Warlocks are seekers of knowledge who have been bequeathed aid through the fabric of the multiverse. Whatever the reasons or means, an arrangement has been formed with an extraplanar being in exchange for power. Once a pact is formed, nothing can slake their thirst for power and knowledge. Such bindings should not be taken lightly, and once granted, will place great demands upon the mortal; for no great power is given without great cost and who can truly understand the alien desires of extraplanar beings?

 

  • Strength can be important for warlocks, as it can be used for melee weapons if their dexterity is lower. It can be helpful for saving throws.

  • Dexterity can be important for warlocks, as it can be used for ranged or finesse weapons if their strength is lower. It is also helpful for saving throws, extra AC and for skill checks.

  • Constitution is not important for warlocks, but it can be helpful extra HP, for concentration checks and for saving throws.

  • Intelligence is not important for warlocks, but it can be helpful for saving throws and for commonly associated skill checks (such as arcana).

  • Wisdom is not important for warlocks, but it can be helpful for saving throws and for commonly associated skill checks (such as perception).

  • Charisma is vital for warlocks, as it is their primary spellcasting attribute. It can also be helpful for saving throws or for commonly associated skill checks (such as deception).

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. You have access up to the spell level on the table above, according to your level. Unlike other classes, your spell slots are not distinguished by spell level. You may still only cast spells up to your number of available spell slots. (Cantrips do not consume a spell slot.)

 

All non-cantrip spells that expend a spell slot are considered to be cast at the highest spell level available to you. (For example if a level 7 warlock cast Hex, it would count as a level 4 spell.) This does not alter their text or effect, but it has impact on interactions with other spells such as Dispel Magic or Counterspell.

 

Spellcasting

Your arcane research and the magic bestowed on you by your patron have given you access to the Cast A Spell Action. The Warlock table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Warlock spells, you must expend a slot of the spell's level. You regain all expended spell slots when you finish a short or long rest.

 

Spell save DC = 8 + Proficiency Bonus + Charisma modifier

Spell Attack modifier = Proficiency Bonus + Charisma modifier

Spellcasting Ability Score modifier = Charisma modifier

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Warlock Spells, but you don’t require one.

Dark One’s Blessing

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) until the end of combat.  (Temporary HP does not stack from multiple uses.)

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. At 5th level, 7th level and 9th level you gain one additional Eldritch Invocation. (To a maximum of five at 9th level.) Each time you level up, you may freely change your Eldritch Invocations.

Agonizing Blast

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

Armor of Shadows

You can cast Mage Armor on yourself as Reaction to the start of combat or as a Cast A Spell Action on your turn, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature.

Aspect of the Moon

(Requires Pact of the Tome.) You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Beast Speech

You can cast Speak with Animals as a Cast A Spell Action, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Book of Ancient Secrets

(Requires Pact of the Tome.) When you gain this feature, choose two 1st level spells from any class’s spell list (they needn’t be from the same class.) You can cast these spells as a Cast A Spell Action, without expending a spell slot or material components. Once you have casted a spell, you can’t use it again until you finish a short or long rest. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature.

Cloak of Flies

(Requires 5th level.) As a Bonus Action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 3m from you in every direction, but not through total cover. It lasts until you’re incapacitated, take a short or long rest, or you dismiss it as a Bonus Action. Once you use this invocation, you can’t use it again until you finish a short or long rest.

 

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Devil’s Sight

You can see normally in darkness, both magical and non-magical.

Eldritch Sight

You can cast Detect Magic (see wizard spell table) as a Cast A Spell Action, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature.

Eldritch Smite

(Requires Pact of the Blade and 5th level.) Once per turn when you hit a creature with your pact weapon, you can expend a spell slot to deal an extra 3d8 force damage to the target. (At 7th level, this becomes 4d8. At 9th level, this becomes 5d8.)

Eyes of the Rune Keeper

You can read all writing.

Gaze of Two Minds

You can use your Bonus Action to touch a willing humanoid in Close Range (within 3m) and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.

Ghostly Gaze

(Requires 7th level.) As a Standard Action, you gain the ability to see through solid objects to a range of 20m. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Gift of the Ever-Living Ones

(Requires Pact of the Chain.) Whenever you regain hit points while your familiar is summoned, treat any dice rolled to determine the hit points as having rolled their maximum value for you.

Improved Pact Weapon

(Requires Pact of the Blade.) Your pact weapon gains +1 bonus to its attack and damage rolls. When you attack with your Pact Weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Mask of Many Faces

You can cast Disguise Self (see bard spell table) as a Cast A Spell Action, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature.

Minions of Chaos

(Requires 9th level.) You can cast Conjure Elemental (see druid spell table) as a Cast A Spell Action, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Mire the Mind

(Requires 5th level.) You can cast Slow (see sorcerer spell table) as a Cast A Spell Action, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Misty Visions

You can cast Silent Image (see wizard spell table) as a Cast A Spell Action, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature.

Relentless Hex

(Requires 7th level.) Your curse creates a temporary bond between you and your target. As a Bonus Action, you can magically teleport up to 20m to an unoccupied space you can see within 3m of the target cursed by the Hex spell or by the warlock invocation Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

When you hit a creature with Eldritch Blast, you can push the creature up to 10m away from you in a straight line.

Sculptor of Flesh

(Requires 7th level.) You can cast Polymorph Other (see wizard spell table) as a Cast A Spell Action, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Sign of Ill Omen

(Requires 5th level.) You can cast Bestow Curse (see cleric spell table) as a Cast A Spell Action, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Thirsting Blade

(Requires Pact of the Blade and 5th level.) You can attack with your pact weapon twice, instead of once, whenever you would perform a Melee Attack Action with it.

 

Tomb of Levistus

(Requires 5th level.) As a Reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, you can no longer take Movement Actions, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Voice of the Chain Master

(Requires Pact of the Chain.) 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. 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. 

Whispers of the Grave

(Requires 9th level.) You can Speak with Dead (see cleric spell table) as a Cast A Spell Action, without expending a spell slot or material components. Any spell that is cast without expending a spell slot is not upcast as per the Pact Magic feature.

Pact Boon

Starting 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 Blade

As a Standard Action, you 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, and it counts as a magical weapon for the purposes of overcoming resistance and immunity to non-magical attacks and damage.

Your pact weapon disappears if it is out of your hand for more than 1 minute or 6 rounds, if you use the feature again or if you die. It may also be dismissed at will.

 

Pact of the Chain

As a Cast A Spell Action, you may cast Find Familiar (see wizard spell table.) Your familiar may be a twisted version of the standard options. (For example, a shadow rat instead of a rat.)

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose two cantrips from any class’s spell list (they needn’t be from the same class.) You can cast these cantrips as a Cast A Spell Action.

Dark One’s Own Luck

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 1d10 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.

Fiendish Resilience

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.)