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PHB, Xanathar's Guide to Everything, Deep Magic Vol 1, Deep Magic Vol 2

Warlock

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into thier pacts and shapes their later careers as well.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

If playing using achievements and milestones, selecting this class duirng character creation grants the player the achievement "Semi-Charmed Life".

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
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting 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) an dungeoneer's pack

  • Leather armor, any simple weapon, and two daggers

spellcasting:

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these warlock 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. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can shoose one of the warlock spells you know and replace it with another from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a sorcerer 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.

class features:

Otherworldy Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice, detailed below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th 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. At 2nd level, you gain two eldtritch invocations of your choice. Your invocaiton options are detailed on the Eldritch Invocations page. 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 that you know and replace it with another invocation that you could learn at that level.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for yoru loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact wepaon disappears if its is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform teh ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon this way. The weapon ceases being your pact weapon if you die, if you perform teh 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Improvement

At 4th, 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, an ability score can't be increased above 20 using this feature.

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 yoru arcanum 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.

Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level
Invocations Known
1st
+2
Otherworldly Patron, Pact Magic
2
2
1
1st
-
2nd
+2
Eldritch Invocations
2
3
2
1st
2
3rd
+2
Pact Boon
2
4
2
2nd
2
4th
+2
Ability Score Improvement
3
5
2
2nd
2
5th
+3
-
3
6
2
3rd
3
6th
+3
Otherworldy Patron feature
3
7
2
3rd
3
7th
+3
-
3
8
2
4th
4
8th
+3
Ability Score Improvement
3
9
2
4th
4
9th
+4
-
3
10
2
5th
5
10th
+4
Otherworldy Patron feature
4
10
2
5th
5
11th
+4
Mystic Arcanum (6th level)
4
11
3
5th
5
12th
+4
Ability Score Improvement
4
11
3
5th
6
13th
+5
Mystic Arcanum (7th level)
4
12
3
5th
6
14th
+5
Otherworldy Patron feature
4
12
3
5th
6
15th
+5
Mystic Arcanum (8th level)
4
13
3
5th
7
16th
+5
Ability Score Improvement
4
13
3
5th
7
17th
+6
Mystic Arcanum (9th level)
4
14
4
5th
7
18th
+6
-
4
14
4
5th
8
19th
+6
Ability Score Improvement
4
15
4
5th
8
20th
+6
Eldritch Master
4
15
4
5th
8

Created by

ColTigh128.

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Class Features

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