![[warlockClass.png]] ## What Is a Warlock? The Warlock is a spellcaster who gains magical power through a pact with an otherworldly being. While Wizards devote themselves to studying the principles of magic and Sorcerers possess an innate connection to supernatural power, Warlocks acquire extraordinary abilities through bargains, forbidden knowledge, and relationships with entities whose influence extends far beyond the mortal world. At first glance, a Warlock might appear to be little more than a spellcaster serving a powerful supernatural master. In reality, the relationship between a Warlock and their patron can be far more complicated. Some willingly enter into agreements in exchange for knowledge or power, while others become bound to mysterious entities through unusual circumstances. A patron might be an archdevil ruling within the Nine Hells, a powerful archfey from the Feywild, a celestial being from the Upper Planes, an ancient undead creature, or an incomprehensible intelligence whose existence defies mortal understanding. The nature of the agreement varies considerably. Some patrons demand loyalty, service, or the completion of particular tasks. Others exchange magical knowledge for assistance in pursuing their own ambitions, while certain entities may not even realise that a mortal has drawn power from them. Not every Warlock regards their patron with devotion. Some respect or admire the entity responsible for their abilities, while others view the relationship as a practical arrangement. A few may actively oppose their patron while continuing to wield the powers they have acquired. What unites Warlocks is their pursuit of magical power through means that conventional spellcasters rarely understand. A Warlock does not simply learn magic or inherit supernatural talent. They uncover forbidden secrets and wield powers acquired through a connection to something greater than themselves. --- ## Power From Beyond Warlocks acquire their abilities through connections to supernatural entities known as **Otherworldly Patrons**. These beings possess extraordinary powers and knowledge, often accumulated over centuries or even millennia. Some rule vast supernatural domains, while others exist beyond the boundaries of ordinary reality. The knowledge offered by a patron may include ancient incantations, forgotten rituals, supernatural techniques, or magical abilities unavailable through conventional arcane study. For some Warlocks, entering into a pact is a deliberate decision. An ambitious scholar might seek the assistance of an archdevil to obtain forbidden knowledge. A wandering traveller may bargain with an archfey after becoming lost in the Feywild. Another individual might accept the aid of a celestial guardian during a moment of desperation. Other Warlocks encounter their patrons through circumstances they never anticipated. A person studying an ancient artefact might accidentally establish contact with an incomprehensible intelligence, while someone investigating a forgotten temple could attract the attention of a powerful entity whose influence remains within the ruins. The relationship between patron and Warlock is not necessarily one of obedience. Some patrons expect their servants to undertake missions or advance particular objectives. Others maintain only occasional contact, allowing their Warlocks considerable independence. A patron may communicate through dreams, supernatural visions, mysterious messengers, or direct conversations. Some Warlocks spend years without receiving an explicit command, while others find their patron's influence constantly shaping their lives. Although the Warlock's magical abilities originate from this supernatural connection, the character retains the ability to make their own decisions. A Warlock might serve their patron faithfully, seek to renegotiate their agreement, or attempt to use their acquired powers for purposes entirely different from those originally intended. This relationship provides opportunities for complicated character stories involving ambition, loyalty, temptation, independence, and the consequences of pursuing forbidden power. --- ## Pact Magic Warlocks cast spells using a distinctive system known as **Pact Magic**. Unlike Wizards, Clerics, or Sorcerers, who possess increasing numbers of spell slots across several levels, Warlocks have a smaller number of spell slots that operate differently. Their Pact Magic spell slots are always the same level, determined by their Warlock level. For example, a fifth-level Warlock possesses two third-level Pact Magic spell slots. Even when casting a first-level spell, they expend one of these third-level slots, causing the spell to be cast at third level. This makes Warlocks particularly effective when using spells that become more powerful when cast using higher-level spell slots. However, their available resources remain limited. A Warlock begins with one Pact Magic spell slot at first level, gains a second at second level, and eventually reaches four slots at seventeenth level. Unlike most spellcasters, Warlocks recover all expended Pact Magic spell slots after completing a **Short or Long Rest**. This allows them to regain magical power throughout an adventuring day rather than depending entirely upon the resources recovered after sleeping. Their Pact Magic spell slots eventually reach fifth level, but do not increase beyond that point. Instead, Warlocks gain access to more powerful spells through a separate feature known as Mystic Arcanum. Warlock spellcasting uses **Charisma**, reflecting the force of personality and supernatural authority through which they wield their magical abilities. Although Warlocks prepare spells, their preparation differs from that of Wizards and Clerics. They generally replace spells from their Pact Magic list when gaining Warlock levels rather than exchanging their entire selection after each Long Rest. Certain patron abilities also grant additional spells that remain prepared without counting against the Warlock's ordinary limit. Pact Magic encourages players to make deliberate decisions about spellcasting. A Warlock must consider when a powerful spell is worth expending one of their limited slots and when a cantrip, Eldritch Invocation, or other supernatural ability may provide a more efficient solution. --- ## Eldritch Blast One of the most recognisable spells associated with Warlocks is **Eldritch Blast**. This cantrip allows the caster to project a concentrated beam of supernatural energy toward an enemy, inflicting Force damage through a ranged spell attack. Unlike spells that expend limited resources, Eldritch Blast can be cast repeatedly without consuming a spell slot. This makes it an especially reliable offensive option for Warlocks who wish to preserve their Pact Magic for more powerful effects. At first level, Eldritch Blast produces a single beam of magical energy. As the character becomes more experienced, the spell creates additional beams, reaching two at character level five, three at level eleven, and four at level seventeen. Each beam requires its own attack roll and can be directed toward the same creature or different targets within range. Although Eldritch Blast is not automatically granted to every Warlock, it remains one of the most popular choices because of its consistent damage and ability to benefit from Eldritch Invocations. **Agonizing Blast** allows a Warlock to add their Charisma modifier to the damage of a chosen damaging Warlock cantrip, making Eldritch Blast particularly effective when selected. **Repelling Blast** allows an appropriate cantrip to push enemies away when its attacks hit, creating opportunities to control positioning and prevent opponents from closing the distance. **Eldritch Spear** greatly increases the range of a chosen damaging cantrip, allowing a Warlock to threaten enemies from extraordinary distances. In the revised Warlock class, these Invocations are not restricted exclusively to Eldritch Blast. Depending upon their requirements, they can enhance other eligible Warlock cantrips. This gives players more freedom to develop different magical fighting styles. Although many Warlocks rely heavily upon Eldritch Blast, it is not necessary for every character. A Warlock specialising in martial combat, utility magic, or another offensive cantrip may choose to develop entirely different abilities. --- ## Eldritch Invocations One of the Warlock's most distinctive abilities is **Eldritch Invocations**. These represent forbidden knowledge, supernatural gifts, and specialised magical techniques acquired through the Warlock's study of occult mysteries and their connection to otherworldly power. Unlike ordinary spells, many Eldritch Invocations provide abilities that can be used repeatedly without expending spell slots. Some grant permanent supernatural enhancements, while others allow the Warlock to cast particular spells without consuming magical resources. Warlocks gain their first Eldritch Invocation at first level. As they advance, they acquire additional Invocations, eventually reaching ten at eighteenth level. This creates considerable freedom when developing a character. An Invocation might improve a Warlock's offensive cantrips, provide magical protection, strengthen their familiar, or grant access to unusual forms of supernatural perception. **Devil's Sight** allows a Warlock to see normally through magical and nonmagical darkness within its specified range. **Mask of Many Faces** allows them to cast Disguise Self without expending spell slots, making it particularly valuable for infiltration and deception. **Whispers of the Grave** grants the ability to cast Speak with Dead without consuming a spell slot, allowing the Warlock to question the remains of deceased creatures. **One with Shadows** provides supernatural concealment through the ability to cast Invisibility upon themselves while within dim light or darkness. **Eldritch Mind** improves concentration, granting Advantage on Constitution saving throws made to maintain spells. Other Invocations improve martial abilities. **Thirsting Blade** allows a Warlock who has selected Pact of the Blade to attack twice with their pact weapon during the Attack action. At higher levels, **Devouring Blade** improves this further, allowing the Warlock to make three attacks with their pact weapon. **Lifedrinker** allows a pact weapon to inflict additional supernatural damage and provides a means of recovering Hit Points. Some Invocations have prerequisites, requiring particular Warlock levels or other abilities before they can be selected. Warlocks can also replace certain Invocations when gaining levels, allowing their supernatural abilities to evolve throughout their adventures. This makes the class highly customisable. Two Warlocks serving the same patron may possess entirely different abilities, depending upon the Invocations they have chosen and the fighting styles they wish to develop. --- ## Pact Boons A Warlock's supernatural powers may manifest through specialised gifts traditionally known as **Pact Boons**. Under the revised Warlock rules, these gifts are represented by Eldritch Invocations rather than a separate class feature gained at third level. This allows Warlocks to obtain certain pact gifts as early as first level. The three principal options are Pact of the Blade, Pact of the Chain, and Pact of the Tome. Unlike the older form of the class, Warlocks are not restricted to choosing only one of these options. As they gain additional Eldritch Invocations, they can acquire more than one pact gift, combining martial abilities, supernatural familiars, and magical knowledge within the same character. ### Pact of the Blade **Pact of the Blade** allows a Warlock to create a supernatural bond with a weapon. Through this ability, the Warlock can conjure a melee weapon or establish a magical connection with an eligible existing magical weapon. The bonded weapon can serve as a spellcasting focus and benefits from the Warlock's supernatural power. Rather than relying exclusively upon Strength or Dexterity, the Warlock can use Charisma when making attack and damage rolls with the weapon. They can also alter the weapon's damage, allowing it to inflict Necrotic, Psychic, or Radiant damage instead of its ordinary damage type. This allows a Warlock to develop an effective martial fighting style while continuing to rely upon Charisma for spellcasting. Additional Invocations can improve the pact weapon further, granting additional attacks, supernatural damage, or powerful effects that consume Pact Magic spell slots. Pact of the Blade is particularly suitable for players who enjoy magical warriors and characters who combine weapons with supernatural abilities. ### Pact of the Chain **Pact of the Chain** grants a Warlock an enhanced supernatural familiar. Through this Invocation, the Warlock learns Find Familiar and can summon a familiar without expending a spell slot. Unlike ordinary spellcasters using Find Familiar, Warlocks can choose from additional forms associated with supernatural creatures. These include Imps, Quasits, Pseudodragons, Sprites, and other unusual beings. Such familiars can serve as scouts, messengers, assistants, and companions during dangerous adventures. Pact of the Chain also allows the Warlock to sacrifice one of their own attacks to permit the familiar to make an attack using its Reaction. Additional Invocations strengthen the bond further. **Investment of the Chain Master** improves the familiar's capabilities, granting enhanced movement, improved combat effectiveness, and additional supernatural protections. The familiar becomes more than a simple magical servant. It can play an important role in exploration, investigation, and combat, particularly when the Warlock develops abilities that strengthen its usefulness. ### Pact of the Tome **Pact of the Tome** grants a Warlock a magical book known as the **Book of Shadows**. This supernatural tome contains forbidden knowledge and magical techniques that expand the Warlock's spellcasting capabilities. When the book is created, the Warlock can choose three cantrips and two first-level ritual spells from any class's spell list, subject to the feature's requirements. While carrying the book, these spells remain prepared and function as Warlock spells. This provides considerable flexibility, allowing the Warlock to acquire magical abilities that would ordinarily be unavailable through their class. The Book of Shadows can also serve as a spellcasting focus. Additional Invocations grant further benefits. **Gift of the Protectors** allows creatures to inscribe their names within the book, providing a supernatural safeguard that can prevent one of them from falling unconscious when reduced to 0 Hit Points. Pact of the Tome is particularly suitable for Warlocks who emphasise forbidden knowledge, ritual magic, and a broader collection of supernatural abilities. ### Pact of the Talisman **Pact of the Talisman** is an older pact option associated with Warlocks who receive a supernatural charm or protective object. The talisman can assist its bearer with certain ability checks, allowing supernatural power to influence the outcome of difficult situations. Additional legacy Invocations allow the talisman to provide further benefits, including protective effects and magical movement. Unlike Pact of the Blade, Chain, and Tome, Pact of the Talisman is not one of the standard Eldritch Invocations in the revised Player's Handbook. It remains an option associated with earlier Warlock rules, and its use alongside the revised class requires the appropriate legacy material and compatibility arrangements. For players who enjoy protective charms, supernatural blessings, and supporting companions through magical objects, Pact of the Talisman provides a different interpretation of the Warlock's supernatural bargain. --- ## Magical Cunning At second level, Warlocks gain **Magical Cunning**, an ability that allows them to recover Pact Magic spell slots without completing a Short Rest. Through this feature, the Warlock performs an esoteric ritual lasting one minute. At the end of the ritual, they regain a number of expended Pact Magic spell slots equal to half their maximum number of slots, rounded up. This ability can be used once before requiring a Long Rest to become available again. Magical Cunning is particularly valuable because Warlocks possess relatively few spell slots compared with other spellcasting classes. A Warlock who has exhausted their magical resources during a dangerous encounter may be able to recover enough power to continue without requiring the party to stop for an extended rest. The ability becomes increasingly useful as the Warlock gains levels and acquires additional Pact Magic spell slots. However, Magical Cunning does not remove the importance of managing spellcasting resources. Warlocks must still decide when to expend powerful spells and when their cantrips, Invocations, or other abilities provide more efficient solutions. At twentieth level, Magical Cunning becomes considerably more powerful through Eldritch Master. This allows the Warlock to recover all expended Pact Magic spell slots when performing the ritual, rather than only half. --- ## Contact Patron At ninth level, Warlocks gain **Contact Patron**, representing a deeper and more direct relationship with the supernatural entity responsible for their powers. During the early stages of their career, a Warlock may receive instructions or information through dreams, mysterious omens, supernatural messengers, or other indirect forms of communication. Contact Patron provides a more reliable way to seek information directly. Through this ability, the Warlock always has Contact Other Plane prepared and can use the spell to communicate with their patron without expending a spell slot. The Warlock automatically succeeds on the saving throw normally associated with casting the spell, avoiding the danger that ordinarily accompanies attempting to contact powerful extraplanar entities. This special use of the spell is available once per Long Rest. Contact Patron does not guarantee that the Warlock will receive every answer they desire. The entity may provide cryptic information, refuse to reveal particular secrets, or interpret questions according to its own interests. Nevertheless, the ability creates an extraordinary opportunity for communication. A Warlock might consult their patron about a supernatural threat, seek guidance concerning a mysterious artefact, or attempt to uncover information that ordinary mortal scholars cannot obtain. The relationship between Warlock and patron therefore becomes more than a source of magical power. It can also become a means of accessing knowledge possessed by some of the most influential entities in existence. --- ## Mystic Arcanum Although Warlocks possess fewer spell slots than most full spellcasters, their magical abilities eventually extend beyond the ordinary limitations of Pact Magic. At eleventh level, they gain **Mystic Arcanum**. Through this feature, a Warlock acquires an exceptionally powerful magical secret associated with their supernatural patron. Their first Mystic Arcanum allows them to choose a sixth-level Warlock spell, which they can cast once without expending a spell slot. They regain this ability after completing a Long Rest. As the Warlock becomes more experienced, additional Mystic Arcana become available. At thirteenth level, they gain a seventh-level spell. At fifteenth level, they gain an eighth-level spell. At seventeenth level, they gain a ninth-level spell. These spells operate separately from ordinary Pact Magic spell slots. A Warlock does not acquire sixth- through ninth-level Pact Magic slots. Instead, each Mystic Arcanum grants access to a particular powerful spell that can be cast once before requiring another Long Rest. Whenever a Warlock gains a level, they can also replace one of their Mystic Arcanum spells with another Warlock spell of the same level. This allows them to adjust their highest-level magical abilities as their character develops. Mystic Arcanum represents the extraordinary secrets that a Warlock gradually uncovers through their supernatural connection. At the height of their power, Warlocks become capable of wielding magic comparable to the greatest mortal spellcasters, even though their ordinary Pact Magic continues to operate through a smaller number of spell slots. --- ## The Warlock's Role in an Adventuring Party Warlocks are versatile spellcasters capable of fulfilling several different roles depending upon their patron, Invocations, spells, and chosen pact abilities. Their most recognisable role is that of a ranged magical combatant. A Warlock who specialises in Eldritch Blast can produce reliable damage throughout an encounter without depending entirely upon limited spell slots. Other Warlocks focus more heavily upon battlefield control. Spells such as Hunger of Hadar, Hypnotic Pattern, and other supernatural effects can interfere with enemy movement, restrict actions, or create dangerous areas that opponents must avoid. Some Warlocks specialise in direct martial combat. Through Pact of the Blade and appropriate Eldritch Invocations, they can develop into effective melee combatants who use Charisma to support both their weapon attacks and spellcasting. Others provide utility through ritual magic, supernatural senses, familiars, and unusual abilities granted by their Invocations. A Pact of the Chain Warlock may use their familiar to explore dangerous locations, while a Pact of the Tome Warlock can provide additional magical options through their Book of Shadows. Their chosen patron also influences their role. A Celestial Warlock can provide healing and protective magic, while an Archfey Warlock may specialise in movement and deception. A Fiend Warlock can become a powerful offensive spellcaster, while a Great Old One Warlock excels at mental influence and psychic abilities. Warlocks also frequently possess high Charisma, making them effective during social encounters. They may serve as negotiators, diplomats, deceivers, or intimidating figures whose supernatural confidence helps them influence others. Their greatest limitation is the relatively small number of Pact Magic spell slots available at any one time. Although those slots recover more frequently than conventional spellcasting resources, a Warlock must still consider how best to use them. The class is particularly effective when a player combines their patron abilities, Invocations, and spells into a specialised approach that complements the rest of the adventuring party. --- ## Otherworldly Patrons Every Warlock possesses a supernatural connection to an otherworldly entity, but the precise nature of that relationship becomes mechanically defined through their chosen subclass. At third level, a Warlock selects an **Otherworldly Patron**, determining the specialised abilities they gain as their connection to that supernatural power develops. Different patrons grant different magical abilities, reflecting the nature, interests, and supernatural properties of the beings involved. Some emphasise destructive magic, while others provide healing, deception, supernatural movement, mental manipulation, or the ability to resist death. ### Fiend Patron Fiend Warlocks gain power through connections to extraordinarily dangerous beings from the Lower Planes. Their patrons may include powerful devils, demon lords, yugoloths, night hags, or other fiends possessing the authority and supernatural knowledge needed to empower mortal servants. Such entities frequently pursue objectives involving corruption, domination, destruction, or the acquisition of souls and influence. However, a Warlock who draws power from a fiend does not necessarily share their patron's intentions. Some willingly serve infernal masters, while others attempt to exploit their bargains without surrendering their independence. The Fiend Patron specialises in destructive magic and supernatural resilience. Through **Dark One's Blessing**, a Fiend Warlock gains Temporary Hit Points when an enemy is reduced to 0 Hit Points by them or by another creature nearby. This allows the Warlock to survive dangerous encounters by drawing strength from the defeat of enemies. Their expanded magical abilities include destructive spells such as Fireball, Scorching Ray, and Wall of Fire. As they become more experienced, **Dark One's Own Luck** allows them to improve important ability checks and saving throws. **Fiendish Resilience** grants resistance to a chosen damage type, allowing the Warlock to prepare for particular dangers. Their ultimate ability, **Hurl Through Hell**, allows them to temporarily transport an enemy through a terrifying region of the Lower Planes, potentially inflicting considerable Psychic damage and leaving the creature incapacitated until it returns. For players who enjoy destructive magic, infernal bargains, and characters who grow stronger through dangerous confrontations, the Fiend Patron offers a powerful supernatural archetype. ### Archfey Patron Archfey Warlocks draw their power from mighty beings associated with the Feywild. These patrons may include powerful rulers of the Fey Courts, ancient fey nobles, or other extraordinary creatures whose influence extends throughout the enchanted realms. Archfey are often unpredictable beings whose desires and motivations differ considerably from those of mortals. Some may seek entertainment, influence, knowledge, or the fulfilment of ancient promises. Others pursue goals involving the complicated rivalries and obligations of the Feywild. Their Warlocks gain abilities associated with enchantment, illusion, and supernatural movement. The Archfey Patron places particular emphasis upon **Misty Step**, allowing the Warlock to teleport frequently and gain additional effects through this magical movement. Through **Steps of the Fey**, an Archfey Warlock can use Misty Step without expending a spell slot a limited number of times. Their teleportation can also produce additional magical effects, such as helping allies or interfering with nearby enemies. As they gain experience, **Misty Escape** allows them to teleport in response to taking damage, making them difficult opponents to contain. **Beguiling Defenses** provides protection against charms and improves their ability to respond when enemies attempt to harm them. At higher levels, **Bewitching Magic** strengthens the relationship between spellcasting and teleportation, allowing them to reposition themselves when casting particular types of spells. These abilities create a fighting style based upon mobility, deception, and controlling the distance between the Warlock and their enemies. For players who enjoy Feywild themes, magical trickery, and supernatural movement, the Archfey Patron offers an exceptionally mobile approach to spellcasting. ### Great Old One Patron Great Old One Warlocks draw power from ancient and incomprehensible entities whose existence challenges mortal understanding. Such beings may dwell within the Far Realm, the depths of the Astral Plane, or other places beyond ordinary reality. Their thoughts, motivations, and perception of existence may be so different from mortal experience that even understanding their intentions becomes extraordinarily difficult. Some Great Old Ones deliberately establish connections with mortal servants, while others may be unaware that fragments of their knowledge have been discovered. Their Warlocks gain abilities associated with telepathy, psychic damage, mental manipulation, and supernatural horrors. Through **Awakened Mind**, a Great Old One Warlock can establish telepathic communication with another creature, allowing information to pass directly between their minds. **Psychic Spells** allows them to alter certain magical damage into Psychic damage and cast particular Enchantment or Illusion spells without ordinary verbal or somatic components. This makes their spellcasting especially unsettling, as supernatural effects may occur without obvious signs of magical activity. Their connection to the spell Hex also becomes more dangerous through **Eldritch Hex**, which can weaken an enemy's saving throws as well as its ability checks. As they become more experienced, **Clairvoyant Combatant** allows them to exploit their telepathic connection to gain advantages against particular enemies. **Thought Shield** protects their minds from intrusion and grants resistance to Psychic damage. At higher levels, **Create Thrall** allows them to channel their patron's power through the summoning of an aberrant creature, strengthening their command over supernatural horrors. For players who enjoy cosmic horror, forbidden knowledge, telepathy, and manipulating the minds of enemies, the Great Old One Patron provides a deeply unsettling approach to magic. ### Celestial Patron Celestial Warlocks gain power through connections to benevolent or divinely associated supernatural beings. Their patrons may include powerful angels, unicorns, or other celestial creatures whose influence is connected to the Upper Planes. Unlike many other Warlock patrons, Celestial beings frequently seek to protect life, oppose supernatural evil, and promote causes associated with goodness and compassion. However, their Warlocks do not necessarily serve as conventional religious figures. A Celestial Warlock may regard their patron as a mentor, benefactor, guardian, or powerful ally rather than an object of worship. Their abilities combine ordinary Warlock spellcasting with healing and radiant magic. Through **Healing Light**, a Celestial Warlock gains a reserve of healing energy that can restore Hit Points to injured creatures. This provides a valuable form of support that does not depend entirely upon expending Pact Magic spell slots. Their expanded spell selection includes restorative and protective magic, allowing them to provide assistance during dangerous encounters. As they become more experienced, **Radiant Soul** improves their resistance to Radiant damage and strengthens certain spells that inflict Fire or Radiant damage. **Celestial Resilience** provides Temporary Hit Points to the Warlock and nearby companions, improving the party's ability to withstand incoming damage. At higher levels, **Searing Vengeance** allows them to intervene when they or an ally is close to death, restoring vitality while unleashing Radiant damage against nearby enemies. Celestial Warlocks can therefore serve as both offensive spellcasters and valuable support characters. For players who enjoy healing, radiant magic, and characters whose supernatural relationships involve protection rather than domination, the Celestial Patron offers a distinctive alternative to more sinister Warlock traditions. ### Hexblade Patron Hexblade Warlocks form pacts with mysterious powers associated with the Shadowfell and the supernatural forces connected to sentient magical weapons. The Hexblade tradition is closely linked to shadowy entities whose influence manifests through powerful weapons and curses. Although the name suggests that every Hexblade serves a particular enchanted sword, the patron is more properly understood as a mysterious supernatural power associated with such weapons. Hexblades develop a fighting style that combines martial combat with magical curses. Their defining ability, **Hexblade's Curse**, allows them to mark a particular enemy, improving their ability to inflict damage against that creature while increasing the likelihood of scoring a Critical Hit. They also gain martial benefits through **Hex Warrior**, improving their effectiveness with certain weapons. Under the earlier Warlock rules, this feature provided an important way to use Charisma for weapon attacks. In the revised class, Pact of the Blade already provides a comparable benefit, so players should be careful when combining older Hexblade features with the newer Warlock progression. As Hexblades become more experienced, **Accursed Specter** allows them to temporarily bind the spirit of a slain humanoid, creating a supernatural servant. **Armor of Hexes** allows them to avoid attacks from creatures affected by Hexblade's Curse. Their ultimate ability, **Master of Hexes**, improves their capacity to transfer the effects of the curse between enemies. The Hexblade remains a published legacy patron rather than a fully revised subclass in the current Player's Handbook. For players who enjoy cursed weapons, shadow magic, and combining martial combat with supernatural hexes, the Hexblade provides a distinctive dark warrior archetype. ### Undead Patron Undead Warlocks gain power through relationships with extraordinarily powerful undead creatures. Their patrons may include liches, ancient vampires, powerful ghosts, mummies, or other beings that have overcome the ordinary limitations of death. Such entities may possess vast knowledge accumulated over centuries, as well as supernatural abilities associated with necromancy, fear, and the manipulation of life force. Some Warlocks willingly seek these patrons to uncover the secrets of immortality, while others are bound through curses, bargains, or encounters with powerful undead beings. Their abilities revolve around transforming themselves through the supernatural power of undeath. Through **Form of Dread**, an Undead Warlock can assume a terrifying aspect inspired by their patron. This transformation grants protective benefits and allows them to frighten enemies through their attacks. Their expanded spellcasting also includes magical effects associated with death, supernatural weakening, and necromantic power. As they become more experienced, **Grave Touched** strengthens their connection to necrotic energy, allowing them to overcome certain resistances and alter the damage inflicted by their spells. Their transformation gradually changes their physical nature, reducing their need for ordinary mortal necessities. Through **Necrotic Husk**, they gain greater protection against Necrotic damage. **Unholy Resuscitation** allows them to recover from otherwise devastating injuries, unleashing supernatural energy as they return from the brink of death. At higher levels, **Superior Dread** transforms Form of Dread into an even more powerful state. While transformed, they can gain flight, pass through solid objects, and resist certain physical damage. The Undead Patron is distinct from the older Undying Patron. The two traditions explore similar themes, but possess different abilities and approaches to supernatural survival. For players who enjoy necromancy, terrifying transformations, and wielding the power of death without necessarily becoming undead themselves, the Undead Patron offers a formidable supernatural archetype. ### Genie Patron Genie Warlocks gain their abilities through bargains with powerful elemental beings known as genies. These entities are associated with the Elemental Planes and possess extraordinary abilities involving the creation, transformation, and manipulation of elemental matter. A patron might be a Dao associated with earth, a Djinni connected to air, an Efreeti empowered by fire, or a Marid whose influence extends through water. The nature of the patron influences the Warlock's magical abilities. A Genie Warlock gains access to a supernatural object known as a **Genie's Vessel**. This might take the form of an oil lamp, ornate bottle, enchanted ring, or another suitable object. Through **Bottled Respite**, the Warlock can enter a magical space contained within the vessel, providing an unusual form of shelter and concealment. Their attacks can also benefit from **Genie's Wrath**, inflicting additional damage associated with their patron's elemental nature. As they become more experienced, **Elemental Gift** provides resistance to an appropriate damage type and grants limited magical flight. **Sanctuary Vessel** allows the Warlock to bring companions into the magical refuge contained within their vessel, making it particularly valuable during travel and exploration. At higher levels, **Limited Wish** allows the Warlock to draw upon their patron's extraordinary magical power to reproduce certain spells without the usual material components. This grants exceptional versatility, although the ability has limitations and cannot be used freely. The Genie Patron remains an older published subclass that can be used with the revised Warlock class through the appropriate compatibility rules. For players who enjoy elemental magic, magical vessels, and characters whose supernatural powers originate from bargains with extraordinary elemental beings, the Genie Patron provides a versatile option. ### Fathomless Patron Fathomless Warlocks gain power through connections to mysterious beings associated with oceans, underwater realms, and the supernatural forces dwelling beneath the waves. Their patrons might include ancient sea creatures, powerful elemental beings, or enormous entities whose influence extends throughout the deepest reaches of the world. Some may possess intelligence and motives similar to mortal creatures, while others are ancient horrors whose ambitions remain incomprehensible. Their Warlocks gain abilities associated with water, cold, storms, and supernatural tentacles. Through **Tentacle of the Deeps**, a Fathomless Warlock can summon a spectral tentacle that attacks enemies and interferes with their movement. This allows the Warlock to influence the battlefield while continuing to use their ordinary spells and abilities. They also gain **Gift of the Sea**, granting the ability to breathe underwater and move effectively while swimming. As they become more experienced, **Oceanic Soul** provides resistance to Cold damage and improves communication with creatures while underwater. **Guardian Coil** allows their supernatural tentacle to protect nearby creatures, reducing incoming damage when danger threatens. At higher levels, **Grasping Tentacles** grants access to powerful battlefield control magic, allowing the Warlock to restrain or threaten enemies through supernatural appendages. Their ultimate ability, **Fathomless Plunge**, allows them to transport themselves and nearby companions to a suitable body of water. These abilities make Fathomless Warlocks particularly effective during adventures involving oceans, coastal settlements, underwater exploration, or supernatural threats emerging from the depths. The Fathomless is a legacy subclass from an earlier supplement that remains available for compatible play. For players who enjoy sea monsters, elemental water magic, and mysterious powers associated with the deepest oceans, the Fathomless Patron offers a distinctive supernatural theme. ### Undying Patron Undying Warlocks form pacts with beings that have discovered ways to resist or escape the ordinary limitations of mortality. Their patrons may include liches, deathless sorcerers, and other ancient entities whose existence has continued far beyond a normal mortal lifespan. Unlike the Undead Patron, whose abilities focus heavily upon fear and terrifying supernatural transformation, the Undying tradition emphasises endurance, resistance to death, and the preservation of life through unnatural means. These Warlocks develop abilities that interfere with the forces normally responsible for bringing living creatures to their end. Through **Among the Dead**, they gain protection against disease and become more difficult for undead creatures to attack. Their relationship with death also grants abilities that help them remain conscious or restore their vitality when injured. **Defy Death** allows them to recover Hit Points under particular circumstances involving death saving throws or the use of magic to stabilise a dying creature. As they become more experienced, **Undying Nature** reduces their dependence upon ordinary mortal necessities. They can survive without food, water, or sleep and suffer fewer of the physical consequences normally associated with ageing. At higher levels, **Indestructible Life** allows them to restore Hit Points and repair certain bodily injuries through supernatural power. Although these abilities provide unusual resilience, they do not make the Warlock truly immortal or incapable of being killed. The Undying Patron is a legacy subclass and has not received the same modern revision as the Undead Patron. For players who enjoy themes of immortality, ancient necromantic knowledge, and characters who resist death through forbidden supernatural power, the Undying Patron offers a distinctive approach to survival. ### Vestige Patron Vestige Warlocks gain power through connections to forgotten or dying gods. Unlike patrons whose strength comes from ruling powerful supernatural domains, a vestige is a former divine being whose influence has diminished through the loss of worship, recognition, or spiritual power. Although such entities may have once commanded vast numbers of followers, their remaining influence is often only a shadow of what it once was. A vestige may seek to restore its forgotten identity, recover lost power, or return to a position of divine importance. Through a pact with a mortal Warlock, the vestige gains an opportunity to extend its influence into the world once more. In exchange, the Warlock receives supernatural abilities drawn from the remnants of the entity's former divinity. The defining ability of this patron is **Vestige Companion**. Through this feature, the Warlock can manifest a physical representation of the vestige, which accompanies them and assists during combat and exploration. The companion can take a Celestial, Fiend, or Undead form, depending upon the nature of the power being manifested. Each form possesses distinctive abilities. A Celestial manifestation can provide restorative magic, while a Fiendish manifestation can manipulate positioning through teleportation. An Undead manifestation can inflict supernatural curses upon enemies. The Warlock can also choose a divine tradition through **Vestige Spells**, gaining access to spells associated with the Life, Light, Trickery, or War Domains. This reflects the vestige's former existence as a divine being whose influence may once have encompassed particular aspects of mortal life. As the Warlock becomes more experienced, **Vestige Power** strengthens the connection between the character and their companion. The vestige can recover supernatural abilities more frequently, while the Warlock gains certain protections associated with its manifested form. Their bond also allows the Warlock to restore vitality to the companion and protect it from dangerous situations. At higher levels, **Semblance of Life** greatly enhances the vestige's manifested form, allowing it to assume a more powerful supernatural shape. The Vestige Patron was introduced in Arcana Unleashed and provides a different relationship between patron and Warlock. Rather than drawing upon an entity whose extraordinary power is already established, the Warlock forms a partnership with a supernatural being attempting to recover what it has lost. For players who enjoy forgotten gods, divine mysteries, supernatural companions, and characters whose powers develop alongside the ambitions of their patron, the Vestige Patron offers an unusual and compelling approach to Warlock magic. --- ## What It Feels Like to Play a Warlock Playing a Warlock is about specialisation, resource management, and developing a character whose supernatural abilities reflect the choices made throughout their adventures. Unlike Wizards, who can accumulate extensive spellbooks, Warlocks operate with a smaller collection of spells supported by powerful Eldritch Invocations. This creates a distinctive balance between limited resources and abilities that remain consistently available. A Warlock may possess only a few Pact Magic spell slots, but those slots are cast at the highest level available and recover after Short or Long Rests. Their cantrips and Invocations provide additional options that can be used without consuming those limited resources. This makes choosing the correct abilities particularly important. A Warlock might focus upon improving Eldritch Blast, developing a highly effective ranged fighting style. Another might choose Pact of the Blade and become a supernatural warrior capable of fighting alongside martial characters. A Pact of the Chain Warlock may specialise in scouting and supporting a magical familiar, while one using Pact of the Tome might acquire a broader range of utility magic. The choice of patron introduces another important dimension. A Fiend Warlock may rely upon destructive spells and infernal resilience, while an Archfey Warlock moves unpredictably around the battlefield through magical teleportation. A Great Old One Warlock can manipulate minds and wield psychic power, while a Celestial Warlock provides healing and protection. Other patrons offer supernatural transformations, elemental magic, unusual companions, or abilities connected to death and immortality. These differences allow Warlocks serving similar purposes within an adventuring party to feel very different in play. The class also provides considerable opportunities for roleplaying. A Warlock's relationship with their patron can influence their ambitions, personal beliefs, and decisions throughout a campaign. Some may regard their powers as a blessing, while others see them as a burden. A character might seek to honour an agreement, exploit its conditions, or discover a way to free themselves from their patron's influence. The class does not require every Warlock to be evil, corrupted, or obedient to their patron. What matters is how the character chooses to use the power they have acquired and how they respond to the consequences of their supernatural bargain. --- ## Should You Play a Warlock? The Warlock is an excellent choice for players who enjoy supernatural magic, highly customisable abilities, and characters whose powers are connected to mysterious otherworldly forces. You may enjoy the class if you like: - Characters with supernatural patrons and complicated backstories - Powerful magic drawn from otherworldly bargains - Charisma-based spellcasting - Customising abilities through Eldritch Invocations - Reliable magical attacks through Eldritch Blast - Recovering spell slots through Short Rests - Combining martial combat with supernatural abilities - Magical familiars, forbidden books, and enchanted weapons - Dark fantasy, cosmic horror, Feywild, and celestial themes - Exploring relationships involving power, loyalty, temptation, and independence You may prefer another class if you are looking for a large number of conventional spell slots, extensive daily spell preparation, or a character whose abilities are entirely disconnected from supernatural beings. Warlocks require careful decisions when selecting spells, Eldritch Invocations, and pact abilities. Although their individual mechanics are often straightforward, combining them effectively can require planning and an understanding of how their features interact. Their relatively limited Pact Magic slots also mean that players must learn when to rely upon repeatable abilities and when a powerful spell is worth expending. However, the class provides considerable freedom when developing a character. Two Warlocks may share the same patron while possessing entirely different fighting styles, magical capabilities, and personal motivations. For players who enjoy wielding forbidden knowledge, uncovering supernatural secrets, and building a character around a mysterious otherworldly bargain, the Warlock offers one of the most distinctive and customisable magical experiences in Dungeons & Dragons.