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# Warlock (3.5)
##### The Warlock | Level | Proficiency Bonus | Features | Shapes \ Essences | Invocations Known | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Eldritch Blast (1d10), Otherworldly Patron | 2 | — | | 2nd | +2 | Eldritch Invocations | 2 | 2 | | 3rd | +2 | Pact Boon | 2 | 2 | | 4th | +2 | Ability Score Improvement | 2 | 2 | | 5th | +3 | Eldritch Blast (2d10) | 3 | 3 | | 6th | +3 | Otherworldly Patron Feature | 3 | 3 | | 7th | +3 | Cold Silver | 3 | 4 | | 8th | +3 | Ability Score Improvement | 4 | 4 | | 9th | +4 | Energy Resistance (One Type) | 4 | 5 | | 10th | +4 | Otherworldly Patron Feature | 4 | 5 | | 11th | +4 | Eldritch Blast (3d10) | 5 | 6 | | 12th | +4 | Ability Score Improvement | 5 | 6 | | 13th | +5 | Energy Resistance (Two Types) | 5 | 6 | | 14th | +5 | Otherworldly Patron Feature | 6 | 7 | | 15th | +5 | ─ | 6 | 7 | | 16th | +5 | Ability Score Improvement | 6 | 7 | | 17th | +6 | Eldritch Blast (4d10) | 7 | 8 | | 18th | +6 | Energy Resistance (Three Types) | 7 | 8 | | 19th | +6 | Ability Score Improvement | 7 | 8 | | 20th | +6 | Eldritch Master | 7 | 8 |
## 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 armor - **Weapons:** Simple weapons - **Tools:** None ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion \columnbreak #### 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 - Leather armor, any simple weapon, and two daggers \pagebreak ### Eldritch Blast Starting at 1st level, you can use your action to make a ranged spell attack against a target that you can see within 120 feet of you. Your attack bonus for your Eldritch Blast is equal to your proficiency bonus + your Charisma modifier. On a hit, the target takes force damage equal to 1d10 + your Charisma modifier. At 5th level, the damage increases to 2d10 + your Charisma modifier. This increases to 3d10 + your Charisma modifier at 11th level, and 4d10 + your Charisma modifier at 17th level. An Eldritch Blast’s appearance varies from Warlock to Warlock. A colored beam or bolt of energy is typical, although some Warlocks’ blasts have more exotic appearances, such as crystalline projectiles, spectral tentacles, or thrown playing cards. The appearance of your Eldritch Blast is up to you. Additionally, you can modify your Eldritch Blast by using blast shapes and eldritch essences. These are listed at the end of the class description, along with eldritch invocations. ### Blast Shapes and Eldritch Essences Blast shapes and eldritch essences modify the function of your Eldritch Blast. When you use your Eldritch Blast, you can choose to apply a blast shape to it. Blast shapes change what your Eldritch Blast can target, increasing its range or giving it an area-of-effect. You can also use a bonus action to apply an eldritch essence to your Eldritch Blast. Eldritch essences may change the damage type of the blast, and when it deals damage, each creature hit by it must succeed on a saving throw (save DC = 8 + your proficiency bonus + your Charisma modifier) or suffer an additional effect. At 1st level, you know two blast shapes or eldritch essences. You learn additional shapes or essences when you gain levels in this class, as shown in the Shapes/Essences column of the Warlock Leveling table. Each blast shape has a level associated with it, and you can’t learn an invocation of a higher level than your level in this class. Additionally, when you gain a level in this class, you can choose one of the shapes or essences you know and replace it with another that you could learn at that level. When you use your Eldritch Blast, you can only apply one blast shape and one eldritch essence to it. ### Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. ### 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 an 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. Each invocation has a level associated with it, and you can’t learn an invocation of a higher level than your level in this class. 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. Charisma is your spellcasting ability modifier for your invocations. Your Invocation save DC is equal to 8 + your proficiency bonus + your Charisma modifier. ### Pact Boon At 3rd 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 Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. While holding your pact weapon, you can use a special Blast Shape - Hideous Blow. When you use your Eldritch Blast, instead of making a spell attack, you can make an attack with your pact weapon. You can apply an Eldritch Essence to this attack. At 5th level, when you use Hideous Blow, your pact weapon deals an extra 1d10 force damage. This increases to 2d10 at 11th level, and 3d10 at 17th level. Applying an Eldritch Essence may change the damage type. 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. #### Pact of the Chain 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 familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. 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. \pagebreak #### Pact of the Tome 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). While the book is on your person, you can cast those cantrips at will. Charisma is your spellcasting ability for these cantrips. When you gain a level in this class, you can replace one of the cantrips in your Book of Shadows with another one. 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. ### Cold Silver Starting at 7th level, your otherworldly nature grants you a resistance to the weapons of mortals. When you take bludgeoning, piercing, or slashing damage, you can use your reaction to halve the damage that you take. Silver, however, cuts through this resistance. You can’t reduce the damage you take from silvered weapons, and you can’t use this feature while your body is in contact with silver. ### Energy Resistance Starting at 9th level, when you finish a short or long rest, you can choose acid, cold, fire, lightning, or thunder damage. You gain resistance to the type of damage that you choose, which lasts until you choose another one. Starting at 13th level, you can choose two damage types instead of one, and at 18th level, you can choose three types. ### Eldritch Master At 20th level, when you miss an attack with your Eldritch Blast, or when a creature succeeds on a saving throw against one of your blast shapes, you still deal half the damage that you would have dealt normally. If you used an Eldritch Essence, you do not inflict its effect.