What's a Warlock

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret na me of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefiing chants the mystic ritual that will open a doorway to a distant world, 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. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power,

Hit Points

Hit Dice: 1d8 per warlock levei
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: ld8 (or 5) + your Constitution modififer per warlock level after 1st


Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose lwo skills from Arcana, Deceplion, Hislory, !nlimidalion, Invesligalion, Nalure, and Religion


You start with the following equipment, in addition to the equipment granted by your background:
*(a) a light crossbow and 20 botls or (b) any simpleweapon
*(a) a componentpouch or (b) an arcane focus
*(a) a scholar's pack or (b) a dungeoneer's pack
*Leather armor, any simple weapon, and two daggers

Quick Build

You can make a warlock quickly by following these suggestions. First. Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third. choose the eldritch blast and chill touch cantrips, along with the 1st-level spells ray of sickness and witch bolt.

Class Features

As a warlock, You gain the following class features.

Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.
What kind of relationship do you have with your patron?
Is it friendly. antagonistic. uneasy. or romantic?
How important does your patron consider you to be? What part do you play in your patron's plans?
Do you know other servants of your patron?
How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages frolll their patrons etched on trees, mingled among tea leaves, or adrift in the clouds-messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Warlock Table

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell lvl 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 7
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

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives, This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known, Sut many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals. which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron?

Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you? Work with your DM to determine how big a part your
pact will play in your character's adventuring career.


At 1st level, you have struck a bargain with an otherworldly being of your choice: The Archfey, The Fiend, or The Great Old One, each of which is detailed further below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.


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


You know two cantrips of your choice from the warlock spelllisl. You learn additional warlock cantrips of your choice a 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.


At 1st level, you know two Isl-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 lable'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 spell casting ability for your warlock spells, so you use your Charisma whenever a spell refers lo your spellcasting ability. In addition, you use your Charisma modifier when selling 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 (found in chapler 5) 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.

List of Eldritch Invocations


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.


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, pseudo dragon, 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.


You can use your action lo create a pact weapon in your empty hand. You can choose the form that this melee weapon lakes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity lo 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,

Vou can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. Vou perform the ritual over the course of 1 hour, which can be done during a short rest. Vou can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. Vou 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 l.hour ritual on a different weapon, or if you use a l.hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space


Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spelllist. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. [f you lose your Book of Shadows, you can perform a l.hour ceremony to receive a replacement from your patrono 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.


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 level, 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 our 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.


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.


Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the
settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam,the Prince of Fools; and ancient hags.


The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spelllist for YOU.


Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming


Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The
creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.


Starting at 14th 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 charmed or frightened by you
(your choice) 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 a misty realm, the appearance of which you choose.
The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.


Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on
that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.


Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.


Vou have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of ali things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.


The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for YOU.

Spell Level ~Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow


Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).


Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.


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 silver weapons ignores this resistance.


Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the
space it previously occupied, or the nearest unoccupied space. ]f the target is not a fiend, it takes 1d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can't use it again until you finish a long rest.

The Great One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. [ts motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you'll have earned allow you to draw your magic from it.
Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.


The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd Detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard's black tentacles
5th dominate person, telekinesis


Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your
telepathic utterances, but the creature must be able to understand at least one language.


At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself, When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your
next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.


Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.


At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed
from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane existence.

Home brewed "subclasses / patrons"

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