- 1 Hit Points
- 2 Proficiencies
- 3 Equipment
- 4 Otherworldly Patron
- 5 Pact Magic
- 6 Eldritch Invocations
- 7 Pact Boon
- 8 Ability Score Improvement
- 9 Mystic Arcanum
- 10 Eldritch Master
- 11 Sources
As a Warlock, you gain the following class features.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Constitution , Charisma
Skills: Choose two from Arcana , Deception , Insight , Intimidation , Persuasion , Religion .
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 dungeoneer's pack or (b) an explorer's pack
- Two daggers
|1st||+2||Otherworldly Patron, Pact Magic||2||2||1||1st||—|
|4th||+2||Ability Score Improvement||3||5||2||2nd||2|
|6th||+3||Otherworldly Patron feature||3||7||2||3rd||3|
|8th||+3||Ability Score Improvement||3||9||2||4th||4|
|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|
|19th||+6||Ability Score Improvement||4||15||4||5th||8|
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.
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.
|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 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 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 Noble Genie||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 Archfey 
- The Celestial 
- The Fiend 
- Ghost in the Machine [ua 1]
- The Great Old One 
- The Hexblade 
- The Seeker [ua 2]
The Undying Light[ua 3][note 1]
- The Undying 
- Venerable Dragon [uc 1]
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
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.
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 attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your warlock spells.
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.
|Your Pact Boon|
|Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.
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
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.
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.
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.
- Wizards RPG Team. SRD-OGL v5.1 (2015.05.06). Wizards of the Coast. - 5th edition SRD/OGL document published Jan. 2016 by WotC
- This item is deprecated.
- Open Game Content