Warlock
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.
You must have a Charisma score of 15 or higher in order to multiclass in or out of this class.
Warlock
Level | Proficiency Bonus | Features | Cantrips Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic | 2 | 1 | 1st | — |
2nd | +2 | Eldritch Invocations | 2 | 2 | 1st | 2 |
3rd | +2 | Contact Patron | 2 | 2 | 2nd | 2 |
4th | +2 | Feat | 3 | 2 | 2nd | 3 |
5th | +3 | Patron's Favor | 3 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 2 | 3rd | 4 |
7th | +3 | Contact Patron Improvement | 3 | 2 | 4th | 4 |
8th | +3 | Feat | 3 | 2 | 4th | 5 |
9th | +4 | Contact Patron Improvement | 3 | 2 | 5th | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 2 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 3 | 5th | 6 |
12th | +4 | Feat | 4 | 3 | 5th | 6 |
13th | +4 | Mystic Arcanum (7th level), Contact Patron Improvement | 4 | 3 | 5th | 6 |
14th | +5 | Otherworldly Patron feature | 4 | 3 | 5th | 7 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 3 | 5th | 7 |
16th | +5 | Feat | 4 | 3 | 5th | 7 |
17th | +5 | Mystic Arcanum (9th level), Contact Patron Improvement | 4 | 4 | 5th | 8 |
18th | +6 | — | 4 | 4 | 5th | 9 |
19th | +6 | Feat | 4 | 4 | 5th | 9 |
20th | +6 | Otherworldly Patron feature | 4 | 4 | 5th | 9 |
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
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
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 20th level.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list. 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. When you do so, choose a number of warlock spells equal to your Charisma modifier + your warlock level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level warlock with a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, but will be treated as 2nd level when you cast them. Casting the spell doesn't remove it from your list of prepared spells.
When you complete a long rest, you can replace one of your prepared spells for another spell on your spell list. The new spell must be of a level which you can cast.
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
= 8 + your proficiency bonus +Spell attack modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice, which are described at the end of this document. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the warlock table. 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.
Contact Patron
At 3rd level, your connection with your patron allows you to contact them directly, if only barely. Once per day, you can pose a question no longer than 5 words to your patron. When you do so, roll 1d100. If the result is equal to or below your warlock level, the DM answers the question as your patron. The reply might be a short phrase, a cryptic rhyme, or an omen.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, your patron might yield this information:
"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
Your patron isn't necessarily omniscient, so you might receive an unclear statement as an answer if a question pertains to information that lies beyond their knowledge.
Your question can be up to 10 words long at 7th level, 15 words long at 9th level, 20 words long at 13th level, and 25 words long at 17th level.
Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.
Patron's Favor
At 5th level, you can call upon your patron to regain spell slots. If all of your spell slots are expended, you can perform an esoteric ritual to your patron over the course of a minute. Unless you take damage or this ritual is otherwise interrupted, you regain half of your warlock spell slots (rounded up).
Once you use this feature, you must complete a long rest to do so again.
Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot, regaining use of that spell after a long rest.
Additionally, when you finish a long rest, you can choose to replace your arcanum spell with another spell of one of your arcanum's level, instead of preparing another spell.
At higher levels, you gain more warlock 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. You regain all uses of your Mystic Arcanum when you finish a long rest.
Patron: The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Pact Spells
The Archfey has the following list of associated spells. You gain access to these spells at the levels specified below. Once you gain access to a pact spell, you always have it prepared. Pact spells don't count against the number of spells you can prepare each day.
If you gain a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
Spell Level | Spells |
---|---|
1st | Faerie Fire, Sleep |
2nd | Calm Emotions, Phantasmal Force |
3rd | Blink, Plant Growth |
4th | Dominate Beast, Greater Invisibility |
5th | Dominate Person, Seeming |
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-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 the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Dark Delirium
Starting at 14th level, you can plunge a creature into illusory realms. 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 Charmed or Frightened by you (your choice) 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.
Until this illusion ends, the creature believes 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.
Once you use this feature, you must complete a long rest to do so again.
Archfey's Resolve
At 20th level, you become empowered by your patron, gaining the unnatural strength and endurance akin to your patron. You gain the following traits:
- You are immune to Poison damage.
- Your Ability scores can't be decreased by any means.
- You are immune to any effect that would alter your form against your will.
Patron: The Fathomless
You have plunged into a pact with a strange entity from deep in the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens. The Fathomless might be merely using you to learn about terrestrial realms, or perhaps it wants to open cosmic floodgates and drown the world. Whatever the reason for your pact, the sea and its unknown depths call to you.
Pact Spells
The Fathomless has the following list of associated spells. You gain access to these spells at the levels specified below. Once you gain access to a pact spell, you always have it prepared. Pact spells don't count against the number of spells you can prepare each day.
If you gain a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
Spell Level | Spells |
---|---|
1st | Create or Destroy Water, Thunderwave |
2nd | Darkness, Silence |
3rd | Lightning Bolt, Sleet Storm |
4th | Evard's Black Tentacles, Control Water |
5th | Cone of Cold, Destructive Wave |
Tentacle of the Deep
At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d12 Cold damage, and its speed is reduced by 10 feet until the start of your next turn.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Gift of the Sea
Also at 1st level, you gain a swimming speed equal to your walking speed, and you can breathe underwater.
Oceanic Soul
At 6th level, you are now even more at home in the depths. You gain resistance to Cold damage.
Additionally, you deal an additional 1d6 Cold damage with your melee and ranged attacks. This extra damage increases to 2d6 while you are fully submerged in water.
Twin Tentacles
At 10th level, you summon two tentacles, instead of one, when you use your Tentacle of the Deep feature. You can use a bonus action to move one tentacle and make a melee attack with it as normal.
Ancient Waterways
At 14th level, your patron allows you to use ancient, mystical waterways to move travel great distances in short periods of time. While you and up to five other creatures are standing in or submerged in water, you can call upon your patron to pull you through these waterways to instantly transport you and those creatures up to 1 mile away, provided the destination is also in water or underwater.
Once you use this trait, you must complete a short or long rest to do so again.
Whirlpool of Doom
At 20th level, you gain the ability to cause a creature to temporarily plunge straight to your patron's domain to suffer their wrath. As an action, you can attempt to send one creature you can see within 60ft of you that is standing in or is submerged in water to your patron. The target vanishes until the end of its next turn, and must make a Wisdom saving throw against your spell save DC, taking 10d6 Psychic damage on a failed save, or half as much on a success.
Once you use this feature, you must complete a long rest to do so again.
Patron: The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Pact Spells
The Fiend has the following list of associated spells. You gain access to these spells at the levels specified below. Once you gain access to a pact spell, you always have it prepared. Pact spells don't count against the number of spells you can prepare each day.
If you gain a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
Spell Level | Spells |
---|---|
1st | Burning Hands, Command |
2nd | Blindness/Deafness, Scorching Ray |
3rd | Fireball, Stinking Cloud |
4th | Fire Shield, Wall of Fire |
5th | Flame Strike, Hallow |
Dark One's Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Dark One's Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a Fiend, it takes 8d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you must complete a long rest to do so again.
Unyielding Dedication
At 20th level, your unyielding dedication to your patron prevents you from being distracted by mortal magics. You gain the following traits:
- You have advantage on saving throws against being Charmed or Frightened.
- When a spell or other magical effect on you would last multiple rounds, it lasts 1 round instead.
Patron: The Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. 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. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
You choose your patron's kind or determine it randomly, using the Genie Kind table.
Genie Kind
d4 | Kind | Element |
---|---|---|
1 | Dao | Earth |
2 | Djinni | Air |
3 | Efreeti | Fire |
4 | Marid | Water |
Expanded Spell List
At 1st level, the Genie lets you choose from an expanded list of spells when you learn a warlock spell. You gain access to some of the spells at the levels specified below, depending on which genie patron you have: dao, djinni, efreeti, or marid. Once you gain access to a pact spell, you always have it prepared. Pact spells don't count against the number of spells you can prepare each day.
If you gain a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
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 |
Genie's Vessel
Also at 1st level, your patron gifts you a magical vessel that grants you a 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; your choice has no effect on its abilities.
While you are touching the vessel, you can use it in the following ways:
- Bottled Respite. As an 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. It can hold up to 1,000 lbs, but always weighs 15 lbs regardless of its contents. 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. Once you enter the vessel, you can't enter again until you finish a long rest.
- 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 patron: 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 receive a replacement from your patron. This ceremony can be performed during a short or 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
At 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: Bludgeoning (dao), Thunder (djinni), Fire (efreeti), or Cold (marid).
Additionally, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 1 minute, during which you can hover. Once you do so, you must complete a short or long rest to do so again.
Sanctuary Vessel
At 10th level, 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, you die, or if the vessel is destroyed.
In addition, anyone (including you) who remains within the vessel for at least 30 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.
Elemental Vessel
At 14th level, you gain a new way to use your Genie's Vessel, depending on your Genie's element:
- Air's Escape. When you would take damage that would reduce you below 0 hit points, you can use your reaction to enter your vessel, avoiding the damage, provided your vessel is on your person.
- Earth's Endurance. When you take damage while your Genie's Vessel is on your person, you can use your reaction to reduce the damage you take by 1d10 + your Charisma modifier (minimum of 0).
- Fire's Sear. When you deal Fire damage while your Genie's Vessel is on your person, the target begins Burning until the end of its next turn (see Conditions).
- Water's Flow. While holding your Genie's Vessel, when you take the Dash action, creatures have disadvantage on opportunity attacks against you until the end of your current turn.
Limited Wish
At 20th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 5th level or lower and has a casting time of 1 action. The spell needn't be from the Warlock spell list. You then cast that spell, requiring no spell slot or material components.
Once you use this feature, you must complete a long rest do do so again.
Patron: Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Pact Spells
The Great Old One has the following list of associated spells. You gain access to these spells at the levels specified below. Once you gain access to a pact spell, you always have it prepared. Pact spells don't count against the number of spells you can prepare each day.
If you gain a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
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 |
Mortal Reminder
Starting at 1st level, your alien knowledge gives you the ability to rend the minds of other creatures. When you critically hit a creature with an attack, that creature must succeed a Wisdom saving throw against your warlock spell save DC or become Frightened of you until the end of their next turn. While Frightened in this way, the creature can't move, as it is wracked with violent psionic pulses.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you must complete a short or long rest to do so again.
Thought Shield
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you do.
Draining Touch
At 14th level, you gain the ability to drain a humanoid's mind with the alien magic of your patron. You can use your action to touch an Incapacitated humanoid. The target must succeed an Intelligence saving throw. On a failed save, the target takes 4d8 Psychic damage, and one of its ability scores of your choice is reduced by 2. On a successful save, the creature takes half that damage and its ability scores aren't reduced.
This reduction lasts until the target completes a short or long rest.
Once a creature is affected by this ability, it is immune to its effects until it completes a short or long rest.
Once you use this feature, you must complete a long rest to do so again.
Cull the Weak
At 20th level, you gain the ability to mentally destroy those incapable of defending against your mystical might. Once per turn when you hit a creature with an Intelligence score that is less than yours with an attack that deals Psychic damage, you can deal an additional amount of damage equal to your Intelligence score.
Once a creature is affected by this ability, it is immune to its effects until it completes a short or long rest.
Patron: The Hexblade
You have made your pact with a mysterious shadowy entity that manifests in some sentient magic weapons. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed from shadow. Others forgo such arms, content to weave the dark magic of their patron into their spellcasting.
Pact Spells
The Hexblade has the following list of associated spells. You gain access to these spells at the levels specified below. Once you gain access to a pact spell, you always have it prepared. Pact spells don't count against the number of spells you can prepare each day.
If you gain a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
Spell Level | Spells |
---|---|
1st | Shield, Wrathful Smite |
2nd | Blur, Branding Smite |
3rd | Blink, Elemental Weapon |
4th | Phantasmal Killer, Locate Creature |
5th | Banishing Smite, Seeming |
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are Incapacitated. Until the curse ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't Incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
Once you use this feature, you must complete a short or long rest to do so again.
Hex Warrior
Also at 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a Humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics of which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level, and it has a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
Specters you create in this way share your initiative count, but take their turns immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the specter can take any action of their choice, not just Dodge.
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you must complete a long rest to do so again.
Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Shadow Infusion
At 14th level, you can directly channel your patron's powerful shadow magic into your weapons for disastrous effect. You can change the damage type of your unarmed strikes and your melee and ranged weapon attacks to Necrotic damage (no action required).
Additionally, when you deal Necrotic damage to a creature marked by your Hexblade's Curse, you can use your action on your turns to automatically deal Necrotic damage to that creature equal to 2d6 + your Charisma modifier, provided it is still cursed by your Hexblade's Curse.
Deadly Weapon
At 20th level, your patron's power greatly empowers your weapon. You gain the following traits:
- Any attack roll you make against a target cursed by your Hexblade's Curse is a critical hit on a roll of 18 - 20 on the d20.
- The damage of your Shadow Infusion increases to 4d6 + your Constitution modifier.
- You only have to roll below a 50 to receive an answer from your Contact Patron feature, instead of the normal number.
Patron: The Hoarded
You have made a pact with a dragon of great power, granting you a fraction of the might and presence of your patron. Most often Chromatic dragons are warlock patrons, but you might also follow a Metallic dragon or even a forgotten draconic deity. Your patron might charge you with bringing it wealth for its hoard, or supplying it knowledge of the world beyond its lair. Whatever reason for your pact, the elemental power of dragons is yours to wield.
Pact Spells
The Hoarded has the following list of associated spells. You gain access to these spells at the levels specified below. Once you gain access to a pact spell, you always have it prepared. Pact spells don't count against the number of spells you can prepare each day.
If you gain a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
Spell Level | Spells |
---|---|
1st | Chromatic Orb, Sleep |
2nd | Alter Self, Enthrall |
3rd | Fear, Wind Wall |
4th | Ice Storm, Polymorph |
5th | Cloudkill, Enervation |
Draconic Power
At 1st level, you gain the ability to channel the destructive power of your patron. Choose a type of dragon from the following list; it affects features you gain later.
Dragon Color | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 5 by 60 ft. line (DEX save) |
Blue | Lightning | 5 by 60 ft. line (DEX save) |
Brass | Fire | 5 by 60 ft. line (DEX save) |
Bronze | Lightning | 5 by 60 ft. line (DEX save) |
Copper | Acid | 5 by 60 ft. line (DEX save) |
Gold | Fire | 30 ft. cone (DEX save) |
Green | Poison | 30 ft. cone (CON save) |
Purple | Force | 30 ft. cone (CON save) |
Red | Fire | 30 ft. cone (DEX save) |
Silver | Cold | 30 ft. cone (CON save) |
White | Cold | 30 ft. cone (CON save) |
Destructive Exhalation
Also at 1st level, as an action, you can exhale the destructive energy of your patron. It deals damage in an area according to your Draconic Power. When you use this feature, all creatures in the area must make a saving throw, the type of which is determined by your Draconic Power. Creatures take 1d10 damage on a failed save, or half as much on a success.
This feature's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Destructive Exhalation a number of times equal to your Proficiency Bonus, after which you must complete a long rest or expend a Warlock spell slot to do so again. You regain all expended uses after a long rest.
Draconic Empowerment
At 6th level, your patron teaches you to use your Draconic Power to enhance yourself. You gain one of the following abilities based on your Draconic Power:
- Black: Acid Reflux. You learn the Acid Splash cantrip. Once per day when you use your Destructive Exhalation, you can cast the Acid Splash cantrip as a bonus action on the same turn.
- Blue: Desert Claws. You gain a burrowing speed equal to your walking speed.
- Brass: Sleep Breath. As an action, you can expend one of your uses of your Destructive Exhalation to cast the Sleep spell (5th level) without expending a spell slot or material components
- Bronze: Repulsion. Creatures that fail their save against your Destructive Exhalation are also launched 10 feet away from you in a straight line.
- Copper: Eroding Acid. Creatures that fail their save against your Destructive Exhalation also have their AC reduced by 1 until the end of your next turn.
- Gold: Scorching Flames. Creatures that fail their save against your Destructive Exhalation also begin Burning until the end of your next turn.
- Green: Poison Leak. Creatures that fail their save against your Destructive Exhalation become Poisoned until the end of your next turn.
- Purple: Mind Ravage. Creatures that fail their save against your Destructive Exhalation must subtract 1d4 from their next saving throw.
- Red: Devastating Flames. Your Destructive Exhalation deals an additional 1d10 Fire damage.
- Silver: Sleet Sight. You have 10 feet of Blindsight. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- White: Freezing Storm. When you use your Destructive Exhalation, excess frost surrounds you in a 5ft radius. Creatures within this zone must succeed a Constitution saving throw or take 2d10 Cold damage.
Patron's Riches
At 10th level, your patron gives you a direct magical line to their hoard. As a bonus action, you can sacrifice gold pieces in increments of 100. When you do so, the gold vanishes and is instantly transported to your patron, and you gain one of the following benefits:
- You gain a diamond or art piece of equivalent value.
- You gain advantage on your next attack roll, ability check, or saving throw.
- Your next Contact Patron can contain 5 more words than normal for every 100gp you donate.
Wings of Dread
At 14th level, you gain the ability to summon a pair of spectral dragon wings from your back. As a bonus action, you can choose to sprout these wings, gaining a flying speed equal to half your walking speed. Your wings last for 1 hour, or until you dismiss them as a bonus action.
When you first summon your wings, creatures within 60ft of you that can see you must succeed a Wisdom saving throw or be Frightened of you for 1 minute. Creatures can repeat this save at the end of their turns, ending the effect on them on a success.
Once you use this feature, you must complete a long rest to do so again.
Greatwyrm's Gift
At 20th level, you are so infused with your patron's power you sprout more major draconic features, granting you the following traits:
- You have a fly speed equal to your walking speed.
- You are immune to the damage type associated with your Draconic Power.
- You can use your Destructive Exhalation 1 additional time before needing to complete a long rest or expend a spell slot.
- You can use your Patron's Riches to cast a spell without a spell slot, provided you sacrifice an amount of gold equal to 1,000 x the spell level.
Patron: The Undying
You've made a pact with 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.
Pact Spells
The Undying has the following list of associated spells. You gain access to these spells at the levels specified below. Once you gain access to a pact spell, you always have it prepared. Pact spells don't count against the number of spells you can prepare each day.
If you gain a pact spell that doesn't appear on the warlock spell list, the spell is nonetheless a warlock spell for you.
Spell Level | Spells |
---|---|
1st | False Life, Ray of Sickness |
2nd | Blindness/Deafness, Silence |
3rd | Animate Dead, Speak with Dead |
4th | Aura of Life, Death Ward |
5th | Antilife Shell, Raise Dead |
Among the Dead
Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you.
Additionally, you don’t need to eat, drink, breathe, or sleep. To complete a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you Unconscious, and you can see and hear as normal.
Power from Beyond
At 6th level, your patron’s powers have a profound effect on your body and magic. You are resistant to Necrotic damage.
Additionally, you can cast Animate Dead as a bonus action on your turn. Once you do so, you must complete a short or long rest to do so again.
Aura of Antilife
At 10th level, you radiate pure necromantic energy in a 15ft radius. You and any Undead creatures of your choice within this zone have resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks. You must be conscious to grant this benefit.
Additionally, you don't need a corpse to cast the Animate Dead spell or similar spells if you create it in this aura.
Indestructible Life
By 14th level, you partake of some of the true secrets of the Undeath. You are immune to Necrotic damage.
Additionally, when you cast a necromancy spell of 1st level or higher, you gain temporary hit points equal to 1d8 + your warlock level.
Apostle of the Undying
At 20th level, your ability to channel the necromantic powers of your patron. You are immune to Necrotic damage, and your hit point maximum can't be reduced.
Additionally, you do not age, and you can't be aged magically.
Eldritch Invocations
Agonizing Blast
(Prerequisite: At least one damaging warlock cantrip)
When you cast a warlock cantrip that deals damage, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows
(Prerequisite: None)
You can cast the Mage Armor spell on yourself at will, without expending a spell slot or material components.
Ascendant Step
(Prerequisite: 9th level)
You can cast the Levitate spell on yourself at will, without expending a spell slot or material components.
Aspect of the Moon
(Prerequisite: Otherworldly Tome invocation)
You no longer need to sleep, and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Beast Speech
You can cast the Speak with Animals spell at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
(Prerequisite: 7th level)
You can cast the Compulsion spell once using a warlock spell slot. You can't do so again until you finish a long rest.
Bond of the Talisman
(Prerequisite: 12th level, Otherworldly Talisman invocation)
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Book of Ancient Secrets
(Prerequisite: Otherworldly Tome invocation)
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Chains of Carceri
(Prerequisite: 15th level, Otherworldly Servant invocation)
You can cast the Hold Monster spell at will – targeting a Celestial, Fiend, or Elemental – without expending a spell slot or material components.
You must finish a long rest before you can use this invocation on the same creature again.
Cloak of Flies
(Prerequisite: 5th level)
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. This aura lasts until you're Incapacitated, you die, 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 must complete a short or long rest to do so again.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dreadful Word
(Prerequisite: 7th level)
You can cast the Confusion spell once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Sight
You can cast the Detect Magic spell at will, without expending a spell slot or material components.
Eldritch Smite
(Prerequisite: 5th level, Otherworldly Weapon invocation)
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target Prone if it is Huge or smaller.
Eldritch Spear
(Prerequisite: Eldritch Blast cantrip)
When you cast the Eldritch Blast cantrip, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Far Scribe
(Prerequisite: 5th level, Otherworldly Tome invocation)
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.
Fiendish Vigor
You can cast the False Life spell on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
(Prerequisite: 7th level)
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you must complete a short or long rest to do so again.
Gift of the Depths
(Prerequisite: 5th level)
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast the Water Breathing spell without expending a spell slot. Once you do so, you must complete a long rest to do so again.
Gift of the Ever-Living Ones
(Prerequisite: Otherworldly Servant invocation)
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Gift of the Protectors
(Prerequisite: 9th level, Otherworldly Tome invocation)
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.
Grasp of Hadar
(Prerequisite: Eldritch Blast cantrip)
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself.
Improved Weapon
(Prerequisite: 5th level, Otherworldly Weapon invocation)
You can use your Otherworldly Weapon feature as a spellcasting focus for your warlock spells.
In addition, you can use Charisma as your ability score for attack and damage rolls you make with your Otherworldly Weapon, instead of Strength or Dexterity.
Lance of Lethargy
(Prerequisite: Eldritch Blast cantrip)
Once on each of your turns when you hit a creature with your Eldritch Blast cantrip, you can reduce that creature's speed by 10 feet until the end of your next turn.
Lifedrinker
(Prerequisite: 12th level, Otherworldly Weapon invocation)
When you hit a creature with your Otherworldly Weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Maddening Hex
(Prerequisite: 5th level, Hex spell or a warlock feature that curses)
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as by the Sign of Ill Omen invocation. When you do so, you deal Psychic damage to the cursed target and each creature of your choice 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.
Mask of Many Faces
You can cast the Disguise Self spell at will, without expending a spell slot or material components.
Master of Myriad Forms
(Prerequisite: 15th level)
You can cast the Alter Self spell at will, without expending a spell slot or material components.
Mire the Mind
(Prerequisite: 5th level)
You can cast the Slow spell once using a warlock spell slot. You can't do so again until you finish a long rest.
Misty Visions
You can cast the Silent Image spell at will, without expending a spell slot or material components.
One with Shadows
(Prerequisite: 5th level)
When you are in an area of dim light or darkness, you can use your action to become Invisible until you move or take an action or a reaction.
Otherworldly Leap
(Prerequisite: 9th level)
Your jump distance is tripled.
Otherworldly Servant
(Prerequisite: 3rd level)
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast this spell using this invocation, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Otherworldly Tome
(Prerequisite: 3rd level)
Your patron gives you a grimoire called a Book of Shadows. When you gain this invocation, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Otherworldly Weapon
(Prerequisite: 3rd level)
You can use your action to create an otherworldly weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your Otherworldly weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Additionally, you can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Otherworldly Talisman
(Prerequisite: 3rd level)
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose your talisman, 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 talisman turns to ash when you die.
Protection of the Talisman
(Prerequisite: 7th level, Otherworldly Talisman invocation)
When the wearer of your talisman fails a saving throw, they can add 1d4 to the roll, potentially turning the save into a success.
This benefit can be used a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Rebuke of the Talisman
(Prerequisite: Otherworldly Talisman invocation)
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal Psychic damage to the attacker equal to your Charisma modifier.
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 the Sign of Ill Omen invocation. To teleport in this way, you must be able to see the cursed target.
Repelling Blast
(Prerequisite: Eldritch Blast cantrip)
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Sculptor of Flesh
(Prerequisite: 7th level)
You can cast the Polymorph spell once using a warlock spell slot. You can't do so again until you finish a long rest.
Servant from Beyond
(Prerequisite: 5th level)
You can cast the Animate Dead spell without using a spell slot. Once you do so, you must complete a long rest to do so again.
Sign of Ill Omen
(Prerequisite: Pact Magic feature)
You can cast the Bestow Curse spell once using a warlock spell slot. You can't do so again until you finish a long rest.
Star-Sign Talisman
(Prerequisite: Otherworldly Talisman invocation)
You can cast the Augury spell at will, without expending a spell slot or material components.
Additionally, you can invoke your patron's power to gain advantage on an Intelligence check while you carry your talisman. Once you do so, you must complete a short or long rest to do so again.
Thief of Five Fates
(Prerequisite: Pact Magic feature)
You can cast the Bane spell once using a warlock spell slot. You can't do so again until you finish a long rest.
Thirsting Blade
(Prerequisite: 5th level, Otherworldly Weapon invocation)
You can attack with your Otherworldly Weapon twice, instead of once, whenever you take the Attack action on your turn.
Trickster's Escape
You can cast the Freedom of Movement spell once on yourself without expending a spell slot.
Once you do so, you must complete a long rest to do so again.
Visions of Distant Realms
(Prerequisite: 15th level)
You can cast the Arcane Eye spell at will, without expending a spell slot.
Voice of the Chain Master
(Prerequisite: Otherworldly Servant invocation)
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Whispers of the Grave
(Prerequisite: 9th level)
You can cast the Speak with Dead spell at will, without expending a spell slot.
Witch Sight
(Prerequisite: 15th level)
You have 30ft of Truesight.