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##### Warlock | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Shadow Magic, Grimoire, Demonic Companion | 2 | 2 | 1 | 1st | — | | 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 | | 3rd | +2 | Dark Pact | 2 | 4 | 2 | 2nd | 2 | | 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 | | 5th | +3 | Life Tap | 3 | 6 | 2 | 3rd | 3 | | 6th | +3 | Grimoire Feature | 3 | 7 | 2 | 3rd | 3 | | 7th | +3 | ─ | 3 | 8 | 2 | 4th | 4 | | 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 | | 9th | +4 | ─ | 3 | 10 | 2 | 5th | 5 | | 10th | +4 | Grimoire Feature | 4 | 10 | 2 | 5th | 5 | | 11th | +4 | Fel Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 | | 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 | | 13th | +5 | Fel Arcanum (7th level) | 4 | 12 | 2 | 5th | 6 | | 14th | +5 | Grimoire Feature | 4 | 12 | 3 | 5th | 6 | | 15th | +5 | Fel Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 | | 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 | | 17th | +6 | Fel Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 | | 18th | +6 | ─ | 4 | 14 | 4 | 5th | 8 | | 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 | | 20th | +6 | Fel Mastery | 4 | 15 | 4 | 5th | 8 |
## Class Features As a Warlock, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Warlock level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per warlock level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple weapons, swords, wands - **Tools:** None ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a shortsword or (b) any simple weapon * (a) a component pouch or (b) an fel focus * (a) a scholar’s pack or (b) a dungeoneer’s pack * 2 daggers and a grimoire ### Shadow Magic Your research of shadow and its devastating magic have given you facility with spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and at the end of this section for for the warlock spell list. #### 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. \pagebreak #### Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. #### Spells Known of 1st Level or Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. #### Spell Casting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier **Spell attack modifier** = your proficiency bonus + your Charisma modifier #### Fel Focus You can use a fel focus as a spellcasting focus for your warlock spells. ### Grimoire At 1st level, you acquire a book from the black harvest, a council of warlocks. The book entails the beginning of your growth in one of the following sects of the council. The Grimoire of Affliction, Demonology, or Destruction. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. If you loose your grimoire, you can perform a 1-hour ceremony to receive a replacement from the void. ### Demonic Servant Beginning at 1st level, you have learned how to bind the will of demons into your service. You can perform a 1 hour ritual, in which you summon a demon to your side, appearing in an unoccupied space within 15 feet of you. You select from the list of Demonic Servants (detailed at the end of this section). Your demon acts independently of you, but it always obeys your commands, whilst enslaved to you, it cannot independently do any actions that would go against your goals or intention. In Combat, it rolls its own initiative and acts on its own turn, its actions decided by its master. As a 1 minute ritual, you can temporarily dismiss your demon. It disappears into a pocket dimension where it awaits your summons, while in this dimension, the demon regains hit points as if it had finished a long rest. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one demon servant at a time, if you attempt to summon an additional demon while you currently have one enslaved, your current demon breaks free of its chains and becomes hostile towards you. ### Eldritch Invocation 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, as shown in the Invocations Known column of the Warlock table. 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. 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. ### Dark Pact Starting at 3rd level, you are able to exchange your health for protective magic. As a bonus action, you can sacrifice hit points up to your warlock level and gain temporary hit points equal to twice the hit points sacrificed. While you have these temporary hit points, you have resistance to bludgeoning, piercing, and slashing damage. Once you use this feature, you cannot use it again until you finish a short or long rest. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Life Tap At 5th level, you are able to tap into your life force to replenish your magical power. As an action, you can regain a spell slot by expending a number of hit dice equal to the spell slot level and hit points equal to 5 time the spell slot level. After using this feature, healing you receive before the end of your next turn is reduced by an amount equal to your proficiency bonus. \pagebreak ### Fel Arcanum (6th level) 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 Fel Arcanum when you finish a long rest. ### Fel Mastery At 20th level, you have gained mastery over the chaotic flow of the twisting nether. As an action, you can cause one of the following effects depending on what sect of the council you chose. Once you use this feature, you can't use it again until you finish a long rest. #### Affliction: Creeping Death For 1 minute, anytime one of your curses deals damage to a creature, it deals additional damage equal to your Charisma modifier (minimum of one). Additionally, when you deal damage to a creature with a spell that consumes a spell slot or a use of your Fel Arcanum, your demonic servant's next attack deals an additional 10 necrotic damage. #### Demonology: Demonic Tyrant You summon forth a Demonic Tyrant from the nether. The tyrant fights for you for 1 minute, until it dies, or until you dismiss it back to the nether as an action. The tyrant follows the same rules as your demonic servant, and acts at the end of your turn in initiative. #### Destruction: Dark Instability You wreath yourself in chaotic flames for 1 minute. While the effect lasts, your spell attacks score a critical hit on a roll of 19 or 20 on the d20. Additionally, whenever you damage a creature with a spell or chaos bolt, 1d4 bolts of fire arc from you to the creature. Each bolt deals 1d6 fire damage. \pagebreak ### Grimoire of Affliction ##### Grimoire of Affliction Features | Warlock Level | Feature | |:---:|:-----------:| | 1st | Expanded Spell List, Nightfall, Curses | | 6th | Demonic Circle | | 10th | Demonic Gateway | | 14th | Phantom Singularity | #### Expanded Spell List The Grimoire of Affliction 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. | Spell Level | Spells | |:---:|:-----------:| | 1st | *bane, corruption** | | 2nd | *blindness/deafness, drain life** | | 3rd | *bestow curse, seed of corruption** | | 4th | *arcane eye, mortal coil** | | 5th | *cloudkill, planar binding* | #### Nightfall At 1st level, you have become a master of curses and can empower yourself through them. You learn the *Shadow Bolt** cantrip. Additionally, whenever a creature takes damage from one of your curses, roll a d20. On a result of 18 or higher, the next *shadow bolt* you cast can be cast using a bonus action. #### Curses Also at 1st level, you learn how to harness the powers of the twisting nether to inflict great curses upon your enemies. You learn the Curse of Weakness. You can use a number of curses equal to your Charisma modifier (minimum of one). You regain all expended uses of them when you finish a long rest. When you gain levels, you learn additional curses. You learn the Curse of Agony at 10th level, and the Curse of Shadows at 14th level. ##### Curse of Weakness As an action, you choose a creature you can see within 60 feet. The target must succeed on a Strength saving throw or take necrotic damage equal to half your warlock level (minimum of 1) and become cursed for 1 minute. The curse ends early if the creature is the target of a *remove curse* spell or similar magic. While cursed, when the creature hits with a melee weapon attack, the attack's damage is reduced by an amount equal to your Charisma modifier (minimum of one) and the creature takes 1d4 necrotic damage. ##### Curse of Agony As an action, you choose a creature you can see within 90 feet. The target must succeed on a Constitution saving throw or become cursed for 1 minute. The curse ends early if the creature is the target of a *remove curse* spell or similar magic. While cursed, the creature takes 1d6 damage at the start of its turn. At the end of its turns, it can make an additional Constitution saving throw, ending the curse on a success. If a creature fails this saving throw, the damage the curse deals on its next turn is increased by 1d6 (to a maximum of 4d6). ##### Curse of Shadows As an action, you choose a creature you can see within 90 feet. The target must make a Wisdom saving throw. A creature takes 4d8 psychic damage on a failed save, or half as much on a success. A creature that fails their saving throw is also cursed for 1 minute. The curse ends early if the creature is the target of a *greater restoration* spell or similar magic. While cursed, if the creature takes damage from a spell, the creature takes an additional 1d8 psychic damage as the curse assaults its mind. #### Demonic Circle At 6th level, you are able to channel the demonic energies of the nether to keep yourself out of harms way. As an action, you can mark a space you are standing in with a demonic circle that lasts for 1 hour or until used. Whenever you are targeted by an attack, or within the area of effect of a spell or magical ability, you can use your reaction to teleport yourself to the demonic circle as long as it is unoccupied and within 90 feet of you. Once you use this feature, you must finish a short or long rest before using it again. #### Demonic Gateway Starting at 10th level, you are able to manifest demonic portals that link together two places. As an action, you can summon two demonic gateways from the nether. Choose two unoccupied spaces you can see within 90 feet of one another, one of which being within 30 feet of you. A gateway manifests in each of the spaces and remains there for 1 minute. When any creature of your choosing is in a space adjacent to a gateway, they can use their reaction to move through the gateway. A creature moving through the gateway is moved to an unoccupied space that is adjacent to the other gateway you summoned. Once a creature moves through a gateway, they must finish a short or long rest before they can use one again. #### Phantom Singularity At 14th level, you are able to place a powerful curse on an area in order to assault the minds of your foes. As an action, choose a space you can see within 60 feet. A small shadowy rift appears, floating 10 feet above the space. Whenever you deal damage to a creature within 20 feet of the singularity with a spell of 1st level or higher or one of your curses, all creatures of your choice within 20 feet of the singularity take psychic damage equal to your Charisma modifier + the number of creatures effected by this feature. For example: If there are 4 creatures within 20 feet of the point you chose and you hit one of them with a *mortal coil* spell, they would each take 9 psychic damage if your Charisma modifier is +5. Once you use this feature, you must finish a short or long rest before you can use it again. \pagebreak ### Grimoire of Demonology ##### Grimoire of Demonology Features | Warlock Level | Feature | |:---:|:-----------:| | 1st | Expanded Spell List, Demonic Core, Hand of Gul'dan | | 6th | Demonic Skin | | 10th | Sacrificed Souls | | 14th | Summon Felguard | #### Expanded Spell List The Grimoire of Demonology 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. | Spell Level | Spells | |:---:|:-----------:| | 1st | *cause fear, false life* | | 2nd | *drain life**, *find steed* | | 3rd | *demonic strength**, *implosion** | | 4th | *evard's black tentacles, mortal coil** | | 5th | *dispel evil and good, planar binding* | #### Demonic Core Beginning at 1st level, your connection to the twisting nether grows stronger. You learn the *Demonbolt** cantrip. Additionally, whenever a demon in your services dies or returns to the twisting nether, you can cast *demonbolt* using your reaction. #### Hand of Gul'dan At 1st level, you are able to call down waves of chaotic force from the nether. As an action, you sacrifice a spell slot and summon a blast of magic from the twisting nether to come crashing down on a space you can see within 60 feet. Creatures within 5 feet of that space have to make a Dexterity saving throw. A creature takes necrotic damage equal to 2d10 + 1d10 for each level of the spell slot you sacrificed beyond 1st, or half as much damage on a success. This ability then summons a number of Wild Imps equal to the level of the spell slot you sacrificed. These imps appear in unoccupied spaces within 15 feet of you, and remain in your service for a number of rounds equal to your Charisma modifier. These wild imps act at the end of your turn. #### Demonic Skin At 6th level, you have learned how to harden your defenses with magic from the nether. As long as you are not wearing armor, and have no other bonuses to your AC, you add your Charisma modifier (minimum of one) to your AC. \columnbreak #### Sacrificed Souls At 10th level, you are able to infuse your magic with the life force of your demonic servants. When you make a spell attack roll, you gain a +1 bonus to the attack and damage roll of that spell for each demon in your service within 15 feet of you. #### Summon Felguard At 14th level, you have learned how to summon a much more fierce demonic servant. When you perform the ritual to summon a demonic servant, you can now summon a Felguard. ___ > ## Wild Imp >*Tiny demon, chaotic evil* > ___ > - **Armor Class** 11 > - **Hit Points** 6 > - **Speed** 20 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|12 (+1)|11 (+0)|11 (+0)|11 (+1)|16 (+3)| >___ > - **Damage Resistances** fire > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft. > - **Languages** Infernal > ___ > > ### Actions > ***Wildfire Bolt.*** *Ranged Spell Attack:* +(5+PB) to hit, range 60 ft., one target. *Hit:* 5 (1d4 + 3) fire damage. This attack gains a +1 to its attack and damage rolls for each Wild Imp under your control beyond the first. \pagebreak ### Grimoire of Destruction ##### Grimoire of Destruction Features | Warlock Level | Feature | |:---:|:-----------:| | 1st | Expanded Spell List, Fire and Brimstone, Ruin | | 6th | Sacrificial Pact | | 10th | Havoc | | 14th | Chaos Bolt | #### Expanded Spell List The Grimoire of Demonology 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. | Spell Level | Spells | |:---:|:-----------:| | 1st | *burning hands,* *immolate** | | 2nd | *drain life**, *scorching ray* | | 3rd | *conflagrate**, *fireball* | | 4th | *rain of fire**, *wall of fire* | | 5th | *cataclysm**, *planar binding* | #### Fire and Brimstone Beginning at 1st level, the council has begun to teach you about the ways of fire and chaos. You learn the *Incinerate** cantrip. Additionally, when you cast a cantrip that deals fire damage that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. #### Ruin At 1st level, you are able to burn your enemies with such heat it leaves their defenses weakened to your magic. Whenever you deal fire damage to one or more creatures with a spell of 1st level or higher, one of the targets gains a stack of **Ruin** until the end of your next turn. When you deal fire damage to a creature with a stack of **Ruin**, it is consumed and the creature takes additional fire damage equal to your Charisma modifier (minimum of one). #### Sacrificial Pact At 6th level, you have learned how to empower yourself through a special ritual. You can conduct a ritual that lasts 1 minute. During the ritual, you sacrifice your demonic servant to gain power. Until you complete a long rest, whenever you deal damage with a spell, that spell deals an additional 1d6 necrotic damage. Additionally, you gain access to a special ability depending on which demon you sacrifice to this ritual. ##### Imp: Cauterizing Flames You can use your action to end one effect on yourself that is causing you to be charmed, diseased, frightened, poisoned, or paralyzed. You take 1d8 fire damage when the effect is dispelled. \columnbreak ##### Void Walker: Abyssal Shield When you would take damage, you can use your reaction to gain temporary hit points equal to your warlock level. You can use this ability twice and regain all expended uses when you finish a long rest. ##### Fel Hunter: Spell Breaker When a creature you can see within 30 feet of you casts a spell, you can use your reaction to attempt to cancel the spell. If the creature is casting a spell of 2nd level or lower, its spell fails and has no effect. If it is casting a spell of 3rd level or higher, make a Charisma check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Once you use this ability, you can't use it again until you finish a short rest. ##### Succubus: Mesmerizing Ward When you are attacked by a creature within 5 feet of you, you can use your reaction to force the creature to make a Wisdom saving throw. On a failed save, the creature instead attacks another creature within its reach. If there are no other creatures within its reach, its attack is lost. Once you use this ability, you can't use it again until you finish a short rest. #### Havoc At 10th level, you have learned how to invoke the chaos of the nether when you cast spells. As a bonus action, you can mark a creature you can see within 60 feet. The mark lasts until the end of your next turn. When you cast a spell that targets only one creature and doesn't have a range of self, that spell also targets the marked creature as long as it is within the range of the spell. You can use this ability a number of times equal to your Charisma modifier (minimum of one). You regain all expended uses when you finish a long rest. #### Chaos Bolt At 14th level, you are able to tear a hurling bolt of pure chaos from the twisting nether. As an action, you can send a chaos bolt at a creature you can see within 90 feet. Make a spell attack roll against the target. On a hit, the chaos bolt deals chaos damage (ignores immunities and resistances to damage) equal to 5d10 + your warlock level. Chaos bolt is able to duplicate through your Havoc feature. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak ### Eldritch Invocations #### Fel Armor You can cast *mage armor* on yourself at will, without expending a spell slot or material components. #### Ascendant Step *Prerequisite: 9th level*
You can cast *levitate* on yourself at will, without expending a spell slot or material components. #### Beast Speech You can cast *speak with animals* at will, without expending a spell slot. #### Beguiling Influence You gain proficiency in the Deception and Persuasion skills. #### Bewitching Whispers *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. #### Cloak of Flies *Prerequisite: 5th level*
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this invocation, you can’t use it again until you finish a short or long rest. #### Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. #### Dreadful Word *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. #### Eldritch Sight You can cast *detect magic* at will, without expending a spell slot. #### Eyes of the Rune Keeper You can read all writing. \columnbreak #### Gaze of Two Minds 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. #### Gift of the Depths *Prerequisite: 5th level*
You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast *water breathing* once without expending a spell slot. You regain the ability to do so when you finish a long rest. #### 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. #### Mire the Mind *Prerequisite: 5th level*
You can cast *slow* once using a warlock spell slot. You can’t do so again until you finish a long rest. #### Misty Visions You can cast *silent image* at will, without expending a spell slot or material components. #### Otherworldly Leap *Prerequisite: 9th level*
You can cast *jump* on yourself at will, without expending a spell slot or material components. #### Shroud of Shadow *Prerequisite: 15th level*
You can cast *invisibility* at will, without expending a spell slot. #### Unending Resolve *Prerequisite: 5th level*
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest. #### Trickster's Escape *Prerequisite: 7th level*
You can cast *freedom of movement* once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. \pagebreak #### Whispers of the Grave *Prerequisite: 9th level*
You can cast *speak with dead* at will, without expending a spell slot. #### Witch Sight *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. #### Deathbolt *Prerequisite: Grimoire of Affliction*
When you cast *shadow bolt*, add your Charisma modifier to the damage it deals on a hit. Additionally, when you cast *shadow bolt* as a bonus action due to your Nightfall feature, it deals 1 additional damage for each curse you have active on creatures within 30 feet of you. #### Siphon Life *Prerequisite: 9th level, Grimoire of Affliction*
As a bonus action, you can siphon the life force from victims of your curses. When you use this ability, you regain 1d4 hit points for each creature suffering from one of your curses within 60 feet of you. Once you use this ability, you can't use it again until you finish a short or long rest. #### Vile Taint *Prerequisite: 5th level, Grimoire of Affliction*
As a bonus action, you cause a psychic disturbance around a target suffering from one of your curses, such as Curse of Weakness or Curse of Agony. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. #### Dreadlash *Prerequisite: Grimoire of Demonology*
When you cast *demonbolt*, add your Charisma modifier to the damage it deals on a hit. Additionally, when casting *demonbolt* as a reaction from your Demonic Core feature, it applies a Shadowy Mark on a hit. The mark lasts for 1 minute, and creatures with a Shadowy Mark have disadvantage on their saving throws against the next time you use your Hand of Gul'dan you feature. #### Gift of the Void *Prerequisite: Grimoire of Demonology*
Whenever you regain hit points while your demonic servant is within 30 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. #### Strength of the Void *Prerequisite: 12th level, Grimoire of Demonology*
Whenever a demon under your control deals damage to a creature, if that demon is within 30 feet of you it deals additional necrotic damage equal to your Charisma modifier (minimum of one). \columnbreak #### Chaotic Energies *Prerequisite: 12th level, Grimoire of Destruction*
Whenever you deal fire damage to a creature with a spell of 1st level or higher, it takes 1d8 necrotic damage. Whenever you deal necrotic damage to a creature with a spell of 1st level or higher, it takes 1d8 fire damage. #### Entrenched in Flame *Prerequisite: 7th level, Grimoire of Destruction*
You gain resistance to fire damage. Whenever you take fire damage, you gain a fiery mark that lasts until the end of your next turn. Whenever you deal fire damage to a creature and you have a fiery mark, the mark is expended and you deal an additional 1d6 fire damage to that creature. #### Roaring Blaze *Prerequisite: Grimoire of Destruction*
When you cast *incinerate*, add your Charisma modifier to the damage it deals on a hit. Additionally, critical strikes with *incinerate* now deal triple damage instead of double. \pagebreak ### Demonic Servants Below are a list of demonic servants you are able to summon. You learn how to summon certain demons at different levels, and demons learn to use new abilities as you gain levels. A demon can add your proficiency bonus to attack rolls it makes. Below is a list of the levels at which you can summon certain demons: - 1st: Imp - 3rd: Void Walker - 7th: Fel Hunter - 12th: Succubus - 14th level Demonology: Felguard - 20th level Demonology: Demonic Tyrant ___ > ## Imp >*Tiny demon, chaotic evil* > ___ > - **Armor Class** 12 > - **Hit Points** 1/4 your maximum hit points or 10 > - **Speed** 20 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2)|13 (+1)|11 (+0)|12 (+1)|16 (+3)| >___ > - **Damage Resistances** fire > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft. > - **Languages** Common, Infernal > ___ > > ### Actions > ***Multiattack.*** When you reach 5th level, your imp can make 2 fire bolt attacks when it takes the attack action. > > ***Fire Bolt.*** *Ranged Spell Attack:* +(5+PB) to hit, range 60 ft., one target. *Hit:* 5 (1d4 + 3) fire damage. > > ***Invisibility.*** The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. ___ > ## Void Walker >*Medium abberation, neutral evil* > ___ > - **Armor Class** 16 > - **Hit Points** 2 x your maximum hit points or 30 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|11 (+0)|18 (+4)|12 (+1)|12 (+1)|8 (-1)| >___ > - **Skills** Athletics +(5+PB) > - **Damage Resistances** psychic > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft. > - **Languages** Common, Abyssal, Infernal > ___ > > ### Actions > ***Consume Shadows.*** *Melee Weapon Attack:* +(5+PB) to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) necrotic damage. > ___ >When you reach 9th level, your void walker can use the following ability. > > ***Suffering. (2/Short Rest)*** The void walker lases out at enemies within 10 feet of it. Creatures of its choosing must make a DC 16 Wisdom saving throw. A creature takes 14 (4d6) psychic damage on a failed save, or half as much damage on a success. A creature that fails their saving throw has disadvantage on attack rolls made against creatures other than the void walker until the end of the void walkers next turn. \pagebreak ___ > ## Fel Hunter >*Medium demon, neutral evil* > ___ > - **Armor Class** 15 > - **Hit Points** 1/2 your hit point maximum or 20 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|14 (+2)|11 (+0)|16 (+3)|6 (-2)| >___ > - **Skills** Perception +(5+PB) > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft., magic sense 15 ft. > - **Languages** understands common and infernal, cannot speak > ___ > ***Magic Resistance.*** The fel hunter has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +(5+PB) to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage > ___ > ### Reactions > ***Consume Spell (1/short rest).*** When a creature the fel hunter can see within 30 feet of it casts a spell, it can use its reaction to attempt to cancel the spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the fel hunter makes a Wisdom check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. ___ > ## Succubus >*Medium demon, chaotic neutral* > ___ > - **Armor Class** 14 > - **Hit Points** Your hit point maximum or 48 > - **Speed** 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|12 (+1)|12 (+1)|14 (+2)|18 (+4)| >___ > - **Skills** Deception +(6+PB), Persuation +(6+PB) > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft. > - **Languages** Common, Infernal > ___ > > ### Actions > ***Multiattack.*** The succubus makes two attacks with her fel whip. > > ***Fel Whip.*** *Melee Weapon Attack:* +(5+PB) to hit, reach 10 ft., one target. *Hit:* 5 (1d4 + 3) fire damage > > ***Whiplash (3/short rest).*** The succubus spins, lashing her whip around her. Creatures within 5 feet of the succubus must succeed on a DC 16 Strength saving throw or take 5 (2d4) fire damage and be pushed away 10 feet. > > ***Mesmerize (1/short rest).*** The succubus flashes a pulse of magic in her eyes. Creatures of its choice within 20 feet that can see it must succeed on a DC 16 Wisdom saving throw or become incapacitated until the end the succubus's next turn or the next time they take damage. \pagebreak ___ > ## Felguard >*Large demon, lawful evil* > ___ > - **Armor Class** 17 > - **Hit Points** 25 + your hit point maximum > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|11 (+0)|16 (+3)|8 (-1)|12 (+1)|10 (+0)| >___ > - **Saving Throws** Str +(7+PB), Con +(6+PB) > - **Skills** Athletics +(7+PB) > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks. > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft. > - **Languages** Common, Infernal > ___ > > ### Actions > ***Multiattack.*** The Felguard makes two attacks. > > ***Fel Axe.*** *Melee Weapon Attack:* +(7+PB) to hit, Reach 10 ft., one target. *Hit:* 10 (1d12 + 4) slashing damage. > > ***Felstorm (2/short rest).*** The felguard spins around violently with its axe extended. Creatures within 10 feet of it must make a DC 16 Dexterity saving throw. A creature takes 13 (2d12) slashing damage plus 7 (2d6) fire damage on a failed save, or half as much damage on a success. ___ > ## Demonic Tyrant >*Large demon, neutral evil* > ___ > - **Armor Class** 15 > - **Hit Points** your hit point maximum > - **Speed** hover 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|16 (+3)|16 (+3)|14 (+2)|18 (+4)| >___ > - **Damage Immunities** fire > - **Condition Immunities** charmed > - **Senses** Darkvision 60 ft. > - **Languages** Common, Infernal > ___ > > ### Actions > ***Multiattack.*** The demonic tyrant makes two flamestrike attacks. > > ***Flamestrike.*** *Ranged Spell Attack:* +(6+PB) to hit, range 60 ft., one target. *Hit:* 9 (1d10 + 4) fire damage. This attack deals 1 additional damage for each demon under your control (including this one). > > ***Netherblast (1/summon).*** The demonic tyrant calls down devastating bolts of fel energy from the twisting nether. Up to 6 creatures within 60 feet of the demonic tyrant must make a DC 16 Dexterity saving throw. A creature takes 33 (6d10) fire damage on a failed save, or half as much damage on a success. \pagebreak ### Spells Spells with a * appear later in this section.
##### Cantrips (0 Level) - Blade Ward Chill Touch - Create Bonfire - Demonbolt* - Friends - Frostbite - Incinerate* - Infestation - Mage Hand - Magic Stone - Minor Illusion - Poison Spray - Prestidigitation - Shadow Bolt* - Toll the Dead ##### 1st Level - Armor of Agathys - Arms of Hadar - Cause Fear - Charm Person - Comprehend Languages - Expeditious Retreat - Hellish Rebuke - Illusory Script - Protection from Evil and Good - Unseen Servant - Witch Bolt ##### 2nd Level - Cloud of Daggers - Crown of Madness - Darkness - Enthrall - Health Funnel* - Hold Person - Invisibility - Mirror Image - Misty Step - Ray of Enfeeblement - Shatter - Spider Climb - Suggestion \columnbreak ##### 3rd Level - Counterspell - Create Soulwell* - Dispel Magic - Enemies Abound - Fear - Fly - Gaseous Form - Hunger of Hadar - Hypnotic Pattern - Magic Circle - Major Image - Remove Curse - Thunder Step - Tongues - Vampiric Touch ##### 4th Level - Banishment - Blight - Charm monster - Dimension Door - Elemental Bane - Hallucinatory Terrain - Shadow of Moil - Sickening Radiance ##### 5th Level - Contact Other Plane - Dream - Enervation - Far Step - Hold Monster - Negative Energy Flood - Scrying - Synaptic Static \columnbreak ##### 6th Level - Arcane Gate - Circle of Death - Eyebite - Flesh to Stone - Instant Summons - Mass Suggestion - Mental Prison - Scatter - Soul Cage - True Seeing ##### 7th Level - Crown of Stars - Etherealness - Finger of Death - Forcecage - Plane Shift - Power Word Pain ##### 8th Level - Demiplane - Dominate Monster - Feeblemind - Glibness - Maddening Darkness - Power Word Stun \columnbreak ##### 9th Level - Astral Projection - Foresight - Gate - Imprisonment - Power Word Kill - Psychic Scream
\pagebreak #### Demonbolt *Evocation cantrip* ___ - **Casting Time:** 1 Action - **Range:** 90 Feet - **Components:** V, S - **Duration:** Instantaneous ___ You send an arcing bolt of shadowy magic at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 necrotic damage. A creature hit by Demonbolt is marked until the start of your next turn. The next time a demon you control attacks the marked creature, it gains a bonus to hit equal to your Charisma modifier (minimum of one). This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Incinerate *Evocation cantrip* ___ - **Casting Time:** 1 Action - **Range:** 60 Feet - **Components:** V, S - **Duration:** Instantaneous ___ Slithering waves of flame fire from your hand out at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. A creature hit by this spell that is burning from your *immolate* spell takes an additional 1d4 fire damage when *immolate* next deals damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Shadow Bolt *Evocation cantrip* ___ - **Casting Time:** 1 Action - **Range:** 120 Feet - **Components:** V, S - **Duration:** Instantaneous ___ A swirling vortex of necrotic energy flies from your hand at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt. #### Corruption *1st-level necromancy* ___ - **Casting Time:** 1 Action - **Range:** 90 Feet - **Components:** V, S - **Duration:** 1 Minute (c) ___ You call upon eldritch magic to curse a creature you can see within range. The target takes 1d10 necrotic damage and is infected with a necrotic rot. A creature infected by this spell makes a Constitution saving throw at the start of each of their turns, ending the spell on a success. On a failed save, the creature takes 1d8 necrotic damage. If a creature fails 3 saving throws against this spell, you no longer have to concentrate to maintain its effect. **At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st. #### Immolate *1st-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 30 Feet - **Components:** V, S - **Duration:** 1 Minute (c) ___ You cause flames to erupt around a creature you can see within range. The target takes 1d6 fire damage and begins to burn. A creature that burns because of this spell can extinguish the flames using their action to make a Dexterity check against your spellsave DC. If a creature is burning, they take 1d6 fire damage at the end of their turn. **At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st. #### Drain Life *2nd-level necromancy* ___ - **Casting Time:** 1 Action - **Range:** 30 Feet - **Components:** V, S - **Duration:** 1 Minute (c) ___ A beam of pale green energy lances out toward a creature within range, forming a sickly looking beam between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d8 necrotic damage and you heal for the same amount. On each of your turns for the duration, you can use your action to deal 1d8 necrotic damage to the target automatically and heal for the same amount. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. **At higher levels.** When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd. #### Health Funnel *2nd-level necromancy* ___ - **Casting Time:** 1 Bonus Action - **Range:** 60 Feet - **Components:** V, S - **Duration:** Instantaneous ___ You siphon your life force in order to aid a demon under your control. You take 3d6 necrotic damage, and one demon you can see within range regains a number of hit points equal to twice the necrotic damage you take. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. \pagebreak #### Conflagrate *3rd-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 90 Feet (10 ft. radius) - **Components:** V, S - **Duration:** Instantaneous ___ You snap your fingers and cause a violent explosion to manifest. Each creature in a 10 foot radius centered around a point you can see within range must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a success. The next time you deal fire damage to a creature that failed their saving throw against this spell, flame erupts from that creature, dealing 1d10 fire damage to creatures within 5 feet of it. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the initial and splash damage increase by 1d10 for each slot level above 3rd. #### Create Soulwell *3rd-level conjuration* ___ - **Casting Time:** 1 Minute - **Range:** 10 Feet - **Components:** V, S - **Duration:** 1 hour ___ You spend one minute performing a ritual. At the end of the ritual, a magic table made of stone manifests in a space you can see within range. Set within the table is a small bowl that holds a number of dimly glowing, green stones equal to your Charisma modifier. Any creature of your choice can hold one of these stones, which persist for the spells duration. As a bonus action, a creature can use the stone to regain 2d6 hit points. Once a stone has been used, its magic becomes inert. A creature can only benefit from a stone once, and must finish a short or long rest before they can benefit from another. You can only have 1 Soulwell active at a time. #### Demonic Strength *3rd-level transmutation* ___ - **Casting Time:** 1 Action - **Range:** 30 Feet - **Components:** V, S - **Duration:** 1 Minute (c) ___ Choose a demon you control within range. The demon releases a wave of chaotic energy as it transforms, growing stronger for the duration of the spell. Creatures within 10 feet of the demon must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a success. For the duration of the spell, your demon gains a +1 bonus to its attacks and deals an additional 1d4 fire damage on each of its attacks. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 and the damage your demon deals increases by 1d4 for each slot level above 3rd. If the spell is cast at 5th level, the bonus to your demon's attacks increases to +2. \columnbreak #### Implosion *3rd-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 60 Feet (20 ft. radius) - **Components:** V, S - **Duration:** Instantaneous ___ Choose a target within range. Any Wild Imps you command within 30 feet of you are magically drawn to the target, resulting in an explosion of wild demonic fire. Any creatures within a 20-foot radius around the target must make a Dexterity saving throw. A creature takes 1d0 fire damage for each Wild Imp drawn to the target, or half as much damage on a success. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the explosion deals an additional 1d4 fire damage per wild imp for each slot level above 3rd. #### Seed of Corruption *3rd-level necromancy* ___ - **Casting Time:** 1 Action - **Range:** 30 Feet (10 ft. radius) - **Components:** V, S - **Duration:** 1 Minute (c) ___ You place a seed of necrotic infection within a creature you can see within range. The next time you deal damage to the target before the end of your next turn, the seed bursts. The target and creatures of your choice within 10 feet of the creature must make a Constitution saving throw. A creature takes 2d10 necrotic damage on a failed save, or half as much damage on a success. A creature that fails their saving throw is also infected by the *corruption* spell cast at its base level for the duration and counts as having failed 1 saving throw against it. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the explosion deals an additional 1d10 necrotic damage for each slot level above 3rd. If cast at 5th level, the radius of the explosion increases to 15 feet. #### Mortal Coil *4th-level necromancy* ___ - **Casting Time:** 1 Action - **Range:** 60 Feet - **Components:** V, S - **Duration:** 1 Round ___ You attempt to force a creature into a wild hysteria and draw on their life force. Choose a creature within range. The creature must make a Wisdom saving throw. On a failed save, a creature takes 4d8 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. You regain hit points equal to half the damage dealt by this spell. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the psychic damage increase by 1d8 for each slot level above 4th. \pagebreak #### Rain of Fire *4th-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 60 Feet (20 ft. radius) - **Components:** V, S - **Duration:** Instantaneous ___ A hail of molten rock rains down from the sky, covering the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 5d6 fire damage on a failed save, or half as much damage on a successful one. Bright light is emitted out to a range of 30 feet from the edge of the spells area, and dim light extends for an additional 30 feet beyond that. This lasts until the start of your next turn. **At higher levels.** When you cast this spell using a spell slot of 5th level or higher, the spell deals an additional 1d6 fire damage for each slot level above 4th. #### Cataclysm *5th-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 60 Feet (20 ft. radius) - **Components:** V, S - **Duration:** 1 Minute (c) ___ You cause the ground to swell and turn to molten fire in a 20-foot radius around a point you can see within range. Each creature within the area must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much on a success. A creature that fails their saving throw also begins to burn as if under the effects of an *immolate* spell cast at its base level for the duration. **At higher levels.** When you cast this spell using a spell slot of 6th level or higher, the explosion deals an additional 1d6 fire damage for each slot level above 5th.