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 | 1st | - |
| 2nd | +2 | Eldritch Invocations | 2 | 2 | 1st | 2 |
| 3rd | +2 | Occult Knowladge | 2 | 2 | 2nd | 2 |
| 4th | +2 | Ability Score Improvement | 3 | 2 | 2nd | 2 |
| 5th | +3 | Binding Circle | 3 | 2 | 3rd | 3 |
| 6th | +3 | Otherworldly Patron feature | 3 | 2 | 3rd | 3 |
| 7th | +3 | Forbiden Expulsion | 3 | 2 | 4th | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 2 | 4th | 4 |
| 9th | +4 | Contact Patron | 3 | 2 | 5th | 5 |
| 10th | +4 | Otherworldly Patron feature | 4 | 2 | 5th | 5 |
| 11th | +4 | Mystic Arcanum (6th level) | 4 | 3 | 5th | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 5th | 6 |
| 13th | +5 | Mystic Arcanum (7th level) | 4 | 3 | 5th | 6 |
| 14th | +5 | Otherworldly Patron feature | 4 | 3 | 5th | 6 |
| 15th | +5 | Mystic Arcanum (8th level) | 4 | 3 | 5th | 7 |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 5th | 7 |
| 17th | +6 | Mystic Arcanum (9th level) | 4 | 4 | 5th | 7 |
| 18th | +6 | 4 | 4 | 5th | 8 | |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 5th | 8 |
| 20th | +6 | Eldritch Mastery | 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 |
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 bargain or as a gift from a higher entity, by accepting the pact, it has been made a part of you, permanently. Your patron will most often expect you to perform tasks to appease them. Staying on good terms 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 speaking terms with your patron, divining magic or the ocation prothetic dream may give you a hint on where you stand in their grace.
The magic you utilise is of the Arcane type, but it may change depending on the patron's nature. The mystic power that you gained from your bargain allows you to cast spells from all schools of magic.
Cantrips
You can initially use two cantrips of your choice from the arcane spell list; this number may vary depending 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.
Repaired Spells
You are also capable of preparing a number of spells equal to either your Proficiency Bonus + half your Warlock level.
To be able to prepare spells, you need a spellbook, or an object that serves the function of a spellbook, and the ability to read and write in one language. This will serve as your repertoire of magic. Through 1 hour of reading with your spellbook, you can change out one of your spells with another written in your book.
Spellbook RulesYour 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 to 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 castable until the end of your next long rest. Then 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 a backup spellbook in a safe place.
Memorised Spells
You can also choose to commit it to memory for long-term use instead. Where the memorised spell will count as a prepared spell that you won't forget at the end of a long rest. Allowing you to keep casting magic without relying on a spell book.
Memorising Ritual.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. The spell you are memorising can be from a creature that has it memorised or prepared, or scripture containing information on the spell, such as a scroll or spell book.
Forgeting. If you want to forget the spell, to free up space to prepare spells, then all you have to do is finish a long rest to forget one Memorised Spell. Or a short rest with the use of alcohol.
Spellcasting Ability
Due to the nature of pact magic, your Spellcasting Ability has yet to be defined. In this early stage of this bond with your otherworldly master, you don't fully grasp the nuanced intricacies that you otherwise would have naturally developed by learning it the hard way. Fortunately, your patron takes this into account and imbues immense knowledge to wield this power with expertise right into your mind. Granting you an otherworldly magical skill that other spellcasters can't even fathom through an entire lifetime of study.
When using a pact slot, you add your proficiency bonus twice when setting the saving throw DC for a spell you cast and when making an attack roll with one. But only when you use the pact slot, not for normal spell slots.
Spell save DC = 8 + twize your Proficiency Bonus
Spell attack modifier = twize your Proficiency Bonus
Ritual Casting
You can cast a 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
At level 2, you have unearthed Eldritch Invocations in your delve of occult lore, fragments of forbidden knowledge that imbue you with an abiding magical ability.
Prerequisites If an invocation has a prerequisite, you must meet it to gain that invocation. A level prerequisite in an invocation refers to warlock level, not character level.
Gaining Invocations. 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. 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.
Sacrifice While continues loyalty and services will provide more invocations. You can gain some additional invocations as long as you are willing to make the sacrifice for the power. At the end of a sacrificial ritual, you may enact any number of the following sacrifices to gain more Invocations. You can suggest potential sacrifices to your DM, beyond these once that are available for you to give up:
- Blood: Reduce your maximum hitpoints equal to the number of your hit dice you have.
- Endurance: Proficient in one of your Saving Throws.
- Spell Slots: -1 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.
- Recharge: You regain all expended spell slots when you finish a long rest. Provide 3 invocations.
Occult Knowledge
At 3rd level, you have managed to understand the intricacies of the magic gifted to you. The whispers that once haunted your dreams now form coherent insight, shaping your grasp of the pact. Through long nights of study, ritual, and exposure to the other planar consciousness of your benefactor, you have learned to bend the structure of your gift, and perhaps, in small ways, to make it your own.
Choose one of the following occult paths to represent your deepening mastery over the pact’s mysteries:
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.
Binding Circle
At 5th level, the dangers that the occult brings have taught you how to safeguard yourself in the event of a planar breach. You always have the Magic Circle spell prepared. With this feature, you can cast the spell without expending a spell slot to create a warding circle. The affected creature will automatically fail any attack rolls made against targets within the circle, and fail the Charisma saving throw if it tries to enter the circle using magical means.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.
Forbiden Expulsion
At 7th level, you have peered through the razor-thin crack that splits the realms apart, and from it, you understand that the line is thinner than you are comfortable with. You always have the Banishment spell prepared. With this feature, you can cast the spell without expending a spell slot to send a creature to another plane of existence. If you target yourself, you will be sent to the same plane as your patron instead of a harmless demiplane.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.
Contact Patron
When you reach 9th level, you no longer need to contact your patron through intermediaries. Servants or idols that your patron uses to issue your orders or secrets. Now you can communicate directly. 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
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Eldritch Mastery
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.
