Warlock Subclasses and Eldritch Invocations by (2024)

Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. Here are two options for that feature: the Genie and the Wyrm.

Homebrew Material

This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development.

If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever (weirdowhoever@gmail.com).

Genie

Your patron is a genie, a mighty and brilliant entity from the Elemental Planes. Wielding an immense power over physical and magical phenomena, a genie can bestow a fragment of elemental magic upon a loyal servant.

In Zakhara, a warlock who strikes a pact with a genie is referred as sha'ir. Gifted with the magic and authority from their patron, a sha'ir provides a series of invaluable services to those who roams the arid deserts of the Lands of Fate.

Genie Expanded Spells

The genie lets you choose from an expanded list of spells when you learn a warlock spell.

When you choose the Genie patron, choose one of the following options, depending on your patron's nature: dao, djinn, efreet, marid. Your choice grants you a list of spells, which are added to the warlock spell list for you.

Table: Dao
Spell LevelSpells
1stearth tremor, entangle
2ndMaximilian's earthen grasp, spike growth
3rderupting earth, wall of sand
4thgrasping vines, stone shape
5thpasswall, wall of stone
Table: Djinn
Spell LevelSpells
1stthunderwave, zephyr strike
2nddust devil, gust of wind
3rdcall lightning, thunder step
4thfreedom of movement, storm sphere
5thcontrol winds, steel wind strike
Table: Efreet
Spell LevelSpells
1stburning hands, faerie fire
2ndAganazzar's scorcher, pyrotechnics
3rddaylight, fireball
4thfire shield, wall of fire
5thflame strike, immolation
Table: Marid
Spell LevelSpells
1stcreate or destroy water, ice knife
2ndMelf's acid arrow, Snilloc's snowball swarm
3rdtidal wave, wall of water
4thcontrol water, watery sphere
5thcone of cold, maelstrom

Elemental Affinity

Starting at 1st level, the connection between you and your patron grants you a portion of elemental magic that you can control. You learn one of the following cantrips: control flames, gust, mold earth, shape water.

Additionally, you can speak, read, and write Primordial, and whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Pilgrim of the Elemental Planes

When you reach 6th level, you gain the ability to walk the walk like your patron. (You can already talk the talk like your patron.) Choose one of the following options from the list below. Once you use any of the options, you must finish a short rest or long rest before you can do so again.

Amorphous Jaunt. When you start moving, you can use a bonus action to turn yourself, along with everything you are wearing and carrying, into amorphous, gaseous form. Until you stop moving, you can pass through holes and cracks at least 1 inch wide without squeezing, and opportunity attacks against you have disadvantage on the attack roll.

Aquatic Bound. While you underwater or standing within a body of water at least 3 inches deep, you can use a bonus action to teleport into an unoccupied space you can see within 30 feet of you, which also must be underwater or within a body of water at least 3 inches deep.

Earthen Stride. While you are standing on nonmagical, unworked earth and stone, you can use a bonus action to teleport into an unoccupied space you can see within 30 feet of you, which also must be nonmagical, unworked earth and stone.

Trailblazer. When you start moving on your turn, you can use a bonus action to engulf yourself into a magical flame. Until you stop moving, you can move through other creatures, treating the occupied area as difficult terrain.

When you enter an area occupied by another creature, it must make a Dexterity saving throw against your warlock spell save DC. A creature takes fire damage equal to your Charisma modifier + your warlock level on a failed save (minimum of 1), or half as much damage on a successful save. A creature takes damage from this feature only once per turn.

Elemental Resilience

Starting at 10th level, whenever you finish a short rest or long rest, choose one of the damage types: acid, cold, fire, lightning, thunder. Until the next time you finish a short rest or long rest, you gain resistance to the chosen damage type.

Herald of the Elemental Planes

By 14th level, you can channel the sheer power of your patron, manifesting a burst of magical wonders. Choose one of the following options from the list below. Once you use any of the options, you must finish a long rest before you can do so again.

Aspect of Earth. As a bonus action, you can turn yourself into a massive hunk of earth and stone for 1 minute or until you fall unconscious. While you are in this form, you gain the following benefits:

  • You gain resistance against all damage except force and psychic.
  • You gain advantage on all ability checks, attack rolls, and saving throws using Strength.
  • Your unarmed strike deals 2d8 bludgeoning damage, and your unarmed strikes and melee weapon attacks using Strength deals double damage to objects and structures.

Blazing Presence. As a bonus action, you can manifest a mantle of spectral flame around yourself, which lasts for 1 minute or until your concentration is broken (as if concentrating on a spell). You can dismiss the mantle on your turn (without using an action).

The mantle sheds bright light out to a 15-foot radius and dim light in 15-foot radius beyond that. When a creature first enters the bright light of your mantle or starts its turn there, it must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage as a bonus action.

Gale Blast. As an action, you can conjure a burst of fierce wind within your proximity. Each creature other than yourself within a 10-foot-sphere centered on you must make a Strength saving throw against your warlock spell save DC. On a failed save, a creature takes 5d6 bludgeoning damage, and if it is Large or smaller, it is knocked prone and pushed back up to 15 feet from you. On a successful save, the creature takes half as much damage and is not knocked prone or pushed back.

Watery Grasp. As an action, you can conjure a stream of water to whelm one creature that you can see within 30 feet of you and is no larger than Large. The creature must succeed on a Dexterity saving throw against your warlock spell save DC or becomes restrained for 1 minute or until your concentration is broken (as if concentrating on a spell). While restrained this way, the creature starts suffocating, and at the start of its turn, it must succeed on a Strength saving throw against your warlock spell save DC or takes 2d6 bludgeoning damage.

Optional: Genie-Specific Subclass Features

At the DM's discretion, a warlock who chooses the Genie patron must choose a specific option for subclass features at 1st, 6th, and 14th level, as described in the table below.

Warlock LevelDao Features
1stmold earth
6thEarthen Stride
14thAspect of Earth
Warlock LevelDjinn Features
1stgust
6thAmorphous Bound
14thGale Blast
Warlock LevelEfreet Features
1stcontrol flames
6thTrailblazer
14thBlazing Presence
Warlock LevelMarid Features
1stshape water
6thAquatic Bound
14thWatery Grasp

The Wild Hunt

Your patron is a collection of supernatural entities that forms an eldritch phenomenon known as the Wild Hunt. The purpose of the Wild Hunt may vary, from a relatively harmless event of literal hunt for preys, to a patrol over a specific regions under the regime of feys and natural entities, to a malevolent manhunt against innocent and unwitting victims for the reasons best kept unknown.

It is not uncommon for a warlock who has struck a pact with the Wild Hunt to coexist with druids whose circle happens to share the Wild Hunt's warpath. Such warlock may bind an alliance with the druids, either to keep the grove protected by or from the Wild Hunt, but the warlock can also have a feud against the druidic circles, who may claim their rights to secure the land from the uninvited trespassers.

Wild Hunt Expanded Spells

The Wild Hunt lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell LevelSpell
1stentangle, faerie fire
2ndpass without trace, spike growth
3rderupting earth, plant growth
4thdominate beast, grasping vine
5thtree stride, wrath of nature

Otherworldly Hunter

Starting at 1st level when you choose this patron, you gain proficiency in longbows and shortbows, and one of the following skills: Animal Handling, Nature, Survival.

When you reach 3rd level and choose the Pact of the Blade feature, you can conjure a shortbow or a longbow as your pact weapon.

Game of the Wild Hunt

Also starting at 1st level, you place a curse upon a creature, marking it as your game. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute or until your concentration is broken (as if concentrating on a spell). The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • When you make an attack against the target with eldritch blast or a ranged weapon you are proficient in, you ignore the target's cover and half cover.
  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the target.
  • Once on each of your turn when you hit the target with eldritch blast or a weapon you are proficient in, you can roll one additional damage die and add the result to the damage roll.

You can use this feature twice before taking a short rest or long rest. You regain all expended uses when you finish a short rest or long rest.

Land's Stride

At 6th level, moving through nonmagical difficult terrain costs you no extra movement, and you can pass through nonmagical plants without being slowed by them and without taking damage from them, if the plant has thorns, spines, or other similar hazards.

Additionally, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Eldritch Reflexes

When you reach 10th level, you gain proficiency in Dexterity saving throws, if you do not have it already.

Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you take no damage instead on a successful save. You do not gain this benefit when you are incapacitated or if you have disadvantage on the saving throw.

Prey of the Wild Hunt

By 14th level, once on each of your turn when you hit a creature cursed by your Game of the Wild Hunt feature with eldritch blast or a weapon you are proficient in, you can cause the creature to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature drops to 0 hit points.

Once you use this feature, you cannot use it again until you finish a long rest.

Wyrm

Your patron is a wyrm, an exceptionally ancient and powerful dragon. Although technically a mortal creature, the wyrm has the capability of channeling and manifesting power enough to bestow upon other creatures, in exchange of their service.

Warlocks who make a pact with the wyrms are scarce, but it is safe to say that every single one of them are devoted servants to their patrons, often entitled for a grand quest for their favor.

Variant: Bahamut or Tiamat

At the DM's discretion, a warlock who choose the Wyrm patron can choose either of the two dragon gods as their patron: Bahamut, the patron of all metallic dragons, the god of justice and nobility; or Tiamat, the matriarch to all chromatic dragons, the goddess of wealth, greed, and vengeance.

Wyrm Expanded Spells

The wyrm lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell LevelSpell
1stabsorb elements
2nddragon's breath
3rdprotection from energy
4thdominate beast
5thcontrol wind

Draconic Affinity

When you choose this patron at 1st level, you choose one type of dragon as your patron. Your Eldritch Breath feature is determined by the dragon type, as shown in the table below. The damage type of your Eldritch Breath associated with each dragon is used by other features you gain later.

DragonDamage TypeEldritch Breath
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Eldritch Breath

Also starting at 1st level, you can use an action to emulate the dragon's breath weapon with your magic. Your Draconic Affinity determines the size, shape, and damage type of your Eldritch Breath.

When you use your Eldritch Breath, you expend one warlock spell slot, and each creature in the area of effect must make a saving throw against your warlock spell save DC, the type of which is determined by your Draconic Affinity. On a failed save, a creature takes damage equals 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st. On a successful save, the creature takes half as much damage.

Draconic Drift

Starting at 6th level, you can emulate your patron's wings for a limited ability of flight. As a bonus action, you can sprout a pair of spectral dragon wings from your back. The color of your wings is identical to your patron's color. The spectral wings last until the end of your next turn or until you are incapacitated.

While you have your wings, your jump distance is doubled, and you are always under the effect of the feather fall spell. You cannot fly with your wings, unless you gain a flying speed with other means.

Draconic Resilience

Starting at 10th level, you have resistance to the damage type associated with your Draconic Affinity.

Additionally, when you fail a saving throw, you can choose to reroll it. If you do so, you must use the new roll, and you cannot use this feature again until you finish a long rest.

Improved Eldritch Breath

When you reach 14th level, you can use your Eldritch Breath feature without expending a warlock spell slot, as if you have expended a 1st-level spell slot. You can use your Eldritch Breath this way twice, after which you must finish a short rest or long rest to regain all expended uses.

Additionally, when you use your Eldritch Breath by expending a warlock spell slot, the size of your Eldritch Breath is improved. If your Eldritch Breath's shape is line, its length is increased by 30 feet. If your Eldritch Breath's shape is cone, its size is increased by 15 feet.

Optional: Alternate Eldrith Breath Options

At the DM's discretion, a warlock who choose one of the metallic dragons (brass, bronze, copper, gold, silver) as the Wyrm patron can replace the Eldritch Breath option with the following, according to the dragon type.

DragonEldritch Breath
BrassSleep Breath (15 ft.cone, Con. save)
BronzeRepulsion Breath (15 ft. cone, Str. save)
CopperSlowing Breath (15 ft. cone, Con. save)
GoldWeakening Breath (15 ft. cone, Str. save)
SilverParalyzing Breath (15 ft. cone, Con. save)

Brass: Sleep Breath. On a failed save, the creature falls unconscious for 1 minute. The effect ends early if it takes damage or another creature uses an action to wake it. The creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a successful save.

Bronze: Repulsion Breath. On a failed save, the creature is pushed up to 30 feet away from you if its size is no larger than Large.

Copper: Slowing Breath. On a failed save, for the next minute, the creature cannot use reaction, and its speed is halved. The creature can repeat the saving throw at the start of each of its turn. On a successful save, the effect ends for the creature. On a failed save, the creature can use either an action or a bonus action for that turn, but not both.

Gold: Weakening Breath. On a failed save, the creature has disadvantage on all ability checks, attack rolls, and saving throws using Strength for 1 minute. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.

Silver: Paralyzing Breath. On a failed save, the creature becomes paralyzed until the end of your next turn.

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook.

If an eldritch invocation has a prerequisite, you must meed it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Breath of the Night

You can cast fog cloud at will, without expending a spell slot.

Call of the Beast

Prerequisite: 5th level, Pact of the Chain feature

You can cast conjure animals once using your warlock spell slot. Once you do so, you must finish a long rest before you can do so again.

The Dead Walk

Prerequisite: 5th level, Pact of the Tome feature

You can cast animate dead once using your warlock spell slot. Once you do so, you must finish a long rest before you can do so again.

When you cast animate dead with this invocation, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Deceive Magic Item

Prerequisite: 13th level, Pact of the Tome feature

When you finish a short rest or long rest, you can choose one magic item. You ignore all class, race, and level requirements on the use of the chosen magic item. You must conform all other rules on attuning magic items. You can use this invocation on only one item at a time.

Devour Magic

Prerequisite: 5th level, Pact of the Tome feature

As an action, you can expend a warlock spell slot and touch one object or creature. Any spell of a level lower than the expended spell slot ends, and you gain temporary hit points equal to your Charisma modifier + the total level of spells you ended this way (minimum of 1).

Once you use this invocation, you must finish a long rest before you can do so again.

Displacing Edge

Prerequisite: 7th level, Pact of the Blade feature

Once on each of your turn when you hit a creature with your pact weapon, you can cast banishment on that creature as a bonus action using a warlock spell slot.

Masque of the Fair Folks

Prerequisite: 7th level, Pact of the Chain feature

You can cast conjure woodland beings once using your warlock spell slot. Once you do so, you must finish a long rest before you can do so again.

Otherworldly Whispers

Prerequisite: Pact of the Tome feature

Whenever you finish a long rest, choose one of the skills that you are proficient in. Until the next time you finish a long rest, your proficiency bonus is doubled for any ability checks you make with the chosen skills.

Spiderwalk

Prerequisite: 14th level

You are always under the effect of the spider climb spell, and you ignore movement restrictions caused by webbing, such as spider's web or the web spell.

Splintered Pact Weapon

Prerequisite: Pact of the Blade feature

When you summon your pact weapon, you can also summon one weapon of your choice from the following list: dagger, handaxe, scimitar, shortsword. The weapon also counts as your pact weapon, and conforms all rules that applies to your pact weapon.

Tenacious Plague

Prerequisite: 9th level, Pact of the Chain feature

You can cast insect plague once using your warlock spell slot. You cannot do so again until you finish a long rest.

Thrall from the Elemental Chaos

Prerequisite: 14th level, Pact of the Chain feature

As an action, while your familiar is within 30 feet of you, you can cause it to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. The familiar maintains its elemental shape for 1 minute, after which it reverts to its normal form. The familiar automatically reverts if it drops to 0 hit points.

While the familiar is transformed with this invocation, the following rules apply:

  • The familiar's game statistics are replaced by the statistics of the elemental, but it retains its alignment, personality, and Intelligence, Wisdom, and Charisma score. It also retains all of its skill and saving throw proficiencies, in addition to gaining those of the elemental.
  • The familiar retains the benefits from your warlock class features, including other invocations. In addition to other benefits, your familiar can attack while in the elemental form.

  • When the familiar transforms, it assumes the elemental's hit points and Hit Dice. When it reverts to its normal form, it returns to the number of hit points it had before it transformed. However, if it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage does not reduce the familiar's normal form to 0 hit points, it is not knocked unconscious.

Once you use this invocation, you cannot use it again until you finish a long rest.

Voidsense

Prerequisite: 13th level

As long as you are not incapacitated, you gain blindsense out to a range of 10 feet of you.

Wall of Perilous Flame

Prerequisite: 7th level

You can cast wall of flames once using your warlock spell slot. Once you do so, you must finish a long rest before you can do so again.

Witchwood Step

Prerequisite: 9th level

You can cast expeditious retreat at will, without expending a spell slot. When you take the Dash action on your turn while under the effect of the expeditious retreat spell, you can move across liquids until you stop moving.

Credits

All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.

Genie Patron. The initial concept is based on the Sha'ir class from oh so many past editions, notably 3.5rd edition and even Advanced Dungeons & Dragons (2nd edition).

Wyrm Patron. Inspired by D'Artagnan's Dragon Patron in D&D Wiki. Originally posted as Dragon Patron, Variant on D&D Wiki.

Eldritch Invocations. Many invocations are based on and converted from invocations from 3.5rd edition supplements Complete Arcane and Complete Mage.

Warlock Subclasses and Eldritch Invocations by (2024)
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