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Warlock
As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, Warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Sworn and Beholden
A Warlock is defined by a pact with an otherworldly being. Sometimes the relationship between Warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for Warlocks are not gods. A Warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The Warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.
The magic bestowed on a Warlock ranges from minor but lasting alterations to the Warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, Warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
Delvers into Secrets
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives Warlocks into their pacts and shapes their later careers as well.
Stories of Warlocks binding themselves to fiends are widely known. But many Warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
Once a pact is made, a Warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of Warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive Warlocks toward adventure.
Creating a Warlock
As you make your Warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?
Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.
What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron?
How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some Warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the Warlock can see. Other Warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.
Quick Build
You can make a Warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the Thaumaturgy and Chill Touch cantrips, along with adding the 1st-level spells Identify and Comprehend Languages into your Tome of Rituals.
Warlock
Level | Proficiency Bonus | Features | Cantrips Known | Invocations Known | Spell Slots | Spells Prepared | Max Spell's Level |
---|---|---|---|---|---|---|---|
1st | +2 | Pact Magic, Pact Boon | 2 | — | 1 | 2 | 1st |
2nd | +2 | Eldritch Invocations | 2 | 2 | 2 | 3 | 1st |
3rd | +2 | Otherworldly Patron | 2 | 2 | 2 | 4 | 2nd |
4th | +2 | Feat | 3 | 2 | 2 | 5 | 2nd |
5th | +3 | Pact Consolidation | 3 | 3 | 2 | 6 | 3rd |
6th | +3 | Otherworldly Patron feature | 3 | 3 | 2 | 7 | 3rd |
7th | +3 | ─ | 3 | 4 | 2 | 8 | 4th |
8th | +3 | Feat | 3 | 4 | 2 | 9 | 4th |
9th | +4 | Inexhaustible Connection | 3 | 5 | 2 | 10 | 5th |
10th | +4 | Otherworldly Patron feature | 4 | 5 | 2 | 10 | 5th |
11th | +4 | Mystic Arcanum (6th level) | 4 | 6 | 3 | 11 | 5th |
12th | +4 | Feat | 4 | 6 | 3 | 11 | 5th |
13th | +5 | Mystic Arcanum (7th level) | 4 | 7 | 3 | 12 | 5th |
14th | +5 | ─ | 4 | 7 | 3 | 12 | 5th |
15th | +5 | Mystic Arcanum (8th level) | 4 | 8 | 3 | 13 | 5th |
16th | +5 | Feat | 4 | 8 | 3 | 13 | 5th |
17th | +6 | Mystic Arcanum (9th level) | 4 | 9 | 4 | 14 | 5th |
18th | +6 | ─ | 4 | 9 | 4 | 14 | 5th |
19th | +6 | Feat | 4 | 9 | 4 | 15 | 5th |
20th | +6 | Patron's Intervention | 4 | 9 | 4 | 15 | 5th |
Class Features
As a Warlock, you gain the following class features:
Hit Points
- Hit Dice: 1d8 per Warlock level
- 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
- Armor: light armor
- Weapons: simple weapons
- Tools: none
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted 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.
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
Ability Score Minimum: Charisma Score 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies:
Armor: light armor
Weapons: simple weapons
Pact Magic
1st-level Warlock feature
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 to cast your warlock spells of 1st through 5th level. 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.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Prepared Spells of 1st Level and Higher. You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose two level 1 spells from the Warlock spell list. The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock table.
Whenever that number increases, choose additional spells from the Warlock spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of level 1–3.
If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
Spellcasting Ability. Charisma is your spellcasting ability for your Warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Warlock spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus. You can use an arcane focus (found in chapter 5 of PHB) as a spellcasting focus for your Warlock spells.
Pact Boon
1st-level Warlock feature
At 1st level, You have formed a pact with an otherworldly entity that has bestowed magical powers upon you. You gain one of the following features of your choice.
Pact of the Blade
As a Bonus Action, you can trace arcane sigils in the air to conjure a pact weapon in your hand — a Simple or Martial melee weapon of your choice with which you bond or create a bond with a magic weapon you touch. Until the bond ends, you have proficiency with the weapon, you can use its Mastery property, and you can use it as a spellcasting focus. If Mastery property requires a saving throw, it's DC is equal to your Spell Save DC instead.
Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls, instead of using Strength or Dexterity. Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
Pact of the Tome
Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short Rest or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the following benefits:
Spellcasting Focus. You can use the book as a Spellcasting Focus.
Cantrips. Each time when the book appears, choose three cantrips. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you. Moreover, whenever you deal damage with any warlock cantrip, you deal extra damage equal to your Charisma modifier.
Rituals. When the book appears for the first time, choose 2 1st-level spells with ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you. Furthermore. during your adventures you can write down into your book any spells that have rituals tag. In order to do so, spell's level should be 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.
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 and ignore any material components that are required.
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, Juvenile Mimic (TCE), or sprite. If the familiar makes an attack roll or forces a creature to make a saving throw, it can use your spell attack modifier or spell save DC instead.
You can also 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. Moreover, as bonus action. you can command your familiar to take Attack Action.
Eldritch Invocations
2nd-level Warlock feature
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. A list of the available options can be found on the Optional Features page. 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.
Otherworldly Patron
3rd-level Warlock feature
Having reached the 3rd level, your pact concluded with the patron fully comes into force, bestowing new abilities, and possibly... obligations. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level. You can use any desirable Patron archetype that your DM approves
Feat
You gain feat of your choice for which you qualify. As shown on the Warlock table, you gain this feature again at levels 8, 12, 16, and 19.
Pact Consolidation
5th-level Warlock feature
Your bond with your patron grows and so does pact forged between you strengthens. Depending of your pact choice, you gain benefits listed below:
Pact of the Blade
You gain the Extra Attack feature for your pact weapon only — you can attack twice with the weapon, instead of once, when you take the Attack action on your turn.
Moreover, you can choose any type of weapon to conjure and you can cause the pact weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
Pact of Tome
Your maximum amount of Pact Magic Spell Slots increases by 1. Moreover, You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Pact of Chain
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.
Multiattack. Whenever Familiar takes attack action, it can attack twice.
Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.
Tough. When you summon your familiar, Its hit point maximum equals its normal maximum or 5 + four times your warlock level, whichever is higher.
Inexhaustible Connection
9th-level Warlock feature
By manipulating the power that binds you to your patron, you know how to use it to its fullest. As a bonus action you can regain 1 expended warlock spell slot.
Once you do so, you cannot use this feature again until you finish a long rest.
Mystic Arcanum
11th-level Warlock feature
Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from any class's 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.
At higher levels, you gain more Arcanum spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. The Arcanum spells do not need to be from the same spell list.
You regain all uses of your Mystic Arcanum when you finish a long rest.
Patron's Intervention
20th-level Warlock feature
You now able to call upon your patron's interference in a moment of need.
When creature succeeds on saving throw against your spell or Warlock feature, as a reaction you can force that creature to fail the saving throw. If target uses Legendary Resistance against this feature, your patron Intervenes, forcing creature to make a Charisma saving throw. If target fails, it's Legendary Resistance has no effect and use is wasted
Once you use this feature, you cannot use it again in next 1d4 days.
Otherwordly Patrons
Patron's Expanded Spell List
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Patron's Spells table, you thereafter always have the listed spells prepared, and they doesn't count against the number of warlock spells you prepare.
Eldritch Invocations
Any Level
Aspect of the Moon
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 4 hours doing light activity, such as reading book and keeping watch.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Devil's Sight
You can see normally in darkness and dim light, both magical and nonmagical, to a distance of 120 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
As an action, you can infuse yourself with otherwordly vigor, gaining 4 + your Charisma modifier temporary hitpoints.
Gaze of Two Minds
You can use a Bonus Action to touch a willing creature 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 a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.
Gift of the Ever-Living Ones
Prerequisites: Pact of Chain
Whenever you or your familiar regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points regained as having rolled their maximum value for you or your familiar.
Eldritch Spear
Prerequisites: At Least One Warlock Cantrip
Choose one of your known Warlock cantrips that deals damage and that has a range of at least 10 feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level. Whenever you gain a Warlock level, you can change which of your damaging Warlock cantrips benefits from this invocation.
Repelling Grasp
Prerequisites: At Least One Warlock Cantrip
Choose one of your known Warlock cantrips that deals damage. Once per turn, when you cast that spell, if target fails saving throw or you hit it with attack roll it is is pushed up to 10 feet straight away or towards you. You can push only Large or smaller creatures with this invocation.
Lessons of the First Ones
Prerequisites: At Least One Warlock Cantrip
You have received knowledge from an elder entity of the multiverse, allowing you to gain one feat of your choice, such as Skilled, that lacks prerequisites.
Repeatable. You can gain this invocation more than once. Each time you do so, you must select a different eligible feat.
Winged Fall
You learn Feather Fall spell. It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Armor of Shadows
You learn Mage Armor spell. It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Beast Speech
You learn Speak with Animals spell. It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Eldritch Sight
You learn Detect Magic spell. It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Mask of Many Faces
You learn Disguise Self spell. It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Misty Visions
You learn Silent Image spell. It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Otherworldly Leap
You learn Jump It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Lesser Arcanum
Choose one spell from the any spell list that has a level for which you qualify, as shown on the Warlock class table. the level of the selected spell must not be higher than 5th level. You can cast the chosen spell once without expending a Spell Slot but at level, equal to your slot level maximum. You must finish a Long Rest before you can do so again.
Repeatable. You can take this invocation more than once. Each time you do so, the spell you gain must be of a different level from any other spell you’ve chosen for this invocation.
5th Level or Higher
Ascendant Step
You learn Levitate spell. It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Master of Myriad Forms
You learn Alter Self It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Cloak of Flies
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.
Maddening Hex
Prerequisites: Hex spell, Bestow Curse spell or a Warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your spell or warlock feature, 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.
One with Shadows
While you’re in an area of Dim Light or Darkness, you can cast Invisibility spell on yourself without expending a spell slot.
Tomb of Levistus
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.
Far Scribe
Prerequisites:Pact of the Tome
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
Eldritch Smite
Prerequisites:Pact of the Blade
Once per turn when you hit a creature with your pact weapon, as a bonus action 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 give the target the Prone condition if it is Huge or smaller. You can use this invocation as part of Inexhaustible Connection bonus action feature usage.
Gift of the Depths
You can breathe underwater, and you gain a swimming speed equal to your walking speed, if you don't have it already.
You can also cast Water Breathing spell. It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
7th Level or Higher
Ghostly Gaze
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.
Relentless Hex
Prerequisites: Hex spell, Bestow Curse 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.
Whispers of the Grave
You learn Speak with Dead It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
Eldritch Conduit
Prerequisites: Pact of the Chain
When you cast any spell with a range of self, you can decide whether the spell's effect originates from you or your familiar. You still need to concentrate on spells if it requires so. Moreover, you can cast spells as if you were in your space or the familiar’s space. If a spell that originates from your familiar allows you to use any actions on subsequent turns, you can use a bonus action to allow the familiar to use those actions.
Both effects are active only while familiar is within no more than 60 feet of you. You automatically break the concentration on the spell that originates from your familiar, when it ends it's turn within more than 60 feet of you.
9th Level
Gift of the Protectors
Prerequisites:Pact of Tome
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
Lifedrinker
Prerequisites:Pact of Blade
Whenever you hit a creature with your pact weapon, the creature takes 1d6 extra Necrotic, Psychic, or Radiant damage (your choice), and you can extend one of your Hit Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1).
Visions of Distant Realms
You learn Arcane Eye It is a Warlock spell for you. you can cast this spell at-will, without expending a spell slot.
15th Level or Higher
Chains of Carceri
You can cast Hold Monster spell at will, targeting a celestial, fiend, or elemental—without expending a spell slot or material components. Once creature is targeted by this invocation, it can not be targeted again in next 24 hours.
Witch Sight
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.