Warlock
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
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 learn more warlock spells of your choice of 1st level and higher. 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. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, 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.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Eldritch Blast
You learn how to channel your patron's powers in the form of the Eldritch Blast cantrip in combat. It scales based off your Warlock level, not your player level, and you add your Charisma modifier to the damage of each blast.
The Warlock
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|---|---|
1st | +2 | Pact Magic, Otherworldly Patron | 2 | 2 | 1 | 1st |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd |
5th | +3 | — | 3 | 6 | 3 | 3rd |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 3 | 3rd |
7th | +3 | — | 3 | 8 | 3 | 4th |
8th | +3 | Ability Score Improvement | 3 | 9 | 3 | 4th |
9th | +4 | — | 3 | 10 | 3 | 5th |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 3 | 5th |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 4 | 5th |
12th | +4 | Ability Score Improvement | 4 | 11 | 4 | 5th |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 4 | 5th |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 4 | 5th |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 4 | 5th |
16th | +5 | Ability Score Improvement | 4 | 13 | 4 | 5th |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 5 | 5th |
18th | +6 | — | 4 | 14 | 5 | 5th |
19th | +6 | Ability Score Improvement | 4 | 15 | 5 | 5th |
20th | +6 | Eldritch Master | 4 | 15 | 5 | 5th |
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.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, as shown in the chart below, you gain additional invocations of your choice.
Invocations
Warlock Level | Invocations Known |
---|---|
2nd | 2 |
3rd | 3 |
5th | 4 |
7th | 5 |
9th | 6 |
11th | 7 |
13th | 8 |
15th | 9 |
17th | 10 |
19th | 11 |
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.
A level prerequisite in an invocation refers to warlock level, not character level. Invocations never cause you to learn new spells or expend spell slots.
Pact Boon
At 3rd level, 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 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. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls, and the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can use your Pact Weapon as a spellcasting focus.
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.
If you cast a spell such as Shadowblade, instead of summoning that weapon you can instead channel the magic through your Pact Weapon. Your Pact Weapon then gains the statistics of the Shadowblade or other spell in addition to any bonuses the weapon already had for the duration of the spell.
Pact of the Chain
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, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, crawling claw, flumph, gazer, gray ooze, neogi hatchling, swarm of bats, swarm of insects (any variant), swarm of rats, swarm of ravens, or sprite.
Your familiar can attack on its turn like a normal creature, it adds your proficiency bonus to its damage rolls, and gains temporary hit points at the end of each short or long rest equal to your Warlock level.
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 cantrips do not need to be from the same spell 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. Any cantrip you cast with this feature is considered a warlock cantrip 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.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.
Mystic Arcanum (6th level)
At 11th level, your patron bestows upon you a magical secret called an arcanum. You gain more as you achieve higher Warlock levels. 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 regain all uses of your Mystic Arcanum when you finish a long rest.
Mystic Arcanum (7th level)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-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.
Mystic Arcanum (8th level)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-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.
Mystic Arcanum (9th level)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-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.
Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Eldritch Invocations
Pact Invocations
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.
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 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 gp for the rare inks needed to inscribe it.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain
You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Eldritch Smite
Prerequisites: 5th level, Pact of the Blade
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.
Gift of the Ever-Living Ones
Prerequisites: Pact of the Chain
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Voice of the Chain Master
Prerequisite: Pact of the Chain
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.
Eldritch Blast Invocations
Prerequisite: eldritch blast cantrip
Agonizing Blast
Once on each of your turns when you hit a creature with your eldritch blast, you can impose Disadvantage on its next attack roll or Concentration check it makes before the start of your next turn.
Eldritch Spear
Eldritch Blast's range increases to 300 feet.
Lance of Lethargy
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
Repelling Blast
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Hex Invocations
Maddening Hex
Prerequisites: 5th level, Hex spell or a warlock feature that 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 or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Relentless Hex
Prerequisites: 7th level, Hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Standard Invocations
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
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.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eyes of the Rune Keeper
You can read all writing.
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.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
Thief of Five Fates
You can cast bane once without using a warlock spell slot. You can’t do so again until you finish a long rest.
Level Dependent Invocations
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Cloak of Flies
Prerequisites: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet 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 Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can't use it again until you finish a short or long rest.
Dreadful Word
Prerequisite: 7th level
You can cast confusion once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Ghostly Gaze
Prerequisites: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. 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
Prerequisites: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Lifedrinker
Prerequisite: 11th level
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
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 without expending a spell slot. You regain the ability to do so when you finish a long rest.
Mire the Mind
Prerequisite: 5th level
You can cast the Slow spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.
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, bonus action, or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast Jump on yourself at will, without expending a spell slot or material components.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Shroud of Shadow
Prerequisites: 15th level
You can cast invisibility at will, without expending a spell slot.
Signs of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Trickster's Escape
Prerequisites: 7th level
You can cast freedom of movement once on yourself without expending a spell slot.
Tomb of Levistus
Prerequisites: 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, 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.
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 feet of you and within line of sight.