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====Pact of the Blade====
====Pact of the Blade====
You can use your [[SRD5:Action|action]] to create a pact weapon in your empty hand. You can choose the form that this [[SRD5:Melee Weapon|melee weapon]] takes each time you create it. You are proficient with it while you wield it. This weapon counts as [[SRD5:Magic Weapon|magical]] for the purpose of overcoming [[SRD5:Resistance|resistance]] and [[SRD5:Immunity|immunity]] to nonmagical attacks and damage.  
You can use your [[SRD5:Action|action]] to create a '''{{anchor|Pact Weapon|pact weapon}}''' in your empty hand. You can choose the form that this [[SRD5:Melee Weapon|melee weapon]] takes each time you create it. You are proficient with it while you wield it. This weapon counts as [[SRD5:Magic Weapon|magical]] for the purpose of overcoming [[SRD5:Resistance|resistance]] and [[SRD5:Immunity|immunity]] to nonmagical attacks and damage.  


Your pact weapon disappears if it is more than 5 feet away from you for 1 [[SRD5:Minute|minute]] or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you [[SRD5:Death|die]].  
Your pact weapon disappears if it is more than 5 feet away from you for 1 [[SRD5:Minute|minute]] or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you [[SRD5:Death|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 [[SRD5:Short Rest|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 [[SRD5:Artifact|artifact]] or a [[SRD5:Sentient Weapon|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.  
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 [[SRD5:Short Rest|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 [[SRD5:Artifact|artifact]] or a [[SRD5:Sentient Weapon|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====
====Pact of the Tome====

Revision as of 17:53, 19 April 2020

Warlock is a class in 5th edition and part of the SRD.

As a Warlock, you gain the following class features.

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after first

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution , Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


The Warlock
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 Otherworldly 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 Otherworldly 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 Otherworldly 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 8
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

Otherworldly Patron

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


Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

This section exceeds the text of the SRD

14 subclasses.
Subclass Summary Features Flags License Source
The Archfey The patron is an archfey, likely someone on the Summer or Night Court. Expanded Spell List, Fey Presence, Misty Escape, Beguiling Defenses, Dark Delirium Canon, Pointer Fair Use Player's Handbook (5e)
The Celestial These warlocks have made a pact with a creature from a higher plane. Expanded Spell List, Bonus Cantrips, Healing Light, Radiant Soul, Celestial Resilience, Searing Vengeance Canon, Pointer Fair Use Xanathar's Guide to Everything
The Fathomless Warlocks who draw their power from deep oceans and the Elemental Plane of Water. Expanded Spell List, Tentacle of the Deeps, Gift of the Sea, Oceanic Soul, Guardian Coil, Grasping Tentacles, Fathomless Plunge Canon, Pointer Fair Use Tasha's Cauldron of Everything
The Fiend These sorcerers have made a pact with a fiend from the lower planes of existence Expanded Spell List, Dark One’s Blessing, Dark One’s Own Luck, Fiendish Resilience, Hurl Through Hell Canon OGL SRD-OGL v5.1
The Genie Warlocks who draw their power from a Genie. Expanded Spell List, Genie's Vessel, Elemental Gift, Sanctuary Vessel, Limited Wish Canon, Pointer Fair Use Tasha's Cauldron of Everything
Ghost in the Machine This worlock's patron, so to speak, is an Artificial Intelligence in modern or futuristic times. Expanded Spell List, Bonus Proficiency, Information Surge, Wire Walk, Personal Encryption, Technovirus Pointer, UA Fair Use UA Modern Magic
The Great Old One Patron from the Far Realm Expanded Spell List, Awakened Mind, Entropic Ward, Thought Shield, Create Thrall Canon, Pointer Fair Use Player's Handbook (5e)
The Hexblade These sorcerers draw power from a force in the Shadowfell Expanded Spell List, Hexblade’s Curse, Hex Warrior, Accursed Specter, Armor of Hexes, Master of Hexes Canon, Pointer Fair Use Xanathar's Guide to Everything
The Nightstalker Council These warlocks draw power from the Nightstalker Council and study of the nightstalker mysteries. Enmity, Esoteric Knowledge, Nightstalker Magic, Wrathful Spells, Iron Resolve., Turn Creatures of Enmity, Phyric Healing User Creation CC-BY-SA Rlyehable
The Noble Genie !Deprecated! These warlock's patron is a genie Expanded Spell List, Collector's Vessel, Elemental Resistance, Protective Wish, Genie's Entertainment, Collector's Call Pointer, UA Fair Use UA 2020 Subclasses Part 1
The Titan These warlocks have formed a pact with a Titan. Expanded Spell List, Shard of Creation, Eyes of the Maker, Artificial Apperntice, Mend the Broken, Curse of Unmaking Pointer Fair Use Venture Maidens Campaign Guide
The Undead This tradition's patron is a powerful undead. Expanded Spell List, Form of Dread, Gravetouched, Necrotic Husk, Spirit Projection Canon, Pointer Fair Use Van Richten's Guide to Ravenloft
The Undying This patron is a immortal who was once mortal Expanded Spell List, Among the Dead, Defy Death, Dying Nature, Indestructible Life Canon, Pointer Fair Use Sword Coast Adventurer's Guide
Venerable Dragon These sorcerers have made a pact with a powerful dragon Expanded Spell List, Draconic Blessing, Frightful Presence, Dragon Breath, Legendary Resistance User Creation CC-BY-SA Rlyehable

Pact Magic

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


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.

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.


Eldritch Invocation List

For a list of official and unofficial invocations, see the 5e:Eldritch Invocation List article.

Pact Boon

Your Pact Boon
Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.
Pact of the Chain. 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. 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 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.

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.

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.

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

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.


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.

Sources

  1. Wizards RPG Team. Player's Handbook (5e) (5e 2014) (2014-08-19). Wizards of the Coast. ISBN 9780786965601. 1.0 1.1
  2. Mike Mearls, et. al.. Xanathar's Guide to Everything (5e 2014) (November 2017). Wizards of the Coast. 2.0 2.1
  3. SRD-OGL v5.1
  4. Steve Kenson, et. al.. Sword Coast Adventurer's Guide (5e 2014) (2015-11-03). Wizards of the Coast.

Unearthed Arcana

User Creations

Notes

  1. This item is deprecated.

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