Warlock | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st

Proficiences

Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose two Skills from Arcana, Deception, History, Intimidation, Investigation, Nature, Psionics, and Religion

Overview & Creation

The warlock is defined in a lot of ways by who they form a pact with, and thus we have the option of creating a Charisma, Intelligence or Wisdom based Pact. For this reason in this page we will refer to 'Spellcasting Attribute' instead of Charisma, Intelligence or Wisdom. They also manifest that power in one of four ways; through a servant, a weapon, a talisman, or a book of knowledge from their patron. The magical power is about as limited as a sorcerer for variety, but with a critical difference; they cannot moderate their forcefulness. Because the magic is borrowed from another, it replenishes in a raw uncontrolled form that is better used in sustained spells over burst damage.  


Class Features

Otherworldly Patron

  You have struck a bargain with an otherworldly patron, who grants you power to further their (and hopefully your) goals. They grant you unique spells (bottom of the Warlock Spell List) depending on the type of Patron you choose (as shown at the bottom of the page), and sealed in a Pact in one of four forms;
  • Pact of the Blade: You can use your action to summon your Pact Weapon (Determined by your Patron). You are proficient in shields and said weapon, and can use your Spellcasting Attribute instead of Dexterity or Strength when you attack with it. 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 alter the properties of your Pact Weapon by consuming another magic weapon (cannot be artifact or sentient).
  • Pact of the Chain: You gain a specific Pact Familiar (Determined by your Patron), with it’s own unique abilities. You can summon or dismiss the Familiar within 30ft of you, and while within 100ft you can telepathically communicate, use it’s senses instead of your own, and cast a touch spell through the familiar as if it were you. It has it’s own turn on your Initiative in which it can Attack, Help or any other action you could otherwise take. If your Familiar dies you can spend an hour to resurrect it for 10gp.
  • Pact of the Talisman: Your patron gives you a special amulet, a Pact Talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer fails an ability check, they can add your proficiency bonus 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. They also have the ability to cast a single spell within the item three times per 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 and two 1st level spells that have the ritual tag from any class’s spell list (the three needn’t be from the same list; Artificer Spell List, Bard Spell List, Cleric Spell List, Druid Spell List, Paladin Spell List, Ranger Spell List, Sorcerer Spell List, Wizard Spell List). They don’t count against your number of cantrips and spells known, and 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 5th warlock level, while the book is on your person, you add your Spellcasting Attribute modifier to spells damage.
 

Pact Magic

Your arcane Research and the magic bestowed on you by your patron have given you facility with Spells.  

Spellcasting Focus

You can use your Pact Weapon, Talisman, Tome or an Arcane Spellcaster Foci to cast your 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. 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 long rest. For example, when you are 5th Level, you have six 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 Higher

At 1st Level, you know two 1st-level Spells of your choice from the Warlock Spell List. You learn a new Warlock Spells 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.  

Eldritch Versatility

Whenever you finish a long rest, you can replace one spell, cantrip, or Mystic Arcanum you learned with another spell from the Warlock Spell List. The new spell must be the same level as the spell you replace.  

Spellcasting Ability

As a Warlock, your Spellcasting Ability for your Warlock Spells is set my your Patron, determining whether you use Wisdom, Intelligence or Charisma. Wisdom for more contemplative or Aesthetic Patrons, Intelligence for Forbidden Knowledge or an Arcane-style teacher, and Charisma for your more typical Cultish or Figure of Personality Patron. You use the chosen Attribute for a number of abilities, as well as when setting the saving throw DC for a Warlock spell you cast and when Making an Attack roll with one.   Spell Save DC = 8 + Proficiency Bonus + Spellcasting Attribute modifier
Spell Attack Modifier = Proficiency bonus + Spellcasting Attribute modifier  

Study Magic

You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  

Eldritch Invocations

Starting at 2nd level, your study of occult lore, you have unearthed Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain two Eldritch Invocations and/or Cantrip Invocations of your choice. 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 Invocations that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.  

Ability Score Improvement or Feat

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. Alternatively you can take a Feat from the Feats List.  

Mystic Arcanum

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 Arcanum when you finish a Long Rest. If you wish to pick a lower level spell for a higher level Arcanum you may, but the spell behaves as if you upcast it with a higher spell slot.  

Eldritch Master

At 18th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended Spell Slots. You can spend a moment 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.  

Epic Boon

Starting at 20th level, your spellcasting ability score increases by 2, and its maximum is now 30. Select an Epic Boon of your choice.


Starting Equipment

Roll 4d4 x10gp

  Warlocks are not born or trained, but created. Their wealth flowing from their patrons first gifts. While piles of cash can be good, a life of adventure usually asks for adventuring goods.


Subclass Options

The Angel Patron

You’re in a pact with a divine servant of the gods, one of the few angels willful enough to take mortal servants. They’ve been gone from Faerun for so long, you couldn’t imagine it. Now you have one barking orders at you every day. But it’s ok, because you can bring succour to the needy, heal wounds and burn the wicked. It even strengthens your body and anchors your spirit closer to your body. But the celestial works you hard, you need to fix the world! Not just a few needy people, and it all seems just so big.   Devotee Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp or Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Pact Item and/or Mace (1d6 bludgeoning): 4lb, 5gp
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.  

Bonus Cantrips

At 1st level, you learn the Light and Sacred Flame cantrips. They count as Warlock Cantrips for you, but they don’t count against your number of cantrips known.  

Pact Spells

Your mystical pact with an angelic being grants you access to certain spells used by angels. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Warlock Spell List. The spell counts as a Warlock Spell for you, but it doesn’t count against the number of Warlock Spells you know. These spells can’t be replaced when you gain a level in this class.  

Healing Light

At 3rd level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Spellcasting Attribute modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.  

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Spellcasting Attribute modifier to one radiant or fire damage roll of that spell against one of its targets.  

Celestial Resistance

Starting at 10th level, you can spend ten minutes to give yourself gain temporary hit points. These temporary hit points equal your warlock level + your Spellcasting Attribute modifier. Additionally, choose up to five creatures you can see at the end of this process. Those creatures each gain temporary hit points equal to half your warlock level + your Spellcasting Attribute modifier.  

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Spellcasting Attribute modifier, and is blinded until the end of the current turn. Once you use this feature, you can’t use it again until you finish a long rest.  

Pact Items of the Angel

 

Blade of the Angel
A 1d8/1d10 radiant damage, versatile, this blade doubles your religion proficiency for checks related to your Patrons deity.   Variant Examples
Bow of the Angel: 1d10 radiant damage, range 150/600ft, two-handed, this bow doubles your proficiencies to persuasion when matchmaking npcs.
Glaive of the Angel: 1d10 radiant damage, reach 1, two-handed, this glaive doubles your proficiencies when making charisma checks in combat.
Greatsword of the Angel: 3d4 radiant damage, two-handed, this greatsword emits a bright white light for 15ft around it, and 15ft dim around that.  

Chain Familiar of the Angel (small)
AC: 12 + Proficiency Bonus HP: < Warlock Levels x 6 >
Str 3 (-4) Dex 16 ( + 3) Con 14 ( + 2) Int 14 ( + 2) Wis 14 ( + 2) Cha 12 ( + 1)
Speed: 30 ft, Swim 30 ft, Fly 60 ft Darkvision 60ft Flyby Amphibious
Skills: Religion +4, Persuasion +4, Perception +3, Stealth +7 Magic Resistance
Guiding Light: The next attack roll against the target before the end of your next turn has Advantage, and if the target has the Invisible condition, that condition is suppressed for the duration.
Smite: Proficiency Bonus +3 to hit, 1d8 + 3 radiant damage.  

Talisman of the Angel
Allows the wearer to cast Cure Wounds three times per long rest, at a level equal to your warlock spell slot.  

Tome of the Angel
Allows you to cast Guidance, Thaumaturgy, and Word of Radiance cantrips.  

The Archfey Patron

Creating a pact with a particularly power fey being called the Archfey, masters of the Feywild. You were probably better off done with one of the less charming and beautiful variety, but you fucked up. Fey beings are monsters beyond our reality, and you get that now. Now that your past all the glamour and illusions and under their thumb. You can use this glamour now to get what you want, weave their illusions and cross through reality on your whim. And it has not made you kinder.   Fey-Servant Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp and Buckler (+1 AC): 3lb, 10gp
Pact Item and/or Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Bonus Cantrips

At 1st level, you learn the Druidcraft and Thorn Whip cantrips. They count as Warlock Cantrips for you, but they don’t count against your number of cantrips known.  

Pact Spells

Your mystical pact with a fey being grants you access to certain spells used by archfey. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Warlock Spell List. The spell counts as a Warlock Spell for you, but it doesn’t count against the number of Warlock Spells you know. These spells can’t be replaced when you gain a level in this class.  

Fey Presence

Starting at 3rd level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all Charmed by you until the end of your next turn. You can use this feature three times, regaining expended uses on a long rest.  

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn Invisible and teleport up to 60 feet to an unoccupied space you can see. You remain Invisible until the start of your next turn or until you attack or cast a spell. You can use this feature three times, regaining expended uses on a long rest.  

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being Charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be Charmed by you for 1 minute or until the creature takes any damage.  

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is Charmed by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You can use this feature three times, regaining expended uses on a long rest.  

Pact Items of the Archfey

 

Blade of the Archfey
A 1d8/1d10 acid damage, versatile, this blade doubles your deception proficiency for checks to gossipmongering.   Variant Examples
Bow of the Archfey: 1d10 acid damage, range 150/600ft, two-handed, this bow doubles your proficiencies to performance to seduce someone.
Glaive of the Archfey: 1d10 acid damage, reach 1, two-handed, this glaive doubles your proficiencies to herbalism for creation of honey-based foodstuffs.
Falchion of the Archfey: 3d4 acid damage, two-handed, this sword emits a bright green light for 15ft around it, and 15ft dim around that.  

Chain Familiar of the Archfey (small)
AC: 12 + Proficiency Bonus HP: < Warlock Levels x 6 >
Str 3 (-4) Dex 16 ( + 3) Con 14 ( + 2) Int 14 ( + 2) Wis 14 ( + 2) Cha 12 ( + 1)
Speed: 30 ft, Swim 30 ft, Fly 60 ft Darkvision 60ft Flyby Amphibious
Skills: Nature +4, Deception +4, Perception +3, Stealth +7 Magic Resistance
Blink: The familiar teleports and swaps places with a willing creature within 30ft, making a Slash attack before or after. 3 Charges on a long rest.
Slash: Proficiency Bonus +3 to hit, 1d8 + 3 acid damage.  

Talisman of the Archfey
Allows the wearer to cast Disguise Self three times per long rest, at a level equal to your warlock spell slot.  

Tome of the Archfey
Allows you to cast Poison Spray, Thorn Whip, and Vicious Mockery cantrips.  

The Elder Evil Patron

You made a pact with something you don’t understand. One of the stars in the sky known as the Elder Evils. Maybe you thought you did, but you were wrong. It doesn’t seem to really want anything, or maybe it just doesn’t communicate. Which is probably a good thing, your having trouble focusing nowadays. Your mind goes on a spell, and everything becomes a little harder. Voices. Random thoughts not your own. But it’s power, to be throwing thoughts into others minds and have them jump right back into your head like an errant cat.   Mad Cultist Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp or Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Pact Item and/or Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Bonus Cantrips

At 1st level, you learn the Encode Thoughts and Mind Sliver cantrips. They count as Warlock Cantrips for you, but they don’t count against your number of cantrips known.  

Pact Spells

Your mystical pact with an elder evil grants you access to certain spells used by far realm beings. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Warlock Spell List. The spell counts as a Warlock Spell for you, but it doesn’t count against the number of Warlock Spells you know. These spells can’t be replaced when you gain a level in this class.  

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.  

Gifts of Madness

At 3rd level you gain resistance to psychic damage, and as a reaction, you can force a melee attack to target another person. Assign the two nearest creatures within 30ft, roll a d4. On a 1 or 2 you are hit anyway, on a 3 they hit the first creature, a 4 the second. If there are no allies within the range, those attacks are wasted. You can use this feature three times, regaining expended uses on a long rest.  

Entropic Ward

At 6th level, you can enter a psychic state to read your enemies movements and intentions. As an action you choose one creature within 30ft, for the next minute any creatures of your choice have advantage on attack rolls against the chosen creature. You can use this feature three times, regaining expended uses on a long rest.  

Thought Shield

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have immunity to psychic damage, and whenever a creature deals psychic damage to you, that creature takes that same amount of damage.  

Create Thrall

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.  

Pact Items of the Elder Evil

 

Blade of the Elder Evil
A 1d8/1d10 psychic damage, versatile, this blade emits a dim blue light for 30ft around it.   Variant Examples
Dart of the Elder Evil: 1d10 psychic damage, range 20/60ft, this dart doubles your proficiencies to survival in the underdark.
Glaive of the Elder Evil: 1d10 psychic damage, reach 1, two-handed, this glaive doubles your proficiency to insight checks against people suffering delusions.
Maul of the Elder Evil: 3d4 psychic damage, two-handed, this hammer doubles your arcana rolls to determine spellcasting and the spellcasters.  

Chain Familiar of the Elder Evil (small)
AC: 12 + Proficiency Bonus HP: < Warlock Levels x 6 >
Str 3 (-4) Dex 16 ( + 3) Con 14 ( + 2) Int 14 ( + 2) Wis 14 ( + 2) Cha 12 ( + 1)
Speed: 30 ft, Swim 30 ft, Fly 60 ft Darkvision 60ft Flyby Amphibious
Skills: Arcana +4, Deception +4, Insight +3, Stealth +7 Magic Resistance
Terrifying Whisper: The target has the Frightened condition until the end of your next turn. You choose whether the target is frightened of you or the familiar.
Blast: Proficiency Bonus +3 to hit, 1d8 + 3 psychic damage.  

Talisman of the Elder Evil
Allows the wearer to cast Tasha's Hideous Laughter three times per long rest, at a level equal to your warlock spell slot.  

Tome of the Elder Evil
Allows you to cast the Guidance, Message and Light cantrips.  

The Fathomless Patron

You made a pact in an hour or need, drowning deep beneath the waves, or in lost within the caverns of the Underdark. One of the deeplurkers down in the crushing waters or shadowy caverns. You didn’t understand how useful agents of power are for the world above for what lingers down there. You can now summon great tentacles, commune with aliens and monsters and summon their influence into the world. But for what purpose still eludes you.   Shipwreck Survivor Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp or Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Pact Item or Spear (1d6/d8 piercing, range 20/60ft): 3lb, 1gp
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Bonus Cantrips

At 1st level, you learn the Ray of Frost and Shape Water cantrips. They count as Warlock Cantrips for you, but they don’t count against your number of cantrips known.  

Pact Spells

Your mystical pact with an abberant sea creature grants you access to certain thallasic spells. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Warlock Spell List. The spell counts as a Warlock Spell for you, but it doesn’t count against the number of Warlock Spells you know. These spells can’t be replaced when you gain a level in this class.  

Gift of the Sea

You gain a swimming speed of 40ft, and you can breathe underwater.  

Grasp of the Deep

At 3rd level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Oceanic Soul

At 6th level, your patron grants you greater abilities. You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.  

Guardian Coil

At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.  

Grasping Tentacles

Starting at 10th level, you learn the spell Evard's Black Tentacles. It counts as a Warlock Spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.  

Fathomless Plunge

Starting at 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. Once you use this feature, you can't use it again for ten minutes.  

Pact Items of the Deeplurker

 

Blade of the Fathomless
A 1d8/1d10 cold damage, versatile, this blade doubles your persuasion checks for accessing the restricted section of libraries.   Variant Examples
Crossbow of the Fathomless: 1d10 cold damage, range 150/600ft, two-handed, this crossbow doubles your proficiencies to insight against creatures with tentacles. Spiked Chain of the Fathomless: 1d10 cold damage, reach 1, two-handed, this chain doubles your proficiencies to navigation when underground. Greataxe of the Fathomless: 3d4 cold damage, two-handed, this greataxe emits a dim purple light for 30ft around it.  

Chain Familiar of the Fathomless (small)
AC: 12 + Proficiency Bonus HP: < Warlock Levels x 6 >
Str 3 (-4) Dex 16 ( + 3) Con 14 ( + 2) Int 14 ( + 2) Wis 14 ( + 2) Cha 12 ( + 1)
Speed: 30 ft, Swim 30 ft, Fly 60 ft Darkvision 60ft Flyby Amphibious
Skills: Arcana +4, Deception +4, Persuasion +3, Stealth +7 Magic Resistance
Attach: After an attack, the familiar grapples with the target, as long as they are not Huge or larger. If successful the target is Blinded.
Slam: Proficiency Bonus +3 to hit, 1d8 + 3 cold damage.  

Talisman of the Fathomless
Allows the wearer to cast Armour of Agathys three times per long rest, at a level equal to your warlock spell slot.  

Tome of the Fathomless
Allows you to cast the Frostbite, Dancing Lights, Message, and Shape Water cantrips.  

The Fiend Patron

The most common sort of pact-holder, the Devils of Baator and Demons of Tarterus. The Dukes and Archdukes of Baator are masters of fine-print and the corruption of their worshippers. Demon Lords tend to be far more direct but also controlling of your actions in their stead. You know where your going, but everything’s fine for now. No, the problem is what it’s doing to you. You gain literal giddiness from the pain and suffering around you, the devil’s luck favours you, even your skin is becoming leathery and demonic.   Diabolist Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp or Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Pact Item and/or Spear (1d6/d8 piercing, range 20/60ft): 3lb, 1gp
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.  

Bonus Cantrips

At 1st level, you learn the Control Flames and Fire Bolt cantrips. They count as Warlock Cantrips for you, but they don’t count against your number of cantrips known.  

Pact Spells

Your mystical pact with a fiendish creature grants you access to certain fiendish magic. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Warlock Spell List. The spell counts as a Warlock Spell for you, but it doesn’t count against the number of Warlock Spells you know. These spells can’t be replaced when you gain a level in this class.  

Dark One’s Blessing

Starting at 3rd Level, When you reduce an enemy to 0 Hit Points or an enemy drops to 0 Hit Points within 5 feet of you, you gain Temporary Hit Points equal to your Spellcasting Attribute 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. You can use this feature 3 times, you regain expended uses of this feature on a long rest.  

Fiendish Resilience

At 10th level, channeling the preternatural resilience of Fiends, you can choose one damage type, other than Force, whenever you finish a Short Rest or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature.  

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack roll, 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 must make a Wisdom saving throw against your Spell Save DC upon its return. On a failed save, the target takes 10d10 Psychic damage. On a successful save, it takes half as much damage. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Spell Slot of at least 4th level when you use it again. You can use this feature only once per turn.  

Pact Items of the Fiend

 

Blade of the Fiend
A 1d8/1d10 fire damage, versatile, this blade doubles your proficiency with arcana checks related to infernal magics and curses.   Variant Examples
Longbow of the Fiend: 1d10 fire damage, range 150/600ft, two-handed, this longbow doubles your proficiencies to stealth once combat has started.
Pike of the Fiend: 1d10 fire damage, reach 1, two-handed, this pike emits a bright red light for 15ft around it, and dim light for the 15ft around that.
Greataxe of the Fiend: 3d4 fire damage, two-handed, this axe doubles your proficiencies to survival checks for tracking humanoids.  

Chain Familiar of the Fiend (small)
AC: 12 + Proficiency Bonus HP: < Warlock Levels x 6 >
Str 3 (-4) Dex 16 ( + 3) Con 14 ( + 2) Int 14 ( + 2) Wis 14 ( + 2) Cha 12 ( + 1)
Speed: 30 ft, Swim 30 ft, Fly 60 ft Darkvision 60ft Flyby Amphibious
Skills: Arcana +4, Deception +4, Insight +3, Stealth +7 Magic Resistance
Invisibility: The familiar can turn invisible at will, but reveals itself if it attacks or makes a creature roll a saving throw.
Blaze: Proficiency Bonus +3 to hit, 1d8 + 3 fire damage.  

Talisman of the Fiend
Allows the wearer to cast Spider’s Kiss three times per long rest, at a level equal to your warlock spell slot.  

Tome of the Fiend
Allows you to cast the Acid Splash, Produce Flame, and Resistance cantrips.  

The Genie Patron

You have formed a pact with a master of the Elements, one of the Lords of the Genie. Known best for their Wishes and elemental powers, you act as their agent amongst mortals, Slave and Slavedriver.   Entrusted Slave Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp or Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp
Pact Item and 1-2 Light Hammer (1d6 bludgeoning, range 20/60ft, Light): 2lb, 5gp
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.  

Bonus Cantrips

At 1st level, you learn the Gust and Shocking Grasp cantrips. They count as Warlock Cantrips for you, but they don’t count against your number of cantrips known.  

Pact Spells

Your mystical pact with a genie grants you access to certain elemental spells. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Warlock Spell List. The spell counts as a Warlock Spell for you, but it doesn’t count against the number of Warlock Spells you know. These spells can’t be replaced when you gain a level in this class.  

Genie’s Wrath

Starting when you pick this pact, your unique Genie Patron spells take on alternative damage types depending on your patron. Dao they deal bludgeoning damage, Djinn they deal lightning damage, Efreeti they deal fire damage, and Marid they deal cold damage.  

Genie’s Vessel

At 3rd level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object from your patrons treasures, and you can use it as a spellcasting focus for your warlock spells. While you are touching the vessel, you can use it in the following ways:
  • Bottled Respite: As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
  • Genie's Wrath: Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
The vessel's AC equals your spell save DC. It's hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a I-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.  

Elemental Gift

Starting at 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Sanctuary Vessel

At 10th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you. As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.  

Limited Wish

At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action. Once you use this feature, you can't use it again until you finish ld4 long rests.  

Pact Items of the Genie

 

Blade of the Genie
A 1d8/1d10 lightning damage, versatile, this blade doubles your proficiency to persuasion when haggling with craftsmen and traders.   Variant Examples
Longbow of the Genie: 1d10 lighting damage, range 150/600ft, two-handed, this longbow emits a 15ft bright blue light, and 15ft dim light after that.
Halberd of the Genie: 1d10 lightning damage, reach 1, two-handed, this polearm doubles your proficiencies to Lore for genies and primordials.
Falchion of the Genie: 3d4 lighting damage, two-handed, this sword doubles your proficiencies to survival checks in desert environments.  

Chain Familiar of the Genie (small)
AC:
12 + Proficiency Bonus HP: < Warlock Levels x 6 >
Str 3 (-4) Dex 16 ( + 3) Con 14 ( + 2) Int 14 ( + 2) Wis 14 ( + 2) Cha 12 ( + 1)
Speed: 30 ft, Swim 30 ft, Fly 60 ft Darkvision 60ft Flyby Amphibious
Skills: Arcana +4, Performance +4, Insight +3, Stealth +7 Magic Resistance
Beguiling Elemental: The target has the Charmed condition until the end of your next turn and perceives both you and the familiar as the charmer.
Shock: Proficiency Bonus +3 to hit, 1d8 + 3 lightning damage.  

Talisman of the Genie
Allows the wearer to cast Absorb Elements three times per long rest, at a level equal to your warlock spell slot.  

Tome of the Genie
Allows you to cast the Control Flames, Resistance, and Thunderclap cantrips.  

The Incunabula Patron

You formed a pact with a being of great shadow and power, rulers of the Shadowfell called the Incunabula. Their mastery of Shadow-weave and Necromancy is second to none. You hunger to bring death to others, each one slain increases your strength. Eventually you gain the power to bring something back from the Shadowfell. Spirits of the damned to feed their bellies on your enemies. Your emotions fall flat, the only thing that excites you anymore is the kill.   Shadowver Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Pact Item and 1-2 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Bonus Cantrips

At 1st level, you learn the Minor Illusion and Sapping Sting cantrips. They count as Warlock Cantrips for you, but they don’t count against your number of cantrips known.  

Pact Spells

Your mystical pact with a shadowy being grants you access to certain vitality leeching spells. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Warlock Spell List. The spell counts as a Warlock Spell for you, but it doesn’t count against the number of Warlock Spells you know. These spells can’t be replaced when you gain a level in this class.  

Shroud of the Slain

Starting at 3rd level, you gain the ability to take the moment of death to power your abilities. Each time you reduce a creature to 0hp, you gain a Shroud until your next long rest. You can keep a number of Shrouds equal to your Warlock Spell Slot Level. While you have more than 1 shroud, you can take the Hide action as a bonus action on your turn and cannot be tracked by normal means. You can expend a Shroud while dealing damage, the target must make a Charisma save against your Spellcasting DC or become Frightened.  

Written in Blood

Starting at 6th level, you’ve learned to read your servants and adversaries as easily as the scrolls located within the darkest places. As an action, touch a creature within reach that is Restrained, Paralyzed or otherwise cannot move. The targets flesh peels back into the pages of a book bound underneath their skin. The words within describe who they are and what they have done, and you can read up to six different sentences from them, prioritizing details you wish to learn. Afterwards, you have advantage on Charisma and Intelligence checks relating to the creature and it has disadvantage on Charisma and Wisdom checks against you. You can use this feature three times, regaining expended uses on a long rest.  

Accursed Shroud

At 10th level, you are immunity to the Frightened condition, and resistance to damage dealt by Frightened creatures.  

Master of Shadows

Starting at 14th level, you gain advantage on attack rolls against Frightened creatures, and can use Shrouds to give your targets the Stunned condition until the end of your next turn, Charisma saving throw against your Spellcasting DC.  

Pact Items of the Incunabula

 

Blade of the Incunabula
A 1d8/1d10 thunder damage, versatile, this blade doubles your proficiency to stealth checks in dim light or darkness outdoors.   Variant Examples
Longbow of the Incunabula: 1d10 thunder damage, range 150/600ft, two-handed, this longbow doubles your proficiencies to arcana related to the shadowweave.
Halberd of the Incunabula: 1d10 thunder damage, reach 1, two-handed, this polearm doubles your proficiencies to lore related to the shadowfell.
Maul of the Incunabula: 3d4 thunder damage, two-handed, this hammer emits a 15ft bright purple light, and dim light for another 15ft.  

Chain Familiar of the Incunabula (small)
AC: 12 + Proficiency Bonus HP: < Warlock Levels x 6 >
Str 3 (-4) Dex 16 ( + 3) Con 14 ( + 2) Int 14 ( + 2) Wis 14 ( + 2) Cha 12 ( + 1)
Speed: 30 ft, Swim 30 ft, Fly 60 ft Darkvision 60ft Flyby Amphibious
Skills: Nature +4, Deception +4, Perception +3, Stealth +7 Magic Resistance
Displace: The familiar is magically blurred, making all attack rolls against it to be rolled with disadvantage until struck. 3 Charges on a long rest.
Claw: Proficiency Bonus +3 to hit, 1d8 + 3 thunder damage.  

Talisman of the Incunabula
Allows the wearer to cast Cause Fear three times per long rest, at a level equal to your warlock spell slot.  

Tome of the Incunabula
Allows you to cast the Dancing Lights, Mould Earth, and Ray of Frost cantrips.  

The Undying Patron

You were dying, or a loved one, and the church couldn’t do squat. So you searched, you searched for a way to escape your fate. Finding it was as surprising as it was exhilarating. And no strings attached, except loyalty and maybe a task or two for your undead saviour, the Undying One. But then, you noticed the side-effects. Food tasted like ash, your heartbeat slows to a drip, and passions that drove you are dead in your chest. Undead even avoid you now.   Ghuul Follower Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Pact Item and Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp or Mace (1d6 bludgeoning): 4lb, 5gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Bonus Cantrips

At 1st level, you learn the Animate Skull and Spare the Dying cantrips. They count as Warlock Cantrips for you, but they don’t count against your number of cantrips known. You can cast Spare the Dying cantrip as a bonus action and at a range of 30ft.  

Pact Spells

Your mystical pact with an immortal undead creature grants you access to certain undead spells. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Warlock Spell List. The spell counts as a Warlock Spell for you, but it doesn’t count against the number of Warlock Spells you know. These spells can’t be replaced when you gain a level in this class.  

Form of the Wight

When you reach 3rd level, you immune to nonmagical disease. Additionally, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Constitution saving throw, and if the saving throw fails, the targets hit point maximum is reduced by the damage dealt.
  • You are immune to the Frightened condition and any affect that would reduce your hit point maximum.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The appearance of your Form of the Wight reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron.  

Defy Death

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. Once you use this feature, you can’t use it again for ten minutes. Additionally, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.  

Ghostly Movement

At 10th level, your link with your undead patron allows you to move through other creatures and objects as if they were difficult terrain. However, you can’t move through objects of 1 foot or thicker. You take 5 (1d10) force damage if you end your turn inside an object. If this happens, you are immediately shunted to the nearest unoccupied space that you can occupy.  

Vampiric Aura

At 14th level, you can channel your patron’s unholy appetite through your body. As an action, each non-undead creature within 60 feet of you must make a Wisdom saving throw. The DC is equal to your spell save DC. On a failed save, the target creature takes 4d8 necrotic damage and their hit point maximum is reduced by the amount of damage dealt, or half as much damage and no other ill effects on a successful one. Once you use this feature, you cannot use it again until you finish a long rest.  

Pact Items of the Undying

 

Blade of the Dead
A 1d8/1d10 necrotic damage, versatile, this blade doubles your proficiency to lore related to undeath.   Variant Examples
Longbow of the Dead: 1d10 necrotic damage, range 150/600ft, two-handed, this longbow doubles your proficiencies to stealth in tombs or unhallowed places.
War Scythe of the Dead: 1d10 necrotic damage, reach 1, two-handed, this polearm emits a dim white light for 30ft around it.
Greatsword of the Dead: 3d4 necrotic damage, two-handed, this sword doubles your proficiencies to charisma checks against the undead.  

Chain Familiar of the Dead (small)
AC: 12 + Proficiency Bonus HP: < Warlock Levels x 6 >
Str 3 (-4) Dex 16 ( + 3) Con 14 ( + 2) Int 14 ( + 2) Wis 14 ( + 2) Cha 12 ( + 1)
Speed: 30 ft, Swim 30 ft, Fly 60 ft Darkvision 60ft Flyby Amphibious
Skills: Religion +4, Deception +4, Persuasion +3, Stealth +7 Magic Resistance
Rotting Touch: The target has the Poisoned condition until the end of your next turn.
Reave: Proficiency Bonus +3 to hit, 1d8 + 3 necrotic damage.  

Talisman of the Dead
Allows the wearer to cast False Life three times per long rest, at a level equal to your warlock spell slot.  

Tome of the Dead
Allows you to cast the Dancing Lights, Mending, and Shocking Grasp cantrips.


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