SRD 5.1 SRD 5.1 (current printing)
SRD 5.2 SRD 5.2.1Warlock
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.
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. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
- Hit Die
- d8
- Primary Ability
- Charisma
- Saving Throws
- Wisdom, Charisma
- Proficiencies
- Light Armor, Simple Weapons, Saving Throw: WIS, Saving Throw: CHA
The Warlock
| Level | Prof. Bonus | Invocations Known | Mystic Arcanum Level 6 | Mystic Arcanum Level 7 | Mystic Arcanum Level 8 | Mystic Arcanum Level 9 | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | — | — | — | — | — | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | — | — | — | — |
| 2nd | +2 | 2 | — | — | — | — | Eldritch Invocations | 2 | 3 | 2 | — | — | — | — |
| 3rd | +2 | 2 | — | — | — | — | Pact Boon | 2 | 4 | — | 2 | — | — | — |
| 4th | +2 | 3 | — | — | — | — | Ability Score Improvement | 3 | 5 | — | 2 | — | — | — |
| 5th | +3 | 3 | — | — | — | — | — | 3 | 6 | — | — | 2 | — | — |
| 6th | +3 | 4 | — | — | — | — | Otherworldly Patron feature | 3 | 7 | — | — | 2 | — | — |
| 7th | +3 | 4 | — | — | — | — | — | 3 | 8 | — | — | — | 2 | — |
| 8th | +3 | 4 | — | — | — | — | Ability Score Improvement | 3 | 9 | — | — | — | 2 | — |
| 9th | +4 | 5 | — | — | — | — | — | 3 | 10 | — | — | — | — | 2 |
| 10th | +4 | 5 | — | — | — | — | Otherworldly Patron feature | 4 | 10 | — | — | — | — | 2 |
| 11th | +4 | 5 | 1 | — | — | — | Mystic Arcanum (6th level) | 4 | 11 | — | — | — | — | 3 |
| 12th | +4 | 6 | 1 | — | — | — | Ability Score Improvement | 4 | 11 | — | — | — | — | 3 |
| 13th | +5 | 6 | 1 | 1 | — | — | Mystic Arcanum (7th level) | 4 | 12 | — | — | — | — | 3 |
| 14th | +5 | 6 | 1 | 1 | — | — | Otherworldly Patron feature | 4 | 12 | — | — | — | — | 3 |
| 15th | +5 | 7 | 1 | 1 | 1 | — | Mystic Arcanum (8th level) | 4 | 13 | — | — | — | — | 3 |
| 16th | +5 | 7 | 1 | 1 | 1 | — | Ability Score Improvement | 4 | 13 | — | — | — | — | 3 |
| 17th | +6 | 7 | 1 | 1 | 1 | 1 | Mystic Arcanum (9th level) | 4 | 14 | — | — | — | — | 4 |
| 18th | +6 | 8 | 1 | 1 | 1 | 1 | — | 4 | 14 | — | — | — | — | 4 |
| 19th | +6 | 8 | 1 | 1 | 1 | 1 | Ability Score Improvement | 4 | 15 | — | — | — | — | 4 |
| 20th | +6 | 8 | 1 | 1 | 1 | 1 | Eldritch Master | 4 | 15 | — | — | — | — | 4 |
Class Features
Charnel Emanation
Prerequisite: Pact of the Skull Whenever you damage a creature with an attack, a 10-foot radius area centered on your pact skull magically becomes difficult terrain for that creature until the start of your next turn.
Otherworldly Patron — 1st level
At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Pact Magic — 1st level
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Spell Versatility — 1st level
1st-level warlock feature (enhances Pact Magic)
Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.
Val'noa Warlock — 1st level
As an extra tenant to your pact, none of the spells added to your Warlock spell list count against your number of known spells.
Eldritch Invocation: Agonizing Blast — 2nd level
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Eldritch Invocation: Armor of Shadows — 2nd level
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Eldritch Invocation: Beast Speech — 2nd level
You can cast speak with animals at will, without expending a spell slot.
Eldritch Invocation: Beguiling Influence — 2nd level
You gain proficiency in the Deception and Persuasion skills.
Eldritch Invocation: Book of Ancient Secrets — 2nd level
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Eldritch Invocation: Devil's Sight — 2nd level
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Invocation: Eldritch Sight — 2nd level
You can cast detect magic at will, without expending a spell slot.
Eldritch Invocation: Eldritch Spear — 2nd level
When you cast eldritch blast, its range is 300 feet.
Eldritch Invocation: Eyes of the Rune Keeper — 2nd level
You can read all writing.
Eldritch Invocation: Fiendish Vigor — 2nd level
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Eldritch Invocation: Gaze of Two Minds — 2nd level
You can use your action to touch a willing humanoid 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 use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Eldritch Invocation: Mask of Many Faces — 2nd level
You can cast disguise self at will, without expending a spell slot.
Eldritch Invocation: Misty Visions — 2nd level
You can cast silent image at will, without expending a spell slot or material components.
Eldritch Invocation: Repelling Blast — 2nd level
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Eldritch Invocation: Thief of Five Fates — 2nd level
You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Invocation: Voice of the Chain Master — 2nd level
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence.
Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Eldritch Invocations — 2nd level
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. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
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.
Pact Boon — 3rd 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 — 3rd level
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.
If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.
Pact of the Chain — 3rd level
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 of its own with its reaction.
Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.
Pact of the Skull — 3rd level
Your patron gifts you jaw-less skull, that seems to fit perfectly in the palm of your hand.
While holding the skull, you can cause it to float half an inch above your palm. While doing so, you can cast feign death and speak with dead at will without expending a spell slot.
While the skull isn’t on your person, other creatures can target the skull. The skull has AC 10, 1 hit point, and immunity to fire and poison damage.
If the skull isn’t on your person or if something other than you destroyed it, you can cause it to magically reappear in your hand by using a bonus action. If you destroyed the skull by vaporizing it, it magically reappears on your person when you finish a long rest.
If a creature listens closely to the skull, it can hear faint, unintelligible whispers coming from inside. The skull otherwise has no magical properties for anyone but you.
Pact of the Tome — 3rd level
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.
Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.
Ability Score Improvement — 4th level
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 Versatility — 4th level
4th-level warlock optional 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.
Proficiency Versatility — 4th level
4th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Eldritch Invocation: Mire the Mind — 5th level
You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Invocation: One with Shadows — 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Eldritch Invocation: Sign of Ill Omen — 5th level
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Invocation: Thirsting Blade — 5th level
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Otherworldly Patron feature — 6th level
At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Eldritch Invocation: Bewitching Whispers — 7th level
You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Invocation: Dreadful Word — 7th level
You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Invocation: Sculptor of Flesh — 7th level
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Extrinsic Aspect — 7th level
Prerequisite: 7th level, Pact of the Skull You can magically cause your pact skull to hover in place and on each of your turns you can move the skull up to 60 feet in any direction (no action required). There is no limit to how far away from you the skull can move, but it can’t enter another plane of existence. Using an action, you mentally perceive through the skull, which has the same senses you do. While doing so, you can also speak through the skull in an echoing, ominous voice, with each uttered syllable causing a sickly green light to escape its openings. The skull vaporizes if you enter another plane of existence while it isn’t on your person.
Ability Score Improvement — 8th level
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.
Proficiency Versatility — 8th level
8th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Eldritch Invocation: Ascendant Step — 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Eldritch Invocation: Minions of Chaos — 9th level
You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Invocation: Otherworldly Leap — 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.
Eldritch Invocation: Whispers of the Grave — 9th level
You can cast speak with dead at will, without expending a spell slot.
Suspended Ruination — 9th level
Prerequisite: 9th level, Pact of the Skull While your pact skull is on your person, icy breath routinely escapes from behind its single row of teeth. While holding the skull, you can cast revivify by expending a warlock spell slot, vaporizing the skull in the process. If a creature is brought back to life in this manner, its eyes glow with a subtle green ting for 24 hours.
Otherworldly Patron feature — 10th level
At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Mystic Arcanum (6th level) — 11th level
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.
Ability Score Improvement — 12th level
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 Appraisal — 12th level
Prerequisite: 12th level, Pact of the Skull While your pact skull is on your person, if you cast a spell that consumes material components with a minimum value, you can choose to add your pact skull as a material component. Doing so lowers the gp requirement by an amount of gp equal to twenty times your warlock level but vaporizes the skull.
Eldritch Invocation: Lifedrinker — 12th level
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Proficiency Versatility — 12th level
12th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Mystic Arcanum (7th level) — 13th level
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.
Otherworldly Patron feature — 14th level
At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Eldritch Invocation: Chains of Carceri — 15th level
You can cast hold monster at will--targeting a celestial, fiend, or elemental--without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Eldritch Invocation: Master of Myriad Forms — 15th level
You can cast alter self at will, without expending a spell slot.
Eldritch Invocation: Visions of Distant Realms — 15th level
You can cast arcane eye at will, without expending a spell slot.
Eldritch Invocation: Witch Sight — 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Eyes of Atrophy — 15th level
Prerequisite: 15th level Using an action to focus your eyes, you can target a creature, an object, or a structure that you can see within 60 feet of you and see the target how it would look after 1,000 years. The effect lasts until the end of your next turn. Focusing on a wall might cause it to disappear and allow you to see what is behind it, focusing on a creature might reveal to you whether it is mortal or immortal, and so forth.
When you focus your sight in this manner you can't account for major changes to the target such as a wall being rebuilt or a creature attaining immortality at a later time.
Mystic Arcanum (8th level) — 15th level
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.
Ability Score Improvement — 16th level
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.
Proficiency Versatility — 16th level
16th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Mystic Arcanum (9th level) — 17th level
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.
Ability Score Improvement — 19th level
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.
Proficiency Versatility — 19th level
19th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Eldritch Master — 20th level
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.
Sepulchral Defense — 21st level
Beginning at 21st level, while holding your pact skull, the first creature you hit with an attack on your turn becomes enveloped by sepulchral energies, which hinder its attacks. Until the start of your next turn, that target has disadvantage on its next attack roll against you. The effect on the target ends early if you cease holding your pact skull.
Ossein Combustion — 25th level
Starting at 25th level, while your pact skull is within 600 feet of you, two tiny, swirling, green embers glow subtly in the center of each of its otherwise hollow eyes. While the embers glow, you can cast flame strike as a 9th level spell centered on the skull without expending a spell slot or material components, causing the skull to vaporize. The resulting flames are green in color.
Multiclassing
- Prerequisite
- CHA 13
- Proficiencies Gained
- Light Armor, Simple Weapons
Discussion
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