Warlock (2024) | Revised

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Warlock Revised (2024)

Warlock

Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.

Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.

Once a pact is made, a Warlock's thirst for knowledge and power can't be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.

Sworn and Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers Into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Keepers of Forbidden Knowledge

Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery.

Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to a warlock's entering into a pact with a planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, a warlock might have no love for a patron, or vice versa.

The sections that follow provide ways to embellish a warlock character that could generate some intriguing story and roleplaying opportunities.

“You think me mad? I think true insanity is being content to live a life of mortal drudgery when knowledge and power is there for the taking in the realm beyond.” — Xarren, herald of Acamar

Patron's Attitude

Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.

When you determine the attitude your warlock character holds toward your patron, also consider how things look from the patron's perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it?

d6 Attitude
1 Your patron has guided and helped your family for generations and is kindly toward you.
2 Each interaction with your capricious patron is a surprise, whether pleasant or painful.
3 Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to influence the world.
4 Your patron is a strict disciplinarian but treats you with a measure of respect.
5 Your patron tricked you into a pact and treats you as a slave.
6 You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear.

Special Terms of the Pact

A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact—what a warlock must do to receive a patron's favor—are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.

Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn't imposed such a duty on you already, that's not to say it couldn't still happen.

d6 Term
1 When directed, you must take immediate action against a specific enemy of your patron.
2 Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants.
3 At least once a day, you must inscribe or carve your patron's name or symbol on the wall of a building.
4 You must occasionally conduct bizarre rituals to maintain your pact.
5 You can never wear the same outfit twice, since your patron finds such predictability to be boring.
6 When you use an eldritch invocation, you must speak your patron's name aloud or risk incurring its displeasure.

Binding Mark

Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A binding mark makes it clear—to those who know about such things—that the individual in question is bound to the patron's service. A warlock might take advantage of such a mark, claiming it as proof of one's pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.

If your warlock's pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?

d6 Mark
1 One of your eyes looks the same as one of your patron's eyes.
2 Each time you wake up, the small blemish on your face appears in a different place.
3 You display outward symptoms of a disease but suffer no ill effects from it.
4 Your tongue is an unnatural color.
5 You have a vestigial tail.
6 Your nose glows in the dark.
The Revised Warlock
Level Proficiency Bonus Features Cantrips Known Prepared Spells Spell Slots Slot Level Invocations Known
1st +2 Eldritch Blast, Eldritch Invocations, Pact Magic 2 2 2 1 2
2nd +2 Magical Cunning 2 3 3 1 3
3rd +2 Warlock Subclass 2 4 3 2 3
4th +2 Ability Score Improvement 3 5 4 2 4
5th +3 Patron's Gift 3 6 4 3 4
6th +3 Subclass Feature 3 7 5 3 5
7th +3 - 3 8 5 4 5
8th +3 Ability Score Improvement 3 9 6 4 6
9th +4 Contact Patron 3 10 6 5 6
10th +4 Subclass Feature 4 10 6 5 7
11th +4 Mystic Arcanum (6th Level) 4 11 6 5 7
12th +4 Ability Score Improvement 4 11 6 5 8
13th +5 Mystic Arcanum (7th Level) 4 12 6 5 8
14th +5 Subclass Feature 4 12 6 5 9
15th +5 Mystic Arcanum (8th Level) 4 13 6 5 9
16th +5 Ability Score Improvement 4 13 6 5 10
17th +6 Mystic Arcanum (9th Level), Eldritch Gifts 4 14 6 5 10
18th +6 Patron's Favor 4 14 6 5 11
19th +6 Ability Score Improvement 4 15 6 5 11
20th +6 Eldritch Master, Patron's Chosen 4 15 6 5 12
Multiclassing

Ability Score Minimum: Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: Light Armor

Creating a Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Quick Build

You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the friends and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

Class Features

  • 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: one of your choice.
Saving Throws: Intelligence, Charisma
Skills: Any three of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather armor, a Sickle, 2 Daggers, an Arcane Focus, a Book of occult lore, a Scholar's Pack, and 15 GP.
  • (b) 100 GP.

Eldritch Blast

At 1st level, you learn the Eldritch Blast Cantrip. This does not count against your Cantrips known and is as follows:

Eldritch Blast

Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Necrotic Damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Eldritch Invocations

At 1st level, you have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "Eldritch Invocation Options" section later in this class's description.

Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.

Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.

When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.

You can't pick the same invocation more than once unless its description says otherwise.

Eldritch Invocation Options

Eldritch Invocation options appear in alphabetical order.

Agonizing Blast

Prerequisites: 2nd level Warlock, a Warlock Cantrip That Deals Damage
Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Armor of Shadows

Prerequisites: Pact Magic Class Feature
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Ascendant Step

Prerequisites: 5th level Warlock
You can cast Levitate on yourself without expending a spell slot.

Devil's Sight

Prerequisites: 2nd level Warlock
You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

Devouring Blade

Prerequisites: 12th level Warlock, thirsting blade
The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.

Eldritch Hand

You have gained the ability to empower your body with your patron's magic. Your Unarmed Strikes now use a d6 for damage. This damage increases to a d8 at 5th level and a d10 at 10th level. If also have the Pact of the Blade Pact Boon feature, these Unarmed Strikes are treated as magical for piercing resistance and immunity and you may use Charisma instead of Strength for attack and damage rolls with your Unarmed Strikes. If you have the Thirsting Blade Eldritch Invocation, you can use it to make an extra attack with your Unarmed Strikes. You cannot benefit from this Invocation if you wear a shield or are wielding a weapon.

Eldritch Mind

You have Advantage on Constitution saving throws that you make to maintain Concentration.

Eldritch Smite

Prerequisites: 5th level Warlock, pact of the blade
Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.

Eldritch Spear

Prerequisites: 2nd level Warlock, a Warlock Cantrip That Deals Damage
Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Fiendish Vigor

Prerequisites: 2nd level Warlock
You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.

Gaze of Two Minds

Prerequisites: 5th level Warlock
You can use a Bonus Action to touch a willing creature 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 take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.

While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.

Gift of the Depths

Prerequisites: 5th level Warlock
You can breathe underwater, and you gain a Swim Speed equal to your Speed.

You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.

Gift of the Protectors

Prerequisites: 9th level Warlock, pact of the tome
A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).

When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.

As a Magic action, you can erase a name on the page by touching it.

Investment of the Chain Master

Prerequisites: 5th level Warlock, pact of the chain
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.

Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.

Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.

Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.

Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.

Lessons of the First Ones

Prerequisites: 2nd level Warlock
You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

Lifedrinker

Prerequisites: 9th level Warlock, pact of the blade
Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).

Mask of Many Faces

Prerequisites: 2nd level Warlock
You can cast Disguise Self without expending a spell slot.

Master of Myriad Forms

Prerequisites: 5th level Warlock
You can cast Alter Self without expending a spell slot.

Misty Visions

Prerequisites: 2nd level Warlock
You can cast Silent Image without expending a spell slot.

One With Shadows

Prerequisites: 5th level Warlock
While you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.

Otherworldly Leap

Prerequisites: 2nd level Warlock
You can cast Jump on yourself without expending a spell slot.

Pact of the Blade

As a Bonus Action, you can conjure a pact weapon in your hand — a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar's stat block).

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

Pact of the Tome

Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.

Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.

Spellcasting Focus. You can use the book as a Spellcasting Focus.

Repelling Blast

Prerequisites: 2nd level Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll
Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Thirsting Blade

Prerequisites: 5th level Warlock, pact of the blade
You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. You can also replace one of these attacks with the casting of a Warlock Cantrip.

Visions of Distant Realms

Prerequisites: 9th level Warlock
You can cast Arcane Eye without expending a spell slot.

Whispers of the Grave

Prerequisites: 7th level Warlock
You can cast Speak with Dead without expending a spell slot.

Witch Sight

Prerequisites: 15th level Warlock
You have Truesight with a range of 30 feet.

Pact Magic

At 1st level, Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list in the 2024 Player's Handbook.

Cantrips. You know two Warlock cantrips of your choice. Fire Bolt and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.

Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.

The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.

If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.

Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.

Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Magical Cunning

At 2nd level, you can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.

Warlock Subclass

At 3rd level, you gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower.

Ability Score Improvement

When you reach Warlock Level 4, and again at Warlock Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

Patron's Gift

At 5th level, your Patron gifts you more of their power. Choose one Level 1 Spell granted by your Warlock Subclass. Once per Long Rest, you can cast that Spell without expending a spell slot.

Contact Patron

At 9th level, you can communicate directly with your Patron; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.

Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

Mystic Arcanum (6th Level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose two 6th-level spells as this arcanum.

You can cast each of the Spells from your arcanum once without expending a spell slot, and you must finish a Long Rest before you can cast either in this way again.

As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.

Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.

Mystic Arcanum (7th Level)

At 13th level, you gain two level 7 Warlock Spells of your choice.

Mystic Arcanum (8th Level)

At 15th level, you gain two level 8 Warlock Spells of your choice.

Mystic Arcanum (9th Level)

At 17th level, you gain a level 9 Warlock Spell of your choice.

Eldritch Gifts

At 17th level, choose a single level 1 Warlock spell from your list of prepared spells. You may now cast this spell without expending a Spell Slot. If you change that spell for another prepared spell, you must also choose a new spell for this feature.

Patron's Favor

At 18th level, you can now cast the level 1 Spells granted to you by your Warlock Subclass without expending a Spell Slot, but if you do so they are cast as level 1 Spells.

You also choose one level 2 Spell granted to you by your Warlock Subclass to use with your Patron's Gift Feature instead of a level 1 spell.

Eldritch Master

At 20th level, when you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.

Additionally, choose a level 3 Warlock spell you know. You can cast this Warlock spell without expending a Spell Slot. When you do so, it is cast as a level 3 Spell, and you can't cast it in this way again until you finish a short or long rest.

Patron's Chosen

At 20th level, you are your Patron's Chosen One. Your Charisma score increases by 4, to a maximum of 26.

Archfey Patron

Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.

Archfey Eldritch Magic

At 3rd level, you can cause Eldritch Blast to deal Acid Damage instead of Necrotic Damage.

Archfey Spell List

At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.

Level Spells
3rd Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5th Blink, Plant Growth
7th Dominate Beast, Greater Invisibility
9th Dominate Person, Seeming

Steps of the Fey

At 3rd level, your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast that spell, you can choose one of the following additional effects.

Refreshing Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.

Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

Misty Escape

At 6th level, you can cast Misty Step as a Reaction in response to taking damage.

In addition, the following effects are now among your Steps of the Fey options.

Disappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.

Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.

Beguiling Defenses

At 10th level, Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.

In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Bewitching Magic

At 14th level, your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.

Celestial Patron

Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.

Celestial Eldritch Magic

At 3rd level, you can cause Eldritch Blast to deal Radiant Damage instead of Necrotic Damage.

Expanded Spell List

At 3rd level, the magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.

Level Spells
3rd Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame
5th Daylight, Revivify
7th Guardian of Faith, Wall of Fire
9th Greater Restoration, Summon Celestial

Healing Light

At 3rd level, You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.

As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll's total. Your pool regains all expended dice when you finish a Long Rest.

Radiant Soul

At 6th level, Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.

Celestial Resistance

At 10th level, You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.

Searing Vengance

At 14th level, When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.

Once you use this feature, you can't use it again until you finish a Long Rest.

Fiend Patron

Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.

Fiend Eldritch Magic

At 3rd level, you can cause Eldritch Blast to deal Fire Damage instead of Necrotic Damage.

Fiend Spell List

At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Level Spells
3rd Burning Hands, Command, Scorching Ray, Suggestion
5th Fireball, Stinking Cloud
7th Fire Shield, Wall of Fire
9th Geas, Insect Plague

Dark One's Blessing

At 3rd level, When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

Dark One's Own Luck

At 6th level, You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Fiendish Resilience

At 10th level, choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Hurl Through Hell

At 14th level, once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Great Old One Patron

When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.

Great Old One Eldritch Magic

At 3rd level, you can cause Eldritch Blast to deal Psychic Damage instead of Necrotic Damage.

Great Old One Spell List

At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.

Level Spells
3rd Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha's Hideous Laughter
5th Clairvoyance, Hunger of Hadar
7th Confusion, Summon Aberration
9th Modify Memory, Telekinesis

Awakened Mind

At 3rd level, you can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.

Psychic Spells

At 3rd level, When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.

Clairvoyant Combatant

At 6th level, When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Eldritch Hex

At 10th level, your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Thought Shield

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 take.

Create Thrall

At 14th level, when you cast Summon Aberration, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.

In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.

Hexblade Patron

You’ve made a pact with a sentient magic weapon and the cursed forces contained within its blade. Such a weapon could be the sword sheathed at a Warlock’s side, or it could be an infamous magic weapon stored elsewhere, projecting its power across the multiverse to further its cunning plans. To those who are willing to follow this weapon’s whims, these inscrutable patrons offer the power to bestow malignant curses, deliver punishing blows, and bolster the wielder.

Hexblade Eldritch Magic

At 3rd level, you can cause Eldritch Blast to deal Thunder Damage instead of Necrotic Damage.

Hexblade Spells

At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Hexblade Spells table, you thereafter always have the listed spells prepared.

Level Spells
3rd Arcane Vigor, Hex, Shield, Wrathful Smite
5th Blinding Smite, Elemental Weapon
7th Freedom of Movement, Staggering Smite
9th Banishing Smite, Steel Wind Strike

Hexblade's Armament

At 3rd level, you gain Proficiency with all Simple and Martial Weapons that lack the Heavy, Two-Handed, and Special properties as well as Medium Armor and Shields.

Hexblade's Maneuvers

At 3rd level, you gain access to special Maneuvers and a resource called Maneuver Dice that you can use when you make a Weapon Attack or Unarmed Strike.

Maneuvers. You learn two maneuvers of your choice from the "Maneuver Options" section later in this feature's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice when you reach Warlock levels 6, 10, and 14. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice. You have two Superiority Dice, which are d6s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.

You gain one additional Superiority Die when you reach Warlock levels 6 (three dice total), 10 (four dice total) and 14 (five dice total).

Saving Throws. If a maneuver requires a saving throw, it is made against your Spell Save DC.

Maneuver Options

The Battle Maneuvers are presented here in Alphabetical order.

Ambush. When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.

Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Commander's Strike. When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.

Commanding Presence. When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.

Disarming Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.

Distracting Strike. When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Evasive Footwork. As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.

Feinting Attack. As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.

Goading Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack. As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry. When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).

Precision Attack. When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.

Pushing Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Rally. As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.

Sweeping Attack. When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.

Tactical Assessment. When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.

Trip Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Additionally, you have access to three other options exclusive to this Patron you may choose from.

Draining Slash. Make an Attack Roll against a creature using a Melee Weapon. Add one roll of the Superioirty Die to the Attack Roll. The Target makes a Constitution Saving Throw against your Spell Save DC. On a failed save, it cannot make Opporutnity Attacks and its Speed is halved until the start of your next Turn.

Harrowing Blade. Make an Attack Roll against a creature using a Melee Weapon. Add one roll of the Superioirty Die to the Attack Roll. The target makes a Wisdom saving throw against your spell save DC. On a failed save, the next time the target makes an attack roll against a creature other than you before the start of your next turn, the target takes Necrotic damage equal to your Charisma modifier.

Stymying Mark. Make an Attack Roll against a creature using a Melee Weapon. Add one roll of the Superioirty Die to the Attack Roll. The Target has Disadvantage on the next Saving THrow it makes before the start of your next turn.

Hexblade Manifest

At 3rd level, Your patron grants you the power to summon cursed echoes of its blade to hinder your foes. You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. When you cast Hex, a spectral weapon resembling your patron orbits the cursed target.

Armor of Hexes

At 10th level, when you take damage from the cursed target of your Hex, you can take a Reaction to reduce the damage you take by an amount equal to 1d8 plus your Charisma Modifier plus half of your Warlock Level (rounded down). If this reduces the damage you take to 0, the target of your Hex immediately takes 1d8 plus your Charisma Modifier Necrotic Damage.

You can use this Feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses at the end of a Short or Long Rest.

Masterful Hex

At 14th level, your patron’s accursed might flows even more strongly through you, granting the following benefits.

Accursed Critical. Any attack roll you make against the target cursed by your Hex with a Melee Weapon or Unarmed Strike scores a Critical Hit on a roll of a 18, 19, or 20 on the d20.

Infectious Hex. When you use one of your Battle Maneuvers, you can target one additional creature within 30 feet of the cursed target. The additional target takes 1d6 Necrotic damage.

Resilient Hex. The Hex spell no longer requires Concentration when you cast it, but you can only have one cursed target with Hex at a time. If you cast the spell again, the first casting of the Spell ends.

Undead Patron

You’ve made a pact with a creature that defies the cycle of life and death: a powerful lich, vampire, or other entity of undeath. Having once been mortal themselves, these ancient patrons know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Undead Eldritch Magic

At 3rd level, when your Eldritch Blast deals Necrotic Damage, it ignores Resistance to Necrotic Damage. At Level 14, it also ignores Immunity to Necrotic Damage.

Undead Spells

At 3rd level, The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.

Level Spells
3rd Blindness/Deafness False Life, Ray of Enfeeblement, Ray of Sickness
5th Speak with Dead, Summon Undead
7th Blight, Death Ward
9th Antilife Shell, Cloudkill

Form of Dread

At 3rd level, as a Bonus Action, you transform into an avatar of your patron’s dreadful power, gaining the benefits below for 1 minute, until you have the Incapacitated condition, or until you end the form (no action required). You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

Facsimile of Life. You gain Temporary Hit Points equal to 1d8 plus your Warlock level.

Frightful Avatar. You have Immunity to the Frightened condition. Additionally, once per turn, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Frightened condition until the end of your next turn.

Grave Touched

At 6th level, your patron’s powers have a profound effect on your body and magic, granting you the following benefits.

Arcane Necrosis. Whenever you cast a spell or hit a creature with an attack roll and deal Necrotic damage, the damage dealt ignores Resistance to Necrotic damage. Additionally, once per turn when you cast a spell that deals damage while using your Form of Dread, you can change that spell’s damage type to Necrotic. At 14th level, the damage ignores Immunity as well.

Undead Endurance. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation. In addition, you don’t need to sleep, and magic can’t put you to sleep.

Necrotic Husk

At 10th level, your connection to undeath now saturates your body. You gain the following benefits.

Necrotic Resilience. You have Resistance to Necrotic damage. While using your Form of Dread, you have Immunity to Necrotic damage.

Unholy Resuscitation. If you drop to 0 Hit Points and don’t die outright, you can cause your body to erupt with deathly energy. Each creature of your choice in a 30-foot Emanation originating from you makes a Constitution saving throw against your spell save DC, taking Necrotic damage equal to 2d8 plus your Warlock level on a failure or half as much damage on a success. Your Hit Points then change to 8 times your Charisma modifier (minimum of 8 Hit Points), and you gain 1 Exhaustion level. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

Superior Dread

At 14th level, Your Form of Dread improves, granting you the following benefits while you are using it.

Flight. You have a Fly Speed equal to your Speed and can hover.

Profane Casting. Whenever you cast a Warlock spell from the Conjuration or Necromancy school, you cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Vitality Siphon. Once per turn when you deal Necrotic damage to a creature, you regain Hit Points equal to 1d8 plus your Charisma modifier (minimum of 1 Hit Point).

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Changes: Me, SmugCoffeeMan

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Changelog

1.0

  • Slightly boosted the number of Invocations and Spell Slots Warlock has.
  • Altered Armor of Shadows to work like Eldritch Armor from my 2014 Revised Warlock.
  • Added Eldritch Hand.
  • Changed Eldritch Blast slightly to be a bit weaker; it's Necrotic, has 60 feet of range, and now its damage can be changed to a new type when cast based on the Patron you choose.

1.1

  • Added a heavily revised version of the Hexblade UA. It now grants Battle Maneuvers plus revised versions of the Eldritch Maneuvers from the base UA as options, grants weapon and armor proficiencies, allows the Damage Type of Eldritch Blast to be Thunder, and had some of its lategame features tweaked.
  • Added a revised version of the Undead UA. Fascimile of Life had its die reduced to the Warlock Hit Die, replenishes on short or long rest, buffing Arcane Necrosis to pierce immunity at 14th level, nerfing Unholy Resuscitation to use d8s instead of d10 and 8 instead of 10 for the HP multiplier, and buffing Vitality Siphon.