Warlock and Patrons DnD 5R PHB2024

MASSIVE Warlock overhaul and improvements based on DnD 5R 2024 (also known as DnD 5.5). Three new subclasses, new class and subclass features, new spells, new Familiars, overhauled Pacts, new and updated Invocations, updated spell lists, updated base-game subclasses and more! Everything and every playstyle of Warlock has been improved by the new rules, one way or another. This is my biggest mod yet, essentially being around the size of 11 different mods in an all-in-one package built with maximu

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MASSIVE Warlock overhaul and improvements based on DnD 5R 2024 (also known as DnD 5.5). Three new subclasses, new class and subclass features, new spells, new Familiars, overhauled Pacts, new and updated Invocations, updated spell lists, updated base-game subclasses and more! 

Everything and every playstyle of Warlock has been improved by the new rules, one way or another.

This is my biggest mod yet, essentially being around the size of 11 different mods in an all-in-one package built with maximum mod compatibility in mind and with the latest official modding tools and techniques, and as loyal to the original material being adapted as possible (as RAW as possible, with the few homebrew exceptions being removable via an optional "RAW Purist Patch"). It is the result of several months of work and I'm happy to finally share it with you all.

This was built to be the ultimate, all-encompasing Warlock mod to get the best Warlock experience in BG3, and made to be compatible with any other Warlock subclass mods and spell pack mods. From the start, I wanted to design a mod that implemented as much stuff as possible, and in a single mod so it would all be compatible both with itself and with others' mods, in a "No BS" package that "just works".

Everything is implemented up to max level (level 20) with all their features. Level 13 and higher (sub)class features require Expansion. Compatible with 5e Spells and Mystra's Spells. Automatically compatible with **ANY other **spell pack mod if you use Warlock Spell List Fixer by actualsailorcat (amazing mod). I also want to thank *MaxStrengthWizard *for helping with The Fiend Patron's subclass updates.


Short summary of all the content included 

(all detailed further below):

  • Complete update of Warlock base-class with Dungeon's and Dragons 5R (PHB2024)'s new rules, including updated spell lists, updated spells themselves with any effect/stat changes, more Invocation picks as you level up, and new class features like Magical Cunning, etc. 
  • Implementation of Mystic Arcanum Warlock Spells of Spell Levels 7 and above (at levels 13, 15 and 17) require both Expansion (to reach those levels) and Advanced Tabletop Spells (for the new high-level spells, otherwise you'll get to pick another Spell Level 6 Mystic Arcanum).
  • Completely new subclass, fully implemented, adapted from Dungeon's and Dragons 5R's Unearthed Arcana:** The Sorcerer-King Patron**
  • Completely new subclass, fully implemented, adapted from Dungeon's and Dragons 5R's PHB2024: The Celestial Patron
  • Completely new subclass, fully implemented, adapted from Ravenloft - The Horrors Within (DnD 5R):** The Undead Patron**
  • Six completely new spells, adapted from Dungeon's and Dragons 5R:** Summon Aberration, Summon Celestial, Summon Undead, Levitate, Arcane Vigour and Death Armour**. All six spells are also available to the appropiate classes (Sorcerer, Wizard, Cleric or Paladin depending on each). Summon Aberration, Summon Celestial and Summon Undead are the highlights and are also available to Warlocks (Summon Aberration and Undead to all Warlocks, and Summon Celestial to The Celestial Patron Warlocks). 
  • All the appropiate new spells have Scroll-versions so they can be learned that way by Wizards too, these scrolls are part of the usual random loot of normal gameplay.
  • Warlock Pacts are now Invocations: all Warlock Pacts (Pact of the Blade, Pact of the Chain, Pact of the Tome) are now non-exclusive Invocations that can be picked at any point like any other Invocation. They can even be combined.
  • New and Updated Invocations: several new invocations were implemented, along with updates to all the existing base-game Invocations with the new rules. Now many Invocations directly interact or require the Pact Invocations. Warlock has never been as modular as this, it's a very customizable class and it's great!
  • Rework of Pact of the Blade: several new features (some through new Invocations) that made it A LOT better and WAY more fun to use. Trust me, this is one of the BEST changes in the new DnD rules. Bladelocks are in for a great time. Additionally there are some Quality of Life Improvements: you can use Bind Weapon on Ranged weapons and they benefit as expected from Pact of the Blade features (allowing for Ranged Warlock playstyles!) and you can choose which currently equipped slot you want to bind (melee main hand, melee off-hand, ranged main hand, or ranged off-hand).
  • Rework of Pact of the Chain: new core feature Command Familiar and TWO NEW FAMILIARS (Sphinx of Wonder and Skeleton). And now it combos well with Pact of the Blade too.
  • Overhaul of Pact of the Tome: re-implemented Pact of the Tome from scratch following the source material, now you can choose 3 cantrips and 2 rituals from any spell list when you pick this Pact instead of being forced to have fixed unlocks, and there several new Invocations interact with this Pact.
  • Complete update of all four base-game Warlock Subclasses (Patrons) to the new rules: The Fiend, The Archfey, The Great Old One, The Hexblade.
  • The previous also includes making all Warlock Patron Spells (spell options available only for certain Subclasses/Patrons) into Always-Prepared spells automatically. This means now you don't have to waste your "spell picks" on these Patron exclusive spells, because now you just get them automatically and you can instead focus on choosing other stuff. Unsupported subclasses will still work, just that they won't benefit from their patron spells being always-prepared (but everything else will still work!). I can add compatibility for this Always-Prepared feature for more modded subclasses as people request them but, again and to be 100% clear, they are all compatible already with this mod and you have nothing worry about, this is just a small detail.

Detailed breakdown of the features:

Warlock Base-class:

Level 1:

  • Now you can pick one Invocation at level 1 (from a reduced Invocation list). Great for multiclassing but also great for getting your Warlock playstyle setup quicker.

Level 2:

  • You still pick two Invocations at level 2, meaning now you are already with one more invocation than before.
  • New feature: Magical Cunning. Once Per Long Rest, you can restore half your total Warlock Spell Slots (rounded up).

Level 5:

  • Now you pick 2 Invocations instead of 1.

Level 20:

  • When you use your Magical Cunning feature, you regain ALL expended Spell Slots.

General changes:

  • Updated ALL the spell lists of Warlocks based on the new rules. Several new spells are available that weren't before. Tasha's Hideous Laughter being a highlight.
  • Poison Spray, Armour of Agathys, Bestow Curse, Conjure Barrage and Conjure Volley (from 5e Spells) have been updated to PHB2024 rules. Poison Spray is a highlight as it's no longer a Saving Throw cantrip and is instead an attack roll cantrip, much more useful.


Invocations:

  • 23 new Invocations: 
  • Eldritch Mind (level 1): gain Advantage on Concentration Saving Throws.
  • Eldritch Physique (level 2): gain Proficiency in Athletics and Acrobatics, and a +2 bonus to Skill Checks in those skills.
  • Pact of the Blade: Eldritch Smite (level 5): once per turn, when you hit a creature with your pact weapon, you can expend a Warlock Spell Slot to inflict an extra 1d8+1d8 per level of spell slot expended of Force damage to the creature hit, with a chance to inflict the Prone condition if the target is of Huge or smaller size. Requires Pact of the Blade Invocation.
  • Pact of the Blade: Devouring Blade (level 12): you gain the ability to attack three times per turn with your Pact Weapon, as if you had the Improved Extra Attack Feature. Requires Pact of the Blade and Thirsting Blade Invocations.
  • Eldritch Spear (level 2): choose an applicable Warlock cantrip to increase its maximum range by half. Note this does not grant you the cantrip itself.
  • Aspect of the Moon (level 2): you can't be forcibly put to sleep by magical means.
  • Lance of Lethargy (from DnD 2014, level 2): Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 3m until the end of your next turn.
  • Grasp of Hadar (from DnD 2014, level 2): Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature 3m closer to yourself.
  • Pact of the Chain: Gift of the Ever-Living Ones (from DnD 2014, level 2): As long as your Pact of the Chain Familiar is within 30 meters from you, all healing you receive is maximized (dice rolled to determine the amount of healing automatically give their maximum possible result).
  • Master of Myriad Forms (level 5, requires 5e Spells mod): you can cast the Alter Self spell at-will without expending a spell slot.
  • Ascendant Step (level 5): you can cast the (new) Levitate spell at-will without expending a spell slot.
  • Gaze of Two Minds (level 5): you can project yourself to the position of an ally marked with Gaze of Two Minds, allowing to cast spells as if you were in that position, even from a distance.
  • Cloak of Flies (from DnD 2014, level 5): Once per Short Rest, as a Bonus Action, you can surround yourself with a magical aura that looks like buzzing flies that lasts until you're incapacitated or you dismiss it as a bonus action. All creatures that start their turn within 2 meters from you take Poison Damage equal to your Charisma Modifier. Additionally, you gain Advantage in Intimidation Checks but Disadvantage on all other Charisma Skill Checks. The Poison Damage only triggers while in Combat.
  • Tomb of Levistus (from DnD 2014, level 5): Once per Short Rest, as a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
  • Pact of the Chain: Investment of the Chain Master (level 5): Your Pact of the Chain familiars gain the ability to fly, use your Spell Save DC instead of their own and they can convert their physical damage to Necrotic or Radiant damage. Additionally, you can grant them the Extra Attack feature at the cost of your Bonus Action for 1 turn.
  • Pact of the Tome: Gift of the Protectors (level 9): Once per long rest, you can apply the Death Ward effect to a number of allies equal to your Charisma Modifier. When one of them is about to be Downed, the Death Ward effect will trigger but only for them, and the Gift of the Protectors effect will dissipate from all other allies. Think of it as a party-wide second-chance but that can only trigger once per party, after which everyone loses their second chance. Requires Pact of the Tome Invocation.
  • Pact of the Chain: Chains of Carceri (level 15): You can use a unique version of Hold Monster that can be used at will and without expending a Spell Slot, but only once against each creature per Long Rest, and only against Celestials, Fiends or Elementals.
  • Pact of the Tome: Gift of the Arcane (level 5): Unlocks the spells Knock, Arcane Lock and Magic Weapon, each usable only Once Per Long Rest without expending any spell slot. Requires Pact of the Tome Invocation. This is a homebrewed Invocation I made to give Pact of the Tome some more love (since I feel DnD 5R didn't give it enough attention , they didn't even give them a level 5 Invocation), and is removable via the optional RAW patch if you are a purist.
  • Pact of the Tome: Gift of the Profane (level 5): Unlocks the cantrip Bursting Sinew and the spells Animate Dead and Ray of Enfeeblement. The cantrip is usable at will, and the spells are usable only Once Per Long Rest without expending any spell slot. Requires Pact of the Tome Invocation. This is a homebrewed Invocation I made to give Pact of the Tome some more love (since I feel DnD 5R didn't give it enough attention , they didn't even give them a level 5 Invocation), and is removable via the optional RAW patch if you are purist.
  • Pact of the Tome: Gift of the Storm (level 5): Unlocks the cantrip Shocking Grasp and the spells Shatter and Call Lightning.  The cantrip is usable at will, and the spells are usable only Once Per Long Rest without expending any spell slot. Requires Pact of the Tome Invocation. This is a homebrewed Invocation I made to give Pact of the Tome some more love (since I feel DnD 5R didn't give it enough attention, they didn't even give them a level 5 Invocation), and is removable via the optional RAW patch if you are a purist.
  • Visions of Distant Realms (level 9, requires 5e Spells and Expansion mods): you can cast the Arcane Eye spell at-will without expending a spell slot.
  • Witch Sight PHB2024 (level 15, requires 5e Spells and Expansion Patch optional file): you permanently gain the effects of True Sight but with a reduced range of 9m.
  • Gift of the Spider (level 5, requires my Poison Weapon Spell mod): grants the Ray of Sickness spell (usable once-per-short-rest), the Poison Weapon spell (usable once-per-long-rest) and the Web spell (usable once-per-long-rest).
  • Updated all base-game Invocations to their new rules. This mostly means moving them around in unlock levels a bit. Some are unlocked earlier than before, and others a bit later. In average, most Invocations are available earlier than before.
  • Several base-game Invocations now require and are connected to the Pact Invocations (these are explained further below). For example, Thirsting Blade, the old Pact of the Blade feature that gave you Extra Attack at level 5, is now an Invocation that can be picked at level 5 and requires the Pact of the Blade Invocation. Any Invocation that requires another Invocation says so in its text description.
  • Some highlights: Updated the effects of the following Invocations to the new rules: 
  • Fiendish Vigour (12 temporary hit points instead of 7)
  • One With Shadows (for better mod compatibility, this remains at level 2, and has the original old effect [Invisibility but can't move], but at level 5 its effect changes to the new one from PHB2024: grants straight-up regular Invisibility, instead of the nerfed One With Shadows version, this means you can move etc. and all other things you can do while invisible. You still need to be in dim light or darkness to use this ability, but once you use it you can leave the darkness without losing the effect).
  • Lifedrinker (lowered to level 9, now Once per turn it adds 1d6 of Necrotic, Radiant or Psychic [your choice] to a pact weapon attack and you are healed for 1d8+CON Modifier)
  • Agonizing Blast and Repelling Blast: before they only worked with Eldritch Blast, now both can instead work with any other compatible and applicable Warlock cantrip, making Warlocks more versatile and not just an "Eldritch Blast machine" (you can still be that if you want, though). You have to choose the appropiate Invocation for the cantrip you want to boost (for example, you will find an Invocation called "Agonizing Blast: Poison Spray" which is specifically for that cantrip).
  • Misc. changes: Thief of Five Fates now let's you cast Bane once per long rest for free, since now Bane is part of the regular Warlock spell list.


Overhaul of Pacts and Pacts are Invocations:

  • All three Pacts (Pact of the Blade, Pact of the Tome and Pact of the Chain) are now Invocations that are picked like any other Invocation starting at level 1, instead of being mutually exclusive passives picked at level 3. This means you can combine them.
  • As stated before, many invocations new and old now interact or require one of the three Pact Invocations to function.
  • Pact of the Tome overhaul:
  • Pact of the Tome has not only been updated with PHB2024's additions, but also** implemented fully Rules-As-Written**: 
  • When you pick the Pact of the Tome Invocation, instead of just getting three fixed cantrips, now you can **choose **3 cantrips **and **2 rituals you want to learn, from any spell list (like the rules say you should be able to). This includes some 5e Spells cantrips and rituals too. Because of technical reasons, this works via temporary actions granted to you the moment you pick the Invocation called "Book of Shadows: Inscribe Cantrips" and "Book of Shadows: Inscribe Rituals" (keep in mind they appear in the Temporary category of your hotbar in playing with Mouse and Keyboard). 
  • When using these temporary actions, you will pick a cantrip/ritual to cast (with no real effect). The cantrip/ritual you chose to cast is the one that will be inscribed into your Book of Shadows permanently, after which one "use" of the action will consumed and you will unlock the cantrip/ritual you chose. You can do this three times for the cantrips (so you learn 3 cantrips) and two times for the rituals (so you learn 2 ritual spells). This means Pact of the Tome is far more customizable now than before, and grants more stuff than before (+2 rituals).
  • The old "Book of Ancient Secrets" Level 7 Invocation homebrewed by Larian has been renamed to "Gift of Ancient Secrets" (the real PHB2014 "Book of Ancient Secrets Invocation" never existed in BG3, and in PHB2024 is just part of Pact of the Tome baseline). This Invocation now grants the following instead: can use Gaseous Form on yourself Once-Per-Long-Rest withouth expending a spell slot and can cast Silence Once-Per-Long-Rest without expending a spell slot.
  • The Pact of the Tome spell unlocks homebrewed by Larian at level 5 ("Deepened Pact") have been removed. To replace it (and to keep things balanced compared to the other Pacts), three new homebrewed Invocations for level 5 that require Pact of the Tome have been added: Gift of the Arcane, of the Profane and of the Storm. See details about them above in the Invocations section. The new Pact of the Tome-specific Gift of the Protectors is also there for Tome enthusiasts. And don't forget you can combine all Pacts now!

  • **Pact of the Chain has undergone a big revamp: **
  • Two new Familiars exclusive to Pact of the Chain Warlocks are available, Sphinx of Wonder and Skeleton.
  • Skeleton Familiar: has the stat block from PHB2024, including its Shortsword and Shorthbow and is Level 2. It also has the Help, Throw and Improvised Weapon actions.  As a Skeleton, it also has the corresponding skeleton properties: Undead and Skeleton racial tags, Darkvision, Vulnerability to Bludgeoning damage, Immunity to Poison Damage and Poisoned Condititon, Immunity to Exhaustion, Bleeding, Dazed and Suffocating conditions and can't be healed through normal means (you will have to use the stuff that's known to able to heal undead in base-game, ex. Aid, certain class actions, Short Rets etc.; of course mods that add spells that can heal Undead will also work with this Skeleton).
  • Sphinx of Wonder Familiar: has the stats from PHB2024, can Fly, attack with Radiant Claws and has the help Action. Is considered Tiny so can fit through holes.
  • Overall, all Pact of the Chain familiars are overall stronger and more (or equally) resilient.
  • All Pact of the Chain Familiars now have the Throw, Improvised Weapon and Help actions.
  • All new Pact of the Chain Familiars are compatible with Familiar Casting and Fixes mod by wesslen.
  • Imp and Quasit Familiar specific changes:
  • Both are now level 2 instead of level 1.
  • Both Imp and Quasit have 12 meters of movement instead of 9 meters.
  • Both Imp and Quasit have Superior Darkvision now.
  • Both Imp and Quasit have Magic Resistance (Advantage on Saving Throws against spells and magical effects) now.
  • Both Imp and Quasit are now considered Tiny in category so they can fit through holes, as per the rules of PHB2024 say.
  • Imp now has 21 HP
  • Imp's damage now is 1d6+3 Piercing + 2d6 Poison.
  • Imp has Proficiency in Stealth, Deception and Insight.
  • Quasit now has 25 HP
  • Quasit now inflicts Poison guaranteed for 1 turn when landing an attack.
  • Quasit has Proficiency in Stealth.
  • Quasit is now immune to Poison damage (before he was immune only to Poisoned condition).
  • All Pact of the Chain Familiars (Quasit, Imp and the new Skeleton and Sphinx of Wonder) now have the Help, Throw and Improvised Weapon actions.
  • Following exactly the PHB2024 rule changes, resistance to non-magical physical damage for Quasit and Imp was removed given they got an incresed HP for around double their previous quantity.
  • New feature: the Pact of the Chain Invocation grants the new Command Familiar ability: this ability allows you to exchange one of your attacks per-turn to grant an additional attack to a Familiar that costs a Reaction instead of its usual cost. If you have Extra Attack feature, doing this will take away 1 attack (but you can still use your remaining attack); if you don't have the feature then it will just use your Action Point as normal (and you won't be able to also attack).
  • Misc. change: Shovel now has updated stats. Shovel has the same stats as the new Quasit Familiar (as expected, since he's a Quasit). It is worth noting that both Shovel and Scratch are compatible with Pact of the Chain features.
  • The Extra Attack from the Familiar granted automatically at level 5 ("Deepened Pact") has been removed since it wasn't part of the rules (it was homebrewed by Larian) and to keep things balanced, since between the new Command Familiar feature, the stat boosts to the Familiars themselves, and the new Investment of the Chain Master Invocation that takes its place, the Familiar is already pretty good.  And don't forget you can combine all Pacts now!

  • Pact of the Blade has been reworked and enhanced:
  • Cost of Bind Weapon and Summon Pact Weapon has been changed to Bonus Action instead of Action.
  • Added several new options of weapons to conjure: Longsword, Flail, Sickle, Shortsword, Maul and Light Hammer.
  • Now you can use Bind Weapon on Ranged weapons and they benefit as expected from Pact of the Blade features (allowing for Ranged Warlock playstyles!).
  • You can choose which currently equipped slot you want to bind (melee main hand, melee off-hand, ranged main hand, or ranged off-hand), instead of being forced to always bind the melee main hand.
  • New feature: with a Pact Weapon is equipped, you can change the damage type of the weapon at will to Necrotic, Radiant or Psychic (your choice).
  • The Extra Attack with Pact Weapon is no longer granted automatically at level 5 ("Deepened Pact") since it's not part of the new rules (this was also homebrewed by Larian), it has instead become its own Invocation that requires Pact of the Blade, called Pact of the Blade: Thirsting Blade. Between that and the new Pact of the Blade-specific invocations like Eldritch Smite and Devouring Blade, rest assured Pact of the Blade is STRONGER than before, not weaker. And don't forget you can combine all Pacts now!


Six New Spells (all with upcasting support):

  • Summon Aberration: Conjuration Spell of Spell Level 4. Action. Duration: Until Long Rest. Summon an aberration. It can be a Beholderkin or a Mind Flayer. Upcasting this spell increases the stats of the Aberration. Available to Wizards and Warlocks.
  • Summon Celestial: Conjuration Spell of Spell Level 5. Action. Duration: Until Long Rest. Summon a celestial spirit of the Avenger or Defender types. Avengers carry a radiant bow and specialize on high damaging ranged attacks. Defenders carry a radiant mace and focus on holding off the enemy and supporting allies. Available to Clerics, Paladins and The Celestial Patron Warlocks.
  • Summon Undead: Conjuration Spell of Spell Level 3. Action. Duration: Until Long Rest. Summon an undead spirit of the Skeletal, Ghostly or Putrid types. Skeletal can attack from afar. Ghostly can fly and inflict Frightened. Putrid has an aura that can inflict Poison and can attempt to Paralyze poisoned targets. Available to Wizards and Warlocks.
  • Levitate: Transmutation Spell of Spell Level 2. Action. Requires Concentration. Duration: 10 Turns. Make an object or an allied creature able to hover slightly above the ground, allowing it to evade ground-based surface effects. Hostile creatures can't be bigger than Large size and they can roll a Constitution Saving Throw to negate the effect each turn. Some creatures or objects cannot be lifted through Levitate. Available to Wizards and Sorcerers (and Warlocks that pick the* Ascendant Step *Invocation). Note: this spell was implemented slightly different from the source material to keep things balanced. The RAW original spell would be overpowered in this game's context (it's already kinda broken in tabletop)).
  • Arcane Vigor: Abjuration Spell of Spell Level 2. Bonus Action. Regain an amount of Hitpoints equal to 1d6 per level of the spell slot used plus your Spellcasting modifier. Has a Short Rest Cooldown. Available to Wizards and Sorcerers. (and to Hexblade Warlock if you are using the RAW Optional file replacing Death Armor, but I do not recommend the RAW Optional file because you are going to miss out on a lot [explained further near the bottom of this page], and Death Armor is better anyway).
  • Death Armor: Necromancy Spell of Spell Level 2. Action. Duration: Until Long Rest. For the duration, an inky aura surrounds one creature you touch. The target has Advantage on Death Saving Throws, and once per turn, when a creature hits it with a melee attack roll, the attacker takes 2d4 of Necrotic Damage. Available to Wizards and Sorcerers (and to Hexblade Warlock as an Always-Prepared Patron Spell)


New Subclass: The Sorcerer-King Patron:

A completely new Warlock subclass adapted from Unearthed Arcana 2025: Apocalyptic Subclasses. This is a control and domination themed Patron focused on Command, fear, psychic power and tyrannical magic.

Level 3:

  • Sorcerer-King Patron Spells: you always have the following Patron Spells prepared as you reach the appropiate Warlock levels:
  • Warlock Level 1: Command, Compelled Duel and Wrathful Smite.
  • Warlock Level 3: Hold Person and Mind Spike (requires 5e Spells Patch optional file)
  • Warlock Level 5: Fear and Speak With Dead.
  • Warlock Level 7: Confusion and Staggering Smite.
  • Warlock Level 9: Dominate Person and Synaptic Static (requires 5e Spells Patch optional file)
  • Like all other Patron Spells in this mod, these spells are Always-Prepared and don't count against your regular spell picks/.

    2. Psionic Casting: Your Sorcerer-King Patron Spells are casted without a Verbal component, making them able to be cast even while Silenced and without breaking Stealth.

    3. Tyrant's Herald: You have Proficiency and Expertise on all Intimidation Skill Checks.

    4. Voice of Tyranny: You gain the ability to cast the Command spell as a Bonus Action and without expending a spell slot; this takes the form an additional new action called "Voice of Tyranny: Command". You use this ability a number of times equal to your Charsima modifier per Long Rest.

Level 6:

  • Decisive Edict: Once per Short Rest, when casting a spell that uses a Pact Magic Slot, you can choose to emanate profane power from you, infusing nearby allies with courage and determination while opressing nearby enemies' willpower, until the end of their next turn. The effects are as follows:
  • Marshal: allied creatures gain Advantage on attack rolls until the end of their next turn.
  • Oppress: enemy creatures must succeed on a Wisdom Saving Throw against your Spell Save DC or become Frightened until the end of their next turn.
  • Once used, this feature recharges on Short Rest or Long Rest, and it also recharges when you use Magical Cunning.

Level 10:

  • Vindictive Rebuke: When an enemy rolls an Attack Roll against you and succeeds, you can force them to re-roll and use the new roll, possibly making them miss instead. If after forcing them to re-roll they miss, they take Psychic damage equal to your Warlock level.
  • You can use this feature a number of times equal to your Charisma Modifier, and you regain all expended uses when you finish a Long Rest.

Level 14:

  • Absolute Tyranny: when you cast any Command spell, you can target an additional creature. Additionally any creature that is currently Frightened by you automatically fails the saving throw against any Command Spell you cast.

New Subclass: The Celestial Patron:

A completely new Warlock subclass adapted from DnD 5R's PHB2024. This is the "holy light" Warlock Patron, focused on healing, radiant damage and protecting allies. Basically the Warlock option for people who want to play a supportive and divine-themed Warlock without becoming a Cleric, and can play well with "good-aligned" Warlocks.

Level 3:

  • Celestial Patron Spells: you always have the following Patron Spells prepared as you reach the appropiate Warlock levels:
  • Warlock Level 1: Cure Wounds and Guiding Bolt spells, and Light and Sacred Flame cantrips
  • Warlock Level 3: Aid and Lesser Restoration
  • Warlock Level 5: Daylight and Revivify
  • Warlock Level 7: Guardian of Faith and Wall of Fire
  • Warlock Level 9: Greater Restoration and Summon Celestial (requires 5e Spells optional patch)
  • Like all other Patron Spells in this mod, these spells are Always-Prepared and don't count against your regular spell picks.

    2. Healing Light: Gain the ability to use a Healing Light from the Upper Planes to aid your allies. Choose a target and heal them with a charge from your Healing Light pool. Your Charisma determines how much you can heal at once and your Warlock Level the total number of charges per Long Rest in your Healing Light pool. Your Healing Light pool is fully restored on a Long Rest.

Level 6:

  • Radiant Soul: You gain resistance to Radiant damage. Once per turn, when you inflict Radiant or Fire damage with a spell, you can add your Charisma modifier to the damage roll.

Level 10:

  • Celestial Resilience: Whenever you Short Rest, Long Rest or use Magical Cunning you gain Temporary Hit Points equal to your Warlock level plus your Charisma modifier. Additionally, when this effect activates, you can also grant up to 5 allies half the amount of temporary hit points.

Level 14:

  • Searing Vengeance: You can target a Downed ally with Searing Vengeance to heal them for half their maximum hit points while also creating a Radiant explosion that damages all enemies within 9 meters for 2d8 plus your Charisma modifier Radiant damage. 
  • Alternatively, you can activate this effect on yourself right before you become Downed.
  • Once used, this feature recharges on Long Rest.


New Subclass: The Undead Patron:

A completely new Warlock subclass adapted from Ravenloft - The Horrors Within (DnD 5R). Themed around Undead and Necrotic energy/damage, this is a perfect subclass for those interested in Necromancy or evil playthroughs.

Level 3:

  • Undead Patron Spells: you always have the following Patron Spells prepared as you reach the appropiate Warlock levels:
  • Warlock Level 1: Bane and Ray of Sickness
  • Warlock Level 3: Blindness and Phantasmal Force
  • Warlock Level 5: Speak with Dead and Summon Undead (all-new spell added by this mod!)
  • Warlock Level 7: Greater Invisibility and Phantasmal Killer
  • Warlock Level 9: Greater Restoration and Cloudkill
  • Like all other Patron Spells in this mod, these spells are Always-Prepared and don't count against your regular spell picks.

   2. Form of Dread: As a Bonus Action, you transform into an avatar of your patron’s dreadful power, gaining the benefits below for 10 Turns. Becoming Incapacitated will remove the Form. Alternatively, you can end the Form willingly at any time yourself (no action required). You can transform a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long Rest.

  • Facsimile of Life. You gain Temporary Hit Points equal to 1d10 plus your Warlock level.
  • Fearless Form. You have Immunity to the Frightened condition. If you are Frightened when you transform, the condition immediately ends for you.
  • Frightful Avatar. Once per turn, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Frightened condition until the end of your next turn.

Level 6:

  • Your patron’s powers have a profound effect on your body and magic, granting you the following benefits:
  • Arcane Necrosis. Necrotic damage from your attacks and spells ignore Resistance to Necrotic damage. Additionally, you can change your spells' damage type to Necrotic.** ***(Note: damage-type conversion requires the optional *"ScriptExtender Patch" file)
  • Dreaded Necrosis. Once per turn, when you deal Necrotic damage with an Attack Roll while using your Form of Dread, you can roll one additional damage die and add it to the total damage.
  • Undead Endurance. You are immune to Exhaustion from natural sources. In addition, you don’t need to sleep, and magic can’t put you to sleep.

Level 10:

  • Necrotic Resilience: You have Resistance to Necrotic damage. While using your Form of Dread, you have Immunity to Necrotic damage.
  • Unholy Resuscitation: If you drop to 0 Hit Points, you can cause your body to erupt with deathly energy. All enemies witihn 9 meters from you make a Constitution Saving Throw, taking 2d10 + your Charisma Modifier of Necrotic Damage on a failed save or half as much damage on a successful one. Your then regain Hit Points equal to twice your Warlock level and gain one level of Exhaustion. This feature is usable Once Per Short Rest.

Level 14:

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来源与文件

文件说明

Check changelog for details on each update.

来源列出的依赖与关系

  • 作者列出的前置:Warlock Spell List Fixer — OPTIONAL. Use this so you have automatic compatibility with any spell pack mods that affect Warlocks.

前往 N 网打开所选文件。安装与下载要求以原作者及平台说明为准。

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