So you've chosen a Warlock subclass. Just who is your patron, though? There are so many entities to chose from in the D&D universe, but I have gathered some of my favorites here. Not sure exactly how many of them are canon to which setting but I tried to stick to the Forgotten Realms.
image credit: Walter Brocca
Great Old Ones
Aberrant Deities: As found in the Lords of Madness 3.5e supplement.
Ghaunadaur: That Which Lurks; the Elder Eye. Chaotic-evil god of oozes and nameless things in the dark.
The Great Mother: Deity of the beholders that seeks to remake the world in her image by filling the universe with her progeny. She is either insane or possesses limitless intelligence. It is difficult for mortals to decide which.
Ilsensine: Illithid deity with the form of a giant green brain with ganglia spanning the planes and gathering infinite knowledge. It’s divine mission is the enslavement of all creatures.
Mak Thuum Ngatha: The Nine-Tongued Worm. Deity of wormlike aberrations. Obsessed with the Material Plane for unknown reasons. Mak Thuum Ngatha embodies the opening of infinite knowledge, the destruction of barriers, and the spanning of space, time, and the planes.
The Patient One: Deity of aboleths, chuuls, cloakers, and avolakias. It whispers secrets in the darkness and devours the flesh its worshipers offer it.
Tharizdun: A deity of entropy, darkness, decay, and evil that seeks the unraveling of the universe. He was imprisoned long ago by the collective power of all the human deities. He is worshiped by creatures that believe there will be a place for them when he remakes the universe (IF he remakes it after destroying it).
Stars: Cosmic entities corrupted by the Far Realm as revealed in the Revelations of Melech (and Dragon Magazine). Some invocations in the Warlock Unearthed Arcana are named after these.
Acamar: A corpse star whose motions and size send objects spiraling toward their doom.
Calphon: A Purple star that is often a guiding star on the horizon that sometimes betrays those who rely upon it
Delban: An ice-white star visible during winter.
Gibbeth: A green star that causes madness.
Hadar: the extinguished cinder of a star lurking in a nebula of Ihbar.
Ihbar: A dark nebula expanding and eating the light of neighboring stars.
Khirad: A blue star whose radiance reveals secrets and gruesome insights.
Nihal: A red star that writhes around its portion in the heavens at great speeds.
Ulban: A blue-white light disrupts cognition and numbs your perception to danger.
Zhudun: A corpse star that once shined its baleful light over Cendriane in the Feywild.
Slaadi Lords: The Lords of the Slaad and purveyors of Limbo.
Chourst: Lord of Randomness. A white slaad that cares for nothing other than indulging whatever random whims come into his head.
Rennbuu: Lord of Colors. His skin constantly changes color and he has a grizzled mane of white hair. He is flamboyant and wears colorful costumes. He is at times a passionate artist and at other times a capricious prankster. He has the ability to change colors of anything.
Ssendam: Lord of Madness. The most powerful slaad. A giant golden amoeba with a humanoid brain nucleus. She constantly contacts mortals to drive them insane.
Ygorl: Lord of Entropy. Lord of Limbo. A charred slaad skeleton riding a chaotic-neutral brass dragon and wielding a scythe. He demands for slaads to invade other realms and incubate as many slaad spawn in creatures as possible to spread chaos.
image source: Out of the Abyss D&D 5e module
Fiends
Demons: There are many more demons in the Abyss, it being infinite and all. Here are the ones from the Fiendish Folio I, listing all the known demon rulers and their demesne.
Devils: There are more than just the nine lord of the hells to choose for your warlock patron. Besides these, here is a link listing all the named devils in D&D
Bel: The pit fiend usurper of Zariel, who has since been demoted to Zariel's adviser. While Zariel was subjugated, he ate pieces of Zariel’s flesh to increase his power beyond a regular pit fiend.
Tiamat: Surprisingly a fiend and not a dragon despite having five dragon heads.
Martinet: The pit fiend constable of Asmodeus and diplomat that quells wars between the archdevils.
Lilis: Consort of Dispater and head of a vast spy network in the nine hells and the material plane.
Bensozia: Consort of Asmodeus slain by Levistus.
The Hag Countess: The now-dead hag from Hades that tried to ascend to godhood but instead cause her body to expand infinitely and explode.
Moloch: Baalzebul’s viceroy that once helped rule the sixth layer; a monstrous form that hides a genius intellect.
Baftis: One of Baalzebul’s two consorts, a spineless and secretive being.
Lilith: The other of Baalzebul’s two consorts, an ambitious and scheming devil whose power the lord of flies must often reign in before it overwhelms him.
Baalphegor: Consort of Mephistopheles and decorated diplomat, tactician, sorceress, and inventor of artifacts.
Gorgoth/Gorgauth: The tenth archdevil cast out from Baator for Asmodeus for being too duplicitous for devilkind. His power lies in betrayal and twisting of contracts.
Zariel: Winged serpent fallen angel that has reclaimed rulership of the first layer of Baator.
Dispater: Paranoid and reclusive Lord of the Second and a ruler the iron city of Dis.
Mammon: Serpentine archdevil of greed mutated by Asmodeus. Lord of the Third.
Belial and Fierna: Incestuous father-daughter joint rulers of the fourth layer, although Fierna has recently become involved with Glasya and seeks to completely rule the layer.
Levistus: The Lord of the Fifth, eternally imprisoned in an icy tomb for the murder of Asmodeus' wife.
Glasya: Asmodeus' daughter, queen of the Erinyes, and Lord of the Sixth after the Hag Countess... exploded.
Baalzebul: A fallen archon originally named Triel that rules the seventh layer of Baator. The lord of flies and lies. An obsessive perfectionist.
Mephistopheles: The insane ruler of the frozen eighth layer of Baator and lord of hellfire. He openly seeks to overthrow Asmodeus.
Asmodeus: Mysterious Lord of the Ninth and King of Hell. Lord of sin itself. The only devil to maintain their position of power after the Reckoning of Hell. A cunning tactician whose machinations sometimes take millennia to unfold.
Yugoloth Lords: The mercenaries of the fiendish planes that find their home on Gehenna (in the Tower of Incarnate Pain) and the Gray Wastes (in Khin-Oin, the Wasting Tower)
Anthraxus: The Oinoloth and seat of the Siege Malicious.
Bubonix: Master of the Tower of Incarnate Pain
Charon: Ferryman of the River of Blood
Inthracis: Ultraloth necromancer and master of Corpsehaven
Malkizid: A fallen solar and exiled archdevil
Mydianchlarus: Briefly the Oinoloth who unseated Anthraxus by whispering a single secret.
Taba: The greatest spy of the fiendish planes that can appear like any fiend. She uses her powers primarily to acquire wealth.
Typhus: A hunchbacked mezzoloth that commands an army called the Infernal Front.
Xengahra: An outcast yugoloth and the personification of hopelessness that resembles a dark angel.
image credit: Brom
Archfey
Many of the powerful fey have been confused or changed from edition to edition with even some Dragon Magazine retcons, but I tried to piece together what I could here.
The Archfey: Fey beings that gained great power and established a position of preeminence among fey-kind.
Relkath of the Infinite Branches: An unpredictable treant archfey. Forests sprout wherever he touches the ground.
Lurue the Unicorn Queen: Archfey of intelligent beasts that teaches life is meant to be lived with adventure and laughter.
Verenestra the Oak Princess: Archfey of beauty and vanity. She is loyal to the Seelie Court and their realms despite her fleeting nature, but often kidnaps mortal men as consorts.
Sarula Iliene the Nixie Queen: Archfey of nixies, lakes, streams, and water. She often will ask her worshipers to protect bodies of water.
Auril the Frost Sprite Queen: A fickle, vain, and evil Archfey associated with cold, winter, and frost.
Neifon, Lord of Bats: Archfey with complete command of bats. Could also summon restraining vines.
Courts of the Feywild: Different kingdoms of the Feywild ruled by different archfey as described in 4e D&D and 5e D&D
The Court of Coral: Home of the aquatic and island-dwelling fey. Elias and Siobhan Alastai are the Sea Twins that rule this court. Elias is the lord of rivers while Siobhan is the princess of the seas.
Gloaming Court: Land of dreams and twilight. The Maiden of the Moon rules here, a hunter and bane of lycanthropes. Her realm's light shines in silver on the material plane.
Green Court: A place of primal plantlife. Ruled by Oran, the Green Lord.
Summer Court: Ruled by a being known as Tiandra, the Seelie fey queen. With a smile she can ripen crops, and with a frown summons wildfires
Winter Court: Ruled by the Prince of Frost, who hates the Summer Court after believing that they caused the death of his consort.
Fey Gods: These fey come from the older editions of D&D (3.5e and earlier) but are described as deities rather than archfey.
Caoimhin: faerie deity of food and shy friendship
Damh: fey deity of dance, song, and celebration
Eachthighern: Unicorn deity of healing, loyalty, and protection.
Emmantiensien: God of treants, trees, and deep hidden magic.
Fionnghuala: Deity of swanmays, communication, and sorority.
Nathair Sgiathach: Deity of mischief and pranks and faerie dragons.
Oberon: deity of nature, wild places, and animals.
Queen of Air and Darkness: Unseelie fey queen of illusions, darkness, and murder. She is always invisible but can be seen with magical means. Sister of Titania.
Skerrit: Deity of centaurs.
Squelaiche: Leprechaun deity of trickery and illusions.
Titania: Deity of the Seelie fey and mother of Damh and Verenestra. A beautiful blue-eyed faerie with gossamer wings. She is directly opposed to the Queen of Air and Darkness, her sister.
Verenestra: Deity of charm and beauty, and of nymphs and dryads.
Other Fey:
Baba Yaga: Mother of witches.
Brian Collins: King of the Leprechauns in the Gloaming Court
The Carrion King: King of dark fungi in the Feydark
The Erlking: Master of the hunt in the Green Court and enemy of Malar.
Malar: Master of the savage hunt in the Green Court and enemy of Erlking
Oneiros: Lord of dreams.
Selephra: The bramble queen and mistress of spite
Thrumbolg: Lord of the fomorians in the Feydark.
image credit: Allen Williams
The Celestial
This subclass was the Undying Light in the Unearthed Arcana playtest material, but seems to be replaced by the Celestial in Xanathar's Guide.
The Court of Stars: The noble eladrins that rule the Olympian Glades of Arborea. In some cosmologies the Court of Stars is a part of the Feywild, rather than Arborea, so these could feasibly count as Archfey patrons as well.
Morwel, Queen of Stars: A blindingly beautiful eladrin woman resembling an elf. She discusses important issues with her advisers and her consorts.
Faerinaal, the Queen’s Consort: Protector of the Court of Stars and especially eladrins endangered by fiends. He can cause creatures to enter a dream-filled coma.
Gwynharwyf, the Whirling Fury: Patron of barbarians and other chaotic-good champions who wields twin swords and can become a whirlwind of glittering sand.
The Companions of Elysium: A group of friends comprised of the most powerful of the guardinals to protect and rule Elysium
Prince Talisid, the Celestial Lion: Leader of the Five Companions of Elysium and the most powerful leonal. He is a humble protector of the people.
Sathia, the Sky Duchess: An avoral and the muse of painters and sculptors.
Manath, the Horned Duke: A cervidal and a creature of wit and fun.
Vhara, Duchess of the Fields: An equinal of generosity and emotion that adores flowers.
Kharash, the Stalker: A lupinal that is a master of the hunt.
Bharrai, the Great Bear: An ursinal that reveres nature and teaches magic.
Celestial Hebdomad: The androgynous rulers of Celestia, mortal martyrs that sacrificed themselves for all that is good in the universe and became protectors of the Mounting Heavens of Celestia.
Barachiel, the Messenger: Herald of Celestia and leader of the trumpet archons
Domiel, the Mercy-Bringer: Protector of the tombs of martyrs and saints. leader of the sword archons.
Erathaol, the Seer: The patron of prophets and seers. Foretells planar events before they unfold and watches over children destined for greatness.
Pistis Sophia, the Ascetic: Patron of monks and ascetics. They have cast off material possessions and show no negative emotions.
Raziel, the Crusader: The Firestar. Defender of the defenseless and destroyer of tyranny.
Sealtiel, the Defender: The military leader of heaven and patron of the warden archons.
Zaphkiel, the Watcher: Ruler of Chronias and the perfect good. Only the Hebdomad have seen Zaphkiel as those with even a shred of evil in them would be consumed in their presence.
image credit: Greg Rutkowski
Hexblade
These are the powerful weapons I could find that seem to be canon in the Forgotten Realms setting, according to the Wiki. Many aren't sentient, but that doesn't mean they can't grant power to a warlock.
Blackrazor: A greatsword hidden in White Plume Mountain. (DMG)
Moonblade: An ancient elven longsword. (DMG)
Whelm: A hammer hidden in White Plume Mountain. (DMG)
Wave: A trident hidden in White Plume Mountain. (DMG)
Cudgel of St. Cuthbert: A simple wooden club of the deity which instills bravery and smites undead.
Sword of Kas: Owned by the vampire general that slew Vecna. It thrives on blood and seeks the destruction of Vecna's cult.
Fork of Mephistopheles: A trident that grants powers over fire.
Ruby Rod of Asmodeus: Acts as a greatclub but bestows magical might.
Wand of Orcus: Usable as a mace. Grants powers over undead.
Moloch's Whip: A six-tailed lightning whip owned by the ex-viceroy of Baalzebul.
Staff of Fraz-Urb'luu: The prince of deception's weapon that grants full power over his realm.
Kingscar: A Human Bane greatsword of the ogre mage Sothillis.
Dragonstooth: longsword containing the spirit of a red dragon dracolich Greshrukk, the Red Eye.
Mountain Crusher: A longbow of Tavis Burdun, a legendary firbolg.
Ary'Faern'Kerym Elfblade: The "Artblade" that determines whether its wielder is worthy of leading the Cormanthyr army's arcane branch.
Flail of Ages: Forged by rakshasas, each head deals a different damage type (acid, fire, or cold)
Fatal Touch: A bastard sword wielded by a good god of death.
Drowning Death: A trident wielded by a storm deity that dealt cold and thunder damage.
Dawnspeaker: A heavy mace wielded by the goddess of the dawn.
Dagger of Chaos: A dagger that could transform its wielder into anything at random.
Crackletongue: A saber wielded by Zaranda Star that crackled with blue flame to smite evil.
Cold Heart: An acidic dagger wielded by a drow goddess of undeath.
The Ravager: A halberd wielded by a prince of Elemental Fire.
Carsomyr: A powerful Holy Avenger and bane of chaotic-evil creatures.
Undead: Liches, Vampires, Mummy Lords, Death Knights
Vestiges: From the Tome of Magic 3.5e supplement but they are just too great NOT to use. They are creatures who were so powerful their very existence and memory persists as a Vestige, a power untouchable by even gods. And they are specifically meant to make pacts with. I just have their names here because there are far too many to go into detail.
Acererak, the Devourer
Agares, Truth Betrayed
Amon, the Void Before the Altar
Andras, the Gray Knight
Andromalius, the Repentant Rogue
Aym, Queen Avarice
Balam, the Bitter Angel
Buer, Grandmother Huntress
Chupoclops, Harbinger of Forever
Dahlver-Nar, the Tortured One
Dantalion, the Star Emperor
Eligor, Dragon’s Slayer
Eurynome, Mother of the Material
Focalor, Prince of Tears
Geryon, the Deposed Lord
Haagenti, Mother of Minotaurs
Halphax, the Angel in the Angle
Haures, the Dreaming Duke
Ipos, Prince of Fools
Karsus, Hubris in the Blood
Leraje, the Green Herald
Malphas, the Turnfeather
Marchosias, King of Killers
Naberius, the Grinning Hound
Orthos, Sovereign of the Howling Dark
Otiax, the Key to the Gate
Paimon, the Dancer
Ronove, the Iron Maiden
Savnok, the Instigator
Shax, Sea Sister
Tenebrous, the Shadow that Was
Zagan, Duke of Disappointment
Elder Evils: From the 3.5e Elder Evils supplement.
Atropus: A cosmic being that looks like a small moon and channels massive amounts of negative energy in order to devour planets.
Father Llymic: A creature imprisoned in ice that melts in the dark. It seeks to extinguish the sun to free itself and turn the world into its new home, a frozen wasteland of death and madness.
Hulks of Zoretha: Five dormant monoliths that were sent to earth to purify and colonize it. They long for someone to learn how to reawaken them.
Leviathan: The pure chaos leftover from the creation of the world given flesh. It slumbers beneath the ocean and is large enough to encircle the earth.
Pandorym: A being summoned from another world to kill the gods. Its body and mind were imprisoned separately.
Ragnorra: The mother of monsters that reappears every millennia to remake the world in her hideous image raining red spores all over the planet to infect all life.
Sertrous: An obyrinth demon lord cast into the void but that still lives on the material plane in a warped serpent form. He taught the world that mortals do not need to worship deities for power.
The Worm that Walks: A mass of maggots and worms that houses the hive mind of the demigod Kyuss, whose return ushers the final age of mortals.
Zargon: An ancient, unkillable baatorian of slime cast out of Hell by Asmodeus and imprisoned in stone.
You conjure a tentacle whose slick purple skin crackles with electricity. The tentacle sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the tentacle to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the tentacle. Creatures pulled in this way take 5d10 lightning damage.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as an action on each of your turns.
Black Spikes of Yeenoghu
6th level transmutation Warlock spell
Casting Time: 1 Action
Range: 90 ft.
Duration: Instantaneous
Components: V, S
You cause black spikes to erupt from the floor, ceiling, or walls to impale creatures within range. Roll 2d4+CHA. The result is the number of spikes you can summon. You can make a ranged spell attack with each of the spikes, each targeting a creature of your choice. The size of the creature determines the maximum number of spikes you can damage someone with.
Small or smaller: max 1 spike
Medium: max 3 spikes
Large or larger: any number of spikes
Each spike that hits deals 3d8 piercing damage and restrains the creature it hits. Restrained creatures must make a CON check using their action to attempt to rend themselves free from the spike. Creatures hit with multiple spikes only free themselves from one spike with each successful saving throw.
Blinding Beauty of Verenestra
8th level illusion Warlock spell
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
You shroud your body in fantastic, lethal beauty. All creatures of your choice that can see you within 60 ft. must make a CHA saving throw. Creatures that fail their saving throw by 5 or more are killed instantly. Creatures that fail their saving throw are blinded permanently and take 10d6 psychic damage. Creatures that succeed at their saving throw take no damage but are blinded for 1d4 rounds.
Blood of Anthraxus
1st level transmutation Warlock spell
Casting Time: 1 Action
Range: 60 ft.
Duration: Concentration, up to 1 minute
Components: V, S
You turn the blood of a creature you can see within range into acid. The creature must make a CON save at the start of each of their turns. On a failed saving throw, the creature takes 2d10 acid damage. On a successful save, the spell ends. During each of your turns, you can use your action to maintain concentration on this spell.
At higher levels: When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d10 for each spell slot above 1st.
Carrion Harvest
3rd level necromancy Warlock spell
Casting Time: 1 Action
Range: 90 ft.
Duration: Instantaneous
Components: V, S
You infest up to ten flesh-based corpses within range with yellow spores from the Carrion King of fungi. Each corpse spawns a mushroom that can be ingested using an action. Each mushroom that a living creature ingests heals them for 1d4 hit points. The mushrooms spoil after 24 hours.
Deception of Fraz-Urb'luu
5th level illusion Warlock spell
Casting Time: 10 minutes
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S
You create an illusory clone of a dead humanoid creature you touch. The clone is an illusion surrounding a telekinetic puppet of the original corpse. You mentally control the actions of the clone as long as you remain within 300 ft. of it. The clone has the same statistics as a Zombie, though it is considered neither undead nor alive. The clone can speak with a perfect impersonation of the creature's voice when it was alive, provided the caster was around to hear it. The corpse's scent is hidden with the illusion.
The clone can only make physical attacks, but the illusion allows it to "fake" any spells or special abilities the caster knows that the creature had in life. The ability will have no physical effect on the world, but will have a visual effect created by the illusion. Faking a spell or ability in this way in front of other creatures, attacking a creature, interacting with other creatures entitles those creatures to a WIS saving throw to see through the illusion.
Once a creature sees through the illusion, they see the creature as a corpse with a faint outline of the illusion surrounding it. When the spell ends, the corpse collapses where it stands and the illusion fades.
Flesh of Zargon
9th level transmutation Warlock spell
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M (a larval soul worth 500 gp, consumed by the spell)
You turn the flesh of a willing creature you touch into form of slime. The creature gains resistance to bludgeoning, piercing, and slashing damage and immunity to acid damage. The creature also heals 3 hp at the start of each of their turns. If the creature loses a part of their body (fingers, legs, tails, etc.) while the spell is active, it grows back after 2 minutes.
Fortify Familiar
1st level transmutation Warlock spell
Casting Time: 1 Action
Range: 30 ft.
Duration: 1 hour
Components: V, S, Special (Warlock's Familiar)
Your familiar's size increases by one size category and they deal an additional damage die of damage on each of their attacks for the duration. Their AC increases by an amount equal to your CHA modifier.
Guise of the Dark Queen
2nd level illusion Warlock spell
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S
You channel the energy of the Queen of Air and Darkness. Your body becomes pitch black. While in shadows or darkness you are completely invisible, including to those with Darkvision. You also gain 10 temporary hit points. When the last of the temporary hit points are removed, the spell ends. You may also end the spell using your bonus action or reaction. When the spell ends, all creatures within 5 ft. of you must make a DEX saving throw or take 3d6 slashing damage as the shadows violently disperse. Creatures take no damage on a successful save.
At higher levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 2d6 for each spell slot above 2nd.
Gwynharwyf's Passage
2nd level evocation Warlock spell
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
A furious whirlwind of glittering sand spins around you in a 20-ft. radius and moves with you, remaining centered on you. There is a 10-ft. radius cylinder of unaffected space inside the whirlwind. Creatures in the affected area treat it as difficult terrain and take 4d6 slashing damage when they enter the area or when they begin their turn there. The whirlwind grants you and those inside it +2 AC against ranged attacks. Creatures in the affected area become blinded while inside it and for 1 round thereafter. The whirlwind also hedges out vapor, gas, and fog.
At higher levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 2d6 for each spell slot above 2nd.
Kiss of Malcanthet
3rd level enchantment Warlock spell
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Components: V, S
You enchant a creature with your kiss to become blind to all things except for you. This requires a melee spell attack, which you have advantage on if your target is charmed by you. Your target may even be willing to let you kiss them if the situation calls for it. Once you land the spell's kiss, the creature must make a CHA saving throw or become effectively blinded and deafened to all things except for the caster, and becomes charmed by the caster if they weren't already, for the duration. The creature does not recall anything before the spell was cast and lusts only for the caster for the duration. When the duration expires, the creature remembers everything that has transpired but only realizes they were duped by a spell if they succeed at a WIS saving throw.
Prison of Ssendam
8th level conjuration Warlock spell
Casting Time: 1 Action
Range: 90 ft.
Duration: Instantaneous
Components: V, S
A medium or smaller creature you can see within range becomes trapped inside a golden amoeba and in their own mental reality. The creature must make a DEX saving throw to avoid the manifestation of the amoeba. On a failed save, they become trapped inside. Each turn, they can attempt a STR saving throw to escape the amoeba's membrane. At the start of each of their turns, however, the creature must make a WIS saving throw. Once they fail a WIS saving throw, the creature becomes unconscious and paralyzed and is trapped in their own dreamlike reality in their mind. This reality can be anything that you choose. While inside the amoeba the creature takes 1 acid damage each hour and their maximum hit points are reduced by an equal amount to the damage taken. If the creature dies from acid damage while inside the amoeba, they completely dissolve and are unable to be resurrected except by a Wish spell. The amoeba becomes an Ochre Jelly that is not under the caster's control.
Rain of Charon
4th level conjuration Warlock spell
Casting Time: 1 Action
Range: 120 ft.
Duration: Concentration, up to 1 minute
Components: V, S
With the yugoloth Charon's will, you cause the heavens to rain with gore from the River of Blood. This rain is summoned in a cylinder 40 ft. high and with a 30 ft. radius. Creatures starting their turn within the area take 5d6 poison damage and must make a CON saving throw or become poisoned for 1 minute. Creatures that are inside the spell's area when it appears become soaked in the gore and cannot regain hit points until they wash off the gore or until a Remove Curse spell is cast upon them. The area inside is treated as difficult terrain.
Seed of Betrayal
7th level enchantment Warlock spell
Casting Time: 1 Action
Range: 60 ft.
Duration: Special
Components: V, S
Choose a creature within range that you can see. That creature must make a WIS saving throw. On a failed save, you implant a magical seed in their soul and name an ideal or alignment of your choice. The seed is invisible and can only be destroyed by a Dispel Evil and Good or a Remove Curse spell. While the seed remains, the creature must make a WIS saving throw whenever they need to make a moral choice that conflicts with your chosen ideal or alignment. On a failed WIS saving throw, the creature takes action based on your chosen ideal or alignment instead of their own. After three failures, the creature's ideal or alignment permanently changes to the new one that you chose. After three successes, the spell ends and the seed fades. The creature then becomes immune to this spell for 1 year.
Shadow Puppet
3rd level necromancy Warlock spell
Casting Time: 1 Action
Range: 30 ft.
Duration: Permanent
Components: V, S, Special (Warlock's Book of Shadows)
Shadowy tendrils drag a creature's shadow into your Book of Shadows. The creature feels cold and no longer casts a shadow. As long as the creature's shadow remains under your control, the creature is cursed and has disadvantage on all CHA-based skill checks. Whenever you cast this spell thereafter, you instead call forth the captured shadow from your Book of Shadows. The shadow is treated like a Shadow creature that obeys your verbal commands. If the shadow is destroyed or if you choose to relinquish the shadow, it returns to its original owner and they are no longer cursed. The Shadow can be recalled to your Book of Shadows using a bonus action. Only one creature's shadow can be bound to your Book of Shadows at a time. The Shadow regains all lost hit points at midnight.
Spores of Ragnorra
2nd level transmutation Warlock spell
Casting Time: 1 Action
Range: 5 ft.
Duration: up to 1 minute, Concentration
Components: V, S
A puff of red spores burst forth from your hand and infects a creature you choose within range. The creature must make a CON saving throw. On a failed save, their flesh warps and twists them into a twisted, hideous monster. The creature's type changes to aberration for the duration and the creature gains a bonus to AC and damage rolls equal to your CHA modifier, but also gains disadvantage on all skill checks, saving throws, and attack rolls. The creature's movement speed is reduced to 10 ft. The creature is wracked with pain and cannot speak; only managing to emit a pained screech.
Strands of the Demonweb
3rd level conjuration Warlock spell
Casting Time: 1 Action
Range: 60 ft.
Duration: Concentration, up to 1 minute
Components: V, S
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Creatures restrained by the webs take 5d6 necrotic damage at the start of each turn when they remain restrained.
At higher levels: When you cast this spell with a spell slot of 4th or higher, the damage increases by 2d6 for each spell slot above 3rd.
Tempting Feast
4th level conjuration Warlock spell
Casting Time: 10 minutes
Range: 30 ft.
Duration: Instantaneous
Components: V, S
You summon a feast similar to that of a Heroes' Feast spell. In fact, the spell is difficult to distinguish from a Heroes' Feast that a creature must make a DC 20 Arcana check to determine its nature. Creatures that behold the feast who aren't in combat must make a WIS saving throw. Each creature that fails their saving throw is compelled to partake of the alluring feast. Each creature that does becomes poisoned for 1 hour and must make a CON saving throw or take 7d6 poison damage. Up to twelve creatures can eat from the feast.
Thirsting Blade of Strahd
2nd level necromancy Warlock spell
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S, Special (Warlock's Pact Weapon)
You summon a pale blue longsword with as your pact weapon. You heal yourself for half of the damage you deal with the weapon during the spell's duration.
At higher levels: When you cast this spell with a spell slot higher than 2nd, your weapon deals an additional die of damage with your attacks.
Transformation of Kyuss
2nd level transmutation Warlock spell
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S
Your body collapses into a swarm of poisonous worms with sharp teeth for the duration. Your equipment melds with you for the duration. When the spell ends, you revert to your hit point total from before the spell was cast. You can still cast spells or use spell-like invocations while in this form and do not need somatic or verbal components to do so, but doing so reduces your hit points by 5 each time you do so. You gain the following statistics:
Swarm of Worms
Large Swarm of Tiny Beasts
AC 14, HP 20+(5 times the spell slot used), SPD 30 ft. Swim 30 ft.
STR: 12, DEX: 18, CON: 11, INT/WIS/CHA same as base
Swarm: You can occupy another creature's space and vice versa, and you can move through any opening large enough for a tiny worm. You can't regain hit point or gain temporary hit points in this form.
Bites: Using your action, you can make an attack roll against each creature occupying your space. Your attack modifier is equal to your CHA modifier and you are considered proficient with the attack. The damage is 2d6 piercing damage and each creature hit must make a saving throw against your spell save DC or become poisoned for 1 minute and take 4d6 poison damage.
Wall of Souls
4th level necromancy Warlock spell
Casting Time: 1 Action
Range: 90 ft.
Duration: Concentration, up to 10 minutes
Components: V, S
You summon a wall of writhing milky white spirits up to 40 ft. long, 30 ft. high, and 5 ft. thick at a location you designate within range. Those within 30 ft. of one side of the wall that you choose must make a WIS saving throw when the wall appears or become frightened and run away from the wall until they are at least 100 ft. away or can no longer see the wall. The wall itself is insubstantial, but creatures that pass through it take 5d8 necrotic damage. Creatures in the wall's space can attempt a DEX saving throw when it appears. On a successful save, the creature moves to the frightening side of the wall. On a failed save, the creature takes damage as if they had passed through the wall and then moves to the frightening side of the wall.
Who is to say that all that patrons have to offer is a weapon, a book, or a minion? What other sorts of things could they offer? A Pact Boon should fundamentally change your combat style, whether that means attacking in melee, casting cantrips from the sidelines, or using a minion to distract or flank. I offer these new options for even more interesting playstyles. The invocations listed can be acquired just like any invocation as a warlock levels up.
image credit: Matt Cavotta
Pact of the Eye
You are gifted an eye from your patron. The eye can either take the form of a gem, an orb or an actual preserved eyeball. You can see through the eye at will, regardless of distance between you and the eye. Even being on another plane does not impede this effect. You can use your action to cause the eye to float at a speed of 15 ft. per round and can control its movements as long as you are within 300 ft. of it. The eye has a number of hit points equal to 5 times your CHA modifier and AC 10 + your CHA modifier. If you lose your eye, you can perform 1 hour ritual to create a new one (and remotely destroy the old one, if it still exists).
This pact seemed like a cool idea. On the surface, though, it seems like a worse Pact of the Chain since your familiar is a glorified scout. The bonus to this pact is that you can see through and control the eye at any distance. Add in the Burning Eye invocation and you have a long-range covert ops laser-delivery service.
Invocations:
Inescapable Eye: (prereq: 11th level, Pact of the Eye) Once per day, you can spend a Warlock spell slot to gain truesight while looking through the eye for 1 hour.
Burning Eye: (prereq: Pact of the Eye) You can deliver ranged spell attacks through the eye, such as Eldritch Blast. You can only use this ability while you are within 300 ft. of the eye.
Prying Eye: (prereq: 7th level, Pact of the Eye) You can use your action to cause the eye to become invisible while you are within 300 ft. of it. If the eye touches a creature or makes any aggressive actions against a creature (such as with the Burning Eye invocation) it is no longer invisible.
Eye's Defense: (prereq: Pact of the Eye) You have +1 AC and advantage on Perception checks while your pact eye is within 30 ft. of you.
image source: link
Pact of the Mask
You are granted a mask that has a vague appearance reminiscent of your patron. While wearing the mask, once per short rest you can activate it using your action to transform into a terrifying creature; a hybrid between you and your patron or a creature the patron desires. You gain temporary hit points equal to 4 times your CHA modifier and your unarmed attacks are treated as melee spell attacks that deal 1d8+CHA slashing damage. At 5th level, you can make an additional unarmed attack when you take the attack action while in your altered form.
You cannot cast spells while in this form. This transformation and temporary hit points last until you dismiss the transformation using a bonus action. If you lose your mask, you can perform a 1-hour ritual to create a new one (and remotely destroy the old one, if it still exists).
I envisioned this pact as a tanky beast version of the warlock akin to a Druid’s Wild Shape ability, which is why you gain temporary HP whenever you transform. The Bastion of the Beast invocation makes you nearly unhittable in 1v1 combat, while Awful Visage and Explosive Transformation give you some crowd control against lots of creatures. The damage isn’t particularly important to this pact option, but you can buff it using the Explosive Transformation and Savage Rending invocations.
Invocations:
Explosive Transformation: (prereq: Pact of the Mask) When you transform into your altered form, you may cast Thunderwave as if you had spent a warlock spell slot to cast it.
Bastion of the Beast: (prereq: 5th level, Pact of the Mask) While in your altered form, you can use your reaction to add your CHA modifier to your AC against one melee attack that would hit you.
Awful Visage: (prereq: 14th level, Pact of the Mask) Your altered form is either terrifying or awe-striking. Transforming into your altered form causes creatures within 60 ft. that can see you to make a WIS saving throw against your spell save DC or become frightened. Each creature can attempt a new saving throw at the start of each of their turns to end this effect.
Savage Rending: (prereq: 7th level, Pact of the Mask) When you hit a creature with two or more attacks in your altered form, you can deal an additional 2d8 slashing damage to the creature as a bonus action.
Spell Channeling: (prereq: 14th level, Pact of the Mask) You may cast spells while in your altered form.
image source: Greg Capullo
Pact of the Cloak
You are gifted with a magical shroud flowing from your shoulders that conceals and empowers you. The cloak takes on any appearance you desire and you can change its appearance with a bonus action. The cloak cannot be taken off but can be suppressed for 1 minute by a Dispel Magic spell or while in an Antimagic Field. While the cloak is active, you add your CHA modifier to Stealth checks and add your DEX modifier to spell attack rolls made from hiding.
I wanted this pact option to be more like a rogue’s style of stealth and hit-and-run tactics. The Cunning Cowl invocation is necessary, but I didn’t want to allow it at a lower level as that would be too powerful for a character to multiclass dip into. If they want Cunning Action so soon, dip into rogue instead. Spell Betrayal if this pact’s “Sneak Attack” damage. It seems like it doesn’t scale, but remember this applies to all your Eldritch Blast beams, not just your first attack each round (we’re not a true rogue).
Invocations:
Hypnotic Cloak: (prereq: Pact of the Cloak) Once per short rest, You can dance for 1 minute, using a Performance skill check to captivate creatures within 30 ft. of you that can see you. The creatures must make a WIS saving throw against your Performance check. Each creature that fails their save becomes charmed by you for up to 1 hour after the performance. Creatures that succeed at their saving throw are unaffected.
Cunning Cowl: (prereq: 5th level, Pact of the Cloak) Your cloak obscures your movements at a moment's notice. You can take the Hide action as a bonus action during your turn.
Spell Betrayal: (prereq: Pact of the Cloak) Your spell attacks deal an additional 2d6 force damage to creatures who you have advantage on your attack roll against.
Cloak's Binding: (prereq: 9th level, Pact of the Cloak, Eldritch Blast) You can cause each creature hit by your Eldritch Blast to become restrained and blinded for up to 1 minute. Each creature can make either a STR saving throw or a CON saving throw against your spell save DC during each of their turns. On a successful STR save, the creature is no longer restrained. On a successful CON save, the creature is no longer blinded. Once you use this ability to augment your Eldritch Blast, you can’t use it again until you finish a short or long rest.
image credit: Tomasz Chistowski
Pact of the Gift
You gain a wand, rod, or staff that gives you power. The item usually reflects the powers or personality of your patron. When you choose this pact, choose a 1st-level spell from any spell list. The item has a number of charges equal to your CHA modifier. You can expend a charge to cast the chosen spell as if you had spent a 1st-level spell slot. The charges recover after you finish a long rest. If you lose your gift, you can perform a 1-hour ritual to create a new one (and remotely destroy the old one, if it still exists).
This pact is meant to essentially be a gift of a magic item akin to a wand. It was difficult to give them the common 7 charges right at the get-go so I had them scale with CHA and added an invocation if you needed more. To further reduce scaling, the levels remain the same until you can get the Heightened Power invocation. Since the charges are so generic, it’s possible to invent new invocations that use them like the Gift of Duality one that can alter your spells almost like a sorcerer.
Invocations:
Gift of Immortality: (prereq: Pact of the Gift) You can expend any number of charges from your pact’s gift to heal yourself for 1d8+ your CHA modifier for each charge expended.
Everlasting Gift: (prereq: 5th level, Pact of the Gift) Your pact’s gift gains 3 additional charges.
Masterful Gift: (prereq: 5th level, Pact of the Gift) Choose a 2nd-level spell from any spell list. You can expend 2 charges from your pact’s gift to cast that spell as if you had spent a 2nd-level spell slot.
Heightened Power: (prereq: 9th level, Pact of the Gift) Spells cast using your pact’s gift are cast using a spell slot equal to the level of your warlock spell slots.
Gift of Duality: (prereq: 7th level, Pact of the Gift) When you cast a spell that has a single target, you can expend 2 charges from your pact’s gift to have the spell target an additional target.
Corrupt Gift: (prereq: Pact of the Gift) When you cast a spell that deals damage to a creature, you can spend a charge from your pact’s gift to cause creatures damaged by your spell to become poisoned. Each poisoned creature can attempt a CON saving throw against your spell save DC at the start of each of their turns, ending the effect on a success.
Warlocks in the Game: Tips on playing and roleplaying with a warlock.
New Invocations: Some homebrew invocations to choose from.
New Subclasses: Four new warlock patrons, including the Thrall of Ilsensine, the Student of the Sphinx, the Sister of Fionnghuala ("Fenn-oo-la." It's Gaelic.), and Binder of Acererak.
New Magic Items: Homebrew magic items for warlocks of all types.
Specific Warlock Patrons: A list of named D&D figures primarily from the Forgotten Realms setting that could make for good patrons.
New Pacts: Four new warlock pacts (instead of chain/blade/tome), including the Pact of the Eye, Pact of the Mask, Pact of the Cloak, and Pact of the Gift.
New Warlock Spells: Homebrew warlock spells, mostly 1st-5th level but there are a few Arcanum choices there as well.
Wondrous Item (head), Very Rare, requires attunement by a warlock
This hood has a long tip that falls down the back of the wearer and a connected veil comprised of a Bearded Devil’s beard. Once per short rest, the wearer can use their reaction to attempt to curse a creature that they can see within 90 ft. of them when they take damage. The creature must make a DC 15 CON saving throw to resist the curse. A cursed creature bleeds from their new wound and the creature loses 1d10 hit points at the start of each of their turns until they either receive magical healing or a creature treats them with a DC 12 Medicine check.
Binding Talisman
Wondrous Item, Rare, requires attunement by a Pact of the Blade warlock
A stone with an inlaid gem about the size of a coin. It becomes a part of your pact weapon whenever you manifest it. When you summon your pact weapon, choose acid, cold, fire, or lightning. Your pact weapon deals +1d4 damage of the chosen type with each attack.
These knee-high boots are made of thin leather and are trimmed with fur from an arctic hare. They seem far too thin for snow but keep you comfortably warm. While wearing the boots, you leave a trail of frost that coats surfaces and objects near your feet. If you step on calm water, ice forms beneath your feet and allows you to stand and move over the water easily. The ice melts in seconds after it appears, so only you can travel over the water in this way.
Blood Shield
Wondrous Item, Rare
A brooch that looks like a ruby kite shield. If you have a familiar as with the Find Familiar spell, you may use your reaction to give your familiar 10 temporary hit points and +5 AC until the start of your next turn.
Demon’s Horn
Magic Weapon (dagger), Rare
A curved glabrezu horn that can be used as a +1 dagger. Creatures dealt damage by the horn are cursed. While cursed, magical healing deals necrotic damage equal to the healing instead of healing. Cursing a new target causes the previous victim’s curse to be lifted. The horn also spoils food and clouds water that it touches.
Devil’s Tongue
Wondrous Item, Rare
A dried bearded devil tongue that drips blood whenever you lie, but grants you a +2 bonus to all Deception skill checks involving telling a lie. You can also use your action to force a creature that you can see within 60 ft. to make a WIS saving throw. On a failed save, the creature becomes cursed and cannot tell the truth. Cursing a new target causes the previous victim’s curse to be lifted, as does dismissing the curse as a bonus action. While a creature is cursed in this way, you do not benefit from the bonus to deception checks.
Dream Pigment
Wondrous Item, Uncommon
A Pact of the Tome warlock can mix this pigment with a simple liquid binder to create a pearlescent deep purple ink. If the warlock drips a drop of the ink onto a sleeping creature’s head and then spills a thimble of ink onto an empty page of their Book of Shadows, the ink will arrange itself into words. The words describe the events transpiring in the sleeping creature’s current dream as they occur.
False Path Stones
Wondrous Item, Uncommon
A moleskin bag filled with 3d6+1 tiny polished rocks. Placing a rock on the ground creates an illusionary gravel path 10 ft. wide and 60 ft. long starting from the stone. You must place two stones within 60 ft. of one another to denote the direction of this path. The path seems like it has been there for at least a decade. The illusion is adaptive and the gravel can be picked up and handled and makes noise when trodden upon like any gravel path. Only picking up the original magic stones will cause the illusion to be lifted, and finding each stone again (even if you are the one who placed them) takes a DC 25 Perception check.
Flower of the Summer Queen
Wondrous Item, Uncommon
When a creature is touched by this beautiful, undying flower and the command word is spoken, the creature becomes inexplicably happy and content. The creature must make a WIS saving throw (DC 17) or become affected as if by a Calm Emotions spell and then becomes charmed by the creature that spoke the command word for 1 hour. Using this ability destroys the item.
Frozen Tear of the Winter Prince
Wondrous Item, Uncommon
When a creature is touched by this tear-shaped diamond and the command word is spoken, the creature is gripped by sadness and despair. The creature must make a CHA saving throw (DC 17) or become affected as if by a Bane spell for 1 hour. Using this ability destroys the item.
Gift of the Patron
Wondrous Item (neck), Very Rare, requires attunement by a warlock
An amulet given to you by your warlock patron. As an action, you can take on the visage of your dread patron, gaining an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. At the end of each of their turns, a charmed or feared creature can attempt a new saving throw to end this effect. A creature that succeeds on this saving throw is immune to your aura for 24 hours . Once you use this ability you can’t use it again until you finish a long rest.
Golden Chain
Wondrous Item, Rare, requires attunement by a Pact of the Chain warlock
A small golden chain that gives you a greater connection to your familar. If the attuned creature has a familiar as with the Find Familiar spell, the familiar has their maximum hit points increased by 10. As a bonus action, the attuned creature can pay any number of hit points to give their familiar an equal number of temporary hit points. The attuned creature can also have their familiar pay any number of their hit points to grant the attuned creature an equal number of temporary hit points. Temporary hit points from the Golden Chain disappear after 1 minute.
Hag’s Doorknob
Wondrous Item, Rare
This simple carved wooden doorknob is not attached to any door. Placing the doorknob on a flat stone, wood, or plaster surface allows the owner to cast Passwall. Pulling on the doorknob opens a door leading to the passage created by Passwall. Once the duration of the spell expires, the doorknob fades away with the door and passage.
Hezrou Heart
Wondrous Item, Uncommon, requires attunement by a warlock
A lumpy sickly green heart of a hezrou demon. The heart begins to beat when a poisoned creature is within 30 ft. of it. It can be used to detect poisons in this way. Spell or abilities that you use that deal poison damage to creatures within 30 ft. deal an additional 1d8 poison damage.
Kappa Shell
Wondrous Item, Rare
Once per day, this empty shell of a kappa can be filled with water to cast Watery Sphere. The spell does not require concentration as it usually does, but if you perform any other action other than maintaining the spell or use any of your movement speed, you must make a DC 15 Acrobatics check to keep the water in the shell. If the water spills from the shell while the spell is active, the spell ends.
The Necronomicon
Artifact, Legendary, requires attunement
A collection of forbidden stories, arcane lore, and necromantic spells written by a variety of authors ranging from minor cultists to notorious liches to alien aberrations. A rather insane chapter refers to a being known as Atropus, but the rest is unintelligible. The book is often confused for the Book of Vile Darkness by those with passing knowledge, but its subject matter is that of death rather than evil.
The Necronomicon cannot be destroyed, but can be banished to the moon-sized being Atropus. Attempts to destroy it or send it anywhere else will simply cause it to reappear on a random evil-aligned plane or somewhere else on the Material Plane.
Attuning to the book requires a WIS saving throw, an INT saving throw, and a CHA saving throw. Each failed save reduces the creature’s WIS score by 3. A creature that fails all three saving throws is driven completely insane permanently. Their WIS score returns to normal at a rate of 1 point per day after it is no longer attuned to the book.
Random Properties: The Necronomicon has the following random properties:
3 minor beneficial properties
1 major beneficial property
3 minor detrimental properties
2 major detrimental properties
Spellcasting: The Necronomicon has a number of charges equal to the attuned creature’s CHA score. The attuned creature can replenish any number of charges after finishing a long rest, spending 1 hit point for each charge restored. The book allows its attuned owner to do the following. All saving throws have a DC of 18.
Speak with Dead (at will)
Animate Dead (2 charges)
Create Undead (3 charges)
Circle of Death (3 charges)
Finger of Death (4 charges)
Undead Power: Undead created by the Necronomicon have a bonus to attack rolls, damage rolls, and AC equal to the attuned creature’s CHA modifier.
Control Undead: Once per long rest using your action, you can force an undead creature to make a WIS saving throw (DC 14). On a failed save, the creature obeys your commands for the next 24 hours.
Lore: You can reference the Necronomicon for information about undead, aberrations, or the Far Realms. Double your proficiency bonus for INT-based checks on those subjects.
Nerve Lash Gloves
Wondrous Item (hands), Very Rare, requires attunement by a warlock
These gloves appear to be made from some sort of alien leather with a woodworm-like pattern. The gloves attune to a creature by being worn. Once they become attuned to a creature, the creature feels a sting of pain like needles being driven into their wrists. Once this occurs, the gloves can only be removed by dealing 6 damage to the wearer.
The gloves are bound to the nerve endings of the wearer, who can use a bonus action to cause their nerve endings to extend into multi-tailed whips about three feet long that crackle with electricity. The creature can use the Attack action to make up to two melee spell attacks against creatures within 5 ft. Each attack deals 3d6 lightning damage and creatures hit must make a DC 14 CON saving throw or become Stunned until the attuned creature’s next turn. The whips can be retracted with another bonus action.
Red Cap
Wondrous Item (head), Rare, requires attunement
A simple hood or hat belonging to a murderous fey creature called a redcap. Though the redcap has been slain, it hat retains some of its power. When you soak the entirety of this cloth hat in fresh blood (less than 1 minute), you heal 2 hit points at start of each round until the cap dries, or about 5 minutes. This effect ceases to function within 120 ft. of a cleric’s holy symbol or any symbol of a deity.
Robes of the Pactmaker
Wondrous Item (chest), Rare, requires attunement by a warlock
These dark robes resonate with symbols of a warlock’s patron. The patterns glow and seem to slowly float aimlessly over the surface of the garment. The warlock can treat a warlock spell slot of a spell they cast as one level higher than normal, even if it would bring the slot beyond 5th level. Once the warlock uses this ability, they must finish a short rest before they can use it again.
Stinger of Horror
Magic Weapon (dagger), Rare, requires attunement by a warlock
A bony tail of a cloaker that has been fashioned into a weapon. The item is treated as a +2 dagger. Creatures attacked by the dagger (not necessarily hit by it) must make a DC 16 WIS saving throw. On a failed saving throw, the creature becomes frightened until the attacker’s next turn. A creature that succeeds at their saving throw becomes immune to the effects of the Stinger for 24 hours.
Four new D&D 5e subclasses for warlocks! Includes the Thrall of Ilsensine, Student of the Sphinx, Sister of Fionnghuala, and the Binder of Acererak!
Thrall of Ilsensine
Ilsensine, the god of illithids, spreads the nerve endings of her divine brain into all corners of the universe, learning every secret ever uttered. Although she is strictly an illithid deity, a warlock might force her into a pact or might agree to aid in her ineffable, alien purpose, or they might be a willing thrall to the deity. Ilsensine is usually using such a creature as her puppet, and often will eventually send mind flayers to try and convert the warlock into an illithid themselves. While under Ilsensine's patronage, a warlock gains command over the minds of other creatures, and can even steal some of their powers through unspeakable acts of cannibalism.
Warlocks of Ilsensine often change slightly in skin color, growing tentacles from either their neck or around their mouth. They must hide these tentacles to blend in with any normal society. The warlock eventually regards themselves as a superior creature compared to others of their race, seeing the others as nothing more than food.
image credit: Graey Erb
Detect Thoughts: At 1st level, you gain the ability to cast Detect Thoughts at will. You also feel an inexplicable hunger while reading thoughts, as if smelling delicious food. You even start to feel specific “preferences” for different minds. You might enjoy minds with a high intellect, spiritually awakened minds, creative minds, manipulative minds, or compassionate minds. When you probe deeper using the Detect Thoughts ability, you learn the creature’s known spells, languages, and skills. When you probe deeper into a creature’s mind in this way, the creature gets feelings of nausea or a headache and might clue them in to their mind being read.
Devour Mind: At 6th level your hunger for brains has reached a tipping point. Although you do not physically require them for sustenance, you can eat a living or recently dead (less than 6 hours), intelligent humanoid's brain to gain some of its knowledge and power. Eating a creature's brain takes about 30 minutes including the time to remove their brain from their skull. After partaking of a creature’s brain, you may choose from any one of the following:
A spell that the creature knows: you may cast the spell once per day without expending a spell slot if your warlock spell slots are a high enough level to cast the spell.
Two skills the creature is proficient with: you gain proficiency in those skills.
A language known to the creature: you learn the language.
This effect persists until you devour another creature’s brain and choose a new spell, language, or pair of skills. Each time you devour a creature’s brain, you learn some information about the creature’s life, and can answer any question about the creature’s life that the creature would have known with a 25% chance of accuracy.
Thought Shield: At 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You 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.
Mind Blast: At 14th level, you can use your action to unleash a blast of psionic energy in a 60 ft. cone. Creatures in the area must make a WIS saving throw against your spell save DC. Each creature that fails this saving throw becomes unconscious. A creature can repeat this saving throw each round, ending the effect on a success. Once you use this ability, you can't use it again until you finish a short or long rest.
Invocations:
Yharaskrik's Lantern: (prereq: 5th level, Ilsensine Patron) You can use your action to summon a spectral eyeball that shines light in a 60 ft cone. All creatures in the cone have advantage on saving throws against spells from the enchantment school and creatures that are charmed are no longer charmed while in the lantern's light. Once the creatures leave the light, the charmed condition resumes unless the effect's duration has worn off. Once you use this ability, you can't use it again until you finish a short or long rest.
Root of Ilsensine: (prereq: Ilsensine Patron, Pact of the Tome) You can siphon knowledge of an area by tapping one of the nerve endings of Ilsensine. Once per day, you can spend 1 minute concentrating on a 60 ft. radius area you can see. When you do, learn the history of that area, learning all creatures that have passed through it, what those creatures may have said or done, and any notable moments in the area's past in the past 100 years. This is all written in your Book of Shadows in brain fluid, and disappears once read. The text disregards unimportant or uneventful moments.
Axons of the Great Brain: (prereq: 9th level, Ilsensine Patron) You can expend a warlock spell slot once per day to cause a number of creatures equal to your CHA modifier to erupt with electricity from the omnipresent nerves of Ilsensine. The targeted creatures must make a WIS saving throw against your spell save DC. Creatures that fail their saving throw take 8d6 lightning damage and are paralyzed for 1d4 rounds. Creatures that succeed at their saving throw take half damage and are not paralyzed.
Succulent Encephalon of Oryndoll: (prereq: 5th level, Ilsensine Patron) When you devour a creature's brain using your Devour Mind ability, you gain a number of temporary hit points equal to the INT score of the creature devoured. These temporary hit points last until you finish a long rest or devour a new brain.
Student of the Sphinx
The warlock enters tutelage of a powerful Sphinx spellcaster. The intentions of the sphinx patron are unclear, but most likely they either have a convoluted plan for the warlock or else are using them to gather information for them. Perhaps the sphinx is testing the warlock. Perhaps the sphinx is a fallen sphinx and wants a minion beyond their lair (as they can never leave). Or perhaps a Gynosphinx is seeking an Androsphinx to mate with, since no other type of sphinx will do. The sphinx grants the warlock abilities for gathering information and confounding their foes.
A warlock with a sphinx patron acquires a mysterious symbol somewhere on their body. The warlock unlocks secrets of this symbol as they increase in level, perhaps learning portents of their destiny.
The warlock gains a different ability at 14th level depending on whether their patron is an Androsphinx (Roar of the Sphinx) or a Gynosphinx (Ultimatum).
image source: Oedipus Wanderer by Gustave Moreau (1888)
Enigma: At 1st level, once per short rest, you can use your action to bestow or receive a sphinx’s riddle.
Receive Riddle: You gain a vague divination of the future, present, or past in the form of a riddle from your patron. Your DM can make up a riddle for you or you can make an INT check to solve it. The DC depends on how difficult the DM determines the riddle to be or the importance of the divination. If you fail at this check, the riddle remains unsolved.
Bestow Riddle: You confound a creature with a riddle from the sphinx that they must answer. You can only target a creature with INT greater than 3 that can understand a language you can speak. The creature has disadvantage on attack rolls, saving throws, and ability checks that don’t use INT until they solve the riddle. The creature can attempt an INT save at the start of each of their turns against your spell save DC, solving the riddle on a success and ending the effect.
Abrade: You wear away at an object or creature as if by many years of sandstorms. You can use your action to deal 1d6 slashing damage for every two warlock levels you have (max 10d6) to a creature or object no larger than Large. A creature or attended object can make a CON saving throw to resist this effect, taking half damage on a successful save. Objects take double damage from this ability. Wooden objects are usually destroyed and metal objects often become weaker and more blunt or smooth. Once you use this ability you cannot use it again until you finish a short or long rest.
Inscrutable: At 10th level, you can detect if creatures are knowingly lying in your presence. You also can automatically attempt saving throws against illusions without needing to interact with them first.
(Androsphinx) Roar of the Sphinx: At 14th level, if your patron is an Androsphinx, you can use a warlock spell slot up to three times a day to emit a magical roar in a 60 ft. cone emanating from your mouth. Each time you roar before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within the roar’s area must make a saving throw against your spell save DC.
First Roar: Each creature that fails a WIS saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Roar: Each creature that fails a WIS saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar: Each creature makes a CON saving throw. On a failed save, a creature takes 8d10 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone
(Gynosphinx) Ultimatum: At 14th level, if your patron is a Gynosphinx, you can use your action once per day to ask a deadly riddle of a creature that can understand you. The creature must attempt to answer the riddle each round with an INT saving throw against your spell save DC. After three failed saves, the creature is affected as if by a Disintegrate spell, taking 10d6+40 force damage and turning to dust if they die from the damage.
Invocations:
Mirage of the Sphinx: (Prereq: 7th level, Sphinx Patron) You can cast Hallucinatory Terrain as an action (instead of 10 minutes) using a warlock spell slot.
Test of Firaleene: (Prereq: 14th level, Sphinx Patron) Once per day, you can age a creature 10 years forward or backward in time. An elderly creature or a creature reverted to a child has their STR, DEX, and CON scores reduced to 8. The DM can change this number depending on a creature's race or current age. For instance, an elf might remain unaffected while a child might increase their ability scores if they increase in age. This transformation persists for a number of hours equal to your CHA modifier.
Page of Mystery: (Prereq: Sphinx Patron, Pact of the Tome) Your Book of Shadows gains a new page that changes its text whenever you finish a long rest. The text will help you with an event that will occur later that day. Roll 1d10 at the end of each long rest and record the result. You can add the result as a bonus to any one skill check, saving throw, or attack roll of your choice until you finish another long rest. The modifier can be applied after a roll is made but before you find out the results of the roll.
Treasure from the Sphinx: (Prereq: Sphinx Patron, Pact of the Blade) You can summon a magical item loaned from the sphinx's treasure hoard as your pact weapon. A pact weapon summoned this way deals a bonus 2d4 psychic damage each time it deals damage. Summoning this weapon takes a warlock spell slot and lasts for 10 minutes.
Sister of Fionnghuala
Fionnghuala is the fey goddess of the swanmays, sisterhood, and the protection of good fey. She usually grants her patronage only to women, but may make an exception for a man who demonstrates worthy qualities and dedication. The swanmays themselves are all women who exhibit extraordinary grace and skill as hunters who have the ability to transform into swans. They have powers over wind and water and other fey magic. Fionnghuala shares some of these powers with creatures who enter pacts with her, though they never achieve the full powers of a true swanmay.
Warlocks with this patron grow white feathers on their shoulders and the crown of their head. A halo around the warlock is filled with saturated color and is blurred slightly in romantic hyperbole.
I wanted to create a variety of warlocks for Warlock Week, so I wanted to include a non-evil one. I wanted to make one for Nathair Sgiathach, the god of faerie dragons, but a Google search showed that someone already made such a warlock! Who knew. Anyway I wanted to do a different take on the Swanmay and make them more interesting/useful than their 3e counterpart. The "golden city" comes from the Tsar Saltan Swan Princess fairy tale, not D&D lore. Note that the swan you turn into has the stats of a Hawk, not a Giant Hawk. It's mostly for mobility, not combat.
image credit: Terese Nielsen
Swan’s Grace: At 1st level, you are gifted with supernatural beauty and an affinity for animals from Fionnghuala. You gain proficiency in Animal Handling and Persuasion and double your proficiency bonus with such skill checks. You can speak with birds at will as if with the Speak with Animals spell.
Token of the Swanmay: At 6th level, you receive a token as a gift from Fionnghuala for your service to the Swanmays. The token can be anything from an acorn or feather to a golden coin. As long as you are in possession of the token, you can transform at will into a swan as if using the Wild Shape ability. The swan has the same statistics as a Hawk.
Resist Evil: At 10th level, you become a defender of good. You have advantage on saving throws against spells and abilities of evil creatures, and are immune to effects that would induce the charmed condition.
Golden City of Fionnghuala: At 14th level, you can cast Demiplane once per day to make a gateway to the golden city created for the Swanmays, where there is always a Heroes’ Feast (as per the spell) waiting for guests. The wonders of the island city include intelligent, talking animals, golden fruit and nuts in the bountiful trees, and white towers topped with domes of gold. The city is guarded by 33 aquatic elf fighters. There is a 25% chance that Fionnghuala herself is present here and can answer questions as if with a Commune spell.
Invocations:
Song of the Swan: (Prereq: 8th level, Fionnghuala Patron) Once per day, you can use your action to sing. As you do, good creatures within a 60 ft. radius gain advantage on attacks and on saves against the frightened condition. Evil creatures in a 60 ft. radius instead gain disadvantage on attacks and on saves against the frightened condition. Non-evil and non-good creatures are unaffected. Each round, you can maintain the song using your bonus action and your concentration. The song lasts up to 1 minute.
Presence of Fionnghuala: (Prereq: 6th level, Fionnghuala Patron) You can cast Calm Emotions a number of times each day equal to your CHA modifier.
Restful Slumber: (Prereq: 6th level, Pact of the Chain, Fionnghuala Patron) While you have a Sprite or Pseudodragon familiar summoned, the saving throw DC of your familiar's poisoning ability is increased by an amount equal to your CHA modifier.
Unnatural Beauty: (Prereq: Fionnghuala Patron) Creatures have disadvantage on saving throws against effects you control that would induce the Charmed condition.
Bow of the Swanmay: (Prereq: Fionnghuala Patron, Pact of the Blade) You can summon a longbow for your pact weapon. Evil-aligned creatures damaged by your pact weapon take an additional 1d6 force damage and are blown 10 ft. away from you by a rush of wind. Non-evil creatures do not take extra damage and are not moved.
Binder of Acererak
Acererak the Devourer is a vestige of a demilich that sought to fuse with the negative energy plane and devour all life force on the material plane. Needless to say, he failed in his goal but his existence and ambition lives on as a vestige. Warlocks that make their pact and bind to this vestige can share a glimpse of Acererak's ancient power, and eventually finish a transformation into a minor lich themselves. Acererak entreats his disciple to seize power wherever it can be found.
Warlocks with Acererak for their patron gain an appearance of death, becoming cold to the touch, pale, and gaunt. Some warlocks might grow gems that replace their teeth or eyes (such gems turn into normal body parts if removed and regrow in 1d4 days).
I wanted to do one of the vestiges as a subclass and I felt that Acererak allows me to make a generic undead patron as well. Warlocks could use this as a template for any lich, vampire, or mummy lord patron with minor tweaks. The Tomb of Horrors invocation is also a fun callback I wanted to make, and I abstracted it enough so that creatures sent there don't ACTUALLY have to run the module. The reference to Tenebrous, another vestige, is because Acererak owes his rise to power to him. I was a bit nervous about giving a player a phylactery at such a seemingly low level, so I added the fact that they are essentially put out of commission for a while if they try to abuse their phylactery by repeatedly dying.
image credit: Elisabeth Nagurnaya
Guise of Undeath: At 1st level, you register as an undead for spells that detect undead as well as to other undead. Undead of CR 2 or less will not attack you unless you attack them first.
Paralyzing Touch: At 6th level, you can make a Melee Spell Attack using your action against a creature within 5 ft. of you. If you hit, the creature takes 2d8 cold damage and must make a saving throw against your spell save DC with a +5 bonus to their roll. If the creature fails the saving throw, the creature becomes paralyzed for 1 minute. The creature can make a new saving throw at the start of each of their turns (without the bonus to their saving throw from before), ending the effect on a successful save.
Frightening Gaze: At 10th level, you can use your bonus action to direct your gaze at a creature you can see. That creature must make a WIS saving throw against your spell save DC or become frightened for 1 minute. The creature can repeat this saving throw at the start of each of their turns, ending the effect on a successful save. Creatures that succeed at a saving throw against your Frightening Gaze are immune to its effects for 24 hours.
Pallor of Undeath: Also at 10th level, you gain resistance to necrotic damage, immunity to poison damage and immunity to the poisoned and exhaustion conditions.
Lich Transformation: At 14th level your transformation into a minor lich is complete. Your type changes to undead and you gain a phylactery that costs 1000 gp to create. If you die, your body regrows in 1d10 days within 5 feet of your phylactery as long as it remains intact. Your phylactery takes a while to reach full power after rejuvenation. If you die again within 60 days of your last rejuvenation, you instead regrow your body in 1d10+50 days. Your phylactery can have any appearance but is generally between the size of a ring and a jewelry box and is destroyed if it takes 15 or more damage at once from a single source.
Invocations:
Return to the Tomb: (Prereq: 15th level, Acererak Patron) Using your action and the sacrifice of a diamond of at least 100 gp in value, you can force an intelligent humanoid creature of Large size or less to make a WIS saving throw against your spell save DC or else be transported to a random room in the Tomb of Horrors. The creature makes an INT check every 10 minutes with a DC of 30 minus the creature's HD. When the creature makes 3 total successful saves, the creature escapes with their lives and is teleported back to their original location. If the creature makes 3 failed saves before 3 successes, the creature either dies or becomes trapped in the tomb for eternity. You can use this ability once per day.
Acererak's Resistance: (Prereq: Acererak Patron) You gain resistance to cold and lightning damage.
Ambition of Tenebrous: (Prereq: 6th level, Acererak Patron, Suggestion spell) When you cast Suggestion, you can target an additional number of creatures equal to your CHA modifier.
Servant of the Lich: (Prereq: Acererak Patron, Pact of the Chain) When you cast Find Familiar you can choose to gain a Zombie or Skeleton for a familiar. At 9th level, you can instead gain a Ghoul for a familiar.
A hoary host of homebrew invocations for your D&D 5e warlock! Many of these require specific patrons, but these are homebrew so many of them could be interchangeable as long as the other prerequisites remain. A lot of these would also make great spells, but I decided these ones had more of a once-per-day feel so they were confined here rather than the spell list to be released later this week.
Abyssal Rebuke: (prereq: Hellish Rebuke) The flames summoned by your Hellish Rebuke spell are tainted by fumes from the Abyss. When you cast Hellish Rebuke, the creature must also make a CON saving throw against your spell save DC. On a failed save, the creature becomes poisoned for 1 minute.
Betrayal of Hollow's Heart: (prereq: 5th level, Fiend Patron, Counterspell) Your Counterspell causes a cruel feedback of hellfire against the caster. When you successfully counter a spell with Counterspell, the caster of the countered spell takes 1d6 fire damage per level of the spell countered.
Clutch of Orcus: (prereq: 9th level, Fiend Patron) Once each day using a warlock spell slot, you can target a creature with your demonic clutch. The creature must make a CON saving throw against your spell save DC. On a failed save, you telekinetically grab hold of either their heart or lungs (A creature that does not need to breath or pump blood through its body is unaffected). You can use your action and concentration each round to maintain your grip. The creature starts to convulse and must make a CON saving throw again to be able to act normally during their turn. After a number of rounds equal to 3+the creature's CON modifier, the creature is reduced to 0 hit points and begins dying.
Curse of Baphomet: (prereq: Fiend Patron) Once per day, you can curse a creature to lose all memory of its surroundings, causing it to become hopelessly lost. The creature must make a WIS saving throw against your spell save DC to resist this effect. A cursed creature must make an INT save DC 20 to find their way to a desired location, even if they normally know the place very well.
Eyes of the Beholder: (prereq: 7th level, Eldritch Blast) Your Eldritch Blast gains an additional beam. Each beam deals a different type of damage from the following: acid, cold, fire, force, necrotic, or lightning. No two beams can deal the same type of damage.
Embrace of Auril: (prereq: 11th level, Archfey Patron) Your skin is freezing cold, coating objects and creatures in frost. As long as you still have a warlock spell slot available, you gain resistance to cold and fire damage. You can make a melee spell attack to deal 3d8 cold damage at will.
Extended Power: When you take this invocation, choose another one of your invocations that has a limited number of uses. You gain an additional use of that invocation each day. This invocation can be taken multiple times, each time affecting a new invocation.
Eyes of the Great Mother: (prereq: 5th level, Great Old One Patron) Whenever you cast a spell that causes a creature to become blinded, you gain blindsight out to 60 ft. for 1 minute.
Ghaunadaur’s Oozing Darkness: (prereq: 3rd level, Darkness) When you cast Darkness, you can form it into any shape with up to 24 5-foot spaces, as long as the area forms one interconnected shape.
Ghost Writer: (prereq: Pact of the Tome) Once per day, you can use your Book of Shadows to spy on a creature. You must have an object on hand that relates to the intended target, such as a strand of their hair, some of their blood, or any object of importance to them. You can concentrate for up to 1 hour using this object as a focus and an open page of your Book of Shadows. Everything that the target creature says during this time is magically transcribed into the book. Distance is of no consequence but if the creature is on another plane of existence the ability only has a 25% chance of success.
Grace of Sarula Iliene: (prereq: Archfey Patron) You have the nimble grace of a Nixie while submerged in water. You have a swim speed equal to your movement speed and can breathe underwater. You add your CHA modifier to Stealth skill checks while submerged in water or while in the rain.
Greater Chain Pact: (prereq: 5th level, Pact of the Chain) Your familiar's maximum hit points are equal to half of your hit point maximum. In addition, your familiar is allowed to take the attack action during its turn. (Normally, you must spend your action to cause the creature to attack using its reaction)
Graz’zt’s Realm: (prereq: Fiend Patron) Once per day, you can use your action to cause the area in a 100 ft. radius of you to become reflective and mirrorlike. Creatures have disadvantage on Stealth checks made in the area unless they are invisible.
Imbue Familiar: (prereq: Pact of the Chain) You can spend a warlock spell slot once per short rest to grant your familiar a bonus to their attack rolls, damage rolls, and saving throws equal to your CHA modifier for 1 hour.
Kiss of Juiblex: (prereq: 3rd level, Fiend Patron) You can cast Grease using a warlock spell slot once per day except that the ground is coated in Green Slime instead of grease. The spell's effect remains the same except that creatures that slip into it suffer effects as if coated in Green Slime. The slime disappears when the duration of the spell ends.
Limbs of Relkath: (prereq: 7th level, Archfey Patron) Once per day, you can turn into a 60 ft. tall oak tree over the course of 3 rounds using your concentration. You can stay in this form for up to 8 hours but cannot speak, cast spells, move, or do anything that a tree couldn't normally do. You can dismiss this form as a bonus action. As a tree, you have 60 hit points and immunity to piercing and bludgeoning damage unless 20 or more such damage is dealt from a single attack. You revert to your normal form and original hit points when the tree is reduced to 0 hit points.
Lurue's Call: (prereq: 5th level, Archfey Patron) You can cast Phantom Steed once per day. The steed takes the appearance of a unicorn. You can make a charging attack with the steed if you move at least 20 ft. before the attack. The attack is a melee spell attack and deals 3d8 piercing damage on hit. After you make this attack, the Phantom Steed spell ends, disappearing with a rush of wind as your feet touch ground softly before your target.
Mindworm of Mak Thuum Ngatha: (prereq: 5th level, Great Old One Patron, Suggestion) When you cast the Suggestion spell, the spell can be contagious. When the duration of the spell ends, a random creature within 60 ft. of the original creature at that moment must make a saving throw as if the Suggestion spell was cast upon them. On a failed save, the creature is affected by the same parameters of the original spell. You need not concentrate on any iterations of the spell other than the first, and each Suggestion spell thereafter lasts for the full duration of 8 hours.
Neifon's Vampiric Swarm: (prereq: 3rd level, Archfey Patron, Cloud of Daggers) When you cast Cloud of Daggers, you instead summon a cloud of spectral bats in the spell's area. The spell deals necrotic damage instead of slashing and you gain an amount of life equal to half the damage it deals whenever it deals damage. The spell's area increases by another adjacent 5 ft. cube for each spell slot above 2nd.
Paranoia of the Patient One: (prereq: 7th level, Great Old One Patron) You can expend a warlock spell slot and your action once per day to target two creatures you can see within 120 ft. Each creature can make a WIS saving throw against your spell save DC. On a failed save, the creature becomes frightened of each other targeted creature for 1 minute. Creatures can make a new save at the end of each of their turns, ending the effect on a successful save. If you spent a spell slot of 3rd or higher, you can choose an additional creature for each spell slot above 2nd.
Prison of Tharizdun: (prereq: 7th level, Great Old One Patron) Once per day, you can use your action to force a creature within 120 ft. to make a WIS saving throw against your spell save DC. On a failed save, the creature becomes blinded and is affected as if by a Confusion spell. You can use your concentration to maintain these effects for up to 1 hour.
Rennbuu's Whims: A number of times each day equal to your CHA modifier, you can change the colors of a creature or an object of Huge size or less. The color change lasts for 24 hours.
Servants of Vanity: (prereq: Unseen Servant) When you cast Unseen Servant, you summon an additional number of servants equal to your CHA modifier.
Sign of Demogorgon: (prereq: Fiend Patron) You inscribe a symbol that you charge with magic by using a warlock spell slot once per day. The symbol persists for 4 hours. When a creature looks at the symbol, they must make a WIS saving throw against your spell save DC. On a failed saving throw, the creature begins to suffer from one of the following forms of indefinite madness. Only a Greater Restoration spell or a Dispel Evil spell will remove the madness. On a successful saving throw, the creature is unaffected.
01-20: Someone is plotting to kill me. I need to strike first to stop them.
21-40: There is only one solution to my problems: kill them all.
41-60: There is more than one mind inside my head.
61-80: If you don’t agree with me, I’ll beat you into submission to get my way.
81-00: I can’t allow anyone to touch anything that belongs to me. They might try to take it.
Spore Cloud of Zuggtmoy: (prereq: Fiend Patron) You can cast Fog Cloud once per day using a warlock spell slot. When you do, creatures within the spell's area when it was cast or who pass through the area must make a CON saving throw against you spell save DC. Creatures that fail become poisoned for 1 minute after leaving the cloud.
Vitriolic Dispelling: (prereq: Dispel Magic) Your abjuration magic converts magical energy into a potent acid. When you cast Dispel Magic on a creature, the creature takes 1d8 acid damage for each spell level of each spell dispelled. For instance, if you dispel an Enlarge (2nd) spell and a Crusader's Mantle (3rd) spell, you deal 5d8 acid damage to the creature.
Winter's Hex: Your curses envelop creatures like a blizzard. A creature cursed by you (either through the Hex or Bestow Curse spell or other such effect) has their movement speed reduced by 10 while cursed.
Warlock Strategy: Try to get at least two rests per day to maximize damage output. Learn how to get the most out of each spell you cast. Only use your crowd control magic once you know that you need it. When you are outnumbered and the enemies have proven to be relatively strong, use it. Otherwise it might be a waste of a spell slot. Use your debuffs on tough monsters where you know you will get the full length out of your spells' durations. If you are in a random encounter or a wilderness encounter where a rest is likely to happen soon afterward, you can safely burn through your spell slots.
Your playstyle will change dramatically based on which pact you take.
Chain Pact: Your familiar is essentially your scout and situational disabler against weak CON targets. They have flight and invisibility (except the pseudodragon) to aid in their stealth and spying. An imp deals the most damage if targets fail their save, while the other three options have either sleep/poison or fear/poison to disable their foes. Besides scouting and situational attacks, you will most likely be having your familiar take the Help action for your attacks since your damage is far better. You can also deliver Touch spells but this is very situational as you don't have any damaging spells with Touch range, but it can let you buff your allies while maintaining your position. If you take a feat that gets you a cantrip (Magic Initiate, Spell Sniper, or Dragon Mark), take Shocking Grasp as that will allow your familiar to get a nice attack in and get out without risking an opportunity attack. Your touch spells are as follows: Remove Curse, Invisibility, Gaseous Form, Fly, Spider Climb, Protection from Evil/Good, Illusory Script.
Tome Pact: Your tome is all about versatility, which means choosing the best spells for the party; filling in blanks where they might be lacking. Shocking Grasp lets you get out of combat easily. Shillelagh lets you have as much power as a blade warlock (for a while). Spare the Dying protects party members. Friends is fantastic paired with the Mask of Many Faces invocation or if you don't mind losing friends once the duration is up. The Book of Ancient Secrets invocation is immensely powerful and opens up many doors by giving you access to eventually all ritual spells if you don't mind playing Wizard and searching for spells to copy. Overall
Blade Pact: This pact is numerically the weakest of the bunch and least versatile without multiclassing. You need to waste all of your invocations on combat buffs to actually function and it still trails behind any other warlock that has Agonizing Blast. You also need good stats in more ability scores (STR or DEX and CON). It takes an action to summon your pact weapon, which means you should do some scouting if you expect combat so you can choose the best weapon for the job. You should be aware that you will be in melee most of the time so defensive spells are useful for you. Be prepared to essentially be playing a fighter with a different flavor. That's not to say that isn't good, it's just usually not what people look for in a warlock.
Invocations can change your playstyle as well. For instance, Devil's Sight pairs well with the Darkness spell, which you can either take as a warlock or get from being a Tiefling or Drow. Mask of Many Faces lets you use Friends without fear of repercussions. Repelling Blast lets you take advantage of difficult terrain or allied area of effect spells by pushing enemies back into them or further in. Vision of Distant Realms gives you Arcane Eye at will which can replace the scouting part of a Pact of Chain warlock. Other great and versatile choices are Misty Visions, Sculptor of Flesh, and Mire the Mind.
Choice Spells: You don't need too many offensive spells as you can cast them so often, so just rely on Eldritch Blast. It's good to have a toolkit of crowd control for each situation (against low WIS, low DEX, and low CON, and against multiple enemies) so when you need it you can whip it out. At least one defensive spell will save your skin. Utility spells are best when versatile. Fly is unnecessary if you take the invocation that lets you cast Levitate on yourself at will which will make you pretty much immune to melee combat. Remember, you only have a few spell slots to work with at a time so make sure they count!
Single Target Crowd Control: Charm Person, Command (Fiend), Hold Person, Banishment, Dominate Person (Archfey/Great Old One), Dominate Monster [Arcanum], Feeblemind [Arcanum], True Polymorph[Arcanum]
Multiple Target Crowd Control: Hypnotic Pattern, Darkness, Wall of Fire (Fiend), Evard's Black Tentacles (Great Old One), Mass Suggestion [Arcanum], Forcecage [Arcanum]
Pact of the Blade: Vampiric Touch, Fire Shield (Fiend), Greater Invisibility
Offense: Eldritch Blast, Fireball (Fiend), Finger of Death [Arcanum], Power Word Kill [Arcanum]
Roleplaying a Warlock: Warlocks have some of the best roleplaying potential. Their power source is often controversial compared to sorcerers and wizards. It might be necessary to hide your powers in a lawful-good city that frowns on fey, fiends, or aberrant gods (this of course, omits the Celestial subclass). When in combat mode, it's always fun to play up your pact magic with cool incantations and invoking your patron and their allies. Think Dr. Strange announcing his All-Seeing Eye of Agamotto or his Hoary Hosts of Hoggoth. I mean, "Hunger of Hadar" is pretty much already there.
The Pact of the Chain warlock has a familiar to roleplay with who might even be actively fighting against their master's wills, which can be great for some back-and-forth commentary. For the other pact boons, try to refer to your boon often. Theoretically, this is the object that was bestowed by your deity that gives you your power, not just some little bonus for your effort. It should be personalized from your patron and have deep meaning to you. Make a big to-do when you cast a spell by flipping through your Book of Shadows and have it hover in the air before you and glow with eldritch power. Assume that all of your spells are in the book rather than just three cantrips. For your pact weapon, point it toward your target and have the magic surge through the weapon with arcane spillage dripping onto the ground as you cast spells. Make your boon meaningful!
Specifics of the Pact: Who, specifically, is your patron, or do you even know? The different subclasses are intentionally broad to allow you to choose (I’ll go into this more in a post later this week). Write your pact into your backstory, detailing how you came to meet this patron and how the deal came about. Consider why you made the pact. Was it for power? Faith? Was it out of desperation? Better yet, what did you give your patron in return? Your character must understand these things are never free... right?
How do you feel about your patron? You two might be willing or unwilling allies. Perhaps one side was tricked into service of the other. Whatever the case, your patron is likely working on some plan behind the scenes because DMs can't resist such a tempting opportunity.
Moreover, how does your pact with your patron affect you? Does it affect your mind? Maybe a fiend tempts you with vices while a great old one causes you to slip into madness. An archfey might cause your emotions to surge. Your pact might affect you physically, as well. You might have dark rings around your eyes, tiny horns or spines, warped skin, a strange marking on your body, or be supernaturally beautiful.
As a DM
Challenging the Warlock: Warlocks don't do well over time. With only a handful of spell slots between rests, the easiest way to run them ragged is with making resting difficult. Spread out potential safe rooms in your dungeon and make resting dangerous with wandering monsters or a patrolling guard.
Having monsters with a variety of different good saving throws will eventually for the hand of a warlock that doesn't have the best spell choices. Even if they have a good toolkit for every type of monster, they will have to put extra thought into each spell they cast to get the most bang for their buck.
Monsters with different vulnerabilities and resistances won't challenge the warlock much as their have a Force damage cantrip in Eldritch Blast. Bigger or more monsters is the only real way to make combat more difficult in that respect. Adding enemy spellcasters to the mix will force warlocks to choose when to use their Dispel Magic spell, since the enemy will likely be buffing the monsters while harassing the PCs with offensive spells.
Roleplay the Patron: The warlock always has a patron except in potential homebrew situations. As the DM, you are this patron. How do you communicate with your warlock? If you don't, you should. Otherwise you miss out on roleplaying and character development. Think of a cool way to speak to the warlock, like the ones below.
The patron writes in blood in the warlock's Book of Shadows
The patron speaks in their dreams
The patron speaks through mirrors whenever the warlock is in front of one
The patron speaks through smoke or fire whenever it is present.
The patron causes the warlock to collapse and enter the Astral Plane to converse with them personally on neutral ground
The patron sends an avatar representative
The patron speaks through the warlock's familiar
The patron scribes runes on the warlock's pact weapon
When the patron speaks to the warlock, you have to think about why they are bothering to do so. Presumably, a patron is more powerful than a warlock since it's giving some of its own power, but it must have a reason it gave some of its power to a mere mortal. Create the patron's goals, ideals, and bonds to guide the conversation. Most likely, a patron cannot easily or safely enter the Material Plane, meaning they need a warlock to exercise their will there. A patron might have extraplanar enemies who also have plans for the mortal world, and is using the warlock to thwart them. Maybe the patron has a plan that it needs the warlock to set into motion.
But what happens when a warlock goes against their patron's wishes? Well, this depends on the nature of the pact. Only a breakage of the pact will actually forfeit the warlock's powers (at least in my book). Therefore it might be beneficial to actually define what the limits of the pact are, and what failsafes might be in place in case the pact is broken and remedying a broken pact (most good contracts are specific about every eventuality). In the worst case, a betraying warlock would lose their powers or have angered their patron to the point where it sends minions to kill them. For a slap on the wrist, a patron might curse the warlock until it becomes loyal again.
Arcane Relations: How do other spell casters treat the warlock? Wizards might see warlocks as lazy at best, or evil at worst, as they took the easy way towards power rather than learning. Sorcerers might empathize with warlocks, knowing that everyone's situation is different. Other warlocks might recognize another warlock's potential or their ambition and seek an alliance. Maybe two warlocks seek to be rid of their patron masters, or maybe seek to overthrow them and usurp their power. However, warlocks with patrons who dislike one another might not be so friendly. Their patron may have even instructed them to kill one another.
Divine casters have many similarities to warlocks, with the only real difference being that a divine caster will borrow their power from a deity, while a warlock gets it from a lesser extraplanar being. A deity won't directly communicate with a cleric except when asked by a Commune spell, while a patron has ample time to scheme directly with a warlock. A deity also has ample power to spread around like confetti to all their worshippers, while a patron might only have a handful warlocks beneath them. This means a patron can offer a bigger percentage of their power to fewer individuals to make up for their difference in power compared to a deity. A cleric, paladin, or druid might then assume a warlock has some sort of ulterior motive since their patron has taken such an interest in them. A deity asks only for worship. A patron requires the warlock for a specific plan usually unknown even to the warlock.
A DM should also consider who else might support a warlock's particular patron. Just because Mephistopheles is an archdevil, not a deity, doesn't mean there are not cults that worship him. The warlock could find potential allies in such circles. A DM should put these allies in their world and keep track of where they are so a warlock can eventually meet them. They could be invaluable to revealing a patron's true intentions.