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Warlock

As you make your Warlock character, spend some time thinking about your Patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you sea⁠rch for your Patron, or did your Patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the Rewards promised to you?   Work with your DM to determine how big a part your pact will play in your character’s Adventuring career. Your patron’s demands might drive you into Adventures, or they might consist entirely of small Favors you can do between Adventures.   What kind of Relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your Patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?   How does your Patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their Patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the Warlock can see. Other warlocks converse with their Patrons in dreams or waking visions, or deal only with intermediaries.
hit dice: 1d8
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 armor
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:
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
Spellcasting:
Your arcane Research and the magic bestowed on you by your Patron have given you facility with Spells. See the general rules of Spellcasting and the Warlock 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.   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 AbilityCharisma 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
  Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Warlock Spells.
class features:
Eldritch Invocations

Eldritch Invocations

2nd-Level Warlock Feature
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.
At 2nd Level, you gain two Eldritch Invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain Warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Eldritch Invocations 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.
Pact Boon

Pact Boon

3rd-Level Warlock Feature
Your otherworldly Patron 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: 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.
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 (see Weapons for weapon options). 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 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.
Pact of the Tome Your Patron gives you a grimoire called a Book⁠ of Shadows. When you gain this feature, 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.
Pact of the Aegis You can use your action to create an eldritch armor that surrounds and protects you. While you are protected by the aegis, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can't activate your pact of the aegis if you are already wearing armor.
The eldritch armor granted by the pact of the aegis can't be removed, but it disappears if you dismiss it (no action required), or if you die.
You can transform one magic armor into your pact aegis by performing a special ritual while you wear the armor. You must be proficient with the chosen armor, and you perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you create your pact aegis thereafter. You can't affect an artifact or a sentient item in this way. The armor ceases being your pact aegis if you die, if you perform the 1-hour ritual to a different armor, or if you use a 1-hour ritual to break your bond with it. The armor appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of Concoctions Your patron grants you proficiency with one of your choice among the Alchemist's Supplies, the Herbalism Kit, and the Poisoner's Kit, as well as the ability to conjure a magical pact cauldron, in which you areproficient, that you can use as either of those tools.
You can perform a 1-hour ritual to create a pact cauldron within 10 feet of you. Your cauldron disappears if it is more than 10 feet away from you for 1 minute or more. It also disappears if you dismiss it (no action required), or if you die.
Furthermore, when you are crafting something using your cauldron, you make progress every hour in 25-gp increments. You must still spend the proper raw material in order to craft the item. If you dismiss the cauldron while still working on a concoction, it remains safely stored into the cauldron until you create it again.
Pact of Contracts Your patron grants you the ability to act as a proxy pact dealer for minor contracts of power. You can use a bonus action to magically propose a verbal covenant to a target creature within 30 feet of you.
Until the start of your next turn, the target can then agree on the contract and gain advantage on a single attack roll, saving throw, or ability check. Should the target accept your favor, you can use a reaction to inflict necrotic damage to the target equal to your Charisma modifier (minimum 1 necrotic damage furthermore, you regain hit points equal to the damage inflicted to the target.
You can have only one of such contracts active at a time.
Pact of Visions Your patron grants you the ability to behold brief glimpses of the near future. Whenever you finish a short rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your foretelling roll. You must choose to do so before the roll.
When you finish a short rest, you lose the unused foretelling roll.
Pact of the Talisman 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 the 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.
  Your Pact Boon Each Pact Boon option produces a special⁠ creature or an object that reflects your patron’s Nature.
Pact of the Chain⁠. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your Patron, with sprites and pseudodragons tied to The Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s Nature is Inscrutable, any familiar form is suitable for it.
Pact of the Blade. If your Patron is The Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your Patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.
Pact of the Tome. Your Book⁠ of Shadows might be a fine, gilt-edged tome with Spells of Enchantment and Illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells⁠ of Conjuration and a Wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of Spells that only your own burgeoning insanity allows you to understand and cast.
Mystic Arcanum

Mystic Arcanum

11th-Level Warlock Feature
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. 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

Eldritch Master

20th-Level Warlock Feature
At 20th level, you can draw on your inner reserve of mystical power while entreating your Patron to regain expended Spell Slots. You can spend 1 minute entreating your Patron 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:
Hexblade
LevelPro.BonusFeaturesCantripsSpellsSlotsSlot Leve⁠lInvocations
1st+2Otherworldly Patron, Pact Magic2211st
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+33623rd3
6th+3Otherworldly Patron feature3723rd3
7th+33824th4
8th+3Ability Score Improvement3924th4
9th+431025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+641445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

Created by

Raven Gladstone.

Statblock Type

Class (KS)

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