You have made a pact with an otherworldly patron, a mighty inhabitant of another plane of existence—not a god, but almost godlike in its power.
Patrons grant you access to eldritch powers and invocations, but they expect significant favors in return—woe betide the warlock who dares to turn their back on their patron's demands.
Whatever your craving, this chapter introduces a variety of patrons for you to strike a bargain with. Make your pact and gain eldritch power.
Choose your patron from one of the following options:
To create your own Otherworldly Patron (or to convert an existing patron from other sources), follow these steps:
And that's it, your patron is complete!
You have made a pact with a fiend from the lower planes of existence—a being whose aims are evil, even if you yourself struggle against those aims. Fiends seek to corrupt, dominate, or destroy all things—including you.
The Fiend has an agenda in the world, and you are a small piece of it. To be worthy of your patron's power, you must honor their demands.
Add the following pact spells to the warlock spell list.
Warlock Level | Spells |
---|---|
1st | Burning Hands, Command |
3rd | Blindness/Deafness, Scorching Ray |
5th | Fireball, Stinking Cloud |
7th | Fire Shield, Wall of Fire |
9th | Flame Strike, Hallow |
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your warlock level (minimum of 1).
Add the following invocations to your list of Eldritch Invocation options.
Prerequisite: 7th-level
You can cast Dominate Beast without expending a spell slot. You can't do so again until you finish a long rest.
Prerequisite: 9th-level
You can spend one hit die to cast Investiture of Flame without expending a spell slot. You can't do so again until you finish a long rest.
You can cast Detect Evil and Good at will, without expending a spell slot.
You know how to get people to do what you want. You gain proficiency in the Intimidation and Persuasion skills.
Prerequisite: 5th-level
You can cast Flame Arrows without expending a spell slot. You can't do so again until you finish a long rest.
Prerequisite: 7th-level
You can cast Infernal Calling without expending a spell slot. You can't do so again until you finish a long rest.
When you make an ability check or a saving throw, you can add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
You can use this feature up to three times. You regain expended uses when you finish a long rest.
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.