Warlock
Class Features
Hit Points
- Hit Dice: 1d8
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st
Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: light armor
- Weapons: simple weapons
- Tools: none
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) a dungeoneer's pack
- Leather armor, any simple weapon, and two daggers
Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.
The Warlock
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Pact Magic, Otherworldly Patron | 2 | 2 | 1 | 1st | — |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 3 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 3 |
5th | +3 | — | 3 | 6 | 2 | 3rd | 4 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 4 |
7th | +3 | — | 3 | 8 | 2 | 4th | 5 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 5 |
9th | +4 | — | 3 | 10 | 2 | 5th | 6 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 6 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 7 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 7 |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 8 |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 8 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 9 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 9 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 10 |
18th | +6 | — | 4 | 14 | 4 | 5th | 10 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 11 |
20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 11 |
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
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. 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.
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. You learn the cantrip at 1st level, it does not count against your number of cantrips known, and you add your Charisma modifier to the damage of each blast. Its scaling is based on your Warlock level
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, you gain additional invocations of your choice.
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 gain proficiency with medium armor, shields, and martial weapons. When you are wielding a weapon you can use Charisma instead of Strength or Dexterity for its attack and damage rolls.
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. 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.
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 uses your proficiency bonus instead of its own, and it adds your proficiency bonus to its damage rolls. Your familiar also gains a bonus to its hit points 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
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.
Grasp of Hadar
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 feet closer to you.
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
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.
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.
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.
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.
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.
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.
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.
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.
Trickster's Escape
Prerequisites: 7th level
You can cast freedom of movement once on yourself without expending a spell slot.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
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.
Otherworldly Leap
Prerequisite: 9th level
You can cast Jump on yourself at will, without expending a spell slot or material components.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
Lifedrinker
Prerequisite: 11th level
Once per turn, when you hit a creature with a weapon attack, the creature takes extra necrotic damage equal to half your Warlock level (minimum 5).
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
Shroud of Shadow
Prerequisites: 15th level
You can cast invisibility at will, without expending a spell slot.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye 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.
Archetype Specific Invocations
Archfey
Sleep of the Deepwoods
When you cast a sleep spell, you can choose a single creature in the radius to be targeted first, regardless of its hit points.
Voice of the Fey
Once per turn, when you target only a single creature and hit it with your eldritch blast, you can forgo dealing damage to cause the creature to become charmed or frightened of you until the start of your next turn.
Celestial
Divine Soothing
You can expend a die from your healing light pool to remove one status effect afflicting the creature instead of restoring hit points.
Radiant Blast
When you deal damage with your eldritch blast, you can cause the damage to be radiant.
When you damage a fiend or undead with your eldritch blast ability, you can choose to forgo dealing damage to instead cause that/those creature(s) to make a Wisdom saving throw against your Warlock spell DC or be turned for 1 minute.
Once you use this ability, you cannot use it again until you finish a short or long rest.
Fiend
Fiery Blessing
When a creature deals damage to the temporary hit points from your dark one's own blessing ability with a melee attack, that creature takes 1d6 fire damage.
Hellfire Blast
When you deal damage with your eldritch blast, you can cause the damage to be fire, and the blast uses a d12 damage die.
You can briefly empower your fiery eldritch blast into a true hellfire blast. When you do so, it pierces fire resistance and immunity and deals 1d6 bonus damage per beam.
You can empower your blast a number of times equal to your Constitution modifier, and regain all expended uses on a short or long rest.
Great Old One
Assault Against the Mind
When you target a creature with a spell that deals psychic damage and it fails the saving throw by 5 or more, you can force it to make an Intelligence saving throw against your Warlock spell DC or else have their Intelligence score reduced by 2d6 for 1 hour. If this would reduce the creature's Intelligence to 3 or less, that creature's Intelligence score instead becomes 3 and it is considered charmed by you for the duration.
Pass or fail, the creature has disadvantage on saves against being charmed or frightened by you for the next 24 hours.
Once you use this ability you cannot use it again until you finish a short or long rest.
Tendrils of the Old One
You can use your eldritch blast to make a melee spell attack against a creature within 5ft. of you. If it hits, that creature is also knocked prone if it is size Large or smaller.
Undying
Aura of Life and Death
Creatures of your choice within 30ft. of you do not suffer two failures when rolling a 1 on a death saving throw, and if they roll a 20 immediately regain hit points equal to your Warlock level.
To the Soil Return
When you deal damage with your eldritch blast, you can cause the damage to be necrotic.
If this would damage a creature that is undead, the damage pierces resistance and immunity to necrotic damage and the minimum die result you can roll for damage becomes a 4.
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 involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Archfey Expanded Spell list
Spell Level | Spells |
---|---|
1st | faerie fire, sleep |
2nd | calm emotions, phantasmal force |
3rd | blink, plant growth |
4th | dominate beast, greater invisibility |
5th | dominate person, seeming |
Fey Presence
Starting at 1st level, 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 in a 20-foot cube originating from 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) for 1 minute. Creature can repeat the saving throw at the end of each of their turns to end the effect early.
Once you use this feature, you can't use it again until you finish a short or long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to halve the damage taken and turn invisible, teleporting up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw with Disadvantage against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute, not requiring your concentration. This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion, and regards you as its only friend if charmed, or its only salvation if frightened.
You must finish a short or long rest before you can use this feature again.
The 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 allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Celestial Expanded Spells
Spell Level | Spells |
---|---|
1st | cure wounds, guiding bolt |
2nd | flaming sphere, lesser restoration |
3rd | daylight, revivify |
4th | guardian of faith, wall of fire |
5th | flame strike, greater restoration |
Bonus Cantrips
At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Radiant Soul
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Celestial Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can't use it again until you finish a long rest.
The 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 Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Fiend Expanded Spells
Spell Level | Spells |
---|---|
1st | burning hands, command |
2nd | blindness/deafness, scorching ray |
3rd | fireball, stinking cloud |
4th | fire shield, wall of fire |
5th | flame strike, hallow |
Dark One's Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Dark One's Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
The 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. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
Great Old One Expanded Spells
Spell Level | Spells |
---|---|
1st | dissonant whispers, Tasha's hideous laughter |
2nd | detect thoughts, phantasmal force |
3rd | clairvoyance, sending |
4th | dominate beast, Evard's black tentacles |
5th | dominate person, telekinesis |
Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet 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.
Entropic Ward
Also, you learn to magically ward yourself against attack. When a creature hits you with an attack roll, you can use your reaction to negate the damage of the attack.
Once you use this feature, you can't use it again until you finish a short or long rest. You gain a second usage in between rests starting at 10th level in this class, and a third usage at 14th level.
Backlash
Starting at 6th level, you can channel some of the energy from your ward back at your aggressor. Whenever you use your Entropic Ward ability the triggering creature must make an Intelligence saving throw against your spell DC or take 2d6 psychic damage.
Thought Shield
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Create Thrall
At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
The 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 dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Undying Expanded Spells
Spell Level | Spells |
---|---|
1st | false life, ray of sickness |
2nd | blindness/deafness, silence |
3rd | feign death, speak with dead |
4th | aura of life, death ward |
5th | contagion, legend lore |
Among the Dead
Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you and does not count against your number of cantrips known. Also, you can cast the cantrip as a bonus action on your turn. You also have advantage on saving throws against any disease.
You can also ward off undead. You can cast sanctuary at-will without expending a spell slot. When cast in this way, it only wards against undead. If a creature saves against the spell or you attempt to harm it, it can ignore the effects of sanctuary when cast in this way for 24 hours. Powerful undead might be able to ignore this, subject to DM discretion.
Defy Death
Starting at 6th level, you can cheat death for yourself and others, even gaining vitality when you do so. When you stabilize a creature with spare the dying, that creature regains 1 hit point. Secondly, you can regain hit points equal to 1d8 + your warlock level when you succeed on a death saving throw or when you stabilize a creature with spare the dying.
Once you receive this healing, you cannot benefit from it again until you finish a short or long rest.
Undying Nature
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Indestructible Life
At 14th level, you have gained true secrets of undying life. Once every 10 minutes, you regain 1d6 hit points if you have more than 0 hit points remaining. If you hold a severed body part of yours back in place for 10 minutes, the part reattaches.