Witches and Warlocks
Hit Points
Hit Dice: d6 per Witches and Warlocks level
Hit Points at first Level: 6+your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per magus level after 1st
Proficiences
Armor: Light Armor
Weapons: Simple Weapons, Firearms
Tools: None
Saving Throws: Wisdom & Charisma
Skills: choose two skills from arcana, deception, history,
intimidation, investigation, nature, and religion
Overview & Creation
The Warlock uses ancient arcane ability to unleash power
that most mortals could only dream of having. Though they
do increase their powers through hard work and discipline
like others, they draw their powers from ancient, mysterious,
and immensely powerful entities that have shown them favor.
These powers are thrust upon some Warlocks, some bargain
with their would-be patron or one of the servants of them,
and others work hard to garner enough favor to be gifted the
power that they seek. The power of the Warlock gives those
that use it choices as to the exact nature of their powers, from
the spells they use, to the invocations they take, to the pact
boons they receive. The pact boons Warlock receive can be
the pact of the armament which gives the user a conventional
weapon to match the powers received from their patrons, the
pact of the chain deems you the master over a creature that
not only serves your patron but now serves under you
completely. The final and most important choice a Warlock
must make is the pact itself and which patron they will be
working under as all them have advantages and drawbacks
some kind. Warlocks can invoke pacts with a variety of
powerful entities: the Devil, the Eldritch Remnant, the Loa, or
the Void.
The Devil as a patrons are sly by nature and will often
make bargains that allow you to gain powers in return for
something important to the,. This important object may draw
its importance not because they want it but because someone
does, maybe even you. They require sacrifices that they know
they can use later and they frequently opt to take the long
con. The deals they ensnare many into often seem too good
to be true, and that’s because they are. Though you will gain
great power and skill from your pact, often the price you paid
will not even be remotely worth it. Sometimes lesser servants
of The Devil will form pacts themselves but the power all
derives from the same source and the outcome is always the
same.
The Eldritch Remnants are ancient, powerful bodies of
magical energy. These cosmic fields have been left to fester
for millenia. Over the course of time they have grown to
massive reserves of potential arcane energy. They have
grown powerful enough to form their own consciousness and
agency. Though they can not act in their own right, Eldritch
Remnants impose their influence through those whom have
borrowed from their massive arcane reserves.
Because Eldritch Remnants have no control of their own
cosmic bodies, they are often very controlling of their
detractors’ actions. Their goals are often fueled by their
desire for a physical form. Those who have taken the Eldritch
Remnant as a patron will often be given obscure tasks which
seem fruitless but will build upon the work of other
detractors and ultimately contribute to the Eldritch
Remnant’s larger plans.
The Loa exist as powerful spirits, some seeking to guide,
others seeking to grant luck (good or bad), and others seeking
only further their own goals. The one thing that links them
together is that they all very macabre in nature and while it
might seem evil to some to them, it’s just how they function
and some mean no harm by it. Many Lao seek to help their
followers, who revere them as gods in their own rights,
though their practices may seem odd and undesirable to
outsiders. Just as many Loa are extremely dark entities
though pleasure themselves through death and suffering.
Sometimes being able to tell the difference between which
Loa is which is impossible.
The least is known about The Void than any of the other
patrons, which seems impossible considering the Great Old
Ones, but at least things are sometimes comprehensible
through the gibbering madness of those that chose to study
them. The Void however, has few that have had any
interactions with it and survived to tell the tale. Those that do
survive only speak of a soul crushing black abyss that seeks
to envelop all that is into itself. Though some of the Warlocks
that make their pacts with the Void follow these ideals, others
just thirst for powers. For some it is unknown why The Void
gave them these powers, other than that the Void may be
seeking to further its horrific and mysterious goals.
Class Features
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly
being of your choice: The Devil, The Great Old One, The Loa,
or The Void each of which is detailed at the end of the class
description. Your choice grants you features at 1st level and
again at 6th, 10th, and 14th level.
Eldritch Invocations
beginning at 2nd level, in your study of occult lore, you have
unearthed eldritch invocations, fragments of forbidden
knowledge that imbue you with an abiding magical ability.
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.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you
for your loyal service. You gain one of the following features
of your choice:
Pact of the 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, shadow, or void ooze. 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.
Pact of the Armament
You can use your action to create a pact weapon in your
empty hand. You can choose the form that this weapon takes
each time you create it (a ranged weapon does not come with
ammo, you must have ammo for the weapon). You are
proficient with it while you wield it. This weapon counts as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage. Your pact
weapon disappears if it is more than 5 feet away from you for
1 minute or more. It also disappears if you use this feature
again, if you dismiss the weapon (no action required), or if
you die. You can transform one magic weapon into your pact
weapon by performing a special ritual while you hold the
weapon. You perform the ritual over the course of 1 hour,
which can be done during a short rest. You can then dismiss
the weapon, shunting it into an extradimensional space, and
it appears whenever you create your pact weapon thereafter.
You can’t affect an artifact or a sentient weapon in this way.
The weapon ceases being your pact weapon if you die, if you
perform the 1-hour ritual on a different weapon, or if you use
a 1-hour ritual to break your bond to it. The weapon appears
at your feet if it is in the extradimensional space when the
bond breaks.
Pact of the 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. 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 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
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.
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.
Black Magic
by 20th level, you can increase the power of your spells by
letting in more of your patron’s power and overcharging
yourself with your patron’s magical energy. When you cast a
Warlock spell that deals damage and uses one of your spell
slots, you can deal maximum damage with that spell. The
first time you do so, you suffer no adverse effect. If you use
this feature again before you finish a long rest, you take 10d6
necrotic damage immediately after you cast the spell. Each
time you use this feature again before finishing a long rest,
the necrotic damage increases by 8d6. This damage ignores
resistance and immunity.
Starting Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
a quarterstaff
(a) a derringer and 20 pistol ammo or (b)other weapon of
choice
(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
Spellcasting
Pact Magic
Your arcane research and the magic bestowed on you by your
patron have given you facility with spells.
Spellcasting
Drawing arcane power from your pact, you can cast spells
that reflect the essence of your otherworldly patron. See
chapter 10 of the PHB for the general rules of spellcasting
and chapter 11 for the Warlock spell list. (For your list of
spells refer to the Warlock list from the PHB)
Cantrips
You know two cantrips of your choice from the Warlock spell
list. You learn additional Warlock cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the
Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have. 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 3rdlevel
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 on the
Warlock table shows when you learn more Warlock spells of
your choice of 1st level and higher. A spell you choose must
be of a level no higher than what’s shown in the table's Slot
Level column for your level. When you reach 6th level, for
example, you learn a new Warlock spell, which can be 1st,
2nd, or 3rd level. Additionally, when you gain a level in this
class, you can choose one of the Warlock spells you know and
replace it with another spell from the Warlock spell list,
which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Warlock spells,
so you use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a Warlock
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
warlock spells.
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.
Advanced Secrets
Prerequisite: 11th level, Pact of the Tome feature
You learn a 3rd level spell from any spell list of your choice,
you can cast this spell as a warlock spell without expending a
spell slot. When you cast this spell you must finish a long rest
before you can use this spell again. This spell does not count
against the warlock spells you know.
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to
the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at will, without
expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a
spell slot or material components.
Beast Speech
You can cast speak with animals at will, without expending a
spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once using a warlock spell slot. You
can’t do so again until you finish a long rest.
Book of Ancient Secrets
Prerequisite: pact of the tome feature
You can now inscribe magical rituals in your Book of
Shadows. Choose two 1st-level spells that have the ritual tag
from any class’s spell list. The spells appear in the book and
don’t count against the number of spells you know. With your
Book of Shadows in hand, you can cast the chosen spells as
rituals. You can’t cast these spells except as rituals, unless
you’ve learned them by some other means. You can also cast
a warlock spell you know as a ritual if it has the ritual tag. On
your adventures, you can add other ritual spells to your Book
of Shadows. When you find such a spell, you can add it to the
book if the spell’s level is equal to or less than half your
Warlock level (rounded up) and if you can spare the time to
transcribe the spell. For each level of the spell, the
transcription process takes 2 hours and costs 50 gp for the
rare inks needed to inscribe it.
Combat Synchronization
Prerequisite: 13th level, pact of the chain feature
You may use your bonus action have your familiar take an
attack action instead of forgoing one of your attacks.
Devil's Sight
You can see normally in darkness, both magical and
nonmagical, to a distance of 120 feet.
Dreadful Word
prerequisite: 7th level
You can cast confusion once using a Warlock spell slot. You
can’t do so again until you finish a long rest.
Eldritch Sight
You can cast detect magic at will, without expending a spell
slot.
Eldritch Spear
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell,
without expending a spell slot or material components.
Forceful Weapons
Prerequisite: pact of the armament feature
When you make an attack roll with your pact weapon you
may substitute your Charisma modifier for the normal ability
modifier you would use for the attack roll made.
Formidable Chains
prerequisite: 10th level, pact of the chain feature
You can choose to replace your current familiar with a more
formidable familiar, choosing from arcane amalgamation
black dog, poltergeist, or scoloxidae.
Gaze of Two Minds
You can use your action to touch a willing humanoid and
perceive through its senses until the end of your next turn. As
long as the creature is on the same plane of existence as you,
you can use your action on subsequent turns to maintain this
connection, extending the duration until the end of your next
turn. While perceiving through the other creature’s senses,
you benefit from any special senses possessed by that
creature, and you are blinded and deafened to your own
surroundings.
Lifedrinker
Prerequisite: 12th level, pact of the armament feature
When you hit a creature with your pact weapon, the creature
takes extra necrotic damage equal to your Charisma modifier
(minimum 1).
Mask of Many Faces
You can cast disguise self at will, without expending a spell
slot.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
Master of the Tome
Prerequisite: 15th level, pact of the tome feature
You learn a 4th level spell from any spell list of your choice,
you can cast this spell as a Warlock spell without expending a
spell slot, when you cast this spell must finish a long rest
before you can use this spell again. This spell do not count
against the Warlock spells you know.
Mind Flayer
Prerequisite: 12th level, pact of the armament feature
When you hit a creature with your pact weapon, the creature
takes extra psychic damage equal to your Charisma modifier
(minimum 1).
Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental once using a Warlock spell
slot. You can’t do so again until you finish a long rest.
Mire the Mind
Prerequisite: 5th level
You can cast slow once using a Warlock spell slot. You can’t
do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending a spell
slot or material components.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use
your action to become invisible until you move or take an
action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a
spell slot or material components.
Repelling Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the
creature up to 10 feet away from you in a straight line.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a Warlock spell slot. You
can’t do so again until you finish a long rest.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a Warlock spell slot.
You can’t do so again until you finish a long rest.
Soul Incinerator
Prerequisite: 12th level, pact of the armament feature
When you hit a creature with your pact weapon, the creature
takes extra fire damage equal to your Charisma modifier
(minimum 1).
Thief of Five Fates
You can cast bane once using a Warlock spell slot. You can’t
do so again until you finish a long rest.
Thirsting Blade
Prerequisite: 5th level, pact of the armament feature
You can attack with your pact weapon twice, instead of once,
whenever you take the Attack action on your turn.
Tome of Secrets
Prerequisite: 7th level, pact of the tome feature
You learn one 1st level and one 2nd level spell from any spell
list of your choice. You can cast these spells as a Warlock
spell without expending a spell slot, when you cast either of
these spells you must finish a long rest before you can use
the spell used again. These spells do not count against the
Warlock spells you know.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
Voice of the Chain Master
Prerequisite: pact of the chain feature
You can communicate telepathically with your familiar and
perceive through your familiar’s senses as long as you are on
the same plane of existence. Additionally, while perceiving
through your familiar’s senses, you can also speak through
your familiar in your own voice, even if your familiar is
normally incapable of speech.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a
spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature
concealed by illusion or transmutation magic while the
creature is within 30 feet of you and within line of sight.
Subclass Options
Otherworldly Patron
A Warlock’s choice of patron is the first and most important
choice that they will make. Patrons are beings of great power
that will lend that power to those they see fit. This first choice
is so important because it defines the power the Warlock will
receive depending on the type of patron. Even among the
same kind patron, the patron’s identity and expectations are
very important to how a Warlock will act.
Each patron is unique in their own way, despite how their
pacts often have similar effects with patrons of the same type.
Some patrons seek to further their own goals through
whatever means including living emissaries. Some are
unknowable and inscrutable, their true intentions hidden
from all views except those they find necessary to know.
There are those that are collectors; whether that be
knowledge, various arcane secrets, physical objects, or even
Warlocks themselves. There exists those that aren’t in these
categories and to go through them all would take far too long,
as patrons are as diverse as the warlocks they employ.
The Devil
Deals in the infernal
Deal with the Devil
At 1st level, the deal with your devil has afforded you some
kind of exceptional ability. Choose a skill or tool of your
choice that you are not proficient in and you gain proficiency
in it, you then also choose a skill or tool (it can be the same
skill or tool this feature gave you proficiency in) Your
proficiency bonus is doubled for any ability check you make
with the skill or tool you’ve chosen.
Shrewd Minded
At 1st level, the pact with your devil makes it so being
charmed by other lesser beings is much harder. You gain
advantage on all rolls made against being charmed.
Light Bearer
By 6th level, the pact you’ve made with your patron has given
you insight into to better use of the tools your devil has given
you. When you use a spell that does fire or radiant damage
you may add your Charisma modifier to the damage roll.
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 silvered weapons
ignores this resistance.
The Eldritch Remnant
Deals in ancient lost arcane
Spell Recharge
Starting at 1st level, your patron’s power overflows within
you, allowing you to regain magic without even resting. You
regain a Warlock Spell Slot for every 8 - your Charisma
modifier hours since you’ve finished your last short or long
rest. If you already have your maximum number of warlock
spell slots you can not regain a spell slot until one has been
used.
Arcane Aura
By 6th level, the magic that your patron has bestowed upon
you is seeping out and is creating a magical aura. This aura
allows you to always perceive magic around you and cut
down the magical defenses of those that oppose you. Your
Arcane Aura’s range is a 15 feet radius from you. Within that
radius, all creatures have disadvantage on saving throws
against your Warlock spells. Additionally, you are always
under the effects of detect magic within that 15 feet radius.
The radius of your aura increases to 30 feet at 14th level.
Eldritch Vitality
Starting at 10th level, you have learned to bolster your arcane
defenses immensely. As a bonus action, you can gain
resistance to all magical damage. But doing so leaves you
vulnerable to physical attacks. While you use this feature, you
have vulnerability to all non-magical bludgeoning, piercing,
and slashing damage. You can stop use of this feature as a
bonus action.
Magical Discharge
At 14th level, you gain the ability create a reactive magical
explosion when you are damaged by a spell. Whenever you
take magical damage, you can use your reaction to make
every creature within 30 feet of you make a Dexterity Saving
Throw. The DC for the Saving Throw is equal to your
Warlock Spell Save DC. On a success, a creature takes
damage equal to Warlock level + your Charisma modifier, on
a fail they take double that damage. Once you use this feature
you must finish a long rest before you regain use of this
feature.
The Loa
Deals in Spirits
Luck of the Spirits
Starting at 1st level, you can call on your patron to alter fate
in your favor. When you make an ability check, attack roll, or a
saving throw, you can use this feature to add 1d10 to your
roll. You can do so after seeing the initial roll but before any of
the roll’s results occur. Once you use this feature, you can’t
use it again until you finish a long rest.
Voodoo Doll
By the time you’ve reached 6th level, you’ve learned how to
imbue a doll with the likeness and essence of another
creature. As an action, you can turn your voodoo doll into one
that resembles a creature that you can see within 60 feet, a
creature you have met and associated with for at least 30
minutes, or a creature you have observed for at least 4 hours.
The voodoo doll has hit points equal to 4 times your Warlock
level. While you have the voodoo doll you have advantage on
attack rolls made against that creature and advantage
Wisdom (Perception) checks involving that creature. The
voodoo doll ceases to function if it is farther than 1 mile from
the target. You can cast spells and attack the doll as if you
were attacking the creature in question and any attack rolls
or saving throws for damaging spells the creature would
make the doll automatically fails. Non-damaging spells cast
on the doll act as if the spell was cast on the creature the doll
was made to resemble. Every time you damage the doll, the
creature who it resembles make a Constitution saving throw
and on a failure they take full damage done to the doll on a
success they take half the damage done. The doll dissipates
when its hit points drop to 0 and any excess damage is not
carried over.
Hoodoo, Heals, and Hexes
Starting at 10th level, after you finish a long rest you can take
a short amount of time to construct hoodoo bags that you can
expend to do multitude things. You can construct a number of
bags equal to your Charisma modifier. As an action, you can
use it to cast nondetection spell without expending a spell
slot, you may cast bestow curse without expending a spell
slot, or you can heal a creature of your choice within touch
range for 3d6 plus your Charisma modifier. As a bonus
action, you may cast hex as a 3rd level spell without
expending a spell slot.
Friends from the Other Side
By 14th level, you’ve found a way to bring forth some of the
friends you’ve made on the ethereal plane. As a bonus action
you can summon a number of spirits. You have 20 points to
select a number of spirits to summon that equal to or less
than the number of points you have.
- Zombies and Skeletons = 1 point
- Specters and Ghouls = 4 points
- Will-o’-Wisps and Ghasts = 8 points
On your turn you can use your action to command the
spirits you summon and the spirits last for 10 minutes or
until their HP drops to 0 at which point they disappear. You
can not use this feature again until you finish a long rest.
The Void
Deals in the Unkown
Bleak Emptiness
At 1st 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 frightened by
you 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 the dark emptiness of the void
which you can detail to your choosing. The creature can see
and hear only itself, you, and the illusion. You must finish a
long rest before you can use this feature again.
Crushing Aura
At 6th level, you gain the ability crush and stun your foes with
the aura of the void as an action. When you take this action,
each creature within 10 feet of must succeed on a
Constitution saving throw or be stun until the end of your
next turn. This effect also ends if the creature takes damage.
Crushing Force
By 10th level you’ve learned how to add the crushing force of
the void to your spells. When you roll a 1 or 2 on a damage
die for a spell you cast that deals force damage, you can reroll
the die and must use the new roll, even if the new roll is a 1 or
a 2.
One with the Void
Starting at 14th level you gain the ability to transform
yourself into a shadow form as a bonus action. In this form,
you have resistance to all damage and immunity to force
damage, and you can move through other creatures and
objects as if they were difficult terrain. You take 5 force
damage (ignoring any immunity) if you end your turn inside
an object. You remain in this form for 1 minute or until your
concentration is broken (as if you are concentrating on a
spell). You can not use this feature again until you finish a
long rest.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations | Known |
---|
1st | +2 | Spellcasting, Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1 | ─ |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1 | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2 | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2 | 2 |
5th | +3 | ─ | 3 | 6 | 3 | 3 | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 3 | 3 | 3 |
7th | +3 | ─ | 3 | 8 | 3 | 4 | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 3 | 4 | 4 |
9th | +4 | ─ | 3 | 10 | 4 | 5 | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 4 | 5 | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 4 | 5 | 5 |
12th | +4 | Ability Score Improvement | 4 11 | 4 | 5 | 6 |
13th | +5 | Mystic Arcanum (7th level) | 4 12 | 5 | 5 | 6 |
14th | +5 | Otherworldly Patron feature | 4 12 | 5 | 5 | 6 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 5 | 5 | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 6 | 5 | 7 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 6 | 5 | 7 |
18th | +6 | ─ 4 | 14 | 6 | 5 | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 7 | 5 | 8 |
20th | +6 | Black Magic | 4 | 15 | 7 | 5 | 8 |
|
The Devil |
Spell Level | Spell |
1st | burning hands, command |
2nd | scorching ray, suggestion |
3rd | fireball, compulsion |
4th | fire shield, wall of fire |
5th | flame strike, hallow |
|
The Eldritch Remnant |
Spell Level | Spell |
1st | identify, magic missile |
2nd | levitate, magic mouth |
3rd | counterspell, dispel magic |
4th | arcane eye, dimension door |
5th | legend lore, telekinesis |
|
The Loa |
Spell Level | Spell |
1st | hex, unseen servant |
2nd | blindness/deafness, hold person |
3rd | animate dead, speak with the dead |
4th | fabricate, polymorph |
5th | cloudkill, contagion |
|
The Void |
Spell Level Spell |
1st | inflict wounds, sleep |
2nd | darkness, silence |
3rd | fear, hunger of hadar |
4th | banishment, otiluke’s resilient sphere |
5th | anti-life shell, wall of force |