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Warlock

You were a student of magic, learning what you could of the powers that create such amazing and outlandish results as spells. As you delved deeper into the occult, you discovered something else; an otherworldly being that watches you, offering greater power in the form of an ancient pact. Maybe you saw this as an opportunity to gain an advantage over other spellcasters your age who were just now coming into their own, or maybe an ancestor of yours promised your soul to long before you were born.

Whether you signed the pact yourself or not, you are beholden to the entity now. Your best option is to embrace your bond, draw from it, and use it to define your own fate as a warlock.

Key Ability

Charisma

Hit Points

6 plus your Constitution Modifier. At 1st level, your class gives you an ability boost to Charisma. You increase your maximum number of HP by this number at 1st level and every level thereafter.

During Combat Encounters…

You keep your enemies in check with a mix of invocations and occult magic granted by your patron.

During Social Encounters…

You are always wondering when the next test of your dedication will begin, or if it already has, so you play each encounter by ear until you know definitively if you should work toward its conclusion or let others take charge while you contemplate what is still to come.

While Exploring…

Your study of the occult already makes you more attentive than most, and your keen senses might be heightened further by your patron. While it may not be your first priority, this also makes you a reasonable choice to take point while exploring for things your allies may need as well.

In Downtime…

You seek to at least appease your patron through little nods to its work and your relation to it. You craft baubles and other items with the mark of your patron as your seal, recruit new warlocks with demonstrations of the power you have gained thus far, or live quietly on the fringe of a society where your pact cannot bring harm to others.

You Might…

  • Tout your otherworldly patron as a god to those who might form a religion dedicated to it and you.
  • Hate that your life was promised to some greater being without your knowledge and seek to overcome it.
  • Work patiently to understand, and perhaps eventually dominate some greater being.
  • View your place in the world as a stepping stone to greater things and your patron as the key to getting there.

Others Probably…

  • Wonder what they’ll find you doing next in the name of your otherworldly patron.
  • Recognize your plight and wish to aid you in finding another way to save your soul.
  • Try to bring you over to their faith in a vain attempt to save your soul or, failing that, prevent you from converting others to your different point of view.
Table: Warlock Advancement
Your Level Class Features
1 Ancestry and background, initial proficiencies, occult spellcasting, anathema, otherworldly patron, spell repertoire, warlock invocations
2 Skill feat, warlock feat
3 2nd-level spells, general feat, pact boon, signature spells, skill increase
4 Skill feat, warlock feat
5 3rd-level spells, ability boosts, ancestry feat, pact feature, skill increase
6 Skill feat, warlock feat
7 4th-level spells, expert spellcaster, general feat, skill increase
8 Skill feat, warlock feat
9 5th-level spells, ancestry feat, magical fortitude, pact feature, skill increase
10 Ability boosts, skill feat, warlock feat
11 6th-level spells, general feat, lightning reflexes, simple weapon expertise, skill increase
12 Skill feat, warlock feat
13 7th-level spells, ancestry feat, light armor expertise, skill increase, weapon specialization
14 Skill feat, warlock feat
15 8th-level spells, ability boosts, general feat, master spellcaster, pact feature, skill increase
16 Skill feat, warlock feat
17 9th-level spells, ancestry feat, resolve, skill increase
18 Skill feat, warlock feat
19 General feat, legendary spellcaster, skill increase, the tenth circle
20 Ability boosts, skill feat, warlock feat

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

  • Expert in Perception

Saving Throws

  • Trained in Fortitude
  • Trained in Reflex
  • Expert in Will

Skills

  • Trained in Occultism
  • Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

  • Trained in simple weapons
  • If your patron grants training with a weapon, you also gain access to that weapon.
  • Trained in unarmed attacks

Defenses

  • Untrained in all armor
  • Trained in unarmored defense

Spells

  • Trained in occult spell attacks
  • Trained in occult spell DCs

Class Features

You gain these abilities as a warlock. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Occult Spellcasting

Your patron has deemed you worthy of the occult magic you now channel. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you’re a warlock, you rely on all components of a spell to cast it properly. When you Cast a Spell with one or two components, you can add a material component to that spell to also Cast a Invocation (see below).

Each day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a warlock, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table: Warlock Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The Signature Spells feat lets you heighten certain spells freely.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up, which equals the highest level of spell you can cast as a warlock. For example, as a 1st-level warlock, your cantrips are 1st-level spells, and as a 5th-level warlock, your cantrips are 3rd-level spells.

You learn the energy blast cantrip, which acts as a ranged weapon with which you can attack your enemies.

Table: Warlock Spells per Day
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 2
2 5 3
3 5 3 2
4 5 3 3
5 5 3 3 2
6 5 3 3 3
7 5 3 3 3 2
8 5 3 3 3 3
9 5 3 3 3 3 2
10 5 3 3 3 3 3
11 5 3 3 3 3 3 2
12 5 3 3 3 3 3 3
13 5 3 3 3 3 3 3 2
14 5 3 3 3 3 3 3 3
15 5 3 3 3 3 3 3 3 2
16 5 3 3 3 3 3 3 3 3
17 5 3 3 3 3 3 3 3 3 2
18 5 3 3 3 3 3 3 3 3 3
19 5 3 3 3 3 3 3 3 3 3 11
20 5 3 3 3 3 3 3 3 3 3 11

1: The tenth circle class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Otherworldly Patron

As a warlock, you are a mortal bound to a greater being to whom you or a loved one has promised your soul through a pact. The most common otherworldly patrons, along with their areas of concern, and the benefits you get for signing a pact with that patron can be found at the end of this section. Your patron grants you greater proficiency in one saving throw, skill, or weapon. If your patron grants training in a weapon is uncommon, you also get access to that weapon.

Your otherworldly patron also adds spells to your spell list. You learn and can cast these just like you can any spell on the occult spell list, once you can learn spells of their level as a warlock. Some of these spells aren’t normally on the occult list, but they’re occult spells when you learn them this way.

Anathema

Acts fundamentally opposed to your patron’s ideals are anathema to your pact. Learning or casting spells, committing acts, and using items that are anathema to your patron remove you from your patron’s good graces.

Casting spells that are anathema to the tenets or goals of your pact could interfere with your connection to your patron. For example, casting a spell to summon a demon would be anathema to the Faerie Court, who rivals the Council of Fiends and sees them as a danger to themselves and others. For borderline cases, you and your GM determine which acts are anathema.

If you perform enough acts that are anathema to your patron, you lose the magical abilities that come from your connection to your patron. The class features that you lose are determined by the GM, but they likely include your pact boon and all occult spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual.

Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-level spell of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your otherworldly patron (see below). You choose these from the common spells from the occult list, or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table: Warlock Spells per Day), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always your patron spell, but you can choose the other spells you gain.

At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new patron spell and one other 2nd-level spell, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.

Warlock Invocations

Invocations are special cantrips that you can use as often as you like, provided you have a spell slot available of the right level (see Key Terms). Invocations are in addition to the cantrips you choose from the occult list. Generally, only feats can give you more invocations. Unlike other cantrips, you can’t swap out invocations gained from warlock feats at a later level, unless you swap out the specific feat via retraining.

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat.

Pact Boon 3rd

You have earned the favor of your patron. Choose a pact boon. The pact boons presented in this book are as follows.

Commanding Leash

You are an expert in Occultism. Your patron sends you a strange companion that to the untrained eye appears as a normal member of its species. You gain one extra spell of each level you can cast (1st through 9th), a familiar with the spell delivery master ability in addition to its normal abilities, and the Drain Familiar free action.

Drain Familiar [free-action]

Occult Warlock

Frequency once per day

Requirements You Cast a Spell on your previous turn and haven’t acted yet on your turn.

You expend the power stored in your familiar. During your turn, you regain the ability to cast the spell you Cast on your previous turn, without spending a spell slot. You must Cast that Spell and meet its other requirements this turn or lose it.

Eldritch Weapon

Increase your maximum Hit Points by your level. When you conjure your energy blast, it can take the shape of a melee weapon with which you are trained. Choose 1 weapon as your eldritch weapon. You are an expert with this weapon. It gains the backstabber trait. When you Strike a creature that has the flat-footed condition with your eldritch weapon, you deal extra precision damage equal to twice the number of weapon damage dice.

Tome of Secrets

You are an expert in Arcana. Your knowledge of pacts and your patron is more academic than other warlocks. You gain one extra spell of each level you can cast (1st through 9th). You keep a book of occult spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional occult spells to the book by paying the appropriate cost and using your Occultism skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.

During your daily preparations, choose any one spell from your book of occult spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day.

Signature Spells 3rd

You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell.

You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts 5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.

Expert Spellcaster 7th

You have proven your worth, whether to yourself or your patron. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.

Magical Fortitude 7th

Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.

Lightning Reflexes 11th

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Weapon Expertise 11th

Training and magic improved your weapon technique. Your proficiency rank for simple weapons and your patron’s weapon increases to expert. If you have the eldritch weapon pact boon, your proficiency rank for that weapon increases to master.

Light Armor Expertise 13th

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert. If you have the sea legs pact feature, your proficiency rank increases to master instead.

Weapon Specialization 13th

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Master Spellcaster 15th

You have earned the respect of all but the most powerful warlocks; a goal accomplished by very few. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.

Resolve 17th

You’ve steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Legendary Spellcaster 19th

The Fates themselves have taken notice of the power you can now call on. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.

The Tenth Circle 19th

Your patron has revealed to you one of its greatest secrets in the form of magic beyond that of mere mortals. Add two common 10th-level occult spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using warlock spellcasting. You don’t gain more 10th-level spells as you level up, unlike other spell slots, and you can’t use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots.

Otherworldly Patrons

Choose your otherworldly patron, the source of your power. It has a major influence on your abilities and the spells you can cast.

Reading a Patron’s Entry

Each otherworldly patron entry contains the following information.

Patron Spells In addition to the spells on the occult spell list, you can select the spells listed here and add them to your spell repertoire as occult spells. At 1st level, you gain access to a cantrip and a 1st-level spell. You gain access to the other spells on the list as soon as you gain the ability to cast warlock spells of that level.

Pact Features At 1st, 5th, 9th, and 15th level, you gain your patron’s listed class feature in addition to any other class features you would gain at that level.

The Council of Fiends

The Council of Fiends was formed when a small group of demon lords learned they could garner more power through making pacts similar to devils and their contracts. Now, not only have they bastardized that practice, but they enjoy the ire it draws from thei r lawful counterparts.

Anathema Actively following laws you don’t personally believe in or failing to put an enemy down after it has served its purpose is anathema to the Council of Fiends.

Weapon: You are trained with the scimitar.

Patron Spells cantripelectric arc1stburning hands2nddarkvision3rdblindness4thwall of fire5thflame strike6thfeeblemind7thfiery body8thpolar ray9thmassacre

Bloodlust (1st): You draw power from the destruction left in the wake of battle. You gain the Bloodlust warlock feat.

Fiendish Luck (5th): Once per minute, when you fail an attack roll, Perception check, saving throw, or skill check, you can reroll the triggering check as a reaction with the fortune trait, but you must use the new result, even if it’s worse than your first roll. At 15th level, and again at 19th level, choose Perception, Fortitude, or Reflex. Your proficiency rank for that choice increases to master. If you chose Fortitude or Reflex, when you roll a successful save, you get a critical success instead.

Demonic Resistance (9th): You gain resistance equal to your Constitution modifier (minimum 1) to acid, cold, electricity, fire, and poison.

Abyssal Wrath (15th): You gain the abyssal wrath focus spell. Increase the number of Focus Points in your focus pool by 1.

The Faerie Court

The first group to face off against the Chaos when it attempted to destroy reality, the Faerie Court has since grown enough to rival the archfey who denied those attacks. While still a collection of fey from wildly different areas of the Overrealm, the court gets along well enough through its various checks and balances.

Anathema Despoiling natural places and Flagrantly disrespecting an animal or fey that is not hostile toward you is anathema to the Faerie Court.

Weapon: You are trained with all bows.

Patron Spells cantripghost sound1stsummon fey2ndfaerie fire3rdenthrall4thblink5thbanishment6thmislead7thmask of terror8thuncontrollable dance9thweird

Fey Beguiler (1st): You can turn your words into a friendly offer or a deadly threat. You gain the Beguiler warlock feat. When you cast an invocation or patron spell, you also cause yourself or one target to be concealed for 1 round. Such obvious concealment can’t be used to Hide.

Fey Disappearance (5th): You gain the fey disappearance focus spell. Increase the number of Focus Points in your focus pool by 1.

Dimensional Steps (9th): You gain the dimensional steps focus spell. Increase the number of Focus Points in your focus pool by 1.

You’re Mine (15th): You gain the you’re mine focus spell. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

The Great Old Ones

The Great Old Ones are ageless beings from beyond time and space, directly responsible for the spread of the Chaos and the shattered worlds as they stand today. Even in defeat, they continue to sow seeds of destruction, offering their power to any willing or mad enough to accept it.

Anathema Failing to challenge the beliefs and teachings of an agent of the divine is anathema to the Great Old Ones. This does not require you to fight such individuals, or to reveal your true nature, only to offer an alternative or contrary stance.

Patron Spells cantripacid splash1stfear2ndhideous laughter3rdhypnotic pattern4thsuggestion5thblack tentacles6thspellwrack7thwarp mind8thmonstrosity form9thtelepathic demand

Weapon: You are trained with the starknife.

Aberrant Whispers (1st): You channel your patron’s maddening whispers at an enemy. You gain the Aberrant Whispers warlock feat.

Signature Patron Spell (5th): During your daily preparations, you can choose one patron spell in your spell repertoire. That spell is a signature spell for you until the next time you make your daily preparations.

Telepath (9th): You can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you. Once per day, when an ally you can communicate telepathically with fails a Will save, you can roll your own Will save as a reaction and substitute it for the ally’s save. This is a fortune effect.

Resolve (15th): You gain the resolve warlock class feature.

At 17th level, your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success at a Will save, you get a critical success. When you roll a critical failure at a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.

The Merciless Sea

For as long as land-bound creatures have traveled the waters of their worlds, they have paid respect to the Merciless Sea. Those who call on her even while away from her shores appreciate the raw strength of cold, torrential, unforgiving magic.

Anathema Failing to carry some part of the sea with you and regularly thanking her for her gifts is anathema to the Merciless Sea. When you have a reasonable opportunity to return to the sea, even for a day, you must make every effort to do so.

Weapon: You are trained with the trident.

Patron Spells cantripray of frost1sthydraulic push2ndobscuring mist3rdlightning bolt4thread omens5th: mariner’s curse; 6thchain lightning7thunfettered pack8thpunishing winds9thstorm of vengeance

Tidal Surge (1st): You can create a cascade of water out of nothing. You gain the Tidal Surge warlock feat.

Sea Legs (5th): You learn how to bend with the movement of a ship, even when on land. Your proficiency ranks in Reflex saves, light armor, and unarmored defense increase to expert.
At 11th level, your proficiency rank in Reflex saves increases to master. When you roll a success at a Reflex save, you get a critical success instead. At 13th level, your proficiency ranks in light armor and unarmored defense increase to master.

Downpour (9th): You gain the downpour focus spell. Increase the number of Focus Points in your focus pool by 1.

Bounty of the Sea (15th): When you are within at least 1 inch of water, you can spend 1 Focus Point and 2 actions with the concentration, healing, and interact traits to gain fast healing 5 for 1 minute. This fast healing ends if you leave the water.

The Sisters of Fate

It is said the Fates were once three mortal sisters who stole their power from an otherworldly being, rather than earn it. Their lack of foresight ultimately led to a cursed existence; they would live forever, blind, save for a single eye they could pass between them to see past, present, and future.

Anathema Knowingly leaving something to chance, playing games of chance you cannot win through strategy, or failing to consider every possible outcome when there is time to do so is anathema to the Sisters of Fate.

Weapon: You are trained with the shortsword.

Patron Spellscantripguidance1sttrue strike2ndaugury3rdhypercognition4thdiscern lies5thtongues6thtrue seeing7thtrue target8thmoment of renewal9thforesight

Bit of Luck (1st): The sisters smile upon you. You gain the Bit of Luck warlock feat.

Learn from the Past (5th): You or an ancestor of yours has lived this life before, giving you insight on what actions to take. Your proficiency rank for Reflex saves increases to expert. At 11th level, you proficiency rank for Reflex saves increases to master.

Watch the Present (9th): You can, at all times, see the potential outcome of the immediate situation, which gives you the upper hand when watching for trouble. Your proficiency rank for Perception increases to master.

Glimpse the Future (15th): You notice subtle fluctuations in events that have yet to transpire. Your proficiency rank for Perception increases to legendary.

The Undying Masters

The Undying Masters are not living, nor are they undead. They exist beyond such mortal concepts, and they beckon any who will learn from them to do the same. Sometimes, warlocks following this patron are referred to, however incorrectly, as necromancers. In truth, they hold as much disdain for such beings as they do clerics.

Anathema Controlling undead, raising undead, or failing to defeat an undead not controlled by an ally of yours, is anathema to the Undying Masters. You can work with an ally who controls undead, but you must actively avoid fighting alongside an undead creature unless failing to do so would kill you or an ally.

Weapon: You are trained with the scythe.

Patron Spells cantripdisrupt undead1stharm2ndspectral hand3rdvampiric touch4thtalking corpse5thshadow blast6thvampiric exsanguination7theclipse burst8thhorrid wilting9thoverwhelming presence

Stabilize (1st): You can stave off even your own death, for a time. You gain the Stabilize warlock feat. If you have at least 1 Focus Point when you are reduced to 0 Hit Points, you spend that Focus Point as a free action to automatically Cast stabilize on yourself.

Unending Breath (5th): Your proficiency rank in Fortitude saves increases to expert. You can hold your breath for a number of rounds equal to 5 + your level + your Constitution modifier. When you spend a Focus Point, you can hold it for up to 10 minutes instead. Increase the number of Focus Points in your focus pool by 1. At 9th level, your proficiency rank in Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.

Life Siphon (9th): You gain the life siphon focus spell. Increase the number of Focus Points in your focus pool by 1. When you Cast life siphon, you also gain temporary Hit Points equal to 3 + your Constitution modifier that last one minute.

Timeless Body (15th): You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level.

Warlock Class Feats

At every level that you gain a warlock feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1st Level


Aberrant Whispers Feat 1

Warlock

Prerequisites Great Old Ones patron

You gain the aberrant whispers spell (sorcerer Focus 3) as a 1st-level warlock focus spell, and a focus pool of 1 Focus Point. Until it heightens to 3rd level, you can target only one creature at a time with that spell.

Beguiler Feat 1

Warlock

Prerequisites Faerie Court patron

Choose charming words (wizard Focus 1) or waking nightmare (cleric Focus 1). You gain that spell as a warlock focus spell, and a focus pool of 1 Focus Point.

Bit of Luck Feat 1

Divination Fortune Warlock

Prerequisites Sisters of Fate patron

You gain the bit of luck (cleric Focus 1) focus spell as a warlock focus spell, and a focus pool of 1 Focus Point.

Bloodlust Feat 1

Warlock

Prerequisites Council of Fiends patron

Trigger A creature within 5 feet of you is reduced to 0 Hit Points and dies.

You gain temporary Hit Points equal to your Constitution modifier (minimum 1). You lose any remaining temporary Hit Points after 1 minute.

Invoke the Warrior Feat 1

Warlock

You learn the the invoke the warrior invocation. If you are a master in occult spell attacks, you gain greater weapon specialization. While using invoke the warrior, your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Stabilize Feat 1

Healing Necromancy Positive Warlock

Prerequisites Undying Masters patron

You add the stabilize cantrip to your spell repertoire as a warlock cantrip, and gain a focus pool of 1 Focus point.

Tidal Surge Feat 1

Warlock

Prerequisites Merciless Sea patron

You gain the tidal surge focus spell (cleric Focus 1) as a warlock focus spell, and a focus pool of 1 Focus Point.

2nd Level


Beguiling Speaker Feat 2

Warlock

The Faerie Court turns your words to power on your lips. You gain the Beguiler warlock feat. If you commit acts anathema to the Faerie Court, you lose all feats and abilities requiring that patron but retain your other warlock feats and abilities.

If you gained Beguiler as a pact feature, you gain the other focus spell granted by that feature. Once per day, you can use an action to expend a 1st-level or higher warlock spell slot to regain 1 Focus Point, up to your usual maximum.

Dangerous Waters Feat 2

Warlock

The Merciless Sea grants you a taste of her power. You gain the Tidal Surge warlock feat. If you commit acts anathema to the Merciless Sea, you lose all feats and abilities requiring that patron but retain your other warlock feats and abilities.

If you gained Tidal Surge as a pact feature, once per day, you can use an action to expend a 1st-level or higher warlock spell slot to regain 1 Focus Point, up to your usual maximum. At 3rd level, that spell gains Heightened (+1), dealing +1d6 bludgeoning damage for every +1 level by which the spell is heightened. The target must attempt a basic Reflex saving throw against your spell DC.

Essence Weapon Feat 2

Warlock

You learn the energy blast cantrip. If you have that cantrip already, your energy blast can take the shape of any melee weapon with which you are trained instead.

If you have the eldritch weapon pact boon, you can choose with each Strike to use your energy blast as a melee or ranged weapon, and it gains the benefits of eldritch weapon regardless of its shape.

Life Saver Feat 2

Healing Necromancy Positive Warlock

The Undying Masters know of your fight against undeath. You gain the Stabilize warlock feat. If you commit acts anathema to the Undying Masters, you lose all feats and abilities requiring that patron but retain your other warlock feats and abilities.

If you gained Stabilize as a pact feature, you can spend 1 Focus Point as a reaction when you Cast that Spell on a dying creature to Reduce the target’s wounded condition by 1.

Make Your Own Luck Feat 2

Divination Fortune Warlock

You can intone a request of the Sisters of Fate to protect a willing creature in a pinch. You gain the Bit of Luck warlock feat. If you commit acts anathema to the Sisters of Fate, you lose all feats and abilities requiring that patron but retain your other warlock feats and abilities.

If you gained Bit of Luck as a pact feature, you can target yourself and up to 1 willing creature with a single casting of that spell.

Sanguine Addiction Feat 2

Warlock

The Council of Fiends recognizes your willingness to observe a clean kill. You gain the Bloodlust warlock feat. If you commit acts anathema to the Council of Fiends, you lose all feats and abilities requiring that patron but retain your other warlock feats and abilities.

If you gained Bloodlust as a pact feature, it triggers when any creature within 60 feet of you that you can see is reduced to 0 Hit Points and dies.

Words of Chaos Feat 2

Warlock

The Great Old Ones is not the only patron who can assault the minds of your victims. You gain the aberrant whispers 1st-level class feature from the Great Old Ones.

If you have the aberrant whispers class feature, you can target each foe in the area when casting that spell.

4th Level


Book of Shadows Feat 4

Warlock

Prerequisites tome of secrets pact boon

Add one arcane enchantment, illusion, or necromancy spell to your tome of secrets for each spell level you can cast. When you add it to your spell repertoire during your daily preparations, it becomes a warlock occult spell of its level. You must add the spell to your spell repertoire at the level you want to cast it in order to heighten it to that level.

Channel Fear Feat 4

Warlock

You learn the channel fear invocation, which allows you to frighten enemies struck by your energy blast.

Enhanced Familiar Feat 4

Warlock

Prerequisites commanding leash pact boon

You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.

Essence-Forged Feat 4

Warlock

Prerequisites eldritch weapon pact boon

You learn the essence-forged invocation, which makes your eldritch weapon a greater threat to your enemies.

Invoke Entropy Feat 4

Warlock

You learn the invoke entropy invocation, which protects you from ranged attacks.

6th Level


Channel Darkness Feat 6

Warlock

You learn the channel darkness invocation, which allows you to blind enemies struck by your energy blast.

Channel Elements Feat 6

Warlock

You learn the channel elements invocation, which allows you to burn, freeze, melt, or shock enemies struck by your energy blast.

Invoke the Banshee Feat 6

Warlock

You learn the invoke the banshee invocation, which allows you to shatter objects.

Invoke the Fog Feat 6

Warlock

You learn the invoke the fog invocation, which allows you to create an obscuring mist.

Invoke the Third Eye Feat 6

Warlock

You learn the invoke the third eye invocation, which allows you to see invisibility.

Practitioner of Mudras Feat 6

Warlock

You can make complicated hand gestures to cast invocations, instead of speaking. This lets you replace the verbal component of invocations you cast with a somatic component.

8th Level


Channel the Butcher Feat 8

Warlock

You learn the channel the butcher invocation, which allows you to cleave enemies with your energy blast.

Essence of the Wraith Feat 8

Warlock

You learn the essence of the wraith invocation, which allows you to Strike incorporeal creatures with your energy blast.

Invoke the Lords of Air Feat 8

You learn the invoke the lords of air invocation, which allows you to levitate, carry objects on a floating disk, or fly.

Polyphonic Invocation [two-actions] Feat 8

Warlock

Frequency once every 10 minutes

You activate two invocations, using verbal components for each. If you have the Practitioner of Mudras feat, this becomes a polymorphic invocation, using somatic components instead.

10th Level


Invoke the Lords of Flame Feat 10

Warlock

You learn the invoke the lords of flame invocation, which allows you to create a wall of fire.

Never-Ending Breath Feat 10

Warlock

You double the amount of time you can hold your breath, Sustain an Activation, and Sustain a Spell. Once per day, you can ignore the effects the fatigued condition for up to 1 hour.

Occult Scribe Feat 10

Warlock

Prerequisites expert in Crafting, tome of secrets pact boon

During your daily preparations, you can create two temporary scrolls containing occult spells from your tome of secrets. These scrolls follow the normal rules for scrolls, with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non?magical the next time you make your daily preparations. A temporary scroll has no value.

If you have master proficiency in occult spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.

Summon Elemental Feat 10

Warlock

Prerequisites commanding leash pact boon, Merciless Sea otherworldly patron

You gain summon elemental, adding it to your spell repertoire as a 5th-level occult spell. You can only summon an air or water elemental with that spell. You can choose it as a signature spell.

Summon Entity Feat 10

Warlock

Prerequisites commanding leash pact boon, Great Old Ones otherworldly patron

You gain summon entity, adding it to your spell repertoire as a 5th-level occult spell. You can choose it as a signature spell.

An aberration you summon with summon entity gains a +1 status bonus to all checks (this also applies to the creature’s DCs, including its AC) for the duration of its summoning, up to 1 minute.

Summon Fey Feat 10

Warlock

Prerequisites commanding leash pact boon, Faerie Court otherworldly patron

You gain summon fey, adding it to your spell repertoire as a 5th-level occult spell. You can choose it as a signature spell. You can choose it as a signature spell.

A fey you summon with summon fey gains a +1 status bonus to all checks (this also applies to the creature’s DCs, including its AC) for the duration of its summoning, up to 1 minute.

Summon Fiend Feat 10

Warlock

Prerequisites commanding leash pact boon, Council of Fiends otherworldly patron

You gain summon fiend, adding it to your spell repertoire as a 5th-level occult spell. You can choose it as a signature spell.

12th Level


Channel Power Feat 12

Warlock

You learn the channel power invocation, which allows you to knock back enemies struck by your energy blast.

Essence Chain Feat 12

Warlock

You learn the essence chain invocation, which allows you to attack multiple enemies at a time with your energy blast.

Invoke the Dwarven Lords Feat 12

Warlock

You learn the invoke the dwarven lords invocation, which allows you to see in magical darkness.

Otherworldly Focus Feat 12

Warlock

Your connection to your otherworldly patron has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

14th Level


Invoke Haste Feat 14

Warlock

You learn the invoke haste invocation, which allows you to move more quickly.

Invoke the Devourer Feat 14

Warlock

You learn the invoke the devourer invocation, which allows you to dispel magic and draw some of the dispelled effect’s power to gain temporary Hit Points.

Invoke the Titan Feat 14

Warlock

You learn the invoke the titan invocation, which greatly increases your size.

16th Level


Channel Evil Feat 16

Warlock

You learn the channel evil invocation, which allows you to impose the drained condition on enemies struck by your energy blast.

Effortless Concentration [free-action] Feat 16

Warlock

Requirement You haven’t acted yet on your turn.

You can maintain a spell with hardly a thought. You immediately gain the effects of a Sustain a Spell action, allowing you to extend the duration of one of your active warlock spells.

Voice of Legion [three-actions] Feat 16

Warlock

Frequency once every 10 minutes

Prerequisites Polyphonic Invocation

You activate three invocations, using verbal components for each. If you have the Practitioner of Mudras feat, this becomes a mandala array, using somatic components instead.

18th Level


Invoke the Unknown Feat 18

Warlock

You learn the invoke the unknown invocation, which hides you from most forms of scrying.

Invoke the Lords of the Unseen Feat 18

Warlock

You learn the invoke the lords of the unseen invocation, which grants you long-lasting invisibility.

20th Level


Essence of the Legend Feat 20

Warlock

Prerequisites eldritch weapon pact boon

Your proficiency rank for your eldritch weapon increases to legendary, and you learn the essence of the legend invocation, which makes your eldritch weapon even deadlier.

Special If you are also using the essence-forged invocation, your eldritch weapon still gains the rune from that invocation, and the rune can be 18th-level or lower.

Invoke the Mystic Feat 20

Warlock

You learn the invoke the mystic invocation, which grants you ongoing foresight.

Warlock Ascendant Feat 20

Warlock

You have surpassed all others in your pursuit of the occult power of your patron. You gain an additional 10th-level spell slot.

Cantrips

Energy Blast Cantrip 1

Uncommon Cantrip Conjuration Warlock

Cast [one-action] verbal

Duration unlimited

Your hands take on an eerie purple glow in the vague shape of a ranged weapon with which you are trained. In your hands, the weapon gains the agile and free-hand traits, if it does not already have them, and you add half your Charisma modifier to damage rolls with it (this counts as the propulsive trait). You can Dismiss your energy blast.

Your energy blast does not use ammunition, but you must still spend the listed number of actions to “reload” it. You can spend an action to use your occult spell attack roll with your energy blast until the end of your next turn.

Invocations

Channel Evil Cantrip 8

Uncommon Cantrip Death Invocation Necromancy Warlock

Cast [one-action] verbal

Saving Throw Fortitude; Duration up to 1 minute

Requirements Your last action was a successful Strike with your energy blast, and you have at least one 8th-level or higher spell slot remaining.

You speak a word so foul it enervates your target. The target must attempt a Fortitude save.

  • Critical Success The target is unaffected.
  • Success If the target is already drained, its condition increases by 1. Otherwise, it is unaffected.
  • Failure The target is drained 1.
  • Critical Failure The target is drained 1d4.

Channel Elements Cantrip 3

Uncommon Cantrip Invocation Warlock

Cast [one-action] verbal

Requirements Your last action was a successful Strike with your energy blast, and you have at least one 3rd-level or higher spell slot remaining.

The ambient power of your blast draws forth elemental energy. Choose acid, cold, fire, or electricity. You deal 3d6 damage of that type to the target, plus an additional effect if the Strike was a critical success. The target must attempt a basic Reflex Save.

  • Acid the target’s armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead.
  • Cold the target is also slowed 1 until the end of your next turn.
  • Electricity electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target.
  • Fire 1d10 persistent fire damage.

Heightened (6th) The damage ignores the target’s resistance.

Channel Fear Cantrip 2

Uncommon Cantrip Emotion Enchantment Fear Invocation Mental Warlock

Cast [one-action] verbal

Duration up to 1 minute

Requirements Your last action was a successful Strike with your energy blast, and you have at least one 2nd-level or higher spell slot remaining.

The target is frightened 1, and can’t reduce its frightened value below 1 while it remains within 60 feet of you.

Channel Power Cantrip 6

Uncommon Cantrip Invocation Warlock

Cast [one-action] verbal

Requirements Your last action was a successful Strike with your energy blast, and you have at least one 6th-level or higher spell slot remaining.

The force of your blast drives your enemy away. You automatically Shove the target 5 feet or cause it to become flat-footed until the start of your next turn. The target chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved.

Heightened (8th) You automatically Shove the target up to 10 feet away from you and cause it to become flat-footed until the start of your next turn. It does not get a choice.

Channel the Butcher Cantrip 4

Uncommon Cantrip Invocation Warlock

Cast [reaction] verbal

Trigger Your energy blast kills a creature or knocks it unconscious, and another foe is within 30 feet of that creature

Requirements You are wielding your energy blast and have at least one 4th-level or higher spell slot remaining.

Your blast’s power is enhanced by the death of your enemy. Make a melee or ranged Strike with your energy blast, as appropriate, against the second foe.

Essence Chain Cantrip 6

Uncommon Cantrip Evocation Invocation Warlock

Cast [one-action] verbal

Range 30 feet; Targets 1 creature, plus any number of additional creatures

Saving Throw Reflex

Requirements You are wielding your energy blast and have at least one 6th-level or higher spell slot remaining.

You dismiss your energy blast, transforming it into a cascade of power that deals the blast’s normal damage and burns through the souls of enemies to stay strong. The target must attempt a basic Reflex save. The blast arcs to another creature within 30 feet of that target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can’t target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.

Essence-Forged Cantrip 2

Uncommon Cantrip Invocation Warlock

Cast [one-action] verbal

Duration 24 hours

Requirement You are wielding your eldritch weapon, and you have at least one 2nd-level or higher spell slot remaining.

You transform your eldritch weapon into a +1 weapon with which you are trained. In your hands, the weapon gains the effect of one 4th-level or lower property rune. When you Strike a creature that has the flat-footed condition with that weapon, you deal an extra 1d6 precision damage.

Heightened (6th) The weapon becomes a +2 greater striking weapon with which you are trained instead, and the rune can be 12th-level or lower.

Essence of the Legend Cantrip 10

Uncommon Cantrip Invocation Warlock

Cast [one-action] verbal

Duration 24 hours

Requirement You are wielding your eldritch weapon, and you have at least one 10th-level spell slot remaining.

You transform your eldritch weapon into a +3 major striking weapon with which you are trained. In your hands, the weapon gains the backstabber and deadly d6 traits, if it does not already have them. When you Strike a creature that has the flat-footed condition with that weapon, you deal an extra 2d6 precision damage.

Essence of the Wraith Cantrip 4

Uncommon Cantrip Invocation Transmutation Warlock

Cast [one-action] verbal

Duration 1 minute

Requirement You have at least one 4th-level or higher spell slot remaining.

Your energy blast becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the ghost touch property rune.

Invoke the Banshee Cantrip 3

Uncommon Cantrip Evocation Invocation Sonic Warlock

Cast [one-action] verbal

Range 30 feet; Target 1 creature or unattended object

Requirement You have at least one 3rd-level or higher spell slot remaining.

Saving Throw Fortitude

You emit the ear-piercing shriek of a banshee, which can shatter objects. You deal 2d10 sonic damage to the target, ignoring an object’s Hardness if it is 4 or lower. A creature must attempt a Fortitude save

  • Critical Success The creature is unaffected.
  • Success The creature takes half damage.
  • Failure The creature takes full damage and is deafened for 1 round.
  • Critical Failure The creature takes double damage and is deafened and stunned 1 for 1 minute.

Heightened (+1) The damage increases by 1d10, and the Hardness the spell ignores increases by 2.

Invoke the Fog Cantrip 3

Uncommon Cantrip Conjuration Invocation Warlock Water

Cast [one-action] verbal

Range 60 feet; Area 20-foot burst

Duration 1 minute

Requirement You have at least one 3rd-level or higher spell slot remaining.

You call on a living fog to obscure sight in an area. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.

Invoke the Third Eye Cantrip 3

Uncommon Cantrip Divination Invocation Revelation Warlock

Cast [one-action] verbal

Duration 1 minute

Requirement You have at least one 3rd-level or higher spell slot remaining.

You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.

Heightened (6th) The spell has a duration of 10 minutes.

Invoke the Devourer Cantrip 7

Uncommon Cantrip Abjuration Healing Invocation Warlock

Cast [one-action] verbal

Range 60 feet; Targets 1 spell effect or unattended magic item

Requirement You have at least one 7th-level or higher spell slot remaining.

You counteract the target, as the dispel magic spell. If you succeed on the roll to counteract, you regain Hit Points equal to the target’s counteract level. If you critically succeed, double the healing.

Invoke Entropy Cantrip 2

Uncommon Cantrip Invocation Warlock

Cast [one-action] verbal

Duration 24 hours

Requirement You have at least one 2nd-level or higher spell slot remaining.

You divert tiny objects and bits of magic as they fly at you. Anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.

Heightened (+1) The DC increases by 1.

Invoke Haste Cantrip 7

Uncommon Cantrip Invocation Transmutation Warlock

Cast [one-action] verbal

Duration 1 minute

Requirement You have at least one 7th-level or higher spell slot remaining.

You become quickened and can use the additional action to Strike, Stride, or Step.

Heightened (10th) Once per minute, immediately after casting invoke haste, you can use up to 3 actions, as with the time stop spell. Once you have finished these actions, time resumes and you finish your turn as normal.

Invoke the Lords of Air Cantrip 4

Uncommon Cantrip Evocation Invocation Sonic Warlock

Cast [one-action] verbal

Duration 1 minute

Requirement You have at least one 4th-level or higher spell slot remaining.

You gain the effects of a 1st-level floating disk spell or a 3rdlevel levitate spell.

Heightened (5th) You can also choose to gain the effects of a 4th-level fly spell.

Invoke the Lords of Flame Cantrip 5

Uncommon Cantrip Evocation Fire Invocation Sonic Warlock

Cast [one-action] verbal

Range 60 feet

Duration sustained up to 1 minute

Requirement You have at least one 5th-level or higher spell slot remaining.

You tear hellish flame from the Elemental Plane of Fire and bend it to your will, creating a 4th-level wall of fire effect that you can sustain for up to 1 minute.

Heightened (+1) As wall of fire.

Invoke the Lords of the Unseen Cantrip 9

Uncommon Cantrip Illusion Invocation Warlock

Cast [one-action] verbal

Duration 10 minutes

Requirement You have at least one 9th-level or higher spell slot remaining.

You become invisible, as the 4th-level invisibility spell.

Invoke the Mystic Cantrip 10

Uncommon Cantrip Divination Invocation Mental Prediction Warlock

Cast [one-action] verbal

Duration 8 hours

Requirement You have at least one 10th-level spell slot remaining.

You gain the effects of a 9th-level foresight spell.

Invoke the Titan Cantrip 7

Uncommon Cantrip Invocation Polymorph Transmutation Warlock

Cast [one-action] verbal

Duration 1 minute

Requirement You have at least one 7th-level or higher spell slot remaining.

You become Huge (increasing your reach by 10 feet if you were Medium or smaller). You have the clumsy 1 condition as long as you are Huge.

Invoke the Unknown Cantrip 9

Uncommon Abjuration Cantrip Invocation Warlock

Cast [one-action] verbal

Duration 8 hours

Requirement You have at least one 9th-level or higher spell slot remaining.

Your patron shields you from even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 20 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, true seeing wouldn’t reveal you, locate or scrying wouldn’t find you, and so on.

Invoke the Warrior Cantrip 1

Uncommon Cantrip Invocation Morph Transmutation Warlock

Cast [one-action] verbal

Duration 8 hours

Requirement You have at least one 1st-level spell slot remaining.

You become trained in all martial weapons and light armor. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice instead. If you were already trained in light armor, you become trained in medium armor instead.

Heightened (4th) Your proficiency increases to expert. When you Cast this Spell, you also transform your clothing into a suit of armor with which you’re proficient for the duration.
Heightened (8th) Your proficiency increases to master. If you were already a master in both light and medium armor, you become a master in heavy armor.

Warlock Multiclass Archetype

A disembodied whisper pulls you out of a deep sleep. Something is there, at the corner of your eye, just outside your peripheral vision. It comes into view at last, a herald of your patron. At last, you have been chosen, your pact is made.

The warlock archetype is a great alternative to the musical interludes of the bard and the muddled parentage of the sorcerer. By signing your pact, or at last being made aware of it, you begin down a path few are determined enough to walk.

Warlock Dedication Feat 2

Archetype Dedication Multiclass

Prerequisites Charisma 14

You cast spells like a warlock and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover.

You’re trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for warlock archetype spells is Charisma, and they are occult warlock spells. You become trained in Occultism; if you were already trained in Occultism, you instead become trained in a skill of your choice.

Choose an otherworldly patron as you would if you were a warlock. You have that patron for all purposes and become bound by its anathema, but you don’t gain any of the other abilities it grants.

Special You cannot select another dedication feat until you have gained two other feats from the warlock archetype.

Basic Pact Feat 4

Archetype

Prerequisites Warlock Dedication

You gain a 1st- or 2nd-level warlock feat of your choice.

Basic Warlock Spellcasting Feat 4

Archetype

Prerequisites Warlock Dedication

You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the warlock archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level.

Pact Features Feat 6

Archetype

Prerequisites Warlock Dedication

You gain the pact features for the otherworldly patron you chose for warlock dedication.

Advanced Pact Feat 6

Archetype

Prerequisites Basic Arcana

You gain one warlock feat. For the purpose of meeting its prerequisites, your warlock level is equal to half your character level.

Special You can select this feat more than once. Each time you select it, you gain another warlock feat.

Expert Warlock Spellcasting Feat 12

Archetype

Prerequisites Basic Warlock Spellcasting, master in Occultism

You gain the expert spellcasting benefits.

Master Warlock Spellcasting Feat 18

Archetype

Prerequisites Expert Warlock Spellcasting, legendary in Occultism

You gain the master spellcasting benefits.

Section 15: Copyright Notice

The Faithful Few © 2019, Samurai Sheepdog; Author: Kevin Glusing.

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