A 1st level warlock must choose between using the rules for the original warlock class, or o-warlock, or one of its subclasses, binder or hexblade.
The original warlock is the subclass of warlock introduced in the Player's Handbook.[PHB:129] An update to the original warlock was published as a standalone document in July 2011, with changes summarized in the July 2011 update.
A 1st-level warlock other than a hexblade begins with hit points equal to 12 plus the warlock's Constitution score, healing surges per day equal to 6 plus the warlock's Constitution modifier, and a +1 bonus to Reflex and Will defenses. A warlock gains 5 hit points per level.
A hexblade gains the same benefits, except a +1 bonus to Fortitude and Will defenses instead of Reflex and Will defenses.
A 1st-level warlock begins with cloth and leather armor proficiencies, simple melee and simple ranged weapon proficiencies, and rod and wand implement proficiency. Pact blade daggers can also be used as implements for warlock powers.
A hexblade also begins with hide and chainmail armor proficiencies, and military melee weapon proficiency.
An original warlock begins trained in any four of the following skills:
A hexblade begins trained in any four of the following skills:
A binder begins trained in any four of the following skills:
Original warlocks gain the following class features at 1st level:
Hexblades gain the following class features at 1st level:
- Eldritch Bolt
- Pact Reward
- Pact Boon
- Pact Weapon
Binders gain the following class features at 1st level:
- Shadow Claws
- Pact Boon
- Shadow Twist
- Shadow Walk
Original warlocks choose one of the following options at 1st level. Each option grants one starting at-will spell. Additionally, warlocks benefit from a pact boon when an enemy under their Warlock's Curse is reduced to 0 hit points or fewer. Each option also provides bonuses to certain warlock powers, as specified in those powers' descriptions.
|Pact||At-will spell||Pact boon (when cursed enemy is reduced to 0 or fewer hit points)|
|Dark pact||spiteful glamor[FRPG:35]|| Darkspiral Aura: The point value of the warlock's Darkspiral Aura increases by 1.
The warlock can use Darkspiral Aura as an immediate interrupt when targeted by an enemy's melee or ranged attack. Darkspiral Aura deals 1d6 necrotic and psychic damage (11th level: 1d8, 21st level: 1d10) per point value. If it dealt less than 12 damage, its point value returns to 0. If it dealt 12 damage or more, the warlock can cause the enemy to be weakened for the triggering attack, and Darkspiral Aura's point value returns to 1. Darkspiral Aura's point value is initially 0, and returns to 0 when the warlock takes a short or extended rest.[FRPG:35][U:1/2009]
|Elemental pact||chromatic bolt[HotEC:102]|| The pact boon depends on the warlock's current elemental affinity. The warlock's elemental affinity is determined randomly after each rest by rolling d10. The warlock can also change force, necrotic, poison, or psychic damage on an arcane attack power the warlock uses to the damage type matching the elemental affinity.
Accursed Affinity: The next enemy the warlock places a Warlock's Curse on gains vulnerable 5 per tier (11th level: 10, 21st level: 15) to the damage type matching the warlock's current elemental affinity until the curse ends. This vulnerability adds to any existing vulnerability.[HotEC:97]
|Fey pact||eyebite[PHB:132][U:W]||Misty Step: The warlock can immediately teleport 3 squares as a free action.[PHB:130][U:W]|
|Infernal pact||gift to Avernus[D386:46] or hellish rebuke[PHB:132][U:W]||Dark One's Blessing: The warlock immediately gains temporary hit points equal to the warlock's level.[PHB:131][U:W]|
|Sorcerer-king pact||hand of blight[DSCS:94]|| Fell Scorn: If the warlock's fell might is spent, it is restored.
The warlock starts each encounter with fell might unspent, and must choose whether to spend fell might when using a power, before making any attack rolls or applying any effects.[DSCS:94]
|Star pact||dire radiance[PHB:131][U:W]||Fate of the Void: The warlock gains a +1 bonus to any single d20 roll the warlock makes during the warlock's next turn (attack roll, saving throw, skill check, or ability check). This bonus is cumulative, but expires at the end of the warlock's next turn.[PHB:131][U:W]|
|Vestige pact||eyes of the vestige[AP:73]|| The pact boon depends on the warlock's current active vestige. The warlock selects either King Elidyr or Zutwa as an active vestige at the end of a short or extended rest.
King Elidyr Pact Boon: One ally adjacent to the warlock gains a +2 bonus to all defenses until the end of the warlock's next turn.
Zutwa Pact Boon: The warlock's Prime Shot is improved to grant a +3 bonus to attack rolls until the end of the warlock's next turn.[AP:73]
In addition to the at-will power determined by Eldritch Pact, original warlocks gain either eldritch blast or eldritch strike. Eldritch blast counts as a ranged basic attack, and eldritch strike counts as a melee basic attack.
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
Once per turn as a minor action, you can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round.
A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse.
As you advance in level, your extra damage increases.
Warlock's Curse Damage
- Level 1-10 1d6
- Level 11-20 2d6
- Level 21-30 3d6
These feats can only be chosen by Warlocks.
- Improved Dark One's Blessing
- Improved Fate of the Void
- Improved Misty Step
- Twofold Curse
- No Epic Feats
- Twofold Curse
Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes.
However you came to your arcane knowledge, you need not accept the poor reputation warlocks sometimes endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that.
The pacts are complete. The rites have concluded. The signs are drawn in blood, and the seals are broken. Your destiny beckons.
You have excellent short-ranged attack ability, and your powers confuse or weaken your opponent. You can shift easily from ranged attacks to melee attacks. However, you are not very resilient and rely on powers of evasion and concealment to avoid attack.
- Key Abilities: Charisma, Constitution, Intelligence
- Build Options: Deceptive warlock, scourge warlock
Tieflings and gnomes are exemplary warlocks by nature, as they both give bonuses to Intelligence and Charisma. Eladrin excel as Fey warlocks. Dragonborn, half-elves, and humans make formidable warlocks as well.