Warlock (Class)

Description

## Quick Build Tips

You should make Charisma your highest ability score, followed by Constitution.

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

### Starting Equipment

* (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
* OR starting gold of 4d4 x 10 gp

## Features

### Otherworldly Patron

At 1st level, you have struck a bargain with an
otherworldly being of your choice: the Fiend, which is detailed at the
end of the class description, or one from another source. Your choice
grants you features at 1st level and again at 6th, 10th, and 14th level.

### Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

#### 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 and 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 (see the Adventuring Gear section) 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. A level prerequisite refers to your level in this class.
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.

If an eldritch invocation has prerequisites, you must meet them
 to learn it. You can learn the invocation at the same time that you
meet its prerequisites. A level prerequisite refers to your level in
this class.

* Agonizing Blast
	+ **Prerequisite:** eldritch blast cantrip
	+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

* Armor of Shadows
	+ You can cast mage armor on yourself at will, without expending a spell slot or material components.

* Ascendant Step
	+ **Prerequisite:** 9th level
	+ You can cast levitate on yourself at will, without expending a spell slot or material components.

* Beast Speech
	+ You can cast speak with animals at will, without expending a spell slot.

* Beguiling Influence
	+ You gain proficiency in the Deception and Persuasion skills.

* Bewitching Whispers
	+ **Prerequisite:** 7th level
	+ You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

* Book of Ancient Secrets
	+ **Prerequisite:** Pact of the Tome feature
	+ 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.

* Chains of Carceri
	+ **Prerequisite:** 15th level, Pact of the Chain feature
	+ 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.

* Devil’s Sight
	+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

* Dreadful Word
	+ **Prerequisite:** 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 Sight
	+ You can cast detect magic at will, without expending a spell slot.

* Eldritch Spear
	+ **Prerequisite:** eldritch blast cantrip
	+ When you cast eldritch blast, its range is 300 feet.

* Eyes of the Rune Keeper
	+ You can read all writing.

* Fiendish Vigor
	+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

* Gaze of Two Minds
	+ 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.

* Lifedrinker
	+ **Prerequisite:** 12th level, Pact of the Blade feature
	+ When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

* Mask of Many Faces
	+ You can cast disguise self at will, without expending a spell slot.

* Master of Myriad Forms
	+ **Prerequisite:** 15th level
	+ You can cast alter self at will, without expending a spell slot.

* Minions of Chaos
	+ **Prerequisite:** 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.

* Mire the Mind
	+ **Prerequisite:** 5th level
	+ You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

* Misty Visions
	+ You can cast silent image at will, without expending a spell slot or material components.

* One with Shadows
	+ **Prerequisite:** 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.

* Otherworldly Leap
	+ **Prerequisite:** 9th level
	+ You can cast jump on yourself at will, without expending a spell slot or material components.

* Repelling Blast
	+ **Prerequisite:** eldritch blast cantrip
	+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

* Sculptor of Flesh
	+ **Prerequisite:** 7th level
	+ You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

* Sign of Ill Omen
	+ **Prerequisite:** 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.

* Thief of Five Fates
	+ You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

* Thirsting Blade
	+ **Prerequisite:** 5th level, Pact of the Blade feature
	+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

* Visions of Distant Realms
	+ **Prerequisite:** 15th level
	+ You can cast arcane eye at will, without expending a spell slot.

* Voice of the Chain Master
	+ **Prerequisite:** Pact of the Chain feature
	+ 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.

* Whispers of the Grave
	+ **Prerequisite:** 9th level
	+ You can cast speak with dead at will, without expending a spell slot.

* Witch Sight
	+ **Prerequisite:** 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.

### 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 (see the Weapons
 section for weapon options). 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.

### Ability Score Improvement or Feat

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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### Mystic Arcanum (6th 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.

### Mystic Arcanum (7th level)

At 13th level, your patron bestows upon you a
magical secret called an arcanum. Choose one 7th-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 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.

### Mystic Arcanum (8th level)

At 15th level, your patron bestows upon you a
magical secret called an arcanum. Choose one 8th-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 17th level, you gain a 9th-level warlock spell of your choice that
 can be cast in this way. You regain all uses of your Mystic Arcanum
when you finish a long rest.

### Mystic Arcanum (9th level)

At 17th level, your patron bestows upon you a
magical secret called an arcanum. Choose one 9th-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.

You regain all uses of your Mystic Arcanum when you finish a long rest.

### Eldritch Master

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.

## Otherworldy Patrons

The beings that serve as patrons for warlocks are mighty inhabitants
of other planes of existence—not gods, but almost godlike in their
power. Various patrons give their warlocks access to different powers
and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively
 freely or boasting of their ability to bind mortals to their will.
Other patrons bestow their power only grudgingly, and might make a pact
with only one warlock. Warlocks who serve the same patron might view
each other as allies, siblings, or rivals.