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Warlock

All classes · Multiclassing · Rules Glossary

Warlock

Core Warlock Traits

Primary Ability Charisma
Hit Point Die D8 per Warlock level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies Simple weapons
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP

Becoming a Warlock ...

As a Level 1 Character

  • Gain all the traits in the Core Warlock Traits table.
  • Gain the Warlock's level 1 features, which are listed in the Warlock Features table.

As a Multiclass Character

  • Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
  • Gain the Warlock's level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.

Warlock Class Features

As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.

Warlock Features

Level Proficiency Bonus Class Features Eldritch Invocations Cantrips Prepared Spells Spell Slots Slot Level
1 +2 Eldritch Invocations, Pact Magic 1 2 2 1 1
2 +2 Magical Cunning 3 2 3 2 1
3 +2 Warlock Subclass 3 2 4 2 2
4 +2 Ability Score Improvement 3 3 5 2 2
5 +3 - 5 3 6 2 3
6 +3 Subclass feature 5 3 7 2 3
7 +3 - 6 3 8 2 4
8 +3 Ability Score Improvement 6 3 9 2 4
9 +4 Contact Patron 7 3 10 2 5
10 +4 Subclass feature 7 4 10 2 5
11 +4 Mystic Arcanum (level 6 spell) 7 4 11 3 5
12 +4 Ability Score Improvement 8 4 11 3 5
13 +5 Mystic Arcanum (level 7 spell) 8 4 12 3 5
14 +5 Subclass feature 8 4 12 3 5
15 +5 Mystic Arcanum (level 8 spell) 9 4 13 3 5
16 +5 Ability Score Improvement 9 4 13 3 5
17 +6 Mystic Arcanum (level 9 spell) 9 4 14 4 5
18 +6 - 10 4 14 4 5
19 +6 Epic Boon 10 4 15 4 5
20 +6 Eldritch Master 10 4 15 4 5

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 "Eldritch Invocation Options" 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.

Level 1: 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 "Spells" for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list 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 Charm Person , 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. and 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 War- lock 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.

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. The Fiend Patron subclass is detailed after this class's description. 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 Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.

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 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 19: Epic Boon

You gain an Epic Boon feat (see "Feats") 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.

Eldritch Invocation Options

Eldritch Invocation options appear in alphabetical order.

Agonizing Blast

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Armor of Shadows

You can cast Mage Armor on yourself without expending a spell slot.

Ascendant Step

Prerequisite: Level 5+ Warlock

You can cast Levitate on yourself without expending a spell slot.

Devil's Sight

Prerequisite: Level 2+ Warlock

You can see normally in Dim Light and Darkness-- both magical and nonmagical--within 120 feet of yourself.

Devouring Blade

Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation

The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.

Eldritch Mind

You have Advantage on Constitution saving throws that you make to maintain Concentration.

Eldritch Smite

Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation

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

Eldritch Spear

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Fiendish Vigor

Prerequisite: Level 2+ Warlock

You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.

Gaze of Two Minds

Prerequisite: Level 5+ Warlock

You can use a Bonus Action to touch a willing creature 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 take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.

While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.

Gift of the Depths

Prerequisite: Level 5+ Warlock

You can breathe underwater, and you gain a Swim Speed equal to your Speed.

You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.

Gift of the Protectors

Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation

A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).

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 you finish a Long Rest.

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

Investment of the Chain Master

Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation

When you cast Find Familiar , you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.

Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.

Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.

Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.

Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.

Lessons of the First Ones

Prerequisite: Level 2+ Warlock

You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see "Feats").

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

Lifedrinker

Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation

Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).

Mask of Many Faces

Prerequisite: Level 2+ Warlock

You can cast Disguise Self without expending a spell slot.

Master of Myriad Forms

Prerequisite: Level 5+ Warlock

You can cast Alter Self without expending a spell slot.

Misty Visions

Prerequisite: Level 2+ Warlock

You can cast Silent Image without expending a spell slot.

One with Shadows

Prerequisite: Level 5+ Warlock

While you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.

Otherworldly Leap

Prerequisite: Level 2+ Warlock

You can cast Jump on yourself without expending a spell slot.

Pact of the Blade

As a Bonus Action, you can conjure a pact weapon in your hand--a Simple or Martial Melee weapon of your choice with which you bond--or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake(see "Monsters" for the familiar's stat block).

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

Pact of the Tome

Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.

Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.

Spellcasting Focus. You can use the book as a Spellcasting Focus.

Repelling Blast

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll

Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Thirsting Blade

Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation

You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.

Visions of Distant Realms

Prerequisite: Level 9+ Warlock

You can cast Arcane Eye without expending a spell slot.

Whispers of the Grave

Prerequisite: Level 7+ Warlock

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

Witch Sight

Prerequisite: Level 15+ Warlock

You have Truesight with a range of 30 feet.

Warlock Spell List

This section presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, Rmeans it's a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Warlock Spells)

Spell School Special
Chill Touch Necromancy -
Eldritch Blast Evocation -
Mage Hand Conjuration -
Minor Illusion Illusion -
Poison Spray Necromancy -
Prestidigitation Transmutation -
True Strike Divination -

Level 1 Warlock Spells

Spell School Special
Bane Enchantment C
Charm Person Enchantment -
Comprehend Languages Divination R
Detect Magic Divination C, R
Expeditious Retreat Transmutation C
Hellish Rebuke Evocation -
Hex Enchantment C
Hideous Laughter Enchantment C
Illusory Script Illusion R, M
Protection from Evil and Good Abjuration C, M
Speak with Animals Divination R
Unseen Servant Conjuration R

Level 2 Warlock Spells

Spell School Special
Darkness Evocation C
Enthrall Enchantment C
Hold Person Enchantment C
Invisibility Illusion C
Mind Spike Divination C
Mirror Image Illusion -
Misty Step Conjuration -
Ray of Enfeeblement Necromancy C
Spider Climb Transmutation C
Suggestion Enchantment C

Level 3 Warlock Spells

Spell School Special
Counterspell Abjuration -
Dispel Magic Abjuration -
Fear Illusion C
Fly Transmutation C
Gaseous Form Transmutation C
Hypnotic Pattern Illusion C
Magic Circle Abjuration M
Major Image Illusion C
Remove Curse Abjuration -
Tongues Divination -
Vampiric Touch Necromancy C

Level 4 Warlock Spells

Spell School Special
Banishment Abjuration C
Blight Necromancy -
Charm Monster Enchantment -
Dimension Door Conjuration -
Hallucinatory Terrain Illusion -

Level 5 Warlock Spells

Spell School Special
Contact Other Plane Divination R
Dream Illusion -
Hold Monster Enchantment C
Mislead Illusion C
Planar Binding Abjuration M
Scrying Divination C, M
Teleportation Circle Conjuration M

Level 6 Warlock Spells

Spell School Special
Circle of Death Necromancy M
Create Undead Necromancy M
Eyebite Necromancy C
True Seeing Divination M

Level 7 Warlock Spells

Spell School Special
Etherealness Conjuration -
Finger of Death Necromancy -
Forcecage Evocation C, M
Plane Shift Conjuration M

Level 8 Warlock Spells

Spell School Special
Befuddlement Enchantment -
Demiplane Conjuration -
Dominate Monster Enchantment C
Glibness Enchantment -
Power Word Stun Enchantment -

Level 9 Warlock Spells

Spell School Special
Astral Projection Necromancy M
Foresight Divination -
Gate Conjuration C, M
Imprisonment Abjuration M
Power Word Kill Enchantment -
True Polymorph Transmutation C
Weird Illusion C

Warlock Subclass: 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, an archdevil, or another fiend 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 3: Dark One's Blessing

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

Level 3: Fiend Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Fiend Spells

Warlock Level Spells
3 Burning Hands, Command, Scorching Ray, Suggestion
5 Fireball, Stinking Cloud
7 Fire Shield, Wall of Fire
9 Geas, Insect Plague

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.

Additional Bible5e Class Spell Options

These additional class-list options are retained for Bible5e campaigns. They are not automatically prepared; use this class's normal spell preparation rules.

Legacy options: Shatter, Flesh to Stone, and Mass Suggestion were on this site's older Warlock list but are not on the SRD 5.2.1 Warlock list. They are retained here for reference; use them as Warlock options only if your GM allows them.

Additional Level 2 Spells

Spell School Special
Shatter Evocation M

Additional Level 3 Spells

Spell School Special
Induce Envy Enchantment C
Induce Gluttony Enchantment C, M
Induce Greed Enchantment C, M
Induce Lust Enchantment C, M
Induce Pride Enchantment C, M
Induce Sloth Enchantment C, M
Induce Wrath Enchantment C

Additional Level 6 Spells

Spell School Special
Flesh to Stone Transmutation C, M
Mass Suggestion Enchantment M

Bible5e custom subclass options

Warlock Subclass: The Horseman

Your patron is one of the primordial titans of manifested force known colloquially as the Four Horsemen of the Apocalypse. Although they are commonly referred to as "titans" the Four Horsemen are much more than this; they are incarnations of ideas; they are the manifestations of the primal urges of the chaos of pre-creation. They are ideas as much as they are creatures, and as such they are ageless, immortal, and more powerful than all but the most ancient of celestials. The Four Horsemen are enigmatic and inscrutable. They conquer and kill and destroy, not because of malice or desire, but because it is their nature. They are neither good nor evil; they simply are. Because of this, it is unclear when or how a warlock comes into the favor of a Horseman. For some, it may be as simple as having been in the wrong place at the wrong time. Still, it is also possible that an adventurer might be so dedicated to an idea or purpose that their very soul becomes attuned to the frequency of a primordial consciousness that is as old as time itself - a connection to the ageless and immortal ideas of Conquest, War, Famine, or Death.

Choose one of the Four Horsemen, or determine it randomly, using the Horseman Patron table below. The Horseman you choose as your patron also determines the kind of energy that you develop an affinity with, as described in your class features.

Horseman Patron Table

d4 Horseman Weapon Energy
1 Conquest Bow Force
2 War Sword Thunder
3 Famine Staff Psychic
4 Death Scythe Necrotic

Level 3: Expanded Spell List

Starting at Warlock level 3, you always have the Horseman Spells and the spells for your chosen Horseman patron prepared from rows whose spell level you can cast with Pact Magic. They are Warlock spells for you and do not count against the number you can prepare with Pact Magic. The level 1 and 2 rows are available at Warlock level 3; the level 3, 4, and 5 rows become available at Warlock levels 5, 7, and 9, respectively.

Spell Level Horseman Spells Conquest Spells War Spells Famine Spells Death Spells
1st Longstrider Bane Thunderwave Ray of Sickness Inflict Wounds
2nd Magic Weapon Shining Smite Flame Blade Blindness/Deafness Gentle Repose
3rd Protection from Energy Haste Elemental Weapon Fear Speak with Dead
4th Freedom of Movement Wall of Fire Confusion Blight Death Ward
5th Contact Other Plane Conjure Volley Destructive Wave Contagion Raise Dead

Level 3: Shadow Steed

At 3rd level, your patron gives you the ability to summon the infamous mount of the Horseman. As a bonus action, you can cause your Shadow Steed to appear in an unoccupied space within 30 feet. Your Shadow Steed has an appearance that is reminiscent of the mount of your Horseman patron, and serves you as a mount, both in combat and out. Your Shadow Steed uses Warhorse statistics with the following changes:

  • Its creature type is Fiend, rather than Beast.
  • Its intelligence score is 8, and it can communicate with you telepathically to a range of 120 feet.
  • It has Darkvision out to 60 feet.

Your Shadow Steed disappears into wisps of shadow after 1 hour, when it is reduced to 0 hit points, or when you dismiss it as a bonus action. Once you have summoned your Shadow Steed, you cannot do so again until you finish a Short or Long Rest.

Level 6: Augmented Pact Boons

At 6th level, you gain the enhancement below for each corresponding Pact of the Blade, Pact of the Chain, or Pact of the Tome invocation you have. This feature does not grant an invocation. If you later gain or lose one of these invocations, you gain or lose its enhancement accordingly.

Pact of the Blade. Your pact weapon usually, but not always, takes on the appearance of the weapon wielded by your patron, as shown in the Horseman Patron Table. Additionally, when you hit an enemy with a weapon attack, you deal additional damage equal to your Charisma modifier. The extra damage is of the type favored by your Horseman, as shown on the Horseman Patron Table.

Pact of the Chain. When you cast the Find Familiar spell, you can use it to summon your Shadow Steed. When you summon your Shadow Steed in this way, its hit point maximum becomes equal to 5 times your Warlock level.

Pact of the Tome. Your Book of Shadows takes on the form of an ancient scroll, sealed with seven seals along its length. While this scroll is in your possession, both you and your Shadow Steed gain resistance to the type of damage favored by your patron, as shown in the Horseman Patron Table.

Level 10: Dread Mount

At 10th level, your Shadow Steed becomes a creature that is fearful to behold. Your Shadow Steed gains the following features:

  • When it first appears, your Shadow Steed has a number of temporary hit points equal to twice your Warlock level.
  • It has a fly speed equal to its walking speed.
  • When you cast a spell that targets only you, you can choose for the spell to target your Shadow Steed as well.

Level 14: Avatar of the Horseman

At 14th level, you gain the ability to temporarily become an incarnation of Conquest, War, Famine, or Death. As an action, your form changes to reflect the nature of your patron, and you gain the following benefits for 1 minute:

  • You are immune to the damage type favored by your patron.
  • Your Shadow Steed is immune to all damage.
  • When you deal damage to an enemy, you deal an additional 2d10 damage of the type favored by your patron.
  • While mounted on your Shadow Steed, you can move through other creatures and objects as if they were difficult terrain. If you end your turn inside of an object or creature, you are shunted into the nearest unoccupied space, taking force damage equal to twice the number of feet moved.

Your avatar form fades if you are incapacitated, if you die, or if you dismiss it as a bonus action. When you revert to your normal form, a burst of energy ripples out from you in a 60-foot sphere. Each creature of your choice in this area must make a Constitution saving throw, taking 8d6 damage on a failed save, or half as much on a success. The damage is of the type favored by your patron.

Warlock Subclass: The Watcher

Your patron is one of the powerful and enigmatic celestials from the Heavenly Realm known only by the mysterious title "Watcher." According to several mystical texts from ancient times, including the prophet Daniel and the apocryphal books of Enoch, the Watchers were a special race of celestials that were placed on Earth at the time of Adam and Eve. These beings had one simple job: to watch over the world of mortals without interfering. In this mission, the Watchers failed.

Some of the Watchers fell so in love with the human race that they gave up their immortality in order to stay on Earth, marrying human spouses and giving birth to the beautiful race of half-human celestials known as the Nephilim. Other members of the Watchers sided with Lucifer during the fall and now use their cunning powers to subvert the will of God and bring humankind further from grace. The Watchers who remained faithful to God could not, however, remain true to their vow to simply watch, and began looking for ways to gift worthy mortals with invocations of their own celestial magic.

Whether fallen or unfallen, the Watchers are mysterious and treacherous. To try and discern the will and intentions of a Watcher can easily lead the average mortal to madness, and so the foundational texts of almost every major religion advise against seeking them out. However, many stories throughout history tell of the power of the Watchers, and it is enough to make some of the more curious and ambitious mortals go looking. Pacts with Watchers are usually made in alleyways beside cathedrals, in the shadows cast by church steeples, in chapels that are closed for renovation, or in other places symbolic of their desire to be near (but not fully in obedience to) the will of God.

Level 3: Expanded Spell List

Starting at Warlock level 3, you always have the listed spells prepared from rows whose spell level you can cast with Pact Magic. They are Warlock spells for you and do not count against the number you can prepare with Pact Magic. The level 1 and 2 rows are available at Warlock level 3; the level 3, 4, and 5 rows become available at Warlock levels 5, 7, and 9, respectively.

Spell Level Spells
1st Detect Magic, Healing Word
2nd Augury, Spiritual Weapon
3rd Bestow Curse, Spirit Guardians
4th Divination, Pillar of Fire*
5th Commune, Walk in Shadow*

*This spell is described in the Adventurer's Guide to the Bible.

Level 3: Radiant Form

At 3rd level, you allow aspects of your patron's celestial radiance to manifest in your own body. As a bonus action, you can take on a radiant form for 1 minute. Your eyes glow, your body becomes wreathed in blue flame, and you gain the following benefits while in your radiant form:

  • You hover 5 feet above the ground as you move and are immune to being knocked prone.
  • Whenever you take damage of any type but psychic, each creature of your choice within 5 feet of you takes radiant damage equal to your Charisma modifier (minimum of 1).
  • You gain a +5 bonus to Wisdom (Perception) checks.
  • You gain darkvision out to 30 feet. If you already have darkvision, its range is extended by 30 feet.

You can assume your Form of Radiance a number of times equal to your Charisma modifier and you regain all expended uses when you finish a long rest.

Level 3: The Watcher's Pact Boons

At 3rd level, you gain the enhancement below for each corresponding Pact of the Blade, Pact of the Chain, or Pact of the Tome invocation you have. This feature does not grant an invocation. If you later gain or lose one of these invocations, you gain or lose its enhancement accordingly.

Pact of the Blade. Your pact weapon takes on a shimmering and ethereal appearance. You can choose whether your weapon deals its standard damage type or radiant damage, and you can change which type it deals each time you summon it.

Pact of the Chain. Your patron grants you a special familiar, a Chalkydri Fledgling, which is available to you when you cast the Find Familiar spell.

Pact of the Tome. Your Book of Shadows contains chaotic scrawlings in an Enochian script that appear to be the legends of heroes and angels long past, written by a long-dead prophet. After each long rest, you notice that the stories of your adventures in service to your patron have been added to this anthology, as though they are part of ancient history. While you are holding this tome, you may double your proficiency bonus for one skill in which you are already proficient, chosen when you choose the Pact of the Tome.

Level 6: Eye of the Watcher

At 6th level, your patron has gifted you with a means of celestial sight. As a bonus action, you can create an invisible, magical eye that hovers in an unoccupied space of your choice within 30 feet. You can see and hear in all directions through the eye, which has darkvision out to 30 feet. As a bonus action, you can move the eye up to 30 feet. The eye can pass through an opening as small as 1 inch in diameter, but is blocked by a solid barrier. The eye cannot travel more than 100 feet away from you; if you move further than 100 feet from the eye, the eye moves with you to stay within 100 feet.

The eye disappears after 1 hour, if someone casts dispel magic on it, or if you lose concentration on it (as though concentrating on a spell). You can summon your Eye of the Watcher a number of times equal to your Charisma modifier and you regain all expended uses when you finish a long rest. The eye is intrinsically linked to your patron. Anything seen or heard by this eye is also innately seen and heard by the Watcher that gifted you with this power.

Level 10: Celestial Conduit

At 10th level, your transformations become more potent. While in your Radiant Form, you gain the following benefits:

  • You gain a fly speed equal to your walking speed, and can hover at any height.
  • You have resistance to radiant and necrotic damage.

Level 14: All-Seeing Eye

At 14th level, your Eye of the Watcher feature gains the following benefits:

  • Your magical eye has darkvision out to 120 feet, and truesight out to 30 feet.
  • There is no limit to the number of times you can summon your eye.
  • There is no limit to the distance the eye can travel from you.

Additional Eldritch Invocation Options

At 1st level, a Warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to those available in other Fifth Edition source books.

Apocryphal Blade

Prerequisite: Pact of the Blade invocation

You can use your pact weapon as a spellcasting focus for your warlock spells. In addition, your pact weapon grants a +1 bonus to your spell attack rolls and spell save DC.

Song of Sunrise

Prerequisite: Pact of the Chain invocation

Whenever you are required to make a saving throw while your familiar is within 100 feet of you, you may make the roll with advantage. You cannot do so again until you finish a short or long rest.

Atlas of the Wanderer

Prerequisite: Pact of the Tome invocation

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 proficiency bonus.

You can cast the locate creature spell, targeting the creatures whose names are on the page, without using a spell slot and without using material components. The ink on the page begins to shift and reshape itself into a crude map of the surrounding area, with the names on the page moving to indicate the positions of the named creatures if they are within 1,000 feet. The ink returns to normal after 1 hour.

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