\section{Warlock}\label{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, demons, devils, hags, and alien entities of the Far Realm,
warlocks piece together arcane secrets to bolster their own power.

\subsection{Background}\label{background}

\subsubsection{Sworn and Beholden}\label{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.

\subsubsection{Delvers into Secrets}\label{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.

\subsubsection{Creating a Warlock}\label{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 does your patron
consider you to be? What part do you play 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.

\paragraph{Quick Build}\label{quick-build}

You can make a warlock quickly by following these suggestions. First,
Charisma should be your highest ability score, followed by Constitution.
Second, Choose the charlatan background. Third, choose the
\emph{eldritch blast} and \emph{chill touch} cantrips, along with the
1st-level spells ray of sickness and Witch boIt.

\subsection{Class Features}\label{class-features}

As a warlock, you gain the following class features.

\subsubsection{Baseline}\label{baseline}

\paragraph{Hit Points}\label{hit-points}

\textbf{Hit Dice:} 1d8 per warlock level

\textbf{Hit Points at lst Level:} 8 + your Constitution modifier

\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
modifier per warlock level after lst

\paragraph{Proficiencies}\label{proficiencies}

\textbf{Armor:} Light armor

\textbf{Weapons:} Simple weapons

\textbf{Tools:} None

\textbf{Saving Throws:} Wisdom, Charisma

\textbf{Skills:} Choose two skills from Arcana, Deception, History,
Intimidation, Investigation, Nature, and Religion

\paragraph{Equipment}\label{equipment}

You start with the following equipment, in addition to the equipment
granted by your background:

\begin{itemize}
\tightlist
\item
  \emph{(a)} a light crossbow and 20 bolts or \emph{(b)} any simple
  weapon
\item
  \emph{(a)} a component pouch or \emph{(b)} an arcane focus
\item
  \emph{(a)} a scholar's pack or \emph{(b)} a dungeoneer's pack
\item
  Leather armor, any simple weapon, and two daggers
\end{itemize}

\subsubsection{Otherworldly Patron}\label{otherworldly-patron}

At lst level, you have struck a bargain with an otherworldly being of
your choice: the Archfey, the Fiend, or the Great Old One, each of which
is detailed at the end of the class description. Your choice grants you
features at 1st level and again at 6th, 10th, and 14th level.

\subsubsection{Pact Magic}\label{pact-magic}

Your arcane research and the magic bestowed on you by your patron have
given you facility with spells. See chapter 10 for the general rules of
spellcasting and chapter 11 for the warlock spell list.

\paragraph{Cantrips}\label{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.

\paragraph{Spell Slots}\label{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 lst 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 lst---level spell \emph{thunderwave}, you must spend one of
those slots, and you cast it as a 3rd---level spell.

\paragraph{Spells Known of 1st Level and
Higher}\label{spells-known-of-1st-level-and-higher}

At lst level, you know two lst-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 lst 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, 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.

\paragraph{Spellcasting Ability}\label{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.

\begin{quote}
\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
modifier

\textbf{Spell attack modifier} = your proficiency bonus + your Charisma
modifier
\end{quote}

\paragraph{Spellcasting Focus}\label{spellcasting-focus}

You can use an arcane focus (found in chapter 5) as a spellcasting focus
for your warlock spells.

\subsubsection{Eldrich Invocations}\label{eldrich-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. Your
invocation options are detailed at the end of the class description.
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.

\subsubsection{Pact Boon}\label{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.

\paragraph{Pact of the Chain}\label{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 make one attack of its own.

\paragraph{Pact of the Blade}\label{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
(see chapter 5 for weapon options). 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 ifyou 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.

\paragraph{Pact of the Tome}\label{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
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.

\subsubsection{Ability Score
Improvement}\label{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 abilit score above 20 using this feature.

\subsubsection{Mystic Arcanum}\label{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-1evel
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.

\subsubsection{Eldrich Master}\label{eldrich-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.

\subsection{Otherworldly Patrons}\label{otherworldly-patrons}

The beings that serve as patrons for warlocks are mighty inhabitants of
other planes of existenceknot gods, but almost godlike in their power.
Various patrons give their warlocks access to different powers and
invocations, and expect significant favors in return. Some patrons
collect warlocks, doling out mystic knowledge relatively freely or
boasting of their ability to bind mortals to their will. Other patrons
bestow their power only grudgingly, and might make a pact with only one
warlock. Warlocks who serve the same patron might View each other as
allies, siblings, or rivals.

\subsubsection{The Archfey}\label{the-archfey}

Your patron is a lord or lady of the fey, a creature of legend who holds
secrets that were forgotten before

the mortal races were born. This being's motivations are often
inscrutable, and sometimes whimsical, and might involve a striving for
greater magical power or the settling of age---old grudges. Beings of
this sort include the Prince of Frost; the Queen of Air and Darkness,
ruler of the Gleaming Court; Titania of the Summer Court; her consort
Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

\paragraph{Epanded Spell List}\label{epanded-spell-list}

The Archfey 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.

\begin{longtable}[c]{@{}ll@{}}
\toprule
Spell & Level Spells\tabularnewline
\midrule
\endhead
1st & faeriefire, sleep\tabularnewline
2nd & calm emotions, phantasmalforce\tabularnewline
3rd & blink, plant growth\tabularnewline
4th & dominate beast, greater invisibility\tabularnewline
5th & dominate person, seeming\tabularnewline
\bottomrule
\end{longtable}

\paragraph{Fey Presence}\label{fey-presence}

Starting at 1st level, your patron bestows upon you the ability to
project the beguiling and fearsome presence of the fey. As an action,
you can cause each creature in a 10---foot cube originating from you to
make a Wisdom saving throw against your warlock spell save DC. The
creatures that fail their saving throws are all charmed or frightened by
you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a
short or long rest.

\paragraph{Misty Escape}\label{misty-escape}

Starting at 6th level, you can vanish in a puff of mist in response to
harm. When you take damage, you can use your reaction to turn invisible
and teleport up to 60 feet to an unoccupied space you can see. You
remain invisibl until the start of your next turn or until you attack or
cast a spell.

Once you use this feature, you can't use it again until you finish a
short or long rest.

\paragraph{Beguiling Defenses}\label{beguiling-defenses}

Beginning at 10th level, your patron teaches you how to turn the
mind-affecting magic of your enemies against them. You are immune to
being charmed, and when another creature attempts to charm you, you can
use your reaction to attempt to turn the charm back on

that creature. The creature must succeed on a Wisdom saving throw
against your warlock spell save DC or

be charmed by you for 1 minute or until the creature takes any damage.

\paragraph{Dark Delerium}\label{dark-delerium}

Starting at 14th level, you can plunge a creature into an illusory
realm. As an action, choose a creature that you can see within 60 feet
of you. It must make a Wisdom saving throw against your warlock spell
save DC. On a failed save, it is charmed or frightened by you (your
choice) for 1 minute or until your concentration is broken (as if you
are concentrating on a spell). This effect ends early if the creature
takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty
realm, the appearance of which you choose. The creature can see and hear
only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature
again.

\subsubsection{The Fiend}\label{the-fiend}

You have made a pact with a fiend from the lower planes of existence, a
being whose aims are evil, even if you strive against those aims. Such
beings desire the corruption or destruction of all things, ultimately
including you. Fiends powerful enough to forge a pact include demon
lords such as Demogorgon, Orcus, Fraz'Urb---luu, and Baphomet;
archdevils such as Asmodeus. Dispater, Mephistopheles, and Belial; pit
fiends and balors that are especially mighty; and ultroloths and other
lords of the yugoloths.

\paragraph{Expanded Spell List}\label{expanded-spell-list}

The Fiend 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.

\begin{longtable}[c]{@{}ll@{}}
\toprule
Spell & Level Spells\tabularnewline
\midrule
\endhead
1st & burning hands, command\tabularnewline
2nd & blindness/deafness, scorching ray\tabularnewline
3rd & fireball, stinking cloud\tabularnewline
4th & fire shield, wall of fire\tabularnewline
5th & flame strike, hallow\tabularnewline
\bottomrule
\end{longtable}

\paragraph{Dark One's Blessing}\label{dark-ones-blessing}

Starting at lst level, when you reduce a hostile creature to 0 hit
points, you gain temporary hit points equal to your Charisma modifier +
your warlock level (minimum of 1).

\paragraph{Dark One's Own Luck}\label{dark-ones-own-luck}

Starting at 6th level, you can call on your patron to alter fate in your
favor. When you make an ability check or a saving throw, you can use
this feature to add a d10 to your roll. You can do so after seeing the
initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a
short or long rest.

\paragraph{Fiendish Resilience}\label{fiendish-resilience}

Starting at 10th level, you can choose one damage type when you finish a
short or long rest. You gain resistance to that damage type until you
choose a different one with this feature. Damage from magical weapons or
silver weapons ignores this resistance.

\paragraph{Hurl Through Hell}\label{hurl-through-hell}

Starting at 14th level, when you hit a creature with an attack, you can
use this feature to instantly transport the target through the lower
planes. The creature disappears and hurtles through a nightmare
landscape. At the end of your next turn. the target returns to the space
it previously occupied, or the nearest unoccupied space. If the target
is not a fiend, it takes lOle psychic damage as it reels from its
horrific experience. Once you use this feature, you can't use it again
until you finish a long rest.

\subsubsection{The Great Old One}\label{the-great-old-one}

Your patron is a mysterious entity whose nature is utterly foreign to
the fabric of reality. It might come from the Far Realm, the space
beyond reality, or it could be one of the elder gods known only in
legends. Its motives are incomprehensible to mortals, and its knowledge
so immense and ancient that even the greatest libraries pale in
comparison to the vast secrets it holds. The Great Old One might be
unaware of your existence or entirely indifferent to you, but the
secrets you have learned allow you to draw your magic from it.

Entities of this type include Ghaunadar, called That Which Lurks;
Tharizdun. the Chained God; Dendar, the Night Serpent; Zargon, the
Returner; Great Cthulhu; and other unfathomable beings.

\paragraph{Expanded Spell List}\label{expanded-spell-list-1}

The Great Old One 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.

\begin{longtable}[c]{@{}ll@{}}
\toprule
Spell & Level Spells\tabularnewline
\midrule
\endhead
1st & dissonant whispers, Tasha's hideous laughter\tabularnewline
2nd & detect thoughts, phantasmal force\tabularnewline
3rd & clairvoyance, sending\tabularnewline
4th & dominate beast, Evard's black tentacles\tabularnewline
5th & dominate person, telekinesis\tabularnewline
\bottomrule
\end{longtable}

\paragraph{Awakened Mind}\label{awakened-mind}

Starting at 1st level, your alien knowledge gives you the ability to
touch the minds of other creatures. You can communicate telepathically
with any creature you can see within 30 feet of you. You don't need to
share a language with the creature for it to understand your telepathic
utterances, but the creature must be able to understand at least one
language.

\paragraph{Entropic Ward}\label{entropic-ward}

At 6th level, you learn to magically ward yourself agains attack and to
turn an enemy's failed strike into good luck for yourself. When a
creature makes an attack roll against you, you can use your reaction to
impose disadvantage on that roll. If the attack misses you, your next
attack roll against the creature has advantage if you make it before the
end of your next turn.

Once you use this feature, you can't use it again until you finish a
short or long rest.

\paragraph{Thought Shield}\label{thought-shield}

Starting at 10th level, your thoughts can't be read by telepathy or
other means unless you allow it. You also have resistance to psychic
damage, and whenever a creature deals psychic damage to you, that
creature takes the same amount of damage that you do.

\paragraph{Create Thrall}\label{create-thrall}

At 14th level, you gain the ability to infect a humanoid's mind with the
alien magic of your patron. You can use your action to touch an
incapacitated humanoid. That creature is then charmed by you until a
remove curse spell is cast on it, the charmed condition is removed from
it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as
the two of you are on the same plane of existence.

\subsection{Eldrich Invocations}\label{eldrich-invocations-1}

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.

\subsubsection{Agonizing Blast}\label{agonizing-blast}

\emph{Prerequisite:} eldritch blast \emph{cantrip}

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

\subsubsection{Armor of Shadows}\label{armor-of-shadows}

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

\subsubsection{Ascendant Step}\label{ascendant-step}

\emph{Prerequisite: 9th level}

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

\subsubsection{Beast Speech}\label{beast-speech}

You can cast speak with animals at will, without expending a spell slot.

\subsubsection{Beguiling Influence}\label{beguiling-influence}

You gain proficiency in the Deception and Persuasion skills.

\subsubsection{Bewitching Whispers}\label{bewitching-whispers}

\emph{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.

\subsubsection{Book of Ancient Secrets}\label{book-of-ancient-secrets}

\emph{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 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.

\subsubsection{Chains of Carceri}\label{chains-of-carceri}

\emph{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.

\subsubsection{Devil's Sight}\label{devils-sight}

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

\subsubsection{Dreadful Word}\label{dreadful-word}

\emph{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.

\subsubsection{Eldrich Sight}\label{eldrich-sight}

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

\subsubsection{Eldrich Spear}\label{eldrich-spear}

\emph{Prerequisite: eldritch blast cantrip}

When you cast eldritch blast, its range is 300 feet.

\subsubsection{Eyes of the Rune Keeper}\label{eyes-of-the-rune-keeper}

You can read all writing.

\subsubsection{Fiendish Vigor}\label{fiendish-vigor}

You can cast false life on yourself at will as a lst---level spell,
without expending a spell slot or material components.

\subsubsection{Gaze of Two Minds}\label{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
creatures senses. you benefit from any special senses possessed by that
creature, and you are blinded and deafened to your 0 surroundings.

\subsubsection{Lifedrinker}\label{lifedrinker}

\emph{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).

\subsubsection{Mask of Many Faces}\label{mask-of-many-faces}

You can cast disguise self at will. without expending a spell slot.

\subsubsection{Master of Myriad Forms}\label{master-of-myriad-forms}

\emph{Prerequisite: 15th level}

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

\subsubsection{Minions of Chaos}\label{minions-of-chaos}

\emph{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.

\subsubsection{Mire of the Mind}\label{mire-of-the-mind}

\emph{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.

\subsubsection{Misty Visions}\label{misty-visions}

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

\subsubsection{One With Shadows}\label{one-with-shadows}

\emph{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.

\subsubsection{Otherworldly Leap}\label{otherworldly-leap}

\emph{Prerequisite: 9th level}

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

\subsubsection{Repelling Blast}\label{repelling-blast}

\emph{Prerequisite: 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.

\subsubsection{Sculptor of Flesh}\label{sculptor-of-flesh}

\emph{Prerequisite: 7th level}

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

\subsubsection{Sign of Ill Omen}\label{sign-of-ill-omen}

\emph{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.

\subsubsection{Thief of Five Fates}\label{thief-of-five-fates}

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

\subsubsection{Thirsing Blade}\label{thirsing-blade}

\emph{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.

\subsubsection{Visions of Distant
Wealth}\label{visions-of-distant-wealth}

\emph{Prerequisite: 15th level}

You can cast arcane eye at will. Without expending a spell slot.

\subsubsection{Voice of the Chain
Master}\label{voice-of-the-chain-master}

\emph{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.

\subsubsection{Whispers of the Grave}\label{whispers-of-the-grave}

\emph{Prerequisite: 9th level}

You can cast speak with dead at will. without expending a spell slot.

\subsubsection{Witch Sight}\label{witch-sight}

\emph{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.

\subsection{Progression Summary}\label{progression-summary}
