As a
Warlock, you gain the following class
Features.
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
You are proficient with the following
items, in addition to any
Proficiencies provided by your race or
Background.
Armor: Light ArmorWeapons: simple
WeaponsTools: none
Saving Throws: Wisdom,
CharismaSkills: Choose two
Skills from
Arcana,
Deception,
History,
Intimidation,
Investigation,
Nature, and
ReligionYou 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
Otherworldly Patron
At
1st Level, you have struck a bargain with an otherworldly being of your choice, such as The
Fiend, 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.
Your arcane
Research and the magic bestowed on you by your
Patron have given you facility with
Spells.
CantripsYou 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 SlotsThe
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 HigherAt
1st Level, you know two 1st-level
Spells of your choice from the
Warlock spell list.
You learn a new
Warlock spell every time you gain a level from 2 through 9, as well as at level 19. 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.
Spellcasting FocusYou can use an arcane focus as a
Spellcasting focus for your
Warlock Spells.
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. 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.
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. A level prerequisite in an invocation refers to
Warlock level, not character level.
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 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 of its own with its
Reaction.
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.
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.
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.
At 11th level, 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 A rcanum when you finish a
Long Rest.
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.
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.
Prerequisite:
Eldritch Blast cantrip
When you cast
Eldritch Blast, add your
Charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast
Mage Armor on yourself at will, without expending a spell slot or material
Components.
Prerequisite: 9th level
You can cast
Levitate on yourself at will, without expending a spell slot or material
Components.
You can cast
Speak with Animals at will, without expending a spell slot.
You gain
Proficiency in the
Deception and
Persuasion Skills.
Prerequisite: 7th level
You can cast
Compulsion once using a
Warlock spell slot. You can’t do so again until you finish a
Long Rest.
Prerequisite:
Pact of the Tome feature
You can now inscribe
Magical Rituals in your
Book of Shadows. Choose two 1st-level
Spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). 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.
Prerequisite: 15th level, Pact of the
Chain feature
You can cast
Hold Monster at will—targeting a
Celestial, fiend, or elemental—without expending a spell slot or material
Components. You must finish a
Long Rest before you can use this invocation on the same creature again.
Devil’s Sight
You can see normally in
Darkness, both
Magical and nonmagical, to a distance of 120 feet.
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.
You can cast
Detect Magic at will, without expending a spell slot.
Prerequisite:
Eldritch Blast cantrip
When you cast
Eldritch Blast, its range is 300 feet.
You can read all writing.
You can cast
False Life on yourself at will as a 1st-level spell, without expending a spell slot or material
Components.
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.
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.
Prerequisite: 9th level
You can cast
Conjure Elemental once using a
Warlock spell slot. You can’t do so again until you finish a
Long Rest.
Mire the Mind
Prerequisite:
5th LevelYou can cast
slow once using a
Warlock spell slot. You can’t do so again until you finish a
Long Rest.
You can cast
Silent Image at will, without expending a spell slot or material
Components.
Prerequisite:
5th LevelWhen 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.
Prerequisite: 9th level
You can cast
jump on yourself at will, without expending a spell slot or material
Components.
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.
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.
Prerequisite:
5th LevelYou 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.
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.
Prerequisite: 15th level
You can cast
Arcane Eye at will, without expending a spell slot.
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.
Prerequisite: 9th level
You can cast
Speak with Dead at will, without expending a spell slot.
Prerequisite: 15th level
You can see the true form of any
Shapechanger or creature concealed by
Illusion or
Transmutation magic while the creature is within 30 feet of you and within
Line of Sight.
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 made a pact with a fiend from the lower
Planes of Existence, 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.
Fiends powerful enough to forge a pact include demon lords such as
Demogorgon,
Orcus, Fraz’Urb-luu, and Baphomet;
Archdevils such as
Asmodeus,
Dispater,
Mephistopheles, and Belial; pit
Fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
The
Fiend 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.
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.
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.
Starting at 14th level, when you hit a creature with an
Attack, you can use this feature to instantly transport the target through the lower planes. 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 fiend, it takes 10d10 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.
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 imps and quasits tied to the
Fiend.
Pact of the Blade. If you serve the
Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.
Pact of the Tome. Your
Book of Shadows 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.