The Warlock
| Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known |
Spell Slots |
Slot Level |
Invocations Known |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | — |
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 1 |
| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 1 |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
| 5th | +3 | Pact Boon Feature | 3 | 6 | 2 | 3rd | 2 |
| 6th | +3 | Otherworldly Patron Feature | 3 | 7 | 2 | 3rd | 3 |
| 7th | +3 | — | 3 | 8 | 2 | 4th | 3 |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
| 9th | +4 | — | 3 | 10 | 2 | 5th | 4 |
| 10th | +4 | Otherworldly Patron Feature, Pact Spell (1 Use) | 4 | 10 | 2 | 5th | 5 |
| 11th | +4 | Mystic Arcanum (6th-level), Pact Boon Feature | 2 | 11 | 3 | 5th | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
| 13th | +5 | Mystic Arcanum (7th-level) | 4 | 12 | 3 | 5th | 6 |
| 14th | +5 | Otherworldly Patron Feature, Pact Spell (2 Uses) | 4 | 12 | 3 | 5th | 7 |
| 15th | +5 | Mystic Arcanum (8th-level) | 4 | 13 | 3 | 5th | 7 |
| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 8 |
| 17th | +6 | Mystic Arcanum (9th-level), Pact Boon Feature | 4 | 14 | 4 | 5th | 8 |
| 18th | +6 | Pact Spell (3 Uses), Pact Spell Improvement | 4 | 14 | 4 | 5th | 9 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 9 |
| 20th | +6 | Eldritch Mastery | 4 | 15 | 4 | 5th | 10 |
Class Features
As a warlock, You will 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 armor
- Weapons: Simple weapons, hand crossbows
- 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 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 armor, 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 Celestial, the Fiend, the Great Old One, the Celestial, or the Undying, each of which is detailed at the end of the class description. Your patron choice also grants additional benefits at 1st, 6th, 10, and 14th levels.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells from the Warlock Spell List.
Cantrips
You know Eldritch Blast and one other Warlock Cantrip at 1st level. 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 witchbolt, 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.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus 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 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.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You may choose the Pact of the Blade, Pact of the Brand, Pact of the Chain, Pact of the Locket, Pact of the Ring, or Pact of the Tome. This grants benefits at 3rd, 5th, 11th, and 17th levels.
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.
Pact Spell
Starting at 10th level, you get a pact spell, from among the following choices: Bestow Curse, Charm Monster, Charm Person, Dispel Magic. You gain additional choices depending on your patron. You may cast your pact spell at 5th level without expending a spell slot and without the need for material components, but may only do so once per day.
You may do so twice a day at 14th level and 3 times a day at 18th level. Also at 18th level, you cast your pact spell at 6th level.
Mystic Arcanum
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 Mystic Arcanum when you finish a long rest.
Eldritch Master
At 20th level, when you roll initiative, if you don't have any spell slots, you regain one spell slot.
Pact Boons
The following is the list of potential Boons that your Otherwordly Patron might grant you at 3rd level.
Pact of the Blade
Your patron has offered you a powerful, magical weapon with which you are innately attuned. With this, you will be equipped to fight up close and personal with your enemies and slice them down in close range, even more effectively than you can cast spells from afar.
Bonus Proficiencies
When you choose this Pact Boon, you gain proficiency in martial weapons, longbows, light and medium armor, and shields.
Pact Weapon
You can use your action to create a pact weapon in your empty hand. You can choose the form of any weapon you are proficient in for this weapon to take each time you create it (see the Weapons section for weapon options). It need not be the same weapon every time. When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon 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 pact weapon 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 pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon 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.
Extra Attack
Beginning at 5th level, you can attack twice with your pact weapon, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 17th level
Lifedrinker
Starting at 11th level, you may deal bonus necrotic damage equal to your Charisma modifier whenever you hit a creature with your pact weapon.
Pact of the Brand
Your Patron is a cruel one, and they have a special place in their heart for seeing you suffer. And they aren't going to let you die while you are still their plaything. There is a mark on your skin labeling you as their property. Its magic power protects you: especially if you don't want it to.
No Escape
Whenever you die, you reawaken 1d10 days later with no equipment. You awaken within 1 mile of the place you died, unless your patron has somewhere else specific they wish for you to be, in which case you awaken there.
Additionally, your patron likes to toy with you. Your patron may cast Phantasmal Force on you at your DM's discretion.
Entertainment
You may earn your Patron's blessing by putting yourself in danger. Whenever you are targeted by an attack or have to make a saving throw, you gain one favor point, up to a maximum of 5. You lose all favor points if you haven't gained one in the last minute.
Whenever you make an ability check or attack roll, you may expend a favor point to add your Charisma modifier to that roll. You must choose to do this before you roll. If you use it on an attack roll and it hits, you also add your Charisma modifier to the damage roll.
Give them a Show
Starting at 5th level, as an action, you may put yourself through something arduous in order to win your Patron's Favor. Make a Charisma (Performance) check with a DC of 15. Regardless of whether or not you succeed, you take 2d12 psychic damage. On a success, you may choose to either gain favor points equal to your proficiency bonus or regain one spell slot.
Once you use this feature, you may not do so again until you've completed a short or long rest. You may do this twice before completing a short or long rest at 17th level.
Inured to Pain
Starting at 11th level, you are used to experiencing pain. You are proficient in Constitution saving throws, and you have resistance to psychic damage.
Pact of the Chain
Your patron has gifted you with a magical, ethereal chain, with which you are capable of summoning creatures that serve your patron and bind them to your service.
Eldritch Familiar
When you take this Pact Boon, you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. You may automatically cast this spell with a single action without expending a spell slot upon completing a short or long rest.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. You automatically succeed all saving throws against you familiar's abilities. Any abilities which are limited to a certain number of uses per day do not reset until you've taken a long rest, even if the familiar is dismissed or is reduced to 0 hit points.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Improved Familiar
Starting at 5th level, upon completing a long rest, you may have your familiar take the form of a Bearded Devil, Berbalang, Bulezau, Dryad, or Ghast. Starting at 11th level, you may have your familiar take one of these forms whenever you cast the Find Familiar spell.
Mighty Familiar
Starting at 11th level, upon completing a long rest, you may have your familiar take the form of a Barbed Devil, Barlgula, Chuul Green Hag, Lamia, Mezzoloth, Succubus or Incubus, or Vampire Spawn. Starting at 17th level, you may have your familiar take one of these forms whenever you cast the Find Familiar spell.
Penultimate Familiar
Starting at 17th level, upon completing a long rest, you may have your familiar take the form of a Beholder Zombie, Bhuer Hag, Canoloth, Chain Devil, Hezrou, or Neogi Master. If it takes the form of a Canoloth, you are immune to its Dimensional Lock ability. If it takes the form of a Neogi Master, it may only have one creature charmed at a time. If it charms a target with its enslave feature, any other creature that was charmed by it is no longer charmed.
Pact of the Locket
You made a deal with your Patron: your service in exchange for the chance to talk to a loved one who has passed away. This pact boon is your patron making good on their promise: a locket that, when held, allows you to reunite with someone you lost.
Pact Locket
You receive a magical locket, which can be worn around your neck. While wearing this locket, you have advantage on saving throws to resist the frightened and charmed conditions, and you have advantage on Charisma saving throws.
You are capable of using this locket to communicate with your loved one, but only in short bursts. You may communicate one short sentence to them, which they hear. You then roll a d20. If it is a 16 or higher, your dead loved one may communicate back an equally short sentence. Once you try this, regardless of your roll, you may not do so again until you've completed a long rest.
If you lose your locket, 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 locket. The locket turns to ash when you die.
By Your Side
You can summon your loved one to protect you. As an action, if you are wearing the locket, you may create one zombie or skeleton in an adjacent space. You may only have one creature of this nature created at a time. This undead contains the spirit of your dead loved one and will aid you however it can. It can understand what you say, but it cannot speak, and your patron's magic prevents it from conveying information non verbally except information that pertains to any orders it was given. For example, if you send it to scout an enemy camp, it can shake its head to answer yes or no questions about that camp, but it won't be able to answer any questions about its feelings for you, if it is happy, or the circumstances of its death.
You may dismiss the undead as a bonus action.
Improved Loved One
While in an undead form, your loved one gets bonus health equal to your Warlock level and gets a bonus to AC, all saving throws, and damage rolls equal to your proficiency modifier. They may replace their bonus to attack rolls with the bonus to your spell attack rolls.
Reunited
Starting at 11th level, the curses restricting your communication with your loved one disappear. You may communicate with them telepathically so long as you wear the locket, and they are capable of communicating freely using the languages they knew in life while in undead form, even when they are in a form that cannot normally speak. While undead, they are capable of casting Disguise Self at will in order to make themselves appear like they did in their life.
When summoning them, they may take the form of a specter. You may expend a warlock spell slot while summoning them to make them take the form of a Wight or Ghost, though they will be automatically dismissed after an hour. Once you do this, you may not do so again until you've completed a long rest.
Starting at 17th form, you may have your loved one take the form of a Wight or Ghost with no restrictions.
Pact of the Ring
Not all patrons are ambivalent towards their Warlocks. Some of them are interested in them. Very interested. In fact, many Warlocks receive their powers from a lesser power, but one which gives them special attention. This attention may be a genuinely reciprocated bond, one that arose from the Warlock deceiving their patron, or one that was completely unwanted by the Warlock. Either way, the patron goes out of their way to give their warlock special attention and protect them.
Protective Ring
You receive a magical ring from your patron. While this ring is on your person, you are immune to the charmed condition, and any creature which attempts to charm you must make a Charisma saving throw, taking psychic damage equal to your Warlock level plus your Charisma modifier on a failed save.
While wearing your Patron's ring, you have a telepathic connection to them. Patrons which offer the ring as a boon tend to not be as powerful or influential as other patrons, so the information they can provide is limited.
If you lose your ring, 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 ring. The ring turns to ash when you die.
Minor Miracle
While you are wearing the ring, you may use your bonus action to enlist your Patron's help to perform a minor miracle for you. Select one of the following options:
- You cast the Augury spell without expending a spell slot or using material components.
- You may choose a creature you see. Until your next turn, you score critical hits against that creature on a 19-20.
- You may add your Charisma modifier to your AC against opportunity attacks until your next turn.
- You may add your Charisma modifier to the damage roll of the next unarmed strike you make until your next turn. If it hits a creature that is medium or smaller, it is pushed back 5 feet.
- Your Patron casts Guidance or Resistance targeting you. They may not perform any more minor miracles while concentrating on this spell.
Aid from Above
While you are wearing the ring, you may perform a 10 minute ritual to request aid from your patron, asking them for assistance with a task at hand. This will take one of the following forms, as decided by your DM:
- A creature of CR no greater than 1/2, which will follow your Patron's commands in order to help you to the best of its ability for the next hour before returning to your patron. It may be no greater than CR 1 at 11th level and no greater than CR 2 at 17th level.
- A series of non magical items worth no more gp than your wizard level * 5, which disappear after 8 hours.
- A magical gem that, when crushed in one's hand, allows them to cast a specific 1st level spell or cantrip from any spell list that your Patron decides when the crystal is made. Your DM may decide that your patron is not able to provide certain spells, depending on who they are. The spell can be of 2nd level or lower at 8th level, of 3rd level or lower at 11th level, of 4th level or lower at 14th level, and of 5th level or lower at 17th level.
Once you perform this ritual you may not do so again until you've completed a long rest.
Patron's Intervention
Starting at 11th level, if you are wearing the ring, you may petition your Patron for supernatural aid. Doing so requires your action. They will assist you however they can, though the nature of this aid is decided by your DM. However, this aid will almost certainly be weaker than the aid provided by a Cleric's Divine Intervention feature. A warlock spell of 5th level or lower, either from the warlock spell list or your patron's extended spell list, would be appropriate.
Once you do this, you may not do so again until you've completed a long rest. You may do this twice before completing a long rest at 17th level.
Pact of the Tome
Your patron has gifted you a magical book containing a small fraction of the dark secrets that they know. Your knowledge of these secrets grants you awesome power.
Book of Shadows
Your patron 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). You may choose two more cantrips at 11th level and two more at 17th level. 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.
Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Book of Ancient Secrets
Starting at 5th level, you can 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 needn’t 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.
On your adventures, you can 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 and costs 50 gp for the rare inks needed to inscribe it.
Otherwordly Patrons
The following is the list of Otherwordly Patrons that you can enlist the help of to receive your Warlock powers.
The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam,the Prince of Fools; and ancient hags.
Expanded Spell List
The Archfey 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.
| Spell Level | Spells |
|---|---|
| 1st | Faerie Fire, Sleep |
| 2nd | Calm Emotions, Phantasmal Force |
| 3rd | Blink, Plant Growth |
| 4th | Dominate Beast, Greater Invisibility |
| 5th | Dominate Person, Seeming |
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Alternate Pact Spells
When you choose your pact spell at 10th level, you may also choose one of the following options: Dominate Person, Greater Invisibility, Seeming.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.
The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
Extended Spell List
The Celestial 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
| Spell Level | Spells |
|---|---|
| 1st | Guiding Bolt, Cure Wounds |
| 2nd | Flaming Sphere, Lesser Restoration |
| 3rd | Daylight, Revivify |
| 4th | Guardian of Faith, Wall of Fire |
| 5th | Flame Strike, Greater Restoration |
Bonus Cantrips
At 1st level, you learn the Light and Sacred Flame cantrips as Warlock cantrips.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Radiant Soul
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Celestial Radiance
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Alternate Pact Spells
When you choose your pact spell at 10th level, you may also choose one of the following options: Geas, Greater Restoration, Revivify.
Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of ali things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Extended Spell List
The Fiend 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.
| Spell Level | Spells |
|---|---|
| 1st | Burning Hands, Command |
| 2nd | Blindness/Deafness, Scorching Ray |
| 3rd | Fireball, Stinking Cloud |
| 4th | Fire Shield, Wall of Fire |
| 5th | Flame Strike, Hallow |
Dark One's Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Dark One's Faithful Servant
Also at first level, you may use an action to summon a fiend of challenge rating 1/4 or less, which will follow your commands for the next 10 minutes before disappearing. It can perform basic tasks, but it can not use its action to attack or use an ability that forces an enemy to make a saving throw.
Once you use this feature, you can't use it again until you've completed a short or long rest.
Dark One's Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Fiendish Resistance
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Alternate Pact Spells
When you choose your pact spell at 10th level, you may also choose one of the following options: Contagion, Dispel Evil and Good, Geas
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. ]f the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
The Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you'll have earned allow you to draw your magic from it.
Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
Extended Spell List
| Spell Level | Spells |
|---|---|
| 1st | Dissonant Whispers, Tasha's Hideous Laughter |
| 2nd | Detect Thoughts, Phantasmal Force |
| 3rd | Clairvoyance, Sending |
| 4th | Dominate Beast, Evard's Black Tentacles |
| 5th | Dominate Person, Telekinesis |
Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself, When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
Thought Shield
Starting at 10th level, 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 do. Additionally, you have proficiency in Intelligence saving throws.
Alternate Pact Spells
When you choose your pact spell at 10th level, you may also choose one of the following options: Contagion, Dominate Person, Telepathic Bond.
Create Thrall
At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane existence.
The Hexblade
You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
Expanded Spell List
The Hexblade 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.
| Spell Level | Spells |
|---|---|
| 1st | Shield, Wrathful Smite |
| 2nd | Blur, Branding Smite |
| 3rd | Blink, Elemental Weapon |
| 4th | Phantasmal Killer, Staggering Smite |
| 5th | Banishing Smite, Cone of Cold |
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
-
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
-
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
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If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Wielding Evil
Also at 1st level, you have advantage on saving throws against the effects of cursed magic items you are attuned to.
Accursed Spector
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Alternate Pact Spells
When you choose your pact spell at 10th level, you may also choose one of the following options: Contagion, Creation, Locate Creature.
Master of Hexes
Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
The Seeker
Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker.
Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role.
Expanded Spell List
The Seeker 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.
| Spell Level | Spells |
|---|---|
| 1st | Feather Fall, Jump |
| 2nd | Levitate, Locate Object |
| 3rd | Clairvoyance, Sending |
| 4th | Arcane Eye, Locate Creature |
| 5th | Legend Lore, Passwall |
Shielding Aurora
Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Knowledge of the Stars
You may tap into the knowledge of your patron in order to gain advantage on an Intelligence check. Once you do, you may not do so again until you've completed a short or long rest.
Astral Refuge
At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.
Request Guidance
Also at 6th level, you know the augury spell and may cast it as a ritual.
Far Wanderer
At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.
Alternate Pact Spells
When you choose your pact spell at 10th level, you may also choose one of the following options: Legend Lore, Locate Creature, Scrying
Astral Sequestration
Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane.
By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.
During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.
Once you use this ability, you cannot use it again until you complete a long rest.
The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Expanded Spell List
The Seeker 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.
| Spell Level | Spells |
|---|---|
| 1st | False Life, Ray of Sickness |
| 2nd | Blindness/Deafness |
| 3rd | Feign Death, Speak with Dead |
| 4th | Aura of Life, Death Ward |
| 5th | Contagion, Legend Lore |
Among the Dead
Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Defy Death
Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.
Once you use this feature, you can't use it again until you finish a long rest.
Undying Nature
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Alternate Pact Spells
When you choose your pact spell at 10th level, you may also choose one of the following options: Contagion, Legend Lore, Revivify.
Indestructible Life
When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Once you use this feature, you can't use it again until you finish a short or long rest.
Eldritch Invocations
When you take an Eldritch Invocation, you learn a powerful magical secret which you use to augment yourself and increase your repertoire of skills. When you take one, you may take one of the many listed later in this section.
Alternatively, you may, for your invocation, learn one of the following spells and cast them At Will at their lowest level, not requiring any material components. You must be of a certain level prerequisite to learn the spell in this way. If it says self only, you may only target yourself with it when casted in this way.
No Prerequisite: You may choose to learn Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Jump, Silent Image, Speak with Animals, or any cantrip from any class as soon as you can take an invocation.
6th level: You may choose to learn Comprehend Languages, Feather Fall, Identify, Illusory Script, Purify Food and Drink, or Unseen Servant once you reach 6th level.
10th level: You may choose to learn Animal Friendship, Charm Person, Command, Knock, Pyrotechnics, See Invisibility, Speak with Dead, or Spider Climb (self only) once you reach 10th level.
14th level: You may choose to learn Alter Self, Animal Messenger, Arcane Eye, Detect Thoughts, Invisibility (self only), Levitate (self only), Locate Object, Suggestion, or Zone of Truth once you reach 14th level.
Alternatively, choose one of the following Eldritch Invocations below.
Aspect of the Moon
Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
Prerequisite: 8th level
You can cast Compulsion once as a Warlock spell. You can't do so again until you finish a long rest.
Chains of Carceri
Prerequisite: 14th level, Pact of the Chain feature
You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – as a Warlock spell. You must finish a long rest before you can use this invocation on the same creature again.
Cloak of Flies
Prerequisite: 6th 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: 8th level
You can cast Confusion once as a Warlock spell. 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 or material components.
Eldritch Spear
When you cast Eldritch Blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
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.
Ghostly Gaze
Prerequisite: 6th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Gift of the Depths
Prerequisite: 6th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar or one of you servants is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Grasp of Hadar
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.
Lance of Lethargy
Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Maddening Hex
Prerequisite: 6th level, Hex spell, Bestow Curse spell, or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or Bestow Curse spell, or by a warlock feature of yours, such as Hexblade’s Curse. When you do so, you deal psychic damage to the cursed target and each creature of your choice 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.
Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.
Mire the Mind
Prerequisite: 6th level
You can cast Slow once as a Warlock spell. You can't do so again until you finish a long rest.
Misty Visions
You can cast Silent Image at will as a Warlock spell.
One with Shadows
Prerequisite: 6th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast Jump at will as a Warlock spell.
Relentless Hex
Prerequisite: 6th level, Hex spell, Bestow Curse spell, or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell, Bestow Curse spell, or by a warlock feature of yours, such as Hexblade’s Curse. To teleport in this way, you must be able to see the cursed target.
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.
Sculptor of Flesh
Prerequisite: 8th level
You can cast Polymorph once as a Warlock spell. You can't do so again until you finish a long rest.
Thief of Five Fates
You can cast Bane once at 1st level as a Warlock spell. You can't do so again until you finish a short or long rest.
Tomb of Levistus
Prerequisite: 6th 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: 8th level
You can cast Freedom of Movement once on yourself as a Warlock spell. You regain the ability to do so when you finish a long rest.
Ultimate Familiar
Prerequisite: 18th level
When you complete a long rest, you may choose to forsake your ability to cast your Mystic Arcanum spells. If you do, you may select an Aboleth, a Balhannoth, Boneclaw, a Deva, an Eirnyes, or a Nalfeshnee. You summon this creature as your familiar, and may continue to do so every time you cast the find familiar spell. However, it may not use any legendary actions or lair actions. However, you may spend a 1 hour ritual to turn an area no larger than a 100 foot sphere into a lair. If While in this area
If you choose the aboleth, it may only have one creature charmed at a time. If it charms a target with its enslave feature, any other creature that was charmed by it is no longer charmed.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and your servants and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's/servant's senses, you can also speak through your familiar or servant in your own voice, even if they are normally incapable of speech.
Witch Sight
Prerequisite: 14th 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.