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Warlock D&D 2014

Revised in 2024 The D&D 2024 version differs. Read the D&D 2024 version.

Core warlock traits

Hit die
d8
Primary ability
Charisma
Saving throws
WIS, CHA
Armour
Light
Weapons
Simple
Spellcasting
Pact magic (Charisma)

Skills. Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion.

Starting equipment. You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) a dungeoneer's pack Leather armor, any simple weapon, and two daggers

SRD 5.1, p.47 · OGL 1.0a

Warlock level table (D&D 2014)

LevelProficiency bonusWhat you gain
1+2WIS & CHA saves; choose 2 skills. Otherworldly Patron chosen now. Pact Magic (2 cantrips + 2 1st-level spells known; regain Pact Magic slots on a short rest). No Eldritch Invocations until L2. Proficiencies (SRD 5.1 p.46): Armor: Light armor. Weapons: Simple weapons. Equipment (SRD 5.1 p.46): You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) a dungeoneer's pack • Leather armor, any simple weapon, and two daggers
2+2Eldritch Invocations (2 known).
3+2Pact Boon: choose Pact of the Chain, Pact of the Blade, or Pact of the Tome.
4+2ASI: distribute +2 across abilities (or take a Feat).
5+3+1 invocation
6+3Fiend: Dark One's Own Luck (add d10 to check/save 1/short rest)
7+3+1 invocation
8+3ASI: distribute +2 across abilities (or take a Feat).
9+4+1 invocation (5 known).
10+4Fiend: Fiendish Resilience (resist chosen damage type/long rest)
11+4Mystic Arcanum (6th-level spell, 1/long rest)
12+4+1 invocation. ASI: distribute +2 across abilities (or take a Feat).
13+5Mystic Arcanum (7th)
14+5Fiend: Hurl Through Hell (1/long rest: 10d10 psychic, target loses next turn)
15+5+1 invocation, Mystic Arcanum (8th)
16+5ASI: distribute +2 across abilities (or take a Feat).
17+6Mystic Arcanum (9th)
18+6+1 invocation
19+6ASI: distribute +2 across abilities (or take a Feat).
20+6Eldritch Master (1/long rest: regain all Pact Magic slots over 1 min)

Warlock class features

Eldritch InvocationsLevel 1

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.

Otherworldly PatronLevel 1

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact MagicLevel 1

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. 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 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 thunderwave, 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 and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier. You can use an arcane focus as a spellcasting focus for your warlock spells. Slots per level: 1/2/2/2/2/2/2/2/2/2/3/3/3/3/3/3/4/4/4/4.

Pact BoonLevel 3

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.

Ability Score ImprovementLevel 4

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mystic ArcanumLevel 11

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch MasterLevel 20

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

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.

Hit Dice (d8)

Hit Dice: 1d8 per bard level (SRD 5.1 p.11) / cleric level (p.15) / druid level (p.19) / monk level (p.26) / rogue level (p.39) / warlock level (p.46). Hit Points at 1st Level: 8 + your Constitution modifier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level / cleric level / druid level / monk level / rogue level / warlock level after 1st. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest (p.87).

Your Pact Boon

Each Pact Boon option produces a special creature or an object that reflects your patron's nature. Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend. Pact of the Blade. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.

The Fiend features

Dark One's BlessingLevel 1

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 LuckLevel 6

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish ResilienceLevel 10

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through HellLevel 14

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.

The Fiend

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. 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.

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Licence and attribution

This work includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Open Game License Version 1.0a. Section 15, Copyright Notice: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

The Open Game License Version 1.0a is reproduced in full at rollquest.io/open-game-license.

This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).

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