endless voracity be sated, and if freed, would try to
conquer the world and drown it in torrents of slime.[2][6][7] Known as the
Invincible Tyrant for his indestructability,[1] even the ancient immortals could
only trap him, for even if killed, Zargon always returned. [7][8]
“Who can stand against the might of Zargon the Returner? Surely, no man is
strong enough of courage and skill to face my master in combat. No god would
dare confront him, for he has brought low others before. Nay, when Zargon
awakens, all shall tremble as the world is born anew in his foul image. ”
— Dorn, High Priest of Zargon[6]
The Returner[1]
The Invincible Tyrant[1]
The Devourer in the Depths
Hadar, also known as the Dark Hunger,[1] was a star-like Elder Evil[2] from the Far
Realm who had taken a place among stars of Realmspace. Unlike normal stars,
Hadar didn't have a fixed place in the sky but instead danced and wavered
across Realmspace.[3]
Moander (PRONOUNCED: /moʊɛˈɑːndɛr/ moe-AN-der[9]) was an ancient deity of rot,
corruption, and decay. The "Darkbringer" never had a large following, but
various cults had venerated Moander since before the rise of Netheril. Moander
was alternately referred to as he, she, or it in the ancient texts and the deity's
gender remains unknown to this day. The Darkbringer was generally a cruel,
controlling tyrant, delighting in the torment and destruction of lesser beings and
seeking to corrupt any who refused to bow down to it. [1]
The Darkbringer[1]
The Jawed God[1]
The Rotting God[1]
The Great Dread God[1]
"Old moldy"[
Tyranthraxus, also called the Possessing Spirit and the Flamed One, was a
malign entity who stole control over the bodies of others to further its wicked
goals. He was said to have been one of the Seven Lost Gods forced long ago to
bow before Bane.[7] Some sages have identified him as a type of yugoloth,
though spells normally effective against such fiends have been shown to have
no effect on him.
All that is truly known is that Tyranthraxus was an extraplanar entity of
unknown origin but apparently (according to the creature's own diary), a very
weak example of his kind.
Lord of the Ruins[1]
The Flamed One
Kezef the Chaos Hound, sometime referred to as Kesef,[2] was a powerful
primordial[3] and one of the Seven Lost Gods,[4] feared by gods and mortals
alike.[1]
The Chaos Hound[1]
The Ravager of Heavens
7. The Hexblade
You have made your pact with a mysterious entity from the Shadowfell – a force
that manifests in sentient magic weapons carved from the stuff of shadow. The
mighty sword Blackrazor is the most notable of these weapons, which have
been spread across the multiverse over the ages. The shadowy force behind
these weapons can offer power to warlocks who form pacts with it. Many
hexblade warlocks create weapons that emulate those formed in the
Shadowfell. Others forgo such arms, content to weave the dark magic of that
plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons,
many sages speculate that she and the force are one and that the weapons,
along with hexblade warlocks, are tools she uses to manipulate events on the
Material Plane to her inscrutable ends.
Source: Xanathar's Guide to Everything
Expanded Spell List
The Hexblade 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.
Hexblade Expanded Spells
Spell Level Spells
1st Shield, Wrathful Smite
2nd Blur, Branding Smite
3rd Blink, Elemental Weapon
4th Phantasmal Killer, Staggering Smite
5th Banishing Smite, Cone of Cold
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As
a bonus action, choose one creature you can see within 30 feet of you. The
target is cursed for 1 minute. The curse ends early if the target dies, you die, or
you are incapacitated. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus
equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll
of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level
+ your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for
battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will
through a particular weapon. Whenever you finish a long rest, you can touch
one weapon that you are proficient with and that lacks the two-handed
property. When you attack with that weapon, you can use your Charisma
modifier, instead of Strength or Dexterity, for the attack and damage rolls. This
benefit lasts until you finish a long rest. If you later gain the Pact of the Blade
feature, this benefit extends to every pact weapon you conjure with that
feature, no matter the weapon's type.
Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily
binding it in your service. When you slay a humanoid, you can cause its spirit to
rise from its corpse as a specter. When the specter appears, it gains temporary
hit points equal to half your warlock level. Roll initiative for the specter, which
has its own turns. It obeys your verbal commands, and it gains a special bonus
to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which
point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until
you finish a long rest.
Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your
Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a
d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Master of Hexes
Starting at 14th level, you can spread your Hexblade's Curse from a slain
creature to another creature. When the creature cursed by your Hexblade's
Curse dies, you can apply the curse to a different creature you can see within 30
feet of you, provided you aren't incapacitated. When you apply the curse in this
way, you don't regain hit points from the death of the previously cursed
creature.
The Raven Queen was a mysterious entity from the Shadowfell who was
revered as a deity by the shadar-kai.[1]
“The Raven Queen is trapped by her fascination with the past. She sits in her
fortress, amidst all the memories of the world, looking at the ones that please
her most as though they were glittering jewels. Many great wizards have
attempted to understand her motives, but like a raven she has always remained
cryptic, keeping her cache of secrets just out of their reach. ”
— Alustriel Silverhand[1]
8. The Undead
You've made a pact with a deathless being, a creature that defies the cycle and
life and death, forsaking its mortal shell so it might eternally pursue its
unfathomable ambitions. For such beings, time and morality are fleeting things,
the concerns of those for whom grains of sand still rush through life's hourglass.
Having once been mortal themselves, these ancient undead know firsthand the
paths of ambition and the routes past the doors of death. They eagerly share
this profane knowledge, along with other secrets, with those who work their will
among the living.
Beings of this type include the demilich Acererak, the vampire tyrant Kas the
Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the
undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.
Source: Van Richten's Guide to Ravenloft
Expanded Spell List
At 1st level, the Undead 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.
Undead Expanded Spells
Spell Level Spells
1st Bane, False Life
2nd Blindness/Deafness, Phantasmal Force
3rd Phantom Steed, Speak with Dead
4th Death Ward, Greater Invisibility
5th Antilife Shell, Cloudkill
Form of Dread
At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus
action, you transform for 1 minute. You gain the following benefits while
transformed:
• You gain temporary hit points equal to 1d10 + your warlock level.
• Once during each of your turns, when you hit a creature with an attack,
you can force it to make a Wisdom saving throw, and if the saving throw
fails, the target is frightened of you until the end of your next turn.
• You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For
example, your form could be a shroud of shadows forming the crown and robes
of your lich patron, or your body might glow with glyphs from ancient funerary
rites and be surrounded by desert winds, suggesting your mummy patron.
Grave Touched
At 6th level, your patron’s powers have a profound effect on your body and
magic. You don’t need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an
attack and roll damage against the creature, you can replace the damage type
with necrotic damage. While you are using your Form of Dread, you can roll one
additional damage die when determining the necrotic damage the target takes.
Necrotic Husk
At 10th level, Your connection to undeath and necrotic energy now saturates
your body. You have resistance to necrotic damage. If you are transformed
using your Form of Dread, you instead become immune to necrotic damage.
In addition, when you are reduced to 0 hit points, you can use your reaction to
drop to 1 hit point instead and cause your body to erupt with deathly energy.
Each creature of your choice that is within 30 feet of you takes necrotic damage
equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once
you use this reaction, you can’t do so again until you finish 1d4 long rests.
Spirit Projection
At 14th level, your spirit can become untethered from your physical form. As an
action, you can project your spirit from your body. The body you leave behind is
unconscious and in a state of suspended animation.
Your spirit resembles your mortal form in almost every way, replicating game
statistics but not your possessions. Any damage or other effects that apply to
your spirit or physical body affects the other. Your spirit can remain outside
your body for up to 1 hour or until your concentration is broken (as if
concentrating on a spell). When your projection ends, your spirit returns to your
body or your body magically teleports to your spirit’s space (your choice).
While projecting your spirit, you gain the following benefits:
• Your spirit and body gain resistance to bludgeoning, piercing, and slashing
damage.
• When you cast a spell of the conjuration or necromancy school, the spell
doesn’t require verbal or somatic components or material components
that lack a gold cost.
• You have a flying speed equal to your walking speed and can hover. You
can move through creatures and objects as if they were difficult terrain,
but you take 1d10 force damage if you end your turn inside a creature or
an object.
• While you are using your Form of Dread, once during each of your turns
when you deal necrotic damage to a creature, you regain hit points equal
to half the amount of necrotic damage dealt.
Once you use this feature, you can’t do so again until you finish a long rest.
the Undead Warlock’s patron is a powerful entity that has unlocked the secret
to conquering death.
9. The Undying
Death holds no sway over your patron, who has unlocked the secrets of
everlasting life, although such a prize – like all power – comes at a price. Once
mortal, the Undying has seen mortal lifetimes pass like the seasons, like the
flicker of endless days and nights. It has the secrets of the ages to share, secrets
of life and death. Beings of this sort include Vecna, Lord of the Hand and the
Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith,
lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary
master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Source: Sword Coast Adventurer's Guide
Expanded Spell List
The Undying 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.
Undying Expanded Spells
Spell Level Spells
1st False Life, Ray of Sickness
2nd Blindness/Deafness, Silence
3rd Feign Death, Speak with Dead
4th Aura of Life, Death Ward
5th Contagion, Legend Lore
Among the Dead
Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a
warlock cantrip for you. You also have advantage on saving throws against any
disease.
Additionally, undead have difficulty harming you. If an undead targets you
directly with an attack or a harmful spell, that creature must make a Wisdom
saving throw against your spell save DC (an undead needn't make the save
when it includes you in an area effect, such as the explosion of Fireball). On a
failed save, the creature must choose a new target or forfeit targeting someone
instead of you, potentially wasting the attack or spell. On a successful save, the
creature is immune to this effect for 24 hours. An undead is also immune to this
effect for 24 hours if you target it with an attack or a harmful spell.
Defy Death
Starting at 6th level, you can give yourself vitality when you cheat death or
when you help someone else cheat it. You can regain hit points equal to 1d8 +
your Constitution modifier (minimum of 1 hit point) when you succeed on a
death saving throw or when you stabilize a creature with Spare the Dying.
Once you use this feature, you can't use it again until you finish a long rest.
Undying Nature
Beginning at 10th level, you can hold your breath indefinitely, and you don't
require food, water, or sleep, although you still require rest to reduce
exhaustion and still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that pass, your body
ages only 1 year, and you are immune to being magically aged.
Indestructible Life
When you reach 14th level, you partake of some of the true secrets of the
Undying. On your turn, you can use a bonus action to regain hit points equal to
1d8 + your warlock level. Additionally, if you put a severed body part of yours
back in place when you use this feature, the part reattaches.
Once you use this feature, you can't use it again until you finish a short or long
rest.
Gilgeam, the God-king of Unther, was a demigod and the former leader of the
Untheric pantheon. He was known for his jealousy, cruelty and pride.[8] A former
intermediate deity, he was reduced to the state of demigod after the Time of
Troubles due to his centuries-long abuse of his followers. He was killed not long
after by his life-long nemesis Tiamat.[9]
A second incarnation of Gilgeam appeared in the world of Abeir in the century
that followed the Spellplague. This incarnation of Gilgeam was brought back to
the world of Toril during the Second Sundering.[10]
The Great[1]
Father of Victory[1]
Master of Wars[1]
God of the Sky and the Cities[1]
Supreme Ruler of Unther, Chessenta, Threskel, Chondath, Turmish, the Shaar,
and Yuirwood[1]
The Tyrant[2]
Son of Victory (as his second incarnation)[3]
The God Who Walks the Plane (as his second incarnation)[4]
Lord of All Unther Reborn (as his second incarnation)[4
Larloch (PRONOUNCED: /ˈlɑːrlɒk/ LAR-lock[4]), called the Shadow King, was a Netherese
male human and a lich. He was the former Sorcerer-King of the enclave of
Jiksidur in ancient Netheril and later the master of the Warlock's Crypt and
Shadow King of its undead inhabitants. He was one of the oldest non-draconic
beings in Faerûn and one of the most powerful mages.
The Shadow King
Vecna (PRONOUNCED: /ˈvɛknɑː/ VEK-nah[1]) was a once-human lich from Oerth who
ascended to godhood. The Arch-Lich
Master of the Spider Throne
The Whispered One
The Undying King
Lord of the Rotted Tower
The Chained God
Vlaakith CLVII, also known as the Lich Queen, was the ruler of the githyanki
race.[7][1]
“To slay in her name is our greatest service. To die in her name is our last act of
reverence. ”
— Meldavh, githyanki knight.
10.