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Revised Class: The Warlock

The Warlock Table

LevelProf. BonusFeaturesCantrips KnownSpells KnownSpell SlotsSpell LevelEldritch Invocations
1+2Pact Boon, Pact Magic2211st-
2+2Eldritch Invocations2321st2
3+2Otherworldly Patron2422nd2
4+2Ability Score Improvement2522nd2
5+3Improved Pact Boon3623rd4
6+3Otherworldly Patron Feature3723rd4
7+3-3824th5
8+3Ability Score Improvement3924th5
9+4-31025th6
10+4Otherworldly Patron Feature41025th6
11+4Mystic Arcanum (6th-level)41135th6
12+4Ability Score Improvement41135th7
13+5Mystic Arcanum (7th-level)41235th7
14+5Otherworldly Patron Feature41235th7
15+5Mystic Arcanum (8th-level)41335th8
16+5Ability Score Improvement41335th8
17+6Mystic Arcanum (9th-level)41445th8
18+6-41445th9
19+6Ability Score Improvement41545th9
20+6Eldritch Master41545th9

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Note: In this build, I recommend taking eldritch blast off of the warlock spell list, leaving it only for Pact of the Tome.

Class Features

The following class features below have changed. Any feature not listed below has not been changed.

Pact Boon

Upon taking this class at 1st level, your otherworldly patron bestows a gift upon you for your promise of loyal service. You gain one of the following features of your choice.

Pact of the Blade

You gain proficiency in medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Hexblade feature, this benefit extends to every hexblade you conjure, no matter the weapon’s properties.

Pact of the Chain

You gain proficiency in your choice of one skill between Animal Handling, Deception, or Persuasion.

You also learn the find familiar spell. The spell doesn't count against your number of spells known. When you cast the spell, you can choose to summon an eldritch familiar empowered by your patron and change its appearance to that of one of the animals listed in the spell, or the shape of a tiny coatl, imp, pixie, pseudodragon, or quasit.

The familiar is friendly to you and your companions and obeys your commands. Choose its stat block— Celestial Familiar, Fey Familiar, or Fiend Familiar —which uses your proficiency bonus (PB) in several places. You may cast any spell from your familiar’s square as if you were standing there and target your familiar with spells with the Self range. When you cast a spell with a range of Self, you may choose to also affect your familiar.

In combat, the eldritch familiar acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the eldritch familiar to take the Attack action. If you are incapacitated, the eldritch familiar can take any action of its choice, not just Dodge.

Celestial Familiar

Tiny celestial


Armor Class 13 + PB
Hit Points 4 + four times your warlock level (the familiar has a number of Hit Dice [d6s] equal to your warlock level)
Speed 10 ft., fly 60 ft.


STR 8 (-1) DEX 16 (+3) CON 13 (+1)
INT 10 (+0) WIS 14 (+2) CHA 14 (+2)


Senses darkvision 60 ft, passive Perception 12
Languages Celestial, understands the languages you speak
Challenge - Proficiency Bonus (PB) equals your bonus

Eldritch Chain. You may add your proficiency bonus to any ability check or saving throw that the familiar makes.

Magic Resistance. The familiar has advantage on saving throws against spells and other magical effects.

Actions

Eldritch Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + your Charisma modifier + PB force damage

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB piercing damage, and the target must succeed on a Constitution saving throw against your spell save DC or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to wake the target, but the target remains poisoned and feels lethargic. Once awake, at the end of each of its turns, the target may attempt another Constitution saving throw. Once it succeeds, the poison effect ends.

Fey Familiar

Tiny fey


Armor Class 13 + PB
Hit Points 4 + four times your warlock level (the familiar has a number of Hit Dice [d6s] equal to your warlock level)
Speed 10 ft., fly 30 ft.


STR 6 (-2) DEX 16 (+3) CON 13 (+1) INT 10 (+0) WIS 14 (+2) CHA 15 (+2)


Senses darkvision 60 ft, passive Perception 12
Languages Sylvan, understands the languages you speak
Challenge - Proficiency Bonus (PB) equals your bonus

Eldritch Chain. You may add your proficiency bonus to any ability check or saving throw that the familiar makes.

Magic Resistance. The familiar has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The familiar can cast the following spells without a material component, using your spell save DC, spell level, and attack modifier.

At will: druidcraft
1/day each: dancing lights, detect evil and good, entangle, phantasmal force, sleep

Actions

Eldritch Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + your Charisma modifier + PB force damage

Invisibility. The familiar magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it. This effect ends if the familiar attacks or casts a spell.

Fiend Familiar

Tiny fiend


Armor Class 13 + PB
Hit Points 4 + four times your warlock level (the familiar has a number of Hit Dice [d6s] equal to your warlock level)
Speed 20 ft., fly 40 ft.


STR 6 (-2) DEX 17 (+3) CON 13 (+1) INT 10 (+0) WIS 12 (+1) CHA 15 (+2)


Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses darkvision 120 ft, passive Perception 11
Languages Infernal or Abyssal (choose one), understands the languages you speak
Challenge - Proficiency Bonus (PB) equals your bonus

Shapechanger. The familiar can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed.

Devil's Sight. Magical darkness doesn't impede the familiar’s darkvision.

Eldritch Chain. You may add your proficiency bonus to any ability check or saving throw that the familiar makes.

Magic Resistance. The familiar has advantage on saving throws against spells and other magical effects.

Actions

Eldritch Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + your Charisma modifier + PB force damage

Invisibility. The familiar magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it. This effect ends if the familiar attacks or casts a spell.

 

Pact of the Talisman

You gain proficiency in your choice of one skill from the Deception, Intimidation, Insight, or Persuasion.

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.

You learn the guidance cantrip, which does not count against the number of cantrips you know. You may cast spells as if you were in the wearer’s space and target the wearer with spells with a range of Self. When you cast a spell with the range of Self, you may also affect the talisman wearer. Once per turn, you may use your reaction to mark a target who attacks the wearer. You may choose to have advantage on your next attack roll against the target or for the target to suffer disadvantage on the next saving throw you cause it to make. This mark lasts until expended, released, or until you complete a long rest. You may only have one mark at a time.

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

You gain proficiency in your choice of either the Arcana or Religion skill.

You learn the eldritch blast cantrip, which does not count against the number of cantrips you know. You also add your Charisma modifier to each damage die of any warlock cantrip you cast that deals damage. If a target rolls a 1 on a saving throw against one of your warlock cantrips that inflicts damage, treat this as a critical hit, rolling extra damage dice accordingly.

Your patron also 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. You may use your Book of Shadows as your ritual book if you wish.

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. Your patron also grants you access to additional spells (see Expanded Spell List) per patron.

Last, each patron gives you access to two cantrips that do not count against the number of cantrips you know, but count as warlock spells for you.

Otherworldly PatronBonus Cantrips
The Archfeyfriends, vicious mockery
The Celestiallight, sacred flame
The Fathomlessray of frost, shillelagh
The Fiendproduce flame, thaumaturgy
The Genieprestidigitation, one cantrip of your choice from any spell list
The Ghost in the Machinemessage, shocking grasp
The Great Old Oneminor illusion, vicious mockery
The Hexbladebooming blade, sword burst
The Raven Queenspare the dying, toll the dead
The Seekerguidance, sacred flame
The Undeadchill touch, spare the dying
The Undyingchill touch, spare the dying

Ritual Casting

You can cast a warlock spell as a ritual if that spell has the ritual tag and have a ritual book containing all the ritual spells you can cast. You don’t need to have the spell prepared to cast the ritual.

You may also learn any ritual spell from any spell list by taking time to write the spells into your ritual book. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level must be equal to or lower than your spell level, and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Eldritch Invocations

See below for invocations that have been added, updated, or removed.

Agonizing Blast: Does not stack with the Pact of the Tome's increased cantrip damage.

Book of Ancient Secrets: Add two spells from any class of a level of spell you can cast, up to 5th level, to your list of spells known, so long as the Book of Shadows is on your person. These spells do not count against the number of spells or cantrips you know. You cast these spells as warlock spells. This invocation may be taken more than once.

Chains of Carceri: Servants of the Archfey can also target fey. Servants of the Great Old One may also target aberrations.

Ferocious Familiar: Prerequisite: Pact of the Chain feature, Level 6. When you use your Attack action to command your familiar to attack, it may attack twice.

(New) Improved Pact Magic: You gain one additional spell slot that recovers when you complete a short or long rest.

Improved Pact Weapon: You can use any weapon that you attune to with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you attune to can be a shortbow, longbow, light crossbow, or heavy crossbow, which can now be conjured as hexblades for those with the Hexblade patron.

Investment of the Chain Master: Removed.

Otherworldly Patron

Once you reach 3rd level, you have proven your value to an otherworldly being and this patron begins to fully invest you with their power. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Expanded Spell List

Your patron grants you two additional spells per spell level. These spells count as warlock spells for you, but they do not count against the number of warlock spells you know.

You may cast one of these spells without expending a spell slot. Once you do, you may not do so again until you complete a short or long rest.

The Hexblade

Starting at 3rd level, you can now manifest an echo of the Hexblade itself to wield as your own personal weapon. You can use your action to create a hexblade in your empty hand and perform an Attack action as well, if you wish. 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 damage.

Your hexblade 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 hexblade 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 hexblade thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your hexblade 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.

Improved Pact Boon

Starting at 5th level, your bond with your pact boon grows more powerful, granting you a new invocation. If you already know the invocation granted by this boon, you may choose another invocation.

Pact BoonInvocation
BladeThirsting Blade
ChainFerocious Familiar*
TalismanProtection of the Talisman
TomeBook of Ancient Secrets

Mystic Arcanum and Eldritch Master remain unchanged (for now).


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