Talewrite

Warlock

5e class · 2014 rules, SRD 5.1

Hit die
d8
Saving throws
Wisdom, Charisma
Skills
Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
Armor
Light Armor
Weapons
Simple Weapons
Subclass at
1st level
Ability Score Improvements
4th, 8th, 12th, 16th, 19th

The Warlock table

LevelProficiency bonusFeaturesCantrips1st2nd3rd4th5th
1st+2Otherworldly Patron, Pact Magic21————
2nd+2Eldritch Invocations22————
3rd+2Pact Boon2—2———
4th+2—3—2———
5th+3—3——2——
6th+3Otherworldly Patron feature3——2——
7th+3—3———2—
8th+3—3———2—
9th+4—3————2
10th+4Otherworldly Patron feature4————2
11th+4Mystic Arcanum (6th level)4————3
12th+4—4————3
13th+5Mystic Arcanum (7th level)4————3
14th+5Otherworldly Patron feature4————3
15th+5Mystic Arcanum (8th level)4————3
16th+5—4————3
17th+6Mystic Arcanum (9th level)4————4
18th+6—4————4
19th+6—4————4
20th+6Eldritch Master4————4

Class features

Otherworldly Patron (1st level)

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

Pact Magic (1st level)

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Eldritch Invocations (2nd level)

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. 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.

Pact Boon (3rd level)

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.

Otherworldly Patron feature (6th level)

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

Mystic Arcanum (6th level) (11th 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.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th level) (13th 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.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (8th level) (15th 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.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (9th level) (17th 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.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master (20th level)

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.

Subclass in the SRD 5.1

Fiend

Dark One's Blessing (1st level)

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).

Dark One's Own Luck (6th level)

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 d10 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 (10th level)

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.

Hurl Through Hell (14th level)

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.

Also in the 2024 rules.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (CC-BY-4.0). Talewrite is not affiliated with or endorsed by Wizards of the Coast.