Warlock
Base Class: Warlock

The Warlock Table

Level

Proficiency
Bonus

Features

Cantrips
Known

Spells
Known

Spell
Slots

Slot
Level

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

Class Features

As a warlock, you gain the following class features.

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 skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. 

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

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the blood lord. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

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 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.

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. A level prerequisite refers to your level in this class.

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.

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Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid 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 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.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Thief of Five Fates

You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

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Quenching Thirst Prerequisite: 5th level, Pact of the Blood feature

Your gifted dagger, Thirst, can collect the blood of a damaged enemy at a range of 30ft.

Favored Customer Prerequisite: 9th level, Pact of the Blood feature

When collecting blood, you may collect twice as much, as long as you have enough containers.

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Agonizing Blast Prerequisite: eldritch blast cantrip

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

Eldritch Spear Prerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.

Repelling Blast Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

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Mire the Mind Prerequisite: 5th level

You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

One with Shadows Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Sign of Ill Omen Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

 

Bewitching Whispers Prerequisite: 7th level

You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Dreadful Word Prerequisite: 7th level

You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Sculptor of Flesh Prerequisite: 7th level

You can cast polymorph[ once using a warlock spell slot. You can’t do so again until you finish a long rest.

 

Ascendant Step Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Minions of Chaos Prerequisite: 9th level

You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.

Otherworldly Leap Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Whispers of the Grave Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

 

Master of Myriad Forms Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Visions of Distant Realms Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Witch Sight Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

 

Pact Boon

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th levels, 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.

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.

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.

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.

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.

Otherworldly Patrons

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 Bloodlord

You have made a pact with a Bloodlord from a distant plane, whose willing to trade the essence of other living creatures, in the form of blood, in exchange for amplifying the effects of a warlocks spells. They're motives are not necessarily aligned to an evil or good goal, but their warlock pact-bound allies are generally not accepted to well socially, not vioalantly greated but treated as if they should be avoid. This caused them to be more private about their patron.

Expanded Spell List

The Bloodlord 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.

Bloodlord Expanded Spells
Bloodlord's Exchange
Starting at 1st level, you may collect the blood of slain Beast, Humanoid, Fey, Fiend, Celestial, Giant, or Dragon creature. You can only abtain 1 vial from each creature. Your patron gives you one container apon entering the pact, and will give you another in exchange for 5 samples of blood over any amount of time.
You can also infuse the blood from a container you posses into your next spell as a bonus action. The blood used in completely consumed, and the effect on your spell depends on the creature type and CR of the source of the blood;
 
Beast - Increase the range of the spell by 5ft for each CR of the blood.
Humanoid - Increase the radiuse of the spell by 5 ft for every 2 CR of the blood.
 
Bloodlord's Purchase
Starting at 6th level,  the Bloodlord will rid your blood of any poison, or disease, and grant you imunity from them for 24 hours, for 5 vials of blood. In addition it will now accept the blood of more creature types for spell infusion;
Fey - Duration of spell increase by 1 round/min/hour/day for every 5 CR of the blood.
Fiend - Any damaging effect adds 1 extra die for every 4 CR of the blood.
Celestial - Any healing effect adds 1 extra die for every 4 CR of the blood.
 
Bloodlord's Favorite
Starting at 10th level, your patron hads decide to give you a discount on your trade. New vials, and blood purifications now cost only 1 vial of blood. In addition it will cure curses for 5 vials, and dispell magic effects on you for 10. It also will accept the blood of even more creatures;
 
Giant - Increase the value of your CHA modifier for any value the spell uses it for, by 1 for every 4 CR of the blood.
Dragon - Allows you to target 1 more target if blood is <10 CR for multi-target spells, or if >10 CR any targeting spell.

Bloodlord's Apprintace
Starting at 14th level, your patron has seen you as such a good blood collector it teaches you to utilise the blood yourself. Curses also cost only 2 vials to remove, and spells only cost 5 to remove. You can now cosume the blood you have as if it were a potion, but as a bonus action instead. The effect is determened by the creature type;
 
Beast - You have advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Humanoid - Increase the your CHA modifier, by 1 for every 4 CR of the blood consumed, for 10 minutes.
Fey - You turns Invisible until you attacks or casts a spell, or until your Concentration ends (as if concentrating on a spell). Your Equipment is Invisible with to.
Fiend - You have advantage on Saving Throws against Spells and other magical Effects for 10 minutes.
Celestial - You and up to 2 other creatures within 5ft of you each heal 1d10+1 hit points for every 3 CR of the blood consumed.
Giant - Increase the your CON modifier, by 1 for every 4 CR of the blood consumed, for 10 minutes.
Dragon - Grants you the flying speed of the drgon you collected the blood from for 1 hour, and allow the use of its breath weapon once within that hour if it had one.

Expanded Spell List

Bloodlord Expanded Spells
 

Bloodlord's Exchange

Starting at 1st level, you may collect the blood of slain Beast, Humanoid, Fey, Fiend, Celestial, Giant, or Dragon creature. You can only abtain 1 vial from each creature. Your patron gives you one container apon entering the pact, and will give you another in exchange for 5 samples of blood over any amount of time.
You can also infuse the blood from a container you posses into your next spell as a bonus action. The blood used in completely consumed, and the effect on your spell depends on the creature type and CR of the source of the blood;
 
Beast - Increase the range of the spell by 5ft for each CR of the blood.
Humanoid - Increase the radiuse of the spell by 5 ft for every 2 CR of the blood.
 

Bloodlord's Purchase

Starting at 6th level,  the Bloodlord will rid your blood of any poison, or disease, and grant you imunity from them for 24 hours, for 5 vials of blood. In addition it will now accept the blood of more creature types for spell infusion;
Fey - Duration of spell increase by 1 round/min/hour/day for every 5 CR of the blood.
Fiend - Any damaging effect adds 1 extra die for every 4 CR of the blood.
Celestial - Any healing effect adds 1 extra die for every 4 CR of the blood.

Bloodlord's Favorite

Starting at 10th level, your patron hads decide to give you a discount on your trade. New vials, and blood purifications now cost only 1 vial of blood. In addition it will cure curses for 5 vials, and dispell magic effects on you for 10. It also will accept the blood of even more creatures;
Giant - Increase the value of your CHA modifier for any value the spell uses it for, by 1 for every 4 CR of the blood.
Dragon - Allows you to target 1 more target if blood is <10 CR for multi-target spells, or if >10 CR any targeting spell.

Bloodlord's Apprintace

Starting at 14th level, your patron has seen you as such a good blood collector it teaches you to utilise the blood yourself. Curses also cost only 2 vials to remove, and spells only cost 5 to remove. You can now cosume the blood you have as if it were a potion, but as a bonus action instead. The effect is determened by the creature type;
Beast - You have advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Humanoid - Increase the your CHA modifier, by 1 for every 4 CR of the blood consumed, for 10 minutes.
Fey - You turns Invisible until you attacks or casts a spell, or until your Concentration ends (as if concentrating on a spell). Your Equipment is Invisible with to.
Fiend - You have advantage on Saving Throws against Spells and other magical Effects for 10 minutes.
Celestial - You and up to 2 other creatures within 5ft of you each heal 1d10+1 hit points for every 3 CR of the blood consumed.
Giant - Increase the your CON modifier, by 1 for every 4 CR of the blood consumed, for 10 minutes.
Dragon - Grants you the flying speed of the drgon you collected the blood from for 1 hour, and allow the use of its breath weapon once within that hour if it had one.

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