Warlock (5A)

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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.

Greyhawk: Warlocks in Greyhawk develop their powers in isolation. Some warlocks have made careers in various factions, but the class as a whole shows no unity or favor against one another.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Class Profile

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 after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

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
Leather armor, any simple weapon, and two daggers

Alternatively you can start with 4d4 x 10 gp or 100 gp.

Multiclassing

You must have a Charisma of 13 to multiclass into or out of this class.

Multiclassing into the class gives you proficiency with light armor and simple weapons.

Warlock multiclassing gives no spellcasing progression, but you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

The Warlock

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Spell Slots Slot Level Invocations
Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st -
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement, Eldritch Versatility (Optional) 3 5 2 2nd 2
5th +3 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, Eldritch Versatility (Optional) 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement, Eldritch Versatility (Optional) 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 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement, Eldritch Versatility (Optional) 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement, Eldritch Versatility (Optional) 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Class Features

As a warlock, you gain the following class features.

Otherworldly Patron

Otherworldly Patrons
  1. Archfey
  2. Celestial
  3. Cold SoulEN
  4. Delusion5A
  5. Enigmatic EyeEN
  6. Fathomless
  7. Fiend
  8. Genie
  9. Great Old One
  10. Hexblade
  11. Heart-EaterEN
  12. OracleEN
  13. Pagan5A
  14. RavenUA
  15. SeducerEN
  16. SeekerUA
  17. TricksterEN
  18. Undead
  19. Undying
  20. Warmonger5A

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Escaping the Grimdark

The warlock and warlock spells are described in evil terms. With new patrons and to widen the appeal, a player is allowed to reskin warlock spells and powers, replacing necrotic damage with radiant damage. Once this choice is made, it apples to all warlock spells and class features. It can only be reversed by changing to an evil alignment. An evil warlock cannot use this ability.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. You also learn the Eldritch Blast and Thaumaturgy cantrips. These cantrips cannot be exchanged for another for any reason.

Spell Slots

The Warlock 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 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

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 or 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, 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 a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

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 warlock level, not character level.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Your pact weapon 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 (no action required), or if you die.
  • You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
  • You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use 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.

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 one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
  • Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

Pact of the Evil Eye

Source: En5ider 42.

Traditionally, the Evil Eye is an expression of envy and malicious intent. Such warlocks are specialized in the hex spell and gain more options in its usage. In many lands, wards against the evil eye are common symbols, worked into building decorations as well as personal jewelry. Such a ward is a certain sign of belief in the evil eye's power and most offer no protection against the true evil eye.

  • You learn the Hex spell. The spell doesn’t count against your spells known.
  • When you cast the Hex spell, it does not require concentration.
  • When the target of your current casting of hex deals damage to you, you may spend a reaction to deal 1d6 + your Proficency Bonus necrotic damage to the target.

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. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
  • 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.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, 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 amulet. The talisman turns to ash when you die.

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.

Eldritch Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this 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.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Eldritch Invocations

Agonizing Blast

Source: Player's Handbook
Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Arcane Gunslinger

Source: Unearthed Arcana 7 - Modern Magic
Prerequisite: Pact of the Blade feature

You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.

Armor of Shadows

Source: Player's Handbook

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Source: Player's Handbook
Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Aspect of the Moon

Source: Xanathar's Guide to Everything
Prerequisite: Pact of the Tome feature

You no longer need to sleep and can't be forced to sleep by any means. 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 Speech

You can cast Speak With Animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Bond of the Talisman

Source: Tasha's Cauldron of Everything
Prerequisite: 12th level, Pact of the Talisman feature

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

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.

Burning Hex

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Hexblade patron

As a bonus action, you cause a target cursed by your Hexblade's Curse to take fire damage equal to your Charisma modifier (minimum of 1).

Caiphon's Beacon

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Great Old One patron

The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.

Chains of Carceri

Source: Player's Handbook
Prerequisite: 15th 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.

Chilling Hex

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Hexblade patron

As a bonus action, you cause frost to swirl around a target cursed by your Hexblade's Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).

Chronicle of the Raven

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: Raven patron, Pact of the Tome feature

You can place a corpse's hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature's spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature's death, and a given creature can only be asked one question in this manner.

Claw of Acamar

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Great Old One patron, Pact of the Blade feature

You can create a black, lead flail using your Pact of the Blade feature. The flail's head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn.

Cloak of Flies

Source: Xanathar's Guide to Everything
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 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.

Contract of the Eldritch Charlatan

Prerequisite: 9th level
Source: En5ider 48.

You can cast a modified version of Planar Binding once using a warlock spell slot. You can’t do so again until you finish a long rest. The spell still requires material components. Using the spell in this way, it can also target aberrations, dragons, monstrosities, and intelligent undead. While casting this spell on a non-hostile creature, the verbal and somatic components are incorporated into a supernatural pact negotiation. The “pact” you offer the target is snared with loopholes and misinformation, and you have advantage on Charisma (Deception) checks made to entice or preoccupy the target with your “bargain,” disguising your spellcasting. Regardless of the result Charisma (Deception) checks made in this way, the target becomes aware of the spell when it makes its saving throw.

Curse Bringer

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Hexblade or Warmonger patron, Pact of the Blade feature

You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade's Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn.

Curse of the Marionette

Prerequisite: Pact of the Evil Eye feature, 15th level
Source: En5ider 42.

Once per casting of Hex, you may spend an action to cast Dominate Beast or Dominate Person on that target without spending a spell slot. Transferring the hex to a new target does not constitute a new casting.

Curse of the Mystic Nettle

Prerequisite: Pact of the Evil Eye feature

Source: En5ider 42. Once per casting of Hex, while the spell’s effect continues, you may impose disadvantage on a single saving throw the target makes. Transferring the hex to a new target does not constitute a new casting.

Devil's Sight

Source: Player's Handbook

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Source: Player's Handbook
Prerequisite: 7th level

You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

Eldritch Armor

Source: Unearthed Arcana 62 - Class Feature Variants
Prerequisite: Pact of the Blade feature

As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed.

Eldritch Mind

Source: Tasha's Cauldron of Everything

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

Source: Player's Handbook

You can cast Detect Magic at will, without expending a spell slot or material components.

Eldritch Smite

Source: Xanathar's Guide to Everything
Prerequisite: 5th level, Pact of the Blade feature

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.

Eldritch Spear

Source: Player's Handbook
Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, its range is 300 feet.

Eyes of the Rune Keeper

Source: Player's Handbook

You can read all writing.

Far Scribe

Source: Tasha's Cauldron of Everything
Prerequisite: 5th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.

Fiendish Vigor

Source: Player's Handbook

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Frog Fangs

Prerequisite: Pact of the Chain feature
Source: En5ider 48.

When a creature summoned or controlled by you attacks another creature and hits, it deals extra force damage equal to your Charisma modifier (minimum 1)

Gaze of Two Minds

Source: Player's Handbook

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.

Ghostly Gaze

Source: Xanathar's Guide to Everything
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. Once you use this invocation, you can't use it again until you finish a short or long rest.

Gift of the Depths

Source: Xanathar's Guide to Everything
Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Source: Xanathar's Guide to Everything
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

Source: Tasha's Cauldron of Everything
Prerequisite: 9th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it.

Grasp of Hadar

Source: Xanathar's Guide to Everything
Prerequisite: Eldritch Blast cantrip

Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.

Green Lord's Gift

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Archfey patron

The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.

Improved Pact Weapon

Source: Xanathar's Guide to Everything
Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade 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. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Investment of the Chain Master

Source: Tasha's Cauldron of Everything
Prerequisite: Pact of the Chain feature

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. • As a bonus action, you can command the familiar to take the Attack action. • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. • If the familiar forces a creature to make a saving throw, it uses your spell save DC. • When the familiar takes damage, you can use your reaction to grant it resistance against that damage. •

Kiss of Mephistopheles

Source: Unearthed Arcana 40 - Revised Class Options
Prerequisite: Eldritch Blast cantrip

When you hit a creature with your Eldritch Blast, you can cast Fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with Eldritch Blast.

Lance of Lethargy

Source: Xanathar's Guide to Everything
Prerequisite: Eldritch Blast cantrip

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

Source: Player's Handbook
Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mace of Dispater

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Fiend patron, Pact of the Blade feature

When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.

Maddening Hex

Source: Xanathar's Guide to Everything
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 Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Maddening Hex

Source: Unearthed Arcana 40 - Revised Class Options
Prerequisite: 5th level

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 Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).

Mask of Many Faces

Source: Player's Handbook

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

Source: Player's Handbook
Prerequisite: 15th level

You can cast Alter Self at will, without expending a spell slot.

Minions of Chaos

Source: Player's Handbook
Prerequisite: 9th level

You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

Mire the Mind

Source: Player's Handbook
Prerequisite: 5th level

You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.

Misty Visions

Source: Player's Handbook

You can cast Silent Image at will, without expending a spell slot or material components.

Moonbow

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Archfey patron, Pact of the Blade feature

You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.

One with Shadows

Source: Player's Handbook
Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Source: Player's Handbook
Prerequisite: 9th level

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

Path of the Seeker

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Seeker patron

The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

Protection of the Talisman

Source: Tasha's Cauldron of Everything
Prerequisite: 7th level, Pact of the Talisman feature

When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Raven's Blessing

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: Raven patron, Eldritch Blast cantrip

When you score a critical hit with your Eldritch Blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier (minimum of 1 hit point).

Rebuke of the Talisman

Source: Tasha's Cauldron of Everything
Prerequisite: Pact of the Talisman feature

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

Relentless Hex

Source: Xanathar's Guide to Everything
Prerequisite: 7th level, hex spell or a warlock feature that curses

Your curse creates a temporary bond between you and your target. 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 or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Source: Player's Handbook
Prerequisite: your Eldritch Blast cantrip

When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Source: Player's Handbook
Prerequisite: 7th level

You can cast Polymorphpolymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

Seeker's Speech

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Seeker patron

Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.

Shroud of Shadow

Source: Xanathar's Guide to Everything
Prerequisite: 15th level

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

Shroud of Ulban

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: The Great Old One patron

The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.

Sign of Ill Omen

Source: Player's Handbook
Prerequisite: 5th level

You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.

Superior Pact Weapon

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: 9th level, Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Thief of Five Fates

Source: Player's Handbook

You can cast Banebane once using a warlock spell slot. You can't do so again until you finish a long rest.

Thirsting Blade

Source: Player's Handbook
Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tomb of Levistus

Source: Xanathar's Guide to Everything
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

Source: Xanathar's Guide to Everything
Prerequisite: 7th 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.

Ultimate Pact Weapon

Source: Unearthed Arcana 29 - Warlock & Wizard
Prerequisite: 15th level, Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Undying Servitude

Source: Tasha's Cauldron of Everything
Prerequisite: 5th-level warlock

You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

Visions of Distant Realms

Source: Player's Handbook
Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot.

Voice of the Chain Master

Source: Player's Handbook
Prerequisite: Pact of the Chain feature

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. Additionally, 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.

Whispers of the Grave

Source: Player's Handbook
Prerequisite: 9th level

You can cast Speak With Dead at will, without expending a spell slot.

Witch Sight

Source: Player's Handbook
Prerequisite: 15th 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.