About this mod
Tome warlocks get an additional spell slot, imp familiars scale with level and gain additional abilities and other warlock improvements.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Tome
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Pact of the Tome
-Cantrips unlocked changed to shillelagh, guidance, thorn whip![]()
Deepened Pact
-No longer grants single use spells.
-Grants an additional warlock spell slot.
-Call Lightning and Lightning Bolt are added to your spell book and can be cast with warlock spell slots![]()
Book of Ancient Secrets (Invocation)
-No longer unlocks single use spells.
-Adds your charisma modifier to damage dealt by non-cantrip spells you cast.
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Pact of the Chain
-Claws changed from slashing to bludgeoning damage, so they are useful against undead that are vulnerable to bludgeoning damage. This way claws and sting are both situationally useful.
-Summoning your imp is a ritual and not limited to once per short rest
-Imp familiar now scales with your level starting at level 5. See details below:
Level 5
-Base AC increased to 14
-Health increased to 19
-Dexterity increased to 18
-Sting DC increased to 12
-Claws damage increased to 1d6![]()
Level 7
-Health increased to 28
-Dexterity increased to 20
-Sting DC increased to 14. Piercing damage increased to 2d4 (1d6 poison, 2d4 piercing)
-New Ability: Erupting Cinder (similar to fire elemental)
-AOE ranged
-4d6 fire damage DEX Save. Half damage on save. (DC14)
-Costs an action
-Once per combat cooldown![]()
Level 9
-Base AC increased to 15
-Dexterity increased to 22
-Health increased to 37
-Sting DC increased to 16. Poison damage increased to 1d8 (1d8 poison, 2d4 piercing)
-Erupting Cinder DC increased to 16. Damage increased to 6d6
-New Ability: Vampire Bite (similar to Astarion
-Costs a bonus action
-Once per combat cooldown
-Deals 3d4 + Dex Mod damage, Regain 3d4 + Dex Mod HP. (100% hit chance)
-Also applies Happy and Bloodless the same way Astarion's bite does![]()
Level 11
-Base AC increased to 16
-Sting DC increased to 18. Piercing damage increased to 3d4 (1d8 poison, 3d4 piercing)
-Health increased to 46
-Claws damage increased to 2d4
-Erupting Cinder DC increased to 18. Damage increased to 8d6
-Vampire Bite: Damage and Healing increased to 4d4 + Dex Mod
-New Ability: Rays of Fire (similar to cambion)
-Ranged attack (uses DEX)
-Fire three rays of fire dealing 3d8 each (9d8 total)
-Once per combat cooldown
-New Ability: Firey Bolt (just a weak basic ranged attack in case you don't want to get into melee)
-Ranged attack (uses DEX)
-1d10 fire damage
Level 6![]()
Fiend Fire: New Passive
-When you deal fire damage with a spell, the target must succeed a dexterity saving throw or start burning with magical fire for 2 turns.
-Burning enemies take damage = to the warlocks Charisma Modifier at the start of each of their turns.
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Hex (Valdacil's version from Valdacil's Spell Adjustments)
-Works the same as Valdacil's version with improved animations, VFX and localization.
-Hex is now a free action that costs a warlock spell slot and grants you a status until the day ends or you die. While you have the status you can Hex foes using a bonus action as many times as you would like without using a spell slot.
-All Hex's are combined, so Hexing a foe gives them disadvantage on all ability checks.![]()
Witch Bolt Rework (inspired by Lumaterian)
-Now is multi target (similar to scorching ray)
-No longer uses concentration
-Fires 2 bolts that deal 1d8 each and links you to each target hit.
-Upcasting adds an addition bolt per level and increases the damage dealt to linked targets by 1d4 per level.
-Enemies hit by witchbolt will be linked to you for 10 turns. Once per turn as a free action you can deal 1d4 lightning damage (per spell level) to all enemies linked to you. This is a ranged spell attack roll (chance to hit will appear low, but should be correct if you look at the log.
-The link is no longer removed when you miss.![]()
Mystic Arcanum Rework (Inspired by Lumaterian)
-Once per short rest cooldown
-No longer requires you to choose one spell on level up.
-Allows you to cast one of the following level 6 spells without using a spell slot:
-Disintegrate (range increased to 60ft)
-Frozen Sphere
-Circle of Death
-Harm
-Heal
-Arcane Gate
-Blade Barrier
-Wall of Ice
-Wall of Thorns
I did not include summons, CC or long term buffs (like heroes feast). I also did not include chain lighting (because it's usually always the best choice) or some other spell I think are useless (water walk). The idea is to give you an incentive to use some level 6 damage spells you don't usually get to try out.
Invocations Expanded - Patch 7: Yes. Place my mod below theirs in your load order.
OneDnD Warlock - Pacts as Invocations: Yes.