Class
Warlock
Official reference · XPHB · 2024
- Hit die
- 8
- Spellcasting
- pact
- Subclass title
- Warlock Subclass
- Epic boon level
- 19
Level progression
| Level | Proficiency Bonus | Invocations | Cantrips | Prepared Spells | Spell Slots | Slot Level |
|---|---|---|---|---|---|---|
| 1 | +2 | 1 | 2 | 2 | 1 | 1 |
| 2 | +2 | 3 | 2 | 3 | 2 | 1 |
| 3 | +2 | 3 | 2 | 4 | 2 | 2 |
| 4 | +2 | 3 | 3 | 5 | 2 | 2 |
| 5 | +3 | 5 | 3 | 6 | 2 | 3 |
| 6 | +3 | 5 | 3 | 7 | 2 | 3 |
| 7 | +3 | 6 | 3 | 8 | 2 | 4 |
| 8 | +3 | 6 | 3 | 9 | 2 | 4 |
| 9 | +4 | 7 | 3 | 10 | 2 | 5 |
| 10 | +4 | 7 | 4 | 10 | 2 | 5 |
| 11 | +4 | 7 | 4 | 11 | 3 | 5 |
| 12 | +4 | 8 | 4 | 11 | 3 | 5 |
| 13 | +5 | 8 | 4 | 12 | 3 | 5 |
| 14 | +5 | 8 | 4 | 12 | 3 | 5 |
| 15 | +5 | 9 | 4 | 13 | 3 | 5 |
| 16 | +5 | 9 | 4 | 13 | 3 | 5 |
| 17 | +6 | 9 | 4 | 14 | 4 | 5 |
| 18 | +6 | 10 | 4 | 14 | 4 | 5 |
| 19 | +6 | 10 | 4 | 15 | 4 | 5 |
| 20 | +6 | 10 | 4 | 15 | 4 | 5 |
Class features
LEVEL 1
Eldritch Invocations
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "feature type=EI" section later in this class's description.
Prerequisites
If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.
Replacing and Gaining Invocations
Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.
You can't pick the same invocation more than once unless its description says otherwise.
Pact Magic
Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See 7 for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the class=Warlock later in the class's description.
Cantrips
You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.
When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.
Spell Slots
The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.
If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.
Changing Your Prepared Spells
Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
Spellcasting Ability
Charisma is the spellcasting ability for your Warlock spells.
Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.
Eldritch Invocation Options
Eldritch Invocation options appear in alphabetical order.
LEVEL 2
Magical Cunning
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.
LEVEL 3
Warlock Subclass
You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower.
LEVEL 4
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.
LEVEL 6
Subclass Feature
You gain a feature from your Warlock subclass.
LEVEL 8
Ability Score ImprovementASI
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
LEVEL 9
Contact Patron
In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.
LEVEL 10
Subclass Feature
You gain a feature from your Warlock subclass.
LEVEL 11
Mystic Arcanum
Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.
You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.
As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.
Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.
LEVEL 12
Ability Score ImprovementASI
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
LEVEL 13
Mystic Arcanum
You gain a level 7 Warlock Spell of your choice.
LEVEL 14
Subclass Feature
You gain a feature from your Warlock subclass.
LEVEL 15
Mystic Arcanum
You gain a level 8 Warlock Spell of your choice.
LEVEL 16
Ability Score ImprovementASI
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
LEVEL 17
Mystic Arcanum
You gain a level 9 Warlock Spell of your choice.
LEVEL 19
Epic Boon
You gain an category=EB or another feat of your choice for which you qualify. Boon of Fate is recommended.
LEVEL 20
Eldritch Master
When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.
Warlock Subclass
The Undying
Level 3 · The Undying
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 Hexblade
Level 3 · The Hexblade
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 3 · The Fathomless
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 3 · The Genie
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.
Archfey Patron
Level 3 · Archfey Patron
Bargain with Whimsical Fey
Your pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.
Level 6 · Misty Escape
You can cast Misty Step as a Reaction in response to taking damage.
In addition, the following effects are now among your Steps of the Fey options.
Disappearing Step
You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.
Dreadful Step
Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.
Level 10 · Beguiling Defenses
Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.
In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Level 14 · Bewitching Magic
Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.
Celestial Patron
Level 3 · Celestial Patron
Call on the Power of the Heavens
Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.
Level 6 · Radiant Soul
Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.
Level 10 · Celestial Resilience
You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.
Level 14 · Searing Vengeance
When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.
Once you use this feature, you can't use it again until you finish a Long Rest.
Fiend Patron
Level 3 · Fiend Patron
Make a Deal with the Lower Planes
Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.
Level 6 · Dark One's Own Luck
You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Level 10 · Fiendish Resilience
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
Level 14 · Hurl Through Hell
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Great Old One Patron
Level 3 · Great Old One Patron
Unearth Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.
Level 6 · Clairvoyant Combatant
When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.
Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Level 10 · Eldritch Hex
Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.
Level 10 · Thought Shield
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 take.
Level 14 · Create Thrall
When you cast Summon Aberration, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.
In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.
Undead Patron
Level 3 · Undead Patron
Defy Death for Profane Power
You've made a pact with a creature that defies the cycle of life and death: a powerful lich, a vampire, or another entity of undeath. Having once been mortal, these ancient patrons know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge and other secrets with those who work their will among the living.
Level 6 · Grave Touched
Your patron's powers have a profound effect on your body and magic, granting you the following benefits.
Arcane Necrosis
Necrotic damage from your attacks, Warlock spells, and Warlock features ignores Resistance to Necrotic damage. Once per turn when you cast a spell that deals damage, you can change that spell's damage type to Necrotic.
Dreaded Necrosis
When you hit a creature with an attack roll and deal Necrotic damage while using your Form of Dread, you can roll one additional damage die when determining the Necrotic damage the target takes. You can use this benefit only once per turn.
Undead Endurance
You don't gain Exhaustion levels from dehydration, malnutrition, or suffocation. In addition, you don't need to sleep, and magic can't put you to sleep.
Level 10 · Necrotic Husk
Your connection to undeath saturates your body. You gain the following benefits.
Necrotic Resilience
You have Resistance to Necrotic damage. While using your Form of Dread, you have Immunity to Necrotic damage.
Unholy Resuscitation
If you drop to 0 Hit Points and don't die outright, you can cause your body to erupt with deathly energy. Each creature of your choice in a 30-foot Emanation originating from you makes a Constitution saving throw against your spell save DC, taking Necrotic damage equal to 2d10 plus your Charisma modifier on a failed save or half as much damage on a successful one. Your Hit Points then change to twice your Warlock level, and you gain 1 Exhaustion level.
Once you use this benefit, you can't use it again until you finish a Short or Long Rest.
Level 14 · Superior Dread
Your Form of Dread improves, granting you the following benefits while you are using it.
Dread Resistance
You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Ghostly Flight
You have a Fly Speed equal to your Speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
Profane Casting
Whenever you cast a Warlock spell from the Conjuration or Necromancy school, you cast it without any Verbal, Somatic, or Material components, except Material components that are costly or consumed.
Vestige Patron
Level 3 · Vestige Patron
Wield the Remnants of a Dying God's Power
Your pact draws on the power of a dying god, a being once worshipped by countless followers but now abandoned and forgotten. This dying god, known as a vestige, might have been benevolent, evil, or strange and unknowable, but now it is driven to regain its former power. The vestige needs your help, and it is willing to share its remaining strength with you.
Level 6 · Vestige Power
Your Vestige Companion now regains its use of Divine Power whenever you finish a Short or Long Rest or when you use your Magical Cunning feature. In addition, while within 30 feet of your Vestige Companion, you have Resistance to the same damage types as the vestige.
Level 10 · Vestige Recovery
When your Vestige Companion would drop to 0 Hit Points, you can take a Reaction and expend a Pact Magic spell slot to instead change its Hit Points to its Hit Point maximum. The vestige then teleports to an unoccupied space you can see within 30 feet of it. Once you use this feature, you can't do so again until you finish a Long Rest.
Level 14 · Semblance of Life
Your Vestige Companion continues to grow in strength, and with your assistance, it can briefly adopt a more powerful form. Depending on the vestige's type, you can take a Magic action while the vestige is within 90 feet of you to shape-shift it for 1 hour into one of the following forms: Celestial Spirit (Celestial vestige; see the Summon Celestial spell in the 9), Fiendish Spirit (Fiend vestige; see the Summon Fiend spell in the 9), or Undead Spirit (Undead vestige; see the Summon Undead spell in the 9). The vestige's game statistics are replaced by the spirit's stat block, and the spell's level is equal to half your Warlock level (round down; maximum level 9), but the vestige retains its personality, Divine Power Bonus Action, Hit Points, and Hit Point Dice.
The vestige gains a number of Temporary Hit Points equal to the Hit Points of the spirit form. These Temporary Hit Points vanish if any remain after 1 hour, and the transformation ends early if it has no Temporary Hit Points left.
Once you use this feature, you can't do so again until you finish a Long Rest.
Plague Doctor
Level 3 · 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 3 · 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 3 · 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.