Extended Warlock Levels (5e Class)

From D&D Wiki

Jump to: navigation, search

Extended Warlock Levels[edit]

These are additional levels for the Warlock class. See Level 40 Expansion (5e Variant Rule) for more info.

Class Features

As a Warlock you gain the following class features.

Hit Points

Hit Dice: 1d8 per Warlock level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warlock level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) None or (b) {{{item1b}}}

Table: The Warlock

Level Proficiency
Bonus
Features Cantrips Spells Known Spell Slots Slot level Invocations Known
1st +2 Demigod, Mystic Arcanum (10th Level) 4 16 4 5th 8
2nd +2 Otherwordly Patron feature 5 16 4 5th 9
3rd +2 Improved Ability Score Improvement 5 16 4 5th 9
4th +2 Ability Score Improvement, Extra Invocations 5 17 4 5th 10
5th +3 Otherwordly Patron feature 5 17 4 5th 10
6th +3 5 17 5 5th 10
7th +3 Mystic Arcanum (11th Level) 5 17 5 5th 11
8th +3 Ability Score Improvement, Improved Ability Score Improvement 5 18 5 5th 11
9th +4 Otherwordly Patron feature 5 18 5 5th 11
10th +4 Extra Invocation (2) 5 18 5 5th 12
11th +4 5 18 5 6th 12
12th +4 Ability Score Improvement, Power Syphon 5 18 5 6th 12
13th +5 5 19 5 6th 13
14th +5 Improved Ability Score Improvement 5 19 5 6th 13
15th +5 Otherwordly Patron feature 5 19 5 6th 13
16th +5 Ability Score Improvement, Extra Invocation (3) 5 19 5 6th 14
17th +6 Pact Power 5 19 5 6th 14
18th +6 6 19 6 6th 14
19th +6 Ability Score Improvement 6 20 6 6th 15
20th +6 Pactbreaker of the Gods, Mystic Arcanum (12th Level) 6 20 6 6th 15

Demigod[edit]

At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a warlock and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.

From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow green, red, or black whenever you cast a spell, your skin might take on a permanent greenish tint or become tough and leathery or feel slimy, or your hair might be perpetually full of leaves or burning or might resemble a mass of thousands of tiny tentacles. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.

Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC and all saving throws also increase by 1.

Improved Ability Score Improvement[edit]

When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.

Extra Invocation[edit]

At 24th level, and again at 30th and 38th level, you learn an additional eldritch invocation that must be from the list of additional eldritch invocations. You must meet the prerequisites for these additional invocations, as normal.

The chosen invocations are included in the number in the Invocations Known column of the Warlock table.

Power Syphon[edit]

At 32nd level, the power your Otherworldly Patron grants you has grown to the point where you are no longer being given it; you are taking it. As an action, you can regain half of your expended spell slots (rounded down). You can’t do so again until you finish a long rest. If you are the same type of creature as your patron, you also regain half of your maximum hit points.

Pact Power[edit]

At 37th level, your connection to the base forces of your patron strengthens, granting you access to its powers no other creature has. Your Dexterity, Constitution, and Charisma scores each increase by 2, to a maximum of 26; all of your damage-dealing cantrips add you Charisma modifier to the damage roll if they don't already; you may attune to a total of 4 magic items; and your creature type becomes that of your patron’s if you so wish.

Pactbreaker of the Gods[edit]

At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, you gain the ability to instantly teleport you and any number of friendly, willing creatures within 10 feet of you directly to your patron. If you kill your patron or overthrow it from its position of power, you take up the mantle of your patron, supplanting it and taking its position within the hierarchy of the multiverse, giving you the option of permanently transforming into its creature type and gaining any number of its physical and mental characteristics and abilities. Otherwise, you are able to cast each of your Mystic Arcanum spells twice per long rest. You also gain sufficient power to grant arcane powers to one creature, becoming a true patron.

Otherwordly Patron[edit]

The Fey[edit]

Proximity to the Archfey

At 22nd level, you can inspire awe or fear in creatures around you at will. Your Fey Presence feature can be used any number of times, and it affects creatures in a 20-foot cube instead.

Shrouded Vanishment

At 25th level, the range of your Misty Escape feature is increased to 90 feet, and you remain invisible for 1 minute or until you attack or cast a spell. In addition, the mist remains until the end of your next turn, heavily obscuring the area.

Enchanting Offense

At 29th level, each time you cast a spell that has an effect on one or more creatures, you may have one of those creatures make a Wisdom saving throw against your spell save DC after the spell has its effect or be charmed by you until the end of your next turn. While charmed in this way, it is friendly to you and your companions, and obeys your verbal commands. The creature has advantage on the save if it took damage from the spell, or if you use this feature on it more than once in a day. It has disadvantage on the save if your spell caused it to recover hit points or cured it of a disease or condition. You can extend the duration of this charm by 1 turn by casting another spell on it. A creature is immune to the charm caused by this feature for 24 hours if it succeeds on the saving throw or if it takes damage from you or your companions while charmed in this way.

Inky Insanity

At 35th level, you gain the ability to affect a group of creatures with mind-altering magic. Your Dark Delirium feature can target a number of creatures up to your Charisma modifier when you use it, rather than one creature. Rather than the creatures thinking they are lost in a misty realm, you can choose for them to simply lose control of all of their senses (including Truesight, tremorsense, smell, etc.), pitching them in a seemingly empty void of black nothing.

The Fiend[edit]

Fiendish Boon

At 22nd level, your Dark One’s Blessing feature provides true healing. You can choose to regain hit points when you reduce a hostile creature to 0 hit points rather than gain temporary hit points. Additionally, each time you regain enough hit points to be brought up to your hit point maximum from sources other than resting, you gain a number of temporary hit points equal to the hit points restored. These temporary hit points cannot exceed your level.

Fiendish Prosperity

At 25th level, your Dark One’s Own Luck feature adds your Charisma modifier to the roll. Additionally, you may use it twice between each short or long rest.

Hellish Resistance

At 29th level, you may select up to two damage types for your Fiendish Resilience feature each time you finish a long rest.

Launch Through Lava

At 35th level, your Hurl Through Hell feature deals an additional 5d6 fire damage. Additionally, you regain use of the feature when you finish a short rest.

The Great Old One[edit]

Stirred Mind

At 22nd level, you can telepathically communicate with any creature, regardless if it shares a language with you. Additionally, you can use your action to force a creature you have a telepathic link with to make a Charisma saving throw against your spell save DC. On a failure, you perceive through its senses without the creature realizing it, blinding and deafening you to your own surroundings. Once you end this effect, the creature realizes that its senses were hijacked and is immune to this feature for 24 hours. You can end this effect at any time.

While you are perceiving through another creature’s sense, you can use your action to read its surface thoughts. You cannot search for information unless the creature is actively thinking about it, and you only learn the things the creature thought about. Each time you use your action for this, and before you learn what the creature is thinking, the creature senses someone probing around in its head, and may make another Charisma saving throw to prevent you from reading its thoughts. If it succeeds by 5 or more, you are kicked out of its mind and it is immune to this feature for 24 hours.

Degenerative Shield

At 25th level, your Entropic Ward feature can be used a number of times equal to your Charisma modifier, and you regain all uses after a long rest. You also regain one use of Entropic Ward after each short rest.

Mind Barrier

At 29th level, your Thought Shield feature grants you immunity to psychic damage, and anytime psychic damage would be dealt to you, it is instead dealt to the creature that dealt the damage. Additionally, any creature that attempts to read your mind without your permission takes an amount of psychic damage equal to your level.

Thrall Menagerie

At 35th level, you can have a number of creatures up to your Charisma modifier charmed at a single time by your Create Thrall feature. Additionally, a thrall must obey your commands to the best of its ability. You may use the feature on beasts as well as humanoids, and you may use it on beasts that aren’t incapacitated.

Additional Eldritch Invocations[edit]

Bane of the Ethereal

You can cast faerie fire at will without expending a spell slot.

Book of Forgotten Lore

Prerequisite: 33rd level, Pact of the Tome feature

Your Book of Shadows now includes any two 9th-level spells from any class’ spell list. You may cast any spell in your Book of Shadows once without expending a spell slot or material components, after which you must finish a long rest to regain use of this feature. A spell cast in this way is treated as though it was cast using an 11th-level spell slot.

Call for Help

Prerequisite: 38th level

You can cast planar ally once using a warlock spell slot. You can’t do so again until you finish a long rest.

Chained Mount

Prerequisite: Pact of the Chain feature

You can cast find steed at will without expending a spell slot.

Dust and Ashes

Prerequisite: 30th level

You can cast disintegrate once without expending a spell slot. You can’t do so again until you finish a long rest.

Eldritch Bomb

Prerequisite: 27th level, eldritch blast cantrip

Each time you hit a creature with eldritch blast, each creature within 5 feet of the target must succeed on a Constitution saving throw or take the same amount of damage as the targeted creature.

Flawless Perception

Prerequisite: 30th level

You have truesight out to a range of 60 feet.

Invisible Barrier

You can cast wall of force once using a warlock spell slot. You can’t do so again until you finish a long rest.

Kinetic Blast

Prerequisite: 22th level, eldritch blast cantrip

When you hit a creature with eldritch blast, you can have the creature make a Strength saving throw, pulling it 15 feet in any direction on a failed save, 5 feet on a successful one.

Lifestealer

Prerequisite: 30th level, Pact of the Blade feature, Lifedrinker invocation

When you hit a creature with your pact weapon, you regain hit points equal to half the necrotic damage dealt.

Master of the Key

You can cast knock at will without expending a spell slot.

Otherworldly Craft

Prerequisite: 27th level

You can cast fabricate once using a warlock spell slot. You can’t do so again until you finish a long rest.

Percussive Blasts

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, each additional blast directed at that creature deals an additional 3 damage to that creature for the rest of the turn. This damage is dealt after the effects of the Eldritch Bomb invocation.

Portal Master

Prerequisite: 36th level

You can cast gate once without expending a spell slot or material components. You can’t do so again until you finish a long rest.

Traveler of the Ethereal

Prerequisite: 33rd level

You can cast etherealness on yourself once without expending a spell slot. You can’t do so again until you finish a long rest.


Back to Main Page5e HomebrewClassesSpecial Classes

Home of user-generated,
homebrew pages!


Advertisements: