Overview
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.
Warlocks are finders and keepers of secrets. They push at the edge of the understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery.
Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to a warlock's entering into a pact with a planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, a warlock might have no love for a patron, or vice versa.
Given their dealings with often sinister otherworldly patrons in exchange for power, warlocks don't have a good reputation in Faerûn. Even well-meaning warlocks are viewed with suspicion and justifiable caution. Some wizards feel the very existence of warlocks taints the view of their noble Art and causes the common folk to view all practitioners of magic with doubt.
Some warlocks, particularly those of fey or fiendish bloodlines, are born with a propensity for their power, drawing the attention of potential patrons even from childhood. Others seek out a pact, sometimes because they can't find the power they desire elsewhere. Some warlocks forge multiple pacts, although they must eventually come to favor one over the others, as their patrons are jealous and possessive beings.
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 or devil, 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 Intro 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.
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.
Patron's Attitude
Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.
Special Terms of the Pact
A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact - what a warlock must do to receive a patron's favor - are always dictated by the patron. On occasion, those terms include a special provison that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.
Binding Mark
Some patrons make a habit of, and often enjoy, marking the warlocks under their sway to some fashion. A binding mark makes it clear - to those who know about such things - that the individual in question is bound to the patron's service. A warlock might take advantage of such a mark, claiming it as proof of one's pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.
Features
As a warlock, you gain the following class features.
Level |
Cantrips Known |
Spells Known |
Spell Slots |
Spell Slots |
Invocations |
1st |
2 |
2 |
1 |
1st |
- |
2nd |
2 |
3 |
2 |
1st |
2 |
3rd |
2 |
4 |
2 |
2nd |
2 |
4th |
3 |
5 |
2 |
2nd |
2 |
5th |
3 |
6 |
2 |
3rd |
3 |
6th |
3 |
7 |
2 |
3rd |
3 |
7th |
3 |
8 |
2 |
4th |
4 |
8th |
3 |
9 |
2 |
4th |
4 |
9th |
3 |
10 |
2 |
5th |
5 |
10th |
4 |
10 |
2 |
5th |
5 |
11th |
4 |
11 |
3 |
5th |
5 |
12th |
4 |
11 |
3 |
5th |
6 |
13th |
4 |
12 |
3 |
5th |
6 |
14th |
4 |
12 |
3 |
5th |
6 |
15th |
4 |
13 |
3 |
5th |
7 |
16th |
4 |
13 |
3 |
5th |
7 |
17th |
4 |
14 |
4 |
5th |
7 |
18th |
4 |
14 |
4 |
5th |
8 |
19th |
4 |
15 |
4 |
5th |
8 |
20th |
4 |
15 |
4 |
5th |
8 |
Hit 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 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
- Any simple weapon or a light crossbow, 20 crossbow bolts, and a crossbow bolt case
- A component pouch or an arcane focus
- A scholar’s pack or a dungeoneer’s pack
- Leather armor, any simple weapon, and two daggers
1st Level - Otherwordly Patron
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence - not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
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.
1st Level - Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with 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 table above.
Spells Slots
The table above 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 table above 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 as a spellcasting focus for your warlock spells.
2nd Level - 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.
You gain two eldritch invocations of your choice. Your invocation options are detailed below. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the table above.
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.
3rd Level - Pact Boon
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, 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. 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 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.
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.
4th Level - 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.
4th Level - Eldritch Versatility
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can do one of the following, representing a change of focus in your occult studies:
Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
Replace the option you chose for the Pact Boon feature with one of that feature's other options.
If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
11th Level - Mystic Arcanum
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.
20th Level - Eldritch Master
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.
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