Warlock
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Mystic Arcanum (1st Level), Otherworldly Patron, Pact Magic, Patron's Wrath | 2 | 2 | 1 | 1st | — |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Mystic Arcanum (2nd Level), Pact Boon | 2 | 3 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5th | +3 | Mystic Arcanum (3rd Level), Patron's Fury | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron Feature | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | Mystic Arcanum (4th Level) | 3 | 8 | 2 | 4th | 3 |
8th | +3 | Ability Score Improvement | 3 | 9 | 3 | 4th | 4 |
9th | +4 | Mystic Arcanum (5th Level) | 3 | 10 | 3 | 5th | 5 |
10th | +4 | Otherworldly Patron Feature | 4 | 11 | 3 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th Level) | 4 | 12 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 13 | 4 | 5th | 6 |
13th | +5 | Mystic Arcanum (7th Level) | 4 | 14 | 4 | 5th | 6 |
14th | +5 | Otherworldly Patron Feature | 4 | 15 | 4 | 5th | 6 |
15th | +5 | Mystic Arcanum (8th Level) | 4 | 16 | 4 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 17 | 4 | 5th | 7 |
17th | +6 | Mystic Arcanum (9th Level) | 4 | 18 | 5 | 5th | 8 |
18th | +6 | — | 4 | 19 | 5 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 20 | 5 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 21 | 5 | 5th | 9 |
Mystic Arcanum (1st Level )
At 1st level, your patron bestows upon you a magical secret called an arcanum. Choose one 1st-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 this way : one 2nd-level spell at 3rd level, one 3rd-level spell at 5th level, one 4th-level spell at 7th level, one 5th-level spell at 9th level, one 6th-level spell at 11th level, 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.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, and 14th level.Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.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 three 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 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
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.Patron's Wrath
When you select your Otherworldly Patron, choose a damage type that matches them such as fire or radiant for Oberon of the Summer Court. Talk to your DM about an appropriate damage type. Whenever a creature would otherwise be immune to an Otherworldly Patron ability or warlock spell, Patron's Wrath deals damage equal to the damage specified in the spell or ability, or 1d8 per two warlock levels for spells and abilities that otherwise cause no damage. This damage is of the type selected when this feature is gained. This damage is subject to immunity and resistance. The target may make a Wisdom saving throw against your spellcasting save DC, taking half damage on a success.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. A level prerequisite refers to your level in this class. 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. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.Mystic Arcanum (2nd Level)
At 3rd level, your patron bestows upon you a magical secret called an arcanum. Choose one 2nd-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 this way : one 3rd-level spell at 5th level, one 4th-level spell at 7th level, one 5th-level spell at 9th level, one 6th-level spell at 11th level, 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.Pact Boon
At 3rd level, 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 ArcThe ability to strike quickly from a distance is a valuable skill, and your patron has bestowed a pact bow upon you to allow you to destroy your foes while escaping from harm. This may be such things as a long slender twig plucked from the most ancient tree in the Feywild strung with unicorn mane thread, or a burning construct of hot iron bound with strands of liquid flame, or a fibrous, living thing molded from bone and sinew of creatures best left unknown.
You can use your action to create a ranged pact weapon in your empty hand and 20 arrows in an empty quiver or 20 bolts in an empty case. You can choose the form that this ranged weapon takes each time you create it, and it must be a simple or martial bow or crossbow of some kind, or the form of any superior or exotic bow or crossbow you are already proficient with. You are proficient with it while you wield it, and while in your hands it qualifies as an arcane focus. This weapon and its ammunition count 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 ranged 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 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 with it. The weapon appears at your feet if it is in your extradimensional space when the bond breaks.
While any pact that a warlock makes is by definition a pact for power, some few warlocks wish to use this power for the purpose of protection - either for themselves, or for others. When this is the case, a warlock's patron may provide them with a bastion, or a pact shield, with which to defend themselves. This shield may be of any make or composition; it could be simple and elegant, wrought from iron-hard white wood, or it could be an impenetrable battier or dark fiendish iron, or an otherworldly blockade of chitin and nodulus vestigial eyes.
You can use your action to create a pact shield in your empty hand. You are proficient with it while you wield it, and while in your hands it qualifies as an arcane focus.
Your shield disappears if you dismiss it (no action requires) or if you die.
You can transform one magic shield into your pact shield by performing a special ritual while you hold the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can't affect an artifact or a sentient item in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond with it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.
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 the Weapons section 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.
Your patron has granted you authority over undeath. You can cast animate dead without expending a spell slot or spell components to animate 1 corpse or reassert control over 1 undead creature. Undead animated using this effect have half the maximum hit points normal of a normal undead of their type. After using this ability, you may not use it again until you finish a long rest.
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, sprite, or any special familiar granted by your patron.
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.
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.
When you cast a cantrip that deals damage on your turn, you can, as a bonus action, choose to lose a number of hit points, up to half your warlock level (maximum 5), to imbue this attack with fire. The cantrip deals an additional amount of fire damage on a hit equal to the number of hit points lost. You may not regain hit points lost with this ability with magic effects.
You patron has opened the doors of reality to you. As an action on your turn, you can teleport a distance up to half you movement speed. If you teleport into a space that is already occupied by an object or creature, you take force damage equal to the number of feet traveled and are shunted to the nearest unoccupied location.
Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll.
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 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.
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 (3rd Level)
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened human whispers the secret name of her demonic 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 tiefling chants the mystic ritual that will open a doorway to a distant world.
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. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Sworn and Beholden
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.Delvers into Secrets
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.Creating a 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.Quick Build
You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.Class Features
As a warlock, you gain the following class featuresHit 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 per warlock level after 1stProficiencies
Armor: Light armor Weapons: Simple Weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose three from Animal Handling, Arcana, Carving, Deception, Disguise, Gather Information, Forgery, History, Insight, Intimidation, Perception, Perofrmance, Psionics, Religion, Seduction, Stealth, Streetwise, and TumbleEquipment
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 (b) a dungeoneer's pack
- Leather armor, any simple weapon, and two daggers
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