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Warlock

A Warlock is a magic-user class in Dungeons & Dragons that derives their power from a pact with an otherworldly patron, such as a fiend, archfey, or Great Old One. Unlike other spellcasters who rely on study, warlocks gain their abilities through this pact, often in exchange for performing services for their patron.

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Warlock

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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 name 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 tiefling 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.

Novice

Skills

  • Proficiency in saving throws +2 Wisdom and +2 Charisma

  • Proficiency in Arcana +2 & Intimidation +2

  • Proficiency in Light Armour

  • Proficiency in Simple Weapons.

  • Health increase of 8 per rank.
     

  • Spellcasting Attribute: Charisma

  • Spell Save DC: 8 + Proficiency Bonus + Charisma modifier

  • Spell:

    • 2 spell slots 2nd level​

  • Pact Magic:

    • You have 2 spell slots, which you regain after a short or long rest. Your spell slots are at the highest level you can cast at this stage, which is 2nd level.

  • Eldritch Invocation: Choose one invocation, granting you additional magical abilities or enhancements:

    • Grasp of Hadar:

      • When you hit a creature with your Eldritch Blast, you can pull the creature 2 tiles closer to you.

    • Eldritch Sight:

      • You can cast Detect Magic at will, without expending a spell slot or material components. This can be used once per long rest.

    • Agonizing Blast:

      • When you cast Eldritch Blast, you add your Charisma modifier to the damage it deals on a hit.

    • Whispers of the Grave:

      • You can communicate with the dead. You can cast Speak with Dead once per long rest, without expending a spell slot.

    • Arcane Secrets:

      • You gain a +2 bonus to Arcana checks.

    • Beast Speech:

      • You can communicate with beasts and they can understand your speech. They will not necessarily obey your commands, but they will understand you.

    • Repelling Blast:

      • When you hit a creature with your Eldritch Blast, you can push the creature up to 2 times away from you.

    • Fiendish Vigor:

      • You can cast False Life once per long rest without expending a spell slot. When you do, you gain hit points equal to 1d4 + your charisma modifier.
         

  • Pact Boon:

    • Choose a boon granted by your patron.

Adept

Skills

  • Eldritch Empowerment:

    • Once per long rest, you can add +5 to the damage roll of a spell you cast.

  • ​Eldritch Invocation:

    • Gain one additional invocation, for a total of two.​

  • ​Spells

    • 3 spell slots 3rd level

Expert

Skills

  • Enhanced Eldritch Empowerment:

    • Once per long rest, you can add +10 to the damage roll of a spell you cast

  • Eldritch Invocation:

    • Gain one additional invocation, for a total of three.​

  • Spells:​

    • 4 spell slots 4th level

Specialist

Skills

  • Eldritch Master:

    • Once per long rest, you can regain 2 expended Pact Magic spell slots.

  • Superior Eldritch Empowerment:

    • Once per long rest, you can add +15 to the damage roll of a spell you cast.

  • ​Eldritch Invocation:

    • Gain one additional invocation, for a total of four.​

  • Spells:​

    • 4 spell slot 5th level

Pact Boons

Pact of the Blade

Novice

Skills

  • ​Weapon Bond:

    • 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 non-magical attacks and damage. Weapon may be ranged or two handed.

Adept

Skills

  • Improved Weapon Bond:

    • Your pact weapon gains a +1 bonus to attack and damage rolls.

  • Eldritch Smite:

    • Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 2d8 force damage to the target, and you can knock the target prone. Damage increases by 1d8 at adept, 1d8 at expert, and 1d8 at specialist.

Expert

Skills

  • Thirsting Blade:

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

  • Lifedrinker:

    • When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to 5 + your Charisma modifier.

Specialist

Skills

  • ​Master Weapon Bond:

    • Your pact weapon’s bonus to attack and damage rolls increases to +2.

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Pact of the Chain

Novice

Skills

  • Find Familiar:

    • 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.

Adept

Skills

  • 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 and you are within the range of two tiles from eachother. 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. You gain a +2 bonus to Perception.

Expert

Skills

  • ​Chain Master’s Command:

    • As a bonus action, you can command your familiar to make one attack. The attack modifier is a d20 plus your spell casting modifier. The damage is a d4 plus your spell casting modifier. The damage type is necrotic. The range is two tiles.

Specialist

Skills

  • Empowered Familiar:

    • Your familiar gains a +2 bonus to attack and damage rolls.

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Pact of the Tome

Novice

Skills

  • Book of Shadows:

    • Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, you gain access to Ray of Frost, Mind Sliver, and Sacred Flame.

Adept

Skills

  • ​Book of Ancient Secrets:

    • You can now inscribe magical rituals in your Book of Shadows. You can cast Detect Magic and Disguise Self as rituals.. The spells appear in the book.

Expert

Skills

  • ​Far Scribe:

    • You can write your name and the names of up to five other creatures in your Book of Shadows. These names appear on the book's pages in a script that only you can read. When you write a creature's name in your Book of Shadows, you and that creature can communicate telepathically. Submit a dm ticket with the names in this book.

Specialist

Skills

  • ​Reduced Ritual Cost:

    • The material component cost for casting ritual spells is halved (rounded up). For example, if a ritual normally requires a 10 gp component, it now costs only 5 gp.

Subclasses

  • You may only choose one:

Archfey Patron

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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.

Novice

Skills

  • ​Fey Presence:

    • Once per long rest, as an action, you can cause each creature in a 2-tile radius originating from you to make a Wisdom saving throw against your spell DC. The creatures that fail their saving throws are all charmed by you until their next turn.

Adept

Skills

  • ​Misty Escape:

    • Once per long rest, when you take damage, you can use your reaction to turn invisible and teleport up to 12 tiles 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.

Expert

Skills

  • ​Beguiling Defenses:

    • 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 spell DC or be charmed by you until the end of their next turn or until the creature takes any damage.

Specialist

Skills

  • ​Dark Delirium:

    • Once per long rest, as an action, you can choose a creature within 12 tiles of you that you can see to make a Wisdom saving throw against your spell DC. On a failed save, the creature is charmed or frightened by you (your choice) for 10 rounds or until your concentration is broken (as if concentrating on a spell). 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. This effect ends early if the creature takes any damage.

Fiend Patron

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You 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 all things, ultimately including you.

 

Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz-Urb'luu, 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.

Novice

Skills

  • ​Dark One's Blessing:

    • When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier.

Adept

Skills

  • ​Dark One's Own Luck:

    • Once per long rest, for 2 real-life hours, you can add +2 to all saving throws you make.

Expert

Skills

  • ​Fiendish Resilience:

    • You gain resistance to fire damage.

Specialist

Skills

  • ​Hurl Through Hell:

    • When you hit a creature with an attack roll, you can use your bonus action to send it through a temporary portal to the lower planes. The target must make a Wisdom saving throw against your spell DC. On a failed save, it takes 5d10 psychic damage and is returned to an unoccupied space you choose within 12 tiles of you. On a successful save, the target takes half damage and is returned to its original location. This ability can be used once per long rest.

​Hexblade Patron

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You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many Hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

​

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with Hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Novice

Skills

  • Hexblade's Curse:

    • You can use your bonus action to curse a target within 12 tiles. You gain a bonus to damage rolls against the cursed target equal to your charisma modifier. Additionally, if it dies, you regain hit points equal to your Charisma modifier (minimum of 1).

  • Proficiencies:

    • You gain proficiency with medium armor, shields, and martial weapons.

  • Hex Warrior:

    • You can use Charisma instead of Strength or Dexterity for your attack and damage rolls when using your pact weapon. You may only use one handed weapons for this unless you get pact of the blade.

Adept

Skills

  • ​Hexblade's Shadow:

    • You can use your action to teleport up to 12 tiles to an unoccupied space you can see. You can use this ability once per long rest.

Expert

Skills

  • Armor of Hexes:

    • When the cursed target makes an attack roll against you, you can use your reaction to roll a d6. On a roll of 4 or higher, the damage is nullified for that attack.

Specialist

Skills

  • ​Master of Hexes:

    • You can use hexblade’s curse twice.

Undead Patron

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You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

​

Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Novice

Skills

  • ​Grim Resilience:

    • You gain temporary hit points equal to your Charisma modifier whenever you reduce a creature to 0 hit points.

Adept

Skills

  • Grave Touched:

    • Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.

  • Undead Resilience:

    • You gain immunity to the frightened condition.

Expert

Skills

  • Necrotic Husk:

    • When you are reduced to 0 hit points, you can instead drop to 1 hit point. When this happens, you erupt in a burst of necrotic energy, dealing 2d10 necrotic damage to all creatures within 30 tiles of you.

  • Resistance to Necrotic Damage:

    • You gain resistance to necrotic damage

Specialist

Skills

  • Spirit Projection:

    • You can use your action to enter a spectral form, allowing you to travel through walls and other barriers for up to 5 turns. While in this form, you cannot attack, but you gain resistance to all bludgeoning, piercing, and slashing damage. However, you become vulnerable to force damage.

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