Warlock

Gifted the power of Eldritch magic by a sacred source, Warlocks cast magic through their pact with an ancient Fey, a Fiend from Hell, or one of the ancient ineffable powers. Of all the spell casting classes, Warlocks may be the most unique: instead of constant expansion of spell slots, they mix "traditional" spells with cantrips and Mystic Arcanums, given them a wide variety of both spell types and effects.   Warlocks are also more capable than other spellcasters at melee fighting, and are able to withstand more damage. More. They're still pretty fragile, but more.   Warlocks--like all of the magic classes--tend to be high risk/high reward: you can turn the tide of battle with a single spell. At the same time, when your only Level 5 spell slot fails, it's pretty demoralizing. This may be less true for Warlocks than other magic classes, but it still applies.   CHA is your most important ability, followed by CON.  

Otherworldy Patron

  Warlocks gain their powers through different Otherworldy Patrons, but they tend to come from the worlds of the fey, fiends, or those unfathomable deities that sit outside the plane of reality. Each patron type grants 10 additional spells to the warlock spell list. See PHB 108-110, XGE 54-57 for details.
 
The Beholder
Your Patron is a Beholder, granting you mental powers.
Ancestor Spirit
Your Patron is a powerful Ancestor, whose spirit guides you.
The Ancient Dragon
Your Patron is an ancient dragon, helping you develop your own lair.
The Ancient Evil Dragon
Your Patron is not only an ancient dragon, but an evil one to boot.
Ancient Sage
Your Patron passes on wisdeom of the ages and the ancestors.
Angst's Will
Your Patron uses specialized crystals to grant you powers.
The Annihilator
Your Patron is a dread force of the apocalypse.
Archangel
Your Patron is an archangel.
The Archfey
Your Patron hails from the realm of the fey, granting you powers related to illusion and escape. Specific patronage is available for Cailleach, Fenrir, Finnbheara, Jörmungandr, or Úna.
The Archlich
Your Patron is an ancient undead evil.
The Artists
Your Patron is a deity dedicated to one of the arts.
The Avatar of Bloodthirst
Your Patron is an arcane force of blood magic, who demands more to be shed.
The Blasphemouse Incantator
Your have the ability to draw power form a variety of demons.
The Blight
Your Patron is a force dedicated to the renewal of nature, over the "civilized world."
The Broken Pact
Your Patron is a trickster who expects vows to be broken.
The Brood Mother
Your Patron is a deity of insects.
The Ceaseless Hunger
Your Patron is an ancient force with a ceaseless hunger for power and sacrifice.
The Celestial
Your Patron hails from the upper realms, granting you powers of healing and light.
Chaos Wielder
Your Patron is a source of Elemental Chaos.
Draconic Pact
One of a number of arrangements where your Patron is a dragon.
The Dragon
Your Patron is a ... dragon, and over time, you may become one, too.
The Dream Weaver
Your Patron is an entity that resides in your deepest dreams.
The Eldritch Champion
Your Patron has selected you to be their force on the material plane.
The Endbringer
Your Patron is a herald of the apocalypse.
The Everchanging
Your Patron is unknowable and always changing, as are you.
The Evermore
Your Patron is a deity of time.
The Fathomless
Your Patron hails from the Elemental Plane of Water, granting you powers of the deep.
The Fiend
Your Patron hails from the lower planes, granting you fiendish affinities.
The First Vampire
Your Patron is a vampire, the first.
The Genie
Your Patron hails from one of the Elemental Planes, granting you powers related to their homeland of earth, air, water, or fire.
The Genie Lord
Your Patron provides you with an elemental token, granting you powers.
The Ghost Town
Your Patron channels an abandoned community.
Giant Lord
Your Patron channels the powers of the truly large.
The Great Old One
Your Patron hails from the nameless planes, granting you powers of mental control.
The Great Wyrm
Your Patron is an ancient, ancient, ancient dragon. Very old.
The Greatwyrm
YourPatronisanancient,ancient,ancientdragon. Veryold.
The Hexblade
Your Patron hails from the Shadow lands, increasing your melee possibilities and allowing you access to a powerful array of hexes.
The Lady of the Lake
Your Patron is a creature of pure empathy from Arturian legend.
Lady of Pain
Your Patron is ... ouch.
The Land
Your Patron is the emobdiment of the natural world itself.
The Living Mist
Your Patron is an ancient mist that dwells between planes of existence.
Pact of the Merchant
Your Patron demands wealth, and promises the same.
The Mirrorwalkers
Your Patron moves between planes with ease.
The Monolith
Your Patron is the force behind the remnants of an ancient architecture.
The Mother of Sorrows
Your Patron is a deity of grief.
Nature
Your Patron is a force of the natural world. (2 variants.)
The Norns
Your Patrons are the sisters of fate.
One & The Prime
Your Patron is the original mover itself.
The One Who Dreams
Your Patron is an elder entity imbued with the power of dreams.
The Pact of the Coven
Your Patron operates in small groups of like-minded Warlocks.
The Raven Mistress
Your Patron is a goddess focused on memory, loss, and tragedy.
The Returned
Your Patron is an angel, who, having saved you from death, has tasked you with specific service in the world.
The Sea Lord
Your Patron is a ruler of the deep.
Secret Sorority
Your Patron is a hidden coven.
The Seducer
Your Patron rules over the desires of the night.
Soul Thief
Your Patron is a deity of trickery who feeds on souls.
The Sybile
Your Patron is a divine being associated with prophecy, faith, and divination.
Titan
Your Patron is one of the beings who stepped out of the original chaos.
The Trickster
Your Patron is a Trickster deity.
The True Emperor
Your Patron is a long-vanished master of psychic abilities.
The Underground Patron
Your Patron is the fire that lurks deep beneath the urth.
The Urban Legend
Your Patron is a rumor of a lurking rumor tied to specific geography.
Urbanist
Your Patron is the entirety of a city, its population, and its geography.
Vampiric Bloodline
Your Patron is an ancient vampire.
The Volcano
Your Patron is a seething cauldron of fire (2 variants).
The Warden
Your Patron is a deity tasked with preventing beings and/or their souls from leaving the underworld.
Warlord
Your Patron is a deity of war and battlefield tactics.
Witchservant
Your Patron is an ancient powerful Hag.

Remember

These are meant as a summary of the class. The official rules should be consulted, either directly or through the DM with any questions or clarifications.
Scroll down for full class details.

Warlock

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.   The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
hit dice: 1d8
hit points at 1st level: 8 + CON modifier
hit points at higher levels: 1d8 (or 5) + CON modifier
armor proficiencies: Light
weapon proficiencies: Simple Weapons
tools:
saving throws: WIS; CHA
skills: 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion.
starting equipment:
A light crossbow and 20 bolts or any simple weapon; a component's pouch or an arcane focus; a scholar's pack or a dungeoneer's pack; leather armor, any simple weapon, and 2 daggers.
spellcasting:
CHA is your spellcasting ability.
Spell Save DC = 8 + Proficiency Bonus + CHA modifier
Spell Attack Modifier = Proficiency Bonus + CHA modifier  

Cantrips

At 1st Level, you know 2 cantrips from the warlock spell list. You learn additional cantrips at higher levels, as shown in the CANTRIPS column of the Warlock Table below.  

Spell Slots

The Warlock Table below details how many spell slots you have available. Note that, as a Warlock, all of your spell slots are of the same level. Your lack of spell slots is made up for by your ability to learn Eldritch Invocations, which are unique to Warlocks.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus.

class features:
Otherworldly Patron
At 1st Level, you strike a bargain with an otherworldly being, granting you Pact Magic. You can features from this being at 1st, 6th, 10th, and 14th Level.
Eldritch Invocations
At 2nd Level, you gain 2 Eldritch Invocations. You gain additional Eldritch Invocations according to the Warlock Table below; each time you gain additional Eldritch Invocations, you can replace 1 you already know with 1 of your choice. See PHB 110-111, XGE 56-57, TGE 70-71 for the full list of Eldritch Invocations.
Pact Boon
At 3rd Level, you gain 1 of the following 3 boons from your Otherworldly Patron: Pact of the Chain, Pact of the Blade, Pact of the Tome, or Pact of the Talisman. See PHB 107-8, TGE 70 for full details, but each Pact allows you to create a spectral object (a familiar, a weapon, a tome of spells, and an amulet, respectively).
Ability Score Improvement
At 4th, 8th, 12th, 16th, and 19th Level, you can increase 1 ability score +2 or 2 ability scores +1 (20 max).
Eldritch Versatility
At each Ability Score Improvement, you can do one of the following: replace a cantrip, replace a Pact Boon option, or, at 12th Level, replace one spell from your Mystic Arcanum.
Mystic Arcanum
At 11th Level, you can choose 1 6th Level spell from the warlock spell list which you can cast without expanding a spell slot. You gain additional Mystic Arcanums at higher levels, gaining higher level spells as well: at 13th Level, you gain a 7th Level spell; at 15th Level, an 8th Level spell; and a 9th Level spell at 17th Level. All Mystic Arcanums are regained after a long rest.
Eldritch Master
At 20th Level, you can spend 1 minute entreating your Otherworldly Patron to restore your spell slots. You may do this again after a long rest.
subclass options:
Your Otherworldly Patron determines your development as a Warlock.  
LEVELPROFICIENCYFEATURECANTRIPSSPELLS KNOWNTOTAL SPELL SLOTSINVOCATIONS
1+2Otherworldly Patron
Pact Magic
221 1st Level
2+2Eldritch Invocations232 1st Level2
3+2Pact Boon242 2nd Level2
4+2Ability Score Improvement with Eldritch Versatility352 2nd Level2
5+3362 3rd Level3
6+3Otherworldly Patron Feature372 3rd Level3
7+3382 4th level4
8+3Ability Score Improvement with Eldritch Versatility392 4th Level4
9+43102 5th Level5
10+4Otherworldly Patron Feature4102 5th Level5
11+4Mystic Arcanum (6th Level)4113 5th Level5
12+4Ability Score Improvement with Eldritch Versatility4113 5th Level6
13+5Mystic Arcanum (7th Level)4123 5th Level6
14+5Otherworldy Patron Feature4123 5th Level6
15+5Mystic Arcanum (8th Level)4133 5th Level7
16+5Ability Score Improvement with Eldritch Versatility4133 5th Level7
17+6Mystic Arcanum (9th Level)4144 5th Level7
18+64144 5th Level8
19+6Ability Score Improvement with Eldritch Versatility4154 5th Level8
20+6Eldritch Master4154 5th Level8

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