Warlock

Warlocks, often shrouded in mystery and intrigue, stand as enigmatic figures within the realm of fantasy and role-playing games. Unlike wizards who study arcane tomes or clerics who devote themselves to divine beings, warlocks forge their supernatural pacts with otherworldly entities, granting them eldritch powers beyond mortal comprehension.

At the heart of a warlock’s essence lies their pact—a binding agreement with a powerful being from the outer planes. These entities vary widely, ranging from ancient and malevolent fiends to enigmatic fey lords or even eldritch beings beyond the stars. The terms of these pacts are as diverse as the entities themselves, often demanding the warlock’s service, loyalty, or even their soul in exchange for magical gifts.

Warlocks are conduits of this otherworldly power, channeling it through their being to wield spells and abilities that defy the natural order. Their magic often carries an eerie, unsettling quality, hinting at the eldritch forces behind their power. From curses that wither the soul to invocations that summon shadowy creatures, warlocks wield a unique blend of magic that sets them apart from their more traditional counterparts.

However, the path of the warlock is not without its perils. The very entities they bargain with are often inscrutable and capricious, their motivations and intentions shrouded in darkness. As such, a warlock’s journey is one fraught with danger, temptation, and moral ambiguity, as they navigate the complexities of their pact while seeking to wield their power for their own ends or the greater good.

LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement, Eldritch Versatility (Optional)3522nd2
5th+33623rd3
6th+3Otherworldly Patron feature3723rd3
7th+33824th4
8th+3Ability Score Improvement, Eldritch Versatility (Optional)3924th4
9th+431025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement, Eldritch Versatility (Optional)41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement, Eldritch Versatility (Optional)41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+641445th8
19th+6Ability Score Improvement, Eldritch Versatility (Optional)41545th8
20th+6Eldritch Master41545th8

Class Features

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or 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 = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
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 two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to 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.
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 melee weapon takes each time you create it. You are proficient with it while you wield it. 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.
  • 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.
  • 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. 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.
  • Pact of the Talisman
    • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
    • If you lose the talisman, 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 amulet. The talisman turns to ash when you die.
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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
  • Replace one cantrip you learned from this class’s Pact Magic feature with another cantrip from the warlock spell list.
  • Replace the option you chose for the Pact Boon feature with one of that feature’s other options.
  • If you’re 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
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.
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

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.

Source: The Warriors Codex

Expanded Spell List

The Battlefield 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 for you:
Spell Level Battlefield Expanded Spells
1st Alarm, Entangle
2nd Locate Object, Spiritual Weapon
3rd Spirit Guardians, Stinking Cloud
4th Resilient Sphere, Phantasmal Killer
5th Conjure Volley, Conjure Cannon

Paint the Target

Starting at 1st level, you gain the ability to direct your allies to weaknesses in the enemy line. As an action, choose one creature you can see within 60 feet of you. That target is cursed by you until it is damaged by a creature hostile to it, or until the end of your next turn. If an allied creature can see both you and the cursed target, that ally has advantage on attack rolls against it. The first time a creature benefiting from this advantage hits the cursed creature with an attack, that attack is a critical hit, and the curse ends. When you would deal necrotic damage with the hex spell, you can choose to forgo dealing necrotic damage and instead choose to curse the creature you would have damaged. You can apply this curse a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Eternal Soldier

Starting at 6th level, your body and soul are marked for endless battle. You can use an action to touch any severed body part to the place it was removed and reattach it to your body. You can use the body parts of a creature of the same type and size as you in place of your own. In addition, the cost of material components for a spell that restores you to life are halved, and any spell that would animate your corpse as an undead can instead restore you to life as though you were targeted by the resurrection spell.

Numbed Command

Starting at 10th level, your deadened soul inures you to the horrors of battle. For 1 minute after you curse a creature with your Paint the Target feature, that creature cannot frighten you, and illusions that it creates have no effect on you. In addition, when damage from that creature forces you to make a saving throw to maintain concentration, you make the save with advantage.

Grit and Glory

Starting at 14th level, your bitter resolve lets you take charge in the most dire situations. When you expend your last warlock spell slot (as granted by your Pact Magic feature), you can use your reaction to gain a number of temporary hit points equal to your warlock level multiplied by the number of friendly creatures within 120 feet of you. This multiplier cannot exceed your Charisma modifier. In addition, creatures of your choice within 120 feet of you with 0 hit points regain a number of hit points equal to your warlock level, and you can curse any number of creatures within 120 feet of you with your Paint the Target feature, without expending a use of the feature. Once you use this feature, you can’t do so again until you finish a long rest.
Source: Nightfell

Extended Spell List

Dying Primes allow you to choose spells from an extended list. The following spells are added to your warlock spell list:
Spell Level Dying Prime Spells
1st Entangle, Cure Wounds
2nd Lesser Restoration, Prayer of Healing
3rd Mass Healing Word, Plant Growth
4th Ice Storm, Giant Insect
5th Reincarnation, Tree Stride

Bonus Cantrip

At 1st level, you learn the Spare the Dying Necromancy Cantrip.

Everlasting Vitality

At 1st level, you have Advantage on Death Saving Throws. Whenever you spend Hit Die during a short rest to recover Hit Points, you regain additional Hit Points equal to your Charisma modifier for each Hit Die spent.

Glimmer of Hope

At 6th level, when casting a 1st level spell or higher, you can spend a Hit Die to regain Hit Points and Soul Points as if you completed a short rest.

Source of Eternal Life

At 10th level, when you spend a Hit Dice and get a 1 or 2 as a result, that Hit Dice is considered unspent, but Hit Points and Soul Points are regained, nonetheless.

Tears of a Dying Earth

At 14th level, you can spend a bonus action and allow yourself to become a vessel of the residual energies of your patron for 1 minute. In doing so, you are coated with material of natural origin (vegetation, earth, mud, but also lava, water, snow, or ice) depending on where you are located, becoming a majestic elemental-like creature. You gain the following benefits:
  • Your size becomes Large.
  • Strength score increases to 16 (+3) unless it was already higher.
  • Resistance to slashing, piercing, bludgeoning, fire, cold, thunder, and lightning damage.
  • Speed of digging, climbing, swimming, and flying equal to your base walking speed.
  • You can perform slam melee attacks, with a 10 feet reach, dealing 2d8 bludgeoning damage (plus your Strength modifier); this melee attack is considered magical for the purpose of overcoming damage resistance.
When casting a 1st level spell or higher with casting time equal to an action during your turn, you can spend a bonus action to perform a single slam melee attack.
Source: Nightfell

Extended Spell List

Echoes of Death allow you to choose spells from an extended list. The following spells are added to your warlock spell list:
Spell Level Echo of Death Spells
1st Detect Evil and Good, False Life
2nd Blindness/Deafness, Protection from Poison
3rd Animate Dead, Speak with Dead
4th Greater Invisibility, Black Tentacles
5th Cloudkill, Antilife Shell

Bonus Cantrip

At 1st level, you learn the Freezing Snare cantrip (see Chapter 8).

Accustomed to Darkness

At 1st level, you gain an additional Soul Point per level. As long as you have at least one warlock spell slot, you can understand the Whisper of the Echoes and have Darkvision up to 120 feet, seeing through magical darkness as if it were normal darkness.

Tolerated by Darkness

At 6th level, as long as you have at least one warlock spell slot, you cannot be attacked by Aberrations, Fiends, or Undead unless they make a successful Wisdom Saving Throw against your spell DC. This effect ends on a specific creature if you make an attack or cast a spell that targets, or includes in the area of effect, the creature itself.

Death to Death

At 10th level, as long as you have at least one warlock spell slot, you can add a bonus equal to your Charisma modifier to the first damage roll you make on each of your turns, provided that the target is an Aberration, Fiend, or Undead.

Last Shred of Soul

At 14th level, as long as you have at least one warlock spell slot, when your Soul Points are reduced to 0, you can take a Charisma Saving Throw (DC 20) to regain 1 Soul Point. If the Saving Throw fails, you cannot use this feature again until you complete a long rest.
Ezreal El was the last known Hexblade.
Source: Nightfell

Extended Spell List

Sidìr Entities allow you to choose spells from an extended list. The following spells are added to your warlock spell list:
Spell Level Sidìr Entity Spells
1st Color Spray, Feather Fall
2nd Mooncloak, Augury
3rd Blink, Lunamorphosis
4th Freedom of Movement, Elastic Sphere
5th Cone of Cold, Lunar Fortitude

Bonus Cantrip

At 1st level, you learn the Globe of Eclipse cantrip (see Chapter 8).

Consciousness of the Sempiternal

At 1st level, you can choose a skill each time you complete a short or long rest to become Proficient in. In addition, you gain expertise in that skill, meaning your Proficiency bonus will be doubled when you use that skill. These benefits persist until you use this feature again after completing a short or long rest.

Instant Travel

At 6th level, when casting a 1st level spell or higher during your turn, you can teleport instead of using other movement methods for that turn. The covered distance is counted as if you had moved normally. Any number of short teleports can be combined with traditional movement methods at will, as long as the total movement does not exceed what is allowed by your base speed.

Transcendent Body

At 10th level, you gain Resistance to cold, necrotic, and radiant damage.

Aloof as the Cosmos

At 14th level, you can use your Reaction to ignore the effects of a spell of 3rd level or lower that is targeting you, or includes you as a target in its area of effect. This feature lasts until the end of your next turn if the spell has a duration that is not instantaneous. This feature can be used once, then you regain its use after you complete a long rest.
Source: Sword Coast Adventurer’s Guide

Expanded Spell List

The Undying 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 for you.
Undying Expanded Spells
Spell Level Spells
1st False Life, Ray of Sickness
2nd Blindness/Deafness, Silence
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.

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.

Restrictions

  • There are no special restrictions for this class, unless noted elsewhere.

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 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:

  • (a) a simple ranged weapon and 20 pieces of ammunition or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • Leather armor, any simple weapon, and two daggers

Multiclassing and the Warlock

  • Ability Score Minimum: As a multiclass character, you must have a Charisma score of at least 13 to take a level in this class or to take a level in another class if you are already a warlock.
  • Proficiencies. If warlock isn’t your initial class, you gain proficiency with light armor, and simple weapons when you gain your first level as a warlock.
  • Spell Slots. If you have both the Spellcasting feature and the Pact Magic feature, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from the classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Source: Player’s Handbook

Eldritch Invocations