TEXT: EN World EN5IDER | Friends Close, Enemies Closer
  EN World EN5IDER | Friends Close, Enemies Closer
  A 
  key element in the expression 
   “selling your soul” is that you invest or 
    ally with a force contrary to your 
  nature. Warlocks and their patrons are many 
  things—master and servant, secret weapons, 
  mutual parasites, paramours—but rarely are they 
  friends. Warlock, rejoice and despair! Behold 
  the power of the Sea Lord, the Seducer, and 
  the Trickster, three new patrons of power and 
  consequence. Joining them are a host of new 
  invocations usable by warlocks beholden to any 
  patron. 
  The Sea Lord
  You have made a pact with a ruler of the deep, 
  a mighty sea-being who dwells in hidden river 
  caves or the dark depths beneath the waves. Some 
  such beings seek to influence, corrupt, or gain 
  knowledge from the surface world; others view 
  surface-dwellers, including yourself, as feeble and 
  ignorant prey. Such beings include Davy Jones, 
  Father Dagon, the Leviathan, la Llorana, and 
  Triton, the son of the sea.
  Expanded Spell List
  The Sea Lord lets you choose from an expanded 
  list of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list 
  for you.
   
  writing Josh Gentry
   
  color art Egil Thompson
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  Friends Close,
  Enemies Closer
  
  Friends Close, Enemies Closer | EN World EN5IDER
  Friends Close, Enemies Closer | EN World EN5IDER
  Sea Lord Expanded Spells
  Spell Level Spells
  1st 
  create or destroy water, fog cloud
  2nd
  acid arrow, blindness/deafness 
  3rd 
  water breathing, water walk
  4th 
  black tentacles, control water 
  5th 
  cone of cold, conjure elemental (water only)
  Armor of the Deep
  Starting at 1st level, your body grows protective 
  patches of scales, barnacles, or coral. When you 
  take damage, except for psychic damage, you 
  may use your reaction to reduce the amount taken 
  by your Charisma modifier + your warlock level 
  (minimum of 1).
  Waterborne
  Starting at 6th level, you gain a swim speed of 30 
  feet, and you can breathe underwater.
  That Which Lurks
  Starting at 10th level, you gain darkvision out to a 
  range of 60 feet. Additionally, you have advantage 
  on Dexterity (Stealth) checks made to hide in 
  places of water or darkness.
  Drown in the Depths
  Starting at 14th level, when you hit a creature with 
  an attack, you can use this feature to instantly 
  transport the target through the ocean depths. 
  The creature disappears and hurtles through a 
  subaquatic realm. At the end of your next turn, 
  the target returns to the space it previously 
  occupied, or the nearest unoccupied space. If the 
  target does not have a swim speed or the ability 
  to breathe water, it takes 10d10 cold or piercing 
  damage (your choice) as it is exposed to lightless, 
  icy water or frenzied sharks and tearing coral.
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  The Seducer
  Your patron is an entity that rules over lust, 
  temptation, and the night. Fey, fiends, and 
  enchanters each have their own angle for toying 
  with mortal desires. The Seducer selfishly revels 
  in its power and employs mortals to bring others 
  under its spell. The mortals it dominates sacrifice 
  their wealth, secrets, and morals to partake in 
  their newfound vices. Seducer patrons include 
  legendary vampires such as Dracula or Carmilla, 
  Grendel’s mother, Lilith, Pan, Shamhat, and 
  unusually powerful succubi or incubi.
  Expanded Spell List
  The Seducer lets you choose from an expanded 
  list of spells when you learn a warlock spell. You 
  gain the friends cantrip, and the following spells 
  are added to the warlock spell list for you.
  Seducer Expanded Spells
  Spell Level Spells
  1st 
  command, sleep
  2nd 
  detect thoughts, zone of truth
  3rd 
  beacon of hope, feign death
  4th 
  compulsion, locate creature
  5th 
  dominate person, mislead
  Seducer’s Secret
  Starting at 1st level, your patron bestows upon 
  you the secret of capturing mortal hearts. As an 
  action, you can cause a creature within 15 feet 
  to make a Wisdom saving throw against your 
  warlock spell save DC. If you or your allies 
  are fighting the target, this save is made with 
  advantage. If the creature fails its saving throw, it 
  is charmed by you for one minute or until you or 
  an ally do anything harmful to it.
   Once you use this feature, you can’t use it again 
  until you finish a short or long rest.
  
  EN World EN5IDER | Friends Close, Enemies Closer
  EN World EN5IDER | Friends Close, Enemies Closer
  Persistent Allure
  Starting at 6th level, your charms become even 
  more irresistible. When a creature you target 
  makes a saving throw against your spell or effect 
  that would charm the target, you can use this 
  feature to impose disadvantage on that saving 
  throw.
   You can use this feature twice, and you regain 
  all spent uses when you finish a short or long rest.
  Silvertongue
  Starting at 10th level, your powers of seduction 
  grow more subtle and more malign. Your 
  enchantment spells no longer signal to targets that 
  they were magically influenced. 
   Additionally, when you ask a question of a 
  creature that can understand you and is either 
  charmed by you or affected by your friends 
  cantrip, you can compel it to answer. The target 
  cannot lie, though they do not have to tell the 
  truth. If the creature is unwilling to convey any 
  answer, it must succeed on a Wisdom save against 
  your warlock spell save DC to remain silent.
   You can compel a creature with this feature 
  twice, and you regain all spent uses when you 
  finish a short or long rest.
  Vampiric Kiss
  Starting at 14th level, you can drain a victim’s life 
  force with a kiss. As an action, you can kiss an 
  adjacent willing or charmed creature. The target 
  must make a Constitution saving throw against 
  your warlock spell save DC. On a failed save, the 
  target takes 5d10 necrotic damage, or half as much 
  on a successful one, and you regain a number of 
  hit points equal to the damage dealt. Using this 
  feature on a creature you’ve charmed does not 
  end the charm effect.
   Once you use this feature, you can’t use it again 
  until you finish a long rest.  
  The Trickster
  You have made a pact with an unruly entity 
  whose infamous antics give migraines to mortals, 
  angels, and fiends alike. Tricksters are occasionally 
  counted among the gods, but by nature they 
  defy definition. Their origins and motives are as 
  inscrutable as their moods are fickle. It isn’t even 
  certain whether these patrons are actually subject 
  to pact magic, or if they grant warlocks patronage 
  as a “free” prank for all. 
   Such beings include Anansi the Spider, 
  Brer Rabbit, Coyote, Eris, Loki, Puck, and 
  Rumpelstiltskin.
  Expanded Spell List
  The Trickster lets you choose from an expanded 
  list of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list 
  for you.
  Trickster Expanded Spells
  Spell Level Spells
  1st 
  heroism, hideous laughter
  2nd 
  enlarge/reduce, shatter
  3rd 
  slow, stinking cloud
  4th 
  confusion, polymorph
  5th 
  insect plague, wall of force
  Moment’s Mischief
  Starting at 1st level, your patron teaches you how 
  to unleash sudden pranks. As a bonus action, 
  you can cause a creature within 30 feet to make a 
  Dexterity saving throw against your warlock spell 
  save DC. If the creature fails its saving throw, it 
  either drops an item it is holding or falls prone 
  (your choice).
   Once you use this feature, you can’t use it again 
  until you finish a short or long rest.
  
  Friends Close, Enemies Closer | EN World EN5IDER
  Friends Close, Enemies Closer | EN World EN5IDER
  Wake of Misfortune
  Beginning at 6th level, you can call on your patron 
  to spoil good fortune. When a creature within 
  30 feet makes a roll with advantage, you may 
  instead force it to make the roll with disadvantage 
  instead. If the creature fails this roll, it also either 
  drops an item it is holding or falls prone (your 
  choice).
   Once you use this feature, you can’t use it again 
  until you finish a short or long rest.
  Essence of Deception
  Starting at 10th level, creatures have disadvantage 
  on Wisdom (Insight) checks made against you 
  or to contest your Charisma (Deception) checks. 
  You have advantage on saving throws granted 
  by spells or effects that compel you to speak the 
  truth, such as zone of truth. 
  Gift of Chaos
  At 14th level, you gain the ability to sabotage an 
  object with chaotic energy. You can use an action 
  to imbue an unattended object you can touch 
  with such energy. Choose a damage type; while 
  the object is held by or on the person of another 
  creature, you can use a reaction to cause the object 
  to explode. Its holder makes a Dexterity saving 
  throw. On a failed save, the creature takes 6d10 
  damage of the type you chose, or half as much 
  damage on a successful one. The object breaks if 
  it is non-magical, or launches 25 feet in a random 
  direction if it is magical.
   Additionally, if the target fails its saving throw, 
  it is affected by the confusion spell, with no 
  initial saving throw. This effect does not require 
  concentration and lasts for one minute, or until 
  the creature succeeds on its saving throw.
   Once you use this feature, you can’t use it again 
  until you finish a long rest.
  New Invocations
  Contract of the Eldritch Charlatan
  Prerequisite: 9th level
   You can cast a modified version of planar binding 
  once using a warlock spell slot. You can’t do so 
  again until you finish a long rest. The spell still 
  requires material components.
   Using the spell in this way, it can also target 
  aberrations, dragons, monstrosities, and 
  intelligent undead. While casting this spell on 
  a non-hostile creature, the verbal and somatic 
  components are incorporated into a supernatural 
  pact negotiation., The “pact” you offer the target 
  is snared with loopholes and misinformation, and 
  you have advantage on Charisma (Deception) 
  checks made to entice or preoccupy the target 
  with your “bargain,” disguising your spellcasting. 
  Regardless of the result Charisma (Deception) 
  checks made in this way, the target becomes 
  aware of the spell when it makes its saving throw. 
  Fangs of Bakunawa
  Prerequisite: 5th level, Pact of the Blade feature
   You can cast steel drive1 once using a warlock 
  spell slot. You can’t do so again until you finish a 
  long rest.
  Frog Fangs
  Prerequisite: Pact of the Chain feature
   When a creature summoned or controlled by 
  you attacks another creature and hits, it deals 
  extra force damage equal to your Charisma 
  modifier (minimum 1).
  1 Thiago Rosa, “Masters of the Wild.” EN World EN5ider, 
  https://www.patreon.com/posts/masters-of-wild-3304917
  
  EN World EN5IDER | Friends Close, Enemies Closer
  EN World EN5IDER | Friends Close, Enemies Closer
  Rites of Humanity
  Prerequisite: 9th level
   You can cast a modified version of reincarnate 
  once using a warlock spell slot. You can’t do so 
  again until you finish a long rest. The spell still 
  requires material components.
   This invocation targets a living beast or 
  monstrosity instead of a dead humanoid, 
  and transforms it into a random humanoid 
  determined by the reincarnate table. While casting 
  this spell on a non-hostile creature, the verbal 
  and somatic components are incorporated into 
  civilized, “human” activities, and you have 
  advantage on Persuasion checks made to calm 
  or entice the target. An unwilling target makes 
  a Wisdom saving throw against your warlock 
  spell save DC to avoid the transformation, and 
  becomes aware that it was the target of a spell. A 
  transformed creature’s new form and capabilities 
  are that of a non-player character of equal or 
  lesser challenge rating. Shapechangers aren’t 
  affected by this invocation. 
  Rune-Bound Memory
  Prerequisite: Pact of the Tome feature
   When invocations grant you a spell that you 
  can cast once per long rest using a warlock spell 
  slot, you can cast the spell again after either a long 
  or short rest.
  Scholarly Arcanum
  Prerequisite: Mystic Arcanum feature, Pact of the 
  Tome feature
   Choose a school of magic and two such spells 
  of a level you can cast via your arcanum of that 
  school from any class’s spell list. The spells appear 
  in your Book of Shadows and don’t count against 
  the number of spells you know. With your Book of 
  Shadows in hand, you can cast these spells with 
  your arcanum as though they were warlock spells. 
  Whenever you can replace a warlock spell for one 
  of higher level, you can instead upgrade one of 
  these spells.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 050 - Friends Close-Enemies Closer.pdf