One D&D Playtest
Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They make pacts with mysterious beings of supernatural power, unlocking magical effects as they pry into the secrets and mysteries of reality. Drawing on the ancient knowledge of beings such as archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks are defined by pacts with
otherworldly beings. Most Warlocks begin their
search for magical power by delving into tomes
of forbidden lore, dabbling in invocations meant
to attract the power of extraplanar beings, or
seeking out places of power where the influence
of these beings can be felt. They typically learn
their initial spells and boons through bargains
with lesser entities or contacting distant planes.
Soon enough, though, they are drawn into a
binding pact with a more powerful patron.
(Some Warlocks discover, sooner or later, that this patron was pulling strings all along, using lesser beings as pawns in their schemes.)
In contrast to Clerics, who are devout servants of the gods they serve, Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.
Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. No one makes a pact with extraplanar patrons without intending to use the power thus gained. Rather, most Warlocks spend their days in active pursuit of greater power and deeper knowledge, which typically means some kind of adventure.
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
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Simple Weapons
tools:
saving throws:
Wisdom, Charisma
skills:
Choose Two From Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
starting equipment:
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 100 GP on equipment of your choice.
- Arcane Focus (Orb)
- Book (Occult Lore)
- Dagger (2)
- Leather Armor
- Scholar’s Pack
- Sickle
- 15 GP
spellcasting:
Delving into eldritch secrets, you have learned how to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Warlock.
Cantrips. You know two cantrips of your choice from the Arcane spell list. Rather than choosing, you may start with Chill Touch and Prestidigitation. Whenever you gain a Warlock level, you can replace one of your cantrips with another Arcane cantrip of your choice. When you reach 4th and 10th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips column of the Warlock table.
Spell Slots. The Warlock table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Arcane spell list. Rather than choosing, you may start with Charm Person and Witch Bolt.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock table. Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have Spell Slots. For example, if you’re a 5th-level Warlock, your list of prepared spells can include six Arcane spells of 1st or 2nd level, in any combination.
If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Arcane spell for which you have Spell Slots.
Spellcasting Ability. Your Pact Boon feature determines the spellcasting ability for the spells you cast with your Warlock features.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Warlock features.
class features:
1ST LEVEL: PACT BOON
You have formed a pact with an otherworldly entity that has bestowed magical powers upon you. You always have the Eldritch Blast and Hex spells prepared, and you choose one of the following boons: Pact of the Blade, Pact of the Chain, or Pact of the Tome, each of which is detailed below. You determine the identity of the entity and choose its plane of existence, such as the Feywild, the Shadowfell, or an Outer Plane.
Each boon gives you a choice for the spellcasting ability used by your Spellcasting feature, and it gives you a pact spell that you always have prepared.
PACT OF THE BLADE
Spellcasting Ability: Wisdom or Charisma
Pact Spell: Pact Weapon
PACT OF THE CHAIN
Spellcasting Ability: Intelligence or Charisma
Pact Spell: Pact Familiar
PACT OF THE TOME
Spellcasting Ability: Intelligence or Wisdom
Pact Spell: Book of Shadows
2ND LEVEL: 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 or other lessons.
You gain two Eldritch Invocations of your choice from the “Eldritch Invocation Options” section later in this class’s description. You can’t pick the same invocation more than once unless an invocation’s description says otherwise.
If an invocation has a prerequisite, you must meet it to learn that invocation, and you can learn the invocation at the same time that you meet its prerequisite. For example, if an invocation requires you to be a 5th-level Warlock, you can select the invocation when you reach 5th level in this class.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock table.
Additionally, whenever you gain a Warlock level, you can choose one of the invocations you know and replace it with another invocation for which you qualify, or if the invocation (such as Mystic Arcanum) involved a choice, you can replace the invocation with itself but make a different choice.
3RD LEVEL: WARLOCK SUBCLASS
You gain the Fiend Patron subclass or another Warlock subclass of your choice. The Fiend Patron subclass is detailed after the Warlock’s class description, and other subclasses will appear in future Unearthed Arcana articles.
A subclass is a specialization that grants you special abilities at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level and lower. This class’s description tells you the levels when your subclass provides features.
4TH LEVEL: FEAT
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
5TH LEVEL: ELDRITCH INVOCATION
You gain another Eldritch Invocation of your choice for which you qualify.
6TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Warlock subclass.
7TH LEVEL: ELDRITCH INVOCATION
You gain another Eldritch Invocation of your choice for which you qualify.
8TH LEVEL: FEAT
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
9TH LEVEL: ELDRITCH INVOCATION
You gain another Eldritch Invocation of your choice for which you qualify.
10TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Warlock subclass.
11TH LEVEL: CONTACT PATRON
In the past, you have usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a Spell Slot to contact your patron, and you automatically succeed on the spell’s saving throw.
Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest.
11TH LEVEL: ELDRITCH INVOCATION
You gain another Eldritch Invocation of your choice for which you qualify.
12TH LEVEL: FEAT
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
13TH LEVEL: ELDRITCH INVOCATION
You gain another Eldritch Invocation of your choice for which you qualify.
14TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Warlock subclass.
15TH LEVEL: ELDRITCH INVOCATION
You gain another Eldritch Invocation of your choice for which you qualify.
16TH LEVEL: FEAT
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
18TH LEVEL: HEX MASTER
You have mastered the dread application of hexes, allowing you to cast the Hex spell without expending a Spell Slot.
19TH LEVEL: FEAT
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
20TH LEVEL: EPIC BOON
You gain the following benefits:
Ability Score Increase. The ability score you
chose for your Pact Boon increases by 2, and
its maximum is now 30.
Epic Boon Feat. You gain the Epic Boon of the
Night Spirit or another Epic Boon feat of your
choice.
subclass options:
Invocations
AGONIZING BLAST
Prerequisite: None
Whenever you cast Eldritch Blast, you can add your spellcasting ability modifier to the spell’s damage rolls.
ARMOR OF SHADOWS
Prerequisite: None
You can cast Mage Armor on yourself without expending a Spell Slot or using Material components.
ASCENDANT STEP
Prerequisite: 9th-level Warlock or Higher
You can cast Levitate on yourself without expending a Spell Slot or using Material components.
BEAST SPEECH
Prerequisite: None
You can cast Speak with Animals without expending a Spell Slot.
DEVIL’S SIGHT
Prerequisite: None
You can see normally in darkness—both magical and nonmagical—to a distance of 120 feet.
ELDRITCH SIGHT
Prerequisite: None
You can cast Detect Magic without expending a Spell Slot.
ELDRITCH SPEAR
Prerequisite: None
When you cast Eldritch Blast, its range is 300 feet.
EYES OF THE RUNE KEEPER
Prerequisite: None
You can read all writing. This ability doesn’t decode secret messages in a text; you read the surface meaning and must rely on other capabilities to decode something.
FAVOR OF THE CHAIN MASTER
Prerequisite: 9th-level Warlock or Higher, Pact of the Chain Feature
Your bond with the familiar summoned by your Pact Familiar spell grows more powerful. Whenever the familiar hits with its Eldritch Strike, the target experiences the following effect associated with the familiar’s creature type:
Aberration: Slowing Slime. The target’s Speed is reduced by 15 feet until the end of your next
turn, and during that time, it can’t take the Dash or Disengage actions.
Celestial: Guiding Light. The next attack roll against the target before the end of your next turn has Advantage, and if the target has the Invisible condition, that condition is suppressed for the duration.
Dragon: Draconic Might. If the target is Medium or smaller, it has the Prone condition.
Fey: Beguiling Sting. The target has the Charmed condition until the end of your next turn and perceives both you and the familiar as the charmer.
Fiend: Unearthly Toxin. The target has the Poisoned condition until the end of your next turn.
Undead: Whispers of the Grave. The target has the Frightened condition until the end of your next turn. You choose whether the target is frightened of you or the familiar.
FIENDISH VIGOR
Prerequisite: None
You can cast False Life on yourself without expending a Spell Slot or using Material components.
GAZE OF TWO MINDS
Prerequisite: 5th-level Warlock or Higher
You can use a Bonus 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 a Bonus 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 can cast spells as if you were in your space or the other creature’s space.
GIFT OF THE PROTECTORS
Prerequisite: 9th-level Warlock or Higher, Pact of the Tome Feature
A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.
When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.
As a Magic action, you can erase a name on the page by touching it.
HEXER
Prerequisite: None
When you cast Hex, its range is 600 feet, and you have Advantage on any Constitution saving throw you make to maintain your Concentration on the spell.
LESSONS OF THE FIRST ONES
Prerequisite: None
You have received knowledge from an elder entity of the multiverse, allowing you to gain one feat of your choice, such as Skilled, that is available to 1st-level characters and that lacks prerequisites.
LIFEDRINKER
Prerequisite: 9th-level Warlock or Higher, Pact of the Blade Feature
When you hit a creature with the weapon of your Pact Weapon spell, the creature takes an extra 1d6 Necrotic damage. In addition, the first time you deal Necrotic damage with this invocation on each of your turns, you regain a number of Hit Points equal to the Necrotic damage dealt.
MASK OF MANY FACES
Prerequisite: None
You can cast Disguise Self without expending a Spell Slot.
MASTER OF MYRIAD FORMS
Prerequisite: 15th-level Warlock or Higher
You can cast Alter Self without expending a Spell Slot.
MISTY VISIONS
Prerequisite: None
You can cast Silent Image without expending a Spell Slot or using Material components.
MYSTIC ARCANUM
Prerequisite: 5th-level Warlock or Higher
Your explorations of the arcane have unlocked magic within you. Choose one spell from the Arcane spell list that has a level for which you qualify, as shown on the Mystic Arcanum table. Look for your Warlock level on the table to see the maximum level that the spell can have.
You can cast the chosen spell once without expending a Spell Slot, and you must finish a Long Rest before you can do so again.
Repeatable. You can take this invocation more than once. Each time you do so, the spell you gain must be of a different level from any other spell you’ve chosen for this invocation.
5th–6th: 3rd
7th–8th: 4th
9th–10th: 5th
11th–12th: 6th
13th–14th: 7th
15th–16th: 8th
17th+: 9th
ONE WITH SHADOWS
Prerequisite: 5th-level Warlock or Higher
When you are in an area of Dim Light or Darkness, you can use your action to have the Invisible condition until you move or take an action, a Bonus Action, or a Reaction.
OTHERWORLDLY LEAP
Prerequisite: 9th-level Warlock or Higher
You can cast Jump on yourself without expending a Spell Slot or using Material components.
REPELLING BLAST
Prerequisite: None
Whenever you hit a creature that is Large or smaller with Eldritch Blast, you can push that creature horizontally up to 10 feet straight away from you.
VISIONS OF DISTANT REALMS
Prerequisite: 15th-level Warlock or Higher
You can cast Arcane Eye without expending a Spell Slot.
WHISPERS OF THE GRAVE
Prerequisite: 9th-level Warlock or Higher
You can cast Speak with Dead without expending a Spell Slot.
WITCH SIGHT
Prerequisite: 15th-level Warlock or Higher
You have Truesight with a range of 30 feet.
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.
3RD LEVEL: 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 Spells
1st Level: faerie fire, sleep
2nd Level: calm emotions, phantasmal force
3rd Level: blink, plant growth
4th Level: dominate beast, greater invisibility
5th Level: dominate person, seeming
3RD LEVEL: FEY PRESENCE
Starting at 3rd 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.
6TH LEVEL: 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.
10TH LEVEL: 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.
14TH LEVEL: 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.
3RD LEVEL: 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 Spells
1st level: cure wounds, guiding bolt
2nd level: flaming sphere, lesser restoration
3rd level: daylight, revivify
4th level: guardian of faith, wall of fire
5th level: flame strike, greater restoration
3RD LEVEL: BONUS CANTRIPS
At 1st 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.
3RD LEVEL: HEALING LIGHT
At 3rd 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.
6TH LEVEL: 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.
10TH LEVEL: CELESTIAL RESILIENCE
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.
14TH LEVEL: 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.
Level | Prof. Bonus | Abilities | Invocations | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
---|
1 | +2 | Pact Boon, Spellcasting | - | 2 | 2 | 2 | - | - | - | - |
2 | +2 | Eldritch Invocations | 2 | 2 | 3 | 2 | - | - | - | - |
3 | +2 | Warlock Subclass | 2 | 2 | 4 | 3 | - | - | - | - |
4 | +2 | Feat | 2 | 3 | 5 | 3 | - | - | - | - |
5 | +3 | Eldritch Invocation | 3 | 3 | 6 | 4 | 2 | - | - | - |
6 | +3 | Subclass Feature | 3 | 3 | 6 | 4 | 2 | - | - | - |
7 | +3 | Eldritch Invocation | 4 | 3 | 7 | 4 | 3 | - | - | - |
8 | +3 | Feat | 4 | 3 | 7 | 4 | 3 | - | - | - |
9 | +4 | Eldritch Invocation | 5 | 3 | 9 | 4 | 3 | 2 | - | - |
10 | +4 | Subclass Feature | 5 | 4 | 9 | 4 | 3 | 2 | - | - |
11 | +4 | Contact Patron, Eldritch Invocation | 6 | 4 | 10 | 4 | 3 | 3 | - | - |
12 | +5 | Feat | 6 | 4 | 10 | 4 | 3 | 3 | - | - |
13 | +5 | Eldritch Invocation | 7 | 4 | 11 | 4 | 3 | 3 | 1 | - |
14 | +5 | Subclass Feature | 7 | 4 | 11 | 4 | 3 | 3 | 1 | - |
15 | +5 | Eldritch Invocation | 8 | 4 | 12 | 4 | 3 | 3 | 2 | - |
16 | +6 | Feat | 8 | 4 | 12 | 4 | 3 | 3 | 2 | - |
17 | +6 | Eldritch Invocation | 9 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Hex Master | 9 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Feat | 9 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Epic Boon | 9 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |