Skip to content
← All Classes
Full Caster 1D8

Warlock

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between Warlock and patron is like that of a cCeric and a deity, though the beings that serve as patrons for Warlocks are not gods. A Warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by Clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The Warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives Warlocks into their pacts and shapes their later careers as well. Stories of Warlocks binding themselves to fiends are widely known. But many Warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of Warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive Warlocks toward adventure.

Quick Build

You can make a Warlock quickly by following these suggestions. First, CHA should be your highest ability score, followed by CON. Second, choose the Cultist Background.

Class Features

Hit Points

Hit Dice: 1D8 per Warlock level

At 1st level: 8 + Your CON Modifier

At higher levels: 1D8 or 5 if lower than 5, + CON Modifier

Proficiencies

Armor
Light Armor
Weapons
Simple Weapons
Tools
Calligrapher’s Supplies
Saving Throws
WIS, CHA
Skills
Choose two from: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Spellcasting
CHA

Starting Equipment

  • 1. (a) a light crossbow and 20 bolts or (b) any simple weapon
  • 2. (a) a component pouch or (b) an arcane focus
  • 3. (a) a scholar’s pack or (b) a dungeoneer’s pack
  • 4. Leather armor, any simple weapon, and two daggers

Warlock Table

Level Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st211st-
2nd2321st2
3rd2422nd2
4th3522nd2
5th3623rd3
6th3723rd3
7th3824th4
8th3924th4
9th31025th5
10th41025th5
11th41135th5
12th41135th6
13th41235th6
14th41235th6
15th41335th7
16th41335th7
17th41445th7
18th41445th8
19th41545th8
20th41545th8

Class Features

Lv 1

Spellcasting

CHA is your spellcasting ability for your Warlock spells. Your magic comes from your Patron. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA modifier when setting the saving throw DC for a Warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your CHA modifier

Spell attack modifier = your Proficiency Bonus + your CHA modifier

You regain all expended spell slots when you finish a short or long rest.

When you gain a level in this class, you can choose one of the Warlock spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots.

Arcane Focus

You channel your patron’s powers through a medium that helps guide your magic. It can be a staff, wand, or rod that was constructed for the purpose for channeling magic. It acts as a Spellcasting Focus for your Warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain two eldritch invocations of your choice. When you gain certain Warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Invocations you know and replace it with another Invocation that you could learn at that level.

Lv 2

Magical Cunning

You learn how to perform an esoteric ritual that takes one minute. Upon completion you regain spell slots equal to half the maximum number you have rounded up. You can use this feature once per long rest.

Greater Familiar

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell as a ritual, you can choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Winder, Venomous Snake or Sprite.

Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Lv 3

Otherworldly Patron

Your Patron specific Patron manifests themselves and grants you boons. Your Patron will set formal Terms and Punishments for your Pact and can withhold class or subclass features or terminate the contract in extreme circumstances. Patrons can often make or change the terms throughout the course of a campaign or make special requests. You gain boons at levels 3, 6, 10, and 14. (If a Pact is terminated consult your DM for another Otherworldly Patron or change to a new class)

Anubis

Archdevil

Archfey

Archomental

Archon

Celestial

Covenmother

Daelkyr

Demonlord

Dragonlord

Elder Evil

Fathomless

Forbidden Depths

Genie

→ Choose your subclass below

Pact Boon

Your Otherworldly Patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and Immunity to non magical attacks and damage.

Your pact weapon disappears if it is more than 5 ft away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (No action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (The three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the Warlock spell list, they are nonetheless Warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a D4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your Proficiency Bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Lv 4

Ability Score Increase

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lv 5
Lv 6
Lv 7

Familiar Bond

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Lv 8

Ability Score Increase

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lv 9

Contact Patron

In the past you may have contacted your Patron through intermediaries. You can now contact them directly. You always have the spell Contact Other Plane prepared and it does not count against the number of spells you can know.

Once per long rest you can cast this spell without expending a spell slot and you automatically succeed the saving throw.

Powerful Familiar

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits

The familiar gains either a Flying speed or a Swimming speed (Your choice) of 40 ft.

As a bonus action, you can command the familiar to take the Attack action.

The familiar's weapon attacks are considered magical for the purpose of overcoming Immunity and Resistance to non magical attacks.

If the familiar forces a creature to make a saving throw, it uses your spell save DC.

When the familiar takes damage, you can use your reaction to grant it Resistance against that damage.

Lv 10
Lv 11

Mystic Arcanum

Your patron bestows upon you a magical secret called an arcanum. Choose one 6th level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Lv 12

Ability Score Increase

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lv 13

Mystic Arcanum Improvement

Your Mystic Arcanum can be a 7th level spell.

Lv 14
Lv 15

Mystic Arcanum Improvement

Your Mystic Arcanum can be an 8th level spell.

Lv 16

Ability Score Increase

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lv 17

Mystic Arcanum Improvement

Your Mystic Arcanum can be a 9th level spell.

Lv 18
Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Lv 20

Eldritch Master

Your esoteric ritual has been perfected. When you use your Magical Cunning feature, you regain all spell slots.

Eldritch Invocations

Agonizing Blast

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, add your CHA modifier (Minimum 1) to the damage it deals on a hit.

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Aspect of the Moon

Prerequisite: Pact of the Tome feature

You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast Compulsion once using a spell slot once per long rest.

Bond of the Talisman

Prerequisite: 12th level, Pact of the Talisman feature

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your Proficiency Bonus per long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (The two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a Warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your Warlock level (Rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 GPs for the rare inks needed to inscribe it.

Cloak of Flies

Prerequisite: 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 ft from you in every direction, but not through total Cover. It lasts until you're Incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Intimidation checks but disadvantage on all other CHA checks. Any other creature that starts its turn in the aura takes Poison damage equal to your CHA modifier (Minimum 1).

Once you use this Invocation, you can't use it again until you finish a short or long rest.

Devil's Sight

You can see normally in Darkness, both magical and non magical, to a distance of 120 ft.

Dreadful Word

Prerequisite: 7th level

You can cast Confusion once using a spell slot once per long rest.

Eldritch Mind

You have advantage on CON saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot or material components.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a Warlock spell slot to deal an extra 1D8 Force damage to the target, plus another 1D8 per level of the spell slot, and you can knock the target Prone if it is Huge or smaller.

Eldritch Spear

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, its range is 300 ft.

Eyes of the Rune Keeper

You can read all written languages.

Far Scribe

Prerequisite: 5th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 ft. Within that range, you have Darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (As if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this Invocation, you can't use it again until you finish a short or long rest.

Gift of the Depths

Prerequisite: 5th level

You can breathe underwater, and you gain a Swimming speed equal to your walking speed.

You can also cast Water Breathing without expending a spell slot once per long rest.

Gift of the Ever-Living Ones

Whenever you regain hit points while your familiar is within 100 ft of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching it.

Grasp of Hadar

Prerequisite: Eldritch Blast cantrip

Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 ft closer to yourself.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a Spellcasting Focus for your Warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Lance of Lethargy

Prerequisite: Eldritch Blast cantrip

Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature's speed by 10 ft until the end of your next turn.

Lifedrinker

Prerequisite: 9th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra Necrotic damage equal to your CHA modifier (minimum 1).

Maddening Hex

Prerequisite: 5th level, Hex spell or a Warlock feature that uses curses

As a bonus action, you cause a Psychic disturbance around the target cursed by your Hex spell or by a Warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. When you do so, you deal Psychic damage to the cursed target and each creature of your choice within 5 ft of it. The Psychic damage equals your CHA modifier (Minimum 1). To use this Invocation, you must be able to see the cursed target, and it must be within 30 ft of you.

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast Alter Self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast Conjure Elemental once using a Warlock spell slot once per long rest.

Mire the Mind

Prerequisite: 5th level

You can cast Slow once using a Warlock spell slot once per long rest.

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level

When you are in an area of Dim Light or Darkness, you can use your action to become Invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast Jump at will, without expending a spell slot.

Protection of the Talisman

Prerequisite: 7th level, Pact of the Talisman feature

When the wearer of your talisman fails a saving throw, they can add a D4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your Proficiency Bonus per long rest.

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature

When the wearer of your talisman is hit by an attacker you can see within 30 ft of you, you can use your reaction to deal Psychic damage to the attacker equal to your Proficiency Bonus and push it up to 10 ft away from the talisman's wearer.

Relentless Hex

Prerequisite: 7th level, Hex spell or a Warlock feature that uses curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 ft to an unoccupied space you can see within 5 ft of the target cursed by your Xex spell or by a Warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Prerequisite: Eldritch Blast cantrip

When you hit a creature with Eldritch Blast, you can push the creature up to 10 ft away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast Polymorph once using a Warlock spell slot once per long rest.

Shroud of Shadow

Prerequisite: 15th level

You can cast Invisibility at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level

You can cast Bestow Curse once using a Warlock spell slot once per long rest.

Thief of Five Fates

You can cast Bane once using a warlock spell slot once per long rest.

Thirsting Blade

Prerequisite: 12th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tomb of Levistus

Prerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per Warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain Vulnerability to Fire damage, your speed is reduced to 0 ft, and you are Incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this Invocation, you can't use it again until you finish a short or long rest.

Trickster's Escape

Prerequisite: 7th level

You can cast freedom of movement once on yourself without expending a spell slot once per long rest.

Undying Servitude

Prerequisite: 5th-level warlock

You can cast Animate Dead without using a spell slot once per long rest.

Visions of Distant Realms

Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot.

Whispers of the Grave

Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30 ft of you and within line of sight.

Otherworldly Patron

Warlock Subclasses (26)

Choose your subclass at the level indicated in the class table above.

Anubis The guardian of the Long Dead Gods of the Astral. He aids those whose desires align with His and enable them to be a productive servant in the cause. He has no mercy on those that trespass in forbidden areas of the… Archdevil All Archdevils stipulate that you must kill and undermine demons and those under their power. Each Archdevil has a different curse associated with them. Archdevils are the epitome of the systematic corruption and… Archfey Your patron is a lord or lady of the Fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might… Archomental No matter their alignment Archmentals only care for the betterment of their native element. The only differences are the specific ways each Archomental goes about it change. They grant spells and familiars to those that… Celestial Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being… Covenmother Hags rule by the Rule of Three, an indivisible law that allows for a single Hag to act independently or in groups that are divisible by three. Warlocks of the Covenmother bind themselves to one, three or all six… Daelkyr The emissaries of madness. They create monsters and reshape the world around them. They were sealed in Xoriat, the demiplane of madness, by an army of goblins, hobgoblins, and orc-kind after thousands of their comrades… Demonlord Every contractee of an Archdemon universally must oppose and kill devils and devilkind on site. Death will have you reincarnated as a Manes in the Abyss. Each Archdemon rules with madness that seeps into those that… Dragonlord You pact with one of the most powerful great wyrms ever to stalk the land. Each one’s influence is so powerful they change your racial features and even allow you to earn items and blessings. Each one has their own… Elder Evil Incomprehensible beings that seek to end the universe and devour every one in sight. Even though you are contracted to them, you mean almost nothing to them and it is rare that your presence is acknowledged. Your pact… Fathomless You have plunged into a pact with the deeps. An entity of the ocean now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates… Forbidden Depths Those who dug too deep heard it too, but you answered and fled not. There are beings that no not the light, they have slept for ages undisturbed until something about you awoke them. Their voice speaks of ages long… Genie Royal You have made a pact with one of the rarest kinds of Genie, a Noble Genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser Genies and Elemental creatures. Noble Genies are… Gravelord You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are… Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It came from the Far Realm, the space beyond reality. Its motives are incomprehensible to mortals, and its knowledge so… Hexblade You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to Warlocks… Majestic Beyond Amidst the whirlwind a voice called to you as a voice of thunder or the sharp cut of the gale. An entity of wind and storm has reached out to you. Now that you have heard it, it is everywhere and nowhere, inescapable.… Obyrith Older than the gods and dwelling in the deepest parts of the infinite Abyss, the Obyrith lay plotting. More chaotic than Limbo and more evil than Demonlords, the Obyrith are unnatural and insane. Everything they do and… Overgiant The grandchildren of Annam, the Allfather of Giant kind. The pillars that hold up to Ordening that binds all Giants together. They each are the epitome of what their caste of Giants should be. They rule with deference… Overlord The Overlords were imprisoned within the body of the deity: the Silver Flame after they were defeated by an army of Dragons and imprisoned in the demiplane of madness by the sacrifice of many Couatls. The god The Silver… Primordial Primordials are ancient, elemental beings that embody the fundamental forces of the natural world. They are often associated with the raw elements, such as earth, air, fire, and water or the fundamental forces of the… Psychopomp The guardians of souls between life and death. They are charged with stopping forces that would impede a soul’s progress to the afterlife. Each of the four guardians of The Eye, the whirlpool in the Deep Ethereal that… Titan Titans have two goals and they consume them. Free themselves from their imprisonment by the gods and vengeance on their wardens and captors. They want to rule the multiverse. As they are imprisoned they cannot deal… Tome Archon The seven Tome Archons are the ultimate powers on Mount Celestia. They embody the light and law of the seven heavens. Their primary purpose is to defend the seven heavens and the souls that inhabit it. They have zero… Unending Blaze Amidst the crackling of the flame or deep within magma or the blast of an eruption, a voice called to you with passion and fury in each word. An entity of fire and brimstone has reached out to you. Now that you have… Yugoloth, General of Gehenna The General of Gehenna, an enigmatic being whose power was said to approach that of a demi deity. He was said to be many other things, some of them being contradictory; the first, strongest Ultroloth or a returned…