5e Warlock Rewrite (V2)
5e Warlock Rewrite (V2)
15th +5 — 6 7
Hit Points
Hit Dice: 1d8 per Warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and
Religion
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 scholar’s pack or (b) a dungeoneer’s pack
● Leather armor, any simple weapon, and two daggers
Eldritch Blast
Starting at 1st level, you can use your action to make a ranged spell attack against a target
that you can see within 120 feet of you. Your attack bonus for your Eldritch Blast is equal to your
proficiency bonus + your Charisma modifier. On a hit, the target takes force damage equal to 1d10 +
your Charisma modifier.
At 5th level, the damage increases to 2d10 + your Charisma modifier. This increases to 3d10 +
your Charisma modifier at 11th level, and 4d10 + your Charisma modifier at 17th level.
An Eldritch Blast’s appearance varies from Warlock to Warlock. A colored beam or bolt of
energy is typical, although some Warlocks’ blasts have more exotic appearances, such as crystalline
projectiles, spectral tentacles, or thrown playing cards. The appearance of your Eldritch Blast is up to
you.
Additionally, you can modify your Eldritch Blast by using blast shapes and eldritch essences.
These are listed at the end of the class description, along with eldritch invocations.
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants
you features at 1st level and again at 6th, 10th, and 14th level.
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 an Eldritch Invocation 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. Each
invocation has a level associated with it, and you can’t learn an invocation of a higher level than your
level in this class.
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.
Charisma is your spellcasting ability modifier for your invocations. Your Invocation save DC is
equal to 8 + your proficiency bonus + your Charisma modifier.
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.
Cold Silver
Starting at 7th level, your otherworldly nature grants you a resistance to the weapons of mortals.
When you take bludgeoning, piercing, or slashing damage, you can use your reaction to halve the
damage that you take.
Silver, however, cuts through this resistance. You can’t reduce the damage you take from
silvered weapons, and you can’t use this feature while your body is in contact with silver.
Energy Resistance
Starting at 9th level, when you finish a short or long rest, you can choose acid, cold, fire, lightning, or
thunder damage. You gain resistance to the type of damage that you choose, which lasts until you
choose another one.
Starting at 13th level, you can choose two damage types instead of one, and at 18th level, you
can choose three types.
Eldritch Master
At 20th level, when you miss an attack with your Eldritch Blast, or when a creature succeeds on a
saving throw against one of your blast shapes, you still deal half the damage that you would have
dealt normally. If you used an Eldritch Essence, you do not inflict its effect.
Eldritch Invocations
1st Level
Blast Shapes:
Eldritch Chain
When you use this Blast Shape, after attacking with your Eldritch Blast, you can repeat the attack
against a secondary target of your choice within 30 feet of the first target. On a hit, the secondary
target takes half the damage of your Eldritch Blast, and must make a save against any Eldritch
Essence you have applied to it.
Starting at 5th level, you can repeat the attack against two secondary targets. This increases
to three at 11th level, and four at 17th level.
Eldritch Spear
When you use this Blast Shape, the range of your Eldritch Blast increases to 300 feet.
Eldritch Essences:
Frightful Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes psychic, and each creature hit by it must make a
Wisdom saving throw. On a failed save, a creature is frightened of you until the start of your next turn.
Sickening Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes poison, and each creature hit by it must make a
Constitution saving throw against poison. On a failed save, a creature is poisoned until the start of
your next turn.
Invocations:
Armor of Shadows
You can cast mage armor on yourself at will.
Beast Speech
You can cast speak with animals at will.
Beguiling Influence
You gain proficiency in the Persuasion and Deception skills, and your proficiency bonus is doubled for
any ability check you make with them.
Devil’s Sight
You gain darkvision out to a distance of 120 feet. Magical darkness does not impede your darkvision.
Draconic Knowledge
You gain proficiency in the Arcana and Religion skills, and your proficiency bonus is doubled for any
ability check you make with them.
Eldritch Sight
You can cast detect magic at will.
Misty Visions
You can cast silent image at will.
Otherworldly Leap
You can cast jump on yourself at will.
Serpent’s Tongue
You gain advantage on Wisdom (perception) checks that rely on smell, and saving throws against
poison.
Thieves’ Bane
You can cast alarm at will.
5th Level
Blast Shapes:
Eldritch Barrage
When you use this blast shape, instead of attacking once with your Eldritch Blast, you can attack
twice. When you hit with one of these attacks, the target takes force damage equal to 1d10 + your
Charisma modifier, and must make a save against any Eldritch Essence you have applied. If you hit
the same creature with multiple attacks, it only has to make one save against your Eldritch Essence.
Starting at 11th level, you can make three attacks instead of two, and starting at 17th level, you
can make four attacks.
Eldritch Line
When you use this Blast Shape, instead of attacking with your Eldritch Blast, a 60-foot line of energy
bursts out from you. Each creature in the line must make a Dexterity saving throw. On a failed save, a
creature takes the damage of your Eldritch Blast, and must make a save against any Eldritch
Essence you have applied to it.
Eldritch Essences:
Beshadowed Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes necrotic, and each creature hit by it must make a
Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.
Brimstone Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes fire, and each creature hit by it must make a Dexterity
saving throw. On a failed save, a creature burns for 1 minute, taking 1d6 fire damage at the start of
each of its turns. A burning creature or another creature within 5 feet can use an action to make a
Dexterity check against your Invocation save DC, extinguishing the burn on a success.
At 17th level, the damage increases to 2d6.
Hellrime Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes cold, and each creature hit by it must make a
Constitution saving throw. On a failed save, a creature’s speed is halved and it makes Dexterity
checks and saving throws with disadvantage until the start of your next turn.
Invocations:
Cloak of Flies
As a bonus 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 advantage on Charisma (Intimidation) checks but disadvantage on all
other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal
to your Charisma modifier (minimum of 0 damage).
Devour Magic
As an action, you can touch a creature and dispel any spell effects on it. Touching an unwilling
creature requires you to hit them with a melee spell attack (attack bonus = your proficiency bonus +
your Charisma modifier.) You regain hit points equal to the combined level of all the spell effects that
you dispelled.
The maximum level of effect you can dispel is equal to half your Warlock level rounded up. Any
spells of a higher level than this on the target are not dispelled.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Tomb of Levistus
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 can’t use it again until you finish a short or long rest.
Warlock’s Charm
You can cast charm person at will.
11th Level
Blast Shapes:
Eldritch Cone
When you use this Blast Shape, instead of attacking with your Eldritch Blast, a 30-foot cone of energy
bursts out from you. Each creature in the cone must make a Dexterity saving throw. On a failed save,
a creature takes the damage of your Eldritch Blast, and must make a save against any Eldritch
Essence you have applied to it.
Eldritch Essences:
Bewitching Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes psychic, and each creature hit by it must make a
Wisdom saving throw. A creature that is immune to being charmed automatically succeeds. On a
failed save, a creature must roll a d10 to determine its behavior for its next turn:
1 The creature uses all its movement to move in a random direction. To determine the
direction, roll a d8 and assign a direction to each die face. The creature doesn't take an
action this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature
within its reach. If there is no creature within its reach, the creature does nothing this turn.
Noxious Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes poison, and each creature hit by it must make a
Constitution saving throw against poison. On a failed save, a creature spends its action on its next
turn retching and reeling.
Repelling Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes thunder, and each creature hit by it must make a
Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from you and is
knocked prone.
Vitriolic Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes acid, and each creature hit by it must make a Dexterity
saving throw. On a failed save, a creature takes 5d4 acid damage at the end of its next turn.
At 17th level, the damage increases to 7d4.
Invocations:
Ghostly Gaze
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’t use it again until you finish a short or long rest.
Spiderwalk
You can cast spider climb on yourself at will. While under the effects of spider climb, your movement
is not impeded by webs.
Warlock’s Call
You can cast sending at will.
Witchwood Step
You can cast water walk on yourself at will.
17th Level
Blast Shapes:
Eldritch Doom
When you use this Blast Shape, instead of attacking with your Eldritch Blast, you choose a point that
you can see within 60 feet of you. Each creature within 20 feet of that point must make a Dexterity
saving throw. On a failed save, a creature takes the damage of your Eldritch Blast, and must make a
save against any Eldritch Essence you have applied to it.
Eldritch Essences:
Utterdark Blast
When you use your Eldritch Blast, you can use a bonus action to apply this Eldritch Essence to it. The
damage type of your Eldritch Blast becomes necrotic, and each creature hit by it must make a
Constitution saving throw. On a failed save, a creature gains one level of exhaustion.
All levels of exhaustion given by this invocation are removed after 1 minute. If a creature
already has five levels of exhaustion, you can’t give it a sixth one.
Invocations:
Dark Discorporation
You can cast gaseous form on yourself at will. You can’t use your Eldritch Blast while under the
effects of gaseous form.
Dark Foresight
You can use your action to touch a willing creature. The next time the creature makes an attack roll,
ability check, or saving throw within the next minute, it can roll a d4 and add the result to the roll. For
1 minute or until the creature does this, you and the creature can communicate telepathically with one
another.
Fell Flight
You can cast fly on yourself at will.
Path of Shadow
When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an
unoccupied space you can see that is also in dim light or darkness.
Shroud of Shadow
You can cast invisibility on yourself at will.
Witch Sight
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
The Archfey
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome
presence of the fey. As an action, you can cause creatures of your choice within 5 feet of you to make
a Wisdom saving throw against your Invocation save DC. A creature that fails its saving throw is
charmed or frightened by you (your choice) for 1 minute, or until it takes damage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage,
you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can
see. You remain invisible until the start of your next turn or until you take an action.
Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your
enemies against them. You are immune to being charmed, and when another creature attempts to
charm you, you can use your reaction to attempt to turn the charm back on that creature. The
creature must succeed on a Wisdom saving throw against your Invocation save DC or be charmed by
you for 1 minute or until the creature takes any damage.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a
creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your
warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute
or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if
the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which
you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
The Celestial
Celestial Cantrips
At 1st level, you learn the light and sacred flame cantrips. Charisma is your spellcasting ability for
these cantrips.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s
that you spend to fuel this healing. The number of dice in the pool equals 1 + your Warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice
from the pool. The maximum number of dice you can spend at once equals your Charisma modifier
(minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points
equal to the total.
Your pool regains all expended dice when you finish a long rest.
Celestial Inspiration
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.
Celestial Resistance
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These
temporary hit points equal your Warlock level + your Charisma modifier. Additionally, choose up to
five creatures you can see at the end of the rest. Those creatures each gain temporary hit points
equal to half your Warlock level + your Charisma modifier.
Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to
make a death saving throw at the start of your turn, you can instead spring back to your feet with a
burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand
up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage
equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
The Fiend
Hellfire
Starting at 6th level, your bond with your patron allows you to sacrifice a bit of your vitality to
empower your spells with hellfire. When you deal damage with your Eldritch Blast, you can cause
each creature damaged by it to take an extra 2d4 fire damage. This fire burns too hot to be prevented
with resistance or immunity.
At 10th level, the damage increases to 3d4, and at 14th level, it increases to 4d4.
Each time you do this, you take necrotic damage equal to the amount rolled, and your hit point
maximum is reduced by the same amount. This damage bypasses temporary hit points, and cannot
be prevented with resistance or immunity. If your hit point maximum is reduced to 0, you die. Your hit
point maximum is restored when you finish a long rest.
Because the sacrifice is required for the use of hellfire, if you are under an effect that prevents
your hit point maximum from being reduced, you can’t use this feature.
Hellish Rebuke
Starting at 10th level, when a creature that you can see within 60 feet of you hits you with an attack,
you can use your reaction to aim a blast of hellfire at it. The creature must succeed on a Dexterity
saving throw against your Invocation save DC or take 3d4 fire damage. This damage cannot be
prevented with resistance or immunity.
At 14th level, the damage increases to 4d4.
Each time you deal damage with this feature, you take necrotic damage and your maximum hit
points are reduced as per your Hellfire feature.
Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures.
You can communicate telepathically with any creature you can see within 30 feet of you. You don't
need to share a language with the creature for it to understand your telepathic utterances, but the
creature must be able to understand at least one language.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike
into good luck for yourself. When a creature makes an attack roll against you, you can use your
reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the
creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Thought Shield
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it.
You also have resistance to psychic damage, and whenever a creature deals psychic damage to you,
that creature takes the same amount of damage that you do.
Create Thrall
At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You
can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a
Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature
again.
You can communicate telepathically with the charmed creature as long as the two of you are
on the same plane of existence.
The Hexblade
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons, medium armor, and shields.
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 until you finish a short or long rest.
Accursed Specter
Starting at 6th level, when you slay a humanoid, you can cause its spirit to rise from its corpse as a
specter, the statistics for which are in the Monster Manual. 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 bonus to its attack rolls equal to your Charisma
modifier.
The specter remains in your service until the end of your next long rest, at which point it
vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again
until you finish a long rest.
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, 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.