The Warlock Class

 
 

LevelProficiency BonusInvocations TakenCantrips KnownSpells KnownSpell Slots Level# Spell SlotsFeatures
1+20221st1Pact Spellcasting, Patron of Magic, Eldritch Blast
2+22231st2Eldritch Invocation I, Eldritch Knight
3+22242nd2Pact Boon
4+22352nd2Eldritch Invocation II
5+33363rd2Eldritch Versatility I
6+33373rd2Eldritch Invocation III
7+33384th3Subclass II
8+34494th3Eldritch Invocation IV
9+444105th3Eldritch Versatility II, Mystic Arcanum
10+454115th3Eldritch Invocation V
11+454125th3Subclass III
12+465135th4Eldritch Invocation VI

Basic Stats:

Level 1 HP = 8 + your Constitution Modifier; Gaining an additional [1d8 (or 5) + your Constitution Modifier] HP with every additional Warlock Level

Proficiencies

  • Armor: Light Armor

  • Weapons: 1 Simple Weapon of your choice

  • Tools: None

  • Saves: Proficiency with Intelligence and Charisma Saving Throws

  • Skills: Proficiency with Occultism and Choose 2 Between Arcana, Deception, Intimidation, Nature, Persuasion, and Religion to gain Proficiency with

Equipment:

  • a Magical Focus (Orb, Rod, Staff, or Wand)

  • Simple Light Armor and any Simple Weapon

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Pact Spellcasting - Your arcane research and the magic bestowed on you by your patron have given you access to certain spells

    • Cantrips

      • You know 2 cantrips of your choice from the Occult Spell List. You learn additional Cantrips of your choice at the Levels specified on the table above

    • Spell Slots

      • The Warlock table shows how many spell slots you have to cast your Warlock Spells and at what Level of Spells you have access to. You start with a single 1st Level Spell SLot, regaining all Spell Slots after completing a Short or Long Rest. To cast one of your Warlock Spells of 1st level or higher, you must expend a spell slot, and if you are casting a lower level Spell with a higher level Spell Slot the Spell is modified as per normal Upcasting Rule

    • Spells Known of 1st Level and Higher

      • At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you are granted more warlock spells of your choice. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. You also can choose up to two of the warlock spells you know and replace them with other spells from the warlock spell list

    • Spellcasting Ability

      • This class allows you to create your own character with variations to your ability, whether you made the pact with your words or through a smart offer is up to you. Either Charisma or Intelligence is your spellcasting ability for your warlock spells, which you select at this Level. You can then use one of these modifiers when setting the Save DC for a warlock spell you cast and when making an attack roll with one. This will be used for all the other abilities you have in this Class. 

        • Spell save DC = 8 + your proficiency bonus + your Charisma or Intelligence modifier

        • Spell attack modifier = your proficiency bonus + your Charisma or Intelligence modifier

    • Spellcasting Focus

      • You can use an arcane focus as a spellcasting focus for your warlock spells, these normally come in the form of staffs, wands, or orbs

    • Eldritch Blast - You gain the enhanced magic representative of these beings bestowing powers upon you, in the form of magic bolts that you aim at enemies. It takes whichever form you desire but naturally is related to your patron’s type of magic with the following statistics

      • This feature functions as a Warlock Cantrip for you. It requires Verbal and Somatic Components, has a Range of 40m, and requires you to make a Spell Attack Roll against a Creature you can see within Range, dealing 1d10 Force Damage on a hit

      •  You can make a 2nd attack (as an additional bolt with its own Attack Roll) when you reach the 5th Level of this Class and gaining a third bolt at 11th Level

    • Patron of Magic (Subclass I) - Every warlock must make a deal to come into their magic, which you pick is up to you. You gain an ability now and again at 6th and 10th Level which are listed at the bottom of this class’ page

      • At this Level you gain a feature and access to the first level of Spells that your Patron provides. You can designate one of the listed Spells you as your Main Spell, which doesn’t count against your Spells Known 

      • You can then select from the other Spells you have access to from this list as part of your Spell List when selecting Spells

    • Eldritch Knight

      • You gain the ability to enhance your melee weapons with pact magic. When you finish a Long Rest you can perform a ritual with any Simple Weapon (without the Large, Heavy, or Ranged Properties) for 1 minute and turn that into your Pact Weapon. You can use your Spellcasting Modifier on your Attack and Damage Rolls with that Weapon instead of its normal attribute, lasting until you utilize this feature again

    • Eldritch Invocations I

      • In your study of the barely understood powers of your patron you unlock small fragments of their powers at your whim. At 2nd Level you gain two of these from the list above and an additional pair upon reaching Warlock Levels, at 4th, 6th, 8th, 10th, and 12th Levels. Every time you gain a Level in this Class you can exchange one of these for another that you meet the prerequisites for

    • Pact Boon - You can narrow what kind of form your powers take, enhancing these abilities even greater. Choose one of the following benefits when you reach 3rd Level to enhance your powers. 

      • Pact of the Amulet

        • Your patron grants you an amulet forged from the source of their powers, decorated with gleaming motes of brightness. While the amulet is on your person you gain +2 to all your Saving Throws. This increases to +3 at Level 6 and to +4 at Level 10

          • Additionally, you can invoke the patron’s power to gain Advantage on a Save while you carry this item. You must declare the use of this ability before you Roll and once you use it, you cannot use it again until you complete a Short Rest

        • If you lose your Amulet, you can perform a 1-hour ceremony to receive a replacement. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die

      • Pact of the Blade

        • Your patron grants you a small necklace in the shape of a weapon forged from their powers, illuminated with motes of light. While you wear this item you can utilize your Eldritch Knight feature with Martial Weapons, Magical Weapons and can have it apply to 2 separate weapons at once

        • Your pact weapon disappears after you finish turning it into a pact weapon. It stays within a demi-plane that exists just to the side of you, and as a Bonus Action you can draw one or both of them. If you die these weapons fall next to you if they’re still within this dimension.

          • Detect Magic and other similar spells detect Conjuration magic portals next to you if these weapons are stowed in this manner

      • Pact of the Chain

        • You learn the Spell “Find Familiar” and can cast it as a ritual. The spell doesn't count against your number of spells known.

        • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

        • Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its Reaction. This familiar’s attacks are Melee Attacks with the same Spell Attack Bonus and Damage Roll as your Eldritch Blast Feature

        • Your Familiar gains additional bonuses over the ones normally gained from the Find Familiar Spell. It gains additional HP equal to 2* your Warlock Level and additional AC equal to 1/2 your Warlock Level

      • Pact of the Tome

        • Your patron gives you a grimoire called a Tome of Spells which can serve as a Spellcasting Focus for you. 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 Tome is on your person, you can cast those cantrips at will and 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. You gain an additional Cantrip to this Tome at 6th, and 9th Levels

        • Your Tome also has extra pages that can be filled in. You can spend 50 GP and 1 Hour per Spell Level to transfer the contents of a Spell Scroll to your Tome but the Spell must be on your Spell List and of a Level you can cast. You can utilize your Tome to cast any one of these Spells listed without expending a Spell Slot. You regain the use of this casting after completing a Long Rest

        • If you lose your Tome, 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.

      • Pact of the Talisman

        • Your Eldritch Blast feature now deals 1d12 Force Damage

        • Your patron gives you a small piece of jewelry of your choosing, a talisman that can aid the wearer decorated in designs representing the patron. When you must make an Ability Check or Attack Roll, you can declare the use of this feature before you roll to add a d4 to it. You can use this a number of times equal to your Charisma Modifier, all of which are regained upon completion of a Short 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. In addition, this talisman turns to ash when you die

    • Ability Score Improvement:

      • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

    • Eldritch Versatility I - You can renegotiate your pact with your patron, doing any one of the following

      • Replace one cantrip you know with another cantrip from your spell list

      • Replace one spell you know with another spell from the warlock spell list

      • Replace the option you chose for the Pact Boon feature with one of that feature's other options

      • If any of these changes causes you to now not meet any requirements for one of your Eldritch Invocations you must select a new one

    • Eldritch Versatility II- You can renegotiate your pact with your patron, doing any one of the following

      • Replace one cantrip you know with another cantrip from your spell list

      • Replace one spell you know with another spell from the warlock spell list

      • Replace the option you chose for the Pact Boon feature with one of that feature's other options

      • If any of these changes causes you to now not meet any requirements for one of your Eldritch Invocations you must select a new one

    • Mystic Arcanum

      • Your patron bestows upon you a single item (in the form of a coin, ring, book or another small object representative of your pact). You can pick any 5th Level Spell from the Warlock Spell List that you don’t know and inscribe it into this Arcanum. Once per day you can pull this Arcanum out and cast the inscribed Spell as normal, using the Arcanum as Material Component (that doesn’t have a Gold Cost) if that is required, but without expending a Spell Slot. This Arcanum’s magic recharges on the completion of a Long Rest, where you can select another Spell to imbue it with

      • When you reach 11th Level in this Class your Arcanum is enhanced, gaining an additional Spell and you can select either 5th or 6th Level Spells which follows the same requirements as above. If you select a 5th Level Spell it is treated as a 6th Level Spell when cast in this way

  • Patron of Magic - Every warlock must make a deal to come into their magic, which you pick is up to you. You gain an ability now and again at 6th and 10th Level which are listed at the bottom of this class’ page

    • Archfae - 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 involve a striving for greater magical power or the settling of age-old grudges 

      • I

        • Fae Spells: You can begin choosing from these Spells once you have reached the Warlock Level shown

          • 1st - Faerie Fire, Sleep

          • 3rd - Calm Emotions, Phantasmal Force

          • 5th - Blink, Plant Growth

          • 7th - Dominate Beast, Greater Invisibility

          • 9th - Dominate Person, Seeming

          • 11th - Dream

        • Fae Presence

          • Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature within 10m of you to make a Wisdom Saving Throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

      • II

        • Misty Escape

          • Twice per Short Rest you can offset your presence when in danger. Whenever you take Damage you can use your Reaction to use one of these Misty Escapes to teleport to a point you can see within 20m, taking no Damage. 

            • If you are targeted by an effect which targets an area you must teleport outside this area to avoid the damage, if you don’t you have Resistance to that Damage

          • When you utilize this ability you can utilize your Eldritch Blast Action as a part of this Reaction to target the creature which attempted to Damage you

      • III

        • Beguiling Defenses - Your patron teaches you how to turn the mind-affecting magic of your enemies against them

          • You are immune to the Charmed Condition

          • You gain Expertise with Charisma Saving Throws 

          • When a creature attempts to Charm you, you can use your Reaction to attempt to turn it back on that creature. The creature must succeed on a Charisma Saving Throw against your Warlock Spell Save DC or be Charmed by you for 1 minute or until the creature takes any damage. This ignores any Resistance or Immunity to the Charmed Condition that it might have

          • you can make a Melee Attack against a Creature within 5m of it with a bonus equal to your Spell Attack Bonus. On a hit, the target takes 1d8 Cold Damage, and its Movement Speed is reduced by half until the start of your next turn. If you have multiple tentacles up you can have them all Attack with your Bonus Action. When you reach 9th level in this class, the damage increases to 2d8.

    • Fiend - You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include Demon Lords such as Asmodeus, Belial, and Orcus

      • I

        • Fiend Spells: 

          • 1st - Burning Hands, Command

          • 3rd - Blindness/Deafness, Scorching Ray

          • 5th - Fireball, Stinking Cloud

          • 7th - Fire Shield, Wall of Fire

          • 9th - Flame Strike, Hallow

          • 11th - Immolation

        • Fiendish Sapping

          • When a Creature that you have dealt Damage to since the beginning of your last turn is reduced to 0HP you gain Shielding equal to your Warlock Level + your Spellcasting Modifier

          • If you deal the final blow with a Fiend Spell you gain twice as much Shielding

      • II

        • Fiend Dice

          • You can call upon your patron to occasionally assist with your magic. You gain a number of d12s per Short Rest equal to your Proficiency Bonus which regenerate after a Short Rest. You can roll one whenever you cast a Spell or Cantrip, choosing to either add the value rolled to your Attack Roll, add to your Damage Roll, or subtract it from the enemy’s Saving Throw. 

          • Whenever you utilize one you gain Shielding equal to the value Rolled, which stacks on any Shielding you have gained from the Fiendish Sapping Feature

      • III

        • Fiendish Adaptability

          • When you finish a Long or Short Rest choose any Damage type, you gain Resistance to that Damage type until you utilize this feature again

          • Once per Short Rest you can use your Reaction when you take Damage of this type to instead grant yourself Immunity against it until the end of your next turn

    • Hexblade Patron - You have made your pact with a mysterious entity from the Shadowfell – a force that manifests itself as sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, once wielded by one of Portin's greatest enemies. The shadowy force behind these weapons can offer power to warlocks who form pacts with them. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. 

      • I

        • Hexblade Spells: 

          • 1st - Hex, Shield

          • 3rd - Blur, Wrathful Smite

          • 5th - Blink, Branding Smite

          • 7th - Elemental Weapon, Phantasmal Killer 

          • 9th - Banishing Smite, Staggering Smite

          • 11th - Cone of Cold

        • Hex Warrior

          • You gain Proficiency with Medium Armor, Bucklers, Shields, and Martial Weapons

          • Your Eldritch Knight Feature can now apply to Weapons with the Large, Heavy, and Ranged Properties

      • II

        • Hexblade’s Curse

          • Your weapon grants you the ability to place a baleful curse on someone. As a Bonus Action, choose a Creature you can see within 10m once per Short Rest. The target is cursed for up to 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

            • You gain a bonus to Damage Rolls against the target equal to your Proficiency Bonus

            • Any Attack Roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20

            • If the cursed target dies, you regain HP equal to your Warlock level + your Spellcasting modifier or Shielding for any amount that goes above your Maximum HP. In addition you can transfer your Curse with your subsequent Bonus Action, restarting the 1 minute time limit

      • III

        • Baleful Specter

          • When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, you and it gain Shielding equal to your Warlock Level + your Proficiency Bonus. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its Attack Rolls equal to your Spellcasting Modifier.

            • The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

            • Once you bind a specter with this feature, you can't use the feature again until you finish a Long Rest

    • Great Old One - Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

      • I

        • Great Old One Spells

          • 1st - Dissonant Whispers, Maniacal Laughter

          • 3rd - Detect Thoughts, Phantasmal Force

          • 5th - Clairvoyance, Sending

          • 7th - Dominate Beast, Evard's Black Tentacles

          • 9th - Dominate Person, Telekinesis

          • 11th - Modify Memory

        • Awakened Mind

          • Starting when you take this subclass, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 10m of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. 

            • In addition you can subtly influence the mind of a hostile creature. When you make a Deception Check against a creature you can utilize this ability to reroll the d20, but you must take the second roll regardless of the result. You can utilize this ability once per Short Rest.

          • You gain Proficiency with Intelligence Saving Throws

      • II

        • Entropic Ward

          • When a creature makes an Attack Roll against you, you can use your Reaction to impose Disadvantage on that roll. If the attack misses you then you have Advantage on all Attack Rolls against that Creature on your next turn

          • You gain Resistance to Psychic Damage

      • III

        • Thought Shield

          • Your thoughts can't be read by telepathy or other means unless you allow it 

          • You have Immunity to Psychic Damage, and whenever a creature deals Psychic Damage to you, that creature takes the same amount of damage that you do. This ignores any Resistance or Immunity they might have

          • You gain Expertise with Intelligence Saving Throws

    • Undying - Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the lich kings and queens of the world; and the deathless wizard Dioclescus

      • I

        • Undying Spells

          • 1st - False Life, Ray of Sickness

          • 3rd - Silence, Phantasmal Force

          • 5th - Bestow Curse, Speak with Dead

          • 7th - Aura of Life, Death Ward

          • 9th - Cloudkill, Contagion

          • 11th - Negative Energy Flood

        • Defying Death 

          • When making Death Saves you return to 1 HP on a Roll of 16-20, you succeed on a 6-16, Fail on a 1-5, and you only take 1 Fail on a natural 1

        • Supernatural Resilience

          • You gain +1 Max HP per Warlock Level

          • You gain Proficiency with Constitution Saving Throws

      • II

        • Dreadful Siphon

          • Once per turn when you deal Damage to a Creature you gain Shielding equal to your Proficiency Bonus

          • When a Creature is dying (having been reduced to 0HP within the last round) you can approach the dying Creature and utilize their residual life force to regain some of your energy. Using your Action you regain HP equal to 2d6 + your Spellcasting Modifier

        • Grave Touched

          • You barely need to eat more than a few berries or drink more than a cupful of water per day to survive. You only need to sleep for 4 hours to be fully rested and can hold your breath easily for up to 1 hour. Finally, you age slower as well; for every 2 years that you’re alive your age only increases by 1

      • III

        • Necrotic Presence - You naturally oppose destructive energy and strike back against Fear

          • You gain an Resistance to Necrotic Damage and Immunity to the Feared Condition

          • Once per turn when you hit a Creature with an Attack you can cause them to make a Wisdom Saving Throw vs your Spell Save DC or become Feared of you until the end of your next turn 

        • Specter

          • You can turn yourself into a ghost, using an Action you grant yourself a flying Speed of 10m (limited to hovering just above the ground), the ability to pass through walls, an invisible to creatures without advanced forms of perception

            • Once you utilize this ability you can’t use it again until you finish a Short Rest

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