hit dice:
1d8 per warlock level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per warlock level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting equipment:
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 scholar’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, and two daggers
spellcasting:
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
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 to cast your warlock spells of 1st through 5th level. 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 Pact Magic 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 witch bolt, 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 (see the Adventuring Gear section) 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: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
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.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
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.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Eldritch Versatility
4th-level warlock feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
- Replace one cantrip you learned from this class’s Pact Magic feature with another cantrip from the warlock spell list.
- Replace the option you chose for the Pact Boon feature with one of that feature’s other options.
- If you’re 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
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.
Mystic Arcanum (7th level)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-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 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.
Mystic Arcanum (8th level)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-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 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
Mystic Arcanum (9th level)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-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.
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.
subclass options:
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
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.
The Baleful Night
On the darkest of nights, unspeakable horrors lurk at the edge of sight and comprehension. You have made a pact with a manifestation of this dark night, and took on the mantle as one of its horrors. Patrons of the night include The Order of the Cruel Night, demigods and Eidals of fear or darkness, lost evils, or other forgotten obyrith lords and Infested stars.
Your patron is an everwatchful beholder, filled with malice and an often insane drive towards dominating all those it considers below it, which is everyone, especially other beholders. While it might share its power with you in an attempt to further its own goals, it despises you and mistrust you as much as you it.
You have forged a pact with a wealthy benefactor, an entity whose insatiable thirst for material wealth and power knows no bounds. They have amassed a personal fortune that spans lifetimes, and their manipulative ways have secured their position as a master of the game of power. With their patronage, you have gained entry to the most lavish of lifestyles, surrounded by opulence and extravagance that others can only dream of.
The Cauldron
The source of your power is tied to eldritch alchemy, and you can conjure a magical cauldron through which you channel this alchemy.
However you came about this power, you can now use your alchemical knowledge to gather ingredients used to create arcane elixirs and mystical brews. Your enchanted cauldron allows you to brew these concoctions, and they can provide aid to your allies while meeting out terrible fates to your enemies.
The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
The Chainmaster
You have chained yourself into a pact with a being who possesses a vast collection of creatures at its disposal. Your patron would own a seemingly endless amalgamation of beasts that come from the various planes of existence, and they seek to expand their stockpile.
Your patron has generously lent you one of its pets for use in your servitude to them. Collect more exotic and rare species, and your patron will continue to be happy. Fail your task and draw its ire and you will find yourself permanently chained in one of their infinite extraplanar habitats, stuffed in a box until the day you die.
The Fathomless
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
The Fiend
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.
The Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
The Genius Loci
You have been noticed by an unfathomable intelligence that permeates a particular locale, such as a dilapidated house or asylum, a crowded city, or even a distant constellation. Born from sites of strong emotions, tragedies, or perhaps the complex interactions of unwitting participants, these entities whisper subtly of times forgotten through the creak of the floorboard, the din of the city market, the cavernous echo of dripping water, or the shining death of a distant star.
You have made a pact with one of the lost ships crewed by listless dead that wander the seas. Sailors see these ships as portents of doom, but even in death the cursed crew and their damned captain retain a fierce love of their vessel—the only home known to their forsaken souls. The loyalty shared by captain, crew, and ship pierces the veil between life and death and grant you your power.
Whether you are a member of the drowned crew sent alone on a mission, a stowaway who chose an unfortunate vessel, or a sailor rescued from a watery grave, the dead men follow you everywhere—and the spectral ship itself powers your spells.
The Great Old 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. Its 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 have learned allow you to draw your magic from it.
The Hexblade
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.
Your patron is the Lingering Shade, a being that refuses to pass on into the next life. Be it from sheer force of will, or some kind of arcane power, they linger in this world, looking to fulfill their own unknowable goals before their time runs out.
With a portion of their power, you can manipulate the darkness that resides within all places, and within all things, twisting and bending it to your will. While this power is great, it can be quick to overwhelm its users, and those who aren't strong enough to control their powers are lost as tortured, screaming beings made of pure shadow.
The Many Faces
You have entangled yourself into a pact of many. Your patron is an amalgamation of conscious minds that constantly shout over one another in endless wails. All of them press you to do their bidding. You yourself don't know which voice to listen to, and you have forgotten your own inner voice long ago. Reconciling their constant demands, desires, and pains have all but drive you mad. You try to appease them all despite the futility of it all, as it is all you can do now.
The Monarch
You have made a pact with an all powerful leader such as a royal, a dictator, or a fallen monarch. Your patron may still have presence in the world as a leader, or perhaps they are hiding in the shadows looking to return to their throne. Whatever the case, you have been lent a fragment of their strength and their leadership.
When the numerous leylines of magic that run through the universe converge, there is a one in a million chance that the resulting nexus gains a semblance of sentience. An echo of the will of the universe given form, these nexi have a will unfathomable by the mortal mind. Regardless, individuals who find themselves close to one are inevitably marked by them, whether by coincidence or by design, and innately gain the knowledge to draw from their endless energies
Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.
Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.
Your patron is a king maker, an emperor-creator, and is the architect behind some of the greatest, if not most terrifying, rulers existence ever has ever known. This Sovereign Throne beckons and yearns for a worthy successor. Indescribably ancient, this being has watched over and guided monarchs into the brightest of golden ages and through the blackest of dark ages. You've made a pact with the Throne, swearing to rule as its keeper, though the price for that power will undoubtedly be paid in blood.
The Tulpa
Your patron is an autonomous entity found within the fantastic machinations of your own mind. These beings may be mental constructs formed by rigourous and mystical discipline, friends spawned from an unbridled and powerful imagination, the manifestations of dark madness in the deluded, or even outsiders taking up residence in the willing. In all cases, the creature whose mind this entity resides in has no control over its motives and ambitions; though often its goals align with those of the host's deepest subconscious desires, it may encourage its host's self destructive behaviours as well.
The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.