Warlocks meddle with forbidden powers, forces which wiser (or less courageous) folk would leave well enough alone. When fairy tales, ghost stories, and religious narratives strike fear into the masses, you instead sense an opportunity for growth.
Following the breadcrumbs to the front door of destiny, you knocked and were forever changed by the power you found on the other side. The bond forged between the seeker and their supernatural patron is called a pact—which can have any number of terms and stipulations, most commonly arcane power in return for work-in-kind. Some pacts are more like curses and afflictions, making unwitting victims of the generations to come.
Every warlock gains their magic from a powerful being, typically an otherworldly or supernatural entity.
The arrangement and relationship between warlock and patron can vary greatly. Many warlocks love power for its own sake and will break any taboo in exchange for arcane supremacy. Some warlocks are, in effect, revivalists of elder magical and religious traditions which have fallen to the wayside or become maligned in the present era (often for good reason). Other warlocks still are mere hapless nobodies entangled in magical arrangements beyond their ken.
Warlock patrons are equally diverse. To speak of a warlock patron conventionally pins the patron as a powerful demon lord, eladrin monarch, or alien intelligence. Although this is often true, the power of such beings often trickles along innumerable tendrils of influence, including powerful envoys, mentor warlocks, intergenerational curses or blessings, relics and rites, corpses of long-dead gods, and extraplanar life forms who find home in the human body. Each vector is enough for the patron to whisper to the warlock the sordid secrets of the multiverse.
There is only a small bubble in the multiverse where mortals can safely inhabit, which means any seeker can find a path to eldritch power if they are willing to uncover that which rational society would keep hidden. As a would-be warlock tears at the seams and stitches of sanity (or unwittingly falls through the gaps), there are social and ontological prices to pay. They come to question the state of their soul, mind, and physiology—all of which are subject to contamination by extraplanar forces.
Warlocks are lords over the edges of society, safety, and sanity. They take their name from an ancient word meaning “oathbreaker,” because their arts appear to blaspheme against their own lives. Shunned from polite company, warlock collectives are rare and frequently unstable so to find genuine community they must become more than mere mortals—which is precisely the warlock ethos.
Whether you be an unassuming villager, a cunning scoundrel, a seeker of arcane power, or a victim of supernatural circumstance—you have a pact forged with an otherworldly patron, the terms of which set the tone for your entire adventure.
What circumstances drew you into an eldritch pact? The allure of power? Love, fear, and sheer happenstance? Did forming your pact involve anybody else, like someone you know or love? Does your pact have noteworthy conditions and consequences, or is that all a secret? Does your pact leave any outward mark on your person—such as a tattoo or scar—or are the signs of your pact more ephemeral?
Is your patron close at hand or chillingly distant? How did you select your patron? Or is it that your patron chose you? How do you maintain contact with your patron? Or is it that you think you can run away?
Table: Warlock
Level | Proficiency Bonus |
Features | Cantrips Known |
Spells Known |
Spell Points |
Spell Level |
Secrets Known |
Invocations Known |
---|---|---|---|---|---|---|---|---|
1st | +2 | Warlock Archetype, Pact Magic, Eldritch Blast | 2 | 2 | 2 | 1st | — | — |
2nd | +2 | Eldritch Invocations, Secrets of Arcana | 2 | 3 | 4 | 1st | 1 | 1 |
3rd | +2 | Pact Boon | 2 | 4 | 6 | 2nd | 1 | 2 |
4th | +2 | Ability Score Increase, Invocation of the Courts (1) | 3 | 5 | 8 | 2nd | 1 | 2 |
5th | +3 | Extra Blast | 3 | 6 | 10 | 3rd | 1 | 3 |
6th | +3 | Archetype Feature, Eldritch Evolution (1) | 3 | 7 | 11 | 3rd | 1 | 3 |
7th | +3 | — | 3 | 8 | 12 | 4th | 1 | 4 |
8th | +3 | Ability Score Increase | 3 | 9 | 13 | 4th | 2 | 4 |
9th | +4 | — | 3 | 10 | 14 | 5th | 2 | 5 |
10th | +4 | Invocation of the Courts (2), Archetype Feature | 4 | 11 | 17 | 5th | 2 | 5 |
11th | +4 | — | 4 | 11 | 21 | 5th | 2 | 5 |
12th | +4 | Ability Score Increase, Eldritch Evolution (2) | 4 | 12 | 22 | 5th | 2 | 6 |
13th | +5 | — | 4 | 12 | 24 | 5th | 2 | 6 |
14th | +5 | Archetype Feature | 4 | 13 | 25 | 5th | 3 | 6 |
15th | +5 | — | 4 | 13 | 26 | 5th | 3 | 7 |
16th | +5 | Ability Score Increase, Invocation of the Courts (3) | 4 | 14 | 27 | 5th | 3 | 7 |
17th | +6 | — | 4 | 14 | 28 | 5th | 3 | 7 |
18th | +6 | Eldritch Evolution (3) | 4 | 15 | 29 | 5th | 3 | 8 |
19th | +6 | Ability Score Increase | 4 | 15 | 30 | 5th | 3 | 8 |
20th | +6 | Dread Thaumaturge | 4 | 16 | 31 | 5th | 3 | 8 |
As a warlock you gain the following class features.
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: Light armor
Weapons: Simple weapons
Tools: Game set (cards)
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
You begin the game with 110 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
At 1st level, you have reached out to, stumbled upon, or otherwise crossed paths with a powerful entity beyond the ken of mortals, an otherworldly patron who sets you on the path of a Warlock Archetype. Whether you were willing, coerced, tricked—or if you exploited elder magical laws—a bargain was struck and you gained great power in exchange. Your choice of archetype grants you an expanded spell list and features at 1st level and again at 6th, 10th, and 14th level.
When you choose an archetype, you also choose an expanded spell list your patron grants you access to. Choose one patron expanded spell list. These spells count as warlock spells for you.
The enigmatic and often horrifying patrons of the Alienist convey the secrets of psionics and the stars. Some also teach about the darkness between stars.
The patrons of the Diabolist—often portrayed as demons, devils, and the shadow of the inner self—often grant spells of darkness and fire.
Faeries instruct their Spellbound on capricious spells related to bewilderment and mobility. The spiteful fey of the Unseelie Court also adore spells of darkness, and fairies who guard natural landforms might specialize in a given element like fire.
Table: Bewilderment Expanded Spells
Spell Level | Patron Spells |
---|---|
1st | color spray, sleep |
2nd | levitate, seed bomb |
3rd | glyph of warding, wind wall |
4th | confusion, polymorph |
5th | insect plague, mislead |
Table: Darkness Expanded Spells
Spell Level | Patron Spells |
---|---|
1st | detect poison and disease, inflict wounds |
2nd | acid arrow, blindness/deafness |
3rd | bestow curse, phantom steed |
4th | black tentacles, blight |
5th | cloudkill, contagion |
Table: Dread Knight Patron Spells
Spell Level | Archetype Spells |
---|---|
1st | bane, inflict wounds |
2nd | blindness/deafness, magic weapon |
3rd | stinking cloud, venomous succor |
4th | cloudkill, confusion |
5th | contagion, dream |
Table: Fire Expanded Spells
Spell Level | Patron Spells |
---|---|
1st | burning hands, fog cloud (appears as smoke) |
2nd | flaming sphere, scorching ray |
3rd | darklight, fireball |
4th | fire shield, wall of fire |
5th | conjure elemental (fire only), flame strike |
Table: Healing Expanded Spells
Spell Level | Spells |
---|---|
1st | bless, healing word |
2nd | lesser restoration, prayer of healing |
3rd | mass healing word, revivify |
4th | death ward, freedom of movement |
5th | greater restoration, raise dead |
Table: Light Expanded Spells
Spell Level | Spells |
---|---|
1st | divine favor, guiding bolt |
2nd | flame blade, moonbeam |
3rd | daylight, spirit guardians |
4th | banishment, fire shield |
5th | flame strike, celestial armory |
Table: Mobility Expanded Spells
Spell Level | Patron Spells |
---|---|
1st | feather fall, thunderwave |
2nd | blur, deadweight |
3rd | blink, whirlwind kick |
4th | freedom of movement, greater invisibility |
5th | storm kick, tree stride |
Table: Mortality Expanded Spells
Spell Level | Patron Spells |
---|---|
1st | detect poison and disease, corpse explosion |
2nd | aid, force of will |
3rd | revivify, speak with dead |
4th | blight, death ward |
5th | antilife shell, reincarnate |
Table: Mutant Expanded Spells
Spell Level | Archetype Spells |
---|---|
1st | shield, thunderwave |
2nd | blur, force of will |
3rd | blink, haste |
4th | freedom of movement, stoneskin |
5th | storm kick, warrior’s instincts |
Table: Psionics Expanded Spells
Spell Level | Patron Spells |
---|---|
1st | command, dramatic sting |
2nd | detect thoughts, enthrall |
3rd | nondetection, sending |
4th | dominate beast, resilient sphere |
5th | dominate person, modify memory |
Table: Stars Expanded Spells
Spell Level | Patron Spells |
---|---|
1st | bane, guiding bolt |
2nd | moonbeam , silence |
3rd | aspect of the moon, daylight |
4th | accelerando, locate creature |
5th | antilife shell, wall of force |
Table: Urbanist Expanded Spells
Spell Level | Patron Spells |
---|---|
1st | disguise self, sanctuary |
2nd | find traps, knock |
3rd | meld into stone, speak with dead |
4th | private sanctum, stone shape |
5th | passwall, wall of stone |
Table: Unnaturalist Expanded Spells
Spell Level | Patron Spells |
---|---|
1st | earth barrier, entangle |
2nd | pass without trace, spike growth |
3rd | cobra’s spit, venomous succor |
4th | blight, dominate beast |
5th | contagion, insect plague |
With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron.
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.
The Warlock table shows how many spell points you have. To cast one of your warlock spells of 1st-level or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Warlock table. You regain all expended spell points when you finish a short or long rest.
Table: Spell Points
Spell Level | Spell Points |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
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. Each of these spells must be of a level that you are able to cast. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-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 of which you can cast.
The manner in which you pursue ever greater power from your patron is defined by the nature of that pursuit: through wit, devotion, or fervor. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use that ability 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 chosen ability modifier
Spell attack modifier = your proficiency bonus + your chosen ability modifier
You can use an arcane focus as a spellcasting focus for your warlock spells.
At 1st level you learn to use your patron’s power as a weapon, blasting enemies with an eldritch force that defies even the laws of magic. Choose one of the following features:
You can use an action to strike a creature you can see within 60 feet with a reality-distorting curse, blending pain both mental and physical. The target makes a Wisdom saving throw, taking 1d10 force damage on a failure, or half damage on a success.
You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.
Once per turn when you would make a melee weapon attack as part of the Attack action or an opportunity attack, you can instead make a melee spell attack, lashing out with an ephemeral and unearthly blade. On hit, the target takes 1d8 force damage. In addition, you can choose a different creature that you can see and that is within your reach. It takes half as much damage.
You can use an action to thrash a creature with a scintillating tendril of arcane force. Make a melee spell attack against a creature within 15 feet, dealing 1d6 force damage on a hit.
At the end of your turn you gain a number of temporary hit points equal to half the damage you dealt with Eldritch Whip this turn (minimum 1), which last until the end of your next turn. When you hit a creature with your Eldritch Whip and you already have temporary hit points, you can end the temporary hit points early to gain a bonus to the Eldritch Whip’s damage roll equal to half the number of temporary hit points you ended early.
The gifts of your patron are manyfold—not only can you channel their magic to work spells, but you can also siphon away talents, tricks, and reality-defying essence to perform other impressive magical feats.
At 2nd level, you gain an eldritch invocation 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 you should gain a bonus invocation, they do not count against your Invocations known.
Extra Secrets of Arcana. When you are able to learn a new invocation in this way, you may instead choose to learn a secret of arcana.
Also at 2nd level, you realize that there is power to be taken that your patron may never have meant for you to have. You gain a secret of arcana of your choice. Your secrets are detailed at the end of the class description. The Secrets Known column of the Warlock table shows when you learn more secrets of arcana.
At 3rd level, the entity to which you are beholden provides a more durable and lasting blessing. Choose one of the following features.
You can use your action to conjure in your empty hand an armament bestowed with power: a pact weapon. Choose any simple or martial weapon when you conjure your pact weapon. You are proficient with it while you wield your pact weapon, and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
By performing a 1 hour ritual while holding a magic weapon or rare weapon, you can transform it into your pact weapon. If this weapon has a bonus to attack or damage rolls, or if it deals bonus damage, you can apply these to your Eldritch Blast (ranged weapons add these bonuses to Eldritch Ray, and melee weapons to Eldritch Scythe; it has no effect on Eldritch Disturbance or Eldritch Whip). You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon is collected by your patron if the bond breaks while it is in the extradimensional space.
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, sprite, or any Tiny creature of CR 1/2 or less. You can also opt for the spirit you call forth to be an aberration, elemental, or undead.
When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. Additionally, when you use Eldritch Scythe, you can choose to deliver the attack through your familiar as though you had cast a spell with a range of touch.
Aware of your drive for knowledge, you awaken to find a grimoire left in your pack by your patron: a Book of Shadows. Choose three cantrips. While the book is in your possession, you know these cantrips and they are treated as warlock spells. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book is collected by your patron when you die.
Approving of your desire to obfuscate and deceive, your patron has granted you a magical censer. As a bonus action, you can summon a Tiny censer; it appears in your hand or hanging from your clothing. This censer is destroyed if you use this feature to create another censer. You can also dismiss this censer without an action. The censer will burn any magical or mundane incense placed in it, but otherwise you can use a bonus action while holding it to cause it to produce smoke as a mundane censer, lightly obscuring your space for 1 round. Any effects that cause the censer to spread smoke do not increase the area of effect for anything burning within it. Anything burning within the censer moves with it when you dismiss the censer, and it is left behind in the censer is destroyed.
As a bonus action, or as part of the bonus action used to create the censer, you can order the censer to fly to an unoccupied space you can see. The censer has a fly speed of a number of feet equal to 10 × your proficiency bonus and can’t be commanded or used for any abilities if it is ever more than 60 feet away from you or if you can’t see it (though you do not need to see it for the entire duration of the effect, just to initiate it or give further direction).
You can cast spells with a target of Self and an area of effect that centers on you (such as burning hands, color spray, or antilife shell) as though you occupied its square. This does not apply to spells that require a body, such as gaze attacks or spitting, such as with cobra’s spit.
Your censer has an Armor Class equal to 8 + your proficiency bonus + your spellcasting ability modifier and a number of hit points equal to your warlock level. It is destroyed if its hit points are reduced to 0. If you lose your censer, you can perform a 1 hour ritual to receive a replacement. This ceremony destroys the previous censer. If your censer is dismissed or destroyed, any spell or effect that it grants ends. You can only use one eldritch invocation or secret of arcana that utilizes your censer at a time. Using a second feature ends the first. The censer and any of its contents are collected by your patron when you die.
Aware of your knack for divination, your patron bestows on you a mystical cauldron. As an action, you can summon a cauldron, which appears in an unoccupied square adjacent to you. If there is no such square, it can’t be summoned. The cauldron is Medium and can contain a Medium creature if it squeezes. The cauldron is always filled with a mist-like substance, which you can use a bonus action to order to heat up, allowing you to cook with it as though it were water, although the mist itself doesn’t provide any sustenance and can’t be used to inflict damage. You may dismiss this cauldron without using an action, though anything that was inside it remains behind unless otherwise stated.
While summoned, this cauldron provides you with several benefits:
The cauldron has an AC of 10 and hit points equal to 10 × your proficiency bonus. It is destroyed if its hit points are reduced to 0. Your cauldron regains hit points equal to 1d10 × your proficiency bonus at the end of a long rest. If it is destroyed, you can’t use any spells granted by it or by eldritch invocations with this pact as a prerequisite until you replace it. You can perform a 1 hour ceremony to receive a replacement from your patron. The cauldron and any of its contents are collected by your patron when you die.
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.
Also at 4th level, you gain a bonus invocation—one to help you traffic in courts both otherworldly and mortal. Choose one invocation from the following list: Beguiling Influence, Courts of the Outer Realms, Eyes of the Runekeeper, Gaze of Two Minds, Mask of Many Faces, Ominous Tormentor, Psionic Secrecy, Spellbinding Contract, Voice of the Chain Master, Whispers of the Grave.
You gain another bonus invocation in this way at 10th level and again at 16th level. When you gain a level in this class, you can choose one of the bonus invocations you know and replace it with another bonus invocation from this list that you could learn at that level.
Beginning at 5th level, your Eldritch Blast becomes more vicious. When you use Eldritch Ray, Eldritch Scythe, or Eldritch Whip as part of your action on your turn, as long as you make no weapon attacks you can attack twice instead of once. At 11th level you can make three attacks, and at 17th level you can make four attacks.
In addition, your Eldritch Disturbance’s damage increases by 1d10 at 5th level, and again at 11th level and 17th level (to a maximum of 4d10).
These improvements are based on your warlock level, not your character level. This feature otherwise counts as Extra Attack (for the purpose of qualifying for feats, spell effects, and the like).
At 6th level, you gain a bonus invocation—one which represents your growth in the lethal lore behind Eldritch Blast. Choose one invocation from the following list: Agonizing Blast, Eldritch Bind, Eldritch Elementalism, Eldritch Grasp, Eldritch Prism, Eldritch Riposte, Eldritch Severance, Eldritch Spear, Eldritch Squall, Eldritch Tentacle, Repelling Blast, Versatile Blast.
You gain another bonus invocation in this way at 12th level and again at 18th level. When you gain a level in this class, you can choose one of the bonus invocations you know and replace it with another bonus invocation from this list that you could learn at that level.
At 6th level you gain another archetype feature.
At 10th level you gain another archetype feature.
At 14th level you gain another archetype feature.
At 20th level, you have learned all you can from your patron. You gain the following abilities.
Hostile creatures within 120 feet gain vulnerability to necrotic damage. A creature with resistance to necrotic damage instead loses its resistance, and a creature immune to necrotic damage instead replaces that immunity with resistance.
Whenever you finish a long rest, you can choose a different damage type for your aura.
You learn an ultimate exploit in the laws of magic. Choose one of the following:
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 warlock level.
When you use your Eldritch Blast, you deal extra damage equal to your spellcasting ability modifier.
Prerequisite: 5th level
When you use a magic item, you ignore any requirements related to class, culture, heritage, or level.
You are under the constant effects of the mage armor spell. This effect does not emit a magical aura.
You gain proficiency in Deception and Persuasion. If you are already proficient in either of these skills, you instead gain an expertise die .
Prerequisites: Pact of the Cauldron feature
While your cauldron is summoned, you can store items within it as if it were a bag of holding, except where stated otherwise here. If your cauldron is dismissed, these items are shunted to a timeless extradimensional space along with your cauldron, but may be accessed when your cauldron is resummoned.
The mouth of the cauldron is 5 feet wide for the purposes of fitting items inside it and can store one appropriately sized item with the Bulky quality. Only you can add or remove items from your cauldron’s extradimensional space. Living creatures are expelled from your cauldron if it is dismissed or destroyed. Supply cooked in your cauldron does not lose its nourishing qualities. Using your cauldron does not affect the stored items, but you can’t access them while your cauldron is being used to cook, brew, or cast spells. You can’t teleport items stored in this extradimensional space using Dimensional Cauldron unless you first remove them from the space.
You can select this invocation whenever you learn a Secret of Arcana.
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster on a celestial, fiend, or elemental without spending spell points or material components. You must finish a long rest before you can use this invocation on the same creature again.
Prerequisite: 17th level
Your patron bestows you with a magic item worth no more than 25,000 gold. Your patron collects this item when you die or lose this invocation.
Choose one creature type from the following: aberration, celestial, elemental, fey, fiend, or undead. You are familiar with the intricacies of society and politics among those creatures, and you have advantage on checks made to interact with them or recall lore about them.
Additionally, you gain proficiency with your choice of either Arcana, Culture, History, or Religion. If you are already proficient in the chosen skill, you instead gain an expertise die .
Prerequisite: 11th level
Choose an additional patron expanded spell list. You learn all the spells on that list and they do not count against your spells known.
Prerequisites: 9th level, Pact of the Cauldron feature
A number of times per day equal to your spellcasting ability modifier, you can teleport willing creatures or objects within your cauldron as if you had cast dimension door without spending spell points. The same restrictions of the spell apply, except the creature must be Medium size and stand within the empty cauldron, and you do not need to also transport yourself (though you must be adjacent to the cauldron). Not doing so does not allow you to transport an additional creature. If you do transport yourself, the cauldron is dismissed after you pass through. You can always teleport yourself in this way, even if you would not otherwise fit inside your cauldron.
Prerequisite: 7th level
You learn the confusion spell, and the spell doesn't count against your number of spells known.
Prerequisite: 15th level
You learn an 8th-level warlock spell that you can cast once between long rests.
Prerequisite: 7th level, Eldritch Whip feature
When you hit a creature with your Eldritch Whip, you can force it to make a Constitution saving throw or be paralyzed for 1 minute. At the end of each of its turns, the paralyzed creature can repeat the saving throw, ending the effect on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other warlock features.
When you use your Eldritch Blast, you can spend 1 spell point to choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Until you complete a short or long rest, your Eldritch Blast deals your choice of force damage or the chosen damage type.
Prerequisite: 7th level
When you hit a Large-sized or smaller creature with your Eldritch Blast or when a Large-sized or smaller creature fails its saving throw against it, you can attempt to grapple the creature, using your spell save DC instead of your maneuver DC. The grapple automatically ends if the creature leaves your Eldritch Blast range or if you attempt to grapple another creature.
Prerequisite: 7th level, Eldritch Disturbance feature
You can use an action to unleash your Eldritch Blast against creatures within a 20-foot diameter cube originating at a point within 60 feet. Each creature in the area makes a Wisdom saving throw, taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.
Prerequisite: Eldritch Disturbance or Eldritch Ray feature
When a creature you can see within 30 feet deals damage to you, you can use your reaction and spend spell points to use your Eldritch Disturbance or Eldritch Ray against it. Instead of the normal damage, you deal 1d10 force damage for every 1 spell point spent activating this feature (up to a maximum equal to your proficiency bonus).
Prerequisite: 7th level, Eldritch Scythe feature
You can use an action to unleash your Eldritch Blast against creatures within a 60-foot line that is 5 feet wide. Each creature in the area makes a Dexterity saving throw, taking force damage equal to 1d10 x your proficiency bonus on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.
Prerequisite: Eldritch Ray feature
The range of your Eldritch Ray increases to 300 feet.
Prerequisite: 7th level, Eldritch Ray feature
You can use an action to unleash your Eldritch Blast against all creatures within a 30-foot cone. Each creature in the area makes a Dexterity saving throw, taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.
When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can pull the creature up to 10 feet straight toward you.
You gain proficiency with medium armor and martial weapons.
Prerequisite: 17th level
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and weapons not made from cold iron.
You can read all writing.
You learn the false life spell, and the spell doesn't count against your number of spells known. When you cast it on yourself as a 1st-level spell, you can do so without spending spell points or material components.
Prerequisites: 5th level, Pact of the Cauldron feature
Over the course of a long rest, you can summon your cauldron and produce a single potion of healing or a vial of common poison (see Common Poisons in Chapter 4: Equipment of Adventurer’s Guide) without material components (including a vial). You can produce a potion of healing or greater healing in this way, as well as basic and advanced poisons. At 11th level you can produce a potion of superior healing and potent poison, and at 15th level you can produce a potion of supreme healing. Potions and poisons produced in this way disappear if they are not used before your next long rest. You can also do so even if you are cooking or brewing with your cauldron.
You can also use your cauldron to brew any potion or poison you can craft and for which you have the material components for in half the time and for half the cost. You also gain a 1d6 expertise die on ability checks to brew it. Your cauldron can also “store” a brew in progress. As a reaction, you can render your cauldron empty for the purposes of cooking, casting a spell, or using a feature that requires your cauldron to be empty. If you store a brew in this way or if your cauldron is dismissed while brewing, the crafting process is halted, resuming when you summon your cauldron again or use your reaction to return the brew to the cauldron. If the cauldron is destroyed during this time any material components are left behind, intact.
Prerequisite: 13th level, Spellbound archetype
You can cast misty step without spending spell points, and if you do not move on your turn you can cast it without using a bonus action.
Prerequisite: Pact of the Chain feature
Your familiar can take the Attack action. Attacks made by or delivered through your familiar use your spell attack bonus and deal additional force damage equal to your proficiency bonus.
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. On subsequent turns you can use a bonus action 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.
Prerequisite: 13th level, Glorified archetype
You gain the herald class feature Sacred Aura. At 18th level, the range of your Sacred Auro expands to 30 feet.
Prerequisite: Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your spellcasting ability modifier (minimum 1).
You can cast disguise self without spending spell points.
Prerequisite: 7th level
When you choose this invocation, choose one spell of the summoning school of your choice from any spell list, up to a spell level that you are capable of casting (maximum of 5th-level). You can cast this spell once by spending an appropriate number of spell points (see Table: Spell Points). You cannot do so again until you finish a long rest.
Prerequisite: 5th level
You can cast slow once by spending 5 spell points. You cannot do so again until you finish a long rest.
You can cast silent image without spending spell points or material components.
Whenever you gain temporary hit points, increase the amount you gain by your proficiency bonus.
You gain proficiency in Insight and Intimidation. If you are already proficient in either of these skills, you instead gain an expertise die.
Prerequisite: 15th level
You can maintain concentration on two spells simultaneously. Their cumulative spell-level can be no higher than 5th-level. You roll once for concentration checks, as if you were concentrating on a single spell, and when you lose concentration both spells end.
Prerequisite: 13th level
You gain an additional Pact Boon of your choice.
Prerequisites: 5th level, Pact of the Censer feature
As a bonus action, or as part of the bonus action to direct your censer to move, you can have your censer produce a thick cloud of smoke in your square or leave a number of them in its wake. Each cloud of smoke fills a 5-foot cube, heavily obscures its area, and lasts for 1 hour. A creature can move through a cube, treating it as rough terrain, stand on the cube, or even climb its semisolid side with a DC 10 Athletics check. The cubes can support up to 500 pounds and do not block attacks or provide cover beyond obscuring the area.
You can create a maximum number of cubes equal to your proficiency bonus and can dismiss any number of them as a bonus action. You regain all uses at the end of a short or long rest. The cubes can be dispersed by a moderate wind (at least 10 miles per hour). You may select this invocation whenever you learn a Secret of Arcana.Path of Ashes Prerequisites: 5th level, Pact of the Censer feature As a bonus action, or as part of the bonus action to direct your censer to move, you can have your censer produce a thick cloud of smoke in your square or leave a number of them in its wake. Each cloud of smoke fills a 5-foot cube, heavily obscures its area, and lasts for 1 hour. A creature can move through a cube, treating it as rough terrain, stand on the cube, or even climb its semisolid side with a DC 10 Athletics check. The cubes can support up to 500 pounds and do not block attacks or provide cover beyond obscuring the area. You can create a maximum number of cubes equal to your proficiency bonus and can dismiss any number of them as a bonus action. You regain all uses at the end of a short or long rest. The cubes can be dispersed by a moderate wind (at least 10 miles per hour).
You may select this invocation whenever you learn a Secret of Arcana.
Prerequisites: 7th level, Pact of the Cauldron feature
Choose a number of spells from the Divination school equal to your proficiency bonus. You must cast these spells through your cauldron and they must be of a level you are able to cast through Pact Magic and have a range of Self. You are able to cast each spell once per long rest. At the Narrator’s discretion, some spells may not be cast in this way, such as those that create physical objects or alter your perception. The spell ends early if your cauldron is destroyed or dismissed.
You do not need to provide material components (including those with a specified cost) when casting a spell in this way, though you must provide spell components that are consumed by the spell and any that require part of a target (such as some of the target’s hair). You can choose any spells you can cast through this feature when you gain another warlock level and replace them with another Divination spell. These spells are considered warlock spells for you when cast in this way. You can choose additional spells whenever your proficiency bonus increases.
Your patron gifts you with a patron token. You are unable to sell your patron token, and if you somehow lose it the next time you finish a long rest you discover it on your person. Once your token is consumed, your patron replaces it and you find it on your person the next time you finish a long rest.
Prerequisite: 17th level
You learn a 9th-level warlock spell that you can cast once between long rests.
Your warlock cantrips deal extra damage equal to your spellcasting ability modifier.
Prerequisite: 11th level, Alienist archetype
When you cast a warlock spell, you may choose to do so psionically without the need for seen or vocalized components. Once you have used this feature a number of times equal to your spellcasting ability modifier, you cannot do so again until you finish a long rest.
Prerequisite: 5th level
You can cast animate dead once by spending 5 spell points; you can instead cast it as 4th-level spell by spending 6 spell points, or as a 5th-level spell by spending 7 spell points. You cannot do so again until you finish a long rest.
When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can push the creature up to 10 feet away from you in a straight line.
Prerequisite: 7th level
You can cast polymorph once by spending 6 spell points. You cannot do so again until you finish a long rest.
Prerequisite: 15h level
Choose one of the following damage types: cold, fire, lightning, necrotic, psychic, radiant. Whenever you spend spell points, you can choose to unleash energy that deals an equal amount of damage of the chosen type to hostile creatures within 15 feet of you.
Prerequisite: 13th level
You learn a 7th-level warlock spell that you can cast once between long rests.
Prerequisites: Pact of the Censer feature
As an action, you may cause your censer to billow a dense cloud of colorful smoke. This forms into a smoky shade of yourself in an adjacent square. This shade can’t create sound, light, scent (aside from a faint, smoky fragrance), or other sensory effects, though it can be the target of spells that create such effects. As a bonus action or as part of the bonus action to move your censor, you can mentally command this image of smoke to act however you wish (including interacting with a smoky version of any item in your possession when the shade was created), but it always remains centered on the censer.
The shade is revealed as smoke with any physical interaction, as physical objects and creatures pass through it, though it grants your censer total cover. An Investigation check against your spell save DC also reveals the shade is an illusion. The shade holds its form in light and moderate winds, but distorts in strong winds, revealing it to be an illusion. The shade only grants half cover to your censer against attacks made by creatures that have seen it as an illusion. The shade remains for a 1 minute, until you dismiss it (no action required), or if leave your censer’s range.
Once you have used this feature a number of times equal to your spellcasting ability modifier, you can’t do so again until you finish a long rest.
Prerequisite: 11th level
You learn a 6th-level warlock spell that you can cast once between long rests.
Prerequisite: 5th level
You learn the bestow curse spell, and the spell doesn't count against your number of spells known.
Prerequisites: 7th level, Pact of the Censer feature Your censer now has a number of charges equal to your spellcasting ability modifier and regains all spent charges after you take a short or long rest. While your censer is summoned, you can expend 1 charge to cast fog cloud without spending spell points. You can also expend 3 charges to cast stinking cloud without spending spell points.
You must be holding your censer to cast these spells, which visually appear to be smoke. You may expend an extra charge when you cast one of these spells through your censer to grant yourself the ability to see in these clouds as if the area were only lightly obscured or two charges to grant yourself and a number of creatures up to your spellcasting ability modifier within 30 feet the ability to see in these clouds as if the area were only lightly obscured.
When you cast one of the above spells using this feature you are not required to immediately concentrate on the spell. However, the spell ends if your censer leaves your hand or if you spend any additional charges.
Prerequisite: 9th level
You can cast geas once by spending 7 spell points. You cannot do so again until you finish a long rest.
If the command of the geas is the stipulation of an agreement to which the target consents, the target automatically fails its saving throw against this spell.
You learn the bane spell, and the spell doesn't count against your number of spells known.
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Prerequisites: 15th level, Pact of the Censer feature You can cast incendiary cloud once by spending 7 spell points. You can’t do so again until you finish a long rest. You can spend an additional 7 spell points to center the spell’s effect on your censer, which allows the area of effect to move as your censer moves. Your censer’s Speed is halved while this spell is active and it is not damaged by the spell’s effects.
Prerequisite: 15th level
When you fail a saving throw, you can spend 5 spell points to reroll it and take the second result.
You learn an additional Eldritch Blast feature of your choice.
You can take this invocation a second and third time, each time learning a new Eldritch Blast feature.
Prerequisite: Pact of the Chain feature
So long as you are on the same plane of existence, you can communicate telepathically with your familiar, perceive through your familiar’s senses, and also speak through your familiar in your own voice (even if your familiar is normally incapable of speech).
Prerequisite: 9th level
You can cast speak with dead without spending spell points.
Prerequisite: 15th level, Diabolist archetype
You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become undead, gaining the skeleton or zombie template with no changes to your ability scores.
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.
Prerequisite: 7th level
You learn the black tentacles spell, and the spell doesn't count against your number of spells known.
When you gain access to a new secret of arcana, choose one of the following. Some secrets have requirements, such as minimum warlock level, class feature, or another secret. You must meet those requirements before you choose that secret.
Prerequisite: 9th level
You can cast levitate on yourself without spending spell points or material components.
You are under the constant effects of the speak with animals spell. This effect does not emit a magical aura.
Prerequisite: Pact of the Tome feature
The complex sigils and symbols of ritual magic appear in your Book of Shadows. Choose two 1st-level spells that have the ritual tag. The spells appear in the book and don’t count against the number of spells you know. While the book is in your possession, you can cast these spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
When you find a spell with the ritual tag, you can transcribe it into your Book of Shadows if the spell’s level is equal to or less than half your warlock level (rounded up). For each level of the spell, the transcription process takes 2 hours and costs 50 gold for the rare inks needed to inscribe it.
You can see normally in all types of darkness (including magical) to a distance of 120 feet.
You can cast detect magic without spending spell points.
Prerequisite: 13th level
You are under the constant effects of the nondetection spell.
Prerequisite: 15th level
You can cast alter self without spending spell points.
Prerequisite: 3rd level
Using a reflective object, such as an ordinary mirror or the smooth surface of water, you can commune with your patron or their emissary. You may do so during a short or long rest, receiving or conveying information related to your master’s bidding. This entity may also use such surfaces to bridge communication with you on its own terms.
You can also use this invocation to cast augury without spending spell points. Casting the spell in this way does not require material components, although you do need a reflective surface by which your patron might appear to you. Once you cast the spell in this way, you cannot do so again until you finish a long rest.
Prerequisite: 5th level
You can use an action to become invisible while you are in an area of dim light or darkness. Your invisibility lasts until you move, take an action, or use your reaction.
You are under the constant effects of the jump spell. This effect does not emit a magical aura.
You automatically know when you are within 1 mile of a portal or gateway to another plane, even if it is inactive or malfunctioning (but not destroyed).
You have advantage on checks made to locate this portal, and gain an expertise die on any checks you make to stabilize, activate, or open it.
Prerequisite: 15th level
You can cast invisibility without spending spell points.
Prerequisite: 7th level
You can cast arcane eye once without spending spell points. You cannot do so again until you finish a long rest.
At 15th level, you can instead cast arcane eye at will.
You automatically know when an aberration, celestial, elemental, fey, fiend, or undead creature has been in a space within 30 feet of you within the past 24 hours, though not which type of creature triggered this invocation.
Additionally, you gain an expertise die on Perception checks, and you have advantage on checks made to track these creatures.