Otherworldly Patrons

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

Choose your patron from one of the following options:

  • The Fiend: A powerful fiend from the hellish planes of existence offers you dark power in exchange for corruption, domination, and destruction.

Creating a Patron

To create your own Otherworldly Patron (or to convert an existing patron from other sources), follow these steps:

  1. Add 3 Demands: Add 3 demands from your patron. Demands should be relatively open-ended and act as a guide for players when roleplaying.
  2. Add Patron Spells: Otherworldly patrons expand the warlock spell list with 10 unique spell options. Add 2 spell options to be gained at 1st, 3rd, 5th, 7th, and 9th-levels.
  3. Create a 1st-level Feature: Otherworldly patrons grant an introductory feature at 1st-level.
  4. Add 6 Patron Invocations: At 2nd-level, otherworldly patrons expand the warlock's eldritch invocation list with 6 unique invocation options. Use these to highlight the unique—and sometimes contradictory—demands of your patron.
  5. Create 6th and 10th-level Features: Otherworldly patrons grant additional features at 6th and 10th-level.

And that's it, your patron is complete!

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 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.

  • Worship No Other: Your patron is not the sharing type. Don't worship any other power, and subvert the influence of those that do.
  • Seek Power and Position: Gain influence so that you can better serve your patron's agenda. Take power when you can, and never give up power willingly.
  • Convert or Control: Convert others into the service of your patron. Those you can't convert you should manipulate into serving your patron unknowingly.

1Patron Spells

Add the following pact spells to the warlock spell list.

Patron Spells

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

1Dark One's Blessing

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).

2Patron Invocations

Add the following invocations to your list of Eldritch Invocation options.

Devil's Flock

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.

Fiendish Flesh

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.

Fiendish Senses

You can cast Detect Evil and Good at will, without expending a spell slot.

Fiery Tongue

You know how to get people to do what you want. You gain proficiency in the Intimidation and Persuasion skills.

Hell's Quarrel

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.

Hellish Companion

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.

6Dark One's Own Luck

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.

10Fiendish Resilience

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.