Page:Dungeons & Dragons System Reference Document.pdf/46

 Warlock Class Features As a warlock, you gain the following class features. Equipment

Hit Points

You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a scholar’s pack or (b) a dungeoneer’s pack • Leather armor, any simple weapon, and two daggers

Proficiencies Armor: Light armor

Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock