In addition to adding several new Warlock Patrons, the Falleron handbook has changed several core features of the Warlock, added and altered a considerable amount of Invocations, and make a few changes to some non-Falleron patrons:
Pact of the Blade
You can use your bonus 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 (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when attacking with a weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Your pact weapon disappears if it is more than 5 feet 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.
Note: Changed from an action to bonus action to create a pact weapon. Added the non-two handed weapon bonus.
Prerequisite: 9th level
When you hit a creature with your eldritch blast cantrip, the creature takes extra damage equal to your Charisma modifier (minimum 1). Damage dealt this way comes in a variety of damage types based upon your patron. If your patron has more than one listed, you choose the type when you take this invocation. Upon casting, or successfully hitting with eldritch blast, you may choose to have this damage be either Force or the damage type chosen from your patron.
|The Archfae||Cold or Fire|
|The Fiend||Cold or Fire|
|The Great Old One||Lightning or Cold|
|The Hexblade||Psychic or Fire|
|The Raven Queen||Necrotic or Cold|
|The Three Sisters||Bludgeoning, Slashing, or Piercing|
|The Undying||Necrotic or Acid|
|The Celestial||Radiant or Fire|
Note: This invocation replaces the Agonizing Blast invocation. It does not stack with Radiant Soul or any other feature that adds your charisma to edritch blast.
Attuned Pact Weapon
Prerequisite: 5th level, Pact of the Blade feature
Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. This bonus increases to +2 at 9th level and +3 at 15th level.
Note: This replaces the Improved Pact Weapon series.
Prerequisite: 5th level
Over 10 minutes you may expend a spell slot to convert an area into a shrine to your patron, infusing the area with it’s power as with the Private Sanctum spell. The atmosphere inside the shrine reflects the nature of your patron (bright and sunny for The Undying Light, Cold and Still for the Raven Queen, etc.).
Cloak of the Wild
As a bonus action, you can summon leaves, petals, or other plant matter from the area surrounding you to become an intricate cloak draping from your shoulders. This cloak is comfortable and functional and will keep you warm and dry. In addition, as a bonus action you may have the cloak reform to hide you in plain sight, disguising you as a plant of your choosing until you dismiss the effect as a bonus action or move from your location. While hidden in this manner, you have advantage on all stealth checks you make to remain hidden. If you are standing in difficult terrain created by your own spell, you may move within this area without dispelling the disguise effect.
Book of Falling Leaves
Prerequisite: Pact of the Tome feature
You may place a fallen leaf, petal, or other form of plant matter inside your Book of Shadows and may telepathically ask it to guide you to a person or object you have seen before and can clearly picture in your mind. After 1 minute of concentration, upon opening the book the leaf is caught on the wind and will gently glide towards the person or object you sought. The leaf moves at a steady, but constant rate, and while you can keep up with it by walking it will not wait for you. The leaf will stay on the wind, traveling by the most immediate path, until it reaches the sought person or object or until it has moved 250 feet. If you do not have a clear image of the person or object, the leaf may seek a similar target within range (such as any cloak, instead of the specific one you are looking for, etc.). Once you use this ability, you may not use it again until after a short rest.
The Spores of the Deep
Prerequisite: 9th level, Pact of the Chain Feature, The Three Sisters patron
You can cause your familiar to explode into a cloud of sentient spores that are immediately breathed in by one or more surrounding creatures. Each creature, aside from yourself, adjacent to your familiar must succeed on a constitution saving throw equal to your warlock save DC or have breathed in some of the spores. Creatures that have breathed in the spores are charmed by you. Inorganic creatures, or those unable to breath air, are unaffected.
While the targets are Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creatures while you are conscious (no action required), which they do their best to obey. You may command a group of creatures with a simple command that an average commoner could do, such as fetching things, cleaning, moving up to 15 feet, serving food, or interacting with non-dangerous objects. You may also command individuals to take more complicated actions, such as attacking a creature, speaking a sentence of words you command, or other more complex abilities as the DM allows. As each command after the first is given, creatures may make a constitution save to try and free themselves from your control.
You may make a total number of commands to these targets equal to your proficiency bonus. The effect ends at the end of your next turn, or after no more than 1 minute out of combat. Targets charmed by you in this way are conscious of their actions and are usually hostile after being released from your control. Once used, your familiar takes a while to reconstitute and you may not cast either Find Familiar nor Spores of the Deep until after you have completed a long rest.
Prerequisite: 5th level
As a reaction, you may expend a spell slot to draw upon your patron to cast the Resilient Sphere spell.
Libram of Purifying Flame
Prerequisite: The Celestial Patron, Pact of the Tome feature, eldritch blast cantrip, may not have Agonizing Blast invocation.
Your Book of Shadows becomes a radiant tome, glowing with a brilliant shimmering golden flames at 20ft, with dim light for another 20ft. Upon the alabaster pages, glowing golden ink inscribes the revelations provided to you by the Undying Light. The tome is an object of positive energy, may be used as an improvised melee weapon you are proficient in, and deals 1d4 radiant damage in addition to your improvised weapon attack roll. This damage is considered a spell for purposes of Radiant Soul. You may draw upon it to alter any spells with the fire descriptor to deal radiant damage.
Prerequisite: Pact of the Chain Feature, The Celestial patron, Voice of the Chain Master, 9th level.
As an action, you may expend a spell slot to have your familiar become a shimmering, glowing copy of yourself as with the spell Simulacrum. While under this affect, your familiar acts as a creature created by simulacrum except your copy shares your consciousness and you can think and speak through it as you would your own body. The simulacrum lasts until it drops to 0 hit points, or for 10 minutes, after which it disintegrates. Once used, your familiar takes a while to reconstitute and you may not cast either Find Familiar nor Brilliant Echo until after you have completed a long rest.
The Maker’s Cannon
Prerequisite: Pact of the Blade Feature, The Maker patron
You conjure an elaborately crafted Clockwork Musket using your Pact of the Blade feature. The barrel is made of smoky, intricately detailed gunmetal carved with numeric patterns. The stock is equally detailed, with tiny brass gears spinning to and fro as you fire. Upon pulling the trigger, the patterns glow and the musket makes a loud humming sound before blasting the bullet in a bolt of blue light towards your target. While shooting with the Maker’s Cannon you may attack at full range without disadvantage. When you hit a creature with a bullet fired from your Musket, you can expend a spell slot to immediately deal an extra 2d8 thunder damage per per spell level and knock the target prone.
Prerequisite: Pact of the Tome Feature, The Maker patron
You consult your book of shadows, a detailed instruction manual on the intricacies of clockwork engineering and their maintenance and repair. When you cast the mending cantrip on a construct you have summoned or an object you have awakened the construct regains a number of hit points equal to 1d8 + your charisma modifier.
Prerequisite: Pact of the Chain Feature, The Maker patron, 5th Level
As an action, you may expend a spell slot to cast the Giant Insect spell upon your clockwork familiar, causing it to become a giant version of itself with the appropriate stats for its form. It operates as with the Giant Insect spell, but may take actions on it’s own turn. Once this invocation has been used, it may not be used again until after a long rest.
Patron Feature Changes:
Hex Warrior (1st level of the Hexblade Patron)
At 1st level, you gain proficiency with all armors, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If you choose the Pact of the Blade, you may use your Charisma modifier in this fashion for weapons with the two-handed property.
Note: Previously read medium armors, and did not allow 2h weapons.