Secret Lesson 49
Warlock, Eldritch Invocation Options, the Warlock Spell List, and the Fiend Patron
The Sorcerer's magic comes from:
WITHIN
The Warlock follows a very different path.
A Warlock gains supernatural power through:
A PACT
with:
A MYSTERIOUS OTHERWORLDLY ENTITY
That relationship gives the Warlock access to:
PACT MAGIC
and to strange pieces of supernatural knowledge called:
ELDRITCH INVOCATIONS
These Invocations make the Warlock one of the most:
CUSTOMIZABLE
Classes in the game.
One Warlock might specialize in:
ELDRITCH BLAST
Another might become a supernatural:
WEAPON FIGHTER
Another might control:
A FAMILIAR
Another might become a collector of:
RITUAL MAGIC
Another might develop extraordinary:
SENSES
DISGUISES
MOBILITY
or:
DEFENSIVE POWERS
The SRD subclass is:
FIEND PATRON
a Warlock whose pact draws power from:
THE LOWER PLANES
and grants abilities involving:
TEMPORARY HIT POINTS
SUPERNATURAL LUCK
DAMAGE RESISTANCE
FIRE MAGIC
and eventually:
HURLING ENEMIES THROUGH HELL
PART ONE — CORE WARLOCK TRAITS
The Warlock's Primary Ability is:
CHARISMA
Its Hit Point Die is:
D8 PER WARLOCK LEVEL
SAVING THROW PROFICIENCIES
The Warlock is proficient in:
WISDOM
and:
CHARISMA SAVING THROWS
SKILL PROFICIENCIES
Choose:
TWO
from:
-
Arcana
-
Deception
-
History
-
Intimidation
-
Investigation
-
Nature
-
Religion
WEAPON PROFICIENCIES
The Warlock has proficiency with:
SIMPLE WEAPONS
ARMOR TRAINING
The Warlock has training with:
LIGHT ARMOR
STARTING EQUIPMENT
A level 1 Warlock can choose:
OPTION A
-
Leather Armor
-
Sickle
-
2 Daggers
-
Arcane Focus, orb
-
Book of occult lore
-
Scholar's Pack
-
15 GP
or:
OPTION B
100 GP
MULTICLASSING INTO WARLOCK
If Warlock isn't your original Class, you gain:
THE WARLOCK HIT POINT DIE
and:
LIGHT ARMOR TRAINING
You also gain:
THE WARLOCK'S LEVEL 1 FEATURES
The normal multiclassing rules determine how Pact Magic interacts with other forms of Spellcasting.
PART TWO — COMPLETE WARLOCK PROGRESSION
| Level | PB | Major Features | Invocations | Cantrips | Prepared Spells | Pact Slots | Slot Level |
|---|---|---|---|---|---|---|---|
| 1 | +2 | Eldritch Invocations, Pact Magic | 1 | 2 | 2 | 1 | 1 |
| 2 | +2 | Magical Cunning | 3 | 2 | 3 | 2 | 1 |
| 3 | +2 | Warlock Subclass | 3 | 2 | 4 | 2 | 2 |
| 4 | +2 | Ability Score Improvement | 3 | 3 | 5 | 2 | 2 |
| 5 | +3 | — | 5 | 3 | 6 | 2 | 3 |
| 6 | +3 | Subclass Feature | 5 | 3 | 7 | 2 | 3 |
| 7 | +3 | — | 6 | 3 | 8 | 2 | 4 |
| 8 | +3 | Ability Score Improvement | 6 | 3 | 9 | 2 | 4 |
| 9 | +4 | Contact Patron | 7 | 3 | 10 | 2 | 5 |
| 10 | +4 | Subclass Feature | 7 | 4 | 10 | 2 | 5 |
| 11 | +4 | Mystic Arcanum, Level 6 | 7 | 4 | 11 | 3 | 5 |
| 12 | +4 | Ability Score Improvement | 8 | 4 | 11 | 3 | 5 |
| 13 | +5 | Mystic Arcanum, Level 7 | 8 | 4 | 12 | 3 | 5 |
| 14 | +5 | Subclass Feature | 8 | 4 | 12 | 3 | 5 |
| 15 | +5 | Mystic Arcanum, Level 8 | 9 | 4 | 13 | 3 | 5 |
| 16 | +5 | Ability Score Improvement | 9 | 4 | 13 | 3 | 5 |
| 17 | +6 | Mystic Arcanum, Level 9 | 9 | 4 | 14 | 4 | 5 |
| 18 | +6 | — | 10 | 4 | 14 | 4 | 5 |
| 19 | +6 | Epic Boon | 10 | 4 | 15 | 4 | 5 |
| 20 | +6 | Eldritch Master | 10 | 4 | 15 | 4 | 5 |
The most unusual part of this table is:
PACT MAGIC
Warlock Spell Slots work very differently from the Spell Slots of most other spellcasting Classes.
PART THREE — LEVEL 1: ELDRITCH INVOCATIONS
At level 1, the Warlock gains:
ELDRITCH INVOCATIONS
These are supernatural abilities created by:
FORBIDDEN KNOWLEDGE
OCCULT SECRETS
and:
ELDRITCH LESSONS
At level 1, choose:
ONE INVOCATION
The SRD suggests:
PACT OF THE TOME
as one possible choice.
INVOCATION PROGRESSION
The number of Invocations increases rapidly.
Level 1
1
Level 2
3
Level 5
5
Level 7
6
Level 9
7
Level 12
8
Level 15
9
Level 18
10
PREREQUISITES
Some Invocations have requirements.
For example:
LEVEL 5+ WARLOCK
or:
PACT OF THE BLADE
You can't choose an Invocation unless:
YOU MEET ALL ITS PREREQUISITES
REPLACING INVOCATIONS
Whenever you gain:
A WARLOCK LEVEL
you can replace one Invocation with:
ANOTHER INVOCATION
for which you qualify.
IMPORTANT RESTRICTION
You can't replace an Invocation if that Invocation is currently:
A PREREQUISITE
for another Invocation you have.
REPEATING INVOCATIONS
Normally:
YOU CAN'T CHOOSE THE SAME INVOCATION TWICE
unless its description specifically says:
REPEATABLE
Several SRD Invocations have this property.
PART FOUR — LEVEL 1: PACT MAGIC
The Warlock's spellcasting feature is:
PACT MAGIC
Through an occult ceremony, the Warlock has formed a pact with a mysterious entity and gained the ability to cast spells.
CANTRIPS
At level 1, choose:
TWO WARLOCK CANTRIPS
The SRD recommends:
ELDRITCH BLAST
and:
PRESTIDIGITATION
CHANGING CANTRIPS
Whenever you gain:
A WARLOCK LEVEL
you can replace one Cantrip from Pact Magic with:
ANOTHER WARLOCK CANTRIP
MORE CANTRIPS
At level 4:
3 CANTRIPS
At level 10:
4 CANTRIPS
PART FIVE — PACT MAGIC SPELL SLOTS
This is where Warlock Spellcasting becomes unusual.
All your Pact Magic Spell Slots are:
THE SAME LEVEL
That level increases as you advance.
PACT SLOT LEVEL
Warlock 1–2
LEVEL 1
Warlock 3–4
LEVEL 2
Warlock 5–6
LEVEL 3
Warlock 7–8
LEVEL 4
Warlock 9–20
LEVEL 5
EXAMPLE — LEVEL 5 WARLOCK
You possess:
TWO PACT MAGIC SPELL SLOTS
Both are:
LEVEL 3
Suppose you cast:
CHARM PERSON
which is normally a level 1 spell.
You spend one of your Pact Magic slots.
Because that slot is level 3:
YOU CAST CHARM PERSON AS A LEVEL 3 SPELL
if the spell has a relevant higher-level effect.
THE WARLOCK HAS FEWER SPELL SLOTS
A Warlock doesn't have the large spread of slots possessed by Classes such as:
WIZARD
CLERIC
or:
SORCERER
Instead, the Warlock has:
FEWER SLOTS
but receives an extremely important advantage.
SHORT REST RECOVERY
You regain:
ALL EXPENDED PACT MAGIC SPELL SLOTS
whenever you finish:
A SHORT REST
or:
A LONG REST
This is one of the defining characteristics of Pact Magic.
EXAMPLE — LEVEL 9 WARLOCK
You have:
TWO LEVEL 5 PACT SLOTS
You cast two spells.
Remaining:
0
You finish:
A SHORT REST
You return to:
TWO LEVEL 5 PACT SLOTS
PART SIX — PREPARED WARLOCK SPELLS
At level 1:
PREPARE TWO LEVEL 1 WARLOCK SPELLS
The SRD recommends:
CHARM PERSON
and:
HEX
GAINING MORE SPELLS
As the Prepared Spells column increases, add new Warlock spells until your prepared total matches:
THE CLASS TABLE
You can choose spells no higher than:
YOUR CURRENT PACT SLOT LEVEL
EXAMPLE — LEVEL 6
Slot Level:
3
Prepared Spells:
7
Your prepared list can contain Warlock spells of:
LEVEL 1
LEVEL 2
and:
LEVEL 3
ALWAYS-PREPARED SPELLS
If another Warlock feature gives you a spell that is:
ALWAYS PREPARED
it:
DOESN'T COUNT
against your normal Prepared Spells total.
It still functions as:
A WARLOCK SPELL FOR YOU
CHANGING A PREPARED SPELL
Whenever you gain:
A WARLOCK LEVEL
you may replace:
ONE PREPARED WARLOCK SPELL
with another eligible Warlock spell.
SPELLCASTING ABILITY
Warlock spells use:
CHARISMA
Therefore:
WARLOCK SPELL SAVE DC
8 + Charisma modifier + Proficiency Bonus
and:
WARLOCK SPELL ATTACK BONUS
Charisma modifier + Proficiency Bonus
SPELLCASTING FOCUS
A Warlock can use:
AN ARCANE FOCUS
as a Spellcasting Focus for Warlock spells.
PART SEVEN — ELDRITCH BLAST
Because several Eldritch Invocations directly modify it, we should understand:
ELDRITCH BLAST
now.
It is an:
EVOCATION CANTRIP
Casting Time:
ACTION
Range:
120 FEET
ATTACK
Make:
A RANGED SPELL ATTACK
against one creature or object.
On a hit:
1D10 FORCE DAMAGE
CANTRIP UPGRADE
At character level 5:
TWO BEAMS
At level 11:
THREE BEAMS
At level 17:
FOUR BEAMS
SEPARATE ATTACK ROLLS
Each beam makes:
ITS OWN ATTACK ROLL
You can direct the beams at:
THE SAME TARGET
or:
DIFFERENT TARGETS
EXAMPLE — LEVEL 17
Eldritch Blast creates:
FOUR BEAMS
Each successful beam deals:
1D10 FORCE DAMAGE
Without any Invocations, four hits could therefore deal:
4D10 FORCE DAMAGE
But Invocations can make this Cantrip significantly more powerful.
PART EIGHT — HEX
Another classic Warlock spell is:
HEX
It is a:
LEVEL 1 ENCHANTMENT SPELL
Casting Time:
BONUS ACTION
Range:
90 FEET
Duration:
CONCENTRATION, UP TO 1 HOUR
EFFECT
Choose a creature you can see.
Whenever you hit that creature with:
AN ATTACK ROLL
you deal:
+1D6 NECROTIC DAMAGE
ABILITY CHECK PENALTY
Choose one ability when you cast Hex.
The target has:
DISADVANTAGE
on Ability Checks using that ability.
MOVING THE CURSE
If the target drops to:
0 HIT POINTS
before the spell ends, you can use:
A BONUS ACTION
on a later turn to move Hex to:
A NEW CREATURE
LONGER DURATION
Higher-level Spell Slots increase the maximum Concentration duration.
Level 2 Slot
UP TO 4 HOURS
Level 3–4 Slot
UP TO 8 HOURS
Level 5+
UP TO 24 HOURS
This works particularly naturally with Pact Magic because the Warlock's Pact Slots automatically rise in level.
PART NINE — LEVEL 2: MAGICAL CUNNING
At level 2, the Warlock gains another way to recover Pact Magic slots:
MAGICAL CUNNING
Perform an:
ESOTERIC RITE
for:
1 MINUTE
At the end of the rite, recover expended Pact Magic slots up to:
HALF YOUR MAXIMUM
round:
UP
EXAMPLE — MAXIMUM 2 SLOTS
Half of 2:
1
Magical Cunning restores up to:
1 SLOT
MAXIMUM 3 SLOTS
Half of 3:
1.5
Round up:
2 SLOTS
MAXIMUM 4 SLOTS
Half of 4:
2
Restore up to:
2 SLOTS
RECOVERY
Once you use Magical Cunning:
LONG REST REQUIRED
before you can use it again.
WHY THIS MATTERS
Normally, your Pact Slots return after:
A SHORT REST
Magical Cunning gives the Warlock a way to regain some of those slots even when the party:
CAN'T TAKE A FULL SHORT REST
provided the Warlock can complete the one-minute rite.
PART TEN — LEVEL 3: WARLOCK SUBCLASS
At level 3:
CHOOSE A WARLOCK SUBCLASS
The SRD provides:
FIEND PATRON
Subclass features occur at levels:
3
6
10
and:
14
PART ELEVEN — LEVEL 4: ABILITY SCORE IMPROVEMENT
At level 4, gain:
ABILITY SCORE IMPROVEMENT
or another Feat for which you qualify.
You gain this feature again at:
LEVEL 8
LEVEL 12
and:
LEVEL 16
For most Warlocks:
CHARISMA
is especially valuable because it powers:
WARLOCK SPELLCASTING
and several Invocations and subclass features.
PART TWELVE — LEVEL 9: CONTACT PATRON
At level 9, the Warlock's relationship with the patron becomes more direct.
You always have:
CONTACT OTHER PLANE
prepared.
FREE CASTING
You can cast Contact Other Plane:
WITHOUT EXPENDING A SPELL SLOT
when using the spell to contact:
YOUR PATRON
AUTOMATIC SUCCESS
Contact Other Plane normally contains a Saving Throw.
When you use Contact Patron:
YOU AUTOMATICALLY SUCCEED
on that Saving Throw.
RECOVERY
Once you cast Contact Other Plane through this feature:
LONG REST REQUIRED
before doing so again.
PART THIRTEEN — LEVEL 11: MYSTIC ARCANUM
The Warlock's Pact Magic slots stop increasing beyond:
LEVEL 5
But that doesn't mean the Warlock can never cast:
LEVEL 6–9 SPELLS
Instead, the Class uses:
MYSTIC ARCANUM
LEVEL 11
Choose:
ONE LEVEL 6 WARLOCK SPELL
This becomes your:
LEVEL 6 ARCANUM
You can cast it:
ONCE WITHOUT A SPELL SLOT
Then you must finish:
A LONG REST
before casting it through Mystic Arcanum again.
LEVEL 13
Gain:
ONE LEVEL 7 WARLOCK SPELL
as another Arcanum.
LEVEL 15
Gain:
ONE LEVEL 8 WARLOCK SPELL
LEVEL 17
Gain:
ONE LEVEL 9 WARLOCK SPELL
HIGH-LEVEL ARCANUM COLLECTION
By level 17, you can therefore possess:
ONE LEVEL 6 ARCANUM
ONE LEVEL 7 ARCANUM
ONE LEVEL 8 ARCANUM
and:
ONE LEVEL 9 ARCANUM
Each can be cast:
ONCE
between Long Rests through Mystic Arcanum.
REPLACING AN ARCANUM
Whenever you gain:
A WARLOCK LEVEL
you can replace one Arcanum spell with:
ANOTHER WARLOCK SPELL OF THE SAME LEVEL
IMPORTANT DISTINCTION
Mystic Arcanum doesn't give you:
LEVEL 6–9 PACT MAGIC SPELL SLOTS
Your Pact Magic slots remain:
LEVEL 5
Mystic Arcanum is a:
SEPARATE SYSTEM
for high-level Warlock magic.
PART FOURTEEN — LEVEL 19: EPIC BOON
At level 19:
GAIN AN EPIC BOON FEAT
or another Feat for which you qualify.
The SRD recommends:
BOON OF FATE
Epic Boons will be covered completely in:
LESSON 59
PART FIFTEEN — LEVEL 20: ELDRITCH MASTER
At level 20:
MAGICAL CUNNING IMPROVES
Normally Magical Cunning restores no more than:
HALF YOUR MAXIMUM PACT SLOTS
At level 20, whenever you use it:
REGAIN ALL EXPENDED PACT MAGIC SPELL SLOTS
EXAMPLE
Level 20 Warlock:
4 LEVEL 5 PACT SLOTS
All four are expended.
Perform Magical Cunning.
After:
1 MINUTE
you recover:
ALL FOUR LEVEL 5 SLOTS
PART SIXTEEN — EVERY ELDRITCH INVOCATION IN THE SRD
Now we reach the Warlock's enormous customization system.
The SRD contains:
28 ELDRITCH INVOCATION OPTIONS
We will cover every one.
1 — AGONIZING BLAST
Prerequisite:
LEVEL 2+ WARLOCK
and a:
WARLOCK CANTRIP THAT DEALS DAMAGE
Choose one damaging Warlock Cantrip you know.
You can add your:
CHARISMA MODIFIER
to that spell's:
DAMAGE ROLLS
EXAMPLE — ELDRITCH BLAST
Charisma modifier:
+4
A successful Eldritch Blast beam deals:
1D10 FORCE
With Agonizing Blast:
1D10 + 4 FORCE
Because Eldritch Blast eventually creates several beams with separate damage rolls, this Invocation can become especially important.
REPEATABLE
You can take Agonizing Blast multiple times.
Each time:
CHOOSE A DIFFERENT ELIGIBLE CANTRIP
2 — ARMOR OF SHADOWS
You can cast:
MAGE ARMOR
on:
YOURSELF
without expending:
A SPELL SLOT
This provides a repeatable defensive option without consuming Pact Magic.
3 — ASCENDANT STEP
Prerequisite:
LEVEL 5+ WARLOCK
You can cast:
LEVITATE
on yourself without expending:
A SPELL SLOT
4 — DEVIL'S SIGHT
Prerequisite:
LEVEL 2+ WARLOCK
You can see normally in:
DIM LIGHT
and:
DARKNESS
whether the Darkness is:
MAGICAL
or:
NONMAGICAL
within:
120 FEET
IMPORTANT
Devil's Sight explicitly works through:
MAGICAL DARKNESS
which makes it different from ordinary Darkvision.
5 — DEVOURING BLADE
Prerequisites:
LEVEL 12+ WARLOCK
and:
THIRSTING BLADE
Normally Thirsting Blade gives one additional attack through Extra Attack.
Devouring Blade upgrades it so that the Extra Attack feature gives:
TWO EXTRA ATTACKS
instead.
TOTAL
With the pact weapon, your Attack action can therefore make:
THREE ATTACKS
6 — ELDRITCH MIND
You have:
ADVANTAGE
on Constitution Saving Throws made to maintain:
CONCENTRATION
This can be particularly useful for spells such as:
HEX
and other Concentration spells.
7 — ELDRITCH SMITE
Prerequisites:
LEVEL 5+ WARLOCK
and:
PACT OF THE BLADE
Once per turn, when you hit a creature with:
YOUR PACT WEAPON
you may expend:
ONE PACT MAGIC SPELL SLOT
DAMAGE
Deal:
1D8 FORCE DAMAGE
plus:
1D8 PER LEVEL OF THE PACT SLOT
LEVEL 3 PACT SLOT
1d8 + 3d8 =
4D8 FORCE DAMAGE
LEVEL 5 PACT SLOT
1d8 + 5d8 =
6D8 FORCE DAMAGE
PRONE
You may also give the target:
THE PRONE CONDITION
if it is:
HUGE OR SMALLER
8 — ELDRITCH SPEAR
Prerequisites:
LEVEL 2+ WARLOCK
and a damaging Warlock Cantrip with a range of:
AT LEAST 10 FEET
Choose one qualifying Cantrip.
Its range increases by:
30 FEET × WARLOCK LEVEL
EXAMPLE — LEVEL 5
Increase:
30 × 5 =
+150 FEET
If applied to Eldritch Blast:
Base range:
120 FEET
New range:
120 + 150 =
270 FEET
REPEATABLE
You may take Eldritch Spear more than once.
Each time:
CHOOSE ANOTHER ELIGIBLE CANTRIP
9 — FIENDISH VIGOR
Prerequisite:
LEVEL 2+ WARLOCK
You can cast:
FALSE LIFE
on yourself without expending:
A SPELL SLOT
MAXIMUM DIE RESULT
When you cast False Life through this Invocation:
DON'T ROLL
the spell's die for Temporary Hit Points.
Instead:
USE THE HIGHEST POSSIBLE RESULT
on that die.
This makes the defensive benefit:
RELIABLE
rather than random.
10 — GAZE OF TWO MINDS
Prerequisite:
LEVEL 5+ WARLOCK
As a:
BONUS ACTION
touch a:
WILLING CREATURE
You perceive through its senses until:
THE END OF YOUR NEXT TURN
MAINTAINING THE CONNECTION
On later turns:
BONUS ACTION
extends the connection until the end of your next turn.
The creature must remain:
ON THE SAME PLANE OF EXISTENCE
SPECIAL SENSES
While perceiving through the creature, you benefit from:
ITS SPECIAL SENSES
CASTING THROUGH THE CONNECTION
If you and the creature are within:
60 FEET
of each other, you can cast spells as though you were standing in:
YOUR SPACE
or:
THE CREATURE'S SPACE
This creates extraordinary tactical possibilities for:
POSITIONING SPELLS
11 — GIFT OF THE DEPTHS
Prerequisite:
LEVEL 5+ WARLOCK
You can:
BREATHE UNDERWATER
You also gain:
A SWIM SPEED EQUAL TO YOUR SPEED
WATER BREATHING
You may cast:
WATER BREATHING
once without expending a Spell Slot.
You regain this free casting after:
A LONG REST
12 — GIFT OF THE PROTECTORS
Prerequisites:
LEVEL 9+ WARLOCK
and:
PACT OF THE TOME
A special page appears in your:
BOOK OF SHADOWS
NAMES
With your permission, a creature can use:
AN ACTION
to write its name on the page.
The page can contain names equal to your:
CHARISMA MODIFIER
minimum:
ONE
PROTECTION FROM 0 HP
If a named creature would be reduced to:
0 HIT POINTS
without being killed outright, it instead drops to:
1 HIT POINT
SHARED LIMIT
Once this protection triggers:
NO CREATURE
can benefit from the page again until:
YOU FINISH A LONG REST
REMOVING A NAME
You can touch the page and take:
A MAGIC ACTION
to erase a name.
13 — INVESTMENT OF THE CHAIN MASTER
Prerequisites:
LEVEL 5+ WARLOCK
and:
PACT OF THE CHAIN
Your Find Familiar creature receives several upgrades.
AERIAL OR AQUATIC
Choose:
FLY SPEED 40 FEET
or:
SWIM SPEED 40 FEET
QUICK ATTACK
As a:
BONUS ACTION
you can command your familiar to take:
THE ATTACK ACTION
DAMAGE TYPE
When the familiar deals:
BLUDGEONING
PIERCING
or:
SLASHING
you may change it to:
NECROTIC
or:
RADIANT
SAVE DC
If the familiar forces a Saving Throw:
USE YOUR SPELL SAVE DC
RESISTANCE
When the familiar takes damage:
USE YOUR REACTION
to give it:
RESISTANCE TO THAT DAMAGE
14 — LESSONS OF THE FIRST ONES
Prerequisite:
LEVEL 2+ WARLOCK
Gain:
ONE ORIGIN FEAT
of your choice.
Origin Feats will be covered fully in:
LESSON 57
REPEATABLE
You may select this Invocation multiple times.
Each time:
CHOOSE A DIFFERENT ORIGIN FEAT
15 — LIFEDRINKER
Prerequisites:
LEVEL 9+ WARLOCK
and:
PACT OF THE BLADE
Once per turn when you hit with:
YOUR PACT WEAPON
you can deal:
+1D6 DAMAGE
Choose:
NECROTIC
PSYCHIC
or:
RADIANT
HEALING
You may also expend:
ONE HIT POINT DIE
Roll it.
Regain Hit Points equal to:
DIE ROLL + CONSTITUTION MODIFIER
minimum:
1 HP
This turns the pact weapon into both:
AN OFFENSIVE
and:
A SELF-SUSTAINING
tool.
16 — MASK OF MANY FACES
Prerequisite:
LEVEL 2+ WARLOCK
You can cast:
DISGUISE SELF
without expending:
A SPELL SLOT
This provides powerful repeatable:
SOCIAL
INFILTRATION
and:
DECEPTION
utility.
17 — MASTER OF MYRIAD FORMS
Prerequisite:
LEVEL 5+ WARLOCK
You can cast:
ALTER SELF
without expending:
A SPELL SLOT
18 — MISTY VISIONS
Prerequisite:
LEVEL 2+ WARLOCK
You can cast:
SILENT IMAGE
without expending:
A SPELL SLOT
This gives the Warlock repeatable access to:
ILLUSORY IMAGES
19 — ONE WITH SHADOWS
Prerequisite:
LEVEL 5+ WARLOCK
While you are in:
DIM LIGHT
or:
DARKNESS
you can cast:
INVISIBILITY
on yourself without expending:
A SPELL SLOT
The spell still follows:
ITS NORMAL RULES
including Concentration where applicable.
20 — OTHERWORLDLY LEAP
Prerequisite:
LEVEL 2+ WARLOCK
You can cast:
JUMP
on yourself without expending:
A SPELL SLOT
PART SEVENTEEN — THE THREE MAJOR PACT INVOCATIONS
Three Invocations can radically reshape the Warlock's playstyle:
PACT OF THE BLADE
PACT OF THE CHAIN
and:
PACT OF THE TOME
These don't represent separate subclasses.
They are:
ELDRITCH INVOCATIONS
and can therefore interact with the rest of the Invocation system.
21 — PACT OF THE BLADE
As a:
BONUS ACTION
you can conjure a:
SIMPLE OR MARTIAL MELEE WEAPON
in your hand.
Alternatively, you may bond with:
A MAGIC WEAPON YOU TOUCH
subject to the Invocation's restrictions.
PROFICIENCY
While bonded:
YOU HAVE PROFICIENCY WITH THE WEAPON
SPELLCASTING FOCUS
The weapon can function as:
YOUR SPELLCASTING FOCUS
CHARISMA ATTACKS
Whenever you attack using the bonded weapon, you may use:
CHARISMA
instead of Strength or Dexterity for:
ATTACK ROLLS
and:
DAMAGE ROLLS
DAMAGE TYPE
Each attack can deal:
THE WEAPON'S NORMAL DAMAGE TYPE
or:
NECROTIC
PSYCHIC
or:
RADIANT DAMAGE
ENDING THE BOND
The bond ends if:
-
you use Pact of the Blade's Bonus Action again
-
the weapon remains more than 5 feet from you for at least 1 minute
-
you die
A weapon you conjured:
DISAPPEARS
when the bond ends.
BLADE WARLOCK PATH
Pact of the Blade can later combine with:
ELDRITCH SMITE
THIRSTING BLADE
LIFEDRINKER
and:
DEVOURING BLADE
creating a Warlock built heavily around:
MELEE COMBAT
22 — PACT OF THE CHAIN
You learn:
FIND FAMILIAR
You may cast it as:
A MAGIC ACTION
without expending:
A SPELL SLOT
FAMILIAR FORMS
You can choose a normal Find Familiar form or one of these special forms:
-
Imp
-
Pseudodragon
-
Quasit
-
Skeleton
-
Sphinx of Wonder
-
Sprite
-
Venomous Snake
FAMILIAR ATTACK
When you take:
THE ATTACK ACTION
you can forgo:
ONE OF YOUR ATTACKS
to allow the familiar to make:
ONE ATTACK
using:
ITS REACTION
CHAIN MASTER PATH
At level 5+, this can combine with:
INVESTMENT OF THE CHAIN MASTER
to make the familiar substantially stronger.
23 — PACT OF THE TOME
At the end of:
A SHORT REST
or:
A LONG REST
you conjure:
A BOOK OF SHADOWS
You decide what the book looks like.
THREE CANTRIPS
When the book appears, choose:
THREE CANTRIPS
from:
ANY CLASS'S SPELL LIST
TWO RITUAL SPELLS
Also choose:
TWO LEVEL 1 SPELLS
that possess:
THE RITUAL TAG
They can also come from:
ANY CLASS'S SPELL LIST
The selected spells must be ones you:
DON'T ALREADY HAVE PREPARED
WHILE CARRYING THE BOOK
You have those selected spells:
PREPARED
and they function as:
WARLOCK SPELLS FOR YOU
SPELLCASTING FOCUS
The Book of Shadows can also function as:
YOUR SPELLCASTING FOCUS
TOME PATH
Pact of the Tome can later combine with:
GIFT OF THE PROTECTORS
and opens a playstyle focused heavily on:
MAGICAL VERSATILITY
CANTRIPS
and:
RITUALS
24 — REPELLING BLAST
Prerequisites:
LEVEL 2+ WARLOCK
and a Warlock Cantrip that deals damage through:
AN ATTACK ROLL
Choose one qualifying Cantrip.
Whenever you hit a:
LARGE OR SMALLER CREATURE
with it, you may push the creature:
UP TO 10 FEET
straight away from you.
EXAMPLE — ELDRITCH BLAST
A high-level Eldritch Blast can create:
MULTIPLE BEAMS
Each beam has:
ITS OWN ATTACK ROLL
Repelling Blast can therefore make Eldritch Blast a powerful tool for:
BATTLEFIELD POSITIONING
when its trigger is satisfied.
REPEATABLE
You may choose Repelling Blast multiple times.
Each time:
CHOOSE A DIFFERENT ELIGIBLE CANTRIP
25 — THIRSTING BLADE
Prerequisites:
LEVEL 5+ WARLOCK
and:
PACT OF THE BLADE
You gain:
EXTRA ATTACK
but only for:
YOUR PACT WEAPON
EFFECT
When you take the Attack action on your turn with the pact weapon:
ATTACK TWICE
instead of once.
IMPORTANT
This isn't a general Extra Attack applying to every weapon.
It applies specifically to:
THE PACT WEAPON
26 — VISIONS OF DISTANT REALMS
Prerequisite:
LEVEL 9+ WARLOCK
You can cast:
ARCANE EYE
without expending:
A SPELL SLOT
This provides powerful magical:
RECONNAISSANCE
27 — WHISPERS OF THE GRAVE
Prerequisite:
LEVEL 7+ WARLOCK
You can cast:
SPEAK WITH DEAD
without expending:
A SPELL SLOT
28 — WITCH SIGHT
Prerequisite:
LEVEL 15+ WARLOCK
You gain:
TRUESIGHT
with a range of:
30 FEET
The complete rules for Truesight will be covered later in the:
RULES GLOSSARY
PART EIGHTEEN — INVOCATION PATHS
The Warlock's Invocations can create dramatically different characters.
ELDRITCH BLAST SPECIALIST
Possible choices include:
AGONIZING BLAST
ELDRITCH SPEAR
REPELLING BLAST
This path emphasizes:
RANGED DAMAGE
EXTREME RANGE
and:
BATTLEFIELD CONTROL
BLADE WARLOCK
Possible progression:
PACT OF THE BLADE
THIRSTING BLADE
ELDRITCH SMITE
LIFEDRINKER
DEVOURING BLADE
This transforms the Warlock into a supernatural:
WEAPON COMBATANT
FAMILIAR WARLOCK
Start with:
PACT OF THE CHAIN
Then add:
INVESTMENT OF THE CHAIN MASTER
This emphasizes:
FAMILIAR COMBAT
SCOUTING
and:
COMPANION UTILITY
TOME WARLOCK
Start with:
PACT OF THE TOME
Then potentially add:
GIFT OF THE PROTECTORS
This path emphasizes:
CANTRIPS
RITUALS
MAGICAL FLEXIBILITY
and:
PARTY PROTECTION
SUPERNATURAL INFILTRATOR
Possible Invocations:
MASK OF MANY FACES
MISTY VISIONS
ONE WITH SHADOWS
GAZE OF TWO MINDS
These emphasize:
DECEPTION
ILLUSION
INVISIBILITY
and:
ESPIONAGE
PART NINETEEN — COMPLETE WARLOCK SPELL LIST
The Warlock Spell List reaches:
LEVEL 9
However, remember:
PACT MAGIC ITSELF STOPS AT LEVEL 5
Level 6–9 Warlock spells are accessed through:
MYSTIC ARCANUM
The SRD marks:
C = CONCENTRATION
R = RITUAL
M = SPECIFIC MATERIAL COMPONENT
WARLOCK CANTRIPS
| Spell | School | Special |
|---|---|---|
| Chill Touch | Necromancy | — |
| Eldritch Blast | Evocation | — |
| Mage Hand | Conjuration | — |
| Minor Illusion | Illusion | — |
| Poison Spray | Necromancy | — |
| Prestidigitation | Transmutation | — |
| True Strike | Divination | — |
LEVEL 1 WARLOCK SPELLS
| Spell | School | Special |
|---|---|---|
| Bane | Enchantment | C |
| Charm Person | Enchantment | — |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Expeditious Retreat | Transmutation | C |
| Hellish Rebuke | Evocation | — |
| Hex | Enchantment | C |
| Hideous Laughter | Enchantment | C |
| Illusory Script | Illusion | R, M |
| Protection from Evil and Good | Abjuration | C, M |
| Speak with Animals | Divination | R |
| Unseen Servant | Conjuration | R |
LEVEL 2 WARLOCK SPELLS
| Spell | School | Special |
|---|---|---|
| Darkness | Evocation | C |
| Enthrall | Enchantment | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Mind Spike | Divination | C |
| Mirror Image | Illusion | — |
| Misty Step | Conjuration | — |
| Ray of Enfeeblement | Necromancy | C |
| Spider Climb | Transmutation | C |
| Suggestion | Enchantment | C |
LEVEL 3 WARLOCK SPELLS
| Spell | School | Special |
|---|---|---|
| Counterspell | Abjuration | — |
| Dispel Magic | Abjuration | — |
| Fear | Illusion | C |
| Fly | Transmutation | C |
| Gaseous Form | Transmutation | C |
| Hypnotic Pattern | Illusion | C |
| Magic Circle | Abjuration | M |
| Major Image | Illusion | C |
| Remove Curse | Abjuration | — |
| Tongues | Divination | — |
| Vampiric Touch | Necromancy | C |
LEVEL 4 WARLOCK SPELLS
| Spell | School | Special |
|---|---|---|
| Banishment | Abjuration | C |
| Blight | Necromancy | — |
| Charm Monster | Enchantment | — |
| Dimension Door | Conjuration | — |
| Hallucinatory Terrain | Illusion | — |
LEVEL 5 WARLOCK SPELLS
| Spell | School | Special |
|---|---|---|
| Contact Other Plane | Divination | R |
| Dream | Illusion | — |
| Hold Monster | Enchantment | C |
| Mislead | Illusion | C |
| Planar Binding | Abjuration | M |
| Scrying | Divination | C, M |
| Teleportation Circle | Conjuration | M |
LEVEL 6 WARLOCK SPELLS
These are used through:
MYSTIC ARCANUM
| Spell | School | Special |
|---|---|---|
| Circle of Death | Necromancy | M |
| Create Undead | Necromancy | M |
| Eyebite | Necromancy | C |
| True Seeing | Divination | M |
LEVEL 7 WARLOCK SPELLS
| Spell | School | Special |
|---|---|---|
| Etherealness | Conjuration | — |
| Finger of Death | Necromancy | — |
| Forcecage | Evocation | C, M |
| Plane Shift | Conjuration | M |
LEVEL 8 WARLOCK SPELLS
| Spell | School | Special |
|---|---|---|
| Befuddlement | Enchantment | — |
| Demiplane | Conjuration | — |
| Dominate Monster | Enchantment | C |
| Glibness | Enchantment | — |
| Power Word Stun | Enchantment | — |
LEVEL 9 WARLOCK SPELLS
| Spell | School | Special |
|---|---|---|
| Astral Projection | Necromancy | M |
| Foresight | Divination | — |
| Gate | Conjuration | C, M |
| Imprisonment | Abjuration | M |
| Power Word Kill | Enchantment | — |
| True Polymorph | Transmutation | C |
| Weird | Illusion | C |
The complete individual rules for all these spells will be covered later in:
LESSONS 79–85
PART TWENTY — WHAT THE WARLOCK SPELL LIST DOES
The Warlock Spell List strongly supports several themes.
CURSES AND OFFENSIVE MAGIC
Examples:
HEX
BANE
BLIGHT
FINGER OF DEATH
and:
POWER WORD KILL
CONTROL
Examples:
HOLD PERSON
FEAR
HYPNOTIC PATTERN
BANISHMENT
HOLD MONSTER
FORCECAGE
and:
IMPRISONMENT
ILLUSION AND DECEPTION
Examples:
MINOR ILLUSION
INVISIBILITY
MAJOR IMAGE
HALLUCINATORY TERRAIN
MISLEAD
and:
WEIRD
PLANAR AND OCCULT MAGIC
Examples:
CONTACT OTHER PLANE
PLANE SHIFT
ETHEREALNESS
ASTRAL PROJECTION
and:
GATE
DIVINATION
Examples:
MIND SPIKE
SCRYING
TRUE SEEING
and:
FORESIGHT
UNDEATH
Examples:
CREATE UNDEAD
and:
FINGER OF DEATH
The Warlock's spell list therefore reflects its connection to:
OCCULT KNOWLEDGE
OTHER PLANES
CURSES
CONTROL
and:
SUPERNATURAL POWER
PART TWENTY-ONE — FIEND PATRON
The Warlock subclass in the SRD is:
FIEND PATRON
The pact draws power from:
THE LOWER PLANES
The patron might be:
A DEMON LORD
AN ARCHDEVIL
or:
ANOTHER MIGHTY FIEND
The patron itself pursues:
EVIL ENDS
but that doesn't automatically dictate exactly how the player character behaves.
The SRD describes the Warlock's path partly in terms of how the character struggles against or responds to:
THE PATRON'S AIMS
FIEND PATRON PROGRESSION
| Warlock Level | Feature |
|---|---|
| 3 | Dark One's Blessing |
| 3 | Fiend Spells |
| 6 | Dark One's Own Luck |
| 10 | Fiendish Resilience |
| 14 | Hurl Through Hell |
PART TWENTY-TWO — LEVEL 3: DARK ONE'S BLESSING
Whenever you reduce:
AN ENEMY
to:
0 HIT POINTS
you gain:
TEMPORARY HIT POINTS
equal to:
CHARISMA MODIFIER + WARLOCK LEVEL
minimum:
1 TEMPORARY HP
EXAMPLE — LEVEL 5
Charisma modifier:
+4
Warlock level:
5
Temporary HP:
4 + 5 =
9
ALLY KILLS NEAR YOU
You also gain this benefit if:
SOMEONE ELSE
reduces an enemy within:
10 FEET OF YOU
to 0 HP.
EXAMPLE
An enemy is standing:
5 FEET
from your Warlock.
Your Fighter ally delivers the final blow.
The enemy drops to:
0 HP
Your Warlock gains:
DARK ONE'S BLESSING
even though the Warlock didn't personally defeat it.
TEMPORARY HP DON'T STACK
Remember:
TEMPORARY HIT POINTS DON'T STACK
If you already have Temporary Hit Points and gain a new amount, you choose which amount to keep.
PART TWENTY-THREE — LEVEL 3: FIEND SPELLS
The Fiend Patron gives you additional spells that become:
ALWAYS PREPARED
They don't count against the Warlock's normal Prepared Spells total.
FIEND SPELLS TABLE
| Warlock Level | Always-Prepared Spells |
|---|---|
| 3 | Burning Hands, Command, Scorching Ray, Suggestion |
| 5 | Fireball, Stinking Cloud |
| 7 | Fire Shield, Wall of Fire |
| 9 | Geas, Insect Plague |
THEME
These spells strongly reinforce:
FIRE
CONTROL
CORRUPTION
and:
DESTRUCTIVE MAGIC
PART TWENTY-FOUR — LEVEL 6: DARK ONE'S OWN LUCK
At level 6, you can call on your patron to bend:
FATE
When you make:
AN ABILITY CHECK
or:
A SAVING THROW
you can add:
1D10
to the roll.
TIMING
You can decide to use the feature:
AFTER SEEING THE ROLL
but:
BEFORE THE ROLL'S EFFECTS OCCUR
EXAMPLE
You make a Saving Throw.
d20 total before Dark One's Own Luck:
13
You suspect that isn't enough.
Use the feature.
Roll:
1D10
Suppose:
7
New total:
13 + 7 =
20
NUMBER OF USES
Uses equal your:
CHARISMA MODIFIER
minimum:
ONCE
EXAMPLE
Charisma modifier:
+4
Uses:
4 PER LONG REST
LIMIT
You may use it:
NO MORE THAN ONCE PER ROLL
All uses return after:
A LONG REST
PART TWENTY-FIVE — LEVEL 10: FIENDISH RESILIENCE
Whenever you finish:
A SHORT REST
or:
A LONG REST
choose one:
DAMAGE TYPE
You gain:
RESISTANCE
to that damage type.
ONE EXCEPTION
You can't choose:
FORCE DAMAGE
EXAMPLE
You expect to enter a volcano.
After your Short Rest, choose:
FIRE
You now have:
FIRE RESISTANCE
until you use Fiendish Resilience to choose a different damage type.
ADAPTABILITY
Later you expect to fight creatures dealing:
NECROTIC DAMAGE
Finish another Short Rest.
Change your Resistance to:
NECROTIC
The feature is therefore highly adaptable when you know what kind of threat lies ahead.
PART TWENTY-SIX — LEVEL 14: HURL THROUGH HELL
At level 14, the Fiend Warlock gains its most dramatic ability:
HURL THROUGH HELL
Once per turn when you:
HIT A CREATURE WITH AN ATTACK ROLL
you can attempt to send that creature through:
THE LOWER PLANES
SAVING THROW
The target makes:
A CHARISMA SAVING THROW
against:
YOUR SPELL SAVE DC
SUCCESS
The target resists the effect.
FAILURE
The target:
DISAPPEARS
and is hurled through a nightmare landscape of the Lower Planes.
INCAPACITATED
The target gains:
THE INCAPACITATED CONDITION
until:
THE END OF YOUR NEXT TURN
PSYCHIC DAMAGE
If the target isn't:
A FIEND
it also takes:
8D10 PSYCHIC DAMAGE
AVERAGE DAMAGE
Average of 8d10:
44 PSYCHIC DAMAGE
FIEND TARGETS
If the creature is itself:
A FIEND
the failed save still causes the transport and Incapacitated effect.
But the 8d10 Psychic damage applies only if the target:
ISN'T A FIEND
RETURN
At the end of your next turn, the creature returns to:
THE SPACE IT PREVIOUSLY OCCUPIED
or:
THE NEAREST UNOCCUPIED SPACE
if necessary.
RECOVERY
Once you use Hurl Through Hell:
LONG REST REQUIRED
before you can use it again.
However, you can restore your use by expending:
ONE PACT MAGIC SPELL SLOT
This restoration requires:
NO ACTION
WHY THIS IS POWERFUL
Hurl Through Hell combines:
DAMAGE
with:
TEMPORARY REMOVAL FROM THE BATTLEFIELD
and:
INCAPACITATION
For a crucial round, an enemy can effectively disappear from the encounter.
PART TWENTY-SEVEN — HOW THE WARLOCK PLAYS
The Warlock is fundamentally about:
CUSTOMIZATION
and:
RESOURCE CYCLING
FIRST DECISION — WHAT KIND OF WARLOCK?
Do you want:
RANGED SPELL ATTACKS?
Build around:
ELDRITCH BLAST
Do you want:
MELEE COMBAT?
Choose:
PACT OF THE BLADE
Do you want:
A SUPERNATURAL COMPANION?
Choose:
PACT OF THE CHAIN
Do you want:
BROADER SPELL ACCESS?
Choose:
PACT OF THE TOME
SECOND DECISION — HOW DO I SPEND PACT SLOTS?
Warlock Spell Slots are:
FEW
but:
POWERFUL
and recover on:
SHORT RESTS
So the Warlock's rhythm differs greatly from other spellcasters.
EXAMPLE — LEVEL 7
Pact Magic:
2 LEVEL 4 SPELL SLOTS
Combat begins.
You cast one level 4 spell.
Later:
SECOND LEVEL 4 SPELL
Slots remaining:
0
After a Short Rest:
BOTH RETURN
THIRD DECISION — WHAT CANTRIP DO I RELY ON?
For many Warlocks:
ELDRITCH BLAST
provides a reliable attack that doesn't consume:
PACT SLOTS
Invocations can then improve it through:
DAMAGE
RANGE
and:
FORCED MOVEMENT
PART TWENTY-EIGHT — ELDRITCH BLAST BUILD EXAMPLE
Imagine a level 11 Warlock.
Charisma:
20
Modifier:
+5
PB:
+4
Eldritch Blast creates:
THREE BEAMS
Spell Attack Bonus:
5 + 4 =
+9
AGONIZING BLAST
Each successful beam can deal:
1D10 + 5 FORCE
THREE HITS
Potential total:
3D10 + 15 FORCE DAMAGE
before considering other effects.
HEX
If the target is Hexed:
Each hit can also deal:
+1D6 NECROTIC
Three successful beams:
+3D6 NECROTIC
REPELLING BLAST
Qualifying hits may also push:
UP TO 10 FEET
away from you.
The Warlock can therefore combine:
DAMAGE
and:
POSITION CONTROL
using a Cantrip rather than consuming a Pact Slot.
PART TWENTY-NINE — PACT OF THE BLADE BUILD EXAMPLE
Imagine a level 12 Warlock with:
PACT OF THE BLADE
THIRSTING BLADE
DEVOURING BLADE
ELDRITCH SMITE
and:
LIFEDRINKER
ATTACK ACTION
Devouring Blade upgrades Thirsting Blade.
You can make:
THREE PACT WEAPON ATTACKS
ATTACK ABILITY
Pact of the Blade allows:
CHARISMA
for attack and damage rolls.
LIFEDRINKER
Once per turn:
+1D6 NECROTIC, PSYCHIC, OR RADIANT
and potentially spend:
A HIT DIE
to recover HP.
ELDRITCH SMITE
On one hit:
SPEND A PACT SLOT
for large additional:
FORCE DAMAGE
and potentially:
PRONE
The Warlock can therefore become a serious magical weapon combatant even though the base Class doesn't inherently receive:
MARTIAL WEAPON PROFICIENCY
or:
EXTRA ATTACK
Those capabilities come through:
INVOCATIONS
PART THIRTY — COMPLETE LEVEL-BY-LEVEL SUMMARY
LEVEL 1
Gain:
ELDRITCH INVOCATIONS
Invocations:
1
Gain:
PACT MAGIC
Cantrips:
2
Prepared Spells:
2
Pact Slots:
ONE LEVEL 1 SLOT
LEVEL 2
Invocations:
3
Gain:
MAGICAL CUNNING
Pact Slots:
TWO LEVEL 1
LEVEL 3
Gain:
WARLOCK SUBCLASS
Pact Slots become:
LEVEL 2
Fiend Patron gains:
DARK ONE'S BLESSING
FIEND SPELLS
LEVEL 4
Cantrips:
3
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 5
PB:
+3
Invocations:
5
Pact Slots become:
LEVEL 3
LEVEL 6
Fiend Patron gains:
DARK ONE'S OWN LUCK
LEVEL 7
Invocations:
6
Pact Slots become:
LEVEL 4
LEVEL 8
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 9
PB:
+4
Invocations:
7
Pact Slots become:
LEVEL 5
Gain:
CONTACT PATRON
LEVEL 10
Cantrips:
4
Fiend Patron gains:
FIENDISH RESILIENCE
LEVEL 11
Pact Slots:
3 LEVEL 5 SLOTS
Gain:
LEVEL 6 MYSTIC ARCANUM
LEVEL 12
Invocations:
8
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 13
PB:
+5
Gain:
LEVEL 7 MYSTIC ARCANUM
LEVEL 14
Fiend Patron gains:
HURL THROUGH HELL
LEVEL 15
Invocations:
9
Gain:
LEVEL 8 MYSTIC ARCANUM
LEVEL 16
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 17
PB:
+6
Pact Slots:
4 LEVEL 5 SLOTS
Gain:
LEVEL 9 MYSTIC ARCANUM
LEVEL 18
Invocations:
10
LEVEL 19
Prepared Spells:
15
Gain:
EPIC BOON
Recommended:
BOON OF FATE
LEVEL 20
Gain:
ELDRITCH MASTER
Magical Cunning now restores:
ALL EXPENDED PACT MAGIC SLOTS
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING WARLOCK SPELLCASTING USES INTELLIGENCE
It uses:
CHARISMA
MISTAKE 2 — TREATING PACT MAGIC LIKE NORMAL FULL-CASTER SPELL SLOTS
Warlock Pact Magic has:
FEWER SLOTS
All of them are:
THE SAME LEVEL
and they recover after:
SHORT OR LONG RESTS
MISTAKE 3 — THINKING A LEVEL 5 WARLOCK STILL HAS LEVEL 1 AND LEVEL 2 PACT SLOTS
At level 5, its Pact Magic slots are:
LEVEL 3
A lower-level prepared spell uses one of those level 3 slots.
MISTAKE 4 — FORGETTING ALL PACT SLOTS RETURN ON A SHORT REST
They do.
This is one of the Class's defining mechanics.
MISTAKE 5 — THINKING MAGICAL CUNNING IS A SHORT REST
It isn't.
It is:
A 1-MINUTE RITE
with its own recovery rule.
MISTAKE 6 — THINKING MAGICAL CUNNING RESTORES ALL SLOTS AT LEVEL 2
Normally it restores no more than:
HALF YOUR MAXIMUM
round up.
Only:
ELDRITCH MASTER
changes that at level 20.
MISTAKE 7 — CHANGING WARLOCK PREPARED SPELLS AFTER EVERY LONG REST
The base Pact Magic feature lets you replace one when:
YOU GAIN A WARLOCK LEVEL
MISTAKE 8 — THINKING WARLOCK PACT SLOTS EVENTUALLY REACH LEVEL 9
They don't.
Pact Magic slots stop at:
LEVEL 5
High-level spells come from:
MYSTIC ARCANUM
MISTAKE 9 — THINKING MYSTIC ARCANUM CREATES LEVEL 6–9 SPELL SLOTS
It doesn't.
Each Arcanum gives a specific spell that can be cast:
ONCE WITHOUT A SPELL SLOT
between Long Rests.
MISTAKE 10 — THINKING YOU CAN CHOOSE ANY INVOCATION AT LEVEL 1
Some Invocations have:
LEVEL
or:
OTHER INVOCATION
prerequisites.
MISTAKE 11 — REPLACING AN INVOCATION THAT ANOTHER INVOCATION DEPENDS ON
You can't replace an Invocation while it remains:
A PREREQUISITE
for another Invocation you possess.
MISTAKE 12 — THINKING EVERY INVOCATION CAN BE TAKEN REPEATEDLY
Only an Invocation that specifically says:
REPEATABLE
can be chosen more than once.
MISTAKE 13 — THINKING ELDRITCH BLAST MAKES ONE ATTACK ROLL AT HIGH LEVEL
Each beam uses:
A SEPARATE ATTACK ROLL
MISTAKE 14 — THINKING ELDRITCH BLAST MUST TARGET ONE CREATURE
Its beams can target:
THE SAME CREATURE
or:
DIFFERENT CREATURES
MISTAKE 15 — THINKING HEX ADDS DAMAGE ONLY ONCE PER TURN
Hex adds:
+1D6 NECROTIC
whenever you hit the target with:
AN ATTACK ROLL
MISTAKE 16 — FORGETTING HEX USES CONCENTRATION
It does.
MISTAKE 17 — THINKING PACT OF THE BLADE AUTOMATICALLY GIVES EXTRA ATTACK
It doesn't.
You need:
THIRSTING BLADE
for that.
MISTAKE 18 — THINKING THIRSTING BLADE WORKS WITH EVERY WEAPON
Its Extra Attack applies only to:
YOUR PACT WEAPON
MISTAKE 19 — THINKING DEVOURING BLADE GIVES FOUR ATTACKS
Thirsting Blade starts with:
TWO TOTAL ATTACKS
Devouring Blade makes it:
THREE TOTAL ATTACKS
MISTAKE 20 — THINKING ELDRITCH SMITE COSTS A NORMAL SPELL SLOT FROM ANOTHER CLASS
It specifically requires:
A PACT MAGIC SPELL SLOT
MISTAKE 21 — FORGETTING ELDRITCH SMITE IS ONCE PER TURN
It can trigger:
ONCE PER TURN
MISTAKE 22 — THINKING ELDRITCH SMITE CAN KNOCK ANY CREATURE PRONE
The target must be:
HUGE OR SMALLER
MISTAKE 23 — THINKING PACT OF THE CHAIN'S FAMILIAR AUTOMATICALLY ATTACKS ON ITS TURN
The Invocation gives specific ways for you to allow or command attacks.
Follow those rules rather than assuming ordinary independent attacks.
MISTAKE 24 — THINKING PACT OF THE TOME GIVES PERMANENT SPELLS REGARDLESS OF THE BOOK
Its chosen spells are prepared while:
THE BOOK IS ON YOUR PERSON
MISTAKE 25 — THINKING GIFT OF THE PROTECTORS WORKS ONCE FOR EACH NAME
Once its magic triggers:
NOBODY ELSE
can benefit until you finish:
A LONG REST
MISTAKE 26 — THINKING FIENDISH RESILIENCE CAN CHOOSE FORCE
It can't.
FORCE
is specifically excluded.
MISTAKE 27 — THINKING DARK ONE'S OWN LUCK CAN MODIFY AN ATTACK ROLL
The feature applies to:
ABILITY CHECKS
and:
SAVING THROWS
not Attack Rolls.
MISTAKE 28 — THINKING HURL THROUGH HELL AUTOMATICALLY WORKS
The target makes:
A CHARISMA SAVING THROW
MISTAKE 29 — THINKING FIENDS TAKE THE 8D10 PSYCHIC DAMAGE FROM HURL THROUGH HELL
The Psychic damage applies only if the target:
ISN'T A FIEND
MISTAKE 30 — THINKING HURL THROUGH HELL CAN ONLY RETURN AFTER A LONG REST
Normally yes.
But you can restore the feature by expending:
A PACT MAGIC SPELL SLOT
LESSON 49 — KEY TAKEAWAYS
The Warlock is built around:
CHARISMA
PACT MAGIC
ELDRITCH INVOCATIONS
and:
A SUPERNATURAL PATRON
HIT DIE
D8
ARMOR
LIGHT ARMOR
WEAPONS
SIMPLE WEAPONS
although Pact of the Blade can dramatically expand weapon options.
PACT MAGIC
Pact Slots are:
FEW
ALL THE SAME LEVEL
and:
RECOVER ON SHORT OR LONG RESTS
They reach a maximum of:
LEVEL 5
MAGICAL CUNNING
A one-minute rite restores some Pact Slots.
At level 20:
ELDRITCH MASTER
makes it restore:
ALL EXPENDED PACT SLOTS
MYSTIC ARCANUM
Provides access to:
LEVEL 6
LEVEL 7
LEVEL 8
and:
LEVEL 9 WARLOCK SPELLS
without creating high-level Pact Slots.
ELDRITCH INVOCATIONS
The SRD contains:
28 OPTIONS
allowing the Warlock to specialize in:
DAMAGE
WEAPONS
FAMILIARS
RITUALS
DEFENSE
ILLUSIONS
SENSES
MOBILITY
and:
UTILITY
PACT OF THE BLADE
Creates a supernatural weapon-focused Warlock using:
CHARISMA
for attacks and damage.
PACT OF THE CHAIN
Provides an enhanced:
FAMILIAR
PACT OF THE TOME
Provides:
EXTRA CANTRIPS
RITUAL SPELLS
and:
A BOOK OF SHADOWS
ELDRITCH BLAST
A 120-foot Cantrip dealing:
1D10 FORCE PER BEAM
It reaches:
FOUR BEAMS
at level 17.
FIEND PATRON
Draws power from:
THE LOWER PLANES
DARK ONE'S BLESSING
Provides:
TEMPORARY HIT POINTS
when nearby enemies fall.
DARK ONE'S OWN LUCK
Adds:
1D10
to qualifying:
ABILITY CHECKS
or:
SAVING THROWS
FIENDISH RESILIENCE
Provides adaptable:
DAMAGE RESISTANCE
except:
FORCE
HURL THROUGH HELL
Can remove a target from battle until the end of your next turn and potentially deal:
8D10 PSYCHIC DAMAGE
THE CENTRAL WARLOCK IDEA
The Warlock is not defined only by:
WHAT SPELLS IT CASTS
It is defined by:
HOW YOU BUILD IT
Two Warlocks of the same level can function almost like completely different characters.
One may stand hundreds of feet away firing:
ELDRITCH BLAST
Another may charge into melee with:
A PACT WEAPON
Another may send an enhanced:
FAMILIAR
into danger.
Another may carry a:
BOOK OF SHADOWS
filled with strange magic.
The Class rewards you for asking:
WHAT KIND OF SUPERNATURAL HERO DO I WANT TO BUILD?
Then:
ELDRITCH INVOCATIONS
provide the pieces needed to build it.
NEXT LESSON
LESSON 50 — WIZARD, THE WIZARD SPELL LIST, AND THE EVOKER
The Warlock gains magic through:
A PACT
The Wizard gains magic through:
STUDY
KNOWLEDGE
SPELLBOOKS
and:
ARCANE MASTERY
Lesson 50 will cover the final Class in the SRD:
WIZARD
including:
SPELLCASTING
RITUAL ADEPT
ARCANE RECOVERY
SCHOLAR
MEMORIZE SPELL
SPELL MASTERY
SIGNATURE SPELLS
the complete:
WIZARD SPELL LIST
and the SRD subclass:
EVOKER
including:
EVOCATION SAVANT
POTENT CANTRIP
SCULPT SPELLS
EMPOWERED EVOCATION
and:
OVERCHANNEL
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.