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Warlock

Born of a supernatural bloodline, a Warlock seeks to master the perilous magic that suffuses his soul. Unlike Sorcerers and Wizards, who approach arcane magic through the medium of spells, a Warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a Warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power.

Warlock

Many warlocks are champions of dark and chaotic powers. Long ago, they (or in some cases, their ancestors) forged grim pacts with dangerous extraplanar powers, trading portions of their souls in exchange for supernatural power. While many warlocks have turned away from evil, seeking to undo the wrongs of their former colleagues, they are still chained by the old pacts through which they acquired their powers. The demand to further the designs of their dark patrons, or to resist them, drives most warlocks to seek the opportunities for power, wealth, and great deeds (for good or ill) offered by adventuring

Some Warlocks are the descendants of people who trafficked with demons and devils long ago. Some seek out the dark powers as youths, driven by ambition or the desire for power, but a few blameless individuals are simply marked out by the supernatural forces as conduits and tools. The exact nature of a warlock's origin is up to the player to decide; just as a sorcerer is not beholden to the magic-wielding ancestor that bequeathed his bloodline with arcane power, a warlock is not bound to follow the source that gifted him with magic.

Warlocks are not half-fiends or tieflings by default (although many creatures of those kinds become some of the most powerful and terrifying representatives of the class). The mark that the supernatural powers leave on their servants is often a mark in the soul, not the flesh. In fact, many warlocks are created by nonevil powers - wild or fey forces that can be every bit as dangerous as demons or devils. Whatever their origin, warlocks are widely feared and misunderstood. Most are wanderers who rarely stay in one place for long.

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools: None
saving throws: Wisdom and Charisma
skills: Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
starting equipment:

Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 75 GP




spellcasting:

You do not prepare or cast spells as other wielders of arcane magic do. You possess a repertoire of attacks, defenses, and abilities known as invocations that requires you to focus the wild energy that suffuses your soul.

Cantrips. You know two Warlock cantrips of your choice. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.

Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

Innate Spells of Level 1+. You have a list of level 1+ spells that are available for you to cast with this feature.

The number of spells on your list increases as you gain Warlock levels, as shown in the Warlock Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level.

If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.

Changing Your Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.

Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.

Spellcasting Focus. You use the corruption in your soul as a Spellcasting Focus for your Warlock spells.

class features:

Level 1: Eldritch Invocations

You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome.

Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.

Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.

When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.

You can’t pick the same invocation more than once unless its description says otherwise.

Eldritch Invocation Options

Eldritch Invocation options appear in alphabetical order.

Armor of Shadows

You can cast Mage Armor on yourself without expending a spell slot.

Ascendant Step

Prerequisite: Level 5+ Warlock

You can cast Levitate on yourself without expending a spell slot.

Devil’s Sight

Prerequisite: Level 2+ Warlock

You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

Devouring Blade

Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation

The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.

Eldritch Mind

You have Advantage on Constitution saving throws that you make to maintain Concentration.

Fiendish Vigor

Prerequisite: Level 2+ Warlock

You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.

Gaze of Two Minds

Prerequisite: Level 5+ Warlock

You can use a Bonus Action to touch a willing creature 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 take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.

Gift of the Depths

Prerequisite: Level 5+ Warlock

You can breathe underwater, and you gain a Swim Speed equal to your Speed.

You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.

Gift of the Protectors

Prerequisite: Level 9+ Warlock, Eldritch Blade Invocation

A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).

When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.

As a Magic action, you can erase a name on the page by touching it.

Investment of the Chain Master

Prerequisite: Level 5+ Warlock, Eldritch Chain Invocation

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.

Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.

Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.

Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.

Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.

Lifedrinker

Prerequisite: Level 9+ Warlock, Eldritch Blade Invocation

Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).

Mask of Many Faces

Prerequisite: Level 2+ Warlock

You can cast Disguise Self without expending a spell slot.

Master of Myriad Forms

Prerequisite: Level 5+ Warlock

You can cast Alter Self without expending a spell slot.

Misty Visions

Prerequisite: Level 2+ Warlock

You can cast Silent Image without expending a spell slot.

One with Shadows

Prerequisite: Level 5+ Warlock

While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.

Otherworldly Leap

Prerequisite: Level 2+ Warlock

You can cast Jump on yourself without expending a spell slot.

Eldritch Blade

As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Eldritch Chain

You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: ImpPseudodragonQuasitSkeletonSlaad TadpoleSphinx of WonderSprite, or Venomous Snake.

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.

Eldritch Tome

Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.

When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.

Thirsting Blade

Prerequisite: Level 5+ Warlock, Eldritch Blade Invocation

You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.

Visions of Distant Realms

Prerequisite: Level 9+ Warlock

You can cast Arcane Eye without expending a spell slot.

Whispers of the Grave

Prerequisite: Level 7+ Warlock

You can cast Speak with Dead without expending a spell slot.

Witch Sight

Prerequisite: Level 15+ Warlock

You have Truesight with a range of 30 feet.


Level 2: Magical Cunning

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 3: Awakened Mind

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.

Level 3: Psychic Spells

When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.

Level 5: Agonizing Blast

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Level 6: Clairvoyant Combatant

When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Level 7: Repelling Blast

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Level 8: Eldritch Spear

When you cast eldritch blast, its range is 300 feet.

Level 10: Eldritch Hex

You have the Hex spell always added to your Warlock spell list. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Level 10: Thought Shield

Your thoughts can’t be read by telepathy or other means unless you allow it. You also have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take.

Level 11: Mystic Arcanum

Choose one level 6 Warlock spell as this arcanum.

You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.

As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.

Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.

Level 14: Create Thrall

When you cast Summon Aberration, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.

In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Eldritch Master

When you use your Magical Cunning feature, you regain all your expended Eldritch Magic spell slots.

subclass options:

Level

Proficiency BonusClass FeaturesEldritch InvocationsWarlock SpellsCantripsSpell SlotsSlot Level

1

+2Eldritch Invocations12211

2

+2Magical Cunning32221

3

+2Awakened Mind, Psychic Spells34222

4

+2Ability Score Improvement35322

5

+3Agonizing Blast56323

6

+3Clairvoyant Combat ant57323

7

+3Repelling Blast68324

8

+3Ability Score Improvement, Eldritch Spear69324

9

+4710325

10

+4Eldritch Hex, Thought Shield710425

11

+4Mystic Arcanum711435

12

+4Ability Score Improvement811435

13

+5812435

14

+5Create Thrall812435

15

+5913435

16

+5Ability Score Improvement913435

17

+6914445

18

+61014445

19

+6Epic Boon1014445

20

+6Eldritch Master1014445

Warlock Spell List

This section presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Warlock Spells)
SpellSchoolSpecial
Blade WardAbjurationC
Chill TouchNecromancy
Eldritch BlastEvocation
FriendsEnchantmentC
Mage HandConjuration
Mind SliverEnchantment
Minor IllusionIllusion
Poison SprayNecromancy
PrestidigitationTransmutation
ThunderclapEvocation
Toll the DeadNecromancy
True StrikeDivination
Level 1 Warlock Spells
SpellSchoolSpecial
Armor of AgathysAbjuration
Arms of HadarConjuration
BaneEnchantmentC
Charm PersonEnchantment
Comprehend LanguagesDivinationR
Detect MagicDivinationC, R
Expeditious RetreatTransmutationC
Hellish RebukeEvocation
HexEnchantmentC
Illusory ScriptIllusionR, M
Protection from Evil and GoodAbjurationC, M
Speak with AnimalsDivinationR
Tasha’s Hideous LaughterEnchantmentC
Unseen ServantConjurationR
Witch BoltEvocationC
Level 2 Warlock Spells
SpellSchoolSpecial
Cloud of DaggersConjurationC
Crown of MadnessEnchantmentC
DarknessEvocationC
EnthrallEnchantmentC
Hold PersonEnchantmentC
InvisibilityIllusionC
Mind SpikeDivinationC
Mirror ImageIllusion
Misty StepConjuration
Ray of EnfeeblementNecromancyC
Spider ClimbTransmutationC
SuggestionEnchantmentC
Level 3 Warlock Spells
SpellSchoolSpecial
CounterspellAbjuration
Dispel MagicAbjuration
FearIllusionC
FlyTransmutationC
Gaseous FormTransmutationC
Hunger of HadarConjurationC
Hypnotic PatternIllusionC
Magic CircleAbjurationM
Major ImageIllusionC
Remove CurseAbjuration
Summon FeyConjurationC, M
Summon UndeadNecromancyC, M
TonguesDivination
Vampiric TouchNecromancyC
Level 4 Warlock Spells
SpellSchoolSpecial
BanishmentAbjurationC
BlightNecromancy
Charm MonsterEnchantment
Dimension DoorConjuration
Hallucinatory TerrainIllusion
Summon AberrationConjurationC, M
Level 5 Warlock Spells
SpellSchoolSpecial
Contact Other PlaneDivinationR
DreamIllusion
Hold MonsterEnchantmentC
Jallarzi’s Storm of RadianceEvocationC
MisleadIllusionC
Planar BindingAbjurationM
ScryingDivinationC, M
Synaptic StaticEnchantment
Teleportation CircleConjurationM
Level 6 Warlock Spells
SpellSchoolSpecial
Arcane GateConjurationC
Circle of DeathNecromancyM
Create UndeadNecromancyM
EyebiteNecromancyC
Summon FiendConjurationC, M
Tasha’s Bubbling CauldronConjurationM
True SeeingDivinationM
Level 7 Warlock Spells
SpellSchoolSpecial
EtherealnessConjuration
Finger of DeathNecromancy
ForcecageEvocationC, M
Plane ShiftConjurationM
Level 8 Warlock Spells
SpellSchoolSpecial
BefuddlementEnchantment
DemiplaneConjuration
Dominate MonsterEnchantmentC
GlibnessEnchantment
Power Word StunEnchantment
Level 9 Warlock Spells
SpellSchoolSpecial
Astral ProjectionNecromancyM
ForesightDivination
GateConjurationC, M
ImprisonmentAbjurationM
Power Word KillEnchantment
True PolymorphTransmutationC
Weird


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