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.