Warlock Rework

by mechanaght

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The Complete Warlock Guide
The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Fragment level Eldritch Invocations Known
1st +2 Eldritch Knowledge, Pact Magic 2 2 1 1st 1
2nd +2 Eldritch Invocations 2 3 1 1st 1
3rd +2 Agonizing Spellcasting 2 4 2 2nd 2
4th +2 Character Progression 3 5 2 2nd 2
5th +3 - 3 6 2 3rd 3
6th +3 Character Progression, Eldritch Knowledge Feature 3 7 2 3rd 3
7th +3 - 3 8 2 4th 4
8th +3 Character Progression 3 9 3 4th 4
9th +4 - 3 10 3 5th 5
10th +4 Character Progression, Eldritch Knowledge Feature 4 10 3 5th 5
11th +4 - 4 11 3 5th 6
12th +4 Character Progression 4 11 3 5th 6
13th +5 - 4 12 3 5th 6
14th +5 Character Progression, Eldritch Knowledge Feature 4 12 3 5th 7
15th +5 - 4 13 3 5th 7
16th +5 Character Progression 4 13 4 5th 7
17th +6 - 5 14 4 5th 8
18th +6 Character Progression 5 14 4 5th 8
19th +6 - 5 15 4 5th 8
20th +6 Character Progression, Immutable Knowledge 5 15 4 5th 9

Class Features

As a Warlock, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Warlock level
  • Wound Points at 1st level Constitution Score + 1
  • Wound Points Per Level ( + 1 )
  • Vitality at 1st Level: 8 + your Constitution Modifier
  • Vitality at Higher Levels: 1d8 (or 5) + Your Constitution Modifier per Warlock per level

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Charisma, Wisdom
  • 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 light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Any Simple weapon, Leather armor and two daggers

Eldritch Knowledge

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Ancient Phoenix, the Archfey, the Celestial, the Chosen of Mystra, the Fiend, the Great Old One, the Shadowforce, or the Undying. Your choice grants you features at 1st level and again at 6th level, 10th level, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See the Spells chapter of the Player's Handbook for the general rules of spellcasting and for the warlock spell list.

CANTRIPS

You know two cantrips of your choice from the warlock spell list. The Warlock table above shows when you learn additional warlock cantrips of your choice.

Eldritch Fragments

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; your spell slots are all 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 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 of 3rd level or lower.

Also, when you gain a level in this class, you can replace one warlock spell you know with another spell from the warlock spell list. The new spell must also be of a level for which you have spell slots.

Spellcasting Ability

Choose either Intelligence or Charisma when you gain this feature. Your choice determines your spellcasting ability for your warlock spells. You use the chosen ability score when setting the saving throw DC and when making attack rolls with warlock spells you cast.

Spell save DC = 8 + your proficiency bonus + your chosen ability modifier

Spell attack modifier = your proficiency bonus + your chosen ability modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

Eldritch Invocations

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 one eldritch invocation of your choice. Your invocation options are listed at the end of the class description and on patron's page. At certain warlock levels, you gain new 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.

Pact Boon

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

Pact of the Armory

At 1st level, your patron has bestowed upon you the power necessary to effectively defend yourself in battle. You gain proficiency with medium armor, and one-handed martial weapons. Additionally, when making a weapon attack with your Pact Weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. When you gain the Pact Weapon feature, you can use any weapon you conjure as spellcasting focus for your warlock spells, no matter the weapon’s type.

At 3rd level, Your patron has bestowed upon you the power necessary to create a weapon you are proficient with. You learn a ritual that creates a weapon to go with your particular style of fighting. You can conjure a any weapon. You can choose the form your Pact Weapon takes each time you create it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can also bind an armor and shield to this feature and summon it alongside your pact weapon. This also only uses your Bonus Action

At 5th level, Your Pact Weapon has become a magic weapon with a +1 bonus to its attack and damage rolls, and your patron has bestowed upon you the power necessary to attack with your Pact Weapon twice, instead of once, whenever you take the Attack action on your turn. Additionally, once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Pact of the Tome

At 1st level, your patron has bestowed upon 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 ritual to receive a replacement from your patron. This ritual can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

At 3rd level, your patron has bestowed upon you the power necessary to effectively gain knowledge needed to increase your power. You gain proficiency in Arcana, and Religion. This knowledge often feels alien and strange to you as it is often accompanied by nebulous memories of a person or entity unbeknownst to you.

If you are already proficient in one or more of the chosen skills, you gain expertise with that skill instead, which means your proficiency bonus is doubled for any ability check you make with it. The skill must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

At 5th level, your patron has bestowed upon you the power to inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two need not be from the same list). The spells appear in the book and don't count against the number of spells you know.

With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag

Additionally you have the power to add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours.

Pact of the Chain

At 1st level, your patron has bestowed upon you the power necessary to summon a Spirit Companion to assist you. You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your Spirit Companion or one of the following special forms: gazer, imp, pseudodragon, quasit or sprite.

Your Spirit Companion assumes the form and game statistics of the form you choose, and it always obeys your commands. You can communicate telepathically with your Spirit Companion and perceive through your Spirit Companion's senses as long as you are on the same plane of existence. You can also speak through your Spirit Companion in your own voice, even if your it is normally incapable of speech.

In combat, you roll initiative for the Spirit Companion and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The Spirit Companion vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

At the end of a short or long rest, you can call the Spirit Companion back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

At 3rd level, your patron has bestowed upon you the power necessary to effectively command creatures around you. You gain proficiency in Intimidation and Persuasion.

If you are already proficient in one or more of the chosen skills, you gain expertise with that skill instead, which means your proficiency bonus is doubled for any ability check you make with it. The skill must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

At 5th level, your patron has bestowed upon you the power necessary to command your Spirit Companion to watch over you. Your Spirit Companion does not require sleep and while it is within 100 feet of you, it can awaken you from sleep as a bonus action. While your Spirit Companion is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus is equal your Charisma modifier.

Additionally while your Spirit Companion is perched on your shoulder, it cannot be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.

If you have any of the following invocations, your familiar gains the benefit of them as well: Devil’s Sight, Eldritch Sight, Eyes of the Rune Keeper, Witch Sight.

Agonizing spellcasting

Starting at 3rd level, you can add your spellcasting ability modifier to damage rolls you make with any warlock cantrip, except for damage rolls that already add your spellcasting ability modifier.

Character progression

  • +1 to any stat, can not exceed 20
  • 4 skill points

Skill points can be spent to increase progression on the skill tree through Specializations, Skill Improvements, Feats and Nodes. You can save your points as you get them to be distributed later .

Skill points represent a characters potential to grow and learn.

Nodes: A snippet of another classes features and subclass features added to your repertoire

Eldritch Arcanum

At 1st level, choose a 1st-level spell from the warlock spell list as an 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 2nd-level spell at 3rd level, one 3rd-level spell at 5th level, one 4th-level spell at 7th level, one 5th-level spell at 9th level, one 6th-level spell at 11th level, one 7th-level spell at 13th, 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.

Immutable Knowledge

At 20th level, the knowledge you have obtained leaves an imprint in your mind. Your Intelligence or Charisma score (your choice) increases by 2, and your maximum for the chosen score increases by 2. Also, your Intelligence and Charisma scores can never be reduced.

 

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