Warlock

I signed a contract in blood. My blood. And every spell I cast reminds me of the price.

Hit Die

d8

Primary

Charisma

Casting

Charisma

Type

Full caster

Proficiencies

ArmorLight armor
WeaponsSimple weapons
Saving ThrowsWisdom, Charisma
SkillsChoose 2 from: Arcana, Deception, History, Intimidation, Investigation, Nature, Religion

Starting Equipment

  • A light crossbow and 20 bolts or any simple weapon
  • a component pouch or an arcane focus
  • a scholar's pack or dungeoneer's pack
  • leather armor, any simple weapon, and two daggers

Class Features by Level

LevelFeatures
1Otherworldly Patron, Blood Magic, Cantrips
2Eldritch Invocations (2)
3Pact Boon
4Ability Score Improvement
5Invocations (3)
6Patron Feature
7Invocations (4)
8Ability Score Improvement
9Invocations (5)
10Patron Feature
11--
12Ability Score Improvement, Invocations (6)
13--
14Patron Feature
15Invocations (7)
16Ability Score Improvement
17--
18Invocations (8)
19Ability Score Improvement
20Patron Ascension

Core Features

Blood Magic

Level 1

This is the Warlock's defining ability. When casting a spell, a Warlock can choose to spend **Hit Points instead of Mana** at a ratio of **2 HP per 1 Mana.** Rules: - You can split the cost: e.g., a 5-mana spell could cost 3 mana + 4 HP (covering the remaining 2 mana). - Blood Magic damage **bypasses temporary hit points**: it comes directly from your current HP. - Blood Magic damage **cannot be healed by magical healing** (spells, potions, or class features). It can only be recovered through natural rest (short rest: spend Hit Dice; long rest: normal HP recovery). - You **cannot** reduce yourself below 1 HP with Blood Magic. If a spell would cost more HP than you have remaining (minus 1), you cannot cast it via Blood Magic alone. - Blood Magic damage leaves **visible marks**: veins blacken, eyes bleed, skin cracks. A Warlock who has spent significant HP on Blood Magic is visibly deteriorating. > *Design Note: Blood Magic makes Warlocks incredibly versatile; they effectively have a second resource pool. But the cost is real: a Warlock who goes deep into Blood Magic is one hit away from death, and magical healing won't save them. This creates a horrifying gamble: the more power you draw from your blood, the more fragile you become.*

Eldritch Invocations

Level 2

You gain 2 Invocations, with more at higher levels. Each is a passive benefit or at-will ability granted by your patron. Choose from: | Invocation | Prerequisite | Effect | |---|---|---| | **Agonizing Blast** | *Eldritch Blast* cantrip | Add CHA modifier to *Eldritch Blast* damage. | | **Armor of Shadows** | -- | Cast *Mage Armor* on yourself at will, no mana cost. | | **Beast Speech** | -- | Cast *Speak with Animals* at will, no mana cost. | | **Devil's Sight** | -- | See normally in darkness (including magical) to 120 ft. | | **Eldritch Spear** | *Eldritch Blast* cantrip | *Eldritch Blast* range becomes 300 ft. | | **Eyes of the Rune Keeper** | -- | Read all writing. | | **Fiendish Vigor** | -- | Cast *False Life* on yourself at will (always 8 temp HP, no mana). | | **Mask of Many Faces** | -- | Cast *Disguise Self* at will, no mana cost. | | **Misty Visions** | -- | Cast *Silent Image* at will, no mana cost. | | **Repelling Blast** | *Eldritch Blast* cantrip | Each *Eldritch Blast* hit pushes target 10 ft straight back. | | **Thirsting Blade** | Level 5, Pact of the Blade | Attack twice with your pact weapon when you take the Attack action. | | **Lifedrinker** | Level 12, Pact of the Blade | Your pact weapon attacks deal extra necrotic damage = CHA modifier. | | **Witch Sight** | Level 15 | See the true form of any shapechanger or creature concealed by illusion or transmutation within 30 ft. | | **Visions of Distant Realms** | Level 15 | Cast *Arcane Eye* at will, no mana cost. | | **Blood Reservoir** | Level 5 | When you use Blood Magic, the HP-to-mana ratio improves to 3 HP per 2 mana (instead of 2:1). | | **Scarred Resilience** | Level 7 | While you have lost HP to Blood Magic, you have resistance to one damage type of your choice (chosen when you take this invocation). | | **Crimson Recovery** | Level 9 | Once per long rest, you can touch a recently slain creature (dead less than 1 minute) and recover HP equal to your Warlock level. This healing CAN recover Blood Magic damage. | When you gain a Warlock level, you can replace one invocation with another you qualify for.

Pact Boon

Level 3

Choose one: - **Pact of the Blade.** You can conjure a pact weapon (any melee weapon form) as an action. It counts as magical. You are proficient with it. It disappears if it is more than 5 feet from you for 1 minute. You can bond a magical weapon to serve as your pact weapon through a 1-hour ritual. - **Pact of the Tome.** Your patron gives you a Book of Shadows; a grimoire. Choose 3 cantrips from any class's spell list. They count as Warlock cantrips for you. - **Pact of the Chain.** You learn *Find Familiar* (no mana cost). Your familiar can take special forms: imp, pseudodragon, quasit, or sprite. 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.

Subclasses

The Abyssal Lord

Something ancient stirred beneath the world and whispered my name. I was foolish enough to answer.

Lvl 1

Dark One's Blessing

When you reduce a hostile creature to 0 HP, you gain temporary HP equal to your CHA modifier + your Warlock level.

Lvl 6

Dark One's Own Luck

Once per short rest, when you make an ability check or saving throw, add 1d10 to the result.

Lvl 10

Fiendish Resilience

At the end of a short or long rest, choose a damage type (not magical/silver). You have resistance to that type until your next rest.

Lvl 14

Hurl Through Hell

Once per long rest, when you hit a creature with an attack, you can banish it to the lower planes. It disappears until the end of your next turn, then returns and takes 10d10 psychic damage.

Lvl 20

Patron Ascension: Abyssal Transformation

Once per long rest, as an action, you transform for 1 minute. You gain: fly speed 60 ft, resistance to all damage, immunity to fire and poison, and your Blood Magic ratio improves to 1:1 (1 HP = 1 mana).

The Pale Court

They aren't faeries from children's stories. They are ancient, alien, and utterly without mercy. But they keep their bargains.

Lvl 1

Fey Presence

As an action, each creature within 10 feet must make a Wisdom save or be charmed or frightened (your choice) until the end of your next turn. Uses: 1 per short rest.

Lvl 6

Misty Escape

When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet. You remain invisible until the start of your next turn or until you attack or cast a spell. Uses: 1 per short rest.

Lvl 10

Beguiling Defenses

You are immune to being charmed. When another creature attempts to charm you, you can use your reaction to attempt to charm it instead (Wisdom save against your spell save DC).

Lvl 14

Dark Delirium

As an action, target one creature within 60 feet. It must make a Wisdom save or be charmed or frightened (your choice) for 1 minute. While affected, the target believes it is lost in a misty, dream-like realm. It can repeat the save at the end of each of its turns. Uses: 1 per long rest.

Lvl 20

Patron Ascension: Lord of the Pale Court

Once per long rest, as an action, for 1 minute: you emanate an aura of twilight in a 30-ft radius. Enemies in the aura have disadvantage on all saving throws. You can cast *Dominate Person* at will without spending mana (one target at a time). You are immune to all enchantment and illusion spells.