Warlock

Classic fifth-edition (2014) SRD 5.1 rules. The complete rules for this entry are reproduced below for use at the table.

  • Hit Die: d8
  • Saving Throws: WIS, CHA
  • Proficiencies: Light Armor, Simple Weapons, Saving Throw: WIS, Saving Throw: CHA
  • Skill choices: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Starting Equipment

  • 2 × Dagger
  • 1 × Leather Armor
  • Choose: (a) a light crossbow and 20 bolts or (b) any simple weapon
  • Choose: (a) a component pouch or (b) an arcane focus
  • Choose: (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Choose: any simple weapon

Class Progression

Level Proficiency Bonus Features Invocations Known Mystic Arcanum Level 6 Mystic Arcanum Level 7 Mystic Arcanum Level 8 Mystic Arcanum Level 9
1 +2 Otherworldly Patron, Pact Magic 0 0 0 0 0
2 +2 Eldritch Invocations 2 0 0 0 0
3 +2 Pact Boon 2 0 0 0 0
4 +2 Ability Score Improvement 3 0 0 0 0
5 +3 None 3 0 0 0 0
6 +3 Otherworldly Patron feature 4 0 0 0 0
7 +3 None 4 0 0 0 0
8 +3 Ability Score Improvement 4 0 0 0 0
9 +4 None 5 0 0 0 0
10 +4 Otherworldly Patron feature 5 0 0 0 0
11 +4 Mystic Arcanum (6th level) 5 1 0 0 0
12 +4 Ability Score Improvement 6 1 0 0 0
13 +5 Mystic Arcanum (7th level) 6 1 1 0 0
14 +5 Otherworldly Patron feature 6 1 1 0 0
15 +5 Mystic Arcanum (8th level) 7 1 1 1 0
16 +5 Ability Score Improvement 7 1 1 1 0
17 +6 Mystic Arcanum (9th level) 7 1 1 1 1
18 +6 None 8 1 1 1 1
19 +6 Ability Score Improvement 8 1 1 1 1
20 +6 Eldritch Master 8 1 1 1 1

Spellcasting Progression

Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1 2 2 1 0 0 0 0
2 2 3 2 0 0 0 0
3 2 4 0 2 0 0 0
4 3 5 0 2 0 0 0
5 3 6 0 0 2 0 0
6 3 7 0 0 2 0 0
7 3 8 0 0 0 2 0
8 3 9 0 0 0 2 0
9 3 10 0 0 0 0 2
10 4 10 0 0 0 0 2
11 4 11 0 0 0 0 3
12 4 11 0 0 0 0 3
13 4 12 0 0 0 0 3
14 4 12 0 0 0 0 3
15 4 13 0 0 0 0 3
16 4 13 0 0 0 0 3
17 4 14 0 0 0 0 4
18 4 14 0 0 0 0 4
19 4 15 0 0 0 0 4
20 4 15 0 0 0 0 4

Spellcasting

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 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 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.

Class Features

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

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

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 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.

Agonizing Blast

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Prerequisites: Type spell; Spell /api/2014/spells/eldritch-blast

Armor of Shadows

You can cast mage armor 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.

Book of Ancient Secrets

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 two needn't be from the same 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 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.

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.

Prerequisites: Type feature; Feature /api/2014/features/pact-of-the-tome

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Spear

When you cast eldritch blast, its range is 300 feet.

Prerequisites: Type spell; Spell /api/2014/spells/eldritch-blast

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.

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.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Repelling Blast

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Prerequisites: Type spell; Spell /api/2014/spells/eldritch-blast

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.

Voice of the Chain Master

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.

Prerequisites: Type feature; Feature /api/2014/features/pact-of-the-chain

Mire the Mind

You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.

Prerequisites: Type level; Level 5

One with Shadows

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.

Prerequisites: Type level; Level 5

Sign of Ill Omen

You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.

Prerequisites: Type level; Level 5

Thirsting Blade

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Prerequisites: Type level; Level 5, Type feature; Feature /api/2014/features/pact-of-the-blade

Bewitching Whispers

You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Prerequisites: Type level; Level 7

Dreadful Word

You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

Prerequisites: Type level; Level 7

Sculptor of Flesh

You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

Prerequisites: Type level; Level 7

Ascendant Step

You can cast levitate on yourself at will, without expending a spell slot or material components.

Prerequisites: Type level; Level 9

Minions of Chaos

You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

Prerequisites: Type level; Level 9

Otherworldly Leap

You can cast jump on yourself at will, without expending a spell slot or material components.

Prerequisites: Type level; Level 9

Whispers of the Grave

You can cast speak with dead at will, without expending a spell slot.

Prerequisites: Type level; Level 9

Lifedrinker

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Prerequisites: Type level; Level 12, Type feature; Feature /api/2014/features/pact-of-the-blade

Chains of Carceri

You can cast hold monster at will--targeting 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.

Prerequisites: Type level; Level 15, Type feature; Feature /api/2014/features/pact-of-the-chain

Master of Myriad Forms

You can cast alter self at will, without expending a spell slot.

Prerequisites: Type level; Level 15

Visions of Distant Realms

You can cast arcane eye at will, without expending a spell slot.

Prerequisites: Type level; Level 15

Witch Sight

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.

Prerequisites: Type level; Level 15

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, 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.

Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.

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 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.

If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.

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.

Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.

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 (6th level)

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.

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.

Subclasses

Epic Levels 21-40

The following epic progression is fully summarized here for play on Tazzurath. All epic rules in this section use the purple epic-text style.

The character editor presents levels 1-40 as one Warlock class. When synchronized to Avrae, levels above 20 are automatically stored under EWarlock while retaining the same subclass.

Level Proficiency Bonus Features Invocations Known
21st +7 Extra Attack, Second Cast, Second Otherworldly Patron 9
22nd +7 -- 9
23rd +7 Second Pact Boon 9
24th +7 Ability Score Improvement 10
25th +8 Greater Mystic Arcanum 10
26th +8 Second Otherworldly Patron Feature 10
27th +8 -- 11
28th +8 Ability Score Improvement 11
29th +9 -- 11
30th +9 Greater Mystic Arcanum Improvement, Second Otherworldly Patron Feature 12
31st +9 Extra Attack, Archaic Empowerment 12
32nd +9 Ability Score Improvement 12
33rd +10 -- 13
34th +10 Second Otherworldly Patron Feature 13
35th +10 Greater Mystic Arcanum Improvement 13
36th +10 Ability Score Improvement 14
37th +11 -- 14
38th +11 -- 14
39th +11 -- 15
40th +12 Ability Score Improvement, Greater Mystic Arcanum Improvement, Overzealous Magics 15

Epic spell progression

Level Cantrips Known Spells Known Spell Slots Slots Level
21st 5 16 4 5
22nd 5 16 4 5
23rd 5 17 5 5
24th 5 17 5 5
25th 5 20 6 5
26th 6 21 6 5
27th 6 21 7 5
28th 6 22 6 5
29th 6 22 7 5
30th 6 24 7 5
31st 7 25 8 5
32nd 7 25 8 5
33rd 7 26 9 5
34th 7 26 9 5
35th 7 28 10 5
36th 8 29 10 5
37th 8 25 11 5
38th 8 25 11 5
39th 8 26 12 5
40th 8 26 12 5

Epic feature rules

Extra Attack

Attack twice at level 21 and three times at level 31 whenever you take the Attack action.

Second Cast

After casting a leveled spell, cast a cantrip or another spell as part of the same action: 1st level at 21, 2nd at 25, 3rd at 29, 4th at 32, and 5th at 37.

Second Otherworldly Patron

Choose another patron at level 21 and gain its corresponding features at levels 21, 26, 30, and 34.

Second Pact Boon

At level 23, choose another Pact Boon associated with your second patron.

Greater Mystic Arcanum

At 25, gain a second 6th-level use and spell known. At 30, gain a second 7th-level use and spell known plus one 10th-level spell and use. At 35, gain a third 6th-level use and second 8th-level use and spell known. At 40, gain a third 7th-level use, second 9th-level use and spell known, and the additional known spells shown by the progression.

Archaic Empowerment

At level 31, using Mystic Arcanum restores one pact-magic spell slot.

Overzealous Magics

At level 40, once per long rest add 1d12 to one damaging spell's damage and its attack roll or save DC. Alternatively, spend a Hit Die and add its roll instead.

Improved Thirsting Blade

With level 30, Pact of the Blade, and Thirsting Blade, make two additional attacks, to a maximum of five.

Improved Armor of Shadows

With level 21 and Armor of Shadows, unarmored AC becomes 10 + Dexterity modifier + proficiency bonus.

Ultimate Armor of Shadows

With level 38 and Improved Armor of Shadows, use 10 + Dexterity + Charisma + proficiency bonus as heavy armor with Stealth disadvantage, or use half proficiency bonus instead to avoid that drawback.

Armor of the Patron's Soul

At level 31 without Armor of Shadows, unarmored AC becomes 10 + Dexterity modifier + Charisma modifier.

Wings of a Superior

At level 25 with a qualifying patron, gain a permanent 60-foot flying speed.

Unfinished Contract

At level 30, once per long rest when reduced to 0 hit points, spend Hit Dice to remain conscious.

A Gift from the Otherworld

At level 35, expend your 10th-level Mystic Arcanum to cast Wish without its normal drawbacks.

Epic progression credited to Adalwolf's Epic Level Handbook: Players.

SRD 5.1 · CC BY 4.0
Open source

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.