The Warlock

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 rigorous study, warlocks unlock magical effects both subtle and spectacular. Through such study they encounter, and strike deals with, supernatural beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm. Drawing on the ancient knowledge of such beings, warlocks piece together arcane secrets to bolster their own power.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into devotion for lore and shapes their lives. They study the occult, follow cults that meet their desires, and use the supernatural lore of the eldritch ancients to their boon. They pursue particular doctrines which reflect the history of their study, and defines their future.

Sworn and Beholden

A warlock pact is a deal struck with an otherworldly being. Sometimes this relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.


Creating a Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

QUICK BUILD

You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the friends, prestidigitation, and chill touch cantrips. Lastly, choose to join the Chain doctrine.



Crazyfuton's Warlock is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material and art used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.

WARLOCK

The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Slots Slot Level Invocations Known
1st +2 Doctrine, Eldritch Magic 3 1 1
2nd +2 Otherworldly Patron, Accursed Service 3 2 1
3rd +2 Eldritch Invocations 3 2 2 2
4th +2 Ability Score Improvement 3 2 2 2
5th +3 Doctrine Feature 3 2 3 3
6th +3 Patron Feature 3 2 3 3
7th +3 4 2 4 3
8th +3 Ability Score Improvement 4 3 4 4
9th +4 4 3 5 4
10th +4 Patron Feature 4 3 5 4
11th +4 Mystic Arcanum, Doctrine Feature 4 3 5 5
12th +4 Ability Score Improvement 4 3 5 5
13th +5 Mystic Arcanum 5 3 5 5
14th +5 Patron Feature 5 3 5 6
15th +5 Mystic Arcanum, Doctrine Feature 5 3 5 6
16th +5 Ability Score Improvement 5 3 5 6
17th +6 Mystic Arcanum 5 3 5 7
18th +6 5 4 5 7
19th +6 Ability Score Improvement 5 4 5 7
20th +6 Eldritch Master 5 4 5 7

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 skills 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

WARLOCK

Doctrine

At 1rst level, you have followed a followed a particular doctrine of study and research: the Blade, the Chain, the Tome, or the Witch, each of which is detailed at the end of the class description. Your choice grants you features at 1rst level, and again at 5th, 11th, and 15th level.

Eldritch Magic

At 1rst level, your occult research, later combined with the magic bestowed on you by your patron have given you facility with spells. See Chapter 10, Spells Rules for the general rules of spellcasting and the Chapter 11, Spells Listing for the warlock spell list.

Cantrips

All warlocks who study the eldritch occult find its power.

Starting at 1rst level, you know the Eldritch Blast cantrip. This core cantrip does not count against the number of cantrips known, as shown in the Cantrips Known column of the Warlock table.

You know three 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. 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 2nd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, but you cast it as a 2nd-level spell.

Preparing and Casting Spells

At 1rst level, you have learned to evoke eldritch magics. Inquiry and occult research grants a limited use of magic to cast spells. At 1rst level and beyond you combine the lore granted by your patron, with your own eldritch mechinations to cast more spells at higher tiers.

You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. When you do so, choose a number of warlock spells equal to your Charisma modifier + half your warlock level, rounded down (minimum of 1 spell). The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of warlock spells requires time spent in reading, meditation, cantation, and memorization: at least 1 minute per spell level for each spell on your list.


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.

Otherworldly Patron

At 2nd 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 2nd level and again at 6th, 10th, and 14th level.

Accursed Service

At 2nd level, you have struck a bargain with your patron. This binds your fate to your patron, who entrusts you with his servitude. This cursed servitude also mainifests itself as a useful boon. Your patron empowers your accursed death dealing capabilities.

As a bonus action, you may curse a creature within 90ft, who you can see, with a Hex curse that lasts 1 minute. Upon cursing, you choose one of the follow options as to how the curse manifests itself

  • Hex of Agony - You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.
  • Hex of Disability - The target suffers disadvantage on all skill checks.
  • Hex of Stumble - The target suffers -1 AC.

You may use this feature up to a number of times equal to your Charisma modifier(minimum 1). You regain all uses of this feature after finishing a short or long rest.

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 3rd 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.

WARLOCK

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.

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

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 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.

Doctrines

The Blade

You combine the teaching of ancient manifestation with martial trainings. Learning to fuse raw eldritch power into solid form in your very palm.


You gain proficiency with martial weapons and shields.


You can bind one weapon to you 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. The bound weapon is bound to you as your pact weapon. You may have up to 3 bound weapons.

You can then dismiss a pact weapon, shunting it into an extra dimensional space, and it may appear 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 new or different weapon exceeding 3, 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 extra dimensional space when the bond breaks.

You can use your bonus action to summon up to 2 of your pact weapons in empty hands from extra dimensional space. Pact weapons you summon this way appear as a solidified form of your Eldritch energies resembling your pact weapon and emit dim light in a 5 foot radius. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Pact weapons you summon from extra dimensional space, regardless of their form, deal force damage instead of the standard weapon damage type. Weapons you bind to yourself, and do not shunt into extra dimensional space deal their normal damage.

Your summoned pact weapons cannot be stowed or sheathed by normal means. They disappear if it is more than 5 feet away from you for 1 minute or more. They also disappear if you use this feature again, if you dismiss the weapon (no action required), or if you die.


You may use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls with your pact weapons.

Thirsting Blade

Starting at 5th level, you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

In addition, your pact weapons gain the use of both Charisma and its natural ability score to determine the attack and damage modifiers. (Negative modifiers are treated as +0 for this feature)

Lifedrinker

At 11th level, once per turn, when you deal damage with a pact weapon attack, you can deal an additional 1d6 necrotic damage and gain hit points equal to half of this damage (round up).

Aura of the Dread Steed

Starting at 15th level, you gain total mastery and ability to apparate your Eldritch weapons at will. You no longer need to spend a bonus action to summon your pact weapons, and you gain Advantage on all attacks made with your pact weapons.

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: cackler, pseudodragon, dretch, or sprite. Your familiars gain an additional hit die for each level beyond 2nd.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attacks or cast its own spell with its reaction. Add your proficiency bonus to your familiar's AC, attack rolls, and damage rolls. (The Death Dog gains 1d8, while the Imp gains 1d4 per level) Your familiar does benefit from your Accursed Service 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.

Minions of Chaos

Starting at 5th level, your Find Familiar spell gains the following additional special forms to choose from: black dragon wyrmling, imp, quasit, or death dog (chain familiar).

WARLOCK

Demonic Guile

Beginning at 11th level, you have temporary mastery over a demonic creature. You can cast Summon Greater Demon without spending a spell slot. The demon you summon has a semblance of your patron.

You do not need to maintain concentration on the spell. If you do maintain concentration, the demon does not roll its Charisma saving throw to break its bond. If you do not maintain concentration, the demon will roll its saving throw as normal. If the demon succeeds it’s charisma saving throw, you can retake control over the demon by concentrating on this spell. Doing so will force the demon to continue obey you.

You may dismiss the demon back to the abyss as an action, while concentrating on this spell. When you do, the demon disappears immediately instead of leaving in 1d6 rounds.

Chains of Carceri

Starting at 15th level, you can cast hold monster at will — targeting a celestial, fiend, elemental, monstrosity, abberation, or undead — without expending a spell slot or material components. You must finish a short or long rest before you can use this feature on the same creature again.


Death Dog - Chain Familiar

Medium monstrosity, neutral evil


  • Armor Class 12
  • Hit Points 19 (3d8 + 6)
  • Speed 40ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)

  • Skills Perception +5, Stealth +4
  • Senses Darkvision 120 ft., Passive Perception 15
  • Languages --

Two-headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions

Multiattack. The dog makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the creatures next turn.


The Tome

You inscribe your Eldritch knowledge in a grimoire called the Book of Shadows. The Book of Shadows contains extra spells that you have learned and mastered.


At 1rst level, choose and learn 2 cantrips from any spell list. These spells have been copied into your book, and are warlock spells for you. While the book is on your person, you can cast those cantrips at will. These cantrips transcribed into your book don’t count against your number of cantrips known. To be able to cast these spells, you must have your Book of Shadows on your person.


You can 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 can prepare. 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. In the future, 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 magic slot level 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.


If you lose your Book of Shadows, you can perform a 2-hour ceremony to manifest a replacement. This ceremony can be performed during a long rest, and it destroys the previous book. The book turns to ash when you die.


Book of Black Ink

Starting at 5th level, your Book of Shadows grants access to additional magic. So long as you carry your grimoire, you have 1 additional spell slot above what is listed on the warlock table, and may prepare 1 additional spell.

Demon Door

Starting at 11th level, you can cast Teleportation Circle once without using a warlock spell slot. You can’t do so again until you finish a long rest.

Empowered Arcanum

At 15th level, your 8th level Mystic Arcanum spell can be from any spell list.


Again at 17th level, your 9th level Mystic Arcanum spell can be from any spell list.

WARLOCK

The Witch

You have a vile love for the occult study using living tissue. Your research has culminated with control over the flow of force, life, and destiny.


You gain proficiency with alchemist's tools. If you are already proficient with alchemist's tools, your proficiency bonus is doubled. You keep a record of your potion making in a Book of Eldritch Brews. You can craft potions using your alchemist's tools with your Book of Eldritch Brews recipes given enough time and resources. Refer to page 128 and 129 for crafting details.

On your adventures, you can add other potions to your Book of Eldritch Brews. When you find such a recipe, you can add it to the book if the spell’s level is equal to or less than your current warlock magic slot level 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.

Using your alchemist’s tools you can attempt to create healing potions using the blood of the recently deceased. You may perform 1-hour of work to create 1 healing potion. Make a DC15 check with your alchemist’s tools, 1 vial of blood, and 1gp worth of herbs and minerals. On a success you craft a Mighty Healing Potion. On a failure you craft a standard healing potion. The mighty healing potion heals 10 hit points, instead of 2d4+2. This may be done once during a long rest.


Your control over the flow of life force spurs your own regeneration. Whenever you would regain hit points, treat one dice rolled to determine hit points as having rolled the maximum die value.

Contagion

Witches covet the lore of life. Using this lore, they can conjure maladies more potent and vile than any other. Starting at 5th level, your spells, toxins, alchemy, and other features that you create which cause your victims to make a Constitution saving throw, have the DC of the saving throw increased by 3.

Witch’s Cauldron

Starting at 11th level, you become an adept brew master of occult sight. You can craft potions that provide minor foresight to the recipient. This minor foresight is functionally equivalent to the guidance cantrip. It takes 1 hour of minor labor and 2gp worth of common components and a vial of fresh life essence, collected within the last 24hours. This can be blood, sap, or other living fluids.

This potion decays in 7days, and becomes useless after such a time.

Swirling in your cauldron, you create a porthole to another location. As a ritual, using the required components, your alchemist's tools, and 1 hour of brewing time you can turn your cauldron into a window to another location. Functionally this acts as either the Clairvoyance spell or Scrying spell, your choice on brewing. The duration lasts up to 1 hour, and the cauldron maintains the spell instead of you. The imagery in the cauldron is visible to all, and disturbing the cauldron ends the ritual.


Doom Bringer

Starting at 15th level, you can invoke ultimate doom. As an action, you curse a target within 30ft that you can see with the Doom Curse. The target makes a wisdom saving throw. If they succeed, the curse lasts 1 minute. If they fail, the curse lasts 3 rounds of combat or 15 seconds. If the curse runs its full course, the target suffers necrotic damage equal to your Warlock level x 10.

You may cast this as a ritual using your witch's cauldron. When you do so the cast time is 10 minutes, plus any time needed to prepare. The required reagents include a locket of hair, a scrap of flesh, or other source of life force pulled directly from the creature you target, as well as rare herbs and a powdered ruby worth at least 1,000 gp. After the ritual is complete, if the target is not within 100 miles and on the same plane, the spell fails. If the spell succeeds, the target makes a Wisdom saving through. On a success, they resist the curse. On a failure, the curse lasts 1 day. They are aware of becoming cursed, but do not know by whom.

WARLOCK

Eldritch Invocations

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 - Remove?

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: 8th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Aspect of the Moon

You no longer need to sleep, and cannot be forced to sleep by magical means. To gain the benefits of a long rest, you can spend 8 hours doing light activities.

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: 8th level

You can cast enthral once without using a warlock spell slot. You can’t do so again until you finish a short or long rest.

Cloak of Flies

Prerequisite: 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.


Dreadful Word

Prerequisite: 8th level

You can cast confusion once without 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.

Elemental Chaos

Prerequisite: 11th level

You can cast conjure elemental once without using a warlock spell slot. You can’t do so again until you finish a long rest.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 2nd-level spell, without expending a spell slot or material components.

Flames of the Fiend

Prerequisite: 5th level

You can cast continual flame at will, without expending a spell slot.

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.

Ghastly Touch

Prerequisite: 11th level

You can cast blindness/deafness at-will targeting a single - humanoid, beast, celestial, fiend, giant, or monstrosity - without expending a spell slot. You must finish a short or long rest before you can use this feature on the same creature again.

WARLOCK

Ghostly Gaze

Prerequisite: 8th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Gift of the Depths

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Grasp of Hadar

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Lance of Lethargy

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Maddening Hex

Prerequisite: 5th level, hex or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 14th level

You can cast alter self at will, without expending a spell slot.

Mire the Mind

Prerequisite: 8th level

You can cast slow once without expending a 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.

Old One’s Ward

You may cast Shield once without using a warlock spell slot. You can’t do so again until you finish a short or long rest.

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: 8th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Relentless Hex

Prerequisite: 8th level, hex or a warlock feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

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: 8th level

You can cast polymorph once without using a warlock spell slot. You can’t do so again until you finish a long rest.

Shroud of Shadow

Prerequisite: 14th level

You can cast invisibility at will, without using a warlock a spell slot.

Sign of Ill Omen

Prerequisite: 8th level

You can cast bestoy curse once, as a 3rd level spell, without using a warlock spell slot. You can’t do so again until you finish a short or long rest.

Thief of Five Fates

You can cast bane once, as a 1rst level spell, without using a warlock spell slot. You can’t do so again until you finish a short or long rest.

WARLOCK

Tomb of Levistus

Prerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Trickster's Escape

Prerequisite: 8th level

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Visions of Distant Realms

Prerequisite: 14th level

You can cast arcane eye at will, without expending a spell slot.

Whispers of the Grave

Prerequisite: 8th level

You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 14th 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.

WARLOCK

Otherworldly 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.

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell List

The Archfey 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.

Archfey Expanded Spell list
Spell Level Spells
1rst faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming

Fey Presence

Starting at 2nd level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

WARLOCK

Expanded Spell List

The Celestial 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.

Celestial Expanded Spell list
Spell Level Spells
1rst cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration

Bonus Cantrips

At 2nd level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light

At 2nd level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.


Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

Once you use this feature, you can’t use it again until you finish a long rest.

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spell list
Spell Level Spells
1rst burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Dark One’s Blessing

Starting at 2nd level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One’s Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

WARLOCK

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List

The Great Old One 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.

Great Old Onev Expanded Spell list
Spell Level Spells
1rst dissonant whispers, Tasha’s hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard’s black tentacles
5th dominate person, telekinesis

Awakened Mind

Starting at 2nd level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

The Hexed Blade (Hexblade)

You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Expanded Spell List

The Hexed Blade 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.

Hexed Blade Expanded Spell list
Spell Level Spells
1rst shield, searing smite
2nd blur, spiritual weapon
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

WARLOCK

Hexblade’s Curse

Starting at 2nd level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.

The Undying

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther.


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 Spell list
Spell Level Spells
1rst 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 2nd 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.

WARLOCK