Warlock Optional Class Features

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The Warlock (Direct Spell Points Translation)
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Max Spell Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 2 1st
2nd +2 Eldritch Invocations 2 3 4 1st 2
3rd +2 Pact Boon 2 4 6 2nd 2
4th +2 Ability Score Improvement, Eldritch Versatility 3 5 6 2nd 2
5th +3 3 6 10 3rd 3
6th +3 Otherworldly Patron feature 3 7 10 3rd 3
7th +3 3 8 12 4th 4
8th +3 Ability Score Improvement, Eldritch Versatility 3 9 12 4th 4
9th +4 3 10 14 5th 5
10th +4 Otherworldly Patron feature 4 10 14 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 21 5th 5
12th +4 Ability Score Improvement, Eldritch Versatility 4 11 21 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 21 5th 6
14th +5 Otherworldly Patron feature 4 12 21 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 21 5th 7
16th +5 Ability Score Improvement, Eldritch Versatility 4 13 21 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 28 5th 7
18th +6 4 14 28 5th 8
19th +6 Ability Score Improvement, Eldritch Versatility 4 15 28 5th 8
20th +6 Eldritch Master 4 15 28 5th 8

Warlock Optional Class Features

Pact Magic

Alternate 1st-level warlock feature


Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list, as well as eldritch blast, which counts as a warlock cantrip for you but does not count against your warlock cantrips known. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Points

Your ability to cast spells is represented by a pool of spell points, whose number is determined by your warlock level, as shown in the Warlock table.

You expend a number of spell points to create a spell slot of a given level, as shown in the table below, and then use that slot to cast a spell. The maximum slot level you can create for your level is shown on the Warlock table.

Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

You can’t reduce your spell point total to less than 0, and you regain all expended spell points 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 or higher. A spell you choose must be of a level no higher than what's shown in the table's Max Spell 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.

Baleful Curse

You learn the spell hex, which counts as a warlock spell for you but does not count against your warlock spells known. You can cast this once as a 1st-level spell without expending spell points, and you regain one use when you complete a short or long rest.

Spellcasting Ability

Some warlocks are directly infused with magical power they do not understand by their patron, while others are given power in the form of arcane secrets to aid in their magical research. At 1st level, you can choose Charisma or Intelligence as your spellcasting ability for your warlock spells; you cannot change this afterwards. Use this ability when a spell refers to your spellcasting ability, as well as 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 spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Pact Boon Option

Pact of the Blade

Alternate 3rd-level warlock pact boon

You can use your action to create a pact weapon in your empty hand. You can choose the form that this 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 nonmagical attacks and damage. When you make a weapon attack with your pact weapon, you can substitute your spellcasting ability modifier for the attack and damage rolls, instead of Strength or Dexterity.

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.

Otherworldly Patron Optional Features

Fey Magic

Optional 1st-level Archfey feature

When you cast eldritch blast or hex, you can choose to deal psychic, cold or lightning damage, instead of the normal damage type, when you damage a creature with that spell.

Hellish Magic

Optional 1st-level Fiend feature

When you cast eldritch blast or hex, you can choose to deal fire, cold or necrotic damage, instead of the normal damage type, when you damage a creature with that spell.

Aberrant Magic

Optional 1st-level Great Old One feature

When you cast eldritch blast or hex, you can choose to deal psychic, cold or acid damage, instead of the normal damage type, when you damage a creature with that spell.

Undying Magic

Optional 1st-level Undying feature

When you cast eldritch blast or hex, you can choose to deal necrotic damage, instead of the normal damage type, when you damage a creature with that spell.

Holy Magic

Optional 1st-level Celestial feature

When you cast eldritch blast or hex, you can choose to deal fire or radiant damage, instead of the normal damage type, when you damage a creature with that spell.

Deep Sea Magic

Optional 1st-level Fathomless feature

When you cast eldritch blast or hex, you can choose to deal cold or lightning damage, instead of the normal damage type, when you damage a creature with that spell.

Elemental Magic

Optional 1st-level Genie feature

When you cast eldritch blast or hex, you can choose to deal fire, cold, lightning, thunder or bludgeoning damage, instead of the normal damage type, when you damage a creature with that spell.

Undead Magic

Optional 1st-level Undead feature

When you cast eldritch blast or hex, you can choose to deal cold or necrotic damage, instead of the normal damage type, when you damage a creature with that spell.

Eldritch Master

Alternate 20th-level warlock feature


At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell points. You can spend 1 minute entreating your patron for aid to regain all your expended spell points from your Pact Magic feature. Once you regain spell points with this feature, you must finish a long rest before you can do so again.

Eldritch Invocation Options

When you choose eldritch invocations, you have access to these additional options.

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 damage of the type dealt by your eldritch blast 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 Warmage

Prerequisite: Pact of the Blade feature


The following spells are added to the warlock spell list for you:

Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th freedom of movement, staggering smite
5th banishing smite, steel wind strike

Pact Armor

Prerequisite: Pact of the Blade feature


Your patron provides you further eldritch equipment to aid you in battle. You can use your bonus action to summon a suit of medium armor over your body, donning it instantly, as well as a shield, if you choose. You choose the form that this equipment takes each time you create it, and you are proficient in its use while you wear or hold it. The armor and shield disappear if you use this feature again, if you dismiss them (no action required), or if you die.

In addition, the armor grants a +1 bonus to your Armor Class, unless it is a magic armor that already provides such a bonus.

You can transform one suit of magic armor into your pact armor by performing a special ritual, as you do with your pact weapon.

    Art Credits: Zoltan Boros, Jeff Chen

Texture Credit: Jared Ondricek

Otherworldly Patron: The Shadow

You have made your pact with a mysterious entity from the Shadowfell, granting you the power to inflict wicked curses.

Expanded Spell List

The Shadow lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Shadow Expanded Spells
Spell Level Spells
1st bane, ray of sickness
2nd blindness/deafness, silence
3rd bestow curse, nondetection
4th phantasmal killer, greater invisibility
5th hallow, cone of cold

Accursed Magic

When you cast eldritch blast or hex, you can choose to deal psychic or necrotic damage, instead of the normal damage type, when you damage a creature with that spell.

Shadow's Curse

Starting at 1st level, you gain the ability to place a shadow's curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 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 cursed target. The bonus equals 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 hit points equal to your warlock level + your spellcasting ability modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. 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 ability modifier (minimum of +0).

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.

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your shadow's curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you can spread your shadow's curse from a slain creature to another creature. When the creature cursed by your shadow's curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse

in this way, you don't regain hit points from the death of the previously cursed creature.

The Warlock (Alternate Spell Points Progression)
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Max Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 2 1st
2nd +2 Eldritch Invocations 2 3 4 1st 2
3rd +2 Pact Boon 2 4 6 2nd 2
4th +2 Ability Score Improvement, Eldritch Versatility 3 5 8 2nd 2
5th +3 3 6 10 3rd 3
6th +3 Otherworldly Patron feature 3 7 11 3rd 3
7th +3 3 8 12 4th 4
8th +3 Ability Score Improvement, Eldritch Versatility 3 9 13 4th 4
9th +4 3 10 14 5th 5
10th +4 Otherworldly Patron feature 4 10 16 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 21 5th 5
12th +4 Ability Score Improvement, Eldritch Versatility 4 11 22 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 23 5th 6
14th +5 Otherworldly Patron feature 4 12 24 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 25 5th 7
16th +5 Ability Score Improvement, Eldritch Versatility 4 13 26 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 28 5th 7
18th +6 4 14 28 5th 8
19th +6 Ability Score Improvement, Eldritch Versatility 4 15 30 5th 8
20th +6 Eldritch Master 4 15 30 5th 8
 

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