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  Tome of the Pact         1 
    
   
   
  
    
   
   
   
  Tome of the Pact         2 
  Contents 
   
   
  Page 
  I. Meeting Minutes 
  3 
  II. The Archfey 
  4 
  III. The Celestial 
  9 
  IV. The Creature of Limbo 
  12 
  V. The Fiend 
  17 
  VI. The Great Old One 
  22 
  VII. The Hexblade 
  28 
  VIII. The Patron of Mechanus 31 
  IX. The Storm Giant 
  34 
  X. The Undying 
  37 
  XI. Invocations 
  41 
  XII. Backgrounds 
  44 
  Credits 
  47 
   
   
   
  
    
   
   
   
  Tome of the Pact         3 
  I. Meeting Minutes 
   
  The first Great Warlock Conclave is now at 
  order, or what we will assume to be the closest 
  thing to ‘order’ we will get. The recording of 
  minutes will be—They’ve already started? Ah. 
   
  The Great Conclave will submit to record the 
  following words of thanks and 
  acknowledgement: 
   
  The Conclave thanks the attendance of all 
  warlocks who have agreed to attend this 
  meeting, whose purpose is that of shared 
  understanding and knowledge in order to 
  better the bonds between us.  
   
  We thank the fourteen representatives of the 
  so-called ‘celestial’ beings and acknowledge 
  that their attendance is ‘under protest.’ I have a 
  note asking that you refrain from wishing the 
  ‘destruction of evil’ upon our other attendees 
  during your time here. 
   
  We would like to thank the warlocks of 
  Mechanus for building this meeting location to 
  our exact specifications. We thank the storm 
  giant Thorlym for his warlocks submitting said 
  building plans—and this site location—to this 
  committee before this conclave was even 
  announced. 
   
  At the request of more than eighty percent of 
  attendees, the term ‘eldritch blast’ will not be 
  permitted in the final documentation, other 
  than the instance in which it was just used. 
   
  At the personal request of Gladulyk the Far 
  Walker, you are all reminded to never, ever 
  distribute these materials to nonmagical planes. 
  Gladulyk would like to specify that this includes 
  any version of the world ‘Earth,’ because he 
  notes that the humans who acquire information 
  on the arcane keep doing what he refers to as 
  “really weird things with it.” 
  
   
    
   
   
   
  Tome of the Pact         4 
  “I grew up thinking it was normal, seeing 
  them. I’d play in the attic with boggles and 
  get blamed for the pranks they’d pull. I’d 
  see pixies in the garden. Then one day the 
  woman came. Beautiful, beautiful enough 
  your heart would break right in two. She told 
  me the truth—she’d saved my grandfather in 
  the forest before I was ever born, and in exchange 
  he promised her ‘his daughter’s daughter.’ She 
  was kind. She told me I wasn’t bound to anything, 
  that the choice was mine. I said yes. How could 
  anyone who looked upon that kind of beauty not say 
  yes?” 
   
  -Sariel Lathalas, elf warlock of Titania 
   
  The Nature of the Patron 
  Often frustratingly inscrutable, the archfey 
  operate from a perspective rarely understood 
  by mortal races. Most fey, whether they are 
  generally seen as good or evil, are fickle and 
  tricksome creatures. Their perceptions of 
  ownership and bargain, trust and truth, are 
  often far different from the understanding of 
  humanoid races. 
   
  Archfey are these concepts writ large, their 
  machinations and motivations often seeming 
  completely incomprehensible to the non-fey 
  they interact with. Their capacity for charm, 
  anger, glibness, and spite are as great and 
  complex as the Feywild itself. 
   
  Marks of the Patron 
  Fey are beings of particular aesthetic and 
  temperamental ego; they will often mark 
  their warlock underlings with traits that 
  range from the subtle to the glaring as a 
  means of broadcasting their involvement. 
  Some examples of these marks are found 
  below. 
   
  d4 
  Patron Mark 
  1 
  Antlers or goat-like horns twist upward from 
  your brow.  
  2 
  Your skin has markings and a texture similar 
  to the grain of wood. 
  3 
  A ghostly image of your patron looms 
  behind you when you use your Fey Presence 
  feature, appearing terrible and beautiful. 
  4 
  The air sparkles and shimmers around you 
  as you cast spells granted by your patron. 
   
  Marks of the Boon 
  When archfey bestow additional gifts on their 
  warlocks, they tend to take on strange 
  properties. These properties often reflect the 
  faerie-like or wild nature of the patron’s plane. 
  II. ThE Archfey 
  
   
    
   
   
   
  Tome of the Pact         5 
  Pact of the Blade 
  d4 
  Boon Quirk 
  1 
  Your pact weapon’s blade or head become 
  semi-translucent at times, as though made 
  of a substance both glass and metal. 
  2 
  Illusory vines or creepers curl up the handle 
  or haft of your pact weapon. 
  3 
  Grass springs up where blood is shed by 
  your pact weapon. 
  4 
  Your skin turns green or gray while holding 
  your pact weapon. 
   
  Pact of the Chain 
  d4 
  Boon Quirk 
  1 
  Your familiar is attracted to music and can 
  sometimes be found making up little tunes 
  to itself. 
  2 
  Your familiar’s shadow makes its own 
  movements and (often) obscene gestures. 
  3 
  Your familiar has a plantlike appearance—
  skin like bark, feathers like leaves, etc. 
  4 
  You fall victim to occasional harmless pranks 
  that your familiar finds suspiciously funny. 
   
  Pact of the Tome 
  d4 
  Boon Quirk 
  1 
  Your tome appears completely translucent 
  under moonlight and starlight. 
  2 
  Moss grows up your arms as you cast spells 
  and cantrips from your tome, vanishing 
  when you finish using it. 
  3 
  While holding your tome, your verbal 
  components manifest as dancing musical 
  notes that emanate from your mouth. 
  4 
  Common beasts find their way to you while 
  you study your tome and seem curious 
  about its contents. 
   
  Specific Patrons 
  Archfey have their own reason for granting 
  patronage to their servants, and each is unique 
  to the archfey. Often unpredictable, certain 
  archfey are commonly associated with a 
  number of warlocks. 
   
  Noble Eladrin  
  Just as eladrin in the Material Plane are not as 
  naturally attuned to the seasonal powers of 
  eladrin in the Feywild, the majority of eladrin in 
  the Feywild were not as powerful as the Noble 
  Eladrin, a broad term for those who had 
  reached levels of strength comparable to other 
  archfey.  
   
  As a patron eladrin can be remarkably fickle and 
  unpredictable. Like many of the Feywild’s tricky 
  residents, the eladrin can swing from whimsy to 
  wrath without warning. Their tendency to 
  reflect their mood in the season they embody 
  from day to day can give a warlock valuable 
  visual insight into the eladrin’s mood when 
  speaking with their patron.  
   
  Hags  
  Hags can be uncommon in the presence of 
  other fey, as most of these creatures are 
  unwelcome in fey courts that prize beauty as a 
  virtue. For their part, hags pride themselves on 
  ugliness and might chafe under the rule of an 
  archfey whose views don’t align with their own. 
  Even if a hag fears or respects its archfey 
  master, it has its own motives and a tricky 
  nature like many fey. When it has fulfilled the 
  spirit of its commands from the archfey, a hag 
  might seek to find some personal advantage in 
  her interaction with a warlock. Some of the 
  most powerful emissaries are “auntie” hags; 
  those who are older, or who are part of strong 
  covens, or who serve powerful “grandmothers.”  
   
  As a patron there are 
  generally two options—
  an individual hag, or a 
  coven. The oldest and 
  craftiest of hags, called 
  “grandmother” as a 
  respectful title, have 
  enough power as an 
  individual to become a 
  warlock’s patron. 
  Younger and less 
  powerful hags can only 
  hope to empower 
  warlocks by coming 
  together as a coven and 
  becoming a warlock’s 
  
   
    
   
   
   
  Tome of the Pact         6 
  patron as a group. In either case, hags acting as 
  patrons follow the same twisted rules as they 
  would for a bargain with any other lesser 
  mortal; there’s usually a catch. Perhaps, as an 
  adventurer, the warlock is fated to die a 
  horrible death. Perhaps the hags have the right 
  to raise the warlock as a wight or some other 
  terrible undead servant after death. Maybe the 
  warlock’s service to its patron is the bargain, as 
  the unpredictable and evil hag has them 
  perform the occasional service as part of some 
  broader scheme. Hags are demanding, selfish, 
  and likely communicative patrons who will want 
  to squeeze every ounce of personal gain out of 
  a warlock’s pact while corrupting the warlock 
  themselves. 
   
  Alternative Feature: Coven’s Curse 
  Replaces Misty Escape  
  Starting at 6th level, when you take damage, 
  you can use your reaction to utter a profane 
  curse against those around you. Each creature 
  of your choice within 5 feet of you must make a 
  Wisdom saving throw against your warlock spell 
  save DC or have disadvantage on attack rolls 
  and concentration checks for a number of 
  rounds equal to your Charisma modifier 
  (minimum 1). Creatures who have dealt damage 
  to you since your last turn have disadvantage 
  on their saving throw against this effect.  
   
  Once you use this feature, you can’t use it again 
  until you finish a short or long rest. 
   
  Oberon  
  Consort to Titania, Oberon is a King of the 
  Summer Court by honorific only; though loved 
  and respected by good fey, his Queen is the 
  true authority. Oberon is content to roam the 
  wilds as explorer and huntsman, traveling the 
  Beastlands and Feywild to (nonlethally) hunt 
  noble animals and (mercilessly) destroy evil 
  monstrosities.  
   
  As a patron Oberon differs from many of the 
  traditional archfey patrons. Wingless, strong, 
  and unafraid of direct combat, Oberon would 
  be beloved by barbarians and rangers as much 
  as warlocks. He is far more direct than the often 
  elusive and subtle fey he commands, making 
  him a refreshing patron to those who seek the 
  power granted by the archfey without as much 
  exhausting trickery attached.  
   
  Queen of Air and Darkness  
  This Unseelie queen is an invisible and evil fey 
  presence in the heart of Pandemonium. She is 
  served by many types of evil creatures, notably 
  corrupted fey, elves, and undead. Those who 
  are able to discern her physical form describe 
  her as a fey woman with white skin and pitch-
  black hair and eyes. Once a good sister to 
  Titania, the Queen of Air and Darkness now 
  seeks the corruption and death of the Seelie 
  Court.  
   
  As a patron the Queen of Air and Darkness is a 
  being of hate and malevolence. Though she is 
  considered chaotic evil, the Queen is a being of 
  calculated patience and cold, emotionless 
  plotting. She favors darkness and illusion, and 
  her methods of corruption center on wearing 
  down an opponents’ will to resist over time. 
  Warlocks who take her as a patron may be 
  given tasks that fit into a larger, often 
  indiscernible long-term plan. Those who 
  displease her are unlikely to be struck down in 
  wrath; she is far more likely to send creatures 
  such as Yeth hounds to torment.  
   
  Alternative Feature: Queen’s Horrific 
  Visage  
  Replaces Beguiling Defenses  
  Beginning at 10th level, you are immune to 
  being frightened, and when another creature 
  attempts to frighten you, you can use your 
  reaction to attempt to turn the fear back on 
  that creature. The creature must succeed on a 
  Wisdom saving throw against you warlock spell 
  save DC or be frightened by you for 1 minute or 
  until the creature takes any damage. 
   
   
   
  
   
    
   
   
   
  Tome of the Pact         7 
  Titania  
  Faerie Queen of the Seelie Court, Titania is the 
  opposite of her sister, the Queen of Air and 
  Darkness. She is a ruler of the fey and is 
  especially revered by pixies and sprites, who 
  see her as their deity.  
   
  As a patron Titania is a creature of good, 
  though she is capable of great wrath when 
  battling against true evil or when defending fey 
  lands. Though one of the most powerful fey and 
  a likely patron to numerous warlocks, her 
  constant duties as ruler of the Summer Court 
  make her personal involvement in a warlock’s 
  affairs unlikely. She is much more likely to work 
  through one of her innumerable and loyal fey 
  servants. 
   
  Servants of the Archfey 
  Many creatures serve powerful fey, including on 
  the Seelie and Unseelie Courts. A discussion of 
  many such creatures are found below. 
   
  Banderhobb. These large toadlike monstrosities 
  are birthed by, and serve, hags and hag covens. 
  Its Resonant Connection trait allows it to easily 
  track down a warlock it has been sent to 
  contact—or punish—at the hag’s behest.  
   
  Boggle. Hags are the most likely creatures to 
  command a boggle, but any archfey can impose 
  its will on these pranksters. They’re no good as 
  enforcers and would never be sent to battle a 
  warlock into submission. Boggles sent to meet a 
  warlock have a bad habit of playing tricks on 
  their target for a while before initiating contact.  
   
  Centaur. Centaur are unlikely to act as meek 
  supplicants to the archfey; many of them don’t 
  even venerate Skerrit as their deity of choice, 
  choosing to honor Silvanus or no deity at all. 
  Instead, centaur are described as omen-
  watchers who may seek out a warlock of the 
  archfey who happens to be nearby because of a 
  vague sign in the world around them.  
   
  Darkling. Darklings are associated with services 
  as thieves and assassins, making them 
  somewhat more likely to serve as messengers 
  or enforcers for evil (or at least violently willful) 
  archfey. Regardless of what patron they serve, 
  darklings will cautiously avoid sunlight in 
  performance of their duties.  
   
  Displacer beast. Sly but without language, 
  displacer beasts were bred by Unseelie fey as 
  hunting beasts. Many now live in independent 
  prides, but some still serve 
  archfey masters as guardians 
  and hunters.  
   
  Dryad. Dryads are no good as 
  long-distance messengers or 
  enforcers as they are bound to 
  their home tree. More often 
  than not, the dryad’s ability to 
  speak with beasts and plants, 
  and its tendency to associate 
  with other fey in the area, 
  make it an insightful 
  conversationalist on the 
  intrigues of fey courts or an 
  archfey patron’s mood.  
   
  Faerie dragon. These creatures 
  share the playful, prank-loving nature of many 
  common fey. Faerie dragons have many tricks 
  to remain hidden and evade capture. They 
  would make perfect spies...if they could resist 
  the urge to avoid playing pranks on their 
  targets.  
   
  Meenlock. An evil or angered archfey patron 
  might send one or more meenlocks to torment 
  a warlock who has displeased or disobeyed. 
  They are unlikely to be instructed to kill their 
  target with their telepathic torment (which 
  would cause it to transform into a meenlock), 
  but harming it or causing it duress sends the 
  message the archfey intended.  
   
  Pixie. Pixies might make for good spies if they 
  could resist introducing themselves to their 
  targets. Friendly and nonviolent, they make far 
  
   
    
   
   
   
  Tome of the Pact         8 
  better emissaries or members of an archfey 
  court.  
   
  Quickling. Quicklings serve unseelie fey and 
  most often the archfey that created them, the 
  Queen of Air and Darkness. Tricky and 
  blindingly fast, the quicklings make for excellent 
  messengers and couriers in an archfey’s service.  
   
  Satyr. The raucous satyr is welcome in a fey 
  court, but only for as long as an archfey patron 
  is willing to indulge in celebration and revelry. A 
  satyr can become a problem very quickly—one 
  that an archfey’s warlock might be tasked with 
  ‘solving.’  
   
  Sprite. Good-aligned and able to sense the 
  hearts of others, sprites serve similarly aligned 
  archfey patrons as guardians, fighters, and 
  spies.  
   
  Yeth hound.* Packs of yeth hounds are created 
  by powerful fey who are bound to a creature’s 
  service (possibly the creator themselves). Yeth 
  hounds are drawn to evil masters, and are often 
  in service of hags or fey like the Queen of Air 
  and Darkness. Yeth hounds can be warded away 
  with sunlight, but an archfey might send yeth 
  hounds not to attack a warlock who has 
  displeased them, but to torment them for a 
  time with its ghostly appearance and terror-
  inducing howls. 
   
   
  
   
    
   
   
   
  Tome of the Pact         9 
   
  “I closed my eyes as the burning light nearly blinded 
  me. I heard the goblins being burned to ash around 
  me, killed instantly. I kept my eyes shut even when 
  the light faded. I thought, ‘Surely I’m in the presence 
  of a god!’ 
   
  I felt a hand on my shoulder. I opened my eyes and 
  looked up to see that glowing, radiant face smiling 
  down at me. 
   
  ‘Not quite,’ he said, answering my thoughts.” 
   
  -Burgell Reese, gnome warlock under an 
  unnamed Solar 
   
  The Nature of the Patron 
  Celestial creatures are often those born 
  from divinity—powerful entities 
  created by gods or other archetypical 
  forces of good and light. Many celestials 
  remain agents of good throughout their 
  existence, trusted to bestow power upon 
  mortals they deem worthy. Other celestials 
  ‘fall,’ breaking away from the hierarchy of 
  deities and similar forces to forge their 
  own path. These celestials might have 
  chaotic or even evil inclinations, but just 
  as many simply seek greater independence to 
  pursue what they feel is the ‘correct’ path to 
  the greater good. These celestials are no less 
  potent in their ability to take on warlock 
  servants, however. 
   
  Marks of the Patron 
  Even celestial beings can’t resist the vanity of 
  marking their warlocks with special magical 
  features. Some of the more common traits are 
  listed below. 
   
  d4 
  Patron Quirk 
  1 
  Your shadow on the ground seems to have a 
  glimmer of light at its heart. 
  2 
  When you use your healing light feature, 
  your target glows momentarily with a warm 
  inner light. 
  3 
  While your celestial resilience feature is 
  active, a vague winged form seems to 
  impose itself between you and harm 
  whenever you take damage. 
  4 
  You have an uncanny ability to remain clean. 
   
  Marks of the Boon 
  Many celestials treat their gifts to their warlocks 
  as unique and generous gifts, though they 
  follow the general constraints of all magical 
  pact boons. Warlocks of the celestial sometimes 
  find the revelation that all pact-bound creatures 
  enjoy such gifts unpleasant. 
   
  Pact of the Blade 
  d4 
  Boon Quirk 
  1 
  Your pact weapon’s blade or head has the 
  appearance of brilliant white marble. 
  2 
  Your pact weapon remains immaculately 
  clean at all times. 
  3 
  When you summon your pact weapon, there 
  is a faint sound like a high, clear bell. 
  4 
  The pact weapon has a self-contained 
  radiant glow that seems to intensify in 
  battle. 
  III. The Celestial 
  
   
    
   
   
   
  Tome of the Pact         10 
   
  Pact of the Chain 
  d4 
  Boon Quirk 
  1 
  Your familiar’s eyes blaze with white fire 
  when it sees an aberration or fiend. 
  2 
  Your familiar’s body is flawless, as though it 
  were carved by a renowned sculptor. 
  3 
  The spiritually pure and followers of good 
  deities are drawn to your familiar. 
  4 
  Under sunlight or moonlight, your familiar 
  glows with a faint silver radiance. 
   
  Pact of the Tome 
  d4 
  Boon Quirk 
  1 
  Your book’s cover shimmers or sparkles in 
  sunlight and moonlight, creating a rainbow 
  prism effect. 
  2 
  Your tome’s contents are written in a 
  shining, silver ink. Added passages take on 
  this property over time. 
  3 
  Casting spells from your tome causes your 
  voice to resound as though a great entity 
  were speaking through you. 
  4 
  The pages of your book seem to glow with a 
  comforting radiance, and the tome never 
  seems to be fully shadowed in dark places. 
   
  Specific Patrons 
  There are no shortage of celestials making an 
  effort to bring good to the world—and no 
  shortage of so-called ‘fallen’ celestials working 
  to serve their own ends. The divine spark that 
  created many of these beings gives them a 
  broad ability to empower warlocks in their 
  service, though they’re no more prone to taking 
  on empowered servants than any other patron. 
   
  Angel  
  Angels are perhaps the most identifiable 
  celestial being, and with good reason; they are 
  literally born of the divine essence of gods and 
  pure, planar good. Wholly and unquestioningly 
  devoted to law and goodness, many angels are 
  imperious and inflexible when communicating 
  with mortal beings. However, this level of 
  haughty pride can easily precede a fall from 
  grace.  
   
  As a patron an angel’s personality will vary 
  greatly based on whether or not they are fallen. 
  A fallen angel may have some small piece of 
  humility, but more importantly it can serve 
  ideals that are more personal or which follow 
  archetypes of chaos, neutrality, and even evil. 
  Regardless of alignment, an angel is likely to 
  possess a large, if well-deserved, ego; angels are 
  fully aware of just how unique and capable they 
  are on a cosmic scale. They will seek to patron 
  warlocks who will zealously and 
  unquestioningly obey their commands and 
  serve their goals. 
   
  Couatl  
  Couatl are extremely versatile as both emissary 
  and patron. Their natural forms are capable of 
  rapid flight, and they can blend into many 
  communities in a beast or humanoid form by 
  their shapechanging abilities. Their innate 
  spellcasting lets them provide various blessings 
  to a warlock in need, to locate them wherever 
  they might be in the world with scrying, to visit 
  them with dream, or to see through deception 
  with detect thoughts.  
   
  As a patron the couatl is a creature with 
  considerable powers built into its stat block 
  despite its low challenge rating. As noted 
  above, its ability to locate and communicate 
  with a warlock by a number of different means 
  makes the couatl a patron capable of consistent 
  communications and hands-on visits to their 
  servant.  
   
  Empyrean  
  As an emissary empyreans are very similar to 
  angels; they carry themselves with a confidence 
  and radiance befitting a representative of a 
  greater celestial power. Unlike angels, however, 
  the empyrean is a creature of its passions; its 
  mood can be reflected by the weather and 
  world around it, and is described by the 
  Monster Manual as being capable of both sage-
  like stoicism or devastating anger. Woe to any 
  warlock of the celestial whose missteps have 
  
   
    
   
   
   
  Tome of the Pact         11 
  caused its patron to send an angered empyrean 
  as its emissary.  
   
  As a patron the empyrean can be dynamic. It is 
  no stretch to believe that the bold, proud, nigh-
  indomitable empyrean might empower one or 
  more chosen mortals in the name of 
  righteousness, like a god-king knighting holy 
  vassals for the cause of good. The empyrean’s 
  volatility potentially makes it a more hands-on 
  patron, as it visits its warlock via spells, signs, 
  and emissaries to make its orders, praise, or 
  displeasure known. The empyreans are 
  essentially immortal, easily resurrected on the 
  Upper Planes if their parents permit it. 
  Corrupted, evil empyreans are unlikely to have 
  this particular luxury but can still make for 
  engaging patrons for warlocks of the celestial 
  with a selfish bent.  
   
  Alternative Feature: Trembling Strike  
  Replaces Healing Light  
  Starting at 1st level when you hit a creature 
  with a melee weapon attack, you can cause the 
  target and all hostile creatures of your choice 
  within 5 feet of it to make a Strength saving 
  throw or be knocked prone. Creatures size Huge 
  or larger are unaffected by this ability. You 
  regain 1d6 hit points, plus an additional 1d6 
  temporary hit points for each creature knocked 
  prone by this ability. When you use this ability, 
  you can’t use it again until you finish a short or 
  long rest.  
   
     Ki-Rin  
  As a patron ki-rin are known for their 
  proactive promotion of good in the world, 
  safeguarding the wellbeing of large regions 
  or appearing to grant boons and bravery 
  alike to those who battle against evil. A ki-rin 
  who sees potential in an ambitious would-be 
  adventurer might agree to become a patron, 
  so long as the warlock is not evil. The warlock 
  will almost certainly be tasked with 
  combatting forces of darkness within the ki-rin's 
  region of influence, or against a particular 
  dangerous evil that the ki-rin senses growing on 
  the horizon. 
   
  
   
    
   
   
   
  Tome of the Pact         12 
  “Through the mess, the haze, I saw it drifting 
  towards me through the chaos. Its skin was black 
  and gray, like something dead and rotting—but it 
  was alive! I felt the tadpole writhing in my chest 
  cavity, soon to burst through and end my life. 
   
  I heard a voice inside my head, asking why I had 
  returned to die. I looked that thing dead in the eyes 
  and told it that I had returned to live.” 
   
  -Musharraf, human warlock of the slaad 
   
  The Nature of the Patron 
  Some creatures make their pact with a 
  githzerai, a powerful slaadi or Slaad Lord, or 
  another entity residing in the chaotic plane of 
  Limbo. This plane is a crazed whirlwind of 
  constantly shifting matter and transformative 
  terrain; only by concentration can an intelligent 
  creature impose their will onto their 
  surroundings and create a small refuge of 
  stability. This is how creatures like githzerai 
  establish permanent settlements in the chaos of 
  Limbo by group effort; other creatures native to 
  the plane relish and thrive in the maddening 
  disarray. As creatures either impose order or 
  embrace chaos, they learn to empower 
  themselves. 
   
  Marks of the Patron 
  There are no marks of the patron more varied 
  than those empowered by Limbo, a plane of 
  utter, ever-changing chaos. Out of the 
  multitude of effects, some of the notable 
  examples are listed below. 
   
   
   
  d4 
  Patron Mark 
  1 
  A slaad control gem is embedded into your 
  body. It doesn’t control your actions but acts 
  as a conduit to your patron in Limbo. 
  2 
  Your skin changes colors and patterns 
  rapidly momentarily when you use pact 
  features or cast patron spells. 
  3 
  Sometimes when you cast a spell, terrain 
  around you changes in a cosmetic way—
  plant life changes to a different species, 
  paint changes colors, wallpaper changes 
  patterns. These changes revert after a short 
  while. 
  4 
  Small details about your appearance—the 
  location of a birthmark, the exact size of a 
  mole, and so on—change slightly when you 
  finish a long rest. No change would make 
  you unrecognizable. 
   
  Marks of the Boon 
  When warlocks of Limbo reach a certain status, 
  their patron grants them a boon that further 
  explores their power. These boons often exhibit 
  the strange and unpredictable qualities of the 
  chaotic plane itself.  
   
  Pact of the Blade  
  d4 
  Boon Quirk 
  1 
  Your pact weapon appears as a different 
  weapon of its type every time it appears, 
  from divine blade to rusty relic. 
  2 
  Blood shed by your pact weapon splashes in 
  strange, vibrant colors. 
  3 
  The impact sound of your pact weapon is 
  utterly random. 
  4 
  A roiling, flickering visual effect pulses up 
  and down the length of your pact weapon. 
   
   
  IV. Creature of Limbo 
  
   
    
   
   
   
  Tome of the Pact         13 
  Pact of the Chain  
  d4 
  Boon Quirk 
  1 
  Your familiar changes to a different 
  appearance, such as a different species, 
  without warning. 
  2 
  Your familiar’s cries sound like a variety of 
  different animals. 
  3 
  When your familiar is destroyed, it turns 
  into a random element; crumbles of dirt, a 
  puff of mist, etc. 
  4 
  Your familiar’s eyes glow a dizzying myriad 
  of colors if it is holding a spell. 
   
  Pact of the Tome  
  d4 
  Boon Quirk 
  1 
  Your book has the appearance of a new 
  random mundane book every time you 
  finish a long rest. 
  2 
  Cantrips cast from your book have the 
  appearance of random elements—firebolts 
  that look like ice, acid that looks like water, 
  etc. 
  3 
  Your hands change to that of various races 
  they’re holding your book of shadows. 
  4 
  The contents of your book change between 
  the various languages you speak and change 
  pagination on a constant basis, though you 
  never have trouble finding the section 
  you’re looking for. 
   
  Patron Features 
  A warlock who enters a pact with a creature 
  from Limbo gains considerable power—but like 
  the plane itself, this power can be 
  unpredictable and unstable, requiring a firm 
  hand to tame its chaos. 
    
  Alternative Familiar: Slaad Tadpole 
  If you have a slaad or Slaad Lord as your 
  otherworldly patron and take the Pact of the 
  Chain feature, your familiar can take on the 
  form of a slaad tadpole. The slaad tadpole does 
  not mature into a full-grown slaad, as it only 
  mimics this form. 
   
  Expanded Spell List 
  The patron of Limbo provides additional spells 
  that can be acquired when you learn a warlock 
  spell. The following spells are added to the 
  warlock spell list for you. 
   
  Limbo Expanded Spells 
  Spell Level 
  Spells 
  1st 
  chaos bolt, color spray 
  2nd 
  blur, phantasmal force 
  3rd 
  blink, elemental weapon 
  4th 
  confusion, greater invisibility 
  5th 
  Rary’s telepathic bond, skill 
  empowerment 
   
  Indiscriminate Talent  
  Starting at 1st level whenever you finish a short 
  or long rest, roll a d8 and consult the table 
  below, gaining temporary proficiency in the skill 
  corresponding to the result. If you are already 
  proficient in the resulting skill (including from 
  this feature), reroll until your result matches a 
  skill proficiency you do not currently possess.  
   
  Roll the d8 again, consulting the table below 
  and gaining temporary proficiency with a tool or 
  other equipment that corresponds to the result. 
  Follow the same guidelines for rerolling existing 
  proficiencies as listed above.   
   
  d8 
  Skill 
  Tool 
  1 
  Acrobatics 
  Calligrapher’s supplies 
  2 
  Athletics 
  Carpenter’s tools 
  3 
  Animal Handling 
  Cook’s utensils 
  4 
  History 
  Herbalism kit 
  5 
  Insight 
  Instrument of choice 
  6 
  Medicine 
  Jeweler’s tools 
  7 
  Religion 
  Tinker’s tools 
  8 
  Sleight of Hand 
  Vehicles (land or water) 
   
  When you gain this skill and tool proficiency, 
  you remain proficient with both until you finish 
  your next short or long rest, at which time you 
  roll to determine new proficiencies. 
   
  Random Teleportation  
  Starting at 6th level, you can use your action to 
  teleport up to 30 feet toward a point you can 
  see. When you do so, you designate each space 
  adjacent to the target point with number 1-4, 
  rolling a d4 and appearing in that space. Each 
  creature within 5 feet of the space where you 
  
   
    
   
   
   
  Tome of the Pact         14 
  appear takes force damage equal to your 
  warlock level. If you appear in a space occupied 
  by a solid object or creature, you are 
  immediately shunted to the nearest unoccupied 
  space that you can occupy; both you and the 
  object or creature take force damage equal to 
  your warlock level. The damage to you cannot 
  be resisted or reduced in any way.  
   
   When you use this feature, you can’t do so 
  again until you finish a short or long rest.  
   
  Action, Reaction  
  Starting at 10th level, you can use a bonus 
  action on each of your turns to roll a d8 and 
  record the result. The next weapon or spell 
  attack you make before the end of your turn is 
  both strengthened and weakened; before you 
  make the attack roll, you designate whether 
  your d8 result is added or subtracted from your 
  attack roll’s result. If you subtract your d8 result 
  from your attack roll, the same result is added 
  as force damage if the attack still hits; if you add 
  your d8 result to the attack roll, this same 
  amount is subtracted from the attack’s damage, 
  to a minimum of 0.  
   
  Chaotic Element  
  Starting at 14th level you can use your reaction 
  to roll a d6 when you take acid, cold, fire, 
  lightning, or thunder damage. On a result of 1, 
  you have immunity to the damage; on a result 
  of 2-4, you have resistance to the damage; on a 
  5, there is no effect; on a 6, you are vulnerable 
  to the damage. The resulting effect only applies 
  to the source of damage that triggered the 
  reaction. 
   
  When you use this feature, you can choose to 
  reroll the d6 once and use the new result. When 
  you reroll the d6 for this feature, you must 
  finish a short or long rest before you can do so 
  again. 
   
  Specific Patrons 
  Few creatures can reside in the plane of Limbo; 
  those who can often carve out their own 
  territorial niche in order to impose their own 
  control over a tiny corner of the plane. 
   
  Chaos Elemental  
  The chaos elemental is not a type of elemental 
  as one would describe an air, earth or fire 
  elemental. Chaos elementals are originally 
  spirits who end up in Limbo; most are 
  overwhelmed and absorbed into the plane, 
  while a select few of the strongest spirits can 
  resist the energies long enough to become a 
  chaos elemental. Chaos elementals have 
  exerted enough will on their surroundings to 
  gather a fleshy, biologically haphazard body 
  around themselves. Chaos elementals can 
  become invisible in the uncontrolled chaos of 
  Limbo, though they are visible if they enter a 
  zone of control created by one or more other 
  creatures (such as a githzerai settlement).  
   
  As an emissary chaos elementals are unlikely to 
  be utilized by anything other than a creature 
  that embraces Limbo’s rampant chaos; Slaad 
  Lords are likely to have the sufficient 
  dominance to bend a chaos elemental to their 
  will. Given their weakness outside of 
  uncontrolled Limbo, chaos elementals might 
  feature more prominently in a warlock’s dreams 
  or visions as a sending of some kind if the 
  warlock is on a different plane.  
   
  As a patron a chaos elemental can be used in a 
  variety of ways for a variety of alignments. 
  Because a chaos elemental was formerly a living 
  creature, the details of its personality and 
  motivations can vary greatly. Whether good or 
  evil, however, the chaos elemental has been 
  fundamentally changed by the constant 
  exposure to Limbo, giving it chaotic tendencies. 
  Regardless of personality, a spirit must have 
  been in possession of immense will to avoid 
  destruction in the roiling disorder.  
  
   
    
   
   
   
  Tome of the Pact         15 
  Githzerai  
  The philosophical and disciplined githzerai make 
  their home in Limbo, a rare source of order in a 
  place of seemingly pure chaos. Githzerai impose 
  their unified, powerful will over the plane 
  around them, creating and protecting entire 
  communities in the wild void. 
   
  As an emissary a githzerai might appear as a 
  physical or psionic manifestation. Given their 
  powerful psionic abilities, a githzerai might 
  convey messages by magical sendings or 
  projections, including visions similar to a dream 
  spell. Generally githzerai will act as emissaries 
  for powerful githzerai anarchs or enlightened.  
   
  As a patron only a githzerai enlightened or 
  anarch has the sufficient power to form a pact 
  with a fledgeling warlock. Unlike the creatures 
  who embrace the chaos of Limbo, githzerai 
  encourage self-control and the application of 
  mind over matter. Githzerai have ancient 
  enemies and struggles that have gone on for 
  uncounted centuries; a warlock is likely 
  expected to fulfill tasks as an agent of the 
  githzerai in other planes. Githzerai fiercely 
  oppose their githyanki counterparts and 
  illithids, using warlocks to impede these foes.  
   
   
    Gormeel  
  If the Spawning Stone can produce 
  creatures imbued with chaos, it 
  stands to reason that it will sometimes 
  randomly produce a creature of 
  unintended order. The gormeel is such 
  a creature; a powerful slaadi 
  motivated not by selfish chaos, but by 
  respect for law and constancy. They 
  are reminiscient in appearance to a 
  slaad, though they are more lizard-like in 
  appearance than the somewhat amphian 
  appearance of common slaadi. Most gormeel 
  are slain by other slaadi  or the Slaad Lords 
  when they emerge; those that escape are a rare 
  form of order in the chaos of Limbo.  
   
  As an emissary the gormeel represent another 
  force for order in Limbo. This is most commonly 
  the githzerai, who accept and provide refuge to 
  gormeel seeking escape from their slaadi 
  brethren. In time, gormeel come to serve 
  githzerai outposts and monasteries in many 
  capacities, even serving as mounts for powerful 
  githzerai.  
   
  As a patron the gormeel is a creature of inner 
  conflict; though drawn to control and order, its 
  origin simultaneously makes it a creature of 
  chaos. Though not guaranteed to be non-evil, a 
  gormeel generally seeks to harness its own 
  chaotic power and encourages the warlocks it 
  patrons to do the same. Both warlock and 
  patron might lose control at times or be 
  frustrated by unintended side effects, but the 
  constant mantra of a gormeel’s patronage is 
  about an ongoing process of self-improvement.  
   
  Slaadi  
  As an emissary a slaad is most likely going to 
  serve one of two things: a Slaad Lord or a 
  stronger common slaad type. Blue and red 
  slaadi are unintelligent and more prone to 
  violence; green, gray, and death slaadi are 
  progressively more intelligent than their brutal 
  counterparts. A blue or red slaad might not 
  
   
    
   
   
   
  Tome of the Pact         16 
  have the temperament to be an effective 
  messenger, but they could work well as a 
  violent reminder from a displeased patron, 
  infecting a town or area with a slaad infestation 
  as a reminder to the warlock of what cause they 
  serve. In this instance, a blue or red slaad has 
  likely been instructed not to make an attack on 
  the warlock that could risk infecting them with 
  a slaad egg or the chaos phage. A green or 
  higher slaad can be a subtler emissary, using its 
  shapechanging ability to blend in to civilized 
  areas and communicating with the warlock 
  telepathically.  
   
  As a patron the warlock has almost certainly 
  made their pact with a gray, death, white, or 
  black slaad, which are the only varieties both 
  powerful and intelligent enough to form 
  anything resembling long-term goals. The slaad 
  patron might have specific goals for a slaad 
  infestation from Limbo that requires the 
  warlock’s service, or perhaps the warlock’s 
  use of their Limbo-imbued powers is 
  somehow enough to serve the slaad patron’s 
  interests.  
   
  Slaad Lords  
  Though considered slaadi, Slaad Lords are given 
  their own mention due to the fact that each is a 
  unique individual creature, as opposed to a 
  broad creature type. Choosing one as a warlock 
  patron should be done in consideration of the 
  general guidelines for slaad patrons (see their 
  section, above), modified with the following 
  information about each Slaad Lord.  
   
  Chourst. Called the ‘Lord of Randomness,’ 
  Chourst has the appearance of a large, thin, 
  white slaad. Chourst can make for a poor 
  patron, as he is wholly self-absorbed and self-
  indulgent, with no ability to make long-term 
  plans. A pact with Chourst is most likely a result 
  of some spur-of-the-moment decision on the 
  slaad lord’s part; soon forgotten and 
  occasionally remembered for some inane, 
  strange demand.  
   
  Ssendam. This slaad lord bears little 
  resemblance to the commonly known types as 
  massive gold-colored ooze with a brain at its 
  center. The genderless Ssendam is ‘Lord of 
  Madness’ and takes little interest in other slaad. 
  Ssendam resides in a lair near the Spawning 
  Stone in Limbo. Ssendam can alter its 
  appearance, sometimes appearing in Limbo as a 
  gold slaad (the most recognizable toadlike form) 
  or in other planes as a humanoid wielding a 
  black sword.  
   
  Wartle. Despite this slaad lord’s power, Wartle 
  acts meek and foolish. Usually taking the form 
  of a bloated brown slaad, Wartle has few 
  friends among his kind for his demeaning and 
  insulting mannerisms.Scheming Wartle might 
  become a warlock’s patron as part of some 
  clever machination—which could even be to 
  the detriment of other slaad lords.  
   
  Ygorl. Slaad ‘Lord of Entropy,’ Ygorl is a 
  dispassionate advocate for the death and 
  disorder of all things. Ygorl often appears as a 
  large black skeleton with batlike wings. Ygorl 
  believes slaadi are natural agents of the broad 
  chaos and destruction he believes in, and it 
  wouldn’t be a stretch to imagine him willing to 
  act as a warlock’s patron to further some long-
  term scheme.
  
   
    
   
   
   
  Tome of the Pact         17 
  “Sign here,” the bone devil purred. “Sign and your 
  brothers will never mock you again for your lack of 
  magical talent. The only one in your family, that’s a 
  cruel joke…sign, and you’ll be the one laughing…” 
   
  I sign without hesitation, wincing as the strange pen 
  draws my own blood as I write on the line indicated. 
   
  “That’s lovely,” the fiend says, tone suddenly 
  businesslike. “You’ll be hearing from us. I have to 
  run—there’s a scholar in Candlekeep who’s about to 
  fall off a stepladder and break his neck and the boss 
  says that’s a can’t-miss appointment.” 
   
  -Memoirs of Rivaan Ghaalixirn, dragonborn 
  warlock of Asmodeus 
   
  The Nature of the Patron 
  What evokes the idea of a dark bargain better 
  than the image of a smiling, flattering devil with 
  contract in hand?  
   
  In truth, the fiend of such a pact can be any one 
  of its kind, from archetypical devils to demons 
  and yugoloths. Each have their own 
  personalities, each their own goals. Demons 
  and demon lords, for example, might have a 
  grand vision of Abyssal incursion onto the 
  warlock’s home plane. Devils might strike a pact 
  in order to secure a powerful soul after death, 
  or use the warlock as a pawn in the archdevils’ 
  constant backstabbing schemes for power. 
   
  The ancient, multiverse-wide, and eternal 
  nature of the struggle between demon and 
  devil makes any given warlock’s pact a blank 
  canvas for storytelling. 
   
  Marks of the Patron 
  Fiends are fond of marking their warlocks with 
  signature blemishes and effects. Though varied, 
  commonly seen marks are mentioned here. 
   
  d4 
  Patron Mark 
  1 
  One or two small, dark horns protrude from 
  above your brow. They seem to become 
  more pronounced if you partake in evil acts 
  or cast spells learned from your patron. 
  2 
  An illusory ant, fly, or centipede can always 
  be found crawling somewhere on your 
  person. Picking the insect off and throwing it 
  away always results in another appearing on 
  you within moments. 
  3 
  A fly or locust flies out of your mouth when 
  you cast a warlock spell with verbal 
  components. 
  4 
  Your tongue is pointed or slightly forked. 
   
  V. The FieNd 
  
   
    
   
   
   
  Tome of the Pact         18 
  Marks of the Boon 
  Fiends are glad to bestow special powers and 
  gifts on servants who have attained a certain 
  level of power. Like the warlocks themselves, 
  these gifts often have fiendish qualities. 
   
  Pact of the Blade 
  d4 
  Boon Quirk 
  1 
  Your hand(s) take on a scaly red appearance 
  when they grip your pact weapon. 
  2 
  There are faintly heard pained screams 
  when you summon your pact weapon to 
  your hand. 
  3 
  Your pact weapon has an appearance like 
  blackened iron or rusted metal. 
  4 
  The blade, head, etc of your pact weapon is 
  decorated with profane symbols and letters 
  in Abyssal or Infernal, depending on your 
  patron. 
   
  Pact of the Chain 
  d4 
  Boon Quirk 
  1 
  Your hand(s) take on a scaly red appearance 
  when they grip your pact weapon. 
  2 
  There are faintly heard pained screams 
  when you summon your pact weapon to 
  your hand. 
  3 
  Your pact weapon has an appearance like 
  blackened iron or rusted metal. 
  4 
  The blade, head, etc of your pact weapon is 
  decorated with profane symbols and letters 
  in Abyssal or Infernal, depending on your 
  patron. 
   
  Pact of the Tome 
  d4 
  Boon Quirk 
  1 
  Creatures other than yourself who rest near 
  your tome hear vague, whispered 
  temptations unless the book is stored in a 
  bag or other container. 
  2 
  The tome’s pages appear to blaze with 
  fiendish fire when you cast a spell from it. 
  3 
  The tome’s cover features a small crystal 
  peephole. You and only you can look 
  through it to see flashes of imagery from 
  one of the Nine Hells or a layer of the Abyss, 
  depending on your patron. 
  4 
  Tally marks appear on the inside cover of 
  the tome. Only you know they represent a 
  sentient creature you’ve violently killed. 
   
  Specific Patrons 
  Fiends from across the multiverse are always 
  vying for position against their enemies (which 
  often includes each other).  
   
  Archdevils 
  Devils are constantly on the lookout for mortals 
  willing to trade their souls for power, wealth, or 
  darker desires. Normally they are happy to 
  grant a one-off transaction and collect a 
  mortal’s soul upon death—what’s money or 
  mortal fame to a lord in the Nine Hells? Some 
  mortals want something far more remarkable; 
  magical powers. Archdevils are happy to strike 
  such a bargain and are frequent warlock 
  patrons, but these contracts with mortals often 
  include sections requiring the warlock to serve 
  the fiend’s interests upon request.  
   
  Current rulers of the Nine Hells are common 
  archdevil patrons, but other powerful devils 
  included unseated rulers like Geryon and exiles 
  like Moloch might strike a pact in the interest of 
  gaining, retaining, or reclaiming power. 
   
  Demon Lords 
  In general, demon lords seek to further the 
  work of all demonic fiends; to spread the 
  chaotic evil of the Abyss across all worlds until 
  the multiverse is uniformly consumed and 
  folded into that plane. Demon lords are 
  powerful enough to provide patronage to 
  warlocks, and some might enjoy bending 
  intelligent humanoids to their will. Demons are 
  not particularly subtle creatures and expect 
  loyalty from warlocks, cultists, and fiends alike. 
  They are not above sending cultists or demons 
  to inflict violent reminders of where a wayward 
  warlock’s loyalties lie. 
   
  Baphomet 
  This demon lord respects strong hunters, 
  especially those who relish a target prey’s fear 
  over the course of a hunt. To this end, 
  Baphomet’s lair is a great labyrinth and he’s 
  
   
    
   
   
   
  Tome of the Pact         19 
  fond of mazes. As one might guess, monstrous 
  minotaur have origins in rituals to Baphomet.  
   
  As a patron Baphomet grants power to those 
  who have a penchant for violence and who 
  enjoy the thrill of hunting difficult prey. 
  Baphomet is not a creature of blind 
  bloodthirstiness, and respects 
  followers who display intelligence in 
  pursuit of their goals.  
   
   
  Alternative Feature: 
  Labyrinth  
  Replaces Hurl Through 
  Hell  
  Starting at 14th level you 
  can cast the maze spell at 
  will without expending a 
  spell slot. Once you use this 
  feature, you can’t do so again 
  until you finish a long rest.  
   
  Frazz-Urb'luu  
  Demon lord of deception, 
  Fraz-Urb'luu believes there 
  is a grand design behind 
  the lies of the multiverse 
  that only he can see, and 
  that he is the only 
  creature intelligent and 
  worthy enough to possess 
  knowledge of it.  
   
  As a patron Frazz-Urb'luu 
  simply can’t be trusted. 
  He is happy to deceive 
  both followers and victims 
  alike for entire lifetimes, only 
  revealing the cruel truth of his scheme after 
  years. One can never be sure if a task given by 
  the demon lord is what is seems—is there a 
  twist? Does it serve the goals the demon lord 
  claims it does? Is the warlock important to Fraz-
  Urb'luu’s long-term plans, or is even his 
  patronage a cruel joke?  
   
  Graz’zt  
  A master of hedonism, Graz’zt tempers the 
  pursuit of pleasure with a calculating 
  intelligence. Graz’zt seeks a universe where he 
  controls all—and by extension, all things adore 
  and worship him.  
   
  As a patron Graz’zt desires adoration as 
  much as fealty; he wishes to be loved, 
  even obsessed over. Graz’zt attracts 
  those who seek pleasure and the 
  fulfillment of desire. The demon lord 
  loathes being distracted from his 
  debaucheries by demanding affairs, 
  and having a trusted warlock who can 
  address matters on his behalf brings 
  him considerable pleasure.  
   
  Alternative Feature: 
  Masochist  
  Replaces Dark One’s Blessing  
  Starting at 1st level, you gain a pool of 
  d6 dice equal to 1 + your warlock 
  level. When a hostile creature you 
  can see within 60 feet damages you 
  with an attack or spell, you can use 
  your reaction to spend a number 
  of those dice equal to half your 
  warlock level or less (minimum 
  1). Roll the spent dice and add 
  them together. You gain a 
  number of temporary hit points 
  equal to the total, and regain 1 
  hit point per die spent. Both the 
  temporary hit points and 
  regained hit points are applied 
  after the triggering damage is 
  applied.  
   
  You regain the expended dice when you finish a 
  long rest.  
   
  Yeenoghu  
  A demon lord of hungering destruction, 
  Yeenoghu is the progenitor of the gnoll race and 
  the scourge of any plane where he appears. 
  Yeenoghu revels in violence and butchery, 
  
   
    
   
   
   
  Tome of the Pact         20 
  celebrating brutal kills with grisly trophies and 
  cannibalistic consumption of victims.  
   
  As a patron Yeenoghu attracts few humanoids 
  other than the gnolls he has created. The Beast 
  of Butchery’s love of wanton violence and hate-
  motivated destruction make his cults 
  antithetical to the trappings of civilization. A 
  warlock in Yeenoghu’s service likely struggles to 
  keep up the appearance of normalcy, while 
  taking the opportunity to revel in violence when 
  the opportunity arises.  
   
  Alternative Feature: Rampage  
  Replaces Dark One’s Blessing  
  Starting at 1st level, when you reduce a hostile 
  creature to 0 hit points, you can use a bonus 
  action to move up to half your speed and make 
  one melee weapon attack. When you use this 
  feature, you can’t use it again on your next turn.  
   
  Zuggtmoy  
  Like Orcus and Jubilex, Zuggtmoy has a vision of 
  the multiverse where her particular brand of 
  uniform destruction holds sway; in her case, 
  ‘The Demon Queen of Fungi’ desires a world 
  ripe with rot, a perfect environment for the 
  molds and fungi she creates to grow over the 
  corpses of all.  
   
  As a patron Zuggtmoy often controls creatures 
  through the use of her spores, making them 
  helpless puppets driven only by her will. She 
  may use these servants as messengers and 
  unintelligent muscle when interacting with the 
  free-willed warlocks in her service.  
   
  Alternative Feature: Fungal Plague  
  Replaces Hurl Through Hell  
  Starting at level 14, you can use your action to 
  target a 15-foot cube within 120 feet of you. 
  Creatures in that area must make a Wisdom 
  saving throw or be infested with fiendish fungal 
  spores. At the start of each of its turns, an 
  infested creature must make a Constitution 
  saving throw or take 2d6 poison damage and 
  become stunned until the start of its next turn. 
  A creature that succeeds on this saving throw 
  takes half as much damage and isn’t stunned. If 
  the damage from this effect reduces a creature 
  to 0 hit points, hostile creatures within 5 feet of 
  it must succeed on a Wisdom saving throw or 
  also be infested with the fungal spores.  
   
  Regardless of when a creature is affected by the 
  spores, the effect ends for all creatures 1 
  minute after you use this feature. Once you use 
  this feature, you can’t do so again until you 
  finish a long rest. 
   
  Servants of the Fiend 
  Apart from the obvious hierarchies in the Abyss 
  and the Nine Hells, fiends of rarer form and 
  other creatures on the Material Plane often 
  enter into contracts of service for a patron 
  demon or devil. Some examples of such can be 
  found below. 
   
  Cambion. Both demons and devils can produce 
  cambion offspring. Cambions make for excellent 
  messengers, spies, or enforcers on behalf of a 
  fiendish warlock patron. Demon patrons in 
  particular find cambions far more reliable as 
  emissaries than dimwitted and overly 
  destructive lesser fiends.  
   
  Chimera. Born of the Demogorgon’s warping 
  magic, chimera who are not left to their own 
  devices might be convinced to serve an evil 
  power. Their chaotic biology makes them poor 
  messengers, but a demon might send a chimera 
  to demonstrate its displeasure to a warlock 
  under their power.  
   
  Demons and Devils. Without the need to detail 
  each type of commonly known fiend, these 
  creatures will fit their archetypical roles in 
  service to the Nine Hells, the Abyss, or some 
  other fiendish patron domain.  
   
  Ghouls and ghasts. Though they are undead, 
  ghouls and ghasts have origins rooted in the 
  Abyss (and more specifically Orcus). Demons 
  and devils with an affinity for necromancy 
  
   
    
   
   
   
  Tome of the Pact         21 
  might use these intelligent flesh-eaters as 
  messengers or fighters.  
   
  Hell hound. Utilized by devils, hell hounds are 
  devoted trackers and ruthless killers. They are 
  likely to accompany a fiend the way a huntsman 
  has packs of nonmagical hounds.   
   
  Jackalwere. These lycanthrope-esque creatures 
  are formed my demonic power. They 
  traditionally serve lamias and are associated 
  with Graz’zt, but serve as passable spies, 
  thieves, and kidnappers for any fiendish lord.  
   
  Lamia. Normally servants of the demon lord 
  Graz’zt, lamia are hedonistic monstrosities who 
  gather treasures and corrupt servants about 
  themselves. They might act as a local leader of 
  operations for a fiendish patron within an area 
  of control on the Material Plane.  
   
  Minotaur. Humanoids can be transformed into 
  minotaur by cult rituals to the demon lord 
  Baphomet, though most minotaur are 
  descendants of their own kind. Some minotaur 
  embrace their fiendish origins and ally 
  themselves with Abyssal forces, though they 
  may choose to serve a patron other than 
  Baphomet.  
   
  Succubus/Incubus. Any fiendish patron might 
  have a succubus or incubus in their 
  employment, especially when they hope to 
  accomplish a task that requires infiltration or 
  coercion. Such a creature will rarely be used on 
  a warlock of the fiend, though a succubus or 
  incubus might draw the warlock in as a part of 
  the plot it has been tasked with by their mutual 
  master. 
   
  
   
    
   
   
   
  Tome of the Pact         22 
  “I saw the great serpent rise above me, midnight-
  black and gleaming with terrible un-light as its great, 
  empty, violet eyes turned to regard me. My mind 
  spun dizzyingly towards the precipice of madness as 
  the serpent opened its mouth to show the half-
  remembered gleam of every nightmare that ever 
  was. I knew then that I had no choice but to serve—
  serve, or be cast into that gullet of horrors, 
  screaming forever.” 
   
  -Cyotol Tragevyre, warlock of Dendar 
   
  The Nature of the Patron 
  No warlock patron quite captures the class 
  concepts of forbidden knowledge like the Great 
  Old One. In Forgotten Realms cosmology, they 
  are often associated with the Far Realm, an 
  infinitely layered plane of madness beyond 
  most mortal beings’ comprehension. In 
  Eberron, the Far Realm is closely resembled by 
  Xoriat, a plane where the mad Daelkyr live. 
  Both these planes and other sources give rise to 
  twisted aberrations that plague their respective 
  Material Plane and beyond. 
   
  Not all Great Old One patrons are aberrations 
  or creators of such; other Great Old Ones can 
  include the oldest krakens and other monsters 
  of the deep. Great Old One patrons are often 
  ancient, even on the scale of a magical world of 
  races that live hundreds of years, and some are 
  beyond time itself. They are often depicted as 
  alien and outside our understanding of morality 
  and mortality, obeying no rules of biology, 
  death, or limitations as we understand them. 
  Whether a patron is aware of a warlock’s 
  existence or not, and if they have desires or 
  tasks for the warlock to perform, depends 
  entirely on the patron and will never be quite 
  the same from warlock to warlock. 
   
  Marks of the Patron 
  Supplicants to the Great Old Ones can exhibit 
  one or more marks of their bargain, even if the 
  patron is unaware of the warlock’s borrowed 
  power. The most common are listed here. 
   
  d4 
  Patron Mark 
  1 
  Something dark and viscous pours from your 
  eyes and mouth when you cast a spell 
  learned from your patron. The liquid 
  vanishes before the start of your next turn. 
  2 
  Tendril-like shapes writhe under your skin at 
  times, as though some inhuman entity is 
  sharing your body. 
  3 
  A fishlike odor hangs in the air close to you. 
  4 
  Your eyes are solid black or midnight blue, 
  flecked with points of light like distant stars. 
   
  Marks of the Boon 
  As warlock grows in power in the Great Old 
  One’s service, gifts common to all warlocks 
  become bound to their power. These ‘boons’ 
  display oddities unique to the Great Old One; 
  the most common forms are listed below. 
   
   
  VI. The Great Old One 
  
   
    
   
   
   
  Tome of the Pact         23 
  Pact of the Blade 
  d4 
  Boon Quirk 
  1 
  The haft or handle of your pact weapon has 
  pseudopods that weakly grasp and caress 
  your hands when you hold the weapon. 
  2 
  The blade or head of your pact weapon 
  glistens with a slimy coating. 
  3 
  Killing blows with your pact weapon cause a 
  splash of briny salt water to appear with the 
  weapon’s impact. 
  4 
  Eldritch symbols appear on the head, haft, 
  or blade of your pact weapon. Other 
  creatures find them dizzying or 
  uncomfortable to stare at. 
   
  Pact of the Chain 
  d4 
  Boon Quirk 
  1 
  An extra eye or mouth occasionally flap 
  open and closed at a random point on your 
  familiar’s body. These extra body parts 
  vanish as quickly as they appear and don’t 
  seem to affect the familiar’s senses. 
  2 
  Your familiar often stares intently into starry 
  night skies or deep shadows, as though 
  seeing or communicating with something no 
  one else can. 
  3 
  When you familiar opens its mouth, 
  tentacles writhe within the shadows of its 
  throat and its speech or cries are guttural. 
  4 
  Most people not used to your familiar can’t 
  look into its eyes for more than a few 
  moments without getting a disturbing sense 
  of madness. 
   
  Pact of the Tome 
  d4 
  Boon Quirk 
  1 
  Your voice takes on a buzzing, inhuman 
  quality when you cast a spell from your 
  book. 
  2 
  When your tome is closed, something 
  occasionally seems to move or shift under 
  the surface of the book’s cover. 
  3 
  A baleful, inhuman eye is set into the front 
  of the book’s cover. Though it stares straight 
  ahead, some swear it turns to them when 
  they aren’t looking directly at it. 
  4 
  Images of twisted aberrations appear in the 
  tome’s pages. These images seem to shift or 
  move in imperceptible ways over time. 
  Specific Patrons 
  Many aberrant and ancient entities can become 
  warlock patrons. Some of these warlocks report 
  variations between powers that are given to the 
  great ones of their respective orders. 
   
  Aboleths  
  These aberrations are as old as time itself, if not 
  older. Aboleths carry the combined memories 
  of their entire lineage, giving them access to 
  dark secrets and forbidden knowledge since 
  before the first primitive humanoids dared 
  encroach upon the world. With the coming of 
  the gods, the great Aboleth empires were cast 
  down. Now these creatures nurture their hatred 
  in underwater depths and far planes, dreaming 
  of the day they’ll destroy the gods and return to 
  rule all. 
   
  As a patron an aboleth is used to dominating 
  the will of other creatures with its Enslave 
  ability. These creatures are often dimly 
  subservient, so aboleths are happy to strike a 
  long-term bargain with a fledgling warlock in 
  service of its own goals. An aboleth might make 
  such a bargain in hopes of protecting its own 
  interests or recovering some measure of power 
  from the fallen Abolethic Sovereignty. Warlocks 
  might be tasked with quests to weaken the 
  divine or recover eldritch artifacts from 
  forgotten ruins. 
   
  The Aboleths have specific powers or members 
  of their kind to whom they pay respect and 
  homage. These include: 
   
  
   
    
   
   
   
  Tome of the Pact         24 
  Bolothamogg. Known as ‘Him Who Watches 
  from Beyond the Stars’ and ‘The Darkness 
  Between the Stars,’ Bolothamogg is a force that 
  exists between worlds and cosmic bodies. 
  Bolothamogg is a rough approximation of H.P. 
  Lovecraft’s entity Yog-Sothoth.  
    
  The Eldest. Believed to be the first aboleth on 
  Abeir-Toril, the Eldest was (or is) an 
  incomprehensibly ancient being of 
  immense power and knowledge. 
  The Eldest is ruler of the 
  Abolethic Sovereignty and their 
  city of Xxiphu. 
    
  Dendar the 
  Night Serpent  
  Dendar is a massive, 
  midnight-black serpent 
  who traverses the 
  Outer Planes and resides 
  in the Fugue Plane. Said to 
  have been birthed at the 
  dawn of time with the first 
  nighmare, Dendar subsists on the night terrors 
  and dark visions of all creatures across the 
  Realmspace—if she did not devour them, each 
  nightmare would be remembered in every grim 
  detail.  
    
  It is said that when the time is right and Dendar 
  is satisfied with her diet of nightmares, she will 
  enter the Material Plane and bring doom to all 
  worlds. There are various cults of Dendar in the 
  Forgotten Realms, notably among the Yuan-Ti.  
    
  As a patron Dendar occupies a deity or beyond-
  deity station of power. Like most Great Old One 
  patrons, Dendar doesn’t need anything from 
  her warlocks on a day-to-day basis; she receives 
  and consumes the nightmares she craves of her 
  own accord. Warlocks of the Night Serpent 
  might be tasked with inspiring succulent 
  nightmares in their enemies or unleashing 
  horrors on the world to prompt more 
  nourishing bad dreams for their patron; 
  similarly, Dendar’s occasional indulgence in 
  consuming souls of the faithful might lead her 
  to desire a particular mortal morsel, tasking the 
  warlock with slaying a cleric, priest, or cultist so 
  that their soul can be sent to the Fugue Plane 
  for consumption.  
   
  Alternative Feature: 
  Nightmare 
  Replaces Create Thrall  
  Starting at 14th level, you can cast 
  the dream spell once without 
  expending a spell slot, so long as 
  you act at the spell’s messenger. 
  When you use this feature, you 
  can’t do so again until you finish a 
  long rest.  
      
  Kezef the Chaos 
  Hound  
  In Forgotten Realms lore, ‘The 
  Ravager of Heavens’ is a massive 
  red-eyed hound with a 
  disturbing undead appearance; 
  maggots writhe under and within his patchy fur, 
  his blood is a dark ooze, and he has an aura of 
  decay about him. Kezef hunts across Outer 
  Planes, devouring the souls of those who 
  honored one god above others in their lifetime.  
    
  Kezef’s story is similar to that of Fenrir from 
  Norse myth; the terrifying hound was tricked 
  into becoming bound by the gods, agreeing to 
  test his strength against a chain forged by Gond 
  and Mystra only if Tyr would place his hand in 
  the beast’s mouth. Kezef lost his freedom; Tyr 
  lost his hand. Kezef remained bound until he 
  was released by Cyric. Kezef hunts devout souls 
  and gods alike; for years he pursued the god 
  Mask for betraying him, and only a special 
  dagger that concealed Mask’s position from the 
  creature finally caused Kezef to give up the 
  hunt.  
    
  As a patron Kezef occupies a space between 
  recognizable mythology and inscrutable cosmic 
  horror. Kezef’s historical betrayal at the hands 
  of Faerun’s deities, his pursuit of Mask, and his 
  
   
    
   
   
   
  Tome of the Pact         25 
  diet of departed souls of single-deity 
  worshippers makes him and his followers 
  generally opposed to the religious institutions 
  of the Forgotten Realms. Kezef is associated 
  with star spawn and cults; both can act as his 
  physical emissaries if need be. Kezef is a patron 
  whose motivations are likely seen as direct and 
  primal, though he shares a certain aspect of 
  madness and alien malevolence as other Great 
  Old One patrons.  
    
  Alternative Feature: Soul Eater  
  Replaces Entropic Ward  
  Starting at 6th level, when you reduce a 
  hostile creature to 0 hit points you 
  can use your reaction to regain hit 
  points equal to 1d8 + half your 
  warlock level. If you reduced the 
  creature to 0 hit points with 
  psychic damage, you can use 
  your reaction to regain hit 
  points equal to 2d8 + your 
  warlock level instead. Once you 
  use this feature in either 
  capacity, you can’t use it again 
  until you finish a short or long 
  rest.  
   
  Hadar  
  This distant reddish star is 
  actually an Elder Evil, an 
  ancient force that is slowly dying. In an attempt 
  to sustain itself, Hadar makes pacts with 
  servants so that their sacrifices will feed its life 
  force in some indiscernible way. The spells arms 
  of Hadar and hunger of Hadar were originally 
  taught by this cosmic entity.  
   
  As a patron Hadar is an excellent ‘blank slate’ 
  Old One; generally, a warlock of Hadar pleases 
  their patron by overcoming greater and greater 
  creatures, which sustains Hadar’s withering life 
  force. Other motivations and moods of the 
  Elder Evil are left up to the Dungeon Master. 
  Hadar likely has secret cultists and groups 
  worshipping it hidden in every corner of the 
  world, who it may use as emissaries and 
  enforcers.  
   
  Kyuss  
  It is believed Kyuss was a priest of Orcus who 
  pioneered new necromantic rituals. Kyuss 
  sought divinity, and a terrible ritual to gain 
  godhood left Kyuss as something far more 
  twisted but equally powerful, though at the cost 
  of imprisonment. It is the entity’s signature 
  appearance and symbol—that of a writhing 
  mass of worms and maggots of horrifying 
  malevolence—that give Kyuss its nickname, 
  ‘The Worm that Walks.’  
   
  As a patron Kyuss is an inhuman entity that 
  seeks to spread in a virus-like fashion 
  across the multiverse. Though 
  imprisoned, Kyuss has been 
  granted a vision of a future where 
  the multiverse is under its 
  control, a time known as the Age 
  of Worms. Kyuss recruits agents 
  across the multivere—including 
  via the patronage of warlock 
  servants. 
   
  Sertrous  
  Sertrous was once a minor 
  demon lord whose body was 
  destroyed. His spirit remained, 
  twisting a serpent host until he was decapitated 
  and lost physical form again. Sertrous was the 
  first to reveal that humanoids could exhibit 
  divine magic without faith in any particular god, 
  a heresy that earned him a cult of yuan-ti and 
  humanoid servants that persists to this day.  
   
  As a patron Sertrous’s goals are to grow his 
  secret group of followers and cultivate powerful 
  servants. In live, warlocks and other servants 
  fulfill their lord’s wishes on the Material Plane. 
  When Sertrous’s servants die, they wait in the 
  Abyss as an ever-growing slithering, twisted 
  horde. One day, Sertrous will return to the 
  Abyss as something greater than a demon lord 
  and claim dominion.  
  
   
    
   
   
   
  Tome of the Pact         26 
   
  Father Llymic  
  Long ago, the elves sought to explore 
  boundaries beyond the known planes. They 
  foolishly opened a portal to the Far Realm, and 
  during that time the entity known as Father 
  Llymic slipped through into the Material Plane. 
  The strange, nonexistent laws of nature in the 
  Far Realm caused a strange interaction with 
  Father Llymic; when exposed to light, the 
  creature became paralyzed and encased in ice. 
  Thus the entity became trapped atop a lonely 
  mountain peak, frozen in perpetuity.  
   
  Though imprisoned, Father Llymic is not 
  completely dormant. The entity still projects the 
  illusory form of an old man, whispering 
  corruption into the minds of those he meets. It 
  is this projection that gives Father Llymic his 
  name. With each new follower, Father Llymic’s 
  power within the glacier grows; one day, when 
  he is strong enough, his power will overcome 
  his prison and he will snuff out the sun, free to 
  roam the world with dread destruction forever.  
   
  As a patron Father Llymic is flexible. He 
  generally seeks to corrupt creatures into his 
  service, easily doing so to any who manage to 
  stumble onto his glacial prison. A warlock might 
  have been approached by an existing warlock of 
  Father Llymic, had a vision of the illusory old 
  man, or come across the entity itself in its 
  prison of ice. Father Llymic’s primary goal is to 
  destroy the sun, most likely accomplished by 
  spreading its influence to new followers 
  in order to gain power.  
   
  Leviathan  
  Like Atropus, the Leviathan is a 
  cast-off remnant of creation. 
  Where the World Born Dead 
  was a relic of the creation of 
  the universe itself, the 
  Leviathan is a chaotic 
  manifestation of the 
  deities’ shaping of the 
  world. This chaos 
  became a great serpent, large enough to 
  encompass the globe. The Leviathan sleeps 
  below the lowest depth of the deepest ocean, 
  and its very wakefulness brings chaotic 
  cataclysms to the world at large.  
   
  As a patron the Leviathan is best framed by its 
  servants. The Leviathan itself has no 
  motivations or goals; it is simply a thing of 
  chaos and destruction by its nature. Instead, 
  warlocks are brought into the pact of Leviathan 
  by existing cultists and other servants. Some of 
  these servants are doomsday cults, hoping to 
  bring about final destruction by waking the 
  Leviathan for good; other cultists might have 
  selfish ulterior motives, seeking to disturb the 
  Leviathan’s slumber just long enough to destroy 
  a rival nation or some other broad foe.  
   
  Kraken  
  The oldest and strongest krakens slumber in 
  ocean depths too deep and remote for most 
  mortals to ever hope to discover. Sometimes, 
  though, an ancient kraken stirs in its slumber 
  when it senses the presence of a creature in its 
  ocean domain, and reaches out to it with its 
  writhing mind.  
   
  As a patron a kraken can have little of its own 
  physical presence unless a campaign centers 
  around an ocean setting. By utilizing visions and 
  dreams, the kraken keeps a connection to its 
  warlocks. More frequently, a patron kraken will 
  have many cultists, priests, and other servant 
  creatures who act as emissaries and 
  extensions of the kraken’s will when 
  interacting with a warlock. 
   
  
   
    
   
   
   
  Tome of the Pact         27 
  Servants of the Old Ones 
  Lesser creatures, incapable of becoming 
  patrons themselves, seek the patronage of the 
  Great Old Ones. These include lesser 
  aberrations created by and drawn to their dark 
  masters, as well as any creature that craves 
  knowledge and power at any cost. 
  Chuul. Alien and ancient, the chuul are usually 
  associated with the aboleth empire. Even the 
  oldest chuul will resume its role as servant, 
  guardian, or soldier for the sake of a new 
  aboleth master; another Great Old One patron 
  might be able to exert a similar influence to 
  bind wayward chuul to its will.  
   
  Gibbering mouther. Cursed aberrations created 
  through magic, gibbering mouthers have no use 
  as intelligent guards and can’t serve as 
  messengers. They can serve as guardians of 
  abandoned, forbidden places or as part of some 
  trap—isolated away from other servants and 
  ready to unleash its terrible cacophony of 
  voices against intruders.  
   
  Intellect devourer. Mind flayers or other evil 
  patrons might utilize an intellect devourer as a 
  messenger or spy; the intellect devourer is 
  given its task and proceeds to find and 
  overpower a suitable humanoid, taking control 
  of its body. The body-inhabiting intellect 
  devourer knows the creature’s memories and 
  languages, allowing it to blend seamlessly into 
  the creature’s life or seek out a warlock it’s 
  tasked with contacting. 
   
  
   
    
   
   
   
  Tome of the Pact         28 
  “I knew I had to possess the sword, even if it 
  meant my own demise. That’s how great my 
  need for it was—a need to possess, to own, to 
  control. My own mortality was secondary. 
  Maybe that’s what was intended…maybe the 
  fact that I didn’t care about death is what made 
  it interested. Kept me alive.” 
   
  -Kelissa, tiefling hexblade warlock 
   
   
  The Nature of the Patron 
  The fact that hexblades’ weapons are 
  entities whose will originates in the 
  Shadowfell makes them a mystery, even 
  among other warlocks. Why do patrons of 
  the Plane of Shadow find it necessary to 
  exhibit the powers of their pact through a 
  manifested weapon? Some speculate 
  that the hexblade’s weapon acts 
  an intermediary of sorts, a 
  workaround for the fact that the 
  Shadowfell’s power might become 
  diluted in other planes. How this works, 
  or if it’s even true, is one of the ongoing 
  mysteries. 
   
  Whatever their reasons, it is the 
  common thread among 
  Shadowfell entities to channel 
  their power through the pact of the hexblade. 
   
  Marks of the Patron 
  Creatures taken under the wing of a Shadowfell 
  entity take on certain characteristics, often 
  reflecting the grim nature of their patron’s 
  home plane. 
   
  d4 
  Patron Mark 
  1 
  Your eyes are a solid color; either a slate 
  gray or a jet black. 
  2 
  Your skin or scale is tinged with a milky, sun-
  starved pallor. 
  3 
  A pattern like dark tears streaks your face 
  when you cast expanded patron spells. 
  4 
  An image of a hunched, dark form appears 
  for a moment over an enemy slain while 
  under the effects of your hexblade’s curse. 
   
  Marks of the Boon 
  Servants bound to a Shadowfell-infused 
  weapon most often follow the pact of the 
  blade, their chosen weapon taking on new 
  properties. Still, some number of these 
  warlocks ask for other gifts from their patron 
  which are equally touched by and display the 
  Plane of Shadow’s influence.  
   
  VII. The Hexblade 
  
   
    
   
   
   
  Tome of the Pact         29 
  Pact of the Blade  
  d4 
  Boon Quirk 
  1 
  Your pact weapon drips wispy shadows from 
  its blade or head. 
  2 
  Your pact weapon never catches even the 
  brightest light, always appearing matte as 
  though it absorbs all light into itself. 
  3 
  The blood shed by this weapon is always 
  stained as black as ink. 
  4 
  Your pact weapon emits faint, disturbing 
  whispers when your hexblade’s curse and 
  accursed specter features are active. 
   
  Pact of the Chain  
  1 
  Your familiar casts no shadow. 
  2 
  Your familiar’s movements are followed by a 
  faint trail of wispy darkness. 
  3 
  Your familiar glows with a terrible shadowy 
  aura when your hexblade’s curse or 
  accursed specter features are active. 
  4 
  Your familiar enjoys standing over the 
  recently slain, drawing in some gray, smoky 
  substance from the corpse with each breath. 
   
  Pact of the Tome  
  1 
  Smoky darkness pours from the pages of 
  your tome when you use it to cast spells. 
  2 
  A withered mouth is embedded on the cover 
  of your tome. When you cast a spell with a 
  verbal component while holding the tome, 
  the mouth chants along with you in an 
  inhuman voice.  
  3 
  The pages of your tome are ash-gray, and 
  it’s difficult for other creatures to discern 
  the writing on the page against this 
  background. 
  4 
  Creatures killed by spells cast from your 
  tome have their eyes turn gray or milk-
  white immediately in death, their faces 
  often twisting to expressions of horror. 
   
  Specific Patrons 
  There are many creatures who lurk in the 
  Shadowfell, though not all of them are originally 
  native to the plane. Regardless of origin, the 
  greatest of the dark and accursed are prepared 
  to bargain with a supplicant warlock, ready to 
  infuse a weapon with their baleful influence. 
   
   
  The Ghost King  
  This being was once a strange combination of a 
  dracolich, mind flayer, and evil artifact 
  Crenshinibon. The Ghost King threatened the 
  Material Plane until he was finally defeated by a 
  priest of Deneir named Cadderly. In order to 
  contain the rift to the Shadowfell that had been 
  opened and prevent the dracolich from ever 
  returning to full power, Cadderly became the 
  Ghost King. A strange entity, the Ghost King 
  offers one of the few mighty beings of the 
  Shadowfell whose motives could be construed 
  as traditionally ‘good.’  
   
  Nagpa 
  Cursed by the Raven Queen, these magic-users 
  are cursed to twisted birdlike forms. 
  Furthermore, their thirst for knowledge can 
  only ever be sated by discoveries made in the 
  ruins of places already fallen.  
   
  As a patron a nagpa checks off numerous boxes 
  desirable in a patron; motivated, powerful, rare. 
  They are also severely limited by the fact that 
  they can only discover new knowledge among 
  ruined places, giving them a clear reason why 
  they would enter a pact with a fledgling 
  warlock. A warlock can act as a nagpa’s agent, 
  an extra set of eyes and hands to travel the 
  world and dive into dungeons, ruins, and other 
  fallen places with the hope of acquiring lost 
  knowledge the nagpa covets. 
   
  Shadar-Kai 
  Though traditionally servants of a greater 
  power in the Shadowfell, the Shadar-Kai by 
  themselves are powerful creatures. A warlock 
  might manage to enter a pact with a particularly 
  powerful Shadar-Kai or a group of such.  
   
  As a patron these Shadowfell elves can have a 
  variety of motivations. They might generally 
  serve the interests of the Raven Queen, seeking 
  to steward a collection of valuable souls—souls 
  provided by the warlock’s slain foes. They might 
  also collect souls or power for themselves, 
  
   
    
   
   
   
  Tome of the Pact         30 
  especially if the patronage involves one or more 
  soul mongers hungry for life. 
   
  Shadow Dragon 
  These dragons are tainted by long-term 
  exposure to the Plane of Shadow, becoming a 
  new draconic species entirely. Shadow dragons 
  can be found in the Shadowfell, but many have 
  escaped back into other planes. Like most 
  chromatic dragons, shadow dragons have 
  motives steeped in evil and their own vanity.  
   
  Alternative Feature: Aspect of Living 
  Shadow  
  Replaces Hexblade’s Accursed Specter 
  feature  
  Starting at 6th level when you would take 
  damage while in an area of dim light or 
  darkness, you can use your reaction to gain 
  resistance to all damage other than 
  force, psychic, and radiant until the 
  end of your next turn. You can’t use 
  this feature again until you finish 
  a short or long rest. 
   
  Skull Lord 
  Though this undead entity 
  might act as an undying patron 
  in some scenarios, they are 
  most commonly associated 
  with the Shadowfell, ruling over 
  large territories as they marshal 
  undead forces to their will.  
   
  As a patron the skull lord offers 
  an unusual and potentially 
  engaging option as three patrons 
  in one. The skull lord’s three heads are 
  each a former warlord who fell into infighting 
  with one another and were subsequently 
  cursed by Vecna to this undead existence; three 
  heads can result in three distinct personalities 
  and a number of different goals. By playing up 
  the different personalities of the skull lord, a 
  warlock can have a Shadowfell patron with a 
  wide—though possibly conflicting—range of 
  tasks. 
   
  Servants of the Hexblade 
  Patrons from the Shadowfell disguise their 
  patronage by the use of the pact of the 
  hexblade—though occasionally direct 
  intervention is required. 
    
  Deathlock. These undead are warlocks who 
  continue to serve their patron in death. They 
  are wholly obedient to their patron and are 
  intelligent enough to carry out complex 
  missions under their own direction. They make 
  for excellent intermediaries between a warlock 
  and the distant Shadowfell patron.  
   
  Shadow mastiff. Packs of these Shadowfell 
  hounds can roam wild, but many are 
  summoned servants by cults devoted to 
  Shadowfell entities. They are well-suited for 
  simple tasks like hunting as well as guarding 
  important locations.  
   
  Skulk. Stealthy and passably intelligent, 
  skulks can be directed to deliver 
  messages (by hand, as they cannot speak) 
  or act as spies and assassins. Once their 
  duties are finished, however, their need 
  for violence becomes their top priority.  
   
  Sorrowsworn. These manifestations 
  of negative emotions are 
  incredibly powerful, but just as 
  volatile. Creatures like the Angry, 
  the Hungry, and the Lonely are 
  unintelligent and driven by their root 
  emotion, making them unsuitable as 
  anything more than a force of destruction.  
   
  Undead. Any number of undead can be found in 
  the Shadowfell, whether as manifestations of 
  the plane’s magic or as creatures attracted to 
  proximity to the Negative Energy Plane. 
  Incorporeal undead, such as shadows and 
  wraiths, are common; depending on their level 
  of intelligence, a creature such as a wraith 
  might even be used as a trusted asset. 
   
  
   
    
   
   
   
  Tome of the Pact         31 
  “01010100 01101000 01100101 01110010 
  01100101 00100000 01101001 01110011 
  00100000 01101111 01101110 01101100 
  01111001 00100000 01101100 01100001 
  01110111 00101110” 
   
  -Secundus of Mechanus 
   
  The Nature of the Patron 
  A patron of Mechanus is a creature of rigid 
  order—but one intelligent enough to know 
  when there is a need for an agent whose 
  thinking is not so inflexible. Only the patrons 
  know where these warlocks fit into a grand 
  equation in the service of law.  
   
  Marks of the Patron 
  Even creatures of Mechanus mark their 
  warlocks with signs of their pact. Oftentimes, it 
  is an equal reflection of the patron’s power over 
  the supplicant and the patron’s own inclination 
  towards order. 
   
  d4 
  Patron Mark 
  1 
  Scar or tattoo-like marks in precise 
  geometric patterns run across your body. 
  2 
  A gold disc is fused to your chest, above 
  your breastbone. It offers no protection but 
  is etched in a minute binary language and 
  details your pact with your patron. 
  3 
  Your face and body are symmetrical, which 
  can be subtly off-putting. 
  4 
  Your height, weight, etc. are precisely 
  average for your race. 
   
  Marks of the Boon 
  As modrons are provided with tools most 
  efficient for their duties, warlocks of Mechanus 
  are granted special boons, which have unusual 
  traits as gifts from a plane of efficiency enter 
  the hands of creatures not rigidly bound by 
  law.  
    
  Pact of the Blade  
  d4 
  Boon Quirk 
  1 
  Your pact weapon is precisely balanced, 
  down to the microgram. 
  2 
  The pact weapon makes the exact same 
  sound every time it strikes a similar surface 
  more than once. 
  3 
  Your pact weapon features blocky shapes or 
  straight lines, including a squared handle or 
  haft. You wield the weapon comfortably 
  despite this. 
  4 
  The weapon’s blade or haft is etched with 
  writing in Modron; it’s an intricate and 
  detailed calculation quantifying exactly how 
  much this is about to hurt. 
   
  Pact of the Chain  
  1 
  Your familiar’s normal cries and sounds of its 
  movement are replaced by mechanical clicks 
  and whirrs. 
  2 
  Your familiar’s normal coloration is replaced 
  with a matte metallic finish of your choice. 
  3 
  If your familiar dies in a combat encounter, 
  it makes a loud computer error noise as it 
  vanishes. 
  4 
  Your familiar leaves random numbers 
  instead of footprints. 
  VIII. Patron of Mechanus 
  
   
    
   
   
   
  Tome of the Pact         32 
  Pact of the Tome  
  1 
  The tome’s contents include no standard 
  lettering; everything appears as complex 
  diagrams and mathematical formulae that 
  appear indecipherable to other creatures. 
  2 
  The front of the tome has a monodrone’s 
  face. The tome’s face can recite content 
  from the tome for you in a modron dialect 
  only you understand. 
  3 
  You must draw your finger across the 
  bottom of the tome’s cover in a swiping 
  motion to unlock it. 
  4 
  The tome starts with a minimum number of 
  pages but its page count grows over time. Its 
  total number of pages is always a prime 
  number. 
   
  Patron Features 
  When a warlock enters a pact 
  with a patron from Mechanus, 
  their abilities do not attain new 
  heights as much as they take on a 
  certain level of repetitive reliability. 
    
  Expanded Spell List 
  The patron of Mechanus provides 
  additional spells that can be acquired 
  when you learn a warlock spell. The 
  following spells are added to the warlock 
  spell list for you. 
   
  Mechanus Expanded Spells 
  Spell Level 
  Spells 
  1st 
  command, identify 
  2nd 
  find traps, zone of truth 
  3rd 
  haste, tiny servant 
  4th 
  Otiluke’s resilient sphere, 
  phantasmal killer 
  5th 
  animate objects, creation 
   
  Uniform Cantrip  
  When you accept this patron at 1st level, you 
  learn how to impose order and consistency to 
  your cantrips. When you finish a short or long 
  rest you can declare the use of this feature, 
  which then lasts until you finish your next short 
  or long rest. While this feature is active you 
  don’t make damage rolls for your warlock 
  cantrips, instead dealing a flat amount equal to 
  half the die’s maximum value before adding any 
  relevant modifiers. Your warlock cantrips can’t 
  critically hit while this feature is active.  
    
  Axiomatic Inclination  
  Starting at 6th level you have advantage on 
  saving throws to avoid being charmed, 
  frightened, or magically compelled.  
    
  In addition, when you spend warlock hit dice to 
  regain hit points as part of a short rest, you can 
  use this feature to take half the die’s maximum 
  value instead of rolling. You still apply your 
  Constitution modifier or any additional 
  modifiers to this value as if you had 
  expended hit dice normally.  
    
  Average Results  
  Beginning at 10th level, when a creature 
  within 60 feet of you that you can see makes 
  a saving throw you can use your reaction to 
  change the result of the creature’s d20 roll to 
  10 before applying any other modifiers. You can 
  do this after the initial result of the creature’s 
  saving throw is known.  
    
  Once you use this feature, you can’t do so again 
  until you finish a short or long rest.  
    
  Unerring  
  Upon reaching 14th level you can use a bonus 
  action to give your attacks uniformity for the 
  next minute. During this time, your weapon and 
  spell attacks automatically hit any creature with 
  an Armor Class equal to or less than 10 + your 
  Proficiency bonus + your Charisma modifier 
  without making an attack roll. If the creature’s 
  armor class exceeds this value, your attack roll 
  is made normally. Regardless of whether you 
  must make an attack roll or not, your attacks 
  cannot score a critical hit while this effect is 
  active. You can end the effect early as a bonus 
  action.  
    
  Once you use this feature, you must finish a 
  long rest before you can use it again.  
  
   
    
   
   
   
  Tome of the Pact         33 
  Specific Patrons 
  Mechanus contains and has produced many 
  entities of order. Many adventurers who 
  consider themselves well-informed would be 
  surprised to learn of some of the stranger and 
  rarer creatures of law. 
   
  Kolyarut  
  This great engine rests in the Hall of 
  Concordance in the planar hub of Sigil. 
  Its purpose is to examine contracts for the 
  use of maruts (inevitables) and either accept 
  or reject them based on whether the 
  document’s terms are fully and clearly 
  defined.  
    
  You may permit this powerful entity 
  of order to serve another purpose—
  as a patron of warlocks. In 
  this instance, the Kolyarut 
  accepts a contract and 
  payment in order to 
  provide power to a specific 
  creature. The cost of such a 
  contract, its terms, and who 
  submitted it to the lawful entity 
  can be known to the warlock or 
  a mystery for them to discover 
  over the course of a campaign.  
    
  Marut  
  These mechanical creatures 
  are created by Primus 
  and rest in the Hall of 
  Concordance, located in 
  the planar-hub city of 
  Sigil. They await 
  contracts reviewed and 
  approved by Kolyarut, the great 
  contract engine of the Hall.  
    
  As an emissary a marut might be sent by 
  Primus, another powerful modron, or a 
  creature contracting them. The raw power of a 
  marut suggests they are rarely used for polite 
  negotiations; they are sent to harm, kill, or 
  subdue in many cases.  
    
  As a patron the marut occupies an interesting 
  placement. Is the patron-marut independent? 
  Was it contracted to make a pact with a 
  warlock? If so, by whom? In any case, a marut 
  makes for a strict patron—the letter of its pact 
  with a warlock is literally spelled out, and 
  offers little wiggle room for personal 
  interpretation.  
    
  Primus  
  The being known as Primus 
  occupies a god-like position 
  in the hierarchy of Mechanus. 
  Though technically able to be 
  killed, Primus is essentially an 
  eternal concept as long as there 
  are modrons to replace it in the 
  hierarchy. Primus controls the 
  modrons in the hierarchy and they 
  carry out its direction faithfully.  
    
  As a patron Primus might treat a warlock 
  in a manner similar to one of its 
  modrons, giving orders and expecting 
  strict obedience. Alternatively, Primus 
  might understand that some of its plans 
  require an agent who is not so strictly 
  bound by the precepts of law.  
    
  Other Hierarch Modrons  
  There are many modron types not listed in 
  the Monster Manual. There are 
  precisely three hundred and eighty-
  four ‘hierarch modrons,’ which 
  occupy ranking positions below 
  Primus in Mechanus. For example, 
  there are four secundus modrons, each of 
  which oversee one of four quarters of 
  Mechanus; nine judge-like tertian modrons, 
  where one reports to Primus and the other 
  pairs each serve a secundus; sixteen quartons, 
  twenty-five quintons, and so on. This pattern 
  continues all the way through the one hundred 
  decatons.  
  
   
    
   
   
   
  Tome of the Pact         34 
   
  “I shivered as a gust of frigid air found its way 
  into the depths of the great cavern, eyeing my 
  savior as his towering form hunched over a pit, 
  coaxing a fire into life. How did he know 
  where to find me in the blizzard? 
   
  My eye fell upon an array of 
  branches and stones scattered 
  across the floor. When I saw the 
  runes carved deep into these 
  objects, I realized that it wasn’t 
  random chance. He’d known I 
  was coming.” 
   
  -Miloslava the Augur, human warlock of 
  the storm giant Thorlym 
   
  The Nature of the Patron 
  Giant-kind are rarely associated with magic; 
  more often they’re associated with running, 
  screaming, and crushed buildings. Many 
  interactions with giants are brutish and violent 
  because humanoid races tend to interact with 
  the hungering hill giants or savage raids of frost 
  giants; far fewer interact with reclusive stone 
  giant artisans or could hope to visit the 
  breathtaking homes of giants built upon the 
  clouds. Even rarer are those who interact with 
  the giants at the top of the giant hierarchy: 
  storm giants are the wisest, longest-living, and 
  most reclusive of their kind and make homes in 
  far-remote places of the world.  
   
  These intelligent, thoughtful giants are lifelong 
  seers, capable of finding omens in the 
  movement of the world around them. Though 
  many lead solitary lives, some storm giants are 
  known to welcome creatures into their lairs as 
  guardians, companions, and friends. Some 
  humanoids are given greater gifts—
  magical power granted by the storm 
  giant's patronage. Why some rare 
  visitors are granted this power when 
  others are turned away is a mystery. 
  It’s believed that these giants at the 
  top of the ordning foresee great events 
  in the future of these lucky warlocks. 
  Marks of the Patron 
  A storm giant’s patronage leaves certain marks 
  on their warlocks, though few others recognize 
  the significance of such traits. Some commonly 
  seen physical marks are listed here. 
   
  d4 
  Patron Mark 
  1 
  Your eyes are clouded over with cloud-white 
  or pale blue. 
  2 
  Your voice takes on a thunderous, resonant 
  quality when casting spells granted by your 
  patron. 
  3 
  Your shadow looms larger than it should at 
  times. 
  4 
  Runes are tattooed across areas of your 
  body such as your hands, arms, chest, or 
  face. 
   
   
   
  IX. The Storm Giant 
  
   
    
   
   
   
  Tome of the Pact         35 
  Marks of the Boon 
  Warlocks of storm giants are granted various 
  gifts by their patron as they grow in power. 
  Many of these gifts display their own unique 
  quirks, the most common of which are noted 
  below. 
  Pact of the Blade  
  d4 
  Boon Quirk 
  1 
  Your pact weapon’s handle, head, haft, or 
  blade has glowing giant runes upon it that 
  only make sense to you. Sometimes your 
  patron communicates through these runes. 
  2 
  Blood seems to coat your pact weapon in 
  the split-second before it actually strikes. 
  3 
  A low rumble, like the distant footsteps of 
  some great giant, sound ominously when 
  you summon your pact weapon. 
  4 
  An illusory crackle of electricity lingers in the 
  air behind the strikes of your pact weapon, 
  like an afterimage. 
   
  Pact of the Chain  
  1 
  Your familiar’s eyes glow with an electric 
  blue-white light. 
  2 
  Your familiar swells in size in combat 
  (though remains within its current size 
  category). 
  3 
  Your familiar doesn’t leave footprints, only 
  the impression of interwoven runes. 
  4 
  Your familiar has blue or white painted 
  streaks in lines reminiscent of runes on its 
  skin, feathers, or fur. 
   
  Pact of the Tome  
  1 
  Pages of your tome have faint traces of 
  writing. When you add more contents or 
  they appear, you realize the faint traces 
  were the impression of future entries. 
  2 
  Reference images of augury-bones and 
  similar omen readings in your tome 
  sometimes change to display different 
  symbols and meanings. 
  3 
  Your tome is bound in rough furred animal 
  hide. When you cast spells while holding 
  your tome, this fur stands on end as though 
  affected by an electric field. 
  4 
  Spells and cantrips cast from the tome have 
  a cosmetic electric spark, regardless of 
  damage type. 
   
   
   
  Patron Features 
  Warlocks under the patronage of a storm giant 
  are granted some connection to primal 
  elements, but far greater is their ability to read 
  the subtle omens of the world, even to the 
  point of the premonition of future events. 
   
  Storm Giant Expanded Spells 
  Spell Level 
  Spells 
  1st 
  earth tremor*, identify 
  2nd 
  augury, enlarge/reduce 
  3rd 
  clairvoyance, call lightning 
  4th 
  divination, stoneskin 
  5th 
  commune, legend lore 
   
  Voice of the Ordning  
  Starting at 1st level, you add double your 
  proficiency bonus when making Charisma 
  checks with giant-type creatures, who recognize 
  the authority of your patron.  
   
  In addition, when interacting with 
  multiple creatures who can 
  understand you, you can 
  identify which one 
  currently has the most 
  authority, whether by 
  rank or by some other 
  factor. Your first 
  Charisma check within 1 
  minute to interact with 
  this creature is made with 
  advantage. Once you use 
  the advantage granted by 
  this feature, you can’t do 
  so again until you finish a short 
  or long rest.  
  Gifts of the Storm Seer  
  Starting at 6th level, spells from patron’s 
  expanded spell list do not require material 
  components; items like rune-stones or rolled 
  bones appear as spectral images when you cast 
  the spell, if needed. In addition, spells from 
  your patron’s expanded spell list ignore any 
  
   
    
   
   
   
  Tome of the Pact         36 
  cumulative chance of failure if cast multiple 
  times before finishing a long rest.  
   
   
   
  Predictor’s Eye  
  Starting at 10th level, when a creature within 30 
  feet of you that you can see makes a weapon or 
  spell attack against you, you can use your 
  reaction to make a Wisdom (Insight) check, 
  contested by the target’s Charisma (Deception) 
  check. If you succeed, you have resistance 
  against the triggering weapon attack or spell.  
   
  Fareskold  
  Upon reaching 14th level, you can roll 1d4+1 
  whenever you finish a long rest. Until the end of 
  your next long rest, you can use your Predictor’s 
  Eye feature without using your reaction a 
  number of times equal to the result of your roll.  
   
  In addition, you can use your Predictor’s Eye 
  feature against a target visible within 30 feet of 
  you whenever they cast a spell that would 
  damage you, even if it does not require an 
  attack roll. 
   
  Servants of the Storm Giant 
  Storm giants are extremely isolated creatures, 
  choosing to live in the most remote locations 
  possible so as to remain undisturbed during 
  their contemplations of omens. They are just as 
  capable of wrath as other giants, and part of 
  their isolation is a means of protecting other 
  creatures from any possible fit of rage. 
   
  A storm giant is capable of cohabitating, but will 
  tend to do so only if the other creatures are 
  interestingly intelligent, polite, or both. Storm 
  giants have no permanent companions, only 
  passing connections to others; this includes the 
  warlock, whose life will likely end long before 
  the giant’s own but whose existence may itself 
  be an important omen for the giant to 
  scrutinize. 
   
   
  
   
    
   
   
   
  Tome of the Pact         37 
  “The lich fixed its gaze upon me with those 
  hollow, burning sockets. ‘You remind me of 
  another fool who sought the dark places of the 
  world, seeking knowledge he was not prepared 
  for…’ 
   
  I felt the urge to tremble, but controlled my 
  fear. ‘Who?’ I asked. 
   
  ‘Me.’” 
   
  -Garrius, half-orc warlock of the lich Martican 
   
  The Nature of the Patron 
  The undying patron is an undead creature, an 
  intelligent—though not always malevolent—
  entity that once tasted life. Now effectively 
  immortal, such a creature has accumulated 
  many pieces of ancient and forbidden 
  knowledge over its long existence. 
  Warlocks of the undying are 
  chosen for many reasons, 
  which could even include a 
  physical resemblance or 
  personality trait that reminds 
  the undead patron of their 
  own distant life as a mortal 
  creature. 
   
  Marks of the Patron 
  Some undying patrons choose to mark their 
  warlocks with distinct features. Just as often, 
  the necromantic nature of the pact itself causes 
  these features to appear spontaneously. 
   
  d4 
  Patron Mark 
  1 
  Your flesh has a gaunt, dead appearance. 
  2 
  A shadowy figure of your patron appears 
  behind you when Among the Dead prevents 
  an undead creature’s attack. 
  3 
  Your eyes glow with terrible power when 
  your Defy Death feature is used, or its 
  replacement feature. 
  4 
  You take on a wholly undead appearance 
  when casting spells from your patron’s 
  expanded spell list. 
   
  Marks of the Boon 
  Undying warlocks are commonly those drawn to 
  the necromantic arts. Whether this interest is a 
  morbid fascination or a scholarly one, the boons 
  granted by their patrons frequently reflect the 
  undead creature that oversees them. 
   
  Pact of the Blade  
  d4 
  Boon Quirk 
  1 
  Your pact weapon’s haft is made of bone. 
  2 
  Your pact weapon has a rusted and worn 
  appearance, like a long-entombed relic. 
  3 
  Your pact weapon is ice- cold to the touch. 
  4 
  When your pact weapon appears it is 
  covered in a dusting of grave dirt. 
  X. The Undying 
  
   
    
   
   
   
  Tome of the Pact         38 
  Pact of the Chain  
  1 
  Your familiar has a pale, gaunt appearance, 
  as though starved. 
  2 
  Your familiar’s eyes are clouded over with 
  the milky-white film of death. 
  3 
  Your familiar’s flesh is rotted and patchy, 
  with glimpses of bone beneath. 
  4 
  Your familiar has maggots and other 
  necrophagous insects in its flesh. 
   
  Pact of the Tome  
  1 
  Your tome’s cover is made up of old patches 
  of skin. 
  2 
  Your tome’s spine appears to be an actual 
  humanoid spine. 
  3 
  Your tome’s pages are inked with a thick, 
  red-black liquid that might be old blood. 
  4 
  A pale, grayish light emanates from the 
  book’s pages when you cast spells from it. 
   
  Specific Patrons 
  Undead are some of the most widespread and 
  recognizable creatures in the multiverse. To be 
  an undying patron requires far more knowledge 
  and willpower than a mundane zombie; some 
  examples of these patron creatures are found 
  below. 
   
  Atropus  
  Across the void of space floats a 
  dead moon, the suggestion of a 
  twisted face in its craters and 
  fissures. Beneath the cold rock of its 
  surface lies a terrible malevolent will, 
  an elder evil of undeath that destroys 
  any life-bearing planet it can find. 
  Atropus is a truly apocalyptic being 
  whose only motivation is to drain 
  all life from the universe it 
  occupies. In its progress 
  across the cosmos, its 
  surface and interior is riddled with 
  monstrous undead created by its 
  nature.  
   
  As a patron Atropus is not ‘hands-
  on.’ A warlock of Atropus will never 
  have a direct conversation with the 
  entity. The World Born Dead is as close to a 
  Great Old One as an undead patron is likely to 
  get; inscrutable, antithetical to life as it is 
  commonly understood, and destructive on a 
  cosmic scale. 
   
  Death Knight 
  These mighty undead are warriors who fell from 
  the path of good into a corrupted, broken 
  existence. Whether as a curse or as a reward, 
  these mortals are returned to life as death 
  knights, cursed never to rest until they are 
  redeemed. 
   
  As a patron, death knights are often former 
  heroes or great leaders who are cursed for their 
  turn to evil. They are simultaneously tragic and 
  malevolent figures, seeking to command hosts 
  of undead as they once did the living. Death 
  knights see warlocks as part of their grant 
  stratagem, a plan that could vary between 
  domination of kingdoms or finding the means of 
  the death knight’s salvation. 
   
  Lich 
  Is there an undying patron more 
  archetypical than the lich? Functionally 
  immortal and notoriously powerful, a lich 
  embodies the undying patron’s mastery 
  over undead, taboo magic, and the 
  transition from life to undeath. Acererak, 
  Vecna, Lady Vol—some of the greatest 
  and longest-running villains across the 
  multiverse are those that have hidden 
  away their souls to attain immortality. 
   
  As a patron a lich’s motivations will 
  depend on the personality of the 
  individual patron. Generally, lich lair in 
  remote places, deeply invested in their 
  studies of advance magic and interacting 
  with living creatures only to replenish 
  their phylacteries. A lich may need the 
  warlock’s assistance in discovering 
  important lore in another part of the 
  world while they focus on other 
  matters. Perhaps empowering a 
  
   
    
   
   
   
  Tome of the Pact         39 
  warlock with their knowledge is the key to 
  destroying their phylactery and allowing them 
  to finally die. 
   
  Alternative Feature: Rudimentary 
  Phylactery  
  Replaces Defy Death 
  Starting 6th level you can imbue an object with 
  a fragment of your soul as part of a long rest. 
  The object must be one worth at least 50 gp 
  and size Small or smaller. The object gains 
  resistance to all damage except radiant 
  damage; your Dungeon Master has guidelines 
  for determining an object’s AC and hit points. 
  While the object is on your person, you gain the 
  following benefits:  
   
   
  You reduce incoming necrotic and poison 
  damage by an amount equal to your 
  Charisma modifier (minimum 1).  
   
  You have advantage on death saving 
  throws, and a death saving throw result of 
  1 no longer applies an additional failure.  
   
  If a spell has the sole effect of restoring 
  you to life (but not undeath), the caster 
  doesn’t need material components to cast 
  the spell on you. This effect no longer 
  applies if the object spends more than 24 
  hours away from your body.  
   
  If you lose the object or it is destroyed, you can 
  imbue a new object using the above guidelines 
  during your next long rest. The soul fragment 
  leaves the previous object to be imbued in the 
  new one. 
   
  Mummy Lord  
  Mummy lords can be used in a variety of ways. 
  While many mummies are programmed by 
  ritual to merely react to certain intrusions to 
  their tomb, the Monster Manual notes how 
  mummies can speak and even possess 
  forgotten ancient lore. If a mummy lord is 
  cognizant enough to empower a warlock it is 
  likely seeking something in return—to act as its 
  eyes and hands in the world while the mummy 
  lord is bound to an ancient tomb? To find a way 
  to free itself from its curse? To hunt down tomb 
  robbers or reclaim stolen treasure from a lost 
  empire? 
   
  There’s even another possibility; that the 
  mummy’s patronage was not a conscious 
  bargain. A twisted curse, an unexpected magical 
  interaction—the warlock might have been 
  granted their powers unintentionally.  
   
  If they are unable to leave their tomb, mummy 
  lords are likely to communicate with warlocks 
  through dreams, visions, nightmares, and 
  omens. By its nature a mummy is cursed with 
  rituals both terrible and evil, which should be 
  reflected in the way its power manifests.  
   
  Alternative Feature: Cursed Gaze  
  Replaces Defy Death  
  Starting at 6th level, as an action you can curse 
  a hostile creature you can see within 60 feet of 
  you. The target must make a Wisdom saving 
  throw; on a failed save, the target is frightened 
  of you for 1 minute. While frightened, the 
  target can’t regain hit points. The target can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on a success.  
   
  In addition, you gain temporary hit points equal 
  to your Charisma modifier (minimum 1) when 
  the target makes its first saving throw, when it 
  fails any saving throw against the effect 
  thereafter, and if it is reduced to 0 hit points 
  while this feature persists on it.  
   
  Once you use this feature, you must finish a 
  long rest before you can use it again.  
   
  Vampire  
  As an emissary a vampire or vampire spawn 
  might be sent to interact with a warlock. A 
  vampire spawn makes sense if the warlock has 
  a full-fledged vampire as a patron, as spawn are 
  the creature’s obedient servants. Full vampires 
  and spawn free of their former master are 
  independent undead beings, albeit ones with a 
  need to feed. For an independent vampire to 
  
   
    
   
   
   
  Tome of the Pact         40 
  act as a messenger for a warlock’s patron, the 
  patron is probably a lich or some greater power 
  of undeath.  
   
  As a patron vampires have a natural talent for 
  charming, manipulating, and dominating others. 
  Vampires are immortal and remain powerful so 
  long as they are not killed and can continue to 
  feed, and as a result may have learned many 
  pieces of forgotten or forbidden lore over 
  centuries. Vampires prefer complete 
  domination and control over other creatures; as 
  a patron, they are apt to be pleasant and 
  charming only up to the point where their 
  orders are obeyed. If defied or failed, vampires 
  are more likely to show their domineering and 
  predatory nature. Their likely emissaries are 
  creatures they have natural control over: 
  vampire spawn, rats, bats, and wolves.  
   
  Everlasting Thirst  
  Replaces Defy Death  
  Starting at 6th level when a hostile creature 
  deals damage to you while your hit points are 
  below half your maximum, you can use your 
  reaction to cast vampiric touch as a 3rd-level 
  spell against a hostile creature within range 
  without expending a spell slot.  
   
  When you use this feature, you can’t use it 
  again until you finish a long rest. When you 
  reach 10th level, you can use this feature again 
  when you finish a short or long rest. 
   
  Servants of the Undying 
  Undead are drawn to other, more powerful 
  undead—or they are often directly created by 
  them. The dead, the cursed, and the forbidden 
  are common themes among those found in an 
  undying patron’s service. 
   
  Ghoul and ghast. Despite their hungering 
  undead nature, it should not be forgotten that 
  ghouls are intelligent enough to possess speech. 
  They can make for passable messengers or 
  fighters in an evil undead’s employ.  
   
  Nothic. These aberrations are former 
  humanoids cursed in their quest for arcane 
  knowledge. They might become secret-stealing 
  servants to a lich or demilich.  
   
  Skeleton. Often mindless, skeletons share a low 
  status alongside zombies as an undead patron’s 
  most basic source of guards and menial labor. 
  Most skeletons are kept close to their master’s 
  lair, as they’re too dimwitted to understand 
  instructions for a long journey or complicated 
  task.  
   
  Specter. These spirits despise the living, and 
  only a strong-willed master can keep them from 
  attacking living creatures indiscriminately.  
   
  Wight. These undead are a step up from the 
  standard undead fodder due to their 
  intelligence. Though they abhor the sun, they 
  can be trusted with long journeys and complex 
  missions that an undead patron can’t trust to a 
  mundane undead creature.  
   
  Wraith. Souls of those who have forged evil 
  pacts and have become overpowered by their 
  negative nature upon death, wraiths make for 
  excellent lieutenants and trusted agents of evil 
  undead patrons.  
   
  Zombies. The unintelligent labor force of many 
  necromancers and undead creatures. Zombies 
  make passable (if unsophisticated) guards or 
  soldiers, but poor messengers. They’re more 
  likely to populate an undying patron’s lair than 
  be sent on any remotely complicated errand. 
   
   
   
  
   
    
   
   
   
  Tome of the Pact         41 
   
  Ardor of Agathys  
  Prerequisite: 5th level, armor of Agathys spell  
    
  When you cast armor of Agathys, you treat the 
  spell’s temporary hit points (but not its damage) 
  as though you cast the spell using one higher 
  spell slot level. In addition, once before the spell 
  ends you can use an action to regain temporary 
  hit points to the spell equal to twice your 
  Charisma modifier. This feature can’t grant 
  temporary hit points above the spell’s 
  maximum.  
    
  Bechard’s Fetid Stench  
  Prerequisite: 5th level  
    
  You can cast stinking cloud 
  once using a warlock spell slot. 
  You can’t do so again until you 
  finish a long rest.  
    
  Belial’s Bracing Word  
  You can cast heroism once using a warlock spell 
  slot. You can’t do so again until you finish a long 
  rest.  
    
  Crown’s Command  
  Prerequisite: 7th level, crown of madness spell  
    
  You can force a target of your crown of 
  madness spell to move up to half its speed 
  under your direction before making an attack. 
  You can’t use this forced movement to cause a 
  creature to walk into obvious harm, such as off 
  a cliff or into an obvious environmental hazard. 
  If the target of your crown of madness spell 
  doesn’t move before it makes its attack, the 
  attack roll is made with advantage.  
    
  Dark Wings, Dark Words  
  Prerequisite: 9th level  
    
  You can cast animal 
  messenger at will as a 3rd 
  level spell.   
    
  Dying Star’s Reach  
  Prerequisite: 5th level, arms of Hadar spell  
    
  Each time you cast arms of Hadar using a 
  warlock spell slot, you can choose to either 
  increase the spell’s radius by 5 feet, or choose 
  up to 4 creatures within the spell’s area of 
  effect who are immune to the spell’s effects. 
  XI. Invocations 
  
   
    
   
   
   
  Tome of the Pact         42 
  Embrace of Hadar  
  Prerequisite: 9th level, arms of Hadar or 
  hunger of Hadar spell  
    
  As a bonus action, you surround 
  yourself with a veil of star-flecked 
  darkness on the same turn you 
  cast the arms of Hadar or hunger 
  of Hadar spell. You gain 
  resistance to all damage except 
  force, psychic, and radiant 
  damage until the start of your 
  next turn. If you use this feature 
  on the same turn you cast hunger 
  of Hadar, you can use an additional bonus 
  action on subsequent turns to continue the 
  effect until the end of your next turn as long as 
  you maintain concentration on the spell. The 
  benefits of this feature end immediately when 
  you lose concentration on the spell.  
    
  Exudation of Jubilex  
  You can cast grease without expending a spell 
  slot. You can’t do so again until you finish a long 
  rest.  
    
  Llymic’s Engendering  
  Prerequisite: 9th level  
    
  You can cast fabricate once without expending 
  a spell slot. You can’t do so again until you finish 
  a long rest.  
    
  Lolth’s Kiss  
  Prerequisite: 5th level  
    
  You can cast web once using a warlock spell 
  slot. You can’t do so again until you finish a long 
  rest. In addition, you are immune to movement 
  restrictions caused by webbing.  
    
  Mists of Barovia  
  You can cast fog cloud using a warlock spell slot. 
  You can’t do so again until you finish a long rest. 
  When you cast the spell using this feature, you 
  can see normally while you are within the 
  cloud.  
    
  Nix’s Seventh Bell  
  Prerequisite: toll the dead cantrip  
    
  Targets of your toll the dead cantrip take half 
  damage on a successful saving throw. If a 
  target of your toll the dead fails its saving 
  throw and is below half its hit point 
  maximum, it takes additional necrotic 
  damage equal to your Charisma 
  modifier.  
    
  Patron’s Ward  
  Prerequisite: 7th level  
    
  You can cast protection from energy once 
  without expending a spell slot. You can’t do so 
  again until you finish a long rest.  
    
  Plague of Baalzebul  
  Prerequisite: infestation cantrip  
    
  Targets of your infestation cantrip take damage 
  whether they succeed or fail on their saving 
  throw against the spell. In addition, targets who 
  fail their saving throw move in a direction you 
  dictate instead of moving randomly. You cannot 
  force a creature to move into an obvious 
  hazard, such as into fire or off of a cliff. If you do 
  not designate a direction, the target moves 
  randomly as normal.  
    
  Puck’s Enchanted Sleep  
  Prerequisite: 5th level. Archfey patron.  
    
  You can cast catnap once without using a spell 
  slot. When you do so, you can target a number 
  of willing creatures as if you had cast the spell 
  using a warlock spell slot, and you can include 
  yourself without counting against the number 
  of targets. If you do, you remain aware of your 
  surroundings using your passive Perception 
  score and can end the spell on yourself early at 
  will; you are otherwise treated as unconscious.  
   
   
   
  
   
    
   
   
   
  Tome of the Pact         43 
   Shadow Veil  
  Prerequisite: 5th level  
    
  You don’t leave footprints on nonmagical 
  terrain unless you choose to.  
    
  You can also cast pass without trace once 
  without expending a spell slot. You regain the 
  ability to do so when you finish a long rest.  
    
  Tongues of the Masters  
  Prerequisite: Pact of the Tome feature  
    
  Choose three languages from among 
  Abyssal, Celestial, Deep Speech, Draconic, 
  Infernal, Primordial, and Sylvan. You are 
  considered proficient in the chosen 
  languages while you are holding your Book 
  of Shadows.  
    
  Touch of Levistus  
  Prerequisite: chill touch cantrip   
    
  When you cast your chill touch cantrip, you can 
  cause the target to take additional cold damage 
  equal to your Charisma modifier on a hit. If you 
  are within 30 feet of the target, each creature in 
  a straight line between you and the target takes 
  additional cold damage equal to your Charisma 
  modifier (no attack roll required).  
    
  Voice in the Void  
  Prerequisite: 7th level  
    
  You can cast silence once using a warlock spell 
  slot. You can’t do so again until you finish a long 
  rest.  
    
  While you are inside the area of a silence spell 
  that was cast by you or an allied creature, you 
  can speak and use verbal spell components 
  normally and can be heard by other creatures in 
  the spell’s area of effect.  
   
  Whispers of Bad News  
  Prerequisite: 12th level  
    
  You can cast the sending spell at will without 
  expending a spell slot or using material 
  components.  
    
  Word of Favor  
  You can cast bless once as a 1st-level spell 
  without expending a spell slot. You can’t do so 
  again until you finish a long rest.  
    
  Yeenoghu’s Unerring Scent  
  Prerequisite: 7th level  
    
  You can cast locate creature once without 
  expending a spell slot. If you are not familiar 
  with the target creature, you can still target the 
  creature with this spell if you have dealt 
  damage to it within the past hour. Once you 
  cast locate creature with this feature, you can’t 
  do so again until you finish a long rest.  
    
  Zariel’s Wrathful Strike  
  Prerequisite: true strike cantrip   
    
  When a creature within 30 feet of you damages 
  you with an attack, you can cast true strike 
  against it as a reaction. If the attack empowered 
  by true strike hits the target creature, the target 
  takes additional psychic damage equal to your 
  Charisma modifier.  
    
  Zuggtmoy’s Choking Cloud  
  Prerequisite: poison spray cantrip  
    
  When you cast poison spray, its range is 20 feet, 
  and the target takes additional poison damage 
  equal to your Charisma modifier whether it 
  succeeds or fails on its saving throw against the 
  spell. 
  
   
    
   
   
   
  Tome of the Pact         44 
  The call of otherworldly patrons echoes across 
  many walks of life, but there are a few life 
  experiences that have a very good chance of 
  attracting an entity’s notice. Some of their 
  commonalities are listed below.  
   
  Eldritch Cultist  
  You spent part of your life in a cult dedicated to 
  a Great Old One, an ancient horror, or some 
  other being of considerable power. You’ve seen 
  the fervent devotion of a dark cult to such 
  creatures, seen or participated in rituals, and 
  glimpsed power from beyond normal mortal 
  comprehension. The time spent among these 
  cultists has lingered with you to this day.  
   
  Skill Proficiencies: Deception, Religion  
  Languages: Two of your choice  
  Equipment: A set of simple robes, a ritual 
  dagger, a wooden mask reminiscent of the 
  entity the cult worshipped, and a pouch 
  containing 15 gp  
   
  Feature: Stalked from Darkness  
  The echoes of your time in the cult haunt your 
  steps. Those who might intimidate, belittle, or 
  waylay you see something flicker behind your 
  eyes—something terrible. Creatures who don’t 
  need to pick a fight with you find something 
  better to do rather quickly. You find this talent 
  useful for avoiding unpleasant scuffles or 
  traveling unmolested, even into areas others 
  find difficult to access.  
   
  Suggested Characteristics  
  An eldritch cultist might be a former or current 
  member of a sect devoted to some dark power. 
  They may be fearful or intrigued by the entity 
  the cult sought to contact. Some cultists are 
  erudite, obsessed with finding further lore 
  about the cult’s beloved entity or others like it. 
  While the sight of eldritch powers inspires fear 
  or worship in some, in others it can spark 
  righteous defiance. 
   
  d8 
  Personality Trait 
  1 
  I see dark omens in events others find 
  mundane. 
  2 
  I am convinced some of the people I meet 
  are secret servants of a similar cult. 
  3 
  My experience with secret cult lairs 
  prompts me to keep a constant eye out for 
  illusory walls. 
  4 
  I think even the nicest places are hiding 
  some foul secret. 
  5 
  Time heals all wounds, but it can’t fix my 
  nightmare memories of the cult. 
  6 
  I drown bad memories of the cult in an 
  indulgence of choice—drink, gambling, or 
  company. 
  7 
  Certain tactile sensations or smells can 
  send my mind reeling back to an occult 
  ritual. 
  8 
  I obsess over local legends and folklore, 
  finding significance in each story. 
   
  d6 
  Ideal 
  1 
  Madness. I know what lies beyond this 
  world. Nothing is sacred. (Chaotic) 
  2 
  Righteousness. I saw true, unbridled evil. 
  Only good people stand against it. (Good) 
  3 
  Determination. I must be greater than the 
  madness I came from. (Lawful) 
  4 
  Greed. I’ve seen real power, and I'd do 
  anything to claim it. (Evil) 
  5 
  Detachment. This universe is doomed; why 
  not enjoy myself while it lasts? (Chaotic) 
  6 
  Aspiration. I’ve glimpsed forbidden 
  knowledge. I’m determined to do something 
  great with it. (Any) 
   
  d6 
  Bonds 
  1 
  My family raised me in the cult since 
  childhood. They’re still out there, serving 
  that dark entity. 
  2 
  I defied the cult leader when I left the cult. I 
  expect that transgression to catch up to me 
  one day. 
  XII. Backgrounds 
  
   
    
   
   
   
  Tome of the Pact         45 
  3 
  Someone died saving me from the cult. It’s 
  my goal to find their next of kin and make 
  reparations for that noble sacrifice. 
  4 
  The cult I was in hurt people. I feel 
  compelled to make amends for the wrongs 
  I’ve done. 
  5 
  My contact with dark magic makes me feel 
  unclean. I seek any sage or priest who can 
  finally make my soul feel whole again. 
  6 
  I keep in regular contact with someone else 
  from the cult. We try to keep each other 
  accountable and support each other. 
   
  d6 
  Flaws 
  1 
   I push other people away for fear that I’m 
  cursed by some dark power. 
  2 
  I think the forbidden knowledge I’ve seen 
  makes me better than ‘common’ people. 
  3 
  I can’t resist an opportunity to contact 
  otherworldly entities or discover taboo 
  magic. 
  4 
  I don’t believe in even polite conversation 
  with cultists or anyone who would sell 
  themselves blindly to a religious institution. 
  5 
  I feel detached from the physical world and 
  take unnecessary risks as a result. 
  6 
  I tend to interrogate people I meet, 
  convinced they have ulterior motives for 
  their actions. 
   
   
  Far Plane Wanderer 
  You’ve seen things other people couldn’t 
  possibly imagine. You spent significant time in 
  one or more planes other than the Material 
  Plane: maybe you were pressed into service on 
  a githyanki ship on the Astral sea, or were 
  enslaved in the City of Brass on the plane of 
  fire. Maybe a magical mishap sent you spiraling 
  into another plane at random. In any case, your 
  time spent there has left its mark upon you 
  forever. 
   
  Skill Proficiencies: Choose two from among 
  Arcana, Insight, Perception, and Stealth 
  Languages: Two of your choice  
  Equipment: A set of common clothes made 
  from an unusual material or in an odd style 
  relevant to a plane where you spent time, a 
  piece of terrain or another trinket from a plane 
  you visited, and a belt pouch containing 15 gp 
   
  Feature: Plane-Touched  
  Intelligent, nonhostile creatures who are native 
  to a different planes and exotic cultures sense a 
  kindred spirit in you. They are more willing to 
  converse with you or offer you hospitality, and 
  readily share lore of their native plane with the 
  belief that you welcome such knowledge. 
   
  Suggested Characteristics  
  Far plane wanderers have spent time in strange 
  and alien places, and it’s opened their eyes to 
  new languages and cultures that don’t exist on 
  the Material Plane. They are often hungry for 
  knowledge and eager to learn by conversing 
  with others. Conversely, their time in another 
  plane might make them wary and hyper-aware 
  of the deadly threats of the multiverse. 
   
  d8 
  Personality Trait 
  1 
  An exotic language was my native tongue for 
  a long time. I sometimes relapse into 
  speaking it when I’m excited or distracted. 
  2 
  I have an eye for items that originate from 
  another plane and love collecting them. 
  3 
  I picked up odd habits or cultural 
  mannerisms from people of another plane 
  that leaves others around me baffled. 
  4 
  I’m never satisfied staying in one place for 
  long. The more unusual and exotic the next 
  destination, the better! 
  5 
  I sometimes forget and attempt to move 
  myself through force of will, as though I 
  were still on a plane like the Astral Sea or 
  Limbo. 
  6 
  I wear clothes, jewelry, or other trinkets 
  considered fashionable on another plane 
  but bizarre among the peoples of the 
  Material Plane. 
  7 
  I keep a journal with me and record the 
  cultural oddities of the places I visit like a 
  planar anthropologist. 
  8 
  I’m obsessed with planar magic and 
  teleportation. 
   
  d6 
  Ideal 
  1 
  Dominance. The only law of the multiverse 
  is strength. (Evil) 
  
   
    
   
   
   
  Tome of the Pact         46 
  2 
  Wonder. The multiverse is a beautiful place 
  full of amazing cultures. (Good) 
  3 
  Malleability. Even the laws of physics can 
  change on a whim. I should be just as 
  adaptable. (Chaotic) 
  4 
  Order. A strong will can impose structure 
  and serenity to even the most chaotic 
  planes. (Lawful) 
  5 
  Balance. All elements, even light and dark, 
  are balanced between opposites in the 
  multiverse. (Neutral) 
  6 
  Aspiration. I’ve seen more incredible places 
  and peoples than others could dare to 
  dream. I must use those experiences to have 
  an impact on the world. (Any) 
   
  d6 
  Bonds 
  1 
  I escaped slavery under an extraplanar 
  master. I fear bonds and wonder if they’re 
  still hunting their lost ‘property.’ 
  2 
  I had a meaningful relationship with 
  someone on another plane, and they were 
  lost to me. I hope to find my way back to 
  them one day. 
  3 
  Someone was following me throughout my 
  planar travels. I never found out why or how 
  they continued to stalk me across the 
  multiverse. 
  4 
  I called a particular city or settlement in a 
  particular plane home for some time. 
  5 
  An organization or individual is keenly 
  interested in stories of my travels, though 
  I’m not entirely sure why. 
  6 
  I travelled the planes with a companion. Our 
  shared experiences brought us closer than 
  the bonds of blood. 
   
  d6 
  Flaws 
  1 
  I look down on people who have never left 
  their hometown or their own country. 
  2 
  I show off my multilingual talent and cultural 
  knowledge to show my superiority to others. 
  3 
  I often vocally judge the quality of items or 
  practices by comparing them to similar 
  things I’ve seen on my travels. 
  4 
  My fond reminiscing about planar travels 
  can distract me from the here and now. 
  5 
  Bad experiences in the multiverse have 
  made me distrustful and wary. 
  6 
  I sometimes misjudge people because I’m 
  used to completely alien cultures and 
  values. 
   
   
   
  
   
    
   
   
   
  Tome of the Pact         47 
  Legal Text 
   
   
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