Warlocks who make a pact with a powerful spirit are able to tap into the magic that flows through the Spirit Realm. These warlocks are known by the special lanterns they carry. Lanterns that burn with the essence of their patron. The illumination of this vessel carries with it the attributes of the spiritutes of the spirit, granting the warlock an array of abilities.
When spirits enter pacts with people, there is often more to it than generosity. Spirits powerful enough to lend out bits of their magic do so for a variaty of reasons. Perhaps the spirit is beholden to do so due to a bargain or curse. It could be that the spirit needs allies (though they might not readily admit it). Or maybe they simply see something in you that amuses them. The things that motivate spirits are as varied as they are, and truly powerful spirits can be inscutable.
hit dice:
1d8
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
armor proficiencies:
Light armour
weapon proficiencies:
Simple weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting 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
spellcasting:
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 to cast your warlock spells of 1st through 5th level. 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 witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
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.
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 or 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.
Level 1 - Faerie Fire, Identify
Level 2 - Locate Object, Swallow Magic
Level 3 - Daylight, Nondetection
Level 4 - Guardian of Faith, Locate Creature
Level 5 - Teleportation Circle, Hero's Feast
class features:
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. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to 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.
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.
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 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 with its reaction.
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.
Pact of the Talisman
- Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
- If you lose the talisman, 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 amulet. The talisman turns to ash when you die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.
Eldritch Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
- Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
- Replace the option you chose for the Pact Boon feature with one of that feature's other options.
- If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
Mystic Arcanum
At 11th 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.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Eldritch Master
At 20th level, 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.
subclass options:
Illuminating Aura
Starting at 1st level, the essence of your spirit patron is channeled into a lantern, where it appears as a minor form of itself. You can use your lantern as a spellcasting focus for your warlock spells.
As a bonus action, you can activate your lantern, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts for 1 minute, or until you let go of the lantern or choose to end this effect early (no action required). For the duration, you gain the following benefits"
- Whenever you see a creature in your lantern's bright light make a saving throw, you can use your reaction to grant that creature a bonus to the save equal to your Charisma modifier (minimum of +1).
- Whenever a hostile creature within your lantern's dim light fails a saving throw, it takes radiant damage equal to half your warlock level (rounded up).
Once you use this feature, you can't do so again until you finish a short or long rest.
Revealing Light
Starting at 1st level, you can use an action to cause your lantern to illuminate with a vibrant maroon light, which sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Invisable creatures and objects are visable as long as they are in the lantern's bright light. The lantern sheds light in this manner for 1 hour or until you snuff it out early as a bonus action.
Once you use this feature, you can't do so again until you finish a short or long rest.
Dangerous Tool
Starting at 6th level, your Illuminating Aura no longer ends if you let go of your lantern. While you aren't holding your lantern, you can magically take control of it for 1 minute (no action required), using it as if it were a Spiritual Weapon cast as a 2nd-level spell. Your lantern continues to act as your spellcasting focus while using this feature, even though you are no longer the lantern.
The level at which Spiritual Weapon is cast increases when you reach certain levels in this class, increasing to a 4th-level spell at 10th levell and 6th-level spell at 15th level.
Once you take control of your lantern in this way, you can't do so again until you finish a long rest, unless you expend a warlock spell slot to take control of it again.
Oracle Illumination
Starting at 6th level, you can spend an action to magically connect your mind to a light source such as a candle or torch that you can see or are familiar with. The light source acts as if it were the sensor created by the Clairvyance spell, granting you the same benefits. You can use the light source this way for 10 minutes or until you use this feture again.
Once you use this feature on a light source, you can't use it on the same light source again until you finish a long rest.
Brilliant Illumination
Starting at 10th level, while your lantern's Illuminating Aura is active you can use an action to cause the light to flare with an overwhelmingly brilliant flash. Each creature other than you illuminated by either your lantern's bright light or dim light (your choice) must make a Constitution saving throw against your warlock spell save DC. On a failed save, a creature takes radiant damage equal to 2d8 + your warlock level and is blinded until the end of your next turn. On a sucessful save, the creature take half as much damage and isn't blinded.
Once you use this feature, you can't do so again until you finish a short or long rest.
Brighter Still
Starting at 14th level, you gain the ability to activate your lantern's Illuminating Aura at will. Features such as Dangerous Tool and Brilliant Illumination that work in conjunction with Illuminating Aura are still limited to the number of uses described in their respective features.
Additionally, while hilding your lantern, you can use an action to cause it to illuminate with a pale blue light, revealing a glowing arcane path to a location you are familiar with, as if casting the Find the Path spell.
Once you use your lantern in this way, you can't do so again until you finish a long rest.
| Level | Abilities |
|---|
| 1 | Illuminating Aura, Reveling Light, Otherworldly Patron, Pact Magic |
| 2 | Eldritch Invocations |
| 3 | Pact Boon |
| 4 | Ability Score Improvement, Eldritch Versatility (Optional) |
| 5 | Extra Attack |
| 6 | Dangerous Tool, Oracle Illumination |
| 7 | |
| 8 | Ability Score Improvement, Eldritch Versatility (Optional) |
| 9 | |
| 10 | Brilliant Illumination,Otherworldly Patron feature |
| 11 | Mystic Arcanum |
| 12 | Ability Score Improvement, Eldritch Versatility (Optional), Mystic Arcanum (6th level) |
| 13 | Mystic Arcanum (7th level) |
| 14 | Brighter Still, Otherworldly Patron feature |
| 15 | Mystic Arcanum (8th level) |
| 16 | Ability Score Improvement, Eldritch Versatility (Optional) |
| 17 | Mystic Arcanum (9th level) |
| 18 | |
| 19 | Ability Score Improvement, Eldritch Versatility (Optional) |
| 20 | Eldritch Master |