Hit Points at 1st level: 9 + Constitution Score
Hit points per level: 4
Hit Dice amount: Prof + constitution modifier + 1 (minimum 1)
Hit Dice Size: 1d8
Saving Throws: Fortitude, Courage
Skill pts at 1st level: 2
Skill pts per level: 1
Proficiencies: Armor: Light armor
Weapons: Simple weapons
At 1st level, you have reached out to, stumbled upon, or otherwise crossed paths with a powerful entity beyond the ken of mortals, an otherworldly patron who sets you on the path of a Warlock Archetype (from in-print books or from the ones available here, recommended in-print archetypes : Celestial, Fathomless, Genie). Whether you were willing, coerced, tricked— or if you exploited elder magical laws—a bargain was struck and you gained great power in exchange. Your choice of archetype grants you an expanded spell list and features at 1st level and again at 6th, 10th, and 14th level.
With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron. Your spellcasting Ability is your choice of Intelligence or Charisma. Once this choice is made at 1st level, it can never be changed again.
You start knowing 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 sorcerer spells of your choice. Each of these spells must be of a level no higher than your Spell Level. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-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 no higher than your Spell Level.
You have a certain number of spell slots that can be used to cast any of your known Warlock spells. When you cast a spell in this way, the spell is always of a level equal to your spell level. You regain all of your expended spell slots whenever you finish a short rest.
You use an arcane focus as a spellcasting focus for your Warlock spells.
At 1st level you learn to use your patron’s power as a weapon, blasting enemies with an eldritch force that defies even the laws of magic. Choose one of the following features.
Eldritch Disturbance
You can use an action to strike a creature you can see within 60 feet with a reality-distorting curse, blending pain both mental and physical. The target makes a Sanity saving throw, taking 1d12 force damage on a failure, or half damage on a success.
Eldritch Ray
You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.
Eldritch Scythe
Once per turn when you would make a melee weapon attack as part of the Attack action or an opportunity attack, you can instead make a melee spell attack, lashing out with an ephemeral and unearthly blade. On hit, the target takes 1d8 force damage. In addition, you can choose a creature that you can see and that is within your reach. It takes half as much damage.
Eldritch Whip
You can use an action to thrash a creature with a scintillating tendril of arcane force. Make a melee spell attack against a creature within 15 feet, dealing 1d6 force damage on a hit. At the end of your turn you gain a number of temporary hit points equal to half the damage you dealt with Eldritch Whip this turn (minimum 1), which last until the end of your next turn. When you hit a creature with your Eldritch Whip and you already have temporary hit points from this feature, you can end the temporary hit points early to gain a bonus to the Eldritch Whip’s damage roll equal to half the number of temporary hit points you ended early.
The gifts of your patron are manyfold—not only can you channel their magic to work spells, but you can also siphon away talents, tricks, and reality-defying essence to perform other impressive magical feats.
At 2nd level, you gain an eldritch invocation 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 you should gain a bonus invocation, they do not count against your Invocations known.
Extra Secrets of Arcana. When you are able to learn a new invocation in this way, you may instead choose to learn a secret of arcana.
Also at 2nd level, you realize that there is power to be taken that your patron may never have meant for you to have. You gain a secret of arcana of your choice. Your secrets are detailed at the end of the class description. The Secrets Known column of the Warlock table shows when you learn more secrets of arcana.
At 3rd level, the entity to which you are beholden provides a more durable and lasting blessing. Choose one of the following features.
Pact of the Blade
You can use your action to conjure in your empty hand an armament bestowed with power: a pact weapon. Choose any simple or martial weapon when you conjure your pact weapon. You are proficient with it while you wield your pact weapon, and you can use your spellcasting ability for attack and damage rolls with 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.
By performing a 1 hour ritual while holding a magic weapon or rare weapon, you can transform it into your pact weapon. If this weapon has a bonus to attack or damage rolls, or if it deals bonus damage, you can apply these to your Eldritch Blast (ranged weapons add these bonuses to Eldritch Ray, and melee weapons to Eldritch Scythe; it has no effect on Eldritch Disturbance or Eldritch Whip). 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 ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon is collected by your patron if the bond breaks while it is in the extradimensional space.
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, sprite, or any Tiny creature of CR 1/2 or less. You can also opt for the spirit you call forth to be an aberration, elemental, or undead. 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. Additionally, when you use Eldritch Scythe, you can choose to deliver the attack through your familiar as though you had cast a spell with a range of Touch.
Pact of the Tome
Aware of your drive for knowledge, you awaken to find a grimoire left in your pack by your patron: a Book of Shadows. Choose three cantrips. While the book is in your possession, you know these cantrips and they are treated as warlock spells. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book is collected by your patron when you die.
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.
Also at 4th level, you gain a bonus Secret of Arcana— one to help you traffic in courts both otherworldly and mortal. Choose one Secret of Arcana from the following list, for which you must still meet the prerequisites:
Beguiling Influence, Courts of the Outer Realms, Eyes of the Runekeeper, Gaze of Two Minds, Mask of Many Faces, Ominous Tormentor, Psionic Secrecy, Spellbinding Contract, Voice of the Chain Master, Whispers of the Grave.
You gain another bonus invocation in this way at 10th level and again at 16th level. When you gain a level in this class, you can choose one of the bonus Secrets you know and replace it with another bonus Secrets from this list that you could learn at that level.
Beginning at 5th level, your Eldritch Blast becomes more vicious. When you use Eldritch Ray, Eldritch Scythe, or Eldritch Whip as part of your action on your turn, as long as you make no weapon attacks you can attack twice instead of once. At 11th level you can make three attacks, and at 17th level you can make four attacks.
In addition, your Eldritch Disturbance’s damage increases by 1d12 at 5th level, and again at 11th level and 17th level (to a maximum of 4d12).
This feature otherwise counts as Extra Attack (for the purpose of qualifying for feats, spell effects, and the like).
At 6th level, you gain a bonus invocation — one which represents your growth in the lethal lore behind Eldritch Blast. Choose one invocation from the following list, for which you must still meet the prerequisites:
Agonizing Blast, Eldritch Bind, Eldritch Elementalism, Eldritch Grasp, Eldritch Prism, Eldritch Riposte, Eldritch Severance, Eldritch Spear, Eldritch Squall, Eldritch Tentacle, Repelling Blast, Versatile Blast.
You gain another bonus invocation in this way at 12th level and again at 18th level. When you gain a level in this class, you can choose one of the bonus invocations you know and replace it with another bonus invocation from this list that you could learn at that level.
At 20th level, you have learned all you can from your patron. You gain the following abilities.
Aura of Anathema. Hostile creatures within 120 feet gain vulnerability to necrotic damage. A creature with resistance to necrotic damage instead loses its resistance, and a creature immune to necrotic damage instead replaces that immunity with resistance.
Whenever you finish a long rest, you can choose a different damage type for your aura.
Highest Arcanum. You learn an ultimate exploit in the laws of magic. Choose one of the following:
You can cast plane shift without material components once between short rests.
You are under the constant effects of the foresight spell. This effect cannot be detected or dispelled by any means short of a wish spell.
Double your number of spell slots
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 warlock level.
When you use your Eldritch Blast, you deal extra damage equal to your spellcasting ability modifier.
Prerequisite: 5th level
When you use a magic item, you ignore any requirements related to class, culture, species, or level.
You are under the constant effects of the mage armor spell. This effect does not emit a magical aura.
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster on 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.
Prerequisite: 17th level
Your patron bestows you with a magic item worth no more than 25,000 gold. Your patron collects this item when you die or lose this invocation.
Prerequisite: 11th level
Choose an additional patron expanded spell list. You learn all the spells on that list and they do not count against your spells known.
Prerequisite: 7th level
You learn the confusion spell, and the spell doesn’t count against your number of spells known. Once per long rest, you can cast this spell without expending a spell slot.
Prerequisite: 15th level
You learn an 8th-level warlock spell that you can cast once between long rests.
Prerequisite: 7th level, Eldritch Whip feature
When you hit a creature with your Eldritch Whip, you can force it to make a Composure saving throw or be paralyzed for 1 minute. At the end of each of its turns, the paralyzed creature can repeat the saving throw, ending the effect on a success. Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve expended a spell slot to cast a spell or use other warlock features.
Whenever you complete a short or long rest, choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Until you complete a short or long rest, your Eldritch Blast deals your choice of force damage or the chosen damage type.
Prerequisite: 7th level
When you hit a Large-sized or smaller creature with your Eldritch Blast or when a Large-sized or smaller creature fails its saving throw against it, you can attempt to grapple the creature, using your spell save DC instead of your maneuver DC. The grapple automatically ends if the creature leaves your Eldritch Blast range or if you attempt to grapple another creature.
Prerequisite: 7th level, Eldritch Disturbance feature
You can use an action to unleash your Eldritch Blast against creatures within a 10-foot radius of a point within 60 feet. Each creature in the area makes a Sanity saving throw, taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success. Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve expended a spell slot to cast a spell or use other warlock features.
Prerequisite: Eldritch Disturbance or Eldritch Ray feature
When a creature you can see within 30 feet deals damage to you, you can use your reaction and expend a spell slot to use your Eldritch Disturbance or Eldritch Ray against it. Instead of the normal damage, you deal 1d10 x spell level force damage.
Prerequisite: 7th level, Eldritch Scythe feature
You can use an action to unleash your Eldritch Blast against creatures within a 60-foot line that is 5 feet wide. Each creature in the area makes a Reflex saving throw, taking force damage equal to 1d10 x your proficiency bonus on a failure, or half damage on a success. Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve expended a spell slot to cast a spell or use other warlock features.
Prerequisite: Eldritch Ray feature
The range of your Eldritch Ray increases to 300 feet.
Prerequisite: 7th level, Eldritch Ray feature
You can use an action to unleash your Eldritch Blast against all creatures within a 20-foot cone. Each creature in the area makes a Reflex saving throw, taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success. Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve expended a spell slot to cast a spell or use other warlock features.
When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can pull the creature up to 10 feet straight toward you, or 5 feet if it is huge or larger.
You gain proficiency with medium armor and martial weapons.
Prerequisite: 17th level
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and weapons not made from cold iron.
You learn the false life spell, and the spell doesn’t count against your number of spells known. You can cast it on yourself as a 1st-level spell without expending a spell slot or material components.
Prerequisite: 13th level, Spellbound archetype
You can cast misty step without expending a spell slot, and if you do not move on your turn you can cast it once without using a bonus action.
Prerequisite: Pact of the Chain feature
Your familiar can take the Attack action. Attacks made by or delivered through your familiar use your spell attack bonus and deal additional force damage equal to your proficiency bonus.
Prerequisite: Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your spellcasting ability modifier (minimum 1).
Prerequisite: 7th level
When you choose this invocation, choose one spell of the summoning school of your choice from any spell list, up to a spell level that you are capable of casting (maximum of 5th-level). You learn the chosen spell, and the spell doesn’t count against your number of spells known. Once per long rest, you can cast this spell without expending a spell slot.
Prerequisite: 5th level
You learn the slow spell, and the spell doesn’t count against your number of spells known. Once per long rest, you can cast this spell without expending a spell slot.
You can cast silent image without expending a spell slot or material components.
Whenever you gain temporary hit points, increase the amount you gain by your proficiency bonus.
Prerequisite: 15th level
You can maintain concentration on two spells simultaneously. You roll once for concentration checks as if you were concentrating on a single spell, but do so with disadvantage, and when you lose concentration both spells end.
Prerequisite: 13th level
You gain an additional Pact Boon of your choice.
Your patron gifts you with a patron token, a minor magic item requiring attunement. You are unable to sell your patron token, and if you somehow lose it the next time you finish a long rest you discover it on your person. Once your token is consumed, your patron replaces it and you find it on your person the next time you finish a long rest.
Prerequisite: 17th level
You learn a 9th-level warlock spell that you can cast once between long rests.
Your warlock cantrips deal extra damage equal to your spellcasting ability modifier.
Prerequisite: 5th level
You learn the animate dead spell, and the spell doesn’t count against your number of spells known. Once per long rest, you can cast this spell without expending a spell slot.
When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can push the creature up to 10 feet away from you in a straight line, or 5 feet if it is huge or larger.
Prerequisite: 7th level
You learn the polymorph spell, and the spell doesn’t count against your number of spells known. Once per long rest, you can cast this spell without expending a spell slot.
Prerequisite: 15h level
Choose one of the following damage types: cold, fire, lightning, necrotic, psychic, radiant. Whenever you expend a spell slot, you can choose to unleash energy that deals 2d6 damage of the chosen type to hostile creatures within 15 feet of you.
Prerequisite: 13th level
You learn a 7th-level warlock spell that you can cast once between long rests.
Prerequisite: 11th level
You learn a 6th-level warlock spell that you can cast once between long rests.
Prerequisite: 5th level
You learn the bestow curse spell, and the spell doesn’t count against your number of spells known. Once per long rest, you can cast this spell without expending a spell slot.
You learn the bane spell, and the spell doesn’t count against your number of spells known. Once per long rest, you can cast this spell without expending a spell slot.
Prerequisite: 15th level
When you fail a saving throw, you can expend a spell slot to reroll it and take the second result.
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.
You learn an additional Eldritch Blast feature of your choice. You can take this invocation a second and third time, each time learning a new Eldritch Blast feature.
Prerequisite: 15th level, Diabolist archetype
You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become an aberration, celestial, elemental, fey, fiend, or undead (depending on your patron), gaining an appropriate monster template with no changes to your ability scores.
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.
Prerequisite: 7th level
You learn the black tentacles spell, and the spell doesn’t count against your number of spells known. Once per long rest, you can cast this spell without expending a spell slot.
When you gain access to a new secret of arcana, choose one of the following. Some secrets have requirements, such as minimum warlock level, class feature, or another secret. You must meet those requirements before you choose that secret.
Prerequisite: 9th level
You can cast levitate on yourself without expending a spell slot or material components.
You are under the constant effects of the speak with animals spell. This effect does not emit a magical aura.
Prerequisite: a total of at least three ranks in Deception and/or Persuasion
You gain an expertise dice with Deception and Persuasion.
Prerequisite: Pact of the Tome feature
The complex sigils and symbols of ritual magic appear in your Book of Shadows. Choose two 1st-level spells that have the ritual tag. The spells appear in the book and don’t count against the number of spells you know. While the book is in your possession, you can cast these 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. When you find a spell with the ritual tag, you can transcribe it into your Book of Shadows if the spell’s level is equal to or less than your warlock spell level. For each level of the spell, the transcription process takes 2 hours and costs 50 gold for the rare inks needed to inscribe it.
Prerequisite: two ranks in either Arcana or Religion
Choose one creature type from the following: aberration, celestial, elemental, fey, fiend, or undead. You are familiar with the intricacies of society and politics among those creatures, and you have advantage on checks made to interact with them or recall lore about them. Additionally, you gain an expertise die with either Arcana (aberration, elemental, fey) or Religion (celestial, fiend, undead).
You can see normally in all types of darkness (including magical) to a distance of 120 feet.
You can cast detect magic without expending a spell slot once per short rest.
You automatically understand the general meaning of crypted text and unknown languages, and you gain an expertise dice on checks to read and understand such texts.
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. On subsequent turns you can use a bonus action 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.
Prerequisite: 13th level
You are under the constant effects of the nondetection spell.
You can cast disguise self without expending a spell slot.
Prerequisite: 15th level
You can cast alter self without expending a spell slot.
Prerequisite: 3rd level
Using a reflective object, such as an ordinary mirror or the smooth surface of water, you can commune with your patron or their emissary. You may do so during a short or long rest, receiving or conveying information related to your master’s bidding. This entity may also use such surfaces to bridge communication with you on its own terms. You can also use this feature to cast augury without expending a spell slot. Casting the spell in this way does not require material components, although you do need a reflective surface by which your patron might appear to you. Once you cast the spell in this way, you cannot do so again until you finish a long rest.
Prerequisite: a total of at least three ranks in Insight and/or Intimidation
You gain an expertise dice in Insight and Intimidation.
Prerequisite: 5th level
You can use an action to become invisible while you are in an area of dim light or darkness. Your invisibility lasts until you move, take an action, or use your reaction.
You are under the constant effects of the jump spell. This effect does not emit a magical aura.
You automatically know when you are within 1 mile of a portal or gateway to another plane, even if it is inactive or malfunctioning (but not destroyed). You have advantage on checks made to locate this portal, and gain an expertise die on any checks you make to stabilize, activate, or open it.
Prerequisite: 11th level, Alienist archetype
When you cast a warlock spell, you may choose to do so psionically without the need for seen or vocalized components. Once you have used this feature a number of times equal to your spellcasting ability modifier, you cannot do so again until you finish a long rest.
Prerequisite: 15th level
You can cast invisibility without expending a spell slot.
Prerequisite: 9th level
Once per long rest, you can cast the geas spell without expending a spell slot. If the command of the geas is the stipulation of an agreement to which the target consents, the target automatically fails its saving throw against this spell.
Prerequisite: 7th level
You learn the arcane eye spell, and the spell doesn’t count against your number of spells known. Once per long rest, you can cast this spell without expending a spell slot. At 15th level, you can instead cast arcane eye at will.
Prerequisite: Pact of the Chain feature
So long as you are on the same plane of existence, you can communicate telepathically with your familiar, perceive through your familiar’s senses, and also speak through your familiar in your own voice (even if your familiar is normally incapable of speech).
You automatically know when an aberration, celestial, elemental, fey, fiend, or undead creature has been in a space within 30 feet of you within the past 24 hours, though not which type of creature triggered this invocation.
Prerequisite: 9th level
Once per short rest, you can cast the speak with dead spell without expending a spell slot.