Warlock Class Details:
Destiny’s Warlock Guardians are experts in melding the “magic” abilities bestowed upon them by The Traveler with the technology of the modern world. Warlocks have studied The Traveler and can wield some of its powers. You can’t go wrong with the Warlock if you’re used to playing a supportive or healing role in prior games.
A teen elf in yellow robes smiles warmly as a pseudodragon curls up on his shoulder. His sweet words have a magical charm that makes the palace guard do what he wants. Wise human murmurs the mystery name of her demon master as flames start to grow in her hands. A tiefling with wild eyes chants the arcane ritual that will open a portal to a distant world as he shifts his gaze between a tattered book and the unusual alignment of the stars above.
Warlocks try to find the hidden knowledge in the cloth of the multiverse. Warlocks can do both small and big magical things or deal with mysterious beings with supernatural powers. Warlocks build their strength by putting together ancient secrets from beings like fey feudal lords, demons, devils, crones, and aliens from the Far Realm.
Solemn and True:
A warlock is somebody who deals with a being from another world. Sometimes, the relationship between a warlock and a steward is similar to that of a cleric and a god. A warlock might be in charge of a cult that worships a demon prince, an archdevil, or an entity from another world—beings that clerics usually don’t serve. Most of the time, though, the relationship is more like a master and an apprentice. The Warlock learns and gets stronger in exchange for doing small jobs for the patron from time to time.
A warlock’s magic can range from small but permanent changes to the Warlock’s body (like the ability to see in the dark or read any language) to access to potent spells. In addition to their magic, warlocks are good at hand-to-hand combat, which wizards aren’t. They are used to wearing light armor and can use simple firearms.
Explores secrets:
Warlocks have an unquenchable thirst for knowledge and power, which makes them make accords and forms their lifestyles. This thirst pushes warlocks to enter their pacts with one another and also helps mold their later careers. Many people know that warlocks can bind themselves to demons. But a lot of warlocks work for people who are not evil. Sometimes, a traveler in the wilds comes across a strangely beautiful tower, meets the fey lord or lady who lives there, and makes a deal without realizing it. An intelligent but disturbed student’s mind can be opened by forbidden lore to realms beyond the earthly world and alien entities in the outer abyss.
Once a pact is made, Warlock can’t satisfy their thirst for knowledge and power by just studying and researching. No one makes a deal with such a powerful patron if they don’t plan to use the control they get from the agreement. Most warlocks, on the other hand, spend their days working toward their goals, which usually means going on some adventure. Also, the needs of their patrons push warlocks to go on adventures.
How to Make a Warlock:
When creating your Warlock, it’s essential to consider your patron and the responsibilities your Pact will bring. Why did you decide to form the deal, and how did you get in touch with your patron? Were you tricked into calling a devil, or did you go looking for the ritual that would let you talk to an alien elder god? Did you go looking for your steward, or did they find you and pick you up? Do the terms of your Pact bother you, or do you serve happily because you’re looking forward to the rewards?
Work with your DM to determine how vital your Pact will be to your character’s adventures. Your patron’s requests may force you to go on adventures, or they may be small favors you can do in between adventures. What’s your connection like with your client? Is it friendly, mean, uncomfortable, or romantic? How important do you think you are to your buyer? What role do you play in the proposals of your client? Do you know any other people who work for your boss?
How does your customer get in touch with you? If you have a familiar, it might sometimes talk in the tone of your patron. Some warlocks discover hidden messages from their clients in the skies, scattered tea leaves, or carved into trees. Other warlocks talk to their patrons in dreams or visions when they are awake, or they only deal with intermediaries.
How to make warlock quickly:
You can create a warlock fast if you follow these suggestions. First, your Talent score ought to be the highest, then your Constitution score. Second, choose the background of a con artist. Choose the infernal blast and frost glass Qualities.
Class Features:
If you are a warlock, you get the following benefits:
Hit Points:
Hit Dice: 1d8 for every level of Warlock
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after the first.
Proficiencies:
Protection: Light armor
Weapons: Simple ones
Tools: None Saving Wisdom, Charismatic Presence
Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion.
Equipment:
You start with the following equipment, on top of what your background gives you:
A light crossbow and 20 bolts or b any simple weapon
A component pouch or b) an arcane focus
(a) A scholar’s pack or (b) A dungeoneer’s pack
Leather armor, a simple weapon, and two daggers
Pact Magic:
Your arcane studies and patron’s magic provide you with spellcasting skills. See Spells Rules for an overview of how to cast spells, and see Spells Listing for a list of warlock spells.
Cantrips:
You know any two cantrips from the list of warlock spells. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known section of the Warlock table.
Spell Slots:
The Warlock table reveals how many spell slots the Warlock has for casting 1st-5th level spells. The table also shows each slot’s level; all your spell slots are at the same level. To launch a 1st-level and higher warlock spell, use a spell slot. Your used Pact Magic slots will return after a short or lengthy rest.
For example, at the 5th level, you have two slots for 3rd-level spells. You must use one of these slots to cast the 1st-level spell “witch bolt” as if it were a 3rd-level spell. Spells from the first level and above
At 1st level, you know two 1st-level spells from the warlock spell list.
The Spells Known column of the Warlock table indicates when you gain access to additional warlock spells of 1st level and higher. You must select a while that is no more powerful than the level stated in the Slot Level column of the table for your group. When you achieve level 6 as a warlock, you have access to the new spell of either the first or second level.
Also, when you gain a level in this class, you can replace one of the warlock spells you know with another spell from the warlock spell list. Both attacks must be of a level for which you have spell slots.
Spellcasting Ability:
Charisma is your warlock spellcasting ability, so you use it whenever a spell says something about your spellcasting ability. You also use your Charisma modifier when setting the DC for a saving throw and making an attack roll with a warlock spell you cast.
Spell save DC = 8 plus your proficiency bonus plus your charisma modifier.
Spell attack modifier = your skill bonus plus your charisma modifier.
Focus on Spells:
You can use an arcane focus (see “Outdoor Gear” for more info) as a spellcasting focus for your warlock spells.
Eldritch Callings:
In your study of occult knowledge, you have found eldritch invocations, bits of forbidden knowledge that give you a magical ability that lasts. At level 2, you get to choose two eldritch invocations. You can get more data about the invocation option at the end of the class description. You get to a certain level as a warlock; you can learn more invocations and see the Warlock table’s Invocations Known column.
Also, when you attain a level in this class, you can substitute one of the invocations you already know with the one you could learn at that level. Even when an eldritch invocation has requirements to discover, you must meet them. You can understand the request at the same time as meeting the needs for it. A level prerequisite talks about how far along you are in this class.
Agonizing Blast:
When you cast eldritch blast, the damage it causes to targets you hit will have their Charisma score added.
Weapon of Shadows:
You can cast bard armor on yourself whenever you want, without using a spell slot or any materials.
Ascendant Step:
9th level is required
You can use the levitate spell on yourself whenever you want, without using a spell slot or any materials.
Beast Talks You can use the spell “Speak with Animals” whenever possible, without using a spell slot.
Influence to Trick:
You get better at using Deception and Persuasion.
Bewitching Whispers need to be at level 7 to be used.
You can use a warlock spell slot to cast compulsion once. You won’t be able to do it again until you’ve had a long break.
Pact of the Tome:
It is required to get the Book of Ancient Secrets.
You can now write spells into your Book of Shadows. Choose two 1st-level ritual spells from any class’s list (they don’t have to be from the same list). The spells are in the book, but they don’t count toward how many episodes you know. With your Book of Shadows, you can perform rituals using the chosen attacks. Unless you’ve learned the spells in some other way, you can only use them as part of a ritual. You can also use a ritual warlock spell if it has the ritual tag.
You can add more ceremonial spells to your Book of Shadows as you go on adventures. When you find such a spell, you can add it to the book if its level is equal to or less than half your warlock level (rounded up), and you have time to write it down. Writing it down for every level of the spell takes two hours and costs 50 GP for the unique inks needed.
Chains of Carceri:
15th level and the Pact of the Chain feature are needed. You can cast hold monster on a celestial, fiend, or elemental whenever you want without using up a spell slot or any materials. You must wait a long time before using this spell on the same creature again.
Devil’s Eye:
You can generally see up to 120 feet away in both magical and nonmagical darkness.
Dreadful Word:
7th level required
Using a warlock spell slot, you can cast confusion once. You won’t be able to do it again until you’ve had a long break.
See Eldritch:
You can detect magic whenever you want without using a spell slot. Eldritch Spear needs eldritch blast cantrip as a prerequisite.
Eldritch blast has a range of 300 feet when you cast it.
The Eyes of the Rune Keeper:
All writing can be read.
Fiendish Vigor:
You can use the 1st-level spell “false life” on yourself whenever possible, without using a spell slot or any material components.
Focus on Two Minds:
You can use your action to touch an inclined humanoid and sense through its sensations until the end of your next turn. As long as the creature is on the same plane, you can use your action in the following turns to preserve this connection. While perceiving through another creature’s senses, you can use that creature’s particular sensory perception, but you can’t see or hear your surroundings.
Life drinker:
12th level and the Truce of the Blade feature are required.
When your pact weapon hits a creature, it takes necrotic damage equal to your Charisma modifier (minimum 1).
Mask with Several Faces:
You can use disguise whenever you choose without using a spell slot.
Master of Many Styles:
15th level is required.
Chaos’s Followers:
Level 9 is required.
You can use a warlock spell slot to cast “Conjure Elemental” once. You won’t be able to do it again until you’ve had a long break.
Fill the Brain:
5th level is required.
Using a warlock spell slot, you can cast slow once. You won’t be able to do it again until you’ve had a long break.
Clouded Visions:
You can cast Silent Image whenever you want, without using a spell slot or any materials.
Some with Shadows:
5th level is required.
If you are in an environment with little lighting or completely dark, you can make yourself invisible by using your action. This effect will last until you move, take action, or react.
Leap Into the Unknown:
Level 9 is required.
You can cast jump on yourself whenever you want without using up a spell slot or any materials.
Repelling Blast:
Prerequisite: eldritch blast cantrip
When you use eldritch blast on a creature, you can move it up to 10 feet right away from you.
Carver of Flesh:
7th grade is required.
You can use a warlock spell slot to cast polymorph once. You won’t be able to do it again until you’ve had a long break.
omen of bad luck:
5th level is required.
You can use a warlock spell slot to cast “bestow curse” once. You won’t be able to do it again until you’ve had a long break.
The Thief of the Five Fate:
You can use one of your warlock spell slots to cast bane once. You won’t be able to do it again until you’ve had a long break.
Blade’s Thirst:
5th level and the Pact of the Blade feature are required.
When you take the Attack action on your turn, you can attack twice with your pact weapon instead of once.
Visions of Faraway Places:
15th level is required.
You can use the arcane eye spell whenever you want without using up a spell slot.
Voice of the Chain Master needs the Pact of the Chain feature as a prerequisite. As long as you are on the same plane of existence as you are familiar with, you can talk to it telepathically and use its senses. You can also speak through your familiar, even if it can’t usually talk while using its purposes.
Whispers of the Grave:
You must be 9th level to use it.
You can cast “Speak with Dead” whenever you want without using a spell slot.
Witch Sight is only available at level 15. You can see the proper form of any shapeshifter or creature hidden by illusion or transmutation magic as long as the animal is within 30 feet of you and in your line of sight.
Pact Helps:
At 3rd level, your otherworldly patron rewards you for your service by giving you a gift. You get one of the following benefits, which you choose.
Pact with the Blade:
You have the option of using your action to fashion a pact weapon out of the nothing in your hand. Each time you create this melee weapon, you can choose how it looks (see the Weapons section). When you use it, you get better at it. This weapon counts as magical to overcome resistance and immunity to nonmagical attacks and damage.
It will disappear if your pact weapon is more than 5 feet away from you for a minute or more. It also goes away if you use this feature again, drop the gun (which doesn’t require any action), or die.
You can turn one magic weapon into your pact weapon by performing a special ritual while holding the gun. The way takes an hour, which can be done during a short break. Then, you can throw away the gun by sending it into an extradimensional space, and it will show up every time you make a pact weapon. You can’t do this to an artifact or a weapon with intelligence. When you die, execute the 1-hour ritual on another gun, or use a 1-hour ceremony to dissolve your tie to the firearm, it ceases to be your pact weapon. The bond will break and emerge at your feet if the gun is in the interdimensional space.
Pact of the chain:
You learn the find familiar spells and can use them as a ritual. The attack doesn’t count toward how many episodes you know.
When you cast the spell, you can choose for your familiar to take one of its standard forms or one of these particular forms: imp, pseudodragon, quasit, or sprite. Also, when you use the Attack action, you can skip one of your attacks so that your familiar can make one strike with its reaction.
Pact of the Tomes:
A grimoire termed a Book of Shadows is given to you by your patron. You can choose three cantrips from any class’s list of spells when you get this ability. They don’t have to be from the same list. As long as you have the book on you, you can use these cantrips whenever you want. They don’t affect how many cantrips you know. Even if they aren’t on the list of warlock spells, you can still use them as warlock spells.
If you forfeit your Book of Shadows, you can do a ceremony that takes an hour to get a new one from your patron. This ceremony can be done during a short or long rest, and it destroys the last book. When you die, the book turns into cantrips, as well as the charming creature and witch bolt 1st-level spells.
Ability Scores Get Better:
When you approach the 4th level, 8th level, 12th level, 16th level, and 19th level, you can raise one of your ability scores by two or two by 1. As usual, this feature can’t be used to introduce an ability score above 20.
Using the rule for optional feats, you can skip the latter feature and take a different feat instead.
Mystic Arcanum (6th level):
At level 11, your patron gives you an arcanum, a magical secret. Choose a 6th-level warlock spell from the roster to use as this arcanum.
You can cast your arcanum spell once without using a spell slot. You have to finish a long rest before you can do it again.
You get more warlock spells that you can cast this way as you level up: one 7th-level spell at level 13, one 8th-level bit at level 15, and one 9th-level spell at level 17. After a long rest, you can use your Mystic Arcanum again.
Mystic Arcanum (7th level):
At level 13, your patron gives you an arcanum, a magical secret. You can use this arcanum to cast one 7th-level warlock spell. You can cast your arcanum spell once without using a spell slot. You can’t do it again until you’ve had a long break.
You get more warlock spells at higher levels than you can cast this way. At the 15th level, you get an 8th-level bit, and at the 17th level, you get a 9th-level spell. After a long rest, you can use your Mystic Arcanum again.
Mystic Arcanum (8th level):
At level 15, your patron gives you an arcanum, an enchanting secret. You can use this arcanum to spell any 8th-level warlock spell. Before you can do it again, you have to finish a long rest. At level 17, you get a 9th-level warlock spell that you can use in this way. After a long rest, you can use your Mystic Arcanum again.
Mystic Arcanum (9th level):
At level 17, your patron gives you an arcanum, a mystical secret. It is quite interesting that you can use this arcanum to throw a 9th-level warlock spell and you can cast your arcanum spell once without using a spell slot. You need to finish a long rest before attempting to do so again.
Eldritch Master:
At level 20, you can tap into your inner store of magical power while asking your patron to give you back spell slots that you’ve used. You can spend 1 minute asking your patron for help to get back all of your used spell slots from your Pact Magic feature. Once you’ve used this feature to get more spell slots, you have to take a long break before you can do it again.
Patrons from other worlds:
The beings that serve as patrons for warlocks are great beings from other planes of existence; they are not gods, but their power is virtually divine. Different patrons give their warlocks access to different abilities and spells; in return, they expect big favors.
Some patrons try to get warlocks because they start giving out mystical knowledge easily or brag about being able to bind mortal beings to their will. Other patrons reluctantly give their power to warlocks, and they might only make a deal with one of them. When they work for the same client, warlocks might see each other as friends, siblings, or enemies.
The Devil:
You made a deal with a demon from the lower planes of existence, a being whose goals are wrong even if you try to do the opposite. These kinds of beings want to ruin or destroy everything, including you. Demogorgon, Orcus, Fraz’Urb-Luu, Baphomet, and other demon lords are powerful enough to make a pact, as are archdevils like Asmodeus, Dispater, Mephistopheles, and Belial, as well as pit fiends, balers, Ostrogoths, and other lords of the yugoloths.
A Longer List of Spells:
The Fiend allows you to choose from an enlarged list of warlock spells when you learn one. The following bits are added to your list of warlock spells.
The Gift of the Dark One:
When you bring an enemy creature down to 0 hit points, starting at 1st level, you get temporary hit points equal to your Charisma modifier plus your warlock level (minimum of 1).
One’s bad luck
At the 6th level, you can ask your patron to change the things that go in your favor. If you use this feature, you can add a d10 to your roll for an ability check or a rescuing throw. You can do this after you see the first roll but before any of the effects of the registration happen.
You can’t use this feature again till you take a short or long break.
Fiendish Resilience:
Starting at level 10, you can choose one type of damage when you complete a short or long rest. When you use this ability, you gain resistance to that type of damage then you choose a varying one. This resistance doesn’t stop the damage from magical or silver weapons.
Hurry through hell:
At the 14th level, when you hit a monster with an attack, you can transport it via the lower realms. The creature disappears and hurtles through a nightmare world. At the end of your next turn, the target moves back to the space it was in before or to the closest area that isn’t occupied. If the target is not a fiend, it takes 10d10 psychic damage as it reels from the horrible experience. Once you use this feature, you can’t use it again until you’ve had a long rest.
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