Warlock

Warlock

Warlocks are wielders of dark and eldritch powers, striking pacts with powerful otherworldly beings to gain their magical abilities. These patrons could be ancient fiends, powerful fey, mysterious old ones, or even celestial entities. In exchange for their service and devotion, warlocks receive a portion of their patron’s otherworldly power, granting them access to a unique set of spells and eldritch invocations.

Unlike traditional spellcasters, warlocks have a limited number of spell slots, but they regain these slots after a short rest. This makes them highly resourceful in sustained engagements. Additionally, their spells often have a distinct flavor, reflecting their patron’s nature. Warlocks can cast deadly eldritch blasts, bewitch minds, summon fiendish or fey allies, and even manipulate the fabric of reality.

Warlocks’ relationships with their patrons can vary greatly, ranging from a subservient pact to a more equal partnership. The path of a warlock may be filled with moral dilemmas, as their powers come with obligations to their patrons. As they delve deeper into the dark and arcane, warlocks unlock greater powers and secrets beyond the comprehension of many mortals, becoming enigmatic and formidable figures in the world of magic.

Class Features

As a warlock, you gain the following features.

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

Weapon: Simple Weapon

Saving Throw: Wisdom, Charisma

Skills: You have 2 of the following skills: Arcana, Deception, History, Intimidation, Investigation, Nature, Religion.

Starting Gold

You start with 4d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) crossbow, light or (b) any simple weapon
  • (a) component pouch or (b) any arcane foci
  • (a) scholar's pack or (b) dungeoneer's pack
  • (a) any simple weapon
  • (2x) dagger
  • leather armor

Warlock Features Table

LVL Pro+ Features Slot Level Invocations Known Cantrips Known Spells Known Spell Slots
1st +2 Otherworldly Patron, Pact Magic, Otherworldly Patrons Feature 1st 2 2 1
2nd +2 Eldritch Invocations 1st 2 2 3 2
3rd +2 Pact Boon 2nd 2 2 4 2
4th +2 Ability Score Improvement 2nd 2 3 5 2
5th +3 3rd 3 3 6 2
6th +3 Otherworldly Patrons Feature 3rd 3 3 7 2
7th +3 4th 4 3 8 2
8th +3 Ability Score Improvement 4th 4 3 9 2
9th +4 5th 5 3 10 2
10th +4 Otherworldly Patrons Feature 5th 5 4 10 2
11th +4 Mystic Arcanum (6th level) 5th 5 4 11 3
12th +4 Ability Score Improvement 5th 6 4 11 3
13th +5 Mystic Arcanum (7th level) 5th 6 4 12 3
14th +5 Otherworldly Patrons Feature 5th 6 4 12 3
15th +5 Mystic Arcanum (8th level) 5th 7 4 13 3
16th +5 Ability Score Improvement 5th 7 4 13 3
17th +6 Mystic Arcanum (9th level) 5th 7 4 14 4
18th +6 5th 8 4 14 4
19th +6 Ability Score Improvement 5th 8 4 15 4
20th +6 Eldritch Master 5th 8 4 15 4

Class Features at Level

Level 1

Otherworldly Patron

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.

Level 1

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

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.

Spell Slots

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.

Spells Known of 1st Level and Higher

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.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Level 1

Otherworldly Patrons Feature

Your Otherworldly Patrons grants you abilities at this level.

Level 2

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Level 3

Pact Boon

Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

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 Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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

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

Pact of the Tome

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

If you lose your Book of Shadows, you can perform a 1‑hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Level 4

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 6

Otherworldly Patrons Feature

Your Otherworldly Patrons grants you abilities at this level.

Level 8

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 10

Otherworldly Patrons Feature

Your Otherworldly Patrons grants you abilities at this level.

Level 11

Mystic Arcanum (6th 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.

Level 12

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 13

Mystic Arcanum (7th level)

Your patron bestows upon you a magical secret called an arcanum. Choose one 7th‑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. You regain all uses of your Mystic Arcanum when you finish a long rest.

Level 14

Otherworldly Patrons Feature

Your Otherworldly Patrons grants you abilities at this level.

Level 15

Mystic Arcanum (8th level)

Your patron bestows upon you a magical secret called an arcanum. Choose one 8th‑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. You regain all uses of your Mystic Arcanum when you finish a long rest.

Level 16

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Mystic Arcanum (9th level)

Your patron bestows upon you a magical secret called an arcanum. Choose one 9th‑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. You regain all uses of your Mystic Arcanum when you finish a long rest.

Level 19

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Eldritch Master

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.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast

Prerequisite: eldritch blast cantrip

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

Armor of Shadows

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

Ascendant Step

Prerequisite: 9th level

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

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st‑level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

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

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Devil’s Sight

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

Dreadful Word

Prerequisite: 7th level

You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Eldritch Sight

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

Eldritch Spear

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st‑level spell, without expending a spell slot or material components.

Gaze of Two Minds

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

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature

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

Mask of Many Faces

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

Master of Myriad Forms

Prerequisite: 15th level

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

Minions of Chaos

Prerequisite: 9th level

You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level

You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level

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

Otherworldly Leap

Prerequisite: 9th level

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

Repelling Blast

Prerequisite: eldritch blast cantrip

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

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

Thief of Five Fates

You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Visions of Distant Realms

Prerequisite: 15th level

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

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

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

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

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

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.

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.

The Archfey

The Archfey

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb‑luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow

The Archfey Features Table

LVL Pro+ Features Slot Level Invocations Known Cantrips Known Spells Known Spell Slots
1st +2 Dark One’s Blessing 1st 2 2 1
2nd +2 1st 2 2 3 2
3rd +2 2nd 2 2 4 2
4th +2 2nd 2 3 5 2
5th +3 3rd 3 3 6 2
6th +3 Dark One’s Own Luck 3rd 3 3 7 2
7th +3 4th 4 3 8 2
8th +3 4th 4 3 9 2
9th +4 5th 5 3 10 2
10th +4 Fiendish Resilience 5th 5 4 10 2
11th +4 5th 5 4 11 3
12th +4 5th 6 4 11 3
13th +5 5th 6 4 12 3
14th +5 Hurl Through Hell 5th 6 4 12 3
15th +5 5th 7 4 13 3
16th +5 5th 7 4 13 3
17th +6 5th 7 4 14 4
18th +6 5th 8 4 14 4
19th +6 5th 8 4 15 4
20th +6 5th 8 4 15 4
Level 1

Dark One’s Blessing

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).

Level 6

Dark One’s Own Luck

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.

Level 10

Fiendish Resilience

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.

Level 14

Hurl Through Hell

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 Cosmic Emissary

The Cosmic Emissary

Warlocks who forge a pact with The Cosmic Emissary find themselves entangled with the forces of the cosmos itself—planets, stars, black holes, and other celestial phenomena. This patron grants them the ability to manipulate gravitational fields, create celestial illusions, and tap into the raw energy of celestial bodies.

Expanded Spell List

The Cosmic Emissary allows you to 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:

LVL Spells
1st Faerie Fire, Mage Armor
2nd Darkvision, Levitate
3rd Fly, Hypnotic Pattern
4th Dimension Door, Freedom of Movement
5th Teleportation Circle, Wall of Force

The Cosmic Emissary Features Table

LVL Pro+ Features Slot Level Invocations Known Cantrips Known Spells Known Spell Slots
1st +2 Cosmic Resilience, Gravitational Pull 1st 2 2 1
2nd +2 1st 2 2 3 2
3rd +2 2nd 2 2 4 2
4th +2 2nd 2 3 5 2
5th +3 3rd 3 3 6 2
6th +3 Celestial Illusions 3rd 3 3 7 2
7th +3 4th 4 3 8 2
8th +3 4th 4 3 9 2
9th +4 5th 5 3 10 2
10th +4 Cosmic Awareness 5th 5 4 10 2
11th +4 5th 5 4 11 3
12th +4 5th 6 4 11 3
13th +5 5th 6 4 12 3
14th +5 Orbital Mastery 5th 6 4 12 3
15th +5 5th 7 4 13 3
16th +5 5th 7 4 13 3
17th +6 5th 7 4 14 4
18th +6 5th 8 4 14 4
19th +6 5th 8 4 15 4
20th +6 5th 8 4 15 4
Level 1

Cosmic Resilience

Starting at 1st level, you gain resistance to radiant damage. Additionally, you can breathe in environments devoid of air.

Level 1

Gravitational Pull

Also at 1st level, as an action, you can choose a point within 30 feet of you. Creatures within a 10-foot radius of that point must make a Strength saving throw against your spell save DC or be pulled 10 feet toward that point.

Level 6

Celestial Illusions

Starting at 6th level, you can use an action to create illusions of celestial events such as a solar eclipse, meteor shower, or nebula. These illusions can fill a 20-foot cube and last for 1 minute. Creatures who enter or start their turn in this area must make a Wisdom saving throw or be stunned until the start of your next turn.

Level 10

Cosmic Awareness

At 10th level, you can’t be surprised, and you have advantage on initiative rolls. Additionally, you gain the ability to cast Divination as a ritual.

Level 14

Orbital Mastery

At 14th level, as an action, you can manipulate the gravitational fields around you. For the next minute, you gain a flying speed equal to your walking speed, and you can use your action to create a gravitational well that sucks creatures within a 30-foot radius into it. Creatures must make a Strength saving throw or be restrained for 1 minute.

The Forgotten One

The Forgotten One

Warlocks who make a pact with The Forgotten One engage with an entity erased from memory and history, existing only in the whispers of reality. This enigmatic patron grants them powers associated with secrets, forgotten lore, and the manipulation of both mind and reality.

Expanded Spell List

The Forgotten One grants you access to an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:

LVL Spells
1st Disguise Self, Silent Image
2nd Detect Thoughts, Nystul’s Magic Aura
3rd Clairvoyance, Nondetection
4th Confusion, Greater Invisibility
5th Modify Memory, Seeming

The Forgotten One Features Table

LVL Pro+ Features Slot Level Invocations Known Cantrips Known Spells Known Spell Slots
1st +2 Whispered Lore, Unseen Presence 1st 2 2 1
2nd +2 1st 2 2 3 2
3rd +2 2nd 2 2 4 2
4th +2 2nd 2 3 5 2
5th +3 3rd 3 3 6 2
6th +3 Obscured Reality 3rd 3 3 7 2
7th +3 4th 4 3 8 2
8th +3 4th 4 3 9 2
9th +4 5th 5 3 10 2
10th +4 Veil of Forgotten Time 5th 5 4 10 2
11th +4 5th 5 4 11 3
12th +4 5th 6 4 11 3
13th +5 5th 6 4 12 3
14th +5 Erasure 5th 6 4 12 3
15th +5 5th 7 4 13 3
16th +5 5th 7 4 13 3
17th +6 5th 7 4 14 4
18th +6 5th 8 4 14 4
19th +6 5th 8 4 15 4
20th +6 5th 8 4 15 4
Level 1

Whispered Lore

Starting at 1st level, you gain proficiency in the History skill, and you double your proficiency bonus when making checks related to forgotten or hidden knowledge.

Level 1

Unseen Presence

Also at 1st level, you can become invisible for up to 1 minute as a bonus action. You regain use of this feature after a short or long rest.

Level 6

Obscured Reality

Starting at 6th level, you can use an action to create a 20-foot-radius sphere of illusory reality around you. Within this sphere, you can manipulate minor elements of reality, such as changing the appearance of objects, making sounds, or creating small illusions. Creatures entering this area must make an Intelligence saving throw or be affected by the illusions as if they were real.

Level 10

Veil of Forgotten Time

At 10th level, you gain resistance to psychic damage and immunity to the frightened and charmed conditions. Additionally, when a creature targets you with an attack or harmful spell, you can use your reaction to make them reroll the attack or spell attack roll, and they must use the lower result. You can use this ability a number of times equal to your Charisma modifier (minimum of one), and you regain all expended uses after a long rest.

Level 14

Erasure

At 14th level, you can touch a creature and erase its awareness of the last 24 hours as an action. The target must make a Wisdom saving throw or lose all memories of the specified time period, taking 4d10 psychic damage in the process. You can use this feature once per long rest.

Warlock Spells

L Title Class Range
9 Astral Projection Cleric, Warlock, Wizard 10 feet
4 Banishment Cleric, Paladin, Sorcerer, Warlock, Wizard 60 feet
4 Blight Druid, Sorcerer, Warlock, Wizard 30 feet
1 Charm Person Bard, Druid, Sorcerer, Warlock, Wizard 30 feet
0 Chill Touch Sorcerer, Warlock, Wizard 120 feet
6 Circle of Death Sorcerer, Warlock, Wizard 150 feet
1 Comprehend Languages Bard, Sorcerer, Warlock, Wizard Self
6 Conjure Fey Druid, Warlock 90 feet
5 Contact Other Plane Warlock, Wizard Self
3 Counterspell Sorcerer, Warlock, Wizard 60 feet
6 Create Undead Cleric, Warlock, Wizard 10 feet
2 Darkness Sorcerer, Warlock, Wizard 60 feet
8 Demiplane Warlock, Wizard 60 feet
4 Dimension Door Bard, Sorcerer, Warlock, Wizard 500 feet
3 Dispel Magic Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard 120 feet
8 Dominate Monster Bard, Sorcerer, Warlock, Wizard 60 feet
5 Dream Bard, Warlock, Wizard Special
0 Eldritch Blast Warlock 120 feet
2 Ensnare Bard, Sorcerer, Warlock, Wizard 120
2 Enthrall Bard, Warlock 60 feet
7 Etherealness Bard, Cleric, Sorcerer, Warlock, Wizard Self
1 Expeditious Retreat Sorcerer, Warlock, Wizard Self
6 Eyebite Bard, Sorcerer, Warlock, Wizard Self
3 Fear Bard, Sorcerer, Warlock, Wizard Self
8 Feeblemind Bard, Druid, Warlock, Wizard 150 feet
7 Finger of Death Sorcerer, Warlock, Wizard 60 feet
6 Flesh to Stone Warlock, Wizard 60 feet
3 Fly Sorcerer, Warlock, Wizard Touch
7 Forcecage Bard, Warlock, Wizard 100 feet
9 Foresight Bard, Druid, Warlock, Wizard Touch
3 Gaseous Form Sorcerer, Warlock, Wizard Touch
8 Glibness Bard, Warlock Self
4 Hallucinatory Terrain Bard, Druid, Warlock, Wizard 300 feet
1 Hellish Rebuke Warlock 60 feet
5 Hold Monster Bard, Sorcerer, Warlock, Wizard 90 feet
2 Hold Person Bard, Cleric, Druid, Sorcerer, Warlock, Wizard 60 feet
3 Hypnotic Pattern Bard, Sorcerer, Warlock, Wizard 120 feet
1 Illusory Script Bard, Warlock, Wizard Touch
9 Imprisonment Warlock, Wizard 30 feet
2 Invisibility Bard, Sorcerer, Warlock, Wizard Touch
0 Mage Hand Bard, Sorcerer, Warlock, Wizard 30 feet
3 Magic Circle Cleric, Paladin, Warlock, Wizard 10 feet
3 Major Image Bard, Sorcerer, Warlock, Wizard 120 feet
6 Mass Suggestion Bard, Sorcerer, Warlock, Wizard 60 feet
0 Minor Illusion Bard, Sorcerer, Warlock, Wizard 30 feet
2 Mirror Image Sorcerer, Warlock, Wizard Self
2 Misty Step Sorcerer, Warlock, Wizard Self
7 Plane Shift Cleric, Druid, Sorcerer, Warlock, Wizard Touch
0 Poison Spray Sorcerer, Warlock, Wizard, Druid 10 feet
9 Power Word Kill Bard, Sorcerer, Warlock, Wizard 60 feet
8 Power Word Stun Bard, Sorcerer, Warlock, Wizard 60 feet
0 Prestidigitation Bard, Sorcerer, Warlock, Wizard 10 feet
1 Protection from Evil and Good Cleric, Paladin, Warlock, Wizard Touch
2 Ray of Enfeeblement Warlock, Wizard 60 feet
3 Remove Curse Cleric, Paladin, Warlock, Wizard Touch
5 Scrying Bard, Cleric, Druid, Warlock, Wizard Self
2 Shatter Bard, Sorcerer, Warlock, Wizard 60 feet
2 Spider Climb Sorcerer, Warlock, Wizard Touch
2 Suggestion Bard, Sorcerer, Warlock, Wizard 30 feet
3 Tongues Bard, Cleric, Sorcerer, Warlock, Wizard Touch
9 True Polymorph Bard, Warlock, Wizard 30 feet
6 True Seeing Bard, Cleric, Sorcerer, Warlock, Wizard Touch
0 True Strike Bard, Sorcerer, Warlock, Wizard 30 feet
1 Unseen Servant Bard, Warlock, Wizard 60 feet
3 Vampiric Touch Warlock, Wizard Self

Lore

The Stream

Credits: SRD 5.1

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Add/Edit Class

Game Masters have the ability to create and manage character classes within Game Squire. The process is facilitated through an Add/Edit form, which allows for detailed customization of each class.

Identity

Name

This is where you input the name of the class, such as "Sorcerer". It should be unique and descriptive of the roles and abilities the class encompasses.

Parent Class

If the class you're creating is a subclass, you would use this field to select its Parent Class. This establishes a hierarchical relationship where the subclass inherits characteristics from the parent. If the class is not a subclass, leave this field blank.

Subtypes

Subtypes provide a mechanism to add further classification within a class, enhancing the specificity and lore of a character's abilities and origin.

  • To add a Subtype, click on the "ADD SUBTYPE ROW" button.
  • Enter the name of the Subtype in the 'Name' field.
  • Specify the nature or element of the Subtype in the 'Type' field, such as 'Cold' for a Silver Sorcerer.
  • To remove a Subtype, click the "X" next to the corresponding row.

Note: Subtypes are distinct from Subclasses; they do not inherit properties from a Parent Class but rather provide a thematic or elemental distinction within the main Class.

About

The About section is where you provide a detailed description of the class. This narrative should explain the class's origins, capabilities, and role within the game world.

Describe the intrinsic qualities, such as how the class's magic works (innate spellcasters, connection to magic through bloodlines), their growth in abilities (access to diverse spells), and any special mechanics (manipulation of reality, limited spell selection).

Description Prompt

The Description Prompt is a concise summary of the class, intended for AI use when generating backstories or images for characters of this class. Craft a brief description of the class in 120 characters or less. This should be evocative and descriptive, capturing the essence of the class's role or abilities. This prompt is crucial for the AI's understanding and will influence the generated narrative for characters, so choose words that strongly reflect the class's identity.

For example, to describe a Barbarian, you would say "Fierce warrior channeling primal rage for unmatched strength."

Preferred Backgrounds

This section allows Game Masters to associate certain backgrounds with a class, prioritizing these backgrounds when the Game Squire auto-generates characters.

Subclasses

Subclasses Name

This field is used to define the overarching group name for the subclasses associated with a main class (i.e. Primal Path for Barbarians). The name should be broad enough to cover all possible subclasses within the category but specific enough to provide a clear thematic link.

Subclasses Description

The description should give a brief overview of the commonalities between the subclasses. For example, the Barbarian Subclass Description is:

"At 3rd level, you choose a path that shapes the nature of your rage. Choose from the paths below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels."

Subclasses List

This list shows all subclasses that are children of this class (defined by selecting this class as Parent when creating the subclass).

  • To remove a subclass from this class, edit the particular subclass and select a different parent (or none).
  • This checklist will automatically update the available options for characters within the main class, based on the selected subclasses.
  • To delete a subclass, edit the class and choose Delete at the bottom of the form.

Hit Points

Hit Points determine the health and survivability of a class. This is crucial as it impacts how a character can withstand damage in the course of their adventures.

Hit Die

Represents the type of die used to calculate hit points. This value is fundamental as it determines the base health pool for the class.

Input the number that corresponds to the type of die used for the class's hit points. For example, "6" indicates a six-sided die (d6).

Hit Dice (roll)

Specifies the amount of hit die a character gets to roll for hit points per level.

Enter the formula representing how many and what type of dice a character rolls to determine their hit points each level after first. For instance, "1d6 per sorcerer level" means one six-sided die is rolled for each level the character has attained.

HP Bonus

Any additional hit points that may be added to the character's hit points due to class-specific abilities.

HP at 1st Level

Defines the starting hit points for a character of this class at first level.

Detail the exact formula, which typically includes the maximum value of the hit die plus the character's Constitution modifier. For example, "6 + your Constitution modifier" would be used for a class with a six-sided hit die.

HP at Higher Levels Field

Indicates how hit points are determined at each level beyond the first.

Provide the formula that should be used when the character gains a level. This often includes rolling a hit die plus adding the Constitution modifier.

Alternatively, you can provide an average number that can be used instead of rolling to streamline gameplay. For instance, "1d6 (or 4) + your Constitution modifier per level" allows for either rolling a die or taking the average number, four, for more consistent hit point gains.

It is important to balance these values to ensure that the class fits well with the intended difficulty and play style of the game. Hit points are a key factor in a character's longevity and capacity to engage in combat and other perilous situations, so these fields must be filled out with careful consideration of the class's role in the game.

Proficiencies

Saving Throws

Identifies which abilities are key to the class's defense mechanisms, determining the saving throw proficiencies.

Select the abilities from the dropdown that the class will have proficiency in for saving throws. For example, "Constitution" and "Charisma" are chosen for classes that rely on innate resilience and personal magnetism. These selections should align with the class's thematic strengths and playstyle.

Armor

Defines what type of armor the class is proficient in wearing.

List the categories of armor the class can wear without penalty. Armor proficiencies impact the character's defense and mobility, so choose appropriately for the class's role.

Armor Description is added to the display of selected armor types. Use it to to describe or clarify what the class may choose.

Weapons

Specifies the class's proficiency with certain types of weapons.

Enter the weapons that the class is skilled in using, such as "Daggers, darts, slings, quarterstaffs, light crossbows". Weapon proficiencies should reflect the class's combat style and historical or cultural background.

Weapons Description is added to the display of selected weapon types. Use it to to describe or clarify what the class may choose.

Tools

Identifies any tool proficiencies the class possesses.

List any tools the class is proficient with. Tool proficiencies can enhance role-playing and non-combat scenarios, offering characters additional skills and utility.

Tools Description is added to the display of selected tool types. Use it to to describe or clarify what the class may choose.

Number of Starting Skills

Determines how many skills a character of this class can be proficient in from the start.

Input the number that reflects how many skills a character can choose upon creation. For example, "2" would mean the character can select two skills to be proficient in.

Starting Skills Choices

This field provides a list of skills that a character of this class can choose from when allocating their starting skill proficiencies.

Select the skills available for new characters of this class to choose from. If this list is left empty, it implies that a character can choose from all available skills.

Skills chosen should be relevant to the class's typical activities and strengths.

Equipment

Starting Gold (d4 rolls)

Determines the amount of starting gold a character has, based on dice rolls.

Enter the number of four-sided dice (d4) that a player will roll to calculate their starting gold. For example, "3" means the player will roll three d4 dice. The total number from the rolls, multiplied by 10, will be the amount of gold pieces (GP) the character starts with.

Equipment Description

Use this to add detail or context to the equipment the class may start with.

Starting Equipment Options

Lists specific equipment items that a character of this class begins with. This will create a list of options.

  • To add an option, click 'Add Option Row'.
  • Click 'Add Equipment Row' to add the first thing.
    • To add a specific item (such as a 'Light Crossbow'), select from the 'Items' field and specify the quantity in the 'Qty' field.
    • If the player can choose any item from a category (such as 'Simple Weapons') choose from the Category field and enter a quantity.
    • If the player must choose between two things like a Light Crossbow OR any Simple Weapon, first enter the Light Crossbow, then add a second Equipment Row with the Simple Weapon category.
  • Use the "ADD EQUIPMENT ROW" to add more items.
  • To remove an Equipment Row, click the "X" next to the corresponding row.
  • To remove an Option Row, click the "X" in the row header.
  • Provide a variety of starting equipment options to allow for different character builds and preferences.

Remember to consider the balance of the game when assigning starting equipment. Equipment should complement the class's abilities and typical adventuring style, providing them with the tools necessary to undertake their quests effectively.

Spellcasting

Spellcasting Ability

Determines which ability score is used for spellcasting proficiencies, including spell attack rolls and saving throw DCs. Selecting any value here will define the class as having spellcasting abilities. This ability often reflects the source of the class's magic, like innate talent or learned skill.

Spells Known by Level

Allows Game Masters to specify if the class has a set number of spells known at each level, or if it uses a different system, like spell points or invocations.

Uses Invocations

Toggle the switch on if the class uses invocations or a similar system instead of a traditional spell slots mechanism. If the toggle is off, the class will follow the standard spells known and spell slots progression.

Spell Table

This table is used to outline the progression of spells available to the class as they level up, including cantrips known, spells known, and spell slots.

  • For each class level, input the number of cantrips and spells known at that level, as well as any points or special casting resources.
  • Under 'Spell Level', add the number of spell slots available for each spell level. Use the "ADD SLOT" button to add more spell levels as needed.
  • If the class can cast spells at a higher level than the spell's original level (for example, casting a 1st-level spell using a 2nd-level slot), input the highest spell level that can be used in the 'Cast as Level' field.
  • If the class uses invocations, input the number in the '# of Invocations' field for each spell level.
  • Use the "ADD SPELL LEVEL" button to define spell slot progression for higher class levels.

This section is critical for defining how a class interacts with magic and shapes much of the gameplay experience for spellcasting classes. It should be meticulously detailed to ensure clarity and balance for the class's magical abilities as they progress.

Class Features

Class Table

The class table is used to list various attributes or points that a character acquires as they level up in their class.

Enter any points or attributes that increase with level, such as "Points" or other class-specific resources. Use the "ADD ROW" button to include additional levels and their corresponding values.

Class Features

This section is used to detail the unique abilities and traits that a class gains as they advance in levels.

  • For each class feature, enter the name of the feature in the 'Name' field.
  • Specify the level at which the feature is gained in the 'Level' field.
  • Provide a detailed description of the feature in the 'Description' text box. This description should include how the feature affects gameplay, any choices the players must make regarding the feature, and how it interacts with the class's other abilities.
  • If a feature has multiple parts or evolves as the character levels up, ensure that each stage is clearly described.
  • Use the rich text editor tools to format the description for clarity and emphasis on important details.
  • To delete a feature, click on the "Delete Feature" button.

Notes for Game Masters

  • When adding or editing class features, consider how they will impact the character's role in the party and the overall balance of the class.
  • Each feature should contribute to the class's theme and playstyle, offering new and interesting choices for players as they progress.
  • It's essential to provide clear and precise descriptions so players understand the benefits and limitations of each feature.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

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Note: some features use AI, are in early development, and won’t always get it right.