TEXT: ©2017	Wizards	of	the	Coast	LLC	
  1	
  Unearthed	Arcana:	
  Revised	Class	Options	
  This	document	provides	revised	versions	of	class	
  material	that	appeared	in	previous	installments	
  of	Unearthed	Arcana:	four	subclasses	for	various	
  classes,	along	with	Eldritch	Invocations	for	the	
  warlock.	This	material	was	all	popular,	and	the	
  revisions	to	it	were	driven	by	feedback	that	
  thousands	of	you	provided	in	surveys.	
  	 The	subclasses	are	the	druid’s	Circle	of	the	
  Shepherd,	the	fighter’s	Cavalier,	the	paladin’s	
  Oath	of	Conquest,	and	the	warlock’s	Celestial	
  (formerly	known	as	the	Undying	Light).	
  	 One	of	the	main	pieces	of	feedback	we	got	
  about	the	Eldritch	Invocations	is	that	you	didn’t	
  want	them	exclusive	to	particular	Otherworldly	
  Patron	options,	so	we’ve	opened	them	up	to	
  more	warlocks,	tweaked	them,	and	cut	the	least	
  popular	ones.	
  This	Is	Playtest	Material	
  The	material	here	is	presented	for	playtesting	and	to	
  spark	your	imagination.	These	game	mechanics	are	in	
  draft	form,	usable	in	your	campaign	but	not	refined	by	
  final	game	development	and	editing.	They	aren’t	
  officially	part	of	the	game	and	aren’t	permitted	in	D&D	
  Adventurers	League	events.	
  	 If	we	decide	to	make	this	material	official,	it	will	be	
  refined	based	on	your	feedback,	and	then	it	will	appear	
  in	a	D&D	book.	
  Druid:	Circle	of	the	Shepherd	
  Druids	of	the	Circle	of	the	Shepherd	commune	
  with	the	spirits	of	nature,	especially	the	spirits	of	
  beasts	and	the	fey,	and	call	to	those	spirits	for	
  aid.	These	druids	recognize	that	all	living	things	
  play	a	role	in	the	natural	world,	yet	they	focus	on	
  protecting	animals	and	fey	creatures	that	have	
  difficulty	defending	themselves.	Shepherds,	as	
  they	are	known,	see	such	creatures	as	their	
  charges.	They	ward	off	monsters	that	threaten	
  them,	rebuke	hunters	who	kill	more	prey	than	
  necessary,	and	prevent	civilization	from	
  encroaching	on	rare	animal	habitats	and	on	sites	
  sacred	to	the	fey.	Many	of	these	druids	are	
  happiest	far	from	cities	and	towns,	content	to	
  spend	their	days	in	the	company	of	animals	and	
  the	fey	creatures	of	the	wilds.	
  	 Members	of	this	circle	become	adventurers	to	
  oppose	forces	that	threaten	their	charges	or	to	
  seek	knowledge	and	power	that	will	help	them	
  safeguard	their	charges	better.	Wherever	these	
  druids	go,	the	spirits	of	the	wilderness	are	with	
  them.	
  Circle	of	the	Shepherd	Features	
  Druid	Level	
  Feature	
  2nd	
  Spirit	Totem,	Speech	of	the	Woods	
  6th	
  Mighty	Summoner	
  10th	
  Guardian	Spirit	
  14th	
  Faithful	Summons	
  Speech	of	the	Woods	
  At	2nd	level,	you	gain	the	ability	to	converse	
  with	beasts	and	many	fey.	
  	 You	learn	to	speak,	read,	and	write	Sylvan.	In	
  addition,	beasts	can	understand	your	speech,	
  and	you	gain	the	ability	to	decipher	their	noises	
  and	motions.	Most	beasts	lack	the	intelligence	to	
  convey	or	understand	sophisticated	concepts,	
  but	a	friendly	beast	could	relay	what	it	has	seen	
  or	heard	in	the	recent	past.	This	ability	doesn’t	
  grant	you	any	special	friendship	with	beasts,	
  though	you	can	combine	this	ability	with	gifts	to	
  curry	favor	with	them	as	you	would	with	any	
  nonplayer	character.	
  Spirit	Totem	
  Starting	at	2nd	level,	you	gain	the	ability	to	call	
  forth	nature	spirits	and	use	them	to	influence	the	
  world	around	you.	As	a	bonus	action,	you	can	
  magically	summon	an	incorporeal	spirit	to	a	
  point	you	can	see	within	60	feet	of	you.	The	
  spirit	creates	an	aura	in	a	30-foot	radius	around	
  that	point.	It	counts	as	neither	a	creature	nor	an	
  object,	though	it	has	the	spectral	appearance	of	
  the	creature	it	represents.	
  	 As	a	bonus	action,	you	can	move	the	spirit	up	
  to	60	feet	to	a	point	you	can	see.	
  	 The	spirit	persists	for	1	minute.	Once	you	use	
  this	feature,	you	can’t	use	it	again	until	you	finish	
  a	short	or	long	rest.	
  	 The	effect	of	the	spirit’s	aura	depends	on	the	
  type	of	spirit	you	summon	from	the	options	
  below.	
  	 Bear	Spirit.	The	bear	spirit	grants	you	and	
  your	allies	its	might	and	endurance.	Each	
  creature	of	your	choice	in	the	aura	when	the	
  
  ©2017	Wizards	of	the	Coast	LLC	
  2	
  spirit	appears	gains	temporary	hit	points	equal	
  to	5	+	your	druid	level.	In	addition,	you	and	your	
  allies	gain	advantage	on	Strength	checks	and	
  Strength	saving	throws	while	in	the	aura.		
  	 Hawk	Spirit.	The	hawk	spirit	is	a	consummate	
  hunter,	marking	your	enemies	with	its	keen	
  sight.	When	a	creature	makes	an	attack	roll	
  against	a	target	in	the	spirit’s	aura,	you	can	use	
  your	reaction	to	grant	advantage	to	that	attack	
  roll.	
  	 Unicorn	Spirit.	The	unicorn	spirit	lends	its	
  protection	to	those	nearby.	You	and	your	allies	
  gain	advantage	on	all	ability	checks	made	to	
  detect	creatures	in	the	spirit’s	aura.	In	addition,	
  if	you	cast	a	spell	with	a	spell	slot	that	restores	
  hit	points	to	anyone	inside	or	outside	the	aura,	
  each	creature	of	your	choice	in	the	aura	also	
  regains	hit	points	equal	to	your	druid	level.	
  Mighty	Summoner	
  At	6th	level,	you	gain	the	ability	to	conjure	forth	
  powerful	beasts	and	fey.	Any	beast	or	fey	
  summoned	or	created	by	your	spells	gains	two	
  benefits:	
  • The	creature	appears	with	more	hit	points	
  than	normal:	2	extra	hit	points	per	Hit	Die	it	
  has.	
  • The	damage	from	its	natural	weapons	is	
  considered	magical	for	the	purpose	of	
  overcoming	immunity	and	resistance	to	
  nonmagical	attacks	and	damage.	
  Guardian	Spirit	
  Beginning	at	10th	level,	your	Spirit	Totem	
  safeguards	the	beasts	and	fey	that	you	call	forth	
  with	your	magic.	When	a	beast	or	fey	that	you	
  summoned	or	created	with	a	spell	ends	its	turn	
  in	your	Spirit	Totem	aura,	that	creature	regains	a	
  number	of	hit	points	equal	to	half	your	druid	
  level.	
  Faithful	Summons	
  Starting	at	14th	level,	the	nature	spirits	you	
  commune	with	protect	you	when	you	are	the	
  most	defenseless.	If	you	are	reduced	to	0	hit	
  points	or	are	incapacitated	against	your	will,	you	
  can	immediately	gain	the	benefits	of	conjure	
  animals	as	if	it	were	cast	with	a	9th-level	spell	
  slot.	It	summons	four	beasts	of	your	choice	that	
  are	challenge	rating	2	or	lower.	The	conjured	
  beasts	appear	within	20	feet	of	you.	If	they	
  receive	no	commands	from	you,	they	protect	you	
  from	harm	and	attack	your	foes.	The	spell	lasts	
  for	1	hour,	requiring	no	concentration,	or	until	
  you	dismiss	it	(no	action	required).	
  	 Once	you	use	this	feature,	you	can’t	use	it	again	
  until	you	finish	a	long	rest.	
  Fighter:	Cavalier	
  The	archetypal	Cavalier	excels	at	mounted	
  combat.	Usually	born	among	the	nobility	and	
  raised	at	court,	a	Cavalier	is	equally	at	home	
  leading	a	cavalry	charge	or	exchanging	repartee	
  at	a	state	dinner.	Cavaliers	also	learn	how	to	
  guard	those	in	their	charge	from	harm,	often	
  serving	as	the	protectors	of	their	superiors	and	
  of	the	weak.	Drawn	to	right	wrongs	or	earn	
  prestige,	many	of	these	fighters	leave	their	lives	
  of	comfort	to	embark	on	glorious	adventure.	
  Cavalier	Features	
  Fighter	
  Level	
  Feature	
  3rd	
  Bonus	Proficiency,	Born	to	the	Saddle,	
  Combat	Superiority	(d8s,	4	dice)	
  7th	
  Ferocious	Charger,	Combat	Superiority	(5	
  dice)	
  10th	
  Improved	Combat	Superiority	(d10s)	
  15th	
  Relentless,	Combat	Superiority	(6	dice)	
  18th	
  Improved	Combat	Superiority	(d12s)	
  Bonus	Proficiency	
  When	you	choose	this	archetype	at	3rd	level,	you	
  gain	proficiency	in	one	of	the	following	skills	of	
  your	choice:	Animal	Handling,	History,	Insight,	
  Performance,	or	Persuasion.	Alternatively,	you	
  learn	one	language	of	your	choice.	
  Born	to	the	Saddle	
  Starting	at	3rd	level,	your	mastery	as	a	rider	
  becomes	apparent.	You	have	advantage	on	
  saving	throws	made	to	avoid	falling	off	your	
  mount.	If	you	fall	off	your	mount	and	descend	no	
  more	than	10	feet,	you	can	land	on	your	feet	if	
  you’re	not	incapacitated.	
  	 Finally,	mounting	or	dismounting	a	creature	
  costs	you	only	5	feet	of	movement,	rather	than	
  half	your	speed.	
  Combat	Superiority	
  At	3rd	level,	you	gain	a	set	of	combat	abilities,	
  referred	to	as	maneuvers,	which	are	fueled	by	
  special	dice	called	superiority	dice.	
  	 Superiority	Dice.	You	have	four	superiority	
  dice,	which	are	d8s.	A	superiority	die	is	
  expended	when	you	use	it.	You	regain	all	your	
  
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  3	
  expended	superiority	dice	when	you	finish	a	
  short	or	long	rest.	
  	 You	gain	another	superiority	die	at	7th	level	
  and	one	more	at	15th	level.	
  	 Maneuvers.	You	spend	your	superiority	dice	
  on	your	maneuvers.	You	can	use	more	than	one	
  maneuver	per	turn,	but	no	more	than	one	
  maneuver	per	attack.	
  	 You	know	the	following	maneuvers:	
  Control	Mount.	When	you	make	a	Wisdom	
  (Animal	Handling)	check	to	influence	a	
  creature	that	you	or	an	ally	is	riding,	you	can	
  expend	one	superiority	die,	roll	it,	and	add	the	
  number	rolled	to	the	check.	You	can	do	this	
  before	or	after	rolling	the	d20,	but	before	
  applying	the	results	of	the	check.	
  Precision	Attack.	When	you	make	a	weapon	
  attack	against	a	creature,	you	can	expend	one	
  superiority	die,	roll	it,	and	add	it	to	the	attack	
  roll.	You	can	use	this	ability	before	or	after	
  rolling	the	d20,	but	before	any	of	the	effects	of	
  the	attack	are	applied.	
  Trip	Attack.	When	you	hit	a	creature	with	a	
  weapon	attack,	you	can	expend	one	
  superiority	die	to	attempt	to	knock	the	target	
  down.	Roll	the	die,	and	add	it	to	the	attack’s	
  damage	roll.	If	the	target	is	Large	or	smaller,	it	
  must	also	succeed	on	a	Strength	saving	throw	
  (DC	8	+	your	proficiency	bonus	+	your	
  Strength	modifier)	or	be	knocked	prone.	
  Warding	Maneuver.	If	you	or	a	creature	within	
  5	feet	of	you	is	hit	by	an	attack,	you	can	expend	
  one	superiority	die	as	a	reaction	if	you’re	
  wielding	a	weapon	or	a	shield.	Roll	the	die,	and	
  add	the	number	rolled	to	the	target’s	AC	
  against	that	attack.	If	the	attack	still	hits,	the	
  target	has	resistance	against	the	attack’s	
  damage.	
  Ferocious	Charger	
  At	7th	level,	you	gain	additional	benefits	when	
  you	use	your	Trip	Attack	maneuver.	You	can	
  expend	up	to	two	superiority	dice	on	it,	adding	
  both	dice	to	the	damage	roll.	When	you	spend	
  two	dice	in	this	way,	the	target	has	disadvantage	
  on	its	Strength	saving	throw	to	avoid	being	
  knocked	prone.	
  Improved	Combat	Superiority	
  At	10th	level,	your	superiority	dice	turn	into	
  d10s.	At	18th	level,	they	turn	into	d12s.	
  Relentless	
  Starting	at	15th	level,	when	you	roll	initiative	
  and	have	no	superiority	dice	remaining,	you	
  regain	one	superiority	die.	
  Paladin:	Oath	of	Conquest	
  The	Oath	of	Conquest	calls	to	paladins	who	seek	
  glory	in	battle	and	the	subjugation	of	their	
  enemies.	It	isn’t	enough	for	these	paladins	to	
  establish	order.	They	must	crush	the	forces	of	
  chaos.	Sometimes	called	knight	tyrants	or	iron	
  mongers,	those	who	swear	this	oath	gather	into	
  grim	orders	that	serve	gods	or	philosophies	of	
  war	and	well-ordered	might.	
  	 Some	of	these	paladins	go	so	far	as	to	consort	
  with	the	powers	of	the	Nine	Hells,	valuing	the	
  rule	of	law	over	the	balm	of	mercy.	The	archdevil	
  Bel,	warlord	of	Avernus,	counts	many	of	these	
  paladins—called	hell	knights—as	his	most	
  ardent	supporters.	Hell	knights	cover	their	
  armor	with	trophies	taken	from	fallen	enemies,	a	
  grim	warning	to	any	who	dare	oppose	them	and	
  the	decrees	of	their	lords.	These	knights	are	
  often	most	fiercely	resisted	by	other	paladins	of	
  this	oath,	who	believe	that	the	hell	knights	have	
  wandered	too	far	into	darkness.	
  Tenets	of	Conquest	
  A	paladin	who	takes	this	oath	has	the	tenets	of	
  conquest	seared	on	the	upper	arm.	A	hell	
  knight’s	oath	appears	in	Infernal	runes,	a	brutal	
  reminder	of	vows	to	the	Lords	of	Hell.	
  	 Douse	the	Flame	of	Hope.	It	is	not	enough	to	
  merely	defeat	an	enemy	in	battle.	Your	victory	
  must	be	so	overwhelming	that	your	enemies’	
  will	to	fight	is	shattered	forever.	A	blade	can	end	
  a	life.	Fear	can	end	an	empire.	
  	 Rule	with	an	Iron	Fist.	Once	you	have	
  conquered,	tolerate	no	dissent.	Your	word	is	law.	
  Those	who	obey	it	shall	be	favored.	Those	who	
  defy	it	shall	be	punished	as	an	example	to	all	
  who	might	follow.	
  	 Strength	Above	All.	You	shall	rule	until	a	
  stronger	one	arises.	Then	you	must	grow	
  mightier	and	meet	the	challenge,	or	fall	to	your	
  own	ruin.	
  	
  	
  
  ©2017	Wizards	of	the	Coast	LLC	
  4	
  Oath	of	Conquest	Features	
  Paladin	Level	
  Feature	
  3rd	
  Oath	Spells,	Channel	Divinity	
  7th	
  Aura	of	Conquest	(10	ft.)	
  15th	
  Scornful	Rebuke	
  18th	
  Aura	of	Conquest	(30	ft.)	
  20th	
  Invincible	Conqueror	
  Oath	Spells	
  You	gain	oath	spells	at	the	paladin	levels	listed	in	
  the	Oath	of	Conquest	Spells	table.	See	the	Sacred	
  Oath	class	feature	for	how	oath	spells	work.	
  Oath	of	Conquest	Spells	
  Paladin	Level	
  Spells	
  3rd	
  armor	of	Agathys,	command	
  5th	
  hold	person,	spiritual	weapon	
  9th	
  bestow	curse,	fear	
  13th	
  dominate	beast,	stoneskin	
  17th	
  cloudkill,	dominate	person	
  Channel	Divinity	
  When	you	take	this	oath	at	3rd	level,	you	gain	
  the	following	two	Channel	Divinity	options.	See	
  the	Sacred	Oath	class	feature	for	how	Channel	
  Divinity	works.	
  	 Conquering	Presence.	You	can	use	your	
  Channel	Divinity	to	exude	a	terrifying	presence.	
  As	an	action,	you	force	each	creature	of	your	
  choice	that	you	can	see	within	30	feet	of	you	to	
  make	a	Wisdom	saving	throw.	On	a	failed	save,	a	
  creature	becomes	frightened	of	you	for	1	minute.	
  The	frightened	creature	can	repeat	this	saving	
  throw	at	the	end	of	each	of	its	turns,	ending	the	
  effect	on	itself	on	a	success.	
  	 Guided	Strike.	You	can	use	your	Channel	
  Divinity	to	strike	with	supernatural	accuracy.	
  When	you	make	an	attack	roll,	you	can	use	your	
  Channel	Divinity	to	gain	a	+10	bonus	to	the	roll.	
  You	make	this	choice	after	you	see	the	roll,	but	
  before	the	DM	says	whether	the	attack	hits	or	
  misses.	
  Aura	of	Conquest	
  Starting	at	7th	level,	you	constantly	emanate	a	
  menacing	aura	while	you’re	not	incapacitated.	
  The	aura	includes	your	space,	extends	10	feet	
  from	you	in	every	direction,	and	is	blocked	by	
  total	cover.	
  	 If	a	creature	is	frightened	of	you,	its	speed	is	
  reduced	to	0	while	in	the	aura,	and	that	creature	
  takes	psychic	damage	equal	to	half	your	paladin	
  level	if	it	starts	its	turn	there.			
  	 At	18th	level,	the	range	of	this	aura	increases	
  to	30	feet.	
  Scornful	Rebuke	
  Starting	at	15th	level,	those	who	dare	to	strike	
  you	are	psychically	punished	for	their	audacity.	
  Whenever	a	creature	hits	you	with	an	attack,	
  that	creature	takes	psychic	damage	equal	to	your	
  Charisma	modifier	(minimum	of	0)	if	you’re	not	
  incapacitated.	
  Invincible	Conqueror	
  At	20th	level,	you	gain	the	ability	to	harness	
  extraordinary	martial	prowess.	As	an	action,	you	
  can	magically	become	an	avatar	of	conquest,	
  gaining	the	following	benefits	for	1	minute:	
  • You	have	resistance	to	all	damage.	
  • When	you	take	the	Attack	action	on	your	turn,	
  you	can	make	one	additional	attack	as	part	of	
  that	action.	
  • Your	melee	weapon	attacks	score	a	critical	hit	
  on	a	roll	of	19	or	20	on	the	d20.	
  	 Once	you	use	this	feature,	you	can’t	use	it	again	
  until	you	finish	a	long	rest.	
  Warlock:	The	Celestial	
  Your	patron	is	a	powerful	being	of	the	Upper	
  Planes.	You	have	bound	yourself	to	an	ancient	
  empyrean,	solar,	ki-rin,	or	unicorn	or	to	another	
  entity	that	resides	in	the	planes	of	everlasting	
  bliss.	Your	pact	with	that	being	allows	you	to	
  experience	the	barest	touch	of	the	holy	light	that	
  illuminates	the	multiverse.	
  	 Being	connected	to	such	power	can	cause	
  changes	in	your	behavior	and	beliefs.	You	might	
  find	yourself	driven	to	annihilate	the	undead,	to	
  defeat	fiends,	and	to	protect	the	innocent.	At	
  times,	your	heart	might	also	be	filled	with	a	
  longing	for	the	celestial	realm	of	your	patron,	a	
  desire	to	wander	that	paradise	for	the	rest	of	
  your	days.	But	you	know	that	your	mission	is	
  among	mortals	for	now	and	that	your	pact	binds	
  you	to	bring	light	to	the	dark	places	of	the	world.	
  Celestial	Features	
  Warlock	Level	
  Feature	
  1st	
  Expanded	Spell	List,	Bonus	Cantrips,	
  Healing	Light	
  6th	
  Radiant	Soul	
  10th	
  Celestial	Resilience	
  14th	
  Searing	Vengeance	
  
  ©2017	Wizards	of	the	Coast	LLC	
  5	
  Expanded	Spell	List	
  The	Celestial	lets	you	choose	from	an	expanded	
  list	of	spells	when	you	learn	a	warlock	spell.	The	
  following	spells	are	added	to	the	warlock	spell	
  list	for	you.	
  Celestial	Expanded	Spells	
  Spell	
  Level	
  Spells	
  1st	
  burning	hands,	cure	wounds	
  2nd	
  flaming	sphere,	lesser	restoration	
  3rd	
  daylight,	revivify	
  4th	
  guardian	of	faith,	wall	of	fire	
  5th	
  flame	strike,	greater	restoration	
  Bonus	Cantrips	
  At	1st	level,	you	learn	the	sacred	flame	and	light	
  cantrips.	They	count	as	warlock	cantrips	for	you,	
  but	they	don’t	count	against	your	number	of	
  cantrips	known.	
  Healing	Light	
  At	1st	level,	you	gain	the	ability	to	channel	
  celestial	energy	to	heal	wounds.	You	have	a	pool	
  of	d6s	that	you	spend	to	fuel	this	healing.	The	
  number	of	dice	in	the	pool	equals	1	+	your	
  warlock	level.	
  	 As	a	bonus	action,	you	can	touch	a	creature	
  and	heal	it,	spending	dice	from	the	pool.	The	
  maximum	number	of	dice	you	can	spend	at	once	
  equals	your	Charisma	modifier	(minimum	of	one	
  die).	Roll	the	dice	you	spend,	add	them	together,	
  and	restore	a	number	of	hit	points	equal	to	the	
  total.	
  	 Your	pool	regains	all	expended	dice	when	you	
  finish	a	long	rest.	
  Radiant	Soul	
  Starting	at	6th	level,	your	link	to	the	Celestial	
  allows	you	to	serve	as	a	conduit	for	radiant	
  energy.	You	have	resistance	to	radiant	damage,	
  and	when	you	cast	a	spell	that	deals	radiant	or	
  fire	damage,	you	add	your	Charisma	modifier	to	
  that	damage	against	one	target	of	your	choice.	
  Celestial	Resilience	
  Starting	at	10th	level,	you	gain	temporary	hit	
  points	whenever	you	finish	a	short	or	long	rest.	
  These	temporary	hit	points	equal	your	warlock	
  level	+	your	Charisma	modifier.	Additionally,	
  choose	up	to	five	creatures	you	can	see	at	the	
  end	of	the	rest.	Those	creatures	each	gain	
  temporary	hit	points	equal	to	half	your	warlock	
  level	+	your	Charisma	modifier.	
  Searing	Vengeance	
  Starting	at	14th	level,	the	radiant	energy	you	
  channel	allows	you	to	overcome	grievous	
  injuries.	When	you	have	to	make	a	death	saving	
  throw	at	the	start	of	your	turn,	you	can	instead	
  spring	back	to	your	feet	with	a	burst	of	radiant	
  energy.	You	regain	hit	points	equal	to	half	your	
  hit	point	maximum,	and	then	you	stand	up,	if	you	
  so	choose.	Each	creature	of	your	choice	that	is	
  within	30	feet	of	you	takes	radiant	damage	equal	
  to	2d8	+	your	Charisma	modifier,	and	it	is	
  blinded	until	the	end	of	the	current	turn.	
  	 Once	you	use	this	feature,	you	can’t	use	it	again	
  until	you	finish	a	long	rest.	
  Warlock:	Eldritch	Invocations	
  At	2nd	level,	a	warlock	gains	the	Eldritch	
  Invocations	feature.	Here	are	new	options	for	
  that	feature,	in	addition	to	those	in	the	Player’s	
  Handbook.	
  	 If	an	eldritch	invocation	has	a	prerequisite,	you	
  must	meet	it	to	learn	the	invocation.	You	can	
  learn	the	invocation	at	the	same	time	that	you	
  meet	its	prerequisite.	A	level	prerequisite	refers	
  to	your	level	in	this	class.	
  Aspect	of	the	Moon	
  Prerequisite:	Pact	of	the	Tome	feature	
  You	no	longer	need	to	sleep	and	can’t	be	forced	
  to	sleep	by	any	means.	To	gain	the	benefits	of	a	
  long	rest,	you	can	spend	all	8	hours	doing	light	
  activity,	such	as	reading	your	Book	of	Shadows	
  and	keeping	watch.	
  Cloak	of	Flies	
  Prerequisite:	5th	level	
  As	a	bonus	action,	you	can	surround	yourself	
  with	a	magical	aura	that	looks	like	buzzing	flies.		
  The	aura	includes	your	space,	extends	5	feet	
  from	you	in	every	direction,	and	is	blocked	by	
  total	cover.	It	lasts	until	you’re	incapacitated	or	
  you	dismiss	it	with	a	bonus	action.	
  	 The	aura	grants	you	advantage	on	Charisma	
  (Intimidation)	checks	but	disadvantage	on	all	
  other	Charisma	checks.	Any	other	creature	that	
  starts	its	turn	in	the	aura	takes	poison	damage	
  equal	to	your	Charisma	modifier	(minimum	of	0	
  damage).	
  	 Once	you	use	this	invocation,	you	can’t	use	it	
  again	until	you	finish	a	short	or	long	rest.	
  
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  6	
  Eldritch	Smite	
  Prerequisite:	5th	level,	Pact	of	the	Blade	feature		
  Once	per	turn	when	you	hit	a	creature	with	your	
  pact	weapon,	you	can	expend	a	warlock	spell	slot	
  to	deal	an	extra	1d8	force	damage	to	the	target,	
  plus	another	1d8	per	level	of	the	spell	slot.	If	the	
  target	takes	any	of	this	damage,	you	can	knock	
  the	target	prone	if	it	is	Huge	or	smaller.	
  Frost	Lance	
  Prerequisite:	eldritch	blast	cantrip	
  Once	on	each	of	your	turns	when	you	hit	a	
  creature	with	your	eldritch	blast,	you	can	reduce	
  that	creature’s	speed	by	10	feet	until	the	end	of	
  your	next	turn.	
  Ghostly	Gaze	
  Prerequisite:	7th	level	
  As	an	action,	you	gain	the	ability	to	see	through	
  solid	objects	to	a	range	of	30	feet.	Within	that	
  range,	you	have	darkvision	if	you	don’t	already	
  have	it.	This	special	sight	lasts	until	the	end	of	
  the	current	turn.	During	that	time,	you	perceive	
  objects	as	ghostly,	transparent	images.	
  	 Once	you	use	this	invocation,	you	can’t	use	it	
  again	until	you	finish	a	short	or	long	rest.	
  Gift	of	the	Depths	
  Prerequisite:	5th	level	
  You	can	breathe	underwater,	and	you	gain	a	
  swimming	speed	equal	to	your	walking	speed.	
  	 You	can	also	cast	water	breathing	without	
  expending	a	spell	slot.	Once	you	cast	it	using	this	
  invocation,	you	can’t	do	so	again	until	you	finish	
  a	long	rest.	
  Gift	of	the	Ever-Living	Ones	
  Prerequisite:	Pact	of	the	Chain	feature	
  Whenever	you	regain	hit	points	while	your	
  familiar	is	within	100	feet	of	you,	treat	any	dice	
  rolled	to	determine	the	hit	points	you	regain	as	
  having	rolled	their	maximum	value	for	you.	
  Grasp	of	Hadar	
  Prerequisite:	eldritch	blast	cantrip	
  Once	on	each	of	your	turns	when	you	hit	a	
  creature	with	your	eldritch	blast	cantrip,	you	can	
  move	that	creature	in	a	straight	line	10	feet	
  closer	to	yourself.	
  Improved	Pact	Weapon	
  Prerequisite:	Pact	of	the	Blade	feature	
  You	can	use	any	weapon	you	summon	with	your	
  Pact	of	the	Blade	feature	as	a	spellcasting	focus	
  for	your	warlock	spells.	
  	 In	addition,	the	weapon	counts	as	a	magic	
  weapon	with	a	+1	bonus	to	its	attack	and	
  damage	rolls,	unless	it	is	already	a	magic	weapon	
  that	you	transformed	into	your	pact	weapon.	
  Kiss	of	Mephistopheles	
  Prerequisite:	5th	level,	eldritch	blast	cantrip	
  When	you	hit	a	creature	with	your	eldritch	blast,	
  you	can	cast	fireball	as	a	bonus	action	using	a	
  warlock	spell	slot.	The	spell	must	be	centered	on	
  the	creature	you	hit	with	eldritch	blast.	
  Maddening	Hex	
  Prerequisite:	5th	level	
  As	a	bonus	action,	you	cause	a	psychic	
  disturbance	around	the	target	cursed	by	your	
  hex	spell	or	by	a	warlock	feature	of	yours,	such	
  as	Hexblade’s	Curse	and	Sign	of	Ill	Omen.	When	
  you	do	so,	you	deal	psychic	damage	to	the	target	
  and	each	creature	of	your	choice	within	5	feet	of	
  it.	The	psychic	damage	equals	your	Charisma	
  modifier	(minimum	of	0	damage).	
  Relentless	Hex	
  Prerequisite:	7th	level	
  Your	curse	creates	a	temporary	bond	between	
  you	and	your	target.	As	a	bonus	action,	you	can	
  magically	teleport	up	to	30	feet	to	an	unoccupied	
  space	you	can	see	within	5	feet	of	the	target	
  cursed	by	your	hex	spell	or	by	a	warlock	feature	
  of	yours,	such	as	Hexblade’s	Curse	and	Sign	of	Ill	
  Omen.	To	teleport	in	this	way,	you	must	be	able	
  to	see	the	cursed	target.	
  Shroud	of	Shadow	
  Prerequisite:	15th	level	
  You	can	cast	invisibility	at	will,	without	
  expending	a	spell	slot.	
  Tomb	of	Levistus	
  Prerequisite:	5th	level	
  As	a	reaction	when	you	take	damage,	you	can	
  entomb	yourself	in	ice,	which	melts	away	at	the	
  end	of	your	next	turn.	You	gain	10	temporary	hit	
  points	per	warlock	level,	which	take	as	much	of	
  the	triggering	damage	as	possible.	You	also	gain	
  
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  7	
  vulnerability	to	fire	damage,	your	speed	is	
  reduced	to	0,	and	you	are	incapacitated.	These	
  effects	all	end	when	the	ice	melts.	
  	 Once	you	use	this	invocation,	you	can’t	use	it	
  again	until	you	finish	a	short	or	long	rest.	
  Trickster’s	Escape	
  Prerequisite:	7th	level	
  You	can	cast	freedom	of	movement	once	on	
  yourself	without	expending	a	spell	slot.	You	
  regain	the	ability	to	do	so	when	you	finish	a	long	
  rest.	
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA41 - Revised Class Options.pdf