Warlock 2024

Disclaimer: this is the Warlock according to the information WotC released so far, not yet the official 2024 version.

Warlocks quest for knowledge that lies hidden inthe fabric of the multiverse. They make pacts with mysterious beings of supernatural power, unlocking magical effects as they pry into the secrets and mysteries of reality. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.

Warlocks are defined by pacts with otherworldly beings. Most Warlocks begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking out places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron.

Warlock DnD 2024

In contrast to Clerics, who are devout servants of the gods they serve, Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.

Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. No one makes a pact with extraplanar patrons without intending to use the power thus gained. Rather, most Warlocks spend their days in active pursuit of greater power and deeper knowledge, which typically means some kind of adventure.

Core Warlock Traits
Primery Ability Charisma
Hit Dice Die d8 per warlock level
Saving Throws Proficiencies Wisdom, Charisma
Skill Proficiencies Choose 2 skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Weapons Proficiencies Simple Weapo
Armor Training Light Armor
Starting Equipment You start with the following equipment, or you can forgo it and spend 100 gp on equipment of your choice.
Arcane Focus (Orb), Book (Occult Lore), Dagger (2), Leather Armor, Scholar’s Pack, Sickle, 15 gp

Warlock Class Features

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

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

Level 1: 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 or other lessons. You gain one invocation of your choice, such as Pact of the Blade or Pact of the Tome.

See the Eldritch Invocations

If an invocation has a prerequisite, you must meet it to learn that invocation, and you can learn the invocation at the same time that you meet its prerequisite. For example, if an invocation requires you to be a Warlock of level 5 or higher, you can select the invocation once you reach level 5 in this class.

When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock table.

You can’t pick the same invocation more than once unless an invocation’s description says otherwise.

Level 1: Pact Magic

Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Warlock.

Cantrips. You know two cantrips of your choice from the Warlock spell list. Rather than choosing, you may start with Eldritch Blast and Prestidigitation. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

When you reach levels 4 and 10 in this class, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock table.

Spell Slots. The Warlock table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. To cast one of those spells, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a Short Rest or Long Rest.

For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.

Prepared Spells of Level 1+. You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose two level 1 spells from the Warlock spell list. Rather than choosing, you may start with Charm Person and Hex.

The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock table.

Whenever that number increases, choose additional spells from the Warlock spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of level 1–3.

If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.

Spellcasting Ability. Charisma is the spellcasting ability for the spells you cast with your Warlock features.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Warlock features.

Level 2: Magical Cunning

If all your Pact Magic spell slots are expended, you can perform an esoteric rite for 1 minute, at the end of which you regain half of those spell slots (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 3: Warlock Subclass

You gain a Warlock subclass of your choice: Archfey Patron, Celestial Patron, Fiend Patron, or Great Old One Patron. Subclasses are detailed after this class’s description.

A subclass is a specialization that grants you special features at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level and lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

As shown on the Warlock table, you gain this feature again at levels 8, 12, and 16.

Level 9: Contact Patron

In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw.

Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest.

Level 11: Mystic Arcanum

Your patron bestows on you a magical secret called an arcanum. Choose one level 6 spell from the Warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can do so again.

As shown on the Warlock table, you gain another Warlock spell of your choice that can be cast in this way when you reach levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.

Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.

Level 19: Epic Boon*

You gain an Epic Boon feat.

Level 20: ELDRITCH MASTER

When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.

Warlock Subclasses

A Warlock subclass is a specialization that grants you special abilities at certain Warlock levels, as specified in the subclass. This section presents the following subclasses: Archfey Patron, Celestial Patron, Fiend Patron, and Great Old One Patron.

Archfey Patron

Your pact draws on the power of the Feywild, the mysterious realm of the Fey. When you choose this subclass, you might make a deal with a single mighty archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; Oberon, the Green Lord; Hyrsam, the Prince of Fools; or an ancient hag. Or you might call on a wide spectrum of Fey, forging a complex web of favors and debts. Your patron’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.

Level 3: Patron Spells

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

Archfey Spells
Warlock Level Spells
3rd Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5th Blink, Plant Growth
7th Dominate Beast, Greater Invisibility
9th Dominate Person, Seeming

Level 3: Steps of the Fey

Your patron bestows on you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, whenever you cast that spell, you can choose one of the following additional effects.

Refreshing Step. Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.

Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

Level 6: MISTY ESCAPE

You can vanish in a puff of mist in response to harm. You can cast Misty Step as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options.

Disappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll or cast a spell.

Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.

Level 10: BEGUILING DEFENSES

Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.

In addition, immediately after a creature you can see hits you with an attack roll, you can use your Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take.

Once you use this Reaction, you can’t use it again until you finish a Long Rest unless you expend a spell slot when you use it again.

Level 14: Bewitching Magic

Your patron bestows on you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.

Celestial Patron

Your pact draws on the power of the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or some similar entity associated with those realms. Or you might call
on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience the barest touch of the holy light that illuminates the multiverse.

Level 3: Patron Spells

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

Celestial Spells
Warlock Level Spells
3rd Cure Wounds, Flaming Sphere, Guiding Bolt, Lesser Restoration, Light, Sacred Flame
5th Daylight, Revivify
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Greater Restoration

Level 3: HEALING LIGHT

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 plus your Warlock level.

As a Bonus Action, you can heal one creature that you can see within 60 feet of yourself, 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, and restore a umber of Hit Points equal to the roll’s total.

Your pool regains all expended dice when you finish a Long Rest.

Level 6: RADIANT SOUL

Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage, and when you cast a spell that deals Radiant or Fire damage, you can add your Charisma modifier to one Radiant or Fire damage roll of that spell against one of its targets.

Level 10: Celestial Resilience

You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short Rest or Long Rest. These Temporary Hit Points equal your Warlock level plus 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 plus your Charisma modifier.

Level 14: Searing Vengeance

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 to your feet with a burst of radiant energy. You regain Hit Points equal to half your Hit Point Maximum and then stand if you so choose. Each creature of your choice that is within 30 feet of you takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Fiend Patron

Your pact draws on the power of the Lower Planes—the homes of demons, devils, yugoloths, and other Fiends. When you choose this subclass, you might forge a bargain with a demon lord such as Demogorgon, Orcus, Fraz’Urb-luu, or Baphomet; an archdevil such as Asmodeus, Dispater, Mephistopheles, or Glasya; a pit fiend or balor that is especially mighty; or an ultroloth or some other lord of the yugoloths. Alternatively, you might call on a varied array of Fiends without binding yourself to the service of one. In any case, your patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path will be defined by the extent to which you strive against those aims.

Level 3: Patron Spells

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

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

Level 3: Dark One's Blessing

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

Level 6: Dark One's Own Luck

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your spellcasting ability modifier (minimum of once), but you can use it no more than once per roll. You regain all uses when you finish a Long Rest.

Level 10: FIENDISH RESILIENCE

Channeling the preternatural resilience of Fiends, you can choose one damage type, other than Force, whenever you finish a Short Rest or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature.

Level 14: HURL THROUGH HELL

When you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 5 spell slot when you use it again. You can use this feature only once per turn.

Great Old One Patron

Your pact is rooted in magic that is utterly foreign to the fabric of reality. When you choose this subclass, you might bind yourself to an ineffable being from the Far Realm or an elder god known only in legend—a being such as Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; or some other unfathomable and uncaring being. Or you might rely on eldritch lore invoking the names of several such entities, without yoking yourself to one in particular. The motives of these beings are incomprehensible to mortals, and their knowledge is so immense and ancient that even the greatest libraries pale in comparison to the vast secrets they hold. The Great Old One might be indifferent to your existence, but the secrets you have learned nevertheless allow you to draw your magic from it.

Level 3: Patron Spells

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

Great One Spells
Warlock Level Spells
3rd Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha's Hideous Laughter
5th Clairvoyance, Hunger of Hadar
7th Confusion, Evard's Black Tentacles Summon Aberration
9th Modify Memory, Telekinesis

Level 3: AWAKENED MIND

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself and create a telepathic bond. You and the chosen creature can speak
telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you have the Incapacitated condition or die or if you use this feature to form a connection with a different creature.

Level 3: Psychic Spells

When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without verbal or somatic components.

Level 6: Clairvoyant Combatant

You learn to read the attacks of minds you touch. When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that
creature for the duration of the bond.

Once you use this feature, you can’t use it again until you finish a Short Rest or Long Rest. You can also restore your use of it by expending a spell slot of level 2 or higher (no action required).

Level 10: THOUGHT SHIELD

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.

Level 10: Eldritch Hex

Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Level 14: Create Thrall

Your patron grants you the ability to manifest a part of itself. You always have the Summon Aberration spell prepared. When you cast the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.

In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.