Warlock (Pathfinder Class)

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Warlock[edit]

This is a rework of the 5e warlock to be used in Pathfinder.

Warlock Class Details Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Sworn and Beholden A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Making a Warlock[edit]

Starting Gold: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Table:Warlock

Hit Die: d8

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day Cantrips Know Eldritch Invocations
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Otherworldly Patron, Pact Magic 2
2nd +1 +0 +0 +3 Eldritch Invocations 2 2
3rd +2 +1 +1 +3 Pact Boon 2 2
4th +3 +1 +1 +4 Metamagic feat 3 3
5th +3 +1 +1 +4 3 3
6th +4 +2 +2 +5 Otherworldly Patron feature 3 4
7th +5 +2 +2 +5 3 4
8th +6/1 +2 +2 +6 Metamagic feat 3 5
9th +6/1 +3 +3 +6 4 5
10th +7/2 +3 +3 +7 Otherworldly Patron feature 4 5
11th +8/3 +3 +3 +7 Mystic Arcanum (6th level) 4 5
12th +9/4 +4 +4 +8 Metamagic feat 4 6
13th +9/4 +4 +4 +8 Mystic Arcanum (7th level) 4 6
14th +10/5 +4 +4 +9 Otherworldly Patron feature 4 6
15th +11/6/1 +5 +5 +9 Mystic Arcanum (8th level) 4 7
16th +12/7/2 +5 +5 +10 Metamagic feat 4 7
17th +12/7/2 +5 +5 +10 Mystic Arcanum (9th level) 4 7
18th +13/8/3 +6 +6 +11 4 8
19th +14/9/4 +6 +6 +11 Metamagic feat 4 8
20th +15/10/5 +6 +6 +12 Eldritch Master 4 8

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The warlock’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Warlock.

Weapon and Armor Proficiency: Light armor and Simple weapons

Spells:

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You know two cantrips of your choice from the Sorcerer/Wizard spell list. You learn additional Sorcerer/Wizard 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 warlock spells 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 Sorcerer/Wizard spell list.

The Spells Known column of the Warlock table shows when you learn more Sorcerer/Wizard 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 Sorcerer/Wizard spells you know and replace it with another spell from the Sorcerer/Wizard spell list, which also must be of a level for which you have spell slots. Warlocks choose their spells from the Sorcerer/Wizard list.

New Cantrip Eldritch Blast School: Evocation Level: Warlock - Cantrip Casting time: 1 standard action Components: V,S Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: none Spell Resistance: Yes

A beam of crackling energy streaks toward a creature within range. You must make a successful ranged touch attack to hit. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

New Spell Hex School: Enchantment Level: Warlock - 1 Casting time: 1 standard action Components: V,S,M (the petrified eye of newt) Range: close (25 ft. + 5 ft./2 levels) Duration: 1 minute / level Saving Throw: Will negates Spell Resistance: Yes

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 force damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has -2 on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a move action on a subsequent turn of yours to curse a new creature within 30 ft.

A Remove Curse cast on the target ends this spell early.

Table: Warlock Spells Known
Level Spells Known
Spell slot level Spell Slots 1st 2nd 3rd 4th 5th
1 1st 1 2
2 1st 2 2
3 2nd 2 3 1
4 2nd 3 3 1
5 3rd 3 3 2 1
6 3rd 4 3 2 1
7 4th 4 3 3 2
8 4th 5 3 3 2
9 5th 5 3 3 3 1
10 5th 6 3 3 3 1
11 5th 6 3 3 3 2
12 5th 7 3 3 3 2
13 5th 7 3 3 3 3 1
14 5th 8 3 3 3 3 1
15 5th 8 3 3 3 3 2
16 5th 9 3 3 3 3 2
17 5th 9 3 3 3 3 3
18 5th 10 3 3 3 3 3
19 5th 10 3 3 3 4 3
20 5th 11 3 3 3 4 4
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.

Spell save DC = 10 + the spell level + your Charisma modifier

Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

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. Your invocation options are detailed at the end of the class description. 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.

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.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Its magical bonus for bypassing damage resistance is equal to 1/3 of the Warlock's class levels, max +5.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You gain the wizard's Arcane Bond class feature, but only for a familiar. You cannot take an focus item. The familiar levels and gains abilities as if the Warlock was a wizard.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock's spell list, they are accepted spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a quiet time of at least 1 hour, and it destroys the previous book. The book turns to ash when you die.

Mystic Arcanum (6th level) At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the Sorcerer/Wizard spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You can use this ability once per day.

Mystic Arcanum (7th level) At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the Sorcerer/Wizard spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You can use this ability once per day.

Mystic Arcanum (8th level) At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the Sorcerer/Wizard spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You can use this ability once per day.

Mystic Arcanum (9th level) At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the Sorcerer/Wizard spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You can use this ability once per day.

You regain all uses of your Mystic Arcanum on the next day after a full rest.

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. You can regain spell slots with this feature once per day.

Eldritch Invocations[edit]

Agonizing Blast

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Arcane Gunslinger (UA/MM)

Prerequisite: Pact of the Blade feature

You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Aspect of the Moon

Prerequisite: Pact of the Tome feature

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a full night's rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence

You gain the skills Bluff and Diplomacy as class skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast Charm Monster once using one of the warlock's spell slots. You can only use this ability once per day.

Bond of the Talisman (UA)

Prerequisite: 12th level, Pact of the Talisman feature

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells from the Sorcerer/Wizard spell list. The spells appear in the book and your spell list functions now as a Wizard than a Sorcerer as long as your book remains intact. If the book is destroyed the Warlock must perform a ritual that costs an amount of gold equal to 200 times the Warlock's level to restore the book.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chain Master’s Fury (UA)

Prerequisite: 9th level, Pact of the Chain feature

As part of a full attack action you can enable your familiar to attack 1 additional time. This ability can only be used once per day.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You can only use this invocation once per day on the same creature.

Cloak of Flies

Prerequisite: 5th level

As a move action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you a +4 on Charisma (Intimidation) checks but a -4 on all other Charisma checks. Any other creature that starts its turn in the aura takes damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a 1 hour rest.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level

You can cast Confusion once using a warlock spell slot. You can only use this invocation once per day.

Eldritch Armor (UA)

Prerequisite: Pact of the Blade feature

As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

Eldritch Mind (UA)

Prerequisite: Pact of the Tome feature

You have +4 to maintain your concentration on a spell or on Defensive Casting.

Eldritch Sight

You can cast Detect Magic at will.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Spear

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, its range is long (400 ft. + 40 ft./level)

Eyes of the Rune Keeper

You can read all writing.

Far Scribe (UA)

Prerequisite: 5th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching the name on it.

Fiendish Vigor

You can cast False Life on yourself at will, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can only use this after a rest of 1 hour.

Gift of the Depths

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast Water Breathing without expending a spell slot. You can only use this ability once per day.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Gift of the Protectors (UA)

Prerequisite: 9th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until the next day.

As an action, you can magically erase a name on the page by touching the name on it.

Grasp of Hadar

Prerequisite: Eldritch Blast cantrip

Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a greatsword, warhammer, earthbreaker, longspear, shortspear, shortbow, longbow, light crossbow, or heavy crossbow.

Investment of the Chain Master (UA)

Prerequisite: Pact of the Chain feature

When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • The familiar no longer needs to breathe.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming DR. Its magical bonus for bypassing damage resistance is equal to 1/3 of the Warlock's class levels, max +5.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC at the highest spell level you can cast.
Lance of Lethargy

Prerequisite: Eldritch Blast cantrip

Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra damage equal to your Charisma modifier (minimum 1).

Maddening Hex

Prerequisite: 5th level, Hex spell or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal force damage to the cursed target and each creature of your choice within 5 feet of it. The force damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast Alter Self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast Conjure Elemental once using a warlock spell slot. You can only use this ability once per day.

Mire the Mind

Prerequisite: 5th level

You can cast Slow once using a warlock spell slot. You can only use this ability once per day.

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast Jump at will, without expending a spell slot.

Protection of the Talisman (UA)

Prerequisite: 9th level, Pact of the Talisman feature

When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll.

Rebuke of the Talisman (UA)

Prerequisite: Pact of the Talisman feature

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal force damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman’s wearer.

Relentless Hex

Prerequisite: 7th level, Hex spell or a warlock feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Prerequisite: Eldritch Blast cantrip

When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast Polymorph once using a warlock spell slot. You can only use this ability once per day.

Shroud of Shadow

Prerequisite: 15th level

You can cast Invisibility at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level

You can cast Bestow Curse once using a warlock spell slot. You can only use this ability once per day.

Superior Pact Weapon (UA)

Prerequisite: 9th level, Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Thief of Five Fates

You can cast Bane once using a warlock spell slot. You can only use this ability once per day.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You gain 1 additional attack with your pact weapon on a full attack action, as if you were under the effect of Haste

Tomb of Levistus

Prerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you must rest for at least 1 hour to regain it.

Trickster's Escape

Prerequisite: 7th level

You can cast Freedom of Movement once on yourself without expending a spell slot. You can only use this ability once per day.

Ultimate Pact Weapon (UA)

Prerequisite: 15th level, Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Visions of Distant Realms

Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Otherworldly Patrons[edit]

The Fiend[edit]

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/unhallow (Depending on Alignment of the Warlock)
Dark One’s Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

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 rest of 1 hour or longer.

Fiendish Resilience

Starting at 10th level, you gain resistance equal to half of your warlock level until you choose a different one with this feature. Damage from magical weapons of +1 or higher or silver weapons ignores this resistance. You can change this to energy resistance equal to half of your warlock level, once per day.

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 force damage as it reels from its horrific experience.

You can only use this feature once per day.

The Genie (UA)[edit]

THIS IS PLAYTEST MATERIAL

The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing.

Here are some things to keep in mind:

The character options you read here might be more or less powerful than options in the Player’s Handbook. If a design survives playtesting, we adjust its power to the desirable level before official publication. In early playtests such as this, character options are rarely tuned for multiclassing. We are nonetheless interested in multiclass-related feedback, accounting for it if we finalize the design for publication. You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals who so love to bind genies into servitude, readily entering into pacts that expand their reach across the multiverse.

You choose your patron’s kind or determine it randomly, using the Genie Kind table. Each kind of genie is associated with a particular element, as shown in the table.

Genie Kind

You choose your patron’s kind or determine it randomly, using the Genie Kind table. Each kind of genie is associated with a particular element, as shown in the table.

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.

Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st detect evil or detect 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 Alter Self, Mass flame strike cone of cold
9th wish
New spell

Thunderwave School evocation [Air]; Level arcanist 1, bloodrager 1, druid 1, hunter 1, magus 1, shaman 1, sorcerer 1, wizard 1 Casting Casting Time 1 standard action Components V, S Effect Range close (25 ft. + 5 ft./2 levels) Target one creature or object Duration instantaneous Saving Throw none; Spell Resistance yes Description You call forth a quick blast of air that knocks over and pushes a creature away. You can use this blast of air to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Thunderwave pushes back the creature on a failed Strength check a number of squares equal to 1/3 the Warlocks level (minimum 1).

Genie's Vessel

1st-level Genie feature

Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.

d6 Vessel
1 Oil Lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to half of your warlock level. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. You can only enter the vessel once per day.

Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your charisma modifier. The type of this damage is determined by your patron: bludgeoning (dao), electric (djinni), fire (efreeti), or cold (marid).

The vessel’s AC equals your spell save DC at your highest spell level. Its hit points equal your warlock level plus your charisma modifier, and it is immune to poisons and force damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. The previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Elemental Gift

6th-level Genie feature

You begin to take on characteristics of your patron’s kind. You now have resistance equal to half your warlock level to a damage type determined by your patron’s kind: bludgeoning (dao), electric (djinni), fire (efreeti), or cold (marid).

In addition, as a move 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 move action a number of times equal to your charisma modifier and regain all uses the next day after a full rest.

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 partial action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or 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 1 hour rest, and anyone can add your charisma modifer to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

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 spell that is 6th level or lower and has a casting time of 1 standard action or less. 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 days.

The Lurker in the Deep (UA)[edit]

THIS IS PLAYTEST CONTENT

The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing.

You made a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation’s earliest days. You serve as this creature’s eyes and ears, watching the world beyond its domain and reporting your findings. You may have gained this pact as a member of a cult dedicated to the entity or after your patron saved your life when you nearly drowned at sea.

The Lurker’s Clutches

Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages should reflect the nature of your specific patron. For example, a kraken’s warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water.

Expanded Spell List

1st-level Lurker in the Deep feature

The Lurker in the Deep 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.

Lurker Expanded Spells
Spell Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, silence
3rd lightning bolt, sleet storm
4th control water, black tentacles
5th commune with nature, cone of cold
Grasp of the Deep

1st-level Lurker in the Deep feature

At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee attack, using your charisma modifier instead of strength, against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8.

As a partial actions on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses the next day after a full rest.

Scion of the Deep

1st-level Lurker in the Deep feature

At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically.

Fathomless Soul

6th-level Lurker in the Deep feature

At 6th level, your patron grants you greater abilities. You gain the following benefits:

  • You can breathe both air and water.
  • You gain a swimming speed equal to your walking speed.
  • You gain resistance to cold damage equal to half your warlock level.
Guardian Grasp

6th-level Lurker in the Deep feature

At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your attack of opportunity to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.

Devouring Maw

10th-level Lurker in the Deep feature

Starting at 10th level, you can magically draw forth a manifestation of your patron’s insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength check throw against a DC = to 10+cha mod+1/2 of your warlock level or be restrained. Any creature that starts its turn in the maw’s area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw’s area, you gain temporary hit points equal to your warlock level.

Once you use this feature, you can’t use it again until the next day after a full rest.

Unleash the Depths

14th-level Lurker in the Deep feature

Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can’t use this feature again until you finish a long rest.

Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron’s realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.

Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Reflex saving throw against your spell save DC = to 10+cha mod+1/2 of your warlock level. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.

The Undead (UA)[edit]

THIS IS PLAYTEST CONTENT

The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing.

The Undead is an entity that resides in the dark corners of the multiverse. Your patron could be Acererak, Azalin, Lord Soth, Strahd, or some other ancient undead being. You may seek to gain knowledge from your patron’s countless lifetimes of experience, while it may see you as a piece of a centuries long plan.

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, minor image
3rd speak with dead, phantom steed
4th death ward, greater invisibility
5th antilife shell, cloudkill
Form of Dread

1st-level Undead feature

You manifest an aspect of your patron’s dreadful power. As a partial action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Will saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

You can transform a number of times equal to your Charisma bonus, and you regain all expended uses on the next day after a full rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron.

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, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with negative energy damage. While you are using your Form of Dread, you can roll one additional damage die when determining the negative energy damage the target takes.

Mortal Husk

10th-level Undead feature

Your connection to undeath and necrotic energy now saturates your body. You have resistance to inflict wounds spell damage. If you are transformed using your Form of Dread, you instead become immune to negative energy damage.

In addition, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you gain 1d10 points of subdual damage as exhaustion. Once you revive this way, you can’t do so again until 1d4 days have past.

Spirit Projection

14th-level Undead feature

Your body is now simply a vessel for your spirit. 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 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 10 damage resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal, somatic, 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 difficult terrain, 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 negative energy damage to a creature, you regain hit points equal to half the amount of damage dealt.

Once you use this feature, you can’t do so again until the next day.

The Hexblade[edit]

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, shocking grasp
2nd Blur, shocking grasp (elemental switch to fire)
3rd Blink, Energy Weapon
4th Phantasmal Killer, Staggering Smite
5th Banish, Cone of Cold
Staggering Smite

School evocation [light]; Level Paladin 4th, Warlock 4th Casting Time 1 standard action Components V Effect Range Self Effect Stun effect and 4d6 force damage Duration instantaneous Saving Throw Will negates; Spell Resistance yes Description The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 force damage to the target. The target must make a Will saving throw. On a failed save, it has a -5 on attack rolls and ability checks, and can’t take attacks of opportunity, until the end of its next turn.

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again unless you get the final blow against the target of your curse or until a rest of 1 hour.

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until the next day. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. 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 day, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until the next day.

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 attack of opportunity to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

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.


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