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Warlock

With a small Clannfear curled on his shoulder, a young high-elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace guard to his will.   As flames spring to life in her hands, a wizened human whispers the secret name of her daedric patron, infusing her spell with fiendish magic.   Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed dunmer chants the mystic ritual that will open a doorway to oblivion.   Warlocks are seekers of the knowledge that lies hidden in planes of oblivion. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of the daedric princes, warlocks piece together arcane secrets to bolster their own power.
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
armor proficiencies: Light armour
weapon proficiencies: Simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting equipment:
• (a) a light crossbow and 20 bolts or (b) any simple
w eapon
• An arcane focus
• (a) a scholar’s pack or (b) a dungeoneer’s pack
• Leather armor, any simple weapon, and two daggers
spellcasting:
Daedric Lord At 1st level, you have struck a bargain with a kind of daedric prince being of your choice: the Trickster, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.   Cantrips You know two cantrips of your choice from the Warlock Spell List . You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.   Spell Slots The Warlock Table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.   Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the Warlock Spell List. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.   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 +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier

Eldritch Invocations: In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. 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.   Agonising Blast (Prerequisite: eldritch blast cantrip) When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.   Armour of Shadows You can cast Mage Armour on yourself at will, without expending a spell slot.   Ascendent Step (Prerequiste: 9th level) You can cast Levitate on yourself at will, without expending a spell slot.   Beast Speech You can cast Speak with Animals at will, without expending a spell slot.   Beguiling Influence You gain proficiency in the Deception and Persuasion skills.   Bewitching Whispers (Prerequiste: 7th level) You can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.  
Book of Ancient Secrets (Prerequiste: Pact of the Tome feature) You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells from the Ritual Spell List, from any class’s column. 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 Oblivion (Prerequisite: 15th level, Pact of the Chain feature) You can cast Hold Monster at will—targeting a Daedra or elemental—without expending a spell slot. You must finish a long rest before you can use this invocation on the same creature again.   Daedra'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 Confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.   Eldritch Sight You can cast Detect Magic at will, without expending a spell slot.   Eldritch Spear (Prerequisite: eldritch blast cantrip) When you cast Eldritch Blast, its range is 300 feet.   Eyes of the Rune Keeper You can read all writing.   Fiendish Vigor You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot.   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.   Lifedrinker (Prerequisite: 12th level, Pact of the Blade feature) When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).  
Mask of Many Faces You can cast Disguise Self at will, without expending a spell slot.   Master of Myriad Forms (Prerequisite: 15th level) You can cast Alter Self at will, without expending a spell slot.   Minions of Chaos (Prerequisite: 9th level) You can cast Conjure Minor Atronachs once using a warlock spell slot. You can’t do so again until you finish a long rest.   Mire the Mind (Prerequisite: 5th level) You can cast Slow once using a warlock spell slot. You can’t do so again until you finish a long rest.   Misty Visions You can cast Silent Image at will, without expending a spell slot.   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) You can cast Jump on yourself at will, without expending a spell slot.   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 Polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.   Sign of Ill Omen (Prerequisite: 5th level) You can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a long rest.   Thief of Five Fates You can cast Bane once using a warlock spell slot. You can’t do so again until you finish a long rest.   Thirsting Blade (Prerequisite: 5th level, Pact of the Blade feature) You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.   Visions of Distant Realms (Prerequisite: 15th level) You can cast Arcane Eye at will, without expending a spell slot.   Voice of the Chain Master (Prerequisite: Pact of the Chain feature) 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 Speak with Dead at will, without expending a spell slot.   Witch Sight (Prerequisite: 15th level) You can see the true form of any shapechanger or creature concealed by illusion or alteration magic while the creature is within 30 feet of you and within line of sight.  
class features:
Pact Boon: At 3rd level, your daedric lord bestows a gift upon you for your loyal service. You gain one of the following features of your choice.   Pact of the Chain You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Flame Wraith, Ice Wraith, Storm Wraith or a small non-humaniod minor daedra associated with your daedric lord. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.   Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. 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 pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into oblivion, 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 oblivion when the bond breaks.   Pact of the Tome Your daedric lord gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your daedric lord. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Mystic Arcanum At 11th level, your daedric lord 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. You must finish a long rest before you can do so again. 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.   Eldritch Master At 20th level, you can draw on your inner reserve of mystical power while entreating your daedric lord to regain expended spell slots. You can spend 1 minute entreating your daedric lord for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
subclass options:
Daedric Lord: the Trickster This lord's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Daedric lord's of this sort could include Sheogorath; prince of Madness, Sanguine; prince of Hedonism or Nocturnal; prince of Night and Darkness.   Your daedric lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.   Trickster Expanded Spells 1st: Mark Light, Sleep 2nd: Pacify, Phantasmal Force 3rd: Blink, Plant Growth 4th: Dominate Beast, Greater Invisibility 5th: Dominate Person, Seeming   Daedric Presence Starting at 1st level, your daedric lord bestows upon you the ability to project the beguiling and fearsome presence of the daedra. 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.   Beguling Defences Beginning at 10th level, your daedric lord teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.   Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw 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 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. You must finish a short or long rest before you can use this feature again.
Daedric Lord: the Fiend This lord is 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. Daedric lord's of this sort could include Mehrunes Dagon; prince of Destruction, Molag Bal; prince of domination or Vaermina; prince of Nightmares.   Your daedric lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.   Fiend Expanded Spells 1st: Burning Hands, Command 2nd: Senseless, Scorching Ray 3rd: Fireball, Stinking Cloud 4th: Elemental Cloak, Wall of Flames 5th: Flame Strike, Hallow   Dark One's Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).   Dark One's Own Luck Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.   Fiendish Resilience Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.   Hurl Through Hell Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through oblivion. 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 daedra, it takes 10d 10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.
Daedric Lord: the Great Old One This lord is a mysterious entity whose nature is utterly foreign to the fabric of reality. 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. Daedric lord's of this sort could include Hermaeus Mora; prince of Knowledge, Mephala; prince of Plots or Namira; prince of Revulsion.   Your daedric lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.   Great Old One Expanded Spells 1st: Dissonant Whispers, Hideous Laughter 2nd: Detect Thoughts, Phantasmal Force 3rd: Clairvoyance, Sending 4th: Dominate Beast, Arcane Eye 5th: Dominate Person, Telekinesis   Awakened Mind Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.   Entropic Ward 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 m akes 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 can’t use it again until you finish a short or long rest.   Thought Shield Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.   Create Thrall At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your lord. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
LevelProficency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1st+2Pact Magic, Fiend/Trickster/Old One2211st-
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+3-3623rd3
6th+3Trickster/Fiend/Old One Feature3723rd3
7th+3-3824th4
8th+3Ability Score Improvement3924th4
9th+4-31025th5
10th+4Trickster/Fiend/Old One Feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Trickster/Fiend/Old One Feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+6-41445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

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ShireLord.

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