Warlock Changes
Relevant Universal Character Changes
Changes for all classes
Spellcaster General Changes
Class Changes
Cantrips
1st-level Warlock feature
You know three 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 (gaining a 4th cantrip at level 4, and 5th cantrip at level 10).
Expanded Spell Lists
1st-level Warlock subclass feature
Your patron grants you specialized spellcasting knowledge, allowing you to learn additional spells when you reach certain levels in this class. Each of these spells counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know.
[Your Patron] 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.
Eldritch Invocations
2nd-level Warlock class feature
Improved Pact Weapon
- You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
- In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
- Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. If firearms exist in your setting, you may conjure one with your DM’s approval.
Uncanny Uninterruption
- You no longer make ranged attack rolls with disadvantage when an enemy is within 5 feet of you.
Pact Boon (Pact of the Blade)
3rd-level Warlock class feature
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 (see chapter 5 for weapon options). 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. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
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 Boon (Pact of the Talisman)
3rd-level Warlock class feature
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 or saving throw that they are not able to add their full proficiency bonus to, 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.
Pact Boon (Pact of the Chain)
3rd-level Warlock class feature
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 use its reaction to make one attack of its own.
- If you are using a normal form for the Find Familiar spell when cast through this feature, it gains a spell attack with 5 feet range. This attack uses your spell attack modifier and it deals 2d4+your spellcasting modifier force damage on hit. When it hits a target it reduces the target’s movement speed by 5 feet until the end of their next turn. It can make this attack as an attack action, but it cannot take this attack action without being commanded by the Investment of the Chain Master eldritch invocation.
- If your familiar takes one of the special forms listed in this feature, it gains a bonus to hit when it makes an attack equal to your proficiency bonus.
Archive of Gifted Boons
5th-level Warlock class feature
Starting at 5th level, your patron grants you further choice over the powers they grant you. At the end of a long rest, you may swap out any number of invocations you know for others.
Warlock Subclass Changes
Warlock – Archfey
- Expanded Spell List
- 1st-level Archfey Warlock feature
- Your patron grants you specialized spellcasting knowledge, allowing you to learn additional spells when you reach certain levels in this class. Each of these spells counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know.
| Spell Level | Spells |
| 1st | Faerie Fire, Dissonant Whispers |
| 2nd | Calm Emotions, Phantasmal Force |
| 3rd | Blink, Plant Growth |
| 4th | Dominate Beast, Greater Invisibility |
| 5th | Dominate Person, Seeming |
- Eternal Dance
- 1st-level Archfey Warlock feature
- Starting at 1st level, you learn to step between dimensions and evade enemies in combat as deftly as the fey. As a bonus action, you can teleport to an unoccupied space you can see within 10 feet. You use this feature a number of times equal to your proficiency bonus, and recover all uses at the end of a long rest.
- Improved Dance
- 6th-level Archfey Warlock feature
- Your Eternal Dance improves in functionality at 6th level, increasing the range you can teleport to 30 feet. In addition, you learn the Misty Step spell. This spell does not count against the number of Warlock spells you know.
- Dark Delirium
- 14th-level Archfey Warlock feature
- Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
- Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
- You must finish a short or long rest before you can use this feature again. If the target succeeds on its save, this feature is not consumed.
Warlock – Fiend
- Expanded Spell List
- 1st-level Fiend Warlock feature
- Your patron grants you specialized spellcasting knowledge, allowing you to learn additional spells when you reach certain levels in this class. Each of these spells counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know.
| Spell Level | Spells |
| 1st | Burning Hands, Command |
| 2nd | Pyrotechnics |
| 3rd | Fireball, Stinking Cloud |
| 4th | Fire Shield, Wall of Fire |
| 5th | Cone of Cold |
- Dark One’s Blessing
- 1st-level Fiend Warlock feature
- Starting at 1st level, when you reduce a hostile creature in initiative to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
- If you damage a creature and it is reduced to 0 hit points by something other than you before the beginning of your next turn, you can activate the Dark One’s Blessing feature. You can only do this if you are within 30 feet of the creature as it is reduced to 0 hit points.
- Outside of initiative, you can conduct a ritual over the course of one minute to gain these temporary hit points, provided you provide a sacrifice using a freshly killed creature’s blood. This creature must have died within the last ten minutes of the ritual’s beginning to qualify for the ritual. This ritual can be conducted once, and you regain the ability to do this ritual when you finish a long rest.
- Dark One’s Own Luck
- 6th-level Fiend Warlock feature
- Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an attack roll, damage roll, 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. You also regain the use of this feature when you activate your Dark One’s Blessing feature.
- Fiendish Resilience
- 10th-level Fiend Warlock feature
- Starting at 10th level, 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.
- When you activate your Dark One’s Blessing feature, you may change the chosen damage type.
- Hurl Through Hell
- 14th-level Fiend Warlock feature
- Starting at 14th level, 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.
- When you use this feature, you gain the benefits of your Dark One’s Blessing feature.
- Once you use this feature, you can’t use it again until you finish a long rest.
Warlock – Great Old One
- Expanded Spell List
- 1st-level Great Old One Warlock feature
- Your patron grants you specialized spellcasting knowledge, allowing you to learn additional spells when you reach certain levels in this class. Each of these spells counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know.
| Spell Level | Spells |
| 1st | Dissonant Whispers, Tasha’s Hideous Laughter |
| 2nd | Detect Thoughts, Tasha’s Mind Whip |
| 3rd | Enemies Abound |
| 4th | Dominate Beast, Evard’s Black Tentacles |
| 5th | Dominate Person, Telekinesis |
- Awakened Mind
- 1st-level Great Old One Warlock feature
- Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you speak with a creature, it can reply for the next minute until you speak with them again.
- Expansion of Comprehension
- 1st-level Great Old One Warlock feature
- Starting at 1st level, your connection to something beyond the pale gives you information. Sometimes, too much information. As a result, whenever you would make an Intelligence check, you may make this check using your Charisma modifier instead of your intelligence modifier.
Entropic Ward6th-level Great Old One Warlock featureAt 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.Once you use this feature, you can’t use it again until you finish a short or long rest.
- Gateway to the Other Place
- 6th-level Great Old One Warlock feature
- At 6th level you learn the spells Arms of Hadar, Borrowed Knowledge, and Hunger of Hadar, and they are Warlock spells for you. Once per long rest, you can cast one of these spells for free without expending a spell slot.
- Thought Shield
- 10th-level Great Old One Warlock feature
- Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
- Additionally at this level you gain proficiency in Intelligence saving throws.
Warlock – Hexblade
- Expanded Spell List
- 1st-level Hexblade Warlock feature
- Your patron grants you specialized spellcasting knowledge, allowing you to learn additional spells when you reach certain levels in this class. Each of these spells counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know.
| Spell Level | Spells |
| 1st | Zephyr Strike |
| 2nd | Blur, Branding Smite |
| 3rd | Blink, Elemental Weapon |
| 4th | Phantasmal Killer, Staggering Smite |
| 5th | Banishing Smite, Cone of Cold |
- Hexblade’s Curse
- 1st-level Hexblade Warlock feature
- Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, you curse another creature in this way, or you are incapacitated. Until the curse ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point)
- You can’t use this feature again until you finish a short or long rest, or spend a warlock spell slot to recover this feature. If this is not the first time you have cursed a creature since finishing a short or long rest, you do not regain hit points when the cursed target dies.
- Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, you curse another creature in this way, or you are incapacitated. Until the curse ends, you gain the following benefits:
- Hex Warrior
- 1st-level Hexblade Warlock feature
- At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
- The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. The first time each turn w
When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
- Shield of Souls
- 6th-level Hexblade Warlock feature
- Starting at 6th level, you learn to channel the lives your blade has taken and use that power to protect yourself. You learn the Shield spell. This is a warlock spell for you, and it does not count against the number of warlock spells you know. You can also cast it without consuming a spell slot twice, recovering all uses of this feature when you finish a long rest.
- When you are attacked by a creature and use this feature to cast the shield spell for free, you may also make a melee spell attack against the creature that triggered the spell. If this attack hits, the creature takes force damage equal to your Warlock level, and you may push it up to 10 feet away from you.
Accursed Specter6th-level Hexblade Warlock featureStarting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
Warlock – Undying
- Expanded Spell List
- 1st-level Undying Warlock feature
- Your patron grants you specialized spellcasting knowledge, allowing you to learn additional spells when you reach certain levels in this class. Each of these spells counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know.
| Spell Level | Spells |
| 1st | Cure Wounds |
| 2nd | Blindness/Deafness, Wither and Bloom |
| 3rd | Feign Death, Speak With Dead |
| 4th | Aura of Life, Death Ward |
| 5th | Raise Dead |
- Among the Dead
- 1st-level Undying Warlock feature
- Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You can cast it as a bonus action.
- You also have advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
- Cheat Death
- 1st-level Undying Warlock feature
- Also at 1st level, you learn to cheat death, or at least buy time. At the beginning of your turn if you are currently at 0 hit points, you can regain hit points equal to 1d8+your Charisma modifier (minimum of 1 hit point). Waking up from 0 hit points in this way does not give you the wounded condition. Once you use this feature, you can’t use it again until you finish a long rest.
- Defy Death
- 6th-level Undying Warlock feature
- Starting at 6th level, you can give yourself and others vitality
when you cheat death orwhen you help someone else cheat deathit. When you stabilize a creature with Spare the Dying,Yyou and that creature can regain hit points equal to 1d8 + your CharismaConstitutionmodifier (minimum of 1 hit point)when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. - Once per long rest, you may cause the target you stabilized and healed with the Spare the Dying cantrip to wake up from 0 hit points without gaining the wounded condition.
Once you use this feature, you can’t use it again until you finish a long rest.
- Starting at 6th level, you can give yourself and others vitality
- Sanguine Gift
- 6th-level Undying Warlock feature
- At 6th level you learn that vitality can be gifted just as easily as it can be taken away. You learn the Life Transference spell, which doesn’t count against the number of Warlock spells you know. You can cast it once at the level you have Pact Magic spell slots for without expending a spell slot, and you must finish a short or long rest before you can cast it in this way again.
- Indestructible Life
- 10th
14th-level Undying Warlock feature- When you reach 10th
14thlevel, you partake in some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + half of your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. - You can use this feature a number of times equal to half of your proficiency bonus (rounded up). You regain all uses of this feature when you finish a short or long rest.
Once you use this feature, you can’t use it again until you finish a short or long rest.
- When you reach 10th
- Lich Ascendance
- 14th-level Undying Warlock Feature
- Your patron has shared with you how to separate your soul from your body and hide it so well that even death itself cannot find it.
- You can now create an unstable magic phylactery in which you can store your life force. It costs 10,000 gold and three weeks of downtime, or a favor granted to your patron, to create a Phylactery, and you can only store your soul in one at a time.
- After you have created a phylactery, you can undergo a day-long ritual in order to store your soul in the phylactery. When you die, provided your phylactery remains undestroyed, you will fully regenerate your body 1d10 days after death. After this happens, the phylactery you regenerated from will be destroyed.
- While your soul remains in a phylactery, you do not age, or suffer the effects of old age.
Spell Changes
New Spells
- 3rd-level Spells
Relevant Spell Changes
- Cantrips
- 1st-level Spells
- 2nd-level Spells
- 3rd-level Spells
- 4th-level Spells
- 7th-level Spells
- 9th-level Spells
Removed Spells
- 7th-level Spells
- 8th-level Spells