The Warlock

Class Features


Level Proficiency
1st +2 2 2 2 1st Otherworldly Patron, Pact Boon, Pact Magic
2nd +2 2 3 3 1st 2 Eldritch Invocations, Sacrificial Bargain
3rd +2 2 4 4 2nd 2 Pact Boon Features
4th +2 3 5 5 2nd 2 Ability Score Improvement
5th +3 3 6 5 3rd 3 Pact Boon Features
6th +3 3 7 6 3rd 3 Otherworldly Patron Features
7th +3 3 8 6 4th 4 Pact Boon Features
8th +3 3 9 7 4th 4 Greater Ability Score Improvement
9th +4 3 10 7 5th 5 Pact Boon Features
10th +4 4 10 8 5th 5 Mystic Arcanum, Otherworldly Patron Features

Hit Points

  • Hit Dice: 1d8 per warlock level.
  • Hit Points (1st-level): 8 + your Constitution modifier.
  • Hit Points (Higher Levels): 1d8 (or 5) + your Constitution modifier per warlock level after 1st.


  • Armor: Light armor.
  • Weapons: Simple weapons.
  • Tools: None.
  • Saving Throws: Wisdom, Intelligence.
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.


Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):

A. Preset Equipment

  • (a) a light crossbow and 20 bolts or (b) a 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.

B. Custom Equipment

You gain 4d4 x 10 gold pieces (or 100 gp). You may spend some or all of this gold to purchase your own equipment.

Class Features

As a warlock, you gain the following class features.

1Otherworldly Patron

Choose an Otherworldly Patron. You gain features from your Otherworldly Patron at 1st, 2nd, 6th, and 10th-level.


Each patron has a set of three guiding agendas—its demands—that help to direct you in the service of your patron. Honor these demands to gain—and maintain—the favor of your patron.

Eldritch Favor: If you make a notable sacrifice in the service of a demand, your patron may bless you with eldritch favor. You can hold a maximum number of eldritch favors at one time equal to your Intelligence modifier (minimum 1). On your turn, as a free action, you may spend one eldritch favor to do one of the following:

  • Gain Stamina: Regain 1 expended hit die.
  • Gain Power: Regain 1 expended 1st-level spell slot.
  • Twist Fate: Reroll 1 ability check, attack roll, or saving throw. You must accept the second result.
  • Cause Pain: Reroll all damage dice of an attack you have just made. You may accept either result.
  • Forgiveness: Forgive one transgression you have made.

Transgression: If your patron decides that you have actively broken or rejected a demand, some of your eldritch power may be stripped away for a time.

Roll a d6 and check the Transgression table below to find out which class feature you lose access to, rerolling any result that doesn't fully apply to you.


d6 Feature Lost
1 Patron Spells
2 Sacrificial Bargain
3 1 Invocation
4 1d4 spell slots
5-6 Another Feature

Penance: If you have transgressed, you will have to perform a penance to regain your patron's favor. The scale of this penance may vary depending on the severity of your transgression, but some common forms include:

  • Offering: You make an offering of goods, knowledge, coin, or time in your patron's name.
  • Confess: You confess your transgression to a higher-ranking agent of your patron and are forgiven.
  • Worship: You spend a period of time in dedicated worship of your patron.
  • Serve: You undertake an eldritch quest in the service of your patron and their agenda.
  • Sacrifice: You give up something of significant personal value.

If your penance is accepted, you regain one lost feature.

Patron Spells

Your patron offers you a unique list of spells—its patron spells. You may add these the list of warlock spells you can learn.

Pact Boon

To mark the initiation of your pact bargain, you are rewarded with a boon from your patron—an eldritch weapon, a book of forbidden secrets, a trinket that summons a bound familiar, a wand of destructive power, etc. You may choose one boon from the list of Pact Boons.

Spellcasting Focus: For as long as you are holding or wearing it, your pact boon acts as a spellcasting focus for your warlock spells.

1Pact Magic

The pact you have struck with your patron has given you the ability to cast spells.


You know two cantrips of your choice from the warlock spell list.

Learning New Cantrips: You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Class Features (Warlock) table.

Replacing Known Cantrips: When you gain a level in this class, you can choose one of the warlock cantrips you know and replace it with another cantrip from the warlock spell list.

Spell Slots

The Class Features (Warlock) table shows how many spell slots you have. 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 long rest.

For example, when you are 5th-level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, 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.

Learning New Spells: The Spells Known column of the Class Features (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 your maximum Slot Level.

When you reach 6th-level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd-level.

Replacing Known Spells: 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 no higher than your maximum Slot Level.

Spellcasting Ability

Intelligence is your spellcasting ability for your warlock spells. Use your Intelligence modifier to determine the saving throw DC or attack modifier for a warlock spell you cast.

Spellcasting Ability

Spell save DC: 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier: your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You use an arcane focus or your pact boon item as a spellcasting focus for your warlock spells.

Eldritch Versatility

When you finish a long rest, you may replace one of your known warlock spells (including cantrips) with another spell from the warlock spell list. The new spell must be of the same spell level as the spell you replace.

2Sacrificial Bargain

When you cast a warlock spell of 1st-level or higher, you may spend a number of hit die equal to your warlock spell level to cast the spell without expending a spell slot. If the spell can't be cast at a higher level, you may instead spend a number of hit die equal to the spell's maximum casting level.

You can use this feature up to three times. You regain expended uses when you finish a long rest.

2Eldritch Invocations

You gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice—as shown in the Invocations Known column of the Class Features (Warlock) table.

Replacing Invocations: 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.

Patron Invocations

You gain access to six unique invocations from your Otherworldly Patron. Add these to your list of Eldritch Invocation options

4Ability Score Improvement

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.

10Mystic Arcanum

You gain a spell of formidable power from your patron—choose one of the following as your mystic arcanum.

You may cast your mystic arcanum as a 6th-level spell without expending a spell slot or material components. You can't do so again until you finish a long rest.

Mystic Arcanum

01-05Arcane Gate
06-10Circle of Death
11-15Conjure Fey
16-20Create Homunculus
21-25Create Undead
31-35Flesh to Stone
36-40Investiture of Flame
41-45Investiture of Ice
46-50Investiture of Stone
51-55Investiture of Wind
56-60Magic Jar
61-65Mass Suggestion
66-70Mental Prison
76-80Soul Cage
81-85True Seeing

Spell List

Class Feature (Warlock)


01-07Blade Ward
08-14Chill Touch
15-21Create Bonfire
43-49Mage Hand
50-56Magic Stone
57-63Minor Illusion
64-70Poison Spray
85-91Toll the Dead
92-98True Strike


01-07Armor of Agathys
08-14Arms of Hadar
15-21Cause Fear
22-28Charm Person
29-35Comprehend Languages
36-42Expeditious Retreat
43-49Hellish Rebuke
57-63Illusory Script
64-70Protection from Evil and Good
78-84Unseen Servant
85-91Witch Bolt


01-06Cloud of Daggers
07-12Crown of Madness
31-36Hold Person
49-54Mind Spike
55-60Mirror Image
61-66Misty Step
67-72Ray of Enfeeblement
73-78Shadow Blade
85-90Spider Climb


01-05Animate Dead
11-15Dispel Magic
16-20Enemies Abound
31-35Gaseous Form
36-40Hunger of Hadar
41-45Hypnotic Pattern
46-50Life Transference
51-55Magic Circle
56-60Major Image
61-65Remove Curse
66-70Summon Lesser Demons
71-75Thunder Step
81-85Vampiric Touch


23-33Charm Monster
34-44Dimension Door
45-55Elemental Bane
56-66Hallucinatory Terrain
67-77Shadow of Moil
78-88Sickening Radiance
89-99Summon Greater Demon


01-06Contact Other Plane
07-12Danse Macabre
25-30Far Step
31-36Hold Monster
37-42Infernal Calling
49-54Modify Memory
55-60Negative Energy Flood
61-66Planar Binding
73-78Synaptic Static
79-84Teleportation Circle
85-90Wall of Light