TEXT: Eldritch Arcana
  Eldritch Arcana
  Eldritch Arcana
  Eldritch Arcana
  Eldritch Arcana
  VERSION 1.80
  
  MARTIAL ARCHETYPES
  At 3rd level, a fighter gains the Martial Archetype feature. The following
  options are available to a fighter, in addition to those offered in the
  Player’s Handbook: the Arcane Knight and the Eldritch Warrior.
  ARCANE KNIGHT
  The archetypal Arcane Knight combines the martial mastery common
  to all fighters with a careful study of magic. Arcane Knights use
  magical techniques similar to those practiced by wizards. They focus
  their study on two of the eight schools of magic. These knights learn a
  comparatively small number of spells, committing them to memory
  instead of keeping them in a spellbook.
  ARCANE KNIGHT FEATURES
  Fighter Level
  Feature
  3rd
  Spellcasting, Residual Magic
  7th
  War Magic
  10th
  Arcane Charge
  15th
  Rift Strike
  18th
  Deflective Mantle
  SPELLCASTING
  When you reach 3rd level, you augment your martial prowess with the
  ability to cast spells. See chapter 10 for the general rules of
  spellcasting and chapter 11 for the wizard spell list.
  Cantrips. You learn two cantrips of your choice from the wizard
  spell list. You learn another wizard cantrip of your choice at 10th level.
  Spell Slots. The Arcane Knight Spellcasting table shows how many
  spell slots you have to cast your spells of 1st level and higher. To cast
  one of these spells, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a long rest.
  For example, if you know the 1st-level spell shield and have a 1st-
  level and a 2nd-level spell slot available, you can cast shield using
  either slot.
  Spells Known of 1st-Level and Higher. Choose two schools of
  magic (detailed in the Player's Handbook, Chapter 10: Spellcasting,
  page 203, The Schools of Magic sidebar) which become your arcane
  specialties. You know three 1st-level wizard spells of your choice, two
  of which must be spells of the same school as either of your arcane
  specialties.
  The Spells Known column of the Arcane Knight Spellcasting table
  shows when you learn more wizard spells of your choice of 1st level or
  higher. Each of these must be spells of the same school as either of
  your arcane specialties, and must be of a level for which you have spell
  slots. For instance, when you reach 7th level in this class, you can
  learn one new spell of 1st or 2nd level.
  The spells you learn at 8th, 14th, and 20th level can come from any
  school of magic.
  Whenever you gain a level in this class, you can replace one of the
  wizard spells you know with another spell of your choice from the
  wizard spell list. The new spell must be of a level for which you have
  spell slots, and it must be a spell of the same school as either of your
  arcane specialties, unless you’re replacing the spell you gained at 3rd,
  8th, 14th, or 20th level from any school of magic.
  Spellcasting Ability. Intelligence is your spellcasting ability for
  your wizard spells, since you learn your spells through study and
  memorization. You use your Intelligence whenever a spell refers to
  your spellcasting ability. In addition, you use your Intelligence modifier
  when setting the saving throw DC for a wizard spell you cast and when
  making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus +
  your Intelligence modifier
  Spell attack modifier = your proficiency bonus +
  your Intelligence modifier
  ARCANE KNIGHT SPELLCASTING
  Fighter
  Level
  Cantrips
  Known
  Spells Known
  1st
  2nd
  3rd
  4th
  3rd
  2
  3
  2
  —
  —
  —
  4th
  2
  4
  3
  —
  —
  —
  5th
  2
  4
  3
  —
  —
  —
  6th
  2
  4
  3
  —
  —
  —
  7th
  2
  5
  4
  2
  —
  —
  8th
  2
  6
  4
  2
  —
  —
  9th
  2
  6
  4
  2
  —
  —
  10th
  3
  7
  4
  3
  —
  —
  11th
  3
  8
  4
  3
  —
  —
  12th
  3
  8
  4
  3
  —
  —
  13th
  3
  9
  4
  3
  2
  —
  14th
  3
  10
  4
  3
  2
  —
  15th
  3
  10
  4
  3
  2
  —
  16th
  3
  11
  4
  3
  3
  —
  17th
  3
  11
  4
  3
  3
  —
  18th
  3
  11
  4
  3
  3
  —
  19th
  3
  12
  4
  3
  3
  1
  20th
  3
  13
  4
  3
  3
  1
  MA�TIAL A�CHETYPE:
  A�CANE KNIGHT
  1
  
  RESIDUAL MAGIC
  At 3rd level, you can harness the shed magic from your spells to coat
  your weapons. When you cast a spell that deals damage on your turn,
  you can choose one of the damage types that was dealt by the spell.
  Until the end of your next turn, you can cause your weapon attacks to
  deal damage of the chosen type, instead of their normal damage type.
  WAR MAGIC
  At 7th level, once on each of your turns when you take the Attack
  action, you can forfeit half of the attacks (rounded up) to cast one
  cantrip with a casting time of 1 action as part of the same action. You
  can add a bonus equal to your Intelligence modifier to the damage of a
  cantrip that you cast it in this way.
  ARCANE CHARGE
  At 10th level, you gain the ability to teleport up to 30 feet to an
  unoccupied space you can see when you use your Action Surge. You
  can teleport before or after the additional action.
  RIFT STRIKE
  At 15th level, you learn to make your weapon strikes undercut foes'
  resistance to your spells. When you hit a creature with a weapon
  attack, that creature has disadvantage on the next saving throw it
  makes against the next spell you cast before the end of your next turn.
  ANTI-KINETIC MANTLE
  At 18th level, you weave protective magics around a creature,
  increasing its ability to deflect blows. Whenever the damage you take
  from an attack or effect is less than half your fighter level, you instead
  take no damage. This feature can't prevent psychic damage.
  As an action, you can touch a creature and grant it, instead of you,
  the effects of this feature for 1 minute. You can't do so again until you
  finish a short or long rest.
  ELDRITCH WARRIOR
  The archetypal Eldritch Warrior sees otherworldly knowledge as a
  means to exceed and transcend their mortal limits. As a way to unlock
  their hidden potential, these fighters perform an ancient rite which
  forges a link from their mind and body to an otherworldly entity. They
  utilize the resulting knowledge and magical power to great effect, but
  not without cost; such a forceful method exacts its toll on them. Such
  fighters believe that the key to progress lies in harnessing the power
  hidden in these eldritch rites, and they are willing to bear the burden
  required for their discoveries.
  ELDRITCH WARRIOR FEATURES
  Fighter Level
  Feature
  3rd
  Otherworldly Rite, Rite Magic
  7th
  Rite Invocations, Rite of Arms
  10th
  Tap Forbidden Knowledge
  15th
  Leeching Strike
  18th
  Seal-breaking Sigil
  OTHERWORLDLY RITE
  At 3rd level, you have completed an ancient rite, creating a link
  between yourself and an otherworldly being. Through this link, the
  being's strongest emotion seeps through along with its knowledge.
  Choose one option from the "Rite Links" detailed below. Your choice
  grants you an ability, gained through the link, as well as a debilitation,
  which is a cost of absorbing knowledge you aren't equipped to
  comprehend.
  RITE MAGIC
  The magic bestowed by your rite, and your understanding of its
  magical knowledge, have given you facility with spells. See the Player's
  Handbook: chapter 10 for the general rules of spellcasting and chapter
  11 for the warlock spell list.
  Cantrips. You know two cantrips of your choice from the warlock
  spell list. You learn another warlock cantrip of your choice at 10th
  level.
  Spell Slots. The Eldritch Warrior table shows how many spell slots
  you have. The table also shows what the level of those slots is; all of
  your spell slots are the same level. To cast one of your warlock spells
  of 1st level or higher, you must expend a spell slot. You regain all
  expended spell slots when you finish a short or long rest.
  For example, when you are 7th level, you have two 2nd-level spell
  slots. To cast the 1st-level spell thunderwave, you must spend a spell
  slot, and you cast it as a 2nd-level spell.
  Spells Known of 1st Level and Higher. The Spells Known
  Column of the Eldritch Warrior table shows how many spells you know.
  You can choose each 1st spell of 1st level or higher from the warlock
  spell list. A spell you choose must be of a level no higher than what's
  shown in the table's Slot Level column for your level. When you reach
  16th level, for example, you learn a new warlock spell, which can be
  1st, 2nd, or 3rd level.
  Additionally, 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. Charisma is your spellcasting ability for your
  warlock spells, so you use your Charisma whenever a spell refers to
  your spellcasting ability. In addition, you use your Charisma modifier
  when setting the saving throw DC for and when making an attack roll
  with a warlock spell.
  Spell save DC = 8 + your proficiency bonus +
  your Charisma modifier
  Spell attack modifier = your proficiency bonus +
  your Charisma modifier
  MA�TIAL A�CHETYPE:
  ELDRITCH WARRIOR
  2
  
  ELDRITCH WARRIOR
  Fighter
  Level
  Cantrips
  Known
  Spells
  Known
  Spell
  Slots
  Slot
  Level
  Invocations
  Known
  3rd
  2
  2
  1
  1st
  —
  4th
  2
  3
  2
  1st
  —
  5th
  2
  3
  2
  1st
  —
  6th
  2
  3
  2
  1st
  —
  7th
  2
  4
  2
  2nd
  1
  8th
  2
  4
  2
  2nd
  1
  9th
  2
  4
  2
  2nd
  1
  10th
  3
  5
  2
  2nd
  2
  11th
  3
  5
  2
  2nd
  2
  12th
  3
  5
  2
  2nd
  2
  13th
  3
  6
  2
  3rd
  3
  14th
  3
  6
  2
  3rd
  3
  15th
  3
  6
  2
  3rd
  3
  16th
  3
  7
  2
  3rd
  3
  17th
  3
  7
  2
  3rd
  3
  18th
  3
  7
  2
  3rd
  3
  19th
  3
  8
  2
  4th
  4
  20th
  3
  8
  2
  4th
  4
  RITE INVOCATIONS
  As you harness more power through your rite, you gain the ability to
  draw out rite invocations, fragments of forbidden knowledge that
  imbue you with an abiding magical ability.
  At 7th level, you gain one Rite Invocation of your choice. When you
  gain certain fighter levels, shown in the Eldritch Warrior table, you gain
  additional invocations of your choice. You cannot gain an invocation
  with the same name more than once, even if another class feature
  allows you to, unless the invocation's description specifically says you
  can.
  Additionally, when you gain a level in this class, you can choose one
  of the invocations you know and replace it with another invocation that
  you could learn at that level. A level prerequisite in an invocation refers
  to fighter level, not character level.
  RITE OF ARMS
  Also at 7th level, your rite's magic manifests as the ability to bond with
  your weapons, or even to create new ones.
  You can use your bonus action to create a magical rite weapon in
  one or both of your empty hands. You can choose the form that each
  of these weapons take each time you create them (see Player's
  Handbook: chapter 5 for weapon options).
  Once per turn when you hit a creature with one of your rite weapons,
  you can spend an eldritch warrior spell slot to deal an extra 1d8 force
  damage to the target, plus another 1d8 per level of the spell slot, and
  you can knock the target prone if it is Huge or smaller.
  You can also transform one magic weapon into your pact weapon
  by performing a 1-hour long special ritual while you hold the weapon.
  The ritual counts as light activity while you are resting. You can then
  dismiss the weapon (no action required), shunting it into an
  extradimensional space, and it appears whenever you create your rite
  weapon thereafter. The weapon ceases being your pact weapon if you
  die or if you use a 1-hour ritual to break your bond to it.
  You can transform up to two magic weapons into your rite weapons;
  if you perform the special 1-hour ritual again while you already have
  two, then one of your current rite weapons ceases to be a rite weapon
  for you. The weapon appears at your feet if it is in the extradimensional
  space when the bond breaks.
  A rite weapon of yours disappears if it is more than 5 feet away from
  you for 1 minute or more. It also disappears if you use this feature
  again, if you dismiss the weapon, or if you die.
  TAP FORBIDDEN KNOWLEDGE
  At 10th level, you can risk madness to tap into a wealth of eldritch
  knowledge. When you make an Intelligence check, you can also
  choose to make a DC 14 Wisdom saving throw. On a failed save, you
  succumb to one short-term madness. On a successful one, you can
  add a +5 bonus to the check.
  LEECHING STRIKE
  At 15th level, when you score a critical hit, you can use your reaction to
  regain hit points equal to the extra damage dealt by the hit.
  SEAL-BREAKING SIGIL
  At 18th level, you carve into your body a specialized sigil which can
  expand your rite link for a fleeting burst of power and speed.
  On your turn, you can invoke this sigil, causing it to glow a faint blue
  color and crackle with power. Until the end of your turn, you can take
  one additional action, one additional bonus action, and you gain one
  additional eldritch warrior spell slot. At the end of the turn, you must
  make a DC 17 Charisma saving throw. On a failed save, you succumb
  to one long-term madness, which lasts for 10 hours.
  Once you have used this feature, you can't use it again until you
  finish a long rest.
  RITE LINKS
  The rite links are listed in alphabetical order.
  Compassion. Your otherworldly being is compassionate, which
  grants you the ability to sense the most prevalent emotion of one
  creature of your choice within 30 feet of you as a bonus action.
  However, you have disadvantage on ability checks made to discern if a
  creature is lying.
  Disdain. Your otherworldly being is a hateful thing. You can deal an
  extra 2 necrotic damage to one of the targets whenever you deal
  damage with an attack. However, you have a -1 penalty to your AC.
  Fury. Your otherworldly being emits ceaseless fury. When you make
  an attack roll with advantage, you can add a +2 bonus to the attack
  roll. However, you make initiative rolls with disadvantage.
  Honor. Your otherworldly being imparts a fierce sense of honor. You
  can cast compelled duel without expending a spell slot once per short
  or long rest. However, you have disadvantage on saving throws against
  being charmed.
  Intuition. Your otherworldly being is sharp, seeing through deceit.
  You have advantage on ability checks to determine the true nature of
  illusions, as well as on saving throws against them. However, you have
  disadvantage on ability checks made as part of a lie.
  Knowledge. Your otherworldly being craves knowledge. You have
  advantage on Intelligence checks. However, whenever you fail an
  Intelligence check, you instead have disadvantage on further
  Intelligence checks until you finish a short or long rest.
  Mercy. Your otherworldly being abhors violence. You can cast the
  spare the dying cantrip at will. However, whenever you kill a creature,
  the first ability check or attack roll you make within the next minute is
  made with disadvantage.
  Paranoia. Your otherworldly being's influence exudes paranoia. You
  gain 2 temporary hit points at the start of each of your turns if no ally is
  within 30 feet of you. However, any healing you receive from other
  creatures is reduced by 1, to a minimum of 1.
  MA�TIAL A�CHETYPE:
  ELDRITCH WARRIOR
  3
  
  RITE INVOCATIONS
  If a rite invocation has prerequisites, you must meet them to learn it. A
  level prerequisite in an invocation refers to fighter level. You can learn
  the invocation at the same time that you meet its prerequisites.
  Call of the Lost 
  You can cast phantasmal force once, without expending a spell slot or
  material components. You can't do so again until you finish a long rest.
  Cloak of Flies
  Prerequisite: 13th level 
  As a bonus action, you can surround yourself with a magical aura that
  looks like buzzing flies. 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
  Charisma modifier (minimum of 0 damage).
  Once you use this invocation, you can't use it again until you finish a
  short or long rest.
  Devil's Sight 
  You can see normally in darkness, both magical and non-magical, to a
  distance of 120 feet.
  Eyes of the Rune Keeper 
  You automatically understand the meaning of any non-magical writing
  that you read, and you can see writing that is invisible.
  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 the Depths
  Prerequisite: 13th level 
  You can breathe underwater, and you gain a swimming speed equal to
  your walking speed.
  You can also cast Water Breathing once without expending a spell
  slot. You regain the ability to do so when you finish a long rest.
  Ghostly Gaze
  Prerequisite: 19th level 
  As an action, you gain the ability to see through solid objects to a
  range of 30 feet. Within that range, you have darkvision if you don't
  already have it. This special sight lasts for 1 minute or until your
  concentration ends (as if you were concentrating on a spell). During
  that time, you perceive objects as ghostly, transparent images.
  Once you use this invocation, you can't use it again until you finish a
  short or long rest.
  Hex Pursuit
  Prerequisite: 19th level, hex spell 
  As a bonus action, you can magically teleport up to 30 feet to an
  unoccupied space you can see within 5 feet of the target cursed by
  your hex spell. To teleport in this way, you must be able to see the
  cursed target.
  Horrific Shackles
  Prerequisites: 19th level 
  You can cast phantasmal killer once without expending a spell slot.
  You can't do so again until you finish a long rest.
  Insidious Nerves
  Prerequisites: 19th level 
  You can cast confusion once using an eldritch warrior spell slot. You
  can't do so again until you finish a long rest.
  Melder of Beasts
  Prerequisite: 19th level 
  You can cast polymorph once using an eldritch warrior spell slot. You
  can't do so again until you finish a long rest.
  Numb Synapses
  Prerequisite: 13th level 
  You can cast slow once without expending a spell slot. You can't do so
  again until you finish a long rest.
  One with Shadows
  Prerequisite: 13th level 
  When you are in an area of dim light or darkness, you can use your
  action to become invisible until you move, take an action or a reaction.
  Tomb of Levistus
  Prerequisite: 13th level 
  As a reaction when you take damage, you can entomb yourself in ice,
  which melts away at the end of your next turn. You gain 10 temporary
  hit points per fighter level, which take as much of the triggering
  damage as possible. Immediately after you take the damage, you gain
  vulnerability to fire damage, your speed is reduced to 0, and you are
  incapacitated. These effects, including any remaining temporary hit
  points, all end when the ice melts.
  Once you use this invocation, you can't use it again until you finish a
  short or long rest.
  Trickster's Escape
  Prerequisite: 19th level 
  You can cast freedom of movement once on yourself without
  expending a spell slot. You regain the ability to do so when you finish a
  long rest.
  Thief of Five Fates 
  You can cast bane once without expending a spell slot. You can't do so
  again until you finish a long rest.
  Two Wise Monkeys 
  You can cast blindness/deafness once without expending a spell slot.
  You can't do so again until you finish a long rest.
  Warrior's Rite Weapon 
  You can use any weapon you summon with your Rite of the Armory
  feature as a spellcasting focus for your warlock spells. In addition, the
  weapon gains a +1 bonus to its attack and damage rolls, unless it is a
  magic weapon that already has a bonus to those rolls. This bonus
  increases to +2 at 13th level and +3 at 19th level.
  Weaver of Nightmares 
  You can cast web once without expending a spell slot. You regain the
  ability to do so when you finish a long rest.
  Withering Influence
  Prerequisite: 13th level 
  You can cast bestow curse once using an eldritch warrior spell slot.
  You can't do so again until you finish a long rest.
  MA�TIAL A�CHETYPE:
  ELDRITCH WARRIOR
  4
  
  WARLOCK
  With a pseudodragon curled on his shoulder, a young elf in golden
  robes smiles warmly, weaving a magical charm into his honeyed words
  and bending the palace sentinel to his will.
  As flames spring to life in her hands, a wizened human whispers the
  secret name of her demonic patron. infusing her spell with fiendish
  magic. Shifting his gaze between a battered tome and the odd
  alignment of the stars overhead, a wild-eyed tiefling chants the mystic
  ritual that will open a doorway to a distant world.
  Warlocks are seekers of the knowledge that lies hidden in the fabric
  of the multiverse. Through pacts made with mysterious beings of
  supernatural power, warlocks unlock magical effects both subtle and
  spectacular. Drawing on the ancient knowledge of beings such as fey
  nobles, fiends, hags, and alien entities of the Far Realm, warlocks piece
  together arcane secrets to bolster their own power.
  SWORN AND BEHOLDEN
  A warlock is defined by a pact with an otherworldly being. Sometimes
  the relationship between warlock and patron is like that of a cleric and
  a deity, though the beings that serve as patrons for warlocks are not
  gods. A warlock might lead a cult dedicated to a demon prince, an
  archdevil, or an utterly alien entity—beings not typically served by
  clerics. More often, though, the arrangement is similar to that between
  a master and an apprentice. The warlock learns and grows in power, at
  the cost of occasional services performed on the patron's behalf.
  The magic bestowed on a warlock ranges from minor but lasting
  alterations to the warlock's being (such as the ability to see in
  darkness or to read any language) to access to powerful spells. Unlike
  bookish wizards, warlocks supplement their magic with some facility
  at hand-to-hand combat. They are comfortable in light armor and know
  how to use simple weapons.
  DELVERS INTO SECRETS
  Warlocks are driven by an insatiable need for knowledge and power,
  which compels them into their pacts and shapes their lives. This thirst
  drives warlocks into their pacts and shapes their later careers as well.
  Stories of warlocks binding themselves to fiends are widely known.
  But many warlocks serve patrons that are not fiendish. Sometimes a
  traveler in the wilds comes to a strangely beautiful tower, meets its fey
  lord or lady, and stumbles into a pact without being fully aware of it.
  And sometimes, while poring over tomes of forbidden lore, a brilliant
  but crazed student's mind is opened to realities beyond the material
  world and to the alien beings that dwell in the outer void.
  Once a pact is made, a warlock's thirst for knowledge and power
  can't be slaked with mere study and research. No one makes a pact
  with such a mighty patron if he or she doesn't intend to use the power
  thus gained. Rather, the vast majority of warlocks spend their days in
  active pursuit of their goals, which typically means some kind of
  adventuring. Furthermore, the demands of their patrons drive warlocks
  toward adventure.
  CREATING A WARLOCK
  As you make your warlock character, spend some time thinking about
  your patron and the obligations that your pact imposes upon you.
  What led you to make the pact, and how did you make contact with
  your patron? Were you seduced into summoning a devil, or did you
  seek out the ritual that would allow you to make contact with an alien
  elder god? Did you search for your patron, or did your patron find and
  choose you? Do you chafe under the obligations of your pact or serve
  joyfully in anticipation of the rewards promised to you?
  Work with your DM to determine how big a part your pact will play in
  your character's adventuring career. Your patron's demands might
  drive you into adventures, or they might consist entirely of small favors
  you can do between adventures.
  What kind of relationship do you have with your patron? Is it friendly,
  antagonistic, uneasy, or romantic? How important are you to your
  patron? What is your part in your patron's plans? Do you know other
  servants of your patron?
  How does your patron communicate with you? If you have a familiar,
  it might occasionally speak with your patron's voice. Some warlocks
  find messages from their patrons etched on trees, mingled among tea
  leaves, or adrift in the clouds — messages that only the warlock can
  see. Other warlocks converse with their patrons in dreams or waking
  visions, or deal only with intermediaries.
  QUICK BUILD
  You can make a warlock quickly by following these suggestions. First,
  Intelligence or Charisma should be your highest ability score, followed
  by Constitution. Second, choose the charlatan background. Third,
  choose the chill touch and minor illusion cantrips, along with the 1st-
  level spells ray of sickness and witch bolt.
  CLASS FEATURES
  As a warlock, you gain the following class features.
  HIT POINTS
  Hit Dice: 1d8 per Warlock level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
  per Warlock level
  PROFICIENCIES
  Armor: Light armor
  Weapons: Simple weapons
  Tools: None
  Saving Throws: Charisma, Wisdom
  Skills: Choose two skills from Arcana, Deception, History, Intimidation,
  Investigation, Nature and Religion
  WARLOCK
  5
  
  WARLOCK
  Level
  Proficiency
  Bonus
  Features
  Cantrips Known
  Spells Known
  Spell Slots
  Spell Slot
  Level
  Invocations
  Known
  1st
  +2
  Otherworldly Patron, Pact Magic
  2
  2
  1
  1st
  ─
  2nd
  +2
  Eldritch Invocations, Pact Boon
  2
  3
  2
  1st
  1
  3rd
  +2
  Agonizing Spellcasting
  2
  4
  2
  2nd
  2
  4th
  +2
  Ability Score Improvement
  3
  5
  2
  2nd
  2
  5th
  +3
  Liminal Loop
  3
  6
  2
  3rd
  3
  6th
  +3
  Otherworldly Patron feature
  3
  7
  2
  3rd
  3
  7th
  +3
  ─
  3
  8
  2
  4th
  4
  8th
  +3
  Ability Score Improvement
  3
  9
  3
  4th
  4
  9th
  +4
  ─
  3
  10
  3
  5th
  5
  10th
  +4
  Otherworldly Patron feature
  4
  10
  3
  5th
  5
  11th
  +4
  Mystic Arcanum (6th level)
  4
  11
  3
  5th
  6
  12th
  +4
  Ability Score Improvement
  4
  11
  3
  5th
  6
  13th
  +5
  Mystic Arcanum (7th level)
  4
  12
  3
  5th
  6
  14th
  +5
  Otherworldly Patron feature
  4
  12
  3
  5th
  7
  15th
  +5
  Mystic Arcanum (8th level)
  4
  13
  3
  5th
  7
  16th
  +5
  Ability Score Improvement
  4
  13
  4
  5th
  7
  17th
  +6
  Mystic Arcanum (9th level)
  4
  14
  4
  5th
  8
  18th
  +6
  Vault of Knowledge
  4
  14
  4
  5th
  8
  19th
  +6
  Ability Score Improvement
  4
  15
  4
  5th
  8
  20th
  +6
  Arcane Feedback
  4
  15
  4
  5th
  9
  EQUIPMENT
  You start with the following equipment, in addition to the equipment
  granted by your background:
  •
  (a) a light crossbow and 20 bolts or (b) any simple weapon
  •
  (a) a component pouch or (b) an arcane focus
  •
  (a) a scholar's pack or (b) a dungeoneer's pack
  •
  Any simple weapon, leather armor and two daggers
  OTHERWORLDLY PATRON
  At 1st level, you have struck a bargain with an otherworldly being of
  your choice: the Ancient Phoenix, the Archfey, the Celestial, the Chosen
  of Mystra, the Fiend, the Great Old One, the Shadowforce, or the
  Undying. Your choice grants you features at 1st level and again at 6th
  level, 10th level, and 14th level.
  PACT MAGIC
  Your arcane research and the magic bestowed on you by your patron
  have given you facility with spells. See the Spells chapter of the
  Player's Handbook for the general rules of spellcasting and for the
  warlock spell list.
  CANTRIPS
  You know two cantrips of your choice from the warlock spell list. The
  Warlock table above shows when you learn additional warlock cantrips
  of your choice.
  SPELL SLOTS
  The Warlock table shows how many spell slots you have. The table
  also shows what the level of those slots is; your spell slots are all the
  same level. To cast one of your warlock spells of 1st level or higher, you
  must expend a spell slot. You regain all expended spell slots when you
  finish 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.
  The Spells Known column of the Warlock table shows when you
  learn more warlock spells of your choice of 1st level and higher. A spell
  you choose must be of a level no higher than what’s shown in the
  table’s Slot Level column for your level. When you reach 6th level, for
  example, you learn a new warlock spell of 3rd level or lower.
  Also, when you gain a level in this class, you can replace one warlock
  spell you know with another spell from the warlock spell list. The new
  spell must also be of a level for which you have spell slots.
  SPELLCASTING ABILITY
  Choose either Intelligence or Charisma when you gain this feature.
  Your choice determines your spellcasting ability for your warlock
  spells. You use the chosen ability score when setting the saving throw
  DC and when making attack rolls with warlock spells you cast.
  Spell save DC = 8 + your proficiency bonus +
  your chosen ability modifier
  Spell attack modifier = your proficiency bonus +
  your chosen ability modifier
  SPELLCASTING FOCUS
  You can use an arcane focus (see the Adventuring Gear section) as a
  spellcasting focus for your warlock spells.
  ELDRITCH INVOCATIONS
  At 2nd level, through your study of occult lore, you have unearthed
  eldritch invocations, fragments of forbidden knowledge that imbue you
  with an abiding magical ability. You gain one eldritch invocation of your
  choice from the options listed below the class description. At certain
  warlock levels, you gain new invocations of your choice, as shown in
  the Invocations Known column of the Warlock table.
  When you gain a level in this class, you can replace one invocation
  you know with another available invocation for that level.
  WARLOCK
  6
  
  PACT BOON
  Also at 2nd level, your patron bestows a gift upon you for your loyal
  service. You gain one of the following features of your choice.
  PACT OF THE ARMORY
  You can use your action to create a magical pact weapon in your
  empty hand. You can choose the form that this weapon takes each
  time you create it; it can take the form of any melee weapon, a
  shortbow, a longbow, a light crossbow or a heavy crossbow (see
  chapter 5 for weapon options). You are proficient with your pact
  weapon while you wield it, and you can use your spellcasting ability
  modifier, instead of Strength or Dexterity, for your attack and damage
  rolls with it.
  Your pact weapon disappears if it is more than 5 feet away from you
  for 1 minute or more, if you use this action again, if you dismiss the
  weapon (no action required), or if you die.
  You can transform one magic weapon into your pact weapon by
  performing a 1-hour long special ritual while you hold the weapon. The
  ritual counts as light activity while you are resting. You gain the ability
  to dismiss the weapon (no action required), shunting it into an
  extradimensional space. You can cause it to reappear whenever you
  create your pact weapon thereafter. The weapon ceases being your
  pact weapon if you die, if you perform the ritual on a different weapon,
  or if you perform a 1-hour ritual to break your bond to it. The weapon
  appears at your feet if it is in the extradimensional space when the
  bond breaks.
  Also, you can use your action to touch a suit of light or medium
  armor, which can include a shield, that isn't being worn or carried. Until
  you use this feature again on another set of equipment, while you wear
  this equipment, it is magical, and you are proficient with it.
  PACT OF THE CHAIN
  You learn the find familiar spell and can cast it as a ritual. The spell
  doesn't count against your number of spells known. When you cast the
  spell, you can choose a normal form or one of the following forms: imp,
  phoenix wisp, pseudodragon, quasit, or sprite. You can communicate
  telepathically with your familiar and perceive through your familiar's
  senses as long as you are on the same plane of existence. While
  perceiving through your familiar's senses, you can also speak through
  your familiar in your own voice, even if your familiar is normally
  incapable of speech.
  Additionally, as a bonus action, you can non-verbally command a
  familiar to make one attack on its turn.
  PACT OF THE EFFIGY
  You have a doll-like effigy with a surface that shifts like water. With it,
  you can use your action and choose a creature you can see within 60
  feet of you to magically steal a sliver of their essence, cursing them
  and storing the essence in your effigy. This essence imposes
  disadvantage on the creature's Wisdom (Insight) checks against you,
  as well as its saving throws against being charmed by you. Casting
  remove curse on the cursed creature or on the effigy removes the
  curse and makes the creature immune to this effect for 24 hours.
  You can only have one essence at a time. When you steal a
  creature's essence while you already have one, you can choose to
  replace your existing essence.
  PACT OF THE GAUNTLET
  Your arms become covered in a thin layer of eerie, unearthly metal that
  channels powerful arcane blasts. You learn the eldritch blast cantrip; if
  you already know it, you instead learn one warlock cantrip of your
  choice. Once per turn when you cast eldritch blast, you can split part of
  the beam, targeting another creature within range and making a
  separate attack roll. This beam deals 1d4 force damage on a hit.
  With these gauntlets, you can use your spellcasting ability modifier
  in place of Strength for ability checks and saving throws. You can also
  choose to use your spellcasting ability modifier for the attack and
  damage rolls of your unarmed strikes.
  PACT OF THE SYMBOL
  You receive a symbol imbued with the influence of your patron's power.
  You can use your bonus action to create this pact symbol in one of
  your free hands, which takes the shape of any arcane focus, druidic
  focus, instrument, or holy symbol of your choice. If you choose an
  instrument, you are proficient with it while you wield it. You can use
  this symbol as a spellcasting focus for your warlock spells. Using this
  feature again destroys your current pact symbol.
  Your pact symbol contains one influence charge, used to call upon
  your patron's power over your fate. If the charge is expended when you
  finish a short or long rest, or when you roll a 1 or a 20 on the d20 for a
  spell attack, the symbol regains its influence charge. While you hold
  the symbol, whenever a d20 roll is required for one of your warlock
  spells, you can expend the charge to replace the d20 roll with a 10. You
  must do so before the roll is made.
  PACT OF THE TOME
  Your patron gives you a grimoire called a Book of Shadows. When you
  gain this feature, choose three cantrips from any class's spell list (the
  three needn't be from the same list). While the book is on your person,
  you can cast those cantrips at will. They don't count against your
  number of cantrips known. If they don't appear on the warlock spell
  list, they are nonetheless warlock spells for you.
  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.
  AGONIZING SPELLCASTING
  Starting at 3rd level, you can add your spellcasting ability modifier to
  damage rolls you make with any warlock cantrip, except for damage
  rolls that already add your spellcasting ability modifier.
  ABILITY SCORE IMPROVEMENT
  When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
  you can increase one ability score of your choice by 2, or you can
  increase two ability scores of your choice by 1. As normal, you can't
  increase an ability score above 20 using this feature.
  LIMINAL LOOP
  At 5th level, when you cast a warlock cantrip, instead of increasing that
  damage when you reach certain levels, you can cast the cantrip
  additional times as part of the same action. The cantrip must deal
  damage, and it must make a spell attack or require a saving throw. You
  can cast it two times at 5th level, three times at 11th level, and four
  times at 17th level. When you do, the cantrip can deal its damage more
  than once, but its other effects aren't applied to the same target again.
  MYSTIC ARCANUM
  At 11th level, choose a 6th-level spell from the warlock spell list as an
  arcanum. You can cast your arcanum spell once without expending a
  spell slot. You must finish a long rest before you can do so again. At
  higher levels, you gain more warlock spells of your choice that can be
  cast in this way: one 7th-level spell at 13th level, one 8th-level spell at
  15th level, and one 9th-level spell at 17th level. You regain all uses of
  your Mystic Arcanum when you finish a long rest.
  VAULT OF KNOWLEDGE
  At 18th level, you have learned the secret to freely tapping the
  seemingly limitless otherworldly knowledge and powers of your
  patron. You can replace one of the eldritch invocations you know with
  another invocation whenever you finish a long rest.
  ARCANE FEEDBACK
  At 20th level, whenever you use your Mystic Arcanum feature, you can
  regain one expended spell slot from your Pact Magic feature.
  WARLOCK
  7
  
  OTHERWORLDLY PATRONS
  At 1st level, a warlock gains the Otherworldly Patron feature. The
  following options replace those with the same name in Xanathar's
  Guide to Everything.
  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 in 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, and 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.
  CELESTIAL FEATURES
  Warlock
  Level
  Feature
  1st
  Expanded Spell List, Bonus Cantrips,
  Healing Light
  6th
  Radiant Soul
  10th
  Celestial Reinforcement
  14th
  Searing Vengeance
  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
  guadian of faith, wall of fire
  5th
  flame strike, greater restoration
  BONUS CANTRIPS
  When you choose this patron 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 lst level, you gain the ability to channel celestial energy to heal
  wounds. You have a pool of d8s that you spend to fuel this healing.
  The number of dice in the pool equals 1 + half of your warlock level,
  rounded down (minimum of 0).
  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 spellcasting ability 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 emblazons your soul with
  radiant energy, protecting you.
  You have resistance to radiant damage, and you are immune to
  poison and disease.
  CELESTIAL REINFORCEMENT
  Starting at 10th level, the Celestial magic you use gently circulates
  through you, reinforcing your Celestial abilities.
  You can add a +2 bonus to each d8 rolled for your Healing Light
  feature. Additionally, you and up to 5 creatures of your choice that you
  can see gain temporary hit points equal to half your warlock level +
  your spellcasting ability modifier whenever you finish a short or long
  rest.
  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
  your warlock level + your spellcasting ability modifier, and it 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.
  OTHE�WORLDLY PAT�ON:
  THE CELESTIAL
  8
  
  THE SHADOWFORCE
  You have made your pact with a mysterious entity — a force that
  manifests in sentient magic weapons carved from the stuff of shadow.
  The shadowy force behind these weapons can offer power to warlocks
  who form pacts with it. These warlocks - sometimes called hexblades -
  can weave this powerful dark magic into the world.
  SHADOWFORCE FEATURES
  Warlock
  Level
  Feature
  1st
  Expanded Spell List, Hexblade's Curse
  6th
  Shadow Shroud
  10th
  Accursed Specter
  14th
  Master of Hexes
  EXPANDED SPELL LIST
  The Shadowforce 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.
  SHADOWFORCE EXPANDED SPELLS
  Spell Level
  Spells
  1st
  ensnaring strike, shield
  2nd
  blur, branding smite
  3rd
  blink, elemental weapon
  4th
  faithful hound, phantasmal killer
  5th
  banishing smite, cone of cold
  HEXBLADE'S CURSE
  Also at 1st level, you can imbue your weapons with a curse that seals
  victims' abilities.
  While you wield a weapon or arcane focus, you can emblazon it with
  intricate runes that form a wicked, sealing curse, the Hexblade's Curse.
  While you have this emblazoned item, you can force a creature you hit
  with a weapon or spell attack to succeed on a Charisma saving throw
  against your spell save DC or be cursed with the Hexblade's Curse for 1
  minute. A creature can only be forced to make this saving throw once
  per turn.
  As powerful hexes hamper its abilities, the creature cursed by your
  Hexblade's Curse must roll a d4 and subtract it from any ability checks,
  attack rolls, or saving throws it makes.
  Once you have successfully cursed a creature with this feature, you
  can't do so again until you finish a short or long rest.
  SHADOW SHROUD
  At 6th level, you weave shadowy magic around your body, protecting
  you from attacks.
  When you are hit with an attack, you can use your reaction to
  activate your protective shroud, which lasts until the start of your next
  turn. If you do, roll a d6 whenever an attack hits you, including during
  the triggering attack; on a 4 or higher, the attack instead misses you.
  Once you have used this feature, you can't use it again until you
  finish a short or long rest.
  ACCURSED SPECTER
  Starting at 10th level, you can bind the souls of the slain to your
  service, weaving them into a shadowy form.
  When you slay a creature, you can cause its spirit to rise from its
  corpse as a specter, the statistics for which are in the Monster Manual.
  When the specter appears, it takes the form of a shadowy, panther-like
  creature, and it gains temporary hit points equal to twice your warlock
  level plus your spellcasting ability modifier. Roll initiative for the
  specter, which has its own turns. The specter remains in your service
  until the end of your next long rest, at which point it vanishes to the
  afterlife.
  It obeys your verbal commands (no action required by you), and it
  gains a special bonus to its AC and saving throws, as well as to its
  attack and damage rolls. This bonus is equal to your spellcasting
  ability modifier (minimum of +0).
  Once you bind a specter with this feature, you can't use the feature
  again until you finish a long rest.
  MASTER OF HEXES
  Starting at 14th level, your curse becomes more persistent and grants
  you further benefits.
  You can now curse other creatures with your Hexblade's Curse while
  the curse is in effect. If you do, the curse ends on the previous creature,
  and the curse's remaining duration carries over.
  Additionally, you gain the following benefits against creatures
  afflicted by your Hexblade's Curse:
  •
  Once per turn when you deal damage to the cursed target, you can
  inflict 3d10 extra damage of the same type.
  •
  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 spellcasting ability modifier.
  OTHE�WORLDLY PAT�ON:
  THE SHADOWFO�CE
  9
  
  THE ANCIENT PHOENIX
  Your patron is a phoenix which has survived thousands of years of
  pursuit. This being has settled on the elemental plane of fire, and is so
  suffused with magical energy that its powerful magic can be siphoned
  through rituals, even on the innermost planes.
  ANCIENT PHOENIX FEATURES
  Warlock
  Level
  Feature
  1st
  Positive Energy Infusion, Expanded Spell List, Mantle of
  Flame
  6th
  Warding Cyclone
  10th
  Spark of Rebirth
  14th
  Phoenix Pinion
  POSITIVE ENERGY INFUSION
  Would-be Warlocks who make contact with an ancient phoenix are
  accidentally exposed to the raw life energy infused into a phoenix's
  essence. This change to the composition of your soul causes minor
  incompatibilities with its vessel. You may roll or choose from the
  following quirks to add manifestations of this change to your
  character.
  ANCIENT PHOENIX QUIRKS
  d8 Quirk
  1 You absentmindedly ignite small fires that quickly sputter out.
  2 You cackle like a fiend when you unleash your fire spells.
  3 You admire fire, even if it burns your friends.
  4 You are covered in burns that mark the first time your power
  manifested.
  5 You are brave to the point of recklessness.
  6 You have a nervous compulsion to keep a bright light in even the
  barest shadow.
  7 You have an overwhelming hatred of undead creatures.
  8 You fidget and are irritable when you can't see the sun.
  EXPANDED SPELL LIST
  The following spells are added to the warlock spell list for you.
  ANCIENT PHOENIX EXPANDED SPELLS
  Spell Level
  Spells
  1st
  feather fall, guiding bolt
  2nd
  heat metal, pyrotechnics
  3rd
  beacon of hope, melf's minute meteors
  4th
  aura of purity, fire shield
  5th
  holy weapon, reincarnate
  MANTLE OF FLAME
  Starting when you choose this patron at 1st level, you can unleash the
  phoenix fire that blazes within you.
  As an action, you magically wreathe yourself in swirling fire, as your
  eyes glow like hot coals. For 1 minute, you gain certain benefits:
  •
  You have resistance to fire and radiant damage.
  •
  You shed bright light in a 30-foot radius and dim light for an
  additional 30 feet.
  •
  When a creature hits you with a melee attack, brilliant flames burst
  from your mantle, enveloping the creature. The creature takes fire
  or radiant damage equal to your spellcasting ability modifier.
  Once you use this feature, you can't use it again until you finish a
  short or long rest.
   
  WARDING CYCLONE
  Starting at 6th level, you can create a fiery gale around yourself that
  protects you from damage.
  When you are hit by an attack or fail a saving throw against an effect
  that only deals damage, you can use your reaction to move up to 10
  feet without provoking opportunity attacks. If your new location is
  outside of the range or reach of the attack or effect, you take no
  damage from it and don't suffer any of its additional effects.
  Once you use this feature, you can't use it again until you finish a
  short or long rest.
  SPARK OF REBIRTH
  Starting at 10th level, in the face of defeat, your flame knits your
  wounds and surges outward in a fiery roar.
  If you are reduced to 0 hit points, you can draw upon the phoenix's
  spark. You are instead reduced to 1 hit point, and creatures within 10
  feet of you take fire or radiant damage equal to your warlock level +
  your spellcasting ability modifier.
  Once you use this feature, you can't use it again until you finish a
  long rest.
  PHOENIX PINION
  Starting at 14th level, you can manifest one of your patron's feathers
  which sears your foes, heals your allies, and can even restore life.
  As an action, you conjure a brilliantly glowing feather in your hand.
  This pinion can be used once before crumbling to ashes, and you can
  use it in one of the following ways:
  •
  For you, it is a simple melee weapon with the finesse and thrown
  (range 20/60) properties that deals 5d8 fire and 5d8 radiant
  damage. When thrown, you can use your spellcasting ability
  modifier for the attack and damage rolls. When you hit with the
  pinion, creatures you choose in a 20-foot radius around the target
  regain a number of hit points equal to 4d8 plus your spellcasting
  ability modifier.
  •
  As a bonus action, you stab the heart of a dead creature with the
  pinion. If creature has died within the last 10 days, the pinion glows
  with a radiant light for 1 minute. If the pinion is not removed within
  that time, the creature's body and the pinion crumble to ash, and in
  a flash of radiant light, the creature is restored to life as if the
  resurrection spell had been cast on it. This option can only be used
  once every 10 days.
  Once you use this feature, you can't use it again until you finish a
  long rest. If you have a pinion at that time, it crumbles to ash, losing all
  magical properties.
  OTHE�WORLDLY PAT�ON:
  THE ANCIENT PHOENIX
  10
  
  THE CHOSEN OF MYSTRA
  Your patron is one of the Chosen of Mystra: mortals of great power
  who serve Mystra, the mother of all magic. These mortals have been
  granted a portion of Mystra's divine essence - called spellfire - which
  they use to guard the Weave from disruption, preserving the status quo
  of magic among the realms. These chosen mortals, while extremely
  powerful, are not infallible themselves; they sometimes contract
  Warlocks to assist with their goals, granting them a small part of their
  silver flame in exchange.
  CHOSEN OF MYSTRA FEATURES
  Warlock Level Feature
  1st
  Protect the Weave, Expanded Spell List, Minor Spellfire
  6th
  Chosen's Absorption
  10th
  Arcane Senses
  14th
  Silver Fire
  PROTECT THE WEAVE
  Occasionally, warlocks of a Chosen of Mystra will receive missives
  from their patron, ordering them to investigate an event that might
  cause damage to the Weave. Such events might range from a ritual all
  the way to an act of the divine. Often, these events will be orchestrated
  purposely by an evil entity; however, it is still somewhat likely that a
  Wizard haphazardly creates a broken summoning circle. Work with
  your DM to determine such scenarios and explore them with your
  party.
  EXPANDED SPELL LIST
  The following spells are added to the warlock spell list for you.
  CHOSEN OF MYSTRA EXPANDED SPELLS
  Spell Level
  Spells
  1st
  identify, magic missile
  2nd
  arcane lock, dragon's breath
  3rd
  glyph of warding, nondetection
  4th
  conjure minor elementals, resilient sphere
  5th
  arcane hand, passwall
  MINOR SPELLFIRE
  When you choose this patron at 1st level, you possess a fragment of
  Mystra's spellfire, a flame that protects you from compulsory effects.
  At the start of each of your turns, or as an action, you can end one
  effect for yourself that is causing you to be charmed or frightened.
  You can use this feature twice, and expended uses are replenished
  when you finish a short or long rest.
  CHOSEN'S ABSORPTION
  Starting at 6th level, you can foil spells directed at you and steal the
  excess magical power shed by foiled spells for yourself.
  When a spell targets only you, you can cast counterspell without
  expending a spell slot. You can add half your warlock level to the ability
  check you make for counterspell when you cast it in this way.
  Also, when a spell fails within 60 feet of you, you can take a bonus
  action on your following turn to steal the spell for yourself. The spell
  must be of a level for which you have spell slots. You can cast the
  stolen spell once as a warlock spell, using a warlock spell slot.
  Once you use this bonus action, you must finish a long rest before
  you can do so again. A stolen spell is lost when you finish a long rest.
  ARCANE SENSES
  Starting at 10th level, you can project your vision and sense arcane
  energy.
  You can cast clairvoyance without expending a spell slot. When cast
  via this feature, the spell's casting time is 1 action, and your vision
  through the sensor gains the effects of the detect magic spell.
  SILVER FIRE
  Starting at 14th level, you gain the ability to project your spellfire
  outward, blasting your enemies.
  As an action, you can create a line of silver arcane energy that
  resembles a spout of fire. Creatures in a line 90 feet long and 5 feet
  wide originating from you must make a Dexterity saving throw against
  your warlock spell save DC, taking 8d8 force damage on a failure, or
  half as much damage on a success. This damage bypasses resistance
  and immunity.
  Once you've used this feature, you can't use it again until you finish a
  short or long rest.
  ELDRITCH INVOCATIONS
  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 warlock level.
  ABERRANT IMPLANTATION
  Prerequisite: 9th level 
  You can cast awaken once without expending a spell slot. You can’t do
  so again until you finish a long rest.
  ACCURSED WEAPON
  Prerequisite: 11th level, Pact of the Armory feature 
  When you hit with your pact weapon, you can deal extra necrotic
  damage equal to your spellcasting ability modifier (minimum of 1).
  ANCIENT INSIGHT
  Prerequisite: 9th level 
  You can cast legend lore once without expending a spell slot. You can’t
  do so again until you finish a long rest.
  ARCANE ENIGMA
  Prerequisite: Pact of the Symbol feature, 5th level 
  You can cast nystul's magic aura at will, without expending a spell slot
  or material components.
  ARMOR OF SHADOWS
  You can cast mage armor on yourself at will, without expending a spell
  slot or material components.
  WARLOCK PAT�ON:
  THE CHOSEN OF MYSTRA
  11
  
  ASCENDANT STEP
  Prerequisite: 9th level 
  You can cast levitate on yourself at will, without expending a spell slot
  or material components.
  ASPECT OF THE MOON
  Prerequisite: Pact of the Tome feature 
  You no longer need to sleep and can't be forced to sleep. To gain the
  benefits of a long rest, you can spend all 8 hours doing light activity,
  such as reading your Book of Shadows and keeping watch.
  BEAST SONG
  You can cast speak with animals at will, without expending a spell slot.
  BEGUILING INFLUENCE
  You gain proficiency in the Deception and Persuasion skills. If you’re
  already proficient in either skill, your proficiency bonus is doubled for
  any check you make with that skill.
  BEWITCHING WHISPERS
  Prerequisite: 7th level 
  You can cast compulsion once without expending a spell slot. You
  can’t do so again until you finish a long rest.
  BOLSTERED FAMILIAR
  Prerequisite: 5th level, Pact of the Chain feature 
  When you summon a familiar using your Pact of the Chain feature, it
  gains the following benefits:
  •
  Its maximum hit points increase by an amount equal to twice your
  warlock level.
  •
  It adds your spellcasting ability modifier to its AC, to its saving
  throws, to ability checks using skills with which it is proficient, and
  to its attack rolls.
  •
  It uses your warlock spell DC for its spells and abilities.
  BOOK OF ANCIENT SECRETS
  Prerequisite: Pact of the Tome feature 
  You can now inscribe magical rituals in your Book of Shadows. Choose
  two 1st-level spells that have the ritual tag from any class’s spell list
  (the two needn’t be from the same list). The spells appear in the book
  and don’t count against the number of spells you know. With your
  Book of Shadows in hand, you can cast the chosen spells as rituals.
  You can’t cast the spells except as rituals, unless you’ve learned them
  by some other means. You can also cast a warlock spell you know as a
  ritual if it has the ritual tag.
  On your adventures, you can add other ritual spells to your Book of
  Shadows. When you find such a spell, you can add it to the book if the
  spell’s level is equal to or less than half your warlock level (rounded up)
  and if you can spare the time to transcribe the spell. For each level of
  the spell, the transcription process takes 2 hours and costs 50 gp for
  the rare inks needed to inscribe it.
  BREATH OF THE NIGHT
  Prerequisite: 5th level, Pact of the Effigy feature 
  As a bonus action, you create a fog of thick, web-like projections in a
  15-foot radius around you, which lasts until the start of your next turn
  and moves with you. You can use your bonus action to extend the
  duration of this effect. This area is difficult terrain, and when a creature
  attacks while within the area, you can deal necrotic damage equal to
  your spellcasting ability modifier (minimum of 1) to the creature.
  You can choose any number of creatures when you use this
  invocation, causing those creatures to ignore the invocation's effects.
  CALL OF THE LOST
  Prerequisite: 3rd level 
  You can cast phantasmal force once, without expending a spell slot.
  You can't do so again until you finish a long rest.
  CHAIN MASTER'S FURY
  Prerequisite: 17th level, Pact of the Chain feature 
  You can add your spellcasting ability modifier to your familiar's
  damage rolls, and when your familiar hits with an attack, its target
  must succeed on a Charisma saving throw against your spell save DC
  or be afflicted by the hex spell as though you had cast it.
  CHAINS OF CARCERI
  Prerequisite: 14th level, Pact of the Chain feature 
  You can cast hold monster at will — targeting a celestial, fiend, or
  elemental — without expending a spell slot or material components.
  You must finish a long rest before you can use this invocation on the
  same creature again.
  CLOAK OF FLIES
  Prerequisite: 5th level 
  As a bonus action, you can surround yourself with a magical aura that
  looks like buzzing flies. 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
  spellcasting ability modifier (minimum of 0 damage).
  Once you use this invocation, you can't use it again until you finish a
  short or long rest.
  DEVIL'S SIGHT
  You can see normally in darkness, both magical and non-magical, to a
  distance of 120 feet.
  DREADFUL WORD
  Prerequisite: 7th level 
  You can cast confusion once without expending a spell slot. You can't
  do so again until you finish a long rest.
  EJECTION OF SPIRIT
  Prerequisite: Pact of the Effigy feature 
  While your effigy has a creature's essence in it, you can use your
  reaction when you are attacked to eject the essence, attempting to
  absorb the blow. Roll a d20; on an 11 or above, the essence absorbs
  the attack instead of you, dealing necrotic damage equal to 1d6 + half
  your warlock level to the essence's owner. Regardless of your roll on
  the d20, the essence is destroyed.
  ELDRITCH CONE
  Prerequisite: 11th level, Pact of The Gauntlet feature 
  As an action, you create a cone of crackling energy in a 60-foot cone
  originating from you. Creatures in the area must make a Dexterity
  saving throw. On a failed save, a creature takes force damage equal to
  4d8 plus your spellcasting ability modifier. You can expend a spell slot
  to increase the damage by 1d8 for each level of the slot. On a
  successful save, a creature takes half as much damage. You can't use
  this invocation again until you finish a short or long rest.
  ELDRITCH DOOM
  Prerequisite: 17th level, Pact of The Gauntlet feature 
  As an action, choose a point that you can see within 120 feet of you.
  An explosion of crackling energy erupts from that point, filling a 20-foot
  radius around it. Creatures in the area must make a Dexterity saving
  throw. On a failed save, a creature takes force damage equal to 7d6
  plus your spellcasting ability modifier. You can expend a spell slot to
  increase the damage by 1d6 for each level of the slot. On a successful
  save, a creature takes half as much damage. You can't use this
  invocation again until you finish a short or long rest.
  ELDRITCH SIGHT
  You can cast detect magic at will, without expending a spell slot.
  WARLOCK:
  ELDRITCH INVOCATIONS
  12
  
  ELDRITCH SPEAR
  When you cast eldritch blast, its range is doubled.
  ELDRITCH WAVE
  Prerequisite: 5th level, Pact of The Gauntlet feature 
  As an action, you create a beam of crackling energy 5-feet wide and 30-
  feet long. Creatures in the area must make a Dexterity saving throw. On
  a failed save, a creature takes force damage equal to 2d10, plus your
  spellcasting ability modifier. You can expend a spell slot to increase
  the damage by 1d10 for each level of the slot. On a successful save, a
  creature takes half as much damage. You can't use this invocation
  again until you finish a short or long rest.
  EYES OF THE RUNE KEEPER
  You automatically understand the meaning of any non-magical writing
  that you read, and you can see writing that is invisible.
  FATE'S VICE
  Prerequisite: 17th level, Pact of the Effigy feature 
  When you deal damage with a curse, you can choose to deal psychic
  damage instead of the curse's damage type. Also, while a creature is
  cursed by you, you can deal psychic damage equal to your spellcasting
  ability modifier to it once per hour, as long as the creature is on the
  same plane of existence as you.
  FIENDISH VIGOR
  You can cast false life on yourself at will at its lowest level, without
  expending a spell slot or material components.
  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 extend 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.
  GHOSTLY GAZE
  Prerequisite: 7th level 
  As an action, you gain the ability to see through solid objects to a
  range of 30 feet. Within that range, you have darkvision if you don't
  already have it. This special sight lasts for 1 minute or until your
  concentration ends (as if you were concentrating on a spell). During
  that time, you perceive objects as ghostly, transparent images. You
  can't use this invocation again until you finish a short or long rest.
  GIFT OF THE DEPTHS
  Prerequisite: 5th level 
  You can breathe underwater, and you gain a swimming speed equal to
  your walking speed.
  You can also cast water breathing once without expending a spell
  slot. You regain the ability to do so when you finish a long rest.
  GIFT OF THE EVER-LIVING ONES
  Prerequisite: Pact of The Chain feature 
  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.
  GIFT OF THE PROTECTORS
  Prerequisite: 17th level, Pact of the Tome feature 
  A new page appears in your Book of Shadows, which can contain a
  number of names equal to your spellcasting ability modifier. With your
  permission, a creature can use its action to write its name on that
  page. Any creature whose name is on the page is under the effects of
  the death ward spell. When the spell ends for a creature, the creature's
  name disappears from the page. Once a creature's name is inscribed
  on this page, it can't be inscribed again until you finish a long rest.
  GRASP OF HADAR
  Once on each of your turns when you hit a creature with your eldritch
  blast, you can move the target in a straight line 10 feet closer to you.
  HIDEOUS BLOW
  Prerequisite: Pact of The Gauntlet feature 
  When you cast eldritch blast, you can replace any number of the
  beams with an equal number of melee spell attacks that deal force
  damage equal to the damage dealt by the beam on a hit. You can add
  a +1 bonus to the attack and damage rolls of each melee spell attack
  you make in this way.
  HORRIFIC SHACKLES
  Prerequisite: 7th level 
  You can cast phantasmal killer once without expending a spell slot.
  You can't do so again until you finish a long rest.
  IMPROVED PACT WEAPON
  Prerequisite: Pact of the Armory feature 
  You can use any weapon you summon with your Pact of the Armory
  feature as a spellcasting focus for your warlock spells.
  Additionally, once per turn when you hit a creature with your pact
  weapon, you can expend a warlock spell slot to deal an extra 1d8 force
  damage to the target, plus another 1d8 per level of the spell slot, and
  you can knock the target prone if it is Huge or smaller.
  LANCE OF LETHARGY
  Once on each of your turns when you hit a creature with your eldritch
  blast, you can reduce that creature's speed by 10 feet until the end of
  your next turn.
  LIFEDRINKER
  Prerequisite: 17th level, Pact of the Armory feature 
  Once on each of your turns, when you hit a creature with a weapon
  attack using your pact weapon, you can regain hit points equal to half
  the damage dealt (minimum of 0).
  MADDENING HEX
  Prerequisite: 5th level, hex spell or a warlock feature that curses 
  As a bonus action, you cause a psychic disturbance around the target
  cursed by your hex spell or by a warlock feature of yours, such as Sign
  of Ill Omen. When you do so, you deal psychic damage to the cursed
  target and each creature of your choice that you can see within 5 feet
  of it. The psychic damage equals half your warlock level. To use this
  invocation, you must be able to see the cursed target, and it must be
  within 30 feet of you.
  MASK OF MANY FACES
  You can cast disguise self at will, without expending a spell slot.
  MASTER'S BINDINGS
  Prerequisite: 17th level, Pact of the Symbol feature 
  While your patron's symbol is on your person, you have advantage on
  ability checks and saving throws made against spells or for spells you
  cast, and the DC of ability checks other creatures make against your
  warlock spells increases by half your warlock level.
  MASTER OF MYRIAD FORMS
  Prerequisite: 14th level 
  You can cast alter self at will, without expending a spell slot.
  MATERIALIZING FOCUS
  Prerequisite: Pact of the Symbol feature 
  When you cast a warlock spell using your patron's symbol as a
  spellcasting focus, you can forego providing a material component if
  its value is no more than 25gp times your warlock level.
  WARLOCK:
  ELDRITCH INVOCATIONS
  13
  
  MINIONS OF CHAOS
  Prerequisite: 9th level 
  You can cast conjure elemental once without expending a spell slot.
  You can’t do so again until you finish a long rest.
  MIRE THE MIND
  Prerequisite: 5th level 
  You can cast slow once without expending a spell slot. You can't do so
  again until you finish a long rest.
  MISTY VISIONS
  You can cast silent image at will, without expending a spell slot or
  material components.
  NIGHTMARES FROM BEYOND
  Prerequisite: 5th level 
  You can cast animate dead using a warlock spell slot. You can't do so
  again until you finish a long rest. You can also cast the spell once
  without expending a spell slot, and you must finish a long rest before
  you can do so again.
  ONE WITH SHADOWS
  Prerequisite: 5th level 
  When you are in dim light or darkness, you can use your action to
  become invisible until you move, take an action, or take a reaction.
  OTHERWORLDLY LEAP
  Your jump distance is tripled, and you do not need a running start to
  attain the full distance of your long jumps.
  OTHERWORLDLY WHISPERS
  You gain proficiency in the Arcana and Religion skills. If you’re already
  proficient in either skill, your proficiency bonus is doubled for any
  check you make with that skill.
  PACT-FORGED COUNSEL
  Prerequisite: 20th level 
  You can cast planar ally once without expending a spell slot. You can't
  do so again until you finish a long rest.
  RELENTLESS HEX
  Prerequisite: 7th level, hex spell or a warlock feature that curses 
  As a bonus action, you can teleport up to 30 feet to an unoccupied
  space you can see within 5 feet of the target cursed by your hex spell
  or by a warlock feature of yours, such as Sign of Ill Omen. To teleport in
  this way, you must be able to see the cursed target.
  REPELLING BLAST
  When you hit a creature with eldritch blast, you can push the creature
  up to 10 feet away from you in a straight line.
  SCRIBE OF ANCIENT KNOWLEDGE
  Prerequisite: 5th level, Pact of the Tome feature 
  Instead of knowing spells, you now prepare a number of spells equal to
  the Spells Known column of the warlock table plus your spellcasting
  ability modifier from the warlock spell list. A spell you choose must be
  of a level no greater than what's shown in the Warlock table's Slot Level
  column for your level. You can change any number of your prepared
  spells whenever you finish a long rest.
  SCULPTOR OF FLESH
  Prerequisite: 7th level 
  You can cast polymorph once without expending a spell slot. You can’t
  do so again until you finish a long rest.
  SHEPHERD OF THE OCCULT
  Prerequisite: 11th level, Pact of the Effigy feature 
  You can cast scrying at will - targeting a creature cursed by you -
  without expending a spell slot or providing material components. Your
  curse counts as a body part for the purposes of calculating the save
  DC for the spell.
  SHROUD OF SHADOW
  Prerequisite: 14th level 
  You can cast invisibility at will, without expending a spell slot.
  SIGN OF ILL OMEN
  Prerequisite: 5th level 
  You can cast bestow curse once without expending a spell slot. You
  can’t do so again until you finish a long rest.
  SOVEREIGN ARCANA
  Prerequisite: 11th level, Pact of the Tome feature 
  Whenever you finish a long rest, you may choose new spells from the
  warlock spell list to replace any of your Mystic Arcanum choices. Each
  new spell must be of the same spell level as the one it replaces.
  SYMBOLIC BOND
  Prerequisite: 11th level, Pact of the Symbol feature 
  While another creature is carrying your symbol, you can use your
  action to teleport to an unoccupied space within 5 feet of the creature.
  The creature carrying the symbol can also use its action to teleport to
  an unoccupied space within 5 feet of you. To use this invocation, you
  must be on the same plane of existence as the creature.
  THIEF OF FIVE FATES
  You can cast bane once without expending a spell slot. You can’t do so
  again until you finish a long rest.
  THIRSTING BLADE
  Prerequisite: 5th level, Pact of the Armory feature 
  Whenever you take the Attack action on your turn, you can make one
  additional attack with your pact weapon as part of the same action.
  TOMB OF LEVISTUS
  Prerequisite: 5th level 
  As a reaction when you take damage, you can entomb yourself in ice,
  which melts away at the end of your next turn. You gain 10 temporary
  hit points per warlock level, which take as much of the triggering
  damage as possible. Immediately after you take the damage, you gain
  vulnerability to fire damage, your speed is reduced to 0, and you are
  incapacitated. These effects, including any remaining temporary hit
  points, all end when the ice melts.
  Once you use this invocation, you can't use it again until you finish a
  short or long rest.
  TRICKSTER'S ESCAPE
  Prerequisite: 7th level 
  You can cast freedom of movement once without expending a spell
  slot. You regain the ability to do so when you finish a long rest.
  WARLOCK:
  ELDRITCH INVOCATIONS
  14
  
  TWO WISE MONKEYS
  Prerequisite: 3rd level 
  You can cast blindness/deafness once without expending a spell slot.
  You can't do so again until you finish a long rest.
  USURPER IN SHADOW
  Prerequisite: 11th level, Pact of the Chain feature 
  You can cast find familiar as an action, instead of its normal casting
  time, and you can have a maximum of two familiars from this spell. In
  addition, you can choose from one of the following forms when you
  cast find familiar, in addition to any forms you already have: gargoyle,
  nightmare, nothic, and will-o'-wisp.
  VISIONS OF DISTANT REALMS
  Prerequisite: 14th level 
  You can cast arcane eye at will, without expending a spell slot.
  WARMONGER'S CALLING
  Prerequisite: Pact of the Armory feature 
  When you touch a suit of armor and grant it the benefits of your Pact
  of the Armory feature, that armor can be heavy armor, and you can
  teleport it onto you, instantly donning it as part of the action.
  WEAVER OF NIGHTMARES
  Prerequisite: 3rd level 
  You can cast web once without expending a spell slot. You regain the
  ability to do so when you finish a long rest.
  WHISPERS OF THE GRAVE
  Prerequisite: 9th level 
  You can cast speak with dead at will, without expending a spell slot.
  WITCH SIGHT
  Prerequisite: 14th level 
  You can see the true form of any shapechanger or creature concealed
  by illusion or transmutation magic while the creature is within 30 feet
  of you and within line of sight.
  SPELL CHANGES
  When using this document, it is recommended to make the following
  change to the eldritch blast cantrip. This change means that you must
  take 5 levels in Warlock to get their signature "multi-cast" cantrip style,
  which is an intended balancing measure for multiclassing.
  WARLOCK SPELLS
  The following spells are added to the warlock spell list.
  1ST LEVEL
  Thunderwave
  2ND LEVEL
  Knock
  3RD LEVEL
  Life Transference
  4TH LEVEL
  Greater Invisibility
  5TH LEVEL
  Mislead
  Modify Memory
  Planar Binding
  Teleportation Circle
  6TH LEVEL
  Create Homunculus
  Magic Jar
  7TH LEVEL
  Project Image
  8TH LEVEL
  Abi-Dalzim's Horrid Wilting
  9TH LEVEL
  Gate
  Shapechange
  Weird
  XGtE
  XGtE
  XGtE
  WARLOCK:
  ELDRITCH INVOCATIONS
  15
  ELDRITCH BLAST
  evocation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  A beam of crackling energy streaks toward a creature within
  range. Make a ranged spell attack against the target. On a hit, the
  target takes 1d10 force damage.
  This spell's damage increases by 1d10 when you reach 5th level
  (2d10), 11th level (3d10), and 17th level (4d10).
  
  PACT OF THE CHAIN FAMILIARS
  The following forms are available when a warlock casts find familiar
  using the Pact of the Chain feature.
  WARLOCK:
  PACT OF THE CHAIN FAMILIARS
  16
  PHOENIX WISP
  Tiny monstrosity, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 9 (2d4 + 4)
  Speed 10ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3)
  14 (+2)
  11 (+0)
  15 (+2)
  14 (+2)
  Damage Resistances bludgeoning, piercing, and slashing from
  nonmagical sources
  Damage Immunities fire, radiant
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Common and Primordial, but can't speak
  Skills Acrobatics +5, Perception +4, Stealth +5
  Challenge 1/4 (50 XP)
  Innate Spellcasting. The phoenix wisp's innate spellcasting ability
  is Charisma (spell save DC 12, +4 to hit with spell attacks). It can
  innately cast the following spells, requiring no components:
  At will: control flames, light, spare the dying 
  1/day: burning hands
  Keen Senses. The phoenix wisp has advantage on Wisdom
  (Perception) checks that rely on sight, hearing, or smell.
  Limited Telepathy. The phoenix wisp can magically communicate
  simple ideas, emotions, and images telepathically with any
  creature within 100 ft. of it that can understand a Language.
  Magic Resistance. The phoenix wisp has advantage on saving
  throws against Spells and other magical effects.
  ACTIONS
  Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
  (1d4+3) piercing and 2 (1d4) fire or radiant damage
  Flame Lick. Ranged Spell Attack: +4 to hit, range 20/60 ft., one
  target. Hit: 6 (1d8+2) fire or radiant damage
  SPRITE
  Tiny fey, neutral good
  Armor Class 15 (leather armor)
  Hit Points 7 (2d4+2)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  18 (+4)
  12 (+1)
  14 (+2)
  13 (+1)
  11 (+0)
  Damage Immunities necrotic, poison
  Skills Perception +3, Persuasion +2, Stealth +8
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Elvish, Sylvan
  Challenge 1/4 (50 XP)
  Innate Spellcasting. The phoenix wisp's innate spellcasting ability
  is Charisma (spell save DC 12, +4 to hit with spell attacks). It can
  innately cast the following spells, requiring no components:
  At will: dancing lights, druidcraft, friends 
  1/day: ray of sickness
  Magic Weapons. The sprite's weapon attacks are magical.
  Read Intent. The sprite knows the emotional state of any creature
  it can see. It also knows whether the creature is hostile, neutral, or
  friendly to the sprite.
  ACTIONS
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 7 (1d6+4) slashing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one
  target. Hit: 7 (1d6+4) piercing damage, and the target must
  succeed on a DC 10 Constitution saving throw or become
  poisoned for 1 minute. If the poisoned target failed its saving throw
  by 5 or more, it falls unconscious for the same duration, or until it
  takes damage or another creature takes an action to shake it
  awake.
  Heart Sight. The sprite touches a creature, and the target must
  make a DC 10 Charisma saving throw. On a failed save, the sprite
  knows the creature's alignment. Celestials, fiends, and undead
  automatically fail the saving throw.
  Invisibility. The sprite magically turns invisible until it attacks or
  casts a spell, or until its concentration ends (as if concentrating on
  a spell). Any equipment the sprite wears or carries is invisible with
  it.
  
  A Powerful
  A Powerful
  A Powerful
  A Powerful
  A Powerful
  Deal
  Deal
  Deal
  Deal
  Deal
  This brew started as a simple effort to make an
  Eldritch Knight that is more eldritch, and blossomed
  into an entire revamp of the 1/3 caster archetypes,
  the Warlock class, and the Otherworldly Patrons
  from Xanathar's Guide to Everything. I hope you find
  that these changes make the classes more fun to
  play, eliminate the logical issues that they had, and
  that all Warlock patrons become equally appealing
  again. Enjoy!
  Eldritch Arcana is unofficial Fan Content permitted
  under the Fan Content Policy. Not approved or
  endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of
  the Coast LLC.
   
  QUESTIONS? FEEDBACK?
  Thank you for taking the time to read, review and enjoy
  this homebrew. Feel free to get in touch with me on
  reddit: /u/devikyn with your comments and ideas!
  CREDITS
  In this document, I have referred to the Player's
  Handbook and Xanathar's Guide to Everything. Click on
  the links to find where you can buy a copy of them, so
  you can fill in any missing knowledge.
  As art is added to this document, so too will the artists
  be credited for their work. The art credits are below.
  Front Cover - Odobenus
  Arcane Knight - Sekigan
  Eldritch Warrior - Yunchan Choi
  Warlock Class Symbol Wizards of the Coast
  Warlock - Pinterest - original by Merek Medej (promo
  art for The Witcher 3 by CD Projekt Red)
  Warlock Backdrop - Puyoakira
  Celestial Warlock - Evian171
  Hexblade Warlock - boldador
  Ancient Phoenix - Mobius Final Fantasy - Square Enix
  Chosen of Mystra - ThePixelBuster
  Back Cover - James Coffron
  Finally, check out GM Binder, used to create this
  document! It's a fantastic resource for homebrew.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Eldritch Arcana v1.8.pdf