Warlock
Warlocks are practitioners of Infernal magic, accessing demonic power through pacts with infernal entities. Warlocks are the primary Infernal casters, drawing their power from multiple demonic pacts and their chosen Grimoire.
Critical: Warlocks use the Infernal mana system in this campaign setting. This system works NOTHING like standard D&D 5E Warlocks. Warlocks are full casters similar to Clerics or Wizards. See Mana for complete details on the Infernal mana system and its risks.
You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.
Class Features
As a warlock, you gain the following class 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
- Weapons: Simple weapons, wands, staves
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, Spellcraft, Infernallia, 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 component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) a dungeoneer's pack
- Leather armor, any simple weapon, and two daggers
| Level | Proficiency Bonus | Features | Cantrips Known | Max Spell Level | Grimoire Features | Spell Stones | Soul Shards |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Infernal Spellcasting, Warlock Grimoire, Summon Demon | 3 | 1st | Grimoire Feature | — | — |
| 2nd | +2 | Life Tap, Spell Stones | 3 | 1st | — | 1 | — |
| 3rd | +2 | Entropic Shield | 3 | 2nd | — | 1 | — |
| 4th | +2 | Ability Score Improvement | 5 | 2nd | — | 1 | — |
| 5th | +3 | Infernal Potency | 5 | 3rd | — | 1 | — |
| 6th | +3 | Grimoire Feature | 5 | 3rd | Grimoire Feature | 2 | — |
| 7th | +3 | Hellish Resilience | 7 | 4th | — | 2 | — |
| 8th | +3 | Ability Score Improvement | 7 | 4th | — | 2 | — |
| 9th | +4 | Devil's Sight | 7 | 5th | — | 2 | — |
| 10th | +4 | Grimoire Feature | 9 | 5th | Grimoire Feature | 2 | — |
| 11th | +4 | Soul Shard (6th level) | 9 | 6th | — | 3 | 1 |
| 12th | +4 | Ability Score Improvement | 9 | 6th | — | 3 | 1 |
| 13th | +5 | Soul Shard (7th level) | 11 | 7th | — | 3 | 2 |
| 14th | +5 | Grimoire Feature | 11 | 7th | Grimoire Feature | 3 | 2 |
| 15th | +5 | Witch Sight, Soul Shard (8th level) | 11 | 8th | — | 3 | 3 |
| 16th | +5 | Ability Score Improvement | 13 | 8th | — | 3 | 3 |
| 17th | +6 | Soul Shard (9th level) | 13 | 9th | — | 3 | 4 |
| 18th | +6 | Soul Eater | 13 | 9th | — | 3 | 4 |
| 19th | +6 | Ability Score Improvement | 15 | 9th | — | 3 | 4 |
| 20th | +6 | Master Summoner | 15 | 9th | — | 3 | 4 |
Note: Warlocks use the Infernal tolerance system. Your tolerance per spell is Constitution modifier + Warlock level.
Infernal Spellcasting
Your magic comes directly from your demonic pacts and your study of the infernal arts.
Cantrips At 1st level, you know 3 cantrips of your choice from the Infernal OR the Arcane spell list. You learn additional cantrips of your choice at higher levels, as shown in the Occultist table. You can always add cantrips from either the Infernal or Arcane spell lists.
Starting Spells Known At 1st level, you know a number of 1st-level spells equal to 2 + your Intelligence modifier.
Infernal Tolerance Unlike other casters who use a Mana Pool, you use the Infernal Tolerance system. - Entropy: Casting a spell generates Entropy equal to the spell's level. - Instant Tolerance: Your safe limit for Entropy at any given moment is Constitution Modifier + Warlock Level + Proficency Bonus (ESTIMATE). - If your current Entropy exceeds your Instant Tolerance, you will suffer Backlash. This triggers the following: - Damage: You take 1d4 necrotic damage per point excess mana used. * Targeting: An overpowered spell may twist to target you instead of your intended target. This can be prevented by succeeding on an Cha Save with DC = 12 + Spell Level. * Loss of Control: If you critically fail the targeting save, the spell may fail completely or produce random, deleterious effects similar to a Wild Magic Surge, but always harmful. - Daily Risk: Your safe limit for total Entropy generated in a day is (Constitution Modifier × Occultist Level) + Proficiency Bonus (ESTIMATE). - When you exceed your Daily Limit, the infernal energy begins to warp your body and soul. * Corruption Points: You gain Corruption Points for every point of tolerance used beyond your limit. * Mutation: When your accumulated Corruption Points equal your Warlock Level, you gain a Mutation. * Reset: Upon gaining a mutation, your Corruption Points reset to 0. * Awareness: Unlike tolerance limits, you are aware of your Corruption level and can feel the mutation taking hold.
- Recovery:
- Short Rest: You reduce your current Entropy by your Constitution Modifier.
- Long Rest: Your current Entropy resets to 0. Your total daily Entropy resets to 0.
Note: Tolerance values (Instant Tolerance = CON mod + Level + Proficiency Bonus, Daily Risk = CON mod × Level + Proficiency Bonus) are ESTIMATES that help gauge your current limits. Actual effects and risks vary based on circumstances and DM adjudication.
Learning New Spells Each time you gain a Warlock level, you can learn a number of Infernal spells of your choice to your equal to (your Proficiency Bonus + your Intelligence modifier) / 2 Rounded Down. Each of these spells must be of a level below or equal to your max spell level (see Table: The Occultist). While the Infernal spells you have access to are unique and powerful, you may also learn spells from the Arcane spell list. Each spell learned this way will cost two available spells rather than one.
Spellcasting Ability Intelligence is your spellcasting ability for your Warlock spells. - Spell save DC = 8 + your proficiency bonus + your Intelligence modifier - Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting You can cast an Infernal or Arcane spell as a ritual if that spell has the ritual tag and you have learned the spell.
Spellcasting Focus Infernal Spells do not require a spell casting focus. If you cast an Arcane spell you know, you will need to use one.
Warlock Grimoire
At 1st level, you choose a Grimoire that represents your specific focus of infernal study: Affliction, Demonology, or Destruction. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Affliction Grimoire
Warlocks of the Affliction Grimoire specialize in curses, damage-over-time spells, and draining the life force of their enemies.
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1st Level: Malefic Grasp Your damage-over-time spells are more potent. When you cast a spell that deals damage over multiple turns (like Curse of Agony or Corruption), the damage die increases by one step (e.g., d4 becomes d6, d6 becomes d8).
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6th Level: Soul Siphon When a creature affected by one of your curses dies, you regain hit points equal to your Warlock level + your Charisma modifier.
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10th Level: Pandemic When you cast a curse or damage-over-time spell on a target, you can choose to have it affect all enemies within 10 feet of the target. You can use this feature once per short rest.
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14th Level: Eternal Suffering Your curses and damage-over-time effects last twice as long. Additionally, they cannot be removed by Remove Curse or similar magic unless the caster succeeds on a spellcasting ability check against your Spell Save DC.
Demonology Grimoire
Warlocks of the Demonology Grimoire focus on empowering their summoned demons and overwhelming their enemies with numbers.
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1st Level: Demonic Empowerment Your summoned demons gain a bonus to their attack rolls and damage rolls equal to your Charisma modifier. They also gain temporary hit points equal to your Warlock level.
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6th Level: Soul Link Damage you take is split between you and your summoned demon. You take half damage, and your demon takes the other half. This effect lasts as long as your demon is active and within 60 feet of you.
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10th Level: Master of the Hordes When you summon a non-sentient demon (Bhagvai, Katzils, or Kankhradahg), you summon one additional demon of the same type.
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14th Level: Demonic Ascension As an action, you can merge with your summoned demon, gaining its physical stats (Strength, Dexterity, Constitution) if they are higher than yours, its resistances/immunities, and its movement modes. You retain your mental stats and spellcasting ability. This transformation lasts for 1 minute.
Destruction Grimoire
Warlocks of the Destruction Grimoire are masters of chaos, fire, and explosive magic.
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1st Level: Chaotic Energy When you roll damage for a spell that deals fire or necrotic damage, you can reroll any 1s or 2s. You must use the new roll.
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6th Level: Backdraft When you cast a spell of 1st level or higher that deals fire damage, you can reduce the casting time of your next cantrip to a bonus action.
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10th Level: Sacrificial Pact You can sacrifice a summoned demon to empower your next spell. The effect depends on the demon sacrificed:
- Khethix: The spell deals maximum damage.
- Hethelax: You gain temporary hit points equal to the damage dealt.
- Vanislaad: The target is charmed until the end of your next turn.
- Kankhradahg: The target is silenced until the end of your next turn.
- Bhagvai: The spell deals an additional 2d6 acid damage to all targets.
- Hiszilisks: The target must make a Constitution saving throw or be Poisoned until the end of your next turn.
- Katzils: You gain a flying speed equal to your walking speed until the end of your next turn.
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14th Level: Chaos Bolt You can cast Chaos Bolt (as the spell) at will without expending tolerance. Additionally, once per long rest, you can cast Cataclysm without expending tolerance.
Summon Demon
At 1st level, you gain the ability to summon demons you have formed a contract with.
- Contract Required: You must first encounter a demon and form a contract with it to be able to summon it.
- Familiar: The summoned demon acts as a familiar. It obeys your commands and has no time limit on how long it can stay.
- Combat: In combat, the demon shares your initiative but takes its turn immediately after yours. It can attack and take actions as normal.
- Dismissal: You can dismiss the demon as an action. When a contracted Demon is dismissed, it does NOT return to Hell. Instead, it discorporates into the Warlock's Aura. While in this state, the Demon cannot act, but does observe everything happening to the Warlock. A Demon is only returned to Hell if it is killed OR if the Warlock chooses to end the contract. Smarter demons will often impose penalties for ending the contract.
- Death: If a Vanislaad demon dies, it reforms in Hell and can be summoned again after 24 hours. If any other demon type dies, it reforms slowly (weeks to years) and you must contract a new demon of that type to summon it again.
Life Tap
At 2nd level, you can sacrifice your own vitality to manage the chaotic energies of infernal magic. As a bonus action, you can take necrotic damage equal to 1d8 + your Constitution modifier (this damage cannot be reduced). This action reduces your current accumulated tolerance for a specific spell school by an amount equal to the damage taken.
Spell Stones
At 2nd level, you can create Spell Stones—physical manifestations of infernal magic. You can create a Spell Stone during a short rest. A Spell Stone holds a single use of a specific utility effect. You can have a number of Spell Stones active equal to the number shown in the Class Table.
Available Spell Stones: * Healthstone: As an action, you or a creature holding the stone can consume it to regain 2d8 + your Charisma modifier hit points. * Soulstone: You can bind a soul to this stone. If the target dies while the stone is active on them, they immediately return to life with 1 hit point. The stone is consumed. * Spellstone: As a reaction, you can use the stone to remove a magical effect (like Dispel Magic) on yourself.
Entropic Shield
At 3rd level, you learn to manipulate the chaotic energy of the infernal realms to protect 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 gain advantage on the next attack roll you make against that creature before the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Infernal Potency
At 5th level, your command over hellfire grows. You add your Charisma modifier to the damage you deal with any Warlock cantrip.
Hellish Resilience
At 7th level, your exposure to infernal energy has hardened your body. You gain resistance to fire damage and necrotic damage.
Devil's Sight
At 9th level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Soul Shards
At 11th level, you learn to harvest fragments of souls to power your most potent spells. You gain one Soul Shard. You can expend a Soul Shard to cast a spell of 6th level. You regain all expended Soul Shards after a long rest.
At higher levels, you gain more Soul Shards that can be used for higher-level spells: * At 13th level, you gain a Soul Shard for a 7th-level spell. * At 15th level, you gain a Soul Shard for a 8th-level spell. * At 17th level, you gain a Soul Shard for a 9th-level spell.
Witch Sight
At 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.
Soul Eater
At 18th level, you can feed on the life force of your enemies. When you reduce a creature to 0 hit points, you regain hit points equal to your Warlock level + your Charisma modifier.
Master Summoner
At 20th level, your command over demons is absolute. Your summoned demons have +2 to AC, attack rolls, and damage rolls. Additionally, if a summoned demon is destroyed, you can summon a new one of the same type as an action without expending tolerance (once per short rest).
Related: Infernal Magic Overview | Mana | Magic System Interactions | Magic Skills | Classes Reference