Warlock

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Level Proficiency Bonus Features Cantrips Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 1(2) 1st -
2nd +2 Eldritch Invocations 2 2(4) 1st 2
3rd +2 Pact Boon 2 2(6) 2nd 2
4th +2 Ability Score Improvement 3 2 2nd 2
5th +3 3 2(8) 3rd 3
6th +3 Otherworldly Patron feature 3 2 3rd 3
7th +3 3 2(10) 4th 4
8th +3 Ability Score Improvement 3 2 4th 4
9th +4 Eldritch Mastery 3 2(12) 5th 5
10th +4 Otherworldly Patron feature 4 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 3(18) 5th 5
12th +4 Ability Score Improvement 4 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 3(20) 5th 6
14th +5 Otherworldly Patron feature, Eldritch Mastery (x2) 4 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 3(22) 5th 7
16th +5 Ability Score Improvement 4 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 4(24) 5th 7
18th +6 Eldritch Mastery (x3) 4 4 5th 8
19th +6 Ability Score Improvement 4 4(26) 5th 8
20th +6 Boon 4 4 5th 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 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. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Patron Source
Archfey Player's Handbook
Celestial Xanathar's Guide to Everything
Fathomless Tasha's Cauldron of Everything
The Fiend Player's Handbook
Genie Tasha's Cauldron of Everything
Great Old One Player's Handbook
Hexblade Xanathar's Guide to Everything
Undead Van Richten's Guide to Ravenloft
Undying Sword Coast Adventurer's Guide
The Undying Light Unearthed Arcana 10 - Light, Dark, Underdark!
The Kraken ThinkDM
Lurker in the Deep Unearthed Arcana 61 - Sorcerer and Warlock
The Crow Man RPathos, Homeberw lore alteration, based on original material:Unearthed Arcana 29 - Warlock and Wizard
The Primordial RPathos

Sacrifice and Power

At 1st level, when you sign a pack with a entity of great power, you are granted power in exchange for loyalty and services. The pack can grant you some additonal offerings, as long as you are willing to make the sacrifice for the power.

For every sacrifice you made to your master, you are gifted a offer of your choise.

Sacrifice
  • Blood: Your Warlock hit dice becomes a 1d6.
  • Mind: You are no longer proficient in Wisdom Saving Throws.
  • Spell Slots: -2 to your total amount of packt slot.
  • Magic Potency: -1 to your packt slot and Mystic Arcanum level.
  • Skills: You can't choose any skills to be Proficient in from your Warlock Proficiencies.
  • Cantrips: -2 to your total amount of Cantrips.
  • Invocations: The amount of Known Invocations are halved (rounded down minimum of 1).
  • Recharge: You regain all expended spell slots when you finish a long rest.
Offerings
  • Strong Blood: Your Warlock hit dice becomes a 1d10.
  • Extra Slots: +2 to your total amount of packt slot.
  • Martial Mastery: You gain Proficiency with All martial weapons, All Armours and Shields.
  • Extra Attack: Beginning at 5th Warlock level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Thirsting blade invoaction grants you 3 attacks but requiers warlock level 11.
  • Extra Invocations: +2 to your Known Invocations.
  • In depth Knowledge: You gain expertise in one from the warlocks skills.
 

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Once your patron has granted you power from the pact, that power is yours. Be it as a bargin or as a gift from a higher enity, by accepting the pact it has ben made apart of you, permanetly. You patron will most often expect yout to perform taks to apeace them. Staying on good therms with your patron will be ideal if you don't want them to send other pact bound agents to revoke the pact. While you may have a hard time being on speeking tearms with your patron, divining magic or the ocation prothetic dream may give you a hint on where you stand in theri grace.

The magic you utilise is of the Arcane type, but it may change if the patron is Divine or Primordial. You are able to know and cast spells from 4 magic schools. The mystic power of the pact allows you to cast spells from the Evocation school and three other schools of your choise. When you cast a spell using your pact slot, you add your proficiensy bonus to the spell attack and save DC. But if you multi class and cast a spell that dont use your pact slot or invocation, you use the rule that class.

Cantrips

You can initaly use two cantrips of your choice from the arcane spell list, this number may vary depedning on your pact. As you gain levels in the warlock class, you learn additional cantrips of your choice, 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.

Memorised Spells

You are capable of memorising a number of spells equal to your Arcana Skill Modifier (to a minimum of 0). The spells memorised can be of any level between 0 and 9.

To memorise a new spell, you need to spend 6 + 2 times spell level in hours partaking in a ritual/study session to learn and memorise the spell or exchange a spell that you memorised with a new spell. And the spell you are memorising to must be from a creature that also memorised it, or scripture containing information on the spell, such as a scroll or spell book.

Unlike all other spell casters, Warlocks are able to learn spells directly from their patron. If their master can and is willing to divulge the spell, the Warlock won't have to travel the world to seek out knowledge.

Repaired Spells

You are also capable of preparing a number of spells equal to either your Charisma Modifier or half your Warlock level, witch ever is higher.

To be able to prepare spells, you need a spellbook, or a object that serves the function of a spellbook, and the ability to read and write in one language. This will serves as your repertoire of magic, through 1 hour of reading with your spellbook you can change out one of your spells with another write in your book.

Spellbook Rules
Your spellbook

The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from and how it can be used. To expand this knowledge you must seek out locations, people and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.

Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.

If you lose your spellbook. You are unable to prepare your spells, the spells you have prepared will be cast-able for the duration of 3 days. At the end of that time, any prepared spell will no longer be prepared for you, on account that their intricate castings slipped out of your mind.

If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep backup spellbook in a safe place.

Spellcasting Ability

Due to the nature of your pact magic, your spell Casting Ability is dependet on your skills. Witch ever skills you have the most proficensies in determines the ability modifer for you spell Casting Ability. Expertise counst as two proficiensies.

  • Use Inteligence for Arcana, Investigation and History
  • Use Charisma for Deception, Religion and Persuasion
  • Use Wisdom for Nature, Insight and Survival

You use that Ability modifier when ever a spell refers to your spellcasting ability. In addition, you use the same modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiensy modifier + your chosen Ability modifier

Spell attack modifier = your proficiensy modifier + your chosen Ability modifier

Ritual Casting

You can cast a Paladin spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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 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.

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.

A level prerequisite in an invocation refers to warlock level, not character level.

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 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 use its reaction to make one attack of its own.
  • 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. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
    • 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.

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.

Eldritch Mastery

At 9th level, you have master your gifted power. Chose on of the 1st level spells that you have memorised, you are able to cast that spell once at 5th level without expending a Spell Slot. Once you cast the spell with this feature, you must use a pact slot as normal or finish a short or long rest before you can use this feature again.

At 14 and 18 level, you are able to pick an aditonal 1st level spell to benefit from this feature. Each spel picked gets it own charge.

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.