Class
Warlock
Official reference · PHB · 2014
- Hit die
- 8
- Spellcasting
- pact
- Subclass title
- Otherworldly Patron
Level progression
| Level | Proficiency Bonus | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
|---|---|---|---|---|---|---|
| 1 | +2 | 2 | 2 | 1 | level=1 | 0 |
| 2 | +2 | 2 | 3 | 2 | level=1 | 2 |
| 3 | +2 | 2 | 4 | 2 | level=2 | 2 |
| 4 | +2 | 3 | 5 | 2 | level=2 | 2 |
| 5 | +3 | 3 | 6 | 2 | level=3 | 3 |
| 6 | +3 | 3 | 7 | 2 | level=3 | 3 |
| 7 | +3 | 3 | 8 | 2 | level=4 | 4 |
| 8 | +3 | 3 | 9 | 2 | level=4 | 4 |
| 9 | +4 | 3 | 10 | 2 | level=5 | 5 |
| 10 | +4 | 4 | 10 | 2 | level=5 | 5 |
| 11 | +4 | 4 | 11 | 3 | level=5 | 5 |
| 12 | +4 | 4 | 11 | 3 | level=5 | 6 |
| 13 | +5 | 4 | 12 | 3 | level=5 | 6 |
| 14 | +5 | 4 | 12 | 3 | level=5 | 6 |
| 15 | +5 | 4 | 13 | 3 | level=5 | 7 |
| 16 | +5 | 4 | 13 | 3 | level=5 | 7 |
| 17 | +6 | 4 | 14 | 4 | level=5 | 7 |
| 18 | +6 | 4 | 14 | 4 | level=5 | 8 |
| 19 | +6 | 4 | 15 | 4 | level=5 | 8 |
| 20 | +6 | 4 | 15 | 4 | level=5 | 8 |
Class features
LEVEL 1
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See 10 for the general rules of spellcasting and 11 for the class=warlock.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your class=warlock of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
LEVEL 2
Eldritch Invocations
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. A list of the available options can be found on the Feature Type=EI page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
LEVEL 3
Pact Boon
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.
LEVEL 4
Ability Score ImprovementASI
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Eldritch Versatility
4th-level warlock optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
- Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the level=0.
- Replace the option you chose for the Pact Boon feature with one of that feature's other options.
- If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
LEVEL 6
Otherworldly Patron feature
At 6th level, you gain a feature granted by your Otherworldly Patron.
LEVEL 8
Ability Score ImprovementASI
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
LEVEL 10
Otherworldly Patron feature
At 10th level, you gain a feature granted by your Otherworldly Patron.
LEVEL 11
Mystic Arcanum (6th level)
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one level=6 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.
LEVEL 12
Ability Score ImprovementASI
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
LEVEL 13
Mystic Arcanum (7th level)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one level=7 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.
LEVEL 14
Otherworldly Patron feature
At 14th level, you gain a feature granted by your Otherworldly Patron.
LEVEL 15
Mystic Arcanum (8th level)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one level=8 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.
LEVEL 16
Ability Score ImprovementASI
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
LEVEL 17
Mystic Arcanum (9th level)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one level=9 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.
LEVEL 19
Ability Score ImprovementASI
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
LEVEL 20
Eldritch Master
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.
Otherworldly Patron
The Archfey
Level 1 · The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Expanded Spell List
The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Archfey Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | faerie fire, sleep |
| 2nd | calm emotions, phantasmal force |
| 3rd | blink, plant growth |
| 4th | dominate beast, greater invisibility |
| 5th | dominate person, seeming |
Level 6 · Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 10 · Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Level 14 · Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
The Fiend
Level 1 · The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz-Urb'luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Expanded Spell List
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | burning hands, command |
| 2nd | blindness/deafness, scorching ray |
| 3rd | fireball, stinking cloud |
| 4th | fire shield, wall of fire |
| 5th | flame strike, hallow |
Level 6 · Dark One's Own Luck
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.
Level 10 · Fiendish Resilience
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.
Level 14 · Hurl Through Hell
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.
The Great Old One
Level 1 · The Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
Expanded Spell List
The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Great Old One Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | dissonant whispers, Tasha's hideous laughter |
| 2nd | detect thoughts, phantasmal force |
| 3rd | clairvoyance, sending |
| 4th | dominate beast, Evard's black tentacles |
| 5th | dominate person, telekinesis |
Level 6 · Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 10 · Thought Shield
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Level 14 · Create Thrall
At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
The Undying
Level 1 · The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantilus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Expanded Spell List
The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Undying Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | false life, ray of sickness |
| 2nd | blindness/deafness, silence |
| 3rd | feign death, speak with dead |
| 4th | aura of life, death ward |
| 5th | contagion, legend lore |
Level 6 · Defy Death
Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.
Once you use this feature, you can't use it again until you finish a long rest.
Level 10 · Undying Nature
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Level 14 · Indestructible Life
When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Once you use this feature, you can't use it again until you finish a short or long rest.
The Celestial
Level 1 · The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Expanded Spell List
The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Celestial Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | cure wounds, guiding bolt |
| 2nd | flaming sphere, lesser restoration |
| 3rd | daylight, revivify |
| 4th | guardian of faith, wall of fire |
| 5th | flame strike, greater restoration |
Level 6 · Radiant Soul
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Level 10 · Celestial Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Level 14 · Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can't use it again until you finish a long rest.
The Hexblade
Level 1 · The Hexblade
You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many Hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with Hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
Expanded Spell List
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Hexblade Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | shield, wrathful smite |
| 2nd | blur, branding smite |
| 3rd | blink, elemental weapon |
| 4th | phantasmal killer, staggering smite |
| 5th | banishing smite, cone of cold |
Level 6 · Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Level 10 · Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Level 14 · Master of Hexes
Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
The Fathomless
Level 1 · The Fathomless
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.
Expanded Spell List
1st-level Fathomless feature
The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fathomless Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | create or destroy water, thunderwave |
| 2nd | gust of wind, silence |
| 3rd | lightning bolt, sleet storm |
| 4th | control water, summon elemental (water only) |
| 5th | Bigby's hand (appears as a tentacle), cone of cold |
Level 6 · Oceanic Soul
6th-level Fathomless feature
You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
Level 6 · Guardian Coil
6th-level Fathomless feature
Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
Level 10 · Grasping Tentacles
10th-level Fathomless feature
You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.
Level 14 · Fathomless Plunge
14th-level Fathomless feature
You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
Once you use this feature, you can't use it again until you finish a short or long rest.
The Genie
Level 1 · The Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
You choose your patron's kind or determine it randomly, using the Genie Kind table.
Genie Kind
| d4 | Kind | Element |
|---|---|---|
| 1 | Dao | Earth |
| 2 | Djinni | Air |
| 3 | Efreeti | Fire |
| 4 | Marid | Water |
Expanded Spell List
1st-level Genie feature
The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.
Genie Expanded Spells
| Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells |
|---|---|---|---|---|---|
| 1st | detect evil and good | sanctuary | thunderwave | burning hands | fog cloud |
| 2nd | phantasmal force | spike growth | gust of wind | scorching ray | blur |
| 3rd | create food and water | meld into stone | wind wall | fireball | sleet storm |
| 4th | phantasmal killer | stone shape | greater invisibility | fire shield | control water |
| 5th | creation | wall of stone | seeming | flame strike | cone of cold |
| 9th | wish | — | — | — | — |
Level 6 · Elemental Gift
6th-level Genie feature
You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 10 · Sanctuary Vessel
10th-level Genie feature
When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.
In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
Level 14 · Limited Wish
14th-level Genie feature
You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one cast time=action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
Once you use this feature, you can't use it again until you finish 1d4 long rests.
The Undead
Level 1 · The Undead
You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.
Expanded Spell List
1st-level Undead feature
The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Undead Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bane, false life |
| 2nd | blindness/deafness, phantasmal force |
| 3rd | phantom steed, speak with dead |
| 4th | death ward, greater invisibility |
| 5th | antilife shell, cloudkill |
Level 6 · Grave Touched
6th-level Undead feature
Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
Level 10 · Necrotic Husk
10th-level Undead feature
Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.
In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.
Level 14 · Spirit Projection
14th-level Undead feature
Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.
Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).
While projecting your spirit, you gain the following benefits:
- Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
- When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.
- You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were 3, but you take 1d10 force damage if you end your turn inside a creature or an object.
- While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
Once you use this feature, you can't do so again until you finish a long rest.
Plague Doctor
Level 1 · Plague Doctor
Your patron is a powerful being of death and disease. The motives of such entities are diverse, with some delighting in every pustule and boil which signals the growth of their power, while some may even provide remedies to contain and shape their deleterious creations, much like a sculptor shapes a masterpiece. Some see disease as a necessary aspect of life and lord over both healing and sickness in equal measure. Patrons of this sort might include Sekhmet, the Egyptian goddess of the hot desert sun, plague, chaos, war, and healing; Loviatar, the Finnish goddess of death and disease; the Nosoi of Greek myth or the Morbi of Roman mythology; Asclepius, Greek god of medicine; Apollo, Greek and Roman god of plague (amongst many other things); Babalú-Ayé, West African spirit of the earth and smallpox; Namtar, Sumerian demon of disease; the Wen Shen in Chinese mythology; Gozu Tenno in Japanese mythology; Pesta of Norwegian folklore; or powerful hags, djinns, demons, or other deities. Work with your GM to settle on a choice of patron you like that fits the world of your game.
Level 1 · Plague Doctor, Bringer of Sorrow or Succor
When you choose this patron at Level 1, you gain the following items: your plague mask, linen robes, and your wooden cane. These items are considered magical.
- The mask and robes grant you resistance to poison damage if you do not already have it, and you have Advantage on rolls against the poisoned condition or diseases.
- The herbs in the beak of your mask not only block out the miasma; they can also heighten your senses. Choose one of the following skills: Wisdom (Perception), Wisdom (Insight), or Intelligence (Investigation). You have Advantage on checks with this skill.
- You gain proficiency with the Herbalist's kit if you did not already have it from a background. If you spend 1 hour, you can make satchels filled with lavender, camphor, ambergris, labdanum, and myrrh. Each of these satchels grants the bearer resistance to necrotic and poison damage for a day before the effects wear off. You can create a number of these equal to your Charisma modifier in 1 hour.
- Your mask also induces fear in the sick and healthy, as your presence has become synonymous with the spread of Black Death. You have Advantage on Charisma (Intimidation) rolls.
- Your cane is made of pure Bursera graveolens, also known as Palo Santo ('holy stick'). It is a finesse weapon, deals 1d6 bludgeoning damage on a hit, and it can be used as your Pact Weapon. Before you make an attack with this weapon, you may use a bonus action to imbue the attack with an extra effect. You can do this a number of times equal to your Charisma modifier before you take a long rest:
- Sap: Add an extra 2d6 necrotic damage to your hit.
- Diminish: On a hit, in addition to the damage from the cane, when the creature is hit by an attack roll, it is done at Advantage until the start of their next turn.
- Sicken: On a hit, in addition to the damage from the cane, the target must make a Constitution saving throw or be stricken with illness. They gain the poisoned condition until they take a short or long rest.
- Miasmatic Blow: On a hit, in addition to the damage from the cane, a poisonous exhalation erupts from the cane, causing a 15 ft. radius cloud of vomit-inducing air, obscuring others' sight and causing them to make a Constitution saving throw. On a failure, they take 1d6 poison damage and become incapacitated as they begin retching uncontrollably. They may repeat the saving throw at the beginning of their next turn. On a successful save, they may move out of the poisonous space and take no damage.
Expanded Spell List
You learn the following spells when you reach the designated Warlock level. They are warlock spells for you. These spells do not count against the number of spells you know.
| Warlock Level | Spell |
|---|---|
| 1 | detect poison and disease, doctor's sense |
| 3 | deadly embrace, ray of enfeeblement |
| 5 | dreamcatcher, speak with dead |
| 7 | cursed link, blight |
| 9 | contagion, insect plague |
Level 1 · Written in Blood
When you extract blood–that of a patient or an enemy–you can extract some information from the victim. Perform a ritual which lasts 15 minutes, requiring the blood of the target as an ingredient, and you gain the following abilities:
- You gain Advantage on Wisdom (Medicine) checks related to this target.
- You gain Advantage on Intelligence (Investigation, Insight) or Wisdom (Survival) checks related to tracking the target.
- You learn the creature type and their afflictions, if any.
- You learn if the target is a higher level than you.
Level 6 · Deathly Pallor
Your ability to instill fear in the hearts of the populace has heightened. You can now cast fear once per day without using a spell slot. It does not count against the number of spells you know.
Level 6 · Dans Cadaverous
In the midst of an epidemic, your ability to discern those who will live and those who will die has become crystal clear. You read the eyes, sagging limbs, and the congealed sweat on the brows of the sick, and gain some insight into the future. You gain the use of the divination spell as a ritual, which you can perform once per day if you are within a quarter mile of an outbreak. This does not count against your number of known warlock spells.
Level 10 · Dans Morbidus
- You may cast either contagion or cloudkill once per day without a spell slot (Choose 1). It is counted as a warlock spell and does not count against the number of spells you know.
- You gain the ability to move effortlessly through the squalor and haze of the baneful and contagious. You can teleport within lightly obscured or heavily obscured spaces up to 60 ft. It does not count against your movement. Moving amongst crowds does not count as difficult terrain for you.
- You are now immune to poison.
- Your Palo Santo attacks become more powerful.
- Sap: Add an extra 4d6 necrotic damage to your hit in addition to the damage from the cane.
- Diminish: On a hit, in addition to the damage from the cane, when the creature is hit by an attack roll, it is done at Advantage until the start of your next turn.
- Sicken: On a hit, in addition to the damage from the cane, the target must make a Constitution saving throw or be stricken with illness. In addition to being poisoned, the target also gains two levels of exhaustion.
- Miasmatic Blow: It now causes a 20-foot-radius area of sickening 'bad air.' It also now does 3d6 poison damage.
Level 10 · Visioni dal Sangue
Your ability to gain information from spilled blood and gore reaches unsettling heights. You now can briefly see the location of a creature whose blood you have spilled as part of a ritual. If that creature is no longer living, you are able to see their final moments. It is up to GM discretion how much is shown in those moments. You know their exact level in relation to yours (instead of just knowing if they are higher). You have Advantage on attack rolls or ability checks against the target, and they have Disadvantage on rolls against you.
Level 14 · Plague Bringer
You become the harbinger of the plague–your very footfalls become the deciding point of where the plague may spread or cease. Choose one of the following final forms:
Doom Sower/Presage of Hope: As a bonus action, you can extend your robes, giving yourself a flying speed of 60 ft. as well as a larger aura of terror, or calm if you so choose. Creatures you choose within 90 ft. of you must succeed on a Wisdom saving throw or be under either the calm emotions or fear spell. Those affected by the fear side of this ability take 8d6 necrotic damage if you choose to further their despair; those affected by the calm emotions side of this ability are granted 4d6 healing or are under the effects of the beacon of hope spell (your choice). You can do this ability once per day.
Verminus Maximus: As a bonus action, you may transform into a host of rats or similar disease-carrying vermin. You can swarm a number of creatures of your choice equal to your Charisma modifier in a 20-foot-radius sphere. Each of these creatures takes 4d8 piercing damage and 4d8 necrotic damage. In addition, they must make Wisdom saving throws or be frightened for 1 minute (they may repeat the save at the start of each of their turns). On your next turn, you can move your area of effect, and then you return to your normal form at the end of that turn. You can use this ability once per day.
Masque of the Red Death: Once per day, you can choose a target within 30 feet. As a bonus action, you may remove your mask and reveal the plague's true face to that target. If the target fails a Constitution saving throw, they take 8d10 + 40 necrotic damage. If this brings the target to 0, they are instantly killed. You can put your mask back on as part of your free action.