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.