Warlock

Hit Points

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

Proficiencies

Armor: Light Armor

Weapons: Simple weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two: Arcana, Speech, History, Investigation, Nature, Religion, Performance

Equipment

You start with the following equipment, in addition to the equipment granted to you by your background:

Pact Magic

Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers.

Cantrips. You know two cantrips of your choice from the arcane spell list. At 4th level, and again at 10th level, you gain one additional cantrip of your choice from the arcane spell list.

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 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. At 1st level, you know two 1st-level spells of your choice from the arcane spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or 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 arcane 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 as a spellcasting focus for your warlock spells.

Pact Boon

Beginning at 1st level, your patron has bestowed a boon upon you. Select one of the following boons listed below:

Pact of the Blade. As a bonus action, you can trace arcane sigils in the air to conjure a pact weapon in your hand, a simple or martial melee weapon of your choice with which you bond, or you can create a bond with a magic weapon that you touch. Until the bond ends, you have proficiency in the weapon and may use it as a spellcasting focus. You can dismiss the weapon as a bonus action, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. Your bond with the weapon ends if you use your bonus action to use this feature again, if the weapon is more than 5 feet away from you for 1 minute or more, of if you die. A conjured weapon disappears when the bond ends.

Pact of the Chain. You learn the Find Familiar spell and can cast it as an action without expending a spell slot or material components. When you cast Find Familiar, you can pick one of the special forms: imp, psuedodragon, quasit, skeleton, slaad tadpole, or sprite.

Pact of the Tome. You can conjure forth a book in your hand at the end of a short or long rest. This book of shadows (you determine its appearance) contains eldritch magic that only you can access. Choose three cantrips from any spell list when you summon this book. While this book is on your person, you may cast these cantrips as if they were warlock cantrips. Additionally, you may use the book as a spellcating focus.


At level 3, your boon is further deepened. You gain the benefit associated with the boon you picked at level 1.

Pact of the Blade. Whenever you attack with your bonded weapon, you can use your charisma modifier for the attack and damage rolls instead of strength or dexterity.

Pact of the Chain. Whenever you take the attack action, you can forgo one of your attacks to allow your familiar to make an attack of its own. Additionally, whenever you summon your familiar, it has temporary hit points equal to 5 times your proficiency bonus.

Pact of the Tome. When you summon the book, you may now also pick two level 1 spells from any spell list that has the ritual tag. While the book is on your person, you may cast these spells using your warlock spell slots or as a ritual. Once per long rest, the first time you cast one of these spells it does not cost a spell slot.

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 1st level, you gain 1 eldritch invocation of your choice. When you gain certain warlock levels, as indicated in the warlock table, you gain additional invocations of your choice. If an invocation requires a prerequisite, you must meet it to learn the invocation. You cannot learn an invocation more than once, unless otherwise specified in the description of the invocation.

Whenever you gain a level in this class, you can swap one of your invocations for a different invocation. You must still meet the requirements for the invocation.

Magical Cunning

At 2nd level, if all your pact magic spell slots are expended, you can perform an esoteric rite for 1 minute, at the end of which you regain half your expended warlock spell slots (rounded up). Once you use this feature, you cannot do so again until you finish a long rest.

Warlock Subclass

At 3rd level, your powers begin to manifest in a way that reflects your patron. Depending upon the being you created a pact with when you created your character, choose either the Archfey Patron, Celestial Patron, Fathomless Patron, Fiend Patron, Genie Patron, Great Old One Patron, Hexblade Patron, or Undead Patron.

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.

Contact Patron

At 9th level, your patron has bestowed upon you the ability to communicate with them directly. You always have the Contact Other Planes spell prepared. You can cast this spell without expending a spell slot if you use it to contact your patron, and you automatically succeed on the spell's saving throw.

Once you cast the spell using this feature, you cannot do so again until you finish a long rest.

Mystic Arcanum

At 11th level, your patron allows you to tap into a magical secret called an arcanum. Choose one 6th level spell from the arcane spell list as this arcanum. You can cast your arcanum once without expending a spell slot, and you must finish a long rest before you can do so again.

You gain an additional arcanum at 13th level (level 7 spell from the arcane spell list), 15th level (level 8 spell from the arcane spell list), and 17th level (level 9 spell from the arcane spell list). You regain all uses of your mystic arcanum when you finish a long rest.

Whenever you gain a warlock level, you can replace one of your arcanum spells with another spell from the arcane spell list of the same level.

Eldritch Master

At 20th level, when you use your Magical Cunning feature, you regain all expended pact magic spell slots.