The Warlock Nobody Asked For
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened human whispers the secret name of the demon she's summoned. It springs forth ready to serve and obey.
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 research of the 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 manifest their own power.
Occultic Magic
Warlocks are defined by their knowledge of the elder magic and how they use it. Warlocks claim that the magic they possess is an extension of their will. Thus, the magic conjured by 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 have a history outside of the classroom, thus supplementing 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 to the ends of the material plane and beyond in search of the secrets that the multiverse holds. This thirst drives the warlock into unlocking the very nature of magic and the mysterium of beings from beyond this realm. Warlocks are driven to explore, to uncover hidden truths. Sometimes these secrets were not meant to be found.
Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and bumbles into unforeseen trouble. 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. In any case, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring.
When a warlock puts an emphasis on a particular entity of study (such as the krakens of the deep, unicorns, or the Ravenqueen herself), their magic begins to shift and they begin to understand how this mysterious being manipulates they world and the magic use. Then, warlock can emulate this magic, using it for their own machinations.
Creating a Warlock
As you make your warlock character, spend some time thinking about what drives your warlock. What kind of secrets they want to uncover? What kind of secrets do they hold? What kind of otherworldly entity intrigues you the most? Has that entity ever made contact with you in the past? Will they in the future? Are they merely a forlorn soul lost to time? Legend lore of your birthplace? 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?
Work with your DM to determine how big a part your secrets and how those will play in your character’s adventuring career. Your research and thirst of new knowledge might be something that is done in the down time, or it might be a large driver for you to go out adventuring.
What kind of relationship do you have with your research, quest for secrets and hidden lore, and your entity? Is it forbidden, scholarly, friendly, antagonistic, uneasy, all consuming, or romantic? How much do you share with others, do you keep quite about what you do or are you open about what you find and how you manifest your power?
When you are on the hunt for knowledge, how do you know where to look? Do you find coded messages etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Maybe your warlock sees flashes of bizarre texts and places, dreams, or waking visions of the points of interest related to their course of study.
The Warlock
Level | Prof. | Features | Cantrips | Spells Known | Spell Points | Max Spell Level | Invocations |
---|---|---|---|---|---|---|---|
1st | +2 | Occultist Magic, Eldritch Boon | 2 | 2 | 1 | 1st | — |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Otherwordly Entity | 2 | 4 | 3 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 4 | 2nd | 2 |
5th | +3 | Eldritch Boon Feature | 3 | 6 | 5 | 3rd | 3 |
6th | +3 | Otherwordly Entity Feature | 3 | 7 | 6 | 3rd | 3 |
7th | +3 | — | 3 | 8 | 7 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 8 | 4th | 4 |
9th | +4 | — | 3 | 10 | 9 | 5th | 5 |
10th | +4 | Otherwordly Entity Feature | 4 | 11 | 10 | 5th | 5 |
11th | +4 | Mystic Arcanum | 4 | 11 | 11 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 12 | 12 | 5th | 6 |
13th | +5 | Mystic Arcanum | 4 | 12 | 13 | 5th | 6 |
14th | +5 | Otherwordly Entity Feature | 4 | 13 | 14 | 5th | 6 |
15th | +5 | Mystic Arcanum | 4 | 13 | 15 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 14 | 16 | 5th | 7 |
17th | +6 | Mystic Arcanum | 4 | 14 | 17 | 5th | 7 |
18th | +6 | — | 4 | 15 | 18 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 19 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 15 | 20 | 5th | 8 |
Creating a Warlock
To create a Warlock, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate, and by refer to the Class as listed in the 2014 publication for a basic idea.
Then look at the Warlock table to see the class features you get at each level in this class. The descriptions of those features appear in the “Warlock Class Features” section.
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
- Saving Throws: Wisdom, Intelligence
- Armor: Light armor
- Weapons: Simple weapons
- Tools: Choose one tool of your choice
- Skills: Choose two skills from Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Perception, Religion, and Survival
Eldritch Boon
1st-level Warlock feature
In your search and pursuit for the lost, forgotten, or cached knowledge, you've discovered the first of many secrets. After putting together the pieces, you coalesce the puzzle into it's magical components. The result is a mote of magic that you now command.
Choose one of the following boons. Your choice grants you features at 1st level, and again at 5th level.
Boon of the Amulet
You unlock the ability to store magical energy into enchanted stones, amulets, talismans, or any other sort of trinket. Now, you can channel this stored energy, amplifying your own magical capability. It takes a polymath to wield such diverse magic. You gain proficiency with one skill of your choosing.
You gain a magical amulet. While you have the amulet on you, you have 1 additional Spell Point to use between rests, and you can use the amulet as your spellcasting focus. And, when you roll damage for a warlock spell you cast using Spell Points, you can choose to reroll any 1 damage die, but must use the new roll.
If you lose the amulet, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The amulet turns to ash when you die.
Boon of the Chain
Devil worshipers, summoners, hags, witches, and many others once called upon the creatures of the other planes for aid. You've deduced the ritual needed to gain control of your own minion.
You gain command of a minion of your choice. Aberration (flumph or knot of tentacles), Celestial (owl, raven, or other bird), Dragon (pseudodragon or similar dragonet), Fey (pixie or sprite), Fiend (imp or quasit), or Undead (shadow or skull), or similar as approved by your DM. Your minion is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Warlock Minion stat block, which uses your proficiency bonus (PB) in several places.
In combat, the minion shares your initiative count, but it takes its turn immediately after yours. It can move and use its Reaction on its own. On its turn, the minion takes the Dodge action and uses its Move to avoid danger, unless you command it otherwise (no action required).
You summon your minion over the course of a short rest, and upon doing so can choose which creature type your minion takes on. Once summoned, it remains until it hits 0 hit points, or you use this feature again to alter your minion's form. The minion regain all lost hit points on a short or long rest.
As long you and your minion are within 5 miles of each other you can use a Magic Action to perceive through your minion’s senses until the end of your next turn. During this time you see what your minion sees and hear what it hears, blinding and deafening yourself in the process.
Boon of the Sword
The training and experiences of the warriors of old have encoded themselves in some way. You've decoded their secrets.
You gain proficiency with Martial Weapons, Medium Armor, and Shields.
You can bind yourself to one weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour. This weapon becomes your bound weapon. You can then dismiss the weapon, shunting it into an extradimensional space.
The weapon ceases to be bound to you 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. Your bound weapon disappears into extradimensional space if it is more than 5 feet away from you for 1 minute or more, or if you dismiss it (no action required).
Once you have bounded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a Bonus Action on your turn, causing it to teleport instantly to your open hand. In addition, your bound weapon can be used as a spellcasting focus for your Warlock spells, and you can provide the somatic components for your warlock spells while wielding your bound weapon with one or both hands.
Additionally, when you hit a creature with an attack using your bound weapon, you can place a Hexblade's curse on the creature. The curse lasts for up to 1 minute, but ends early if you use this feature again to place a Hexblade's curse on a different creature. Whenever you hit the cursed creature with your bound weapon and deal damage to it, the creature takes an additional 1d6 necrotic or radiant damage, including on the attack that you curse it.
You can apply your Hexblade's curse a number of times equal to your Intelligence modifier(minimum of once). Recharge: Short Rest
Boon of the Tome
The wizards and mages of the past guarded their secrets in cyphered journals, texts, and books. You've made sense of their ramblings and now keep this knowledge held close in a book, grimoire, or spellbook of your choosing. Some warlocks may call their grimoire the Book of Shadows.
You gain the Eldritch Blast cantrip, which doesn't count against your number of cantrips known. You use Intelligence as your spellcasting modifier for this spell. When you cast Eldritch Blast, add your Intelligence modifier to the damage of the first beam that hits each turn.
Additionally, choose one 1st-level spell that has the ritual tag from the following classes: bard, sorcerer, paladin, warlock, or wizard’s spell list. The spell appears in the book and doesn’t count against your number of spells known.
With your book in hand, you can cast the spells in your book 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.
If you lose your book, you can perform a 1-hour ceremony to craft an exact replacement. This ceremony can be performed during a long rest, which destroys the previous book. The book turns to ash when you die.
You can add other ritual spells to your book. When you find such a spell that is from the available class listings above, you can add it to the book so long as you have spell slots that are equal to or less than the spell’s level, and if you can spare the time to decode and 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.
Warlock Minion
Tiny Aberration, Celestial, Dragon, Fey, Fiend, or Undead (Chosen when summoned)
- Armor Class 11 + PB (natural armor)
- Hit Points 4 + two times your warlock level
- Speed 40 ft., Fly 40 ft. (Hover)
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 13 (+1) 9 (-1) 14 (+2) 8 (-1)
- Condition Immunities Poisoned, Charmed, Exhaustion
- Senses Darkvision 120 ft., Passive Perception 12
- Languages Understands Common but can't speak
- Languages Telepathy 120 ft. (only between you and the minion)
- Proficiency Bonus (PB) equals your bonus
Eldritch Bond. You can add your Proficiency Bonus to any ability check or saving throw that the minion makes.
Evasion (Level 5). When the minion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage and is conscious, it instead takes no damage if it succeeds on the saving throw, and only half damage on a failure.
Eldritch Claw (Level 5). Starting at level 5, your minion's Eldritch Strike deals an additional 1d6 damage on hit. Additionally, this damage increases to 2d6 at 11th level, and again to 3d6 damage at 17th level.
Actions
Eldritch Strike. Melee Spell Attack: your Spell Attack Modifier to hit, reach 15 ft., one target. Hit: 2 + half your Warlock level (round up) damage of a type determined by the minion’s creature type: Aberration (Acid), Celestial (Radiant), Dragon (Fire), Fey (Psychic), Fiend (Poison), or Undead (Necrotic).
Invisibility. The minion has the Invisible condition until the end of its next turn.
Occultist Magic
1st-level Warlock feature
Using your arcane research and the the secrets that you have uncovered, you've gained a facility with magic and spells.
See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
- Spell Points You have a number of spell points equal the number listed in the Spell Points column of the Warlock table. You recover all Spell Points upon finishing a Short or Long rest. When you cast a Warlock spell, you expend a number of Spell Points equal to the spell level. The maximum spell level you can cast is shown in the Max Spell Level column of the Warlock table. For Example, casting witch bolt as a 1st level spell costs 1 spell point. You can cast the spell at 2nd level by spending 2 spell points if you are able to cast 2nd level spells.
- 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 column of the Warlock table.
- Known Spells. You know a number of spells equal to the number listed int the Spells Known column of the Warlock table. When you gain a level in this class, you can replace one spell you know with a different spell from the warlock spell list.
- Spellcasting Ability. Intelligence is your Spellcasting Ability for your Warlock spells.
- Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.
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.
You gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
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.
Otherworldly Entity
3rd-level Warlock feature
You have dedicated your focus of study to a specific otherworldly being of your choice: detailed at the end of the class description, or one from another source. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Expanded Spell Lists
Each subclass contains a list of spells that become Warlock spells for you. These spells become known spells for you, and do not count against your number of known spells.
Ability Score Improvement
4th-level Warlock feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the Ability Score Improvement feat or
another feat of your choice for which you qualify.
Eldritch Boon Feature
5th-level Warlock feature
Your choice at 1st level gains an improvement.
Boon of the Amulet
The power you are able to infuse within your amulet grows, as does your ability to channel the hidden magic of the world.
You gain 1 additional Eldritch Invocation beyond the number listed in the Warlock Class table.
Your amulet grants 1 additional Spell Point between rests.
At later levels. At 11th level and 17th level, it grants 1 additional Spell Point (for a total of 3 and 4 points respectively).
- Spell Storing. You are able to store a spell within the amulet. When you can cast a warlock spell that has a casting time of 1 Action, you can store that spell within your amulet. As a Magic Action, the holder of the amulet can release the spell held within. They use your Spellcasting modifier and DC for this action. The amulet can hold 1 spell at a time, and any stored spell is lost upon finish a short or long rest. As a Magic Action while wearing or holding the amulet, you can discharge a stored spell without effect.
Boon of the Chain
Your connection to your minion grows. You gain the following boons:
- Communication. You can communicate telepathically with your minion as long as you two are on the same plane of existence.
- Minion's Speech. While perceiving through your minion’s senses, you can also speak through your minion in your own voice.
- Remote Spells. When you cast a spell, your minion can use its Reaction to let you can cast the spell as if you were in their space. You still must be able to target the location or creature for the spell to manifest properly.
- Minion Advancement. Your minion gains the use of it's Evasion and Eldritch Claw features.
Boon of the Sword
Mastering the connection with your bound weapon grants you the following boons:
- Extra Attack. You can attack twice with your bound weapon, instead of once, whenever you take the Attack action on your turn.
- Spell Strike. When you cast a Warlock spell that targets or includes the creature cursed by your Hexblade's curse, you can impose disadvantage on their saving throws against the spell whilst cursed.
- Thirsting Curse. Once, on your turn, when you deal damage with your Hexblade's Curse, you can regain hit points equal to the amount of necrotic or radiant damage dealt.
Additionally, the damage of your Hexblade's curse increases to 2d8 at 11th level.
Boon of the Tome
Your book expands to a proper spellbook that links itself with your mind. Each warlock spell you know immediately transcribes itself as new pages in your book. You can immediately choose 5 additional spells available to you beyond what is listed in the Warlock table, adding them to your book. Henceforth, you gain the Prepared Casting feature below. When you gain a level in this class the new spell you learn is added to your book, and when you replace a spell, the old spell is erased and the new one takes its place in your book
Prepared Spells. You prepare the list of warlock spells that are available for you to cast. To do so, choose a number of warlock spells from your spellbook equal to the number listed in the Spells Known column of the Warlock table. The spells must be of a level for which you have spell slots.
Using the same rules as your ritual spells, but used when you find a Warlock spell, you can add the Warlock spell to your book if you can spare the time and materials to decode and transcribe the spell. In this manner, your book grows with each new spell, and may hold an unlimited number of spells.
Additionally, when you cast Eldritch Blast, you can add your Intelligence modifier to the damage of all beams instead of just the first.
Mystic Arcanum
11th-level Warlock feature
Your unerring studies has unlocked a magical secret called an arcanum.
You have one 6th-level Arcanum, and you learn one 6th level spell from the warlock spell list. This is your 6th level Arcanum spell. You can cast each of your Arcanum spells once. Recharge: Each Arcanum on Long Rest
At higher levels. You gain additional Arcanums:
Warlock Level | Arcanum Spell |
---|---|
11th | 6th |
13th | 7th |
15th | 8th |
17th | 9th |
Eldritch Master
20th-level Warlock feature
You draw on a mystic reserve of boundless power.
As a Magic Action, you gain the full benefits of a Short Rest. Once you do so, you cannot do so again until you finish a long rest.
Eldritch Invocations
The following list of invocations are available to you as a Warlock. They are presented in level prerequisite order.
Unearthed Arcana
Choose two cantrips from any class’s spell list (they needn’t be from the same list). You learn those cantrips, and they don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.
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 all hours doing light activity, such as reading books, keeping watch, or light cleaning duties.
Armor of Shadows
You can treat your unarmored AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Beast Speech
You learn one language of your choice, and you can comprehend and verbally communicate with beast creatures.
Beguiling Influence
You can cast Charm Person once without using spell points and modify the casting to not require verbal or somatic components. Usable Once. Recharge: Long Rest
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Sight
As a Magic Action, you can gain a special magical sense as per the Detect Magic spell that lasts for 10 minutes.
Eldritch Mind
When you make a Constitution saving throw to maintain your concentration on a warlock spell and fail, you can choose to succeed instead. Usable Once. Recharge: Long Rest
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
As a Magic Action, you can grant yourself a number of temporary hit points equal to your Warlock level + your proficiency bonus.
Gaze of Two Minds
As a Magic Action, you can touch a willing humanoid or one of your summoned creatures, 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 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, but you are Blinded and Deafened to your own surroundings. Additionally, you can communicate telepathically with that creature up to a range of 1 mile.
Gift of the Depths
You gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending spell points. Usable Once. Recharge: Long Rest
Mask of Many Faces
You can cast Disguise Self at will.
Misty Visions
You can cast Silent Image at will, without needing material components.
Far Scribe
Prerequisite: 5th level
With your permission, a creature can use its action to write its name on a blank page, notepad, or other stationary matter. You then keep the page and can store a number of pages equal to your Intelligence modifier(minimum one). You can use your action to erase a name creating room for a new name.
You can cast the sending spell, targeting a creature whose name is on a page, without using spell points 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. Each page can be used for the sending spell a number of times equal to your Intelligence modifier(minimum one) before it turns to ash.
Vitality of the Ever-Living
Prerequisite: 5th level
When anyone rolls dice to determine the hit points you regain, treat one of them as having rolled their maximum value. You must set this die before rolling any others. This invocation cannot be used on hit dice you use to regain health during a short rest.
Maddening Hex
Prerequisite: 5th level, hex spell or a warlock feature that curses
As a Magic Action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours that curses, such as Hexblade’s Curse. When you do so, you force the cursed creature to let out a terrifying psychic wail. Each creature of your choice within 10 feet of it must succeed on a Wisdom saving throw or take physic damage equal to 1d6 + your warlock level and be frightened of the cursed creature until the end of their next turn.
Usable Once. Recharge: Short Rest
Otherworldly Leap
Prerequisite: 5th level
You can cast Jump on yourself at will, without needing material components.
Sigil of Ill Omen
Prerequisite: 5th level
As a Magic Action, you can speak the command word to cast Bestow Curse targeting a creature within 30 feet that you can see, without using spell points nor needing material components. When you cast this spell in this way, the spell does not require concentration.
Usable Once. Recharge: Long Rest
Thief of Five Fates
Prerequisite: 5th level
As a Reaction you take when another creature within 15 feet of you that you can see makes an attack roll or ability check, you speak the command word and force that creature to roll 1d4 and subtract the result from the check, potentially changing a success into a failure.
You can use this Reaction 5 times. Recharge: 1d4 uses per Long Rest
Tomb of Levistus
Prerequisite: 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.
Usable Once. Recharge: Short Rest
Twisting Shadows
Prerequisite: 5th level
You can cast Pass Without Trace.
Usable Once. Recharge: Long Rest
Undying Servitude
Prerequisite: 5th level
You can cast Animate Dead.
Usable Once. Recharge: Long Rest
Ghostly Gaze
Prerequisite: 7th level
As a Magic 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.
Usable Once. Recharge: Short Rest
Relentless Hex
Prerequisite: 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 Sigil of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Trickster's Escape
Prerequisite: 7th level
As a Bonus Action, you can automatically free yourself from non-magical binds, shackles, or other restraints such as the grappled condition.
Demon Door
Prerequisite: 9th level
You can cast Dimension Door. Additionally, the range is increased to 1,000ft and you may bring 2 willing creatures with you instead of one.
Usable Once. Recharge: Long Rest
Whispers from the Grave
Prerequisite: 9th level
You can cast speak with dead at will.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without needing material components.
Ancient Protectorate
Prerequisite: 12th level
When you or another creature within 30ft of you fails a saving throw, you can use your Reaction to let that creature reroll the save, potentially turning the save into a success. Usable Once. Recharge: Short Rest
Blood Bond
Prerequisite: 12th level
You can perform a 1-hour ceremony with a willing partner, which cannot be a summoned creature. This ceremony can be performed as part of a long rest. You and your partner bind themselves to one anther. You may only be bound with one willing creature at a time. By performing this ritual again, you may bind yourself with another willing partner, breaking an existing bond. Either partner may break the bond by performing a small 10 minute ritual, the partner need not be present.
You can use your action to teleport to the unoccupied space closest to your bound partner, provided the two of you are on the same plane of existence. Your partner can do the same, using their action to teleport to you.
This teleportation action can be used a combined number of times equal to your Proficiency Bonus. Recharge: Long Rest
Chains of Carceri
Prerequisite: 15th level
You can cast hold monster at will — targeting a celestial, fiend, elemental, monstrosity, abberation, or undead — without expending spell points nor needing material components. You must finish a long rest before you can use this invocation on the same creature again.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will.
Shroud of Shadow
Prerequisite: 15th level
You can cast invisibility at will.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will.
Book of High Arcanum
Prerequisite: 18th level
You may choose two spells, one of 8th and the other of 9th level from any class list, and you may expend your use of Mystic Arcanum for that level to cast that spell as a warlock spell.
Witch Sight
Prerequisite: 18th level
You gain Truesight out to a range of 60 feet.
Otherworldly Entities
There is a surplus entities that currently inhabit the material plane and even more that once did. Warlocks thirst for power and knowledge, many devote their entire career to the study of a particular entity. These entities may or may not be gods, but almost godlike in their power. In your searches and explorations, you have uncovered parts these entity's power.
The Archfey
Your Archfey of study 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.
Expanded Spell List
You always know the following spells, so long as the spell is of a spell level you can cast.
Archfey Expanded Spells
Spell Level | Spells |
---|---|
1st | faerie fire, sleep |
2nd | misty step, phantasmal force |
3rd | blink, plant growth |
4th | dominate beast, greater invisibility |
5th | dominate person, seeming |
Fey Presence
3rd-level Archfey feature
You gain the ability to project the beguiling and fearsome presence of the fey.
As a Bonus Action, you can cause each creature of your choice in a 15-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) until they take damage, or 1 minute has passed.
Usable Once. Recharge: Short Rest
Dread Assault
3rd-level Archfey feature
Those in an altered state of mind become easy prey for you.
Anytime you attack a creature that is frightened or charmed, you gain advantage on the attack roll.
Swift Reposition
6th-level Archfey feature
You can cast Misty Step without expending a spell slot and you can cast Misty Step as a Reaction in after taking damage. Usable: your Charisma modifier (minimum of once). Recharge: Long Rest.
Moreover, each time you cast Misty Step you can apply one of the following additional effects.
Disappearing. You become Invisible until the start of your next turn or until immediately after you make an attack roll or cast a spell.
Dreadful. Creatures of your choice within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the start of your next turn.
Beguiling Defenses
10th-level Archfey feature
Emulating your studied Archfey, you learn 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
14th-level Archfey feature
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 against your warlock spell save DC. On a failed save, it is frightened by you and becomes lost in an illusion for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage from any creature other than you. You gain advantage on your concentration checks as a result of taking damage from the creature in the illusion.
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.
Usable Once. Recharge: Short Rest
The Celestial
Your entity of study is a powerful being of the Upper Planes. You focus on an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your study of 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, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now.
Expanded Spell List
You always know the following spells, so long as the spell is of a spell level you can cast.
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
3rd-level Celestial feature
You learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Healing Light
3rd-level Celestial feature
Celestial energy flows through you 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 Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Recharge: Dice pool on Long Rest
Radiant Soul
6th-level Celestial feature
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 Intelligence modifier to one radiant or fire damage roll of that spell against one of its targets.
Celestial Resilience
10th-level Celestial feature
You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Intelligence 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 1/2 your warlock level + your Intelligence modifier.
Searing Vengeance
14th-level Celestial feature
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 Intelligence modifier, and it is blinded until the end of the current turn.
Usable Once. Recharge: Long Rest
The Fiend
You have studied a fiend from the lower planes of existence, a being whose aims are evil, and how they operate and manipulate. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to shape their realm and worth your study 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.
Expanded Spell List
You always know the following spells, so long as the spell is of a spell level you can cast.
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
3rd-level Fiend feature
When you or one of your summoned creatures reduce a hostile creature to 0 hit points or a creature within 5 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your warlock level (minimum of 1).
Dark One’s Own Luck
6th-level Fiend feature
Demonic power has an unworldly ability to alter fate.
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 only once, and after seeing the initial roll but before any of the roll’s effects occur.
Usable a number of times equal to your Intelligence modifier (minimum of once). Recharge: Long Rest
Fiendish Resilience
10th-level Fiend feature
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.
Hurl Through Hell
14th-level Fiend feature
When you hit a creature with an attack, you can use this feature to force that creature to make a Charisma saving throw. If they fail, they are instantly transported 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.
Usable Once. Recharge: Long Rest
The Genie
Genies in-fight, grants wishes, take slaves, and do much more. You delve in their rich lore, their magic, and how they make deals with unsuspecting peoples. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. Genies delight in turning the table on mortals who attempt to bind them into servitude, and mince their words into something they sought not.
Expanded Spell List
The Genie lets you learn an expanded list of spells when you gain levels as a warlock. The Genie Spells table below shows the genie spells that you learn, along with the spells associated with your genie’s kind: dao, djinni, efreeti, or marid.
Geanie Kind | Earth | Air | Fire | Water | |
---|---|---|---|---|---|
Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells |
1st | detect evil and good | sanctuary | thunderwave | burning hands | fog cloud |
2nd | phantasmal force | spike growth | gust of wind | scorching ray | blur |
3rd | create food and water | meld into stone | wind wall | fireball | sleet storm |
4th | phantasmal killer | stone shape | greater invisibility | fire shield | control water |
5th | creation | wall of stone | seeming | flame strike | cone of cold |
9th | wish |
Genie’s Vessel
3rd-level Genie feature
You build or graft a magical vessel that emulates a small measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, though some are urns, oil lamps, rings, a stoppered bottle, or a hollowed statuette.
While you are touching the vessel, you can use it in the following ways:
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Bottled Respite. As a Magic Action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a Bonus Action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Usable Once. Recharge: Long Rest
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Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your genie kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to fabricate a replacement. This ceremony can be performed during a long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Elemental Gift
6th-level Genie feature
You now have resistance to a damage type determined by your genie’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
In addition, as a Bonus Action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover.
Usable a number of times equal to your Proficiency Bonus. Recharge: Long Rest
Sanctuary Vessel
10th-level Genie feature
When you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a Bonus Action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
Limited Wish
14th-level Genie feature
Emulating the genies, you can grant your own small wish.
As an Action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
Usable once. Recharge: After 1d4 Long Rests
The Great Old One
The Great Old One 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.
Expanded Spell List
You always know the following spells, so long as the spell is of a spell level you can cast.
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
3rd-level Great Old One feature
You can form a telepathic connection between your mind and the mind of another.
As a Bonus Action, choose one creature you can see within 30 feet of yourself and create a telepathic bond. You and the chosen creature can speak telepathically with each other while the two of you are within 1 mile of each other. To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you have the Incapacitated condition or die or if you use this feature to form a connection with a different creature.
Repelling Blast
3rd-level Great Old One feature
Once per turn, when you hit a target with an attack, you can push that target up to 10 feet away from you in a straight line.
Entropic Ward
6th-level Great Old One feature
You learn to magically ward yourself against attack by assaulting the mind of your attacker.
When a creature makes an attack roll against you, you can use your Reaction to impose disadvantage on all attack rolls made against you by that creature until the start of your next turn. If at least one attack missed you, you gain advantage on your first attack roll made against that creature before the end of your next turn.
Usable 2 times. Recharge: Short Rest
Thought Shield
10th-level Great Old One feature
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.
Enthralling Spells
10th-level Great Old One feature
When another creature attempts to end or break free from an Enchantment or Illusion Warlock spell you cast and are concentrating on, they have disadvantage on their saving throw.
Create Thrall
14th-level Great Old One feature
You learn the Summon Aberration spell, which doesn't count against your number of known spells. When you cast the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Intelligence modifier.
The Revenant
Revenants are mysterious entities from the Shadowfell; a warrior bound to life with uncompleted vengeance. These warriors come and gone have found themselves clinging to this world, their purpose not yet complete. Some revenants find themselves in the service of the Raven Queen, whether by virtue or enslavement. The Raven Queen is known to have forged the first sentient weapons - weapons bestowed with life, carved from the stuff of shadow. The most foul of sentient weapons bind themselves to the warriors that wields them, enslaving them to its creator. Many sages speculate that she uses these sentient weapons and her thralls to manipulate events on the Material Plane to her inscrutable ends.
Expanded Spell List
You always know the following spells, so long as the spell is of a spell level you can cast.
Revenant Expanded Spells
Spell Level | Spells |
---|---|
1st | absorb elements, wrathful smite |
2nd | blur, branding smite |
3rd | blink, elemental weapon |
4th | phantasmal killer, staggering smite |
5th | banishing smite, circle of power |
Revenant Doctrine
3rd-level Revenant feature
You acquire the secret magical faculties to effectively arm yourself for battle.
As an Action, you can touch a suit of armor that you are proficient with and isn't being worn or carried by others to instantly don or doff the armor.
Curse of Ire
3rd-level Revenant feature
Bound with baleful conviction, you gain the dark power power to hasten another's demise.
When you hit a creature with an attack you can choose to curse the target 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 Intelligence modifier (minimum of 1 hit point).
Usable Once. Recharge: Short Rest
Marrowrend
6th-level Revenant feature
Once, on each of your turns when you hit with an attack, you can expend 1 Spell Point to deal an additional 1d8 necrotic or radiant damage and add one of the following effects to the attack. For each Spell Point beyond the 1st (limited by your Max Spell Level), this feature deals an additional 1d8 damage.
Dark Command. The target has disadvantage on all attack rolls against targets other than you until the end of your next turn. If it attacks another creature during this time, that creature has resistance to the damage.
Unholy Stagger. The target is staggered. It is unable to take Reactions until the start of its next turn.
Obliterate. The target is wrapped in necrotic energy until the start of your next turn. Within that time, each time they regain hit points, they regain no hit points and take 1d8 necrotic damage instead.
Eldritch Smite. If the target is Large or smaller, they must make a Strength saving throw. On a failure, they are pushed up to 15 feet away from you, knocked prone, or both.
Grasp of Hadar
6th-level Revenant feature
As a Bonus Action you can choose one Large or smaller creature within 30 feet of you that you can see or hear. That creature must succeed on a Charisma saving throw or be teleported to an unoccupied space within 5 feet of you. They can willingly fail this save.
Usable Once. Recharge: Short Rest
Regeneration
10th-level Revenant feature
Regeneration from beyond the grave is easy for those who have already died. You merely channel that power.
You gain one additional hit die (this does not increase your maximum hit points). At the start of each of your turns, if you have less than 1/2 your hit point maximum and at least 1 hit point you can expend a hit die to regain hit points equal to the roll + your Constitution modifier + 1/2 your warlock level. If you had taken fire or radiant damage within the last round, you cannot use this feature to regenerate hit points.
Vengeful Glare
14th-level Revenant feature
You can spread your Curse of Ire from a slain creature to another creature.
When the creature cursed by your Curse of Ire 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 Undead
You’ve made a pact to seek out and understand how a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.
Expanded Spell List
You always know the following spells, so long as the spell is of a spell level you can cast.
Undead Expanded Spells
Spell Level | Spells |
---|---|
1st | bane, false life |
2nd | blindness/deafness, phantasmal force |
3rd | phantom steed, speak with dead |
4th | death ward, greater invisibility |
5th | antilife shell, cloudkill |
Form of Dread
3rd-level Undead feature
You can manifest the dread of the Undead entity you study.
As a Bonus Action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d10 + your warlock level.
- Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of the Undead entity you've chosen. For example, your form could be a shroud of shadows forming the crown and robes of a lich, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting a mummy.
Grave Touched
6th-level Undead feature
The powers of the Undead have a profound effect on your body and magic.
You don’t need to eat, drink, or breathe. In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
Necrotic Husk
10th-level Undead feature
Your connection to undeath and necrotic energy now saturates your body.
You have resistance to necrotic damage.
If you are transformed using your Form of Dread, you instead become immune to necrotic damage. In addition, when you would be reduced to 0 hit points, you can use your Reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this Reaction, you can’t do so again until you finish 1d4 long rests.
Spirit Projection
14th-level Undead feature
Your spirit can become untethered from your physical form.
As an Action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.
Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).
While projecting your spirit, you gain the following benefits:
- Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
- When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
- You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
Usable once. Recharge: Long Rest
The Valkyrie
You have studied a Valkyrie, living or dead. Valkyries are famed warriors, defenders of the land, who fight to prevent the end of days. Only a few, the bravest, the strongest are granted to power of the eternals. Valkyries carry with them the goals of strengthening themselves in life, so that in death they've made the preparations needed to obtain their rightful place in the hall of eternals.
Expanded Spell List
You always know the following spells, so long as the spell is of a spell level you can cast.
Valkyrie Expanded Spells
Spell Level | Spells |
---|---|
1st | Sanctuary, Zephyr Strike |
2nd | Spiritual Weapon, Heat Metal |
3rd | Spirit Shroud, Elemental Weapon |
4th | Death Ward, Find Greater Steed |
5th | Greater Restoration, Steel Wind Strike |
Valkyrie's Armaments
3rd-level Valkyrie feature
You gain proficiency with medium armor; if you were already proficient, you gain proficiency with heavy armor.
Soul of a Valkyrie
3rd-level Valkyrie feature
You have the bravery needed to stare down the most imposing of foes and not waiver.
As a Bonus Action you can manifest your Valkyr Form for up to 1 minute, but ends early if you are incapacitated or you end it as a Bonus Action. For the duration you gain the following:
- You have advantage on saving throws to resist being frightened.
- Your speed increases by 10 feet.
- Once on each of your turns, when you hit with an attack, you can deal an additional 1d6 radiant or necrotic damage (your choice).
- Upon manifestation, you may choose to emit an Illuminating Aura in a 15 foot radius. If you do, the aura is filled with dim light, and Invisible creatures in the radius must succeed on a Constitution saving throw or lose the condition. Any Invisible creatures that start their turn inside this radius or move into the radius on their turn, must also make the same save.
The appearance of your manifestation reflects some aspect of a Valkyrie. For example, the light you emit could be a halo of light forming a crown of an fearless queen, or your body might glow with glyphs from the funerary rights of a female warrior resting in the hall of the eternals.
You can use your Valkyr Form 3 times. Recharge: Long Rest
Aegis of Defiance
6th-level Valkyrie feature
You gain the power to overcome the horrors and ailments what would keep your from your charge, and assist your allies when they need it most.
Whenever you or a friendly creature within 15 feet of you are subject to an effect that lets you make a saving throw at the end of their turn to end the effect, the creature makes their saving throw at the start of their turn instead. You must be conscious to grant this bonus.
Halt Their Advance
6th-level Valkyrie feature
Once, on each of your turns when you hit a creature with an attack, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Valkyrie's Eminence
10th-level Valkyrie feature
The eminence of battle you draw from the mighty Valkyrie grants you an aura aiding those who fight with you.
When you enter your Valkyr form, you gain the following in a 15 foot radius aura for the duration of your form:
- You and each friendly creature in the aura feel refreshed, they treat their current exhaustion level as one less for the duration of your Form.
- Friendly creatures have advantage on saving throws to resist being frightened.
Additionally, your Valkyr Form improves, gaining the following additional benefits:
- You gain a fly speed equal to your speed for the duration of your form.
- The radius of your Illuminating Aura increases to 30 feet. Additionally, you can choose to emit a magical bright light instead of dim light, which dispels magical darkness that it overlaps with.
- Whenever you regain hitpoints by any means, you regain an additional 1d10 hit points.
Orison of War
14th-level Valkyrie feature
Just as the Valkyries of legend fight until the end; for there is glory in death, glory in life, and glory in battle, you too can pull from that heroism to bolster your cause.
As an Action, you speak the words of this orison, and emit a wave of radiant energy effecting all creatures that can see or hear you within 120 feet of you.
You and each friendly creature gains 3d12 temporary hit points, and may immediately use their Reaction to move up to their speed without provoking attacks of opportunity.
Each hostile creature must succeed on a Wisdom saving throw against your Warlock spell save DC or be under the effects of the Compelled Duel spell for 1 minute (you do not need to concentrate on this effect). This spell effect does not end early by the normal means stated in the spell text. Instead, an effected creature can repeat the saving throw at the end of its turn, ending the effect on a success. Additionally, when a creature under this effect hits you with an attack or effects you with a spell, you can use your Reaction to gain resistance to the damage.
Usable once. Recharge: Long Rest
The Warlock
The Warlock is a complex class that showcases its versatility and flexibility with the types of characters that can be made. This rework is designed to alleviate need for the patron influence over the character and the game. Just as a fighter can level up, gain features and not have to entreat a patron, the warlock can too.
Additionally, the pact boon served as a demarcator of play style. Rather than diverging at 3rd level, it makes logical sense for this feature to be upfront. The subclass choice provides fun features and flavors, but doesn't necessarily cause a mechanical shift in game play.
Artistic Credits:
Cover: Strixhaven Mystical Archive by Rovina Cai
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