## Class Features As a warlock, you gain the following Class Features. #### Hit Points ___ **Hit Dice:** 1d8 per warlock level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st #### Proficiencies **Armor:** Light armour **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Constitution, Charisma **Skills:** Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion \columnbreak #### Equipment You start with the following items, plus anything provided by your background: - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* a component pouch or *(b)* an arcane focus - *(a)* a scholar's pack or *(b)* a dungeoneer's pack - Leather armour, any simple weapon, and two daggers ### Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, the Great Old One, the Celestial, the Immortal, or the Cursed Artifact each of which is detailed after the pact boon description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. \pagebreak ### Pact Boon Also 1st level, you have received a boon from your otherworldly patron as part of the Pact you made: Pact of the Blade, Pact of the Tome, or Pact of the Chain, each of which is detailed at the end of the class description. This boon grants you additional features at 1st level as well as at 3rd, 5th, 9th, and 18th level ### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with 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 short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. #### Spells Known of 1st Level and 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. #### Spellcasting 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.