# Warlock

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/characters/classes/warlock.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

*A seeker of forbidden lore bound to an otherworldly patron, with Pact Magic that returns on a Short Rest and Eldritch Invocations that shape their power.*

- **Hit die:** d8
- **Primary ability:** CHA
- **Saving throws:** WIS, CHA
- **Skills:** choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
- **Armor:** light
- **Weapons:** simple
- **Spellcasting:** CHA, pact caster ([spell list](https://curseofstrahd.app/wiki/spells/spells-by-class.md))

## Features by level

- **1: Eldritch Invocations.** Learn an Eldritch Invocation (Pact of the Tome is a good first pick); more as you level.
- **1: Pact Magic.** Cast Warlock spells with Charisma using Pact Magic slots that share one level and return on a Short Rest.
- **2: Magical Cunning.** Once per Long Rest, a 1-minute rite regains half your Pact Magic slots (round up).
- **3: Warlock Subclass.** Choose a Warlock subclass.
- **4: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **6: Subclass Feature.** Gain a feature from your Warlock subclass.
- **8: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **9: Contact Patron.** Contact Other Plane is always prepared; cast it once per Long Rest without a slot and succeed on its save.
- **10: Subclass Feature.** Gain a feature from your Warlock subclass.
- **11: Mystic Arcanum.** Choose a level 6 Warlock spell; cast it once per Long Rest without a spell slot.
- **12: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **13: Mystic Arcanum.** Choose a level 7 Warlock spell; cast it once per Long Rest without a spell slot.
- **14: Subclass Feature.** Gain a feature from your Warlock subclass.
- **15: Mystic Arcanum.** Choose a level 8 Warlock spell; cast it once per Long Rest without a spell slot.
- **16: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **17: Mystic Arcanum.** Choose a level 9 Warlock spell; cast it once per Long Rest without a spell slot.
- **19: Epic Boon.** Gain an Epic Boon feat or another feat you qualify for.
- **20: Eldritch Master.** Magical Cunning restores all your Pact Magic slots.

## Subclasses (from level 3)

### Archfey Patron
*A pact with a lord or lady of the Feywild: misty steps that refresh or taunt, and defenses woven of glamour.*

- **3: Archfey Spells.** Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force and Sleep always prepared; more at levels 5, 7 and 9.
- **3: Steps of the Fey.** Cast Misty Step without a slot Charisma-modifier times per Long Rest, adding a Refreshing or Taunting step.
- **6: Misty Escape.** Cast Misty Step as a Reaction when you take damage; adds the Disappearing and Dreadful step options.
- **10: Beguiling Defenses.** Immunity to Charmed; Reaction to turn part of a creature's damage back on it.
- **14: Bewitching Magic.** After casting an Enchantment or Illusion spell with a slot, cast Misty Step as part of it without a slot.

### Celestial Patron
*A pact with a being of the Upper Planes: healing light, radiant magic and resilience for you and your friends.*

- **3: Celestial Spells.** Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light and Sacred Flame always prepared; more at levels 5, 7 and 9.
- **3: Healing Light.** A pool of d6s (1 + Warlock level); as a Bonus Action spend up to Charisma-modifier dice to heal a creature within 60 feet.
- **6: Radiant Soul.** Resistance to Radiant damage; once per turn add your Charisma modifier to a spell's Radiant or Fire damage against one target.
- **10: Celestial Resilience.** After a Short or Long Rest (or using Magical Cunning) gain Warlock level + Charisma Temporary Hit Points; up to five others gain half your Warlock level + Charisma.
- **14: Searing Vengeance.** Once per Long Rest, when an ally near you makes a Death Saving Throw, restore it to half its Hit Points in a burst of Radiant damage.

### Fiend Patron
*A pact with a fiend of the Lower Planes: fire, vitality from every fallen enemy, and dark luck.*

- **3: Fiend Spells.** Burning Hands, Command, Scorching Ray and Suggestion always prepared; more at levels 5, 7 and 9.
- **3: Dark One's Blessing.** When you or someone near you drops an enemy to 0 Hit Points, you gain Charisma + Warlock level Temporary Hit Points.
- **6: Dark One's Own Luck.** Add 1d10 to an ability check or saving throw after seeing the roll; Charisma-modifier uses per Long Rest.
- **10: Fiendish Resilience.** Choose a damage type other than Force after each Short or Long Rest; you have Resistance to it.
- **14: Hurl Through Hell.** Once per Long Rest (or with a Pact Magic slot), send a creature you hit through the Lower Planes for 8d10 Psychic damage.

### Great Old One Patron
*A pact with an unknowable entity of the Far Realm: telepathy, psychic magic and a mind shielded from intrusion.*

- **3: Great Old One Spells.** Detect Thoughts, Dissonant Whispers, Phantasmal Force and Tasha's Hideous Laughter always prepared; more at levels 5, 7 and 9.
- **3: Awakened Mind.** Bonus Action: open a telepathic link with a creature within 30 feet for Warlock-level minutes.
- **3: Psychic Spells.** Your damaging Warlock spells can deal Psychic damage, and your Enchantment and Illusion spells need no Verbal or Somatic components.
- **6: Clairvoyant Combatant.** When you link minds with Awakened Mind, force a Wisdom save; on a failure you have Advantage against it and it has Disadvantage against you.
- **10: Eldritch Hex.** Hex is always prepared, and its target has Disadvantage on saves of the ability you chose.
- **10: Thought Shield.** Your thoughts can't be read, you resist Psychic damage, and a creature that deals Psychic damage to you takes the same amount.
- **14: Create Thrall.** Summon Aberration needs no Concentration, its aberration gains Temporary Hit Points, and its first hit each turn on your Hex target adds Hex's damage.

### Undead Patron
*A bargain with a lich, a vampire or another deathless power, which lends its terrible shape and its mastery of the threshold between life and death.*

- **3: Form of Dread.** Bonus Action: transform for 1 minute (1d10 + Warlock level Temporary Hit Points, immune to Frightened, a hit can frighten once per turn). Charisma-modifier uses per Long Rest.
- **3: Undead Spells.** Blindness/Deafness, False Life, Phantasmal Force and Ray of Sickness always prepared; more at levels 5, 7 and 9.
- **6: Grave Touched.** Your Necrotic damage ignores Resistance; in Form of Dread, once per turn a damaging spell can deal Necrotic instead; no need to eat, drink, breathe or sleep.
- **10: Necrotic Husk.** Resistance to Necrotic (Immunity in Form of Dread); once per Short Rest, dropping to 0 erupts in a 30-foot Necrotic blast and leaves you at 10 × Charisma modifier Hit Points.
- **14: Superior Dread.** In Form of Dread: fly at your Speed and hover, no components for Conjuration and Necromancy Warlock spells, and regain Charisma-modifier Hit Points when you deal Necrotic damage.

### Vestige Patron
*A warlock accompanied by a fragment of a forgotten deity. Some features are reference-only; see each feature’s implementation status.*

- **3: Vestige Companion.** Gain a Small Celestial, Fiend, or Undead companion; choose anew after a Long Rest. It acts on your turn, Dodging unless commanded with your Bonus Action, or commanded to strike by sacrificing an Attack-action attack. While you are Incapacitated it acts freely. It disappears at 0 HP or your death; a 1-minute ceremony restores it to full HP within 5 feet. Magic actions dismiss it or return it within 30 feet. The companion and its stat block are reference-only; see the linked source.
- **3: Vestige Spells.** Choose the Life, Light, Trickery, or War Cleric domain. Its domain spells become always-prepared Warlock spells at the equivalent Warlock levels.
- **6: Vestige Power.** The companion regains Divine Power after your Short or Long Rest and Magical Cunning. While within 30 feet, you share its damage resistances.
- **10: Vestige Recovery.** Reaction when your companion would reach 0 HP: spend a Pact Magic slot to restore it to maximum HP and teleport it to an empty visible space within 30 feet of itself. Once per Long Rest.
- **14: Semblance of Life.** Once per Long Rest, a Magic action transforms your companion within 90 feet for 1 hour into the matching Summon Celestial/Fiend/Undead spirit, at spell level half Warlock level (round down, max 9). It retains personality, Divine Power, HP, and Hit Dice, and gains Temporary HP equal to the spirit’s HP. The form ends early when those Temporary HP run out; any remaining vanish after 1 hour.
