Warlocks are the most volatile and insatiable of spellcasters. Though they often pledge themselves to the service of noble causes and are not innately evil, their desire to understand darker magics and exercise unwavering command over demonic forces breeds mistrust among even their closest allies. Warlocks peer into the Void without hesitation, leveraging the chaos they glimpse within to devastating ends in battle - their greatest abilities are fueled by the souls they’ve harvested from their victims. They exploit powerful Shadow magic to manipulate and degrade the minds and bodies of their enemies. They employ Fire magic, dropping hellish rain from the sky, to immolate the opposition. They summon and command indomitable demons from the Twisting Nether to do their bidding, or even to be sacrificed as the Warlock sees fit, empowering and protecting the dark caster from harm.
As a Warlock, you gain the following:
Hit Dice : 1d8 per Warlock level
Hit Points at 1st Level : 8 + your Constitution modifier
Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per Warlock after 1st
Armor : N/A
Weapons : Simple Weapons
Tools : None
Saving Throws : Constitution, Intelligence
Skills : Choose 2; from Arcana, Deception, History, Insight, Intimidation, Perception, or Religion
Stating at 1st level, you have spent long hours researching and practicing forbidden knowledge, gaining the following benefits:
You can speak, read, and write Eredun.
You have advantage on Intelligence checks made to recall information about aberrations, fiends, and
undead.
You apply your proficiency bonus when you make a Charisma check while interacting with fiends, or twice your proficiency bonus if you are proficient in the skill.
Your research into forbidden knowledge has given you facility with dark magic.
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.
The Warlock table shows how many spell slots you have. 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 Fel Sorcery 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.
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 or 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.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can cast a warlock spell as a ritual if that spell has the ritual tag and you know the spell.
You can use an arcane focus as a spellcasting focus for your warlock spells.
Also at 1st level, when you do not have any Fel Sorcery spell slots remaining, you can still cast a spell as though you do. As part of the action to cast the spell, you lose hit points equal to your level plus your Fel Sorcery slot level. For example, a 7th level warlock with 4th level spell slots would spend 11 hit points to cast a 4th level spell.
This damage cannot be resisted, and you cannot use this feature if doing so would reduce you to 0 hit points. You can use this ability once at 1st level, twice at 7th level, three times at 14th level, and any number of times at 20th level. You regain all expended uses when you finish a long rest.
At 2nd level, you are able to delve into a fel study, specializing yourself further. Choose one of the following:
Your choice grants you features at 6th, 10th, 14th, and 18th level.
Also at 2nd level, your studies into the dark knoweledge has given you the power to summon demons. You can call upon the principles of the Grimoire of Servitude to bind them as your demonic minion or the Grimoire of Sacrifice to rip out their demonic core.
Summoning a demon can only be done at the end of a long rest. You can only have one demonic minion or core at a time.
You start by knowing how to summon one particular type of demon of your choice. The Demons Known column of the Warlock table shows when you learn additional demon types. Whenever you gain a level in this class, you can choose to replace one demon you know.
Demons, as well as their cores, are describes on their own page here.
Using the Grimoire of Sacrifice, you can destroy a demon when you summon it to obtain its demonic core, the source of its power. A demonic core differs from demon to demon. At 2nd level while carrying the core you have advantage on two skill checks. While holding the core, you gain an additional spell or cantrip known. You are able to cast this spell at will.
As you increase in level, you are able to draw deeper upon the core to cast more powerful spells. At 5th and 9th levels you gain an additional spell known while holding the core. You can cast these spells once each without expending a spell slot and regain the ability to do so when you finish a long rest.
At level 13 you can consume the core as an action to recharge your own powers, regaining all expended soul shards.
Which skills are affected and spells provided varies based on the demon the core came from. Check the page for all the demons there to know more.
Using the Grimoire of Servitude, you can bind a demon into becoming your minion. Your minion acts independently of you, but it always obeys your commands. See this page here for their in-game statistics.
Once summoned, a demonic minion remains until it is slain or dismissed. You can temporarily dismiss your minion as an action. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
When the minion drops to 0 hit points, it disappears, leaving behind no physical form. If the demon has died within the last hour, you can expend a soul shard as an action to revive it, provided you are within 5 feet of it. The demon returns to life after 1 minute with all its hit points restored.
In combat, it rolls it's own initiative like any other creature, but you determine it's actions, decisions, attitudes, and so on. If you are incapacitated or absent, your demonic minion acts on it's own. Also, when you gain Ability Score Improvements from certain character levels, all of your demonic minions can also increase any one Ability Score by 2, or increase two different Ability Scores by 1.
Starting at 3rd level, you can creture soul shards: small crystals formed from fragments of souls and spirits. You can expend a soul shard to empower your warlock spells and abilities. You start knowing the abilities listed below and learn more as you gain more levels in the warlock class.
You can have up to three soul shards at any given time; attempting to create an additional soul shard results in a useless dull gemstone. Soul shards last until used, at which point they disappear. If a soul shard leaves your possession for at least 8 hours, it disappears. Soul shards you create can only be used by you; soul shards created by other warlocks are useless.
Over the course of a rest, you can gather fragments of wandering souls to create soul shards. You can create a single soul shard over the span of a short rest, or any number over a long rest.
Additionally, you can capture part of the escaping souls of nearby dying creatures in the form of soul shards. When an appropriate creature within 60 feet of you dies, you can use your reaction to create a single soul shard.
When you reach 9th level, your maximum number of soul shards increases to five.
You can expend a soul shard within 5 feet of you to create one of the following effects:
Casting Circle : You can expend a soul shard as a bonus action to create a 5-foot radius circle of demonic runes to appear on the ground. As long as you remain in this circle, you have advantage on concentration checks. The circle fades after 1 minute.
Soulburn; Extend : When you cast a spell that has a duration of 1 hour or more, you can expend a soul shard to extend the duration by a number of hours equal to your warlock level.
Soulburn; Quicken :Â When you cast a spell that has a casting time of 10 minutes or less, you can expend a soul shard to cast it as an action instead.
Soulburn; Rebound : When you cast a spell that affects a single target and it has no effect (either due to missing on the attack roll or the target succeeding on their saving throw), you may expend a soul shard as a reaction to redirect it to another target within range.
Soul Rites : You can expend a soul shard to cast any warlock spell with a ritual tag as a ritual as long as you have Fel Sorcery or Nethermancy spell slots of the spell's given level. You do not have to know the spell to cast it as a ritual as long as it is on the warlock spell list.
Starting at 5th level, you can forge powerful, magical stones from your soul shards. You create a stone by expending a soul shard, which is done as an action. Once a stone has been created, it lasts until used, after which it crumbles to dust. You can only have a single stone of each type created at a time; creating an additional stone will cause the other stone to become inert.
Firestone : You can expend this stone when casting a warlock spell to cause it to deal a critical hit on a roll of 19 or 20. If the spell does not use an attack roll, it instead deals damage as if it were one spell level higher.
Healthstone : You or another creature can crush the healthstone as an action to regain a number of hit points equal to your Intelligence modifier + your warlock level.
Hellstone : You can expend this stone when casting a warlock spell to be able to reroll any amount of damage dice. You must use the new roll.
Soulstone : You can expend this stone to cast the Revivify spell without expending a spell slot or providing material components. If you are reduced to 0 hit points and are carrying a soulstone, it is automatically expended and you are reduced to 1 hit point instead.
Spellstone : You can expend this stone when casting a warlock spell, causing one creature to have disadvantage on its first saving throw made against that spell.
At 6th level, you are able to channel your magic unto your minions, giving them much more strength and allowing them to target the weaknesses of more magical creatures. When a demonic minion you control makes an attack against a creature, that attack is treated as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.Â
Starting at 11th level, you can push yourself to cast more powerful spells a certain number of times per day. You gain a single spell slot of 6th level. This spell slot can be expended to cast any warlock spell you know. You regain any expended Nethermancy spell slots when you finish a long rest.
Whenever you gain a spell slot through Nethermancy, you also learn a single warlock spell of a level that you can cast. These are counted separately from your normal spells, as shown on the Spells Known column of the Warlock table.
At higher levels you earn more spell slots: one 7th level spell slot at 13th level, one 8th level slot at 15th level, and one 9th level slot at 17th level.
When you gain a level in this class, you can choose one of the warlock spells gained through Nethermancy and replace it with another spell from the warlock spell list.
This section will list off all the spells the Warlock can utilize, as well as link off to the various spells on the list.
Find Steed (fiend only)