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Warlock

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.

Multiclassing Prerequisite: Charisma 13


Class Table

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

Notes:

  • Pact Magic uses short-rest-recovering spell slots, all at the Slot Level shown.
  • Mystic Arcanum are single-use per long rest and do not use slots.

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 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion

Equipment

You start with:

  • (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

Pact Magic

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

  • Spellcasting Ability: Charisma
  • Spell save DC: 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier: your proficiency bonus + your Charisma modifier
  • Spell Slots: You have a limited number of slots that recover on a short or long rest. All slots are of the level shown in the table.
  • Spells Known: You know a number of warlock spells as shown on the table.

Otherworldly Patron (1st level)

You have struck a bargain with an extraplanar entity. Your choice grants features at 1st, 6th, 10th, and 14th levels.

Common patrons include:

  • The Archfey
  • The Fiend
  • The Great Old One
  • The Hexblade
  • The Celestial
  • The Fathomless
  • The Genie
  • The Undead

Eldritch Invocations (2nd level)

You gain a number of invocations that grant you magical abilities, utility, and enhancements to your spells and class features. You learn additional invocations as you gain levels.

Examples include:

  • Agonizing Blast
  • Devil’s Sight
  • Armor of Shadows
  • Mask of Many Faces
  • Repelling Blast
  • Eldritch Mind
  • Investment of the Chain Master (with Pact of the Chain)
  • Thirsting Blade (with Pact of the Blade)
  • Eldritch Smite (with Pact of the Blade)

Prerequisites may apply based on level, patron, or Pact Boon.


Pact Boon (3rd level)

Your patron bestows a boon when you finish a special ritual.

  • Pact of the Chain: Gain a familiar with enhanced options.
  • Pact of the Blade: Create a pact weapon and bond with it.
  • Pact of the Tome: Receive a grimoire with additional cantrips.
  • Pact of the Talisman: Gain a talisman that aids ability checks.

Some Eldritch Invocations require a specific Pact Boon.


Ability Score Improvement (4th, 8th, 12th, 16th, 19th level)

Increase one ability score by 2, or two ability scores by 1. You can’t increase an ability score above 20 using this feature.


Mystic Arcanum (11th, 13th, 15th, 17th levels)

At each of these levels, you gain a single high-level spell you can cast once per long rest without expending a spell slot.

  • 11th: one 6th-level spell
  • 13th: one 7th-level spell
  • 15th: one 8th-level spell
  • 17th: one 9th-level spell

These spells are known as your Mystic Arcanum. You can’t replace them on level up unless a feature specifically allows it.


Eldritch Master (20th level)

You can draw on your patron for power. If you have no Pact Magic spell slots, you can spend 1 minute entreating your patron to regain all expended Pact Magic spell slots. You can’t use this feature again until you finish a long rest.