Warlock

Warlocks are wielders of dark and eldritch powers, striking pacts with powerful otherworldly beings to gain their magical abilities. These patrons could be ancient fiends, powerful fey, mysterious old ones, or even celestial entities. In exchange for their service and devotion, warlocks receive a portion of their patron’s otherworldly power, granting them access to a unique set of spells and eldritch invocations. Unlike traditional spellcasters, warlocks have a limited number of spell slots, but they regain these slots after a short rest. This makes them highly resourceful in sustained engagements. Additionally, their spells often have a distinct flavor, reflecting their patron’s nature. Warlocks can cast deadly eldritch blasts, bewitch minds, summon fiendish or fey allies, and even manipulate the fabric of reality. Warlocks’ relationships with their patrons can vary greatly, ranging from a subservient pact to a more equal partnership. The path of a warlock may be filled with moral dilemmas, as their powers come with obligations to their patrons. As they delve deeper into the dark and arcane, warlocks unlock greater powers and secrets beyond the comprehension of many mortals, becoming enigmatic and formidable figures in the world of magic.

Class Features

As a warlock, you gain the following features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapon: Simple Weapon
Saving Throw: Wisdom, Charisma
Skills: You have 2 of the following skills: Arcana, Deception, History, Intimidation, Investigation, Nature, Religion.

Starting Gold

You start with 4d4 x 10 gold pieces (GP) unless you choose to take the equipment below.

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) crossbow, light or (b) any simple weapon
  • (a) component pouch or (b) any arcane foci
  • (a) scholar's pack or (b) dungeoneer's pack
  • (a) any simple weapon
  • (2x) dagger
  • leather armor

Warlock Features Table

LVL Pro+ Features Slot Level Invocations Known Cantrips Known Spells Known Spell Slots
1st +2 Otherworldly Patron, Pact Magic, Otherworldly Patrons Feature 1st 2 2 1
2nd +2 Eldritch Invocations 1st 2 2 3 2
3rd +2 Pact Boon 2nd 2 2 4 2
4th +2 Ability Score Improvement 2nd 2 3 5 2
5th +3 3rd 3 3 6 2
6th +3 Otherworldly Patrons Feature 3rd 3 3 7 2
7th +3 4th 4 3 8 2
8th +3 Ability Score Improvement 4th 4 3 9 2
9th +4 5th 5 3 10 2
10th +4 Otherworldly Patrons Feature 5th 5 4 10 2
11th +4 Mystic Arcanum (6th level) 5th 5 4 11 3
12th +4 Ability Score Improvement 5th 6 4 11 3
13th +5 Mystic Arcanum (7th level) 5th 6 4 12 3
14th +5 Otherworldly Patrons Feature 5th 6 4 12 3
15th +5 Mystic Arcanum (8th level) 5th 7 4 13 3
16th +5 Ability Score Improvement 5th 7 4 13 3
17th +6 Mystic Arcanum (9th level) 5th 7 4 14 4
18th +6 5th 8 4 14 4
19th +6 Ability Score Improvement 5th 8 4 15 4
20th +6 Eldritch Master 5th 8 4 15 4

Class Features at Level

Level 1

Otherworldly Patron

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.

Level 1

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 cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd‑level spell slots. To cast the 1st‑level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd‑level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st‑level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Level 1

Otherworldly Patrons Feature

Your Otherworldly Patrons grants you abilities at this level.

Level 2

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Level 3

Pact Boon

Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1‑hour ritual on a different weapon, or if you use a 1‑hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1‑hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Level 4

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 6

Otherworldly Patrons Feature

Your Otherworldly Patrons grants you abilities at this level.

Level 8

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 10

Otherworldly Patrons Feature

Your Otherworldly Patrons grants you abilities at this level.

Level 11

Mystic Arcanum (6th level)

Your patron bestows upon you a magical secret called an arcanum. Choose one 6th‑level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Level 12

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 13

Mystic Arcanum (7th level)

Your patron bestows upon you a magical secret called an arcanum. Choose one 7th‑level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. You regain all uses of your Mystic Arcanum when you finish a long rest.

Level 14

Otherworldly Patrons Feature

Your Otherworldly Patrons grants you abilities at this level.

Level 15

Mystic Arcanum (8th level)

Your patron bestows upon you a magical secret called an arcanum. Choose one 8th‑level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. You regain all uses of your Mystic Arcanum when you finish a long rest.

Level 16

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Mystic Arcanum (9th level)

Your patron bestows upon you a magical secret called an arcanum. Choose one 9th‑level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. You regain all uses of your Mystic Arcanum when you finish a long rest.

Level 19

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Eldritch Master

You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st‑level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level

You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st‑level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level

You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

Thief of Five Fates

You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Your Pact Boon

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.

Pact of the Blade. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.

Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.

Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Archfey

The Archfey

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb‑luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow

The Archfey Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots
1st +2 Dark One’s Blessing 2 2 1
2nd +2 2 3 2
3rd +2 2 4 2
4th +2 3 5 2
5th +3 3 6 2
6th +3 Dark One’s Own Luck 3 7 2
7th +3 3 8 2
8th +3 3 9 2
9th +4 3 10 2
10th +4 Fiendish Resilience 4 10 2
11th +4 4 11 3
12th +4 4 11 3
13th +5 4 12 3
14th +5 Hurl Through Hell 4 12 3
15th +5 4 13 3
16th +5 4 13 3
17th +6 4 14 4
18th +6 4 14 4
19th +6 4 15 4
20th +6 4 15 4
Level 1

Dark One’s Blessing

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Level 6

Dark One’s Own Luck

You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 10

Fiendish Resilience

You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Level 14

Hurl Through Hell

When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

The Cosmic Emissary

The Cosmic Emissary

Warlocks who forge a pact with The Cosmic Emissary find themselves entangled with the forces of the cosmos itself—planets, stars, black holes, and other celestial phenomena. This patron grants them the ability to manipulate gravitational fields, create celestial illusions, and tap into the raw energy of celestial bodies.

Expanded Spell List

The Cosmic Emissary allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:

LVL Spells
1st Faerie Fire, Mage Armor
2nd Darkvision, Levitate
3rd Fly, Hypnotic Pattern
4th Dimension Door, Freedom of Movement
5th Teleportation Circle, Wall of Force

The Cosmic Emissary Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots
1st +2 Cosmic Resilience, Gravitational Pull 2 2 1
2nd +2 2 3 2
3rd +2 2 4 2
4th +2 3 5 2
5th +3 3 6 2
6th +3 Celestial Illusions 3 7 2
7th +3 3 8 2
8th +3 3 9 2
9th +4 3 10 2
10th +4 Cosmic Awareness 4 10 2
11th +4 4 11 3
12th +4 4 11 3
13th +5 4 12 3
14th +5 Orbital Mastery 4 12 3
15th +5 4 13 3
16th +5 4 13 3
17th +6 4 14 4
18th +6 4 14 4
19th +6 4 15 4
20th +6 4 15 4
Level 1

Cosmic Resilience

Starting at 1st level, you gain resistance to radiant damage. Additionally, you can breathe in environments devoid of air.

Level 1

Gravitational Pull

Also at 1st level, as an action, you can choose a point within 30 feet of you. Creatures within a 10-foot radius of that point must make a Strength saving throw against your spell save DC or be pulled 10 feet toward that point.

Level 6

Celestial Illusions

Starting at 6th level, you can use an action to create illusions of celestial events such as a solar eclipse, meteor shower, or nebula. These illusions can fill a 20-foot cube and last for 1 minute. Creatures who enter or start their turn in this area must make a Wisdom saving throw or be stunned until the start of your next turn.

Level 10

Cosmic Awareness

At 10th level, you can’t be surprised, and you have advantage on initiative rolls. Additionally, you gain the ability to cast Divination as a ritual.

Level 14

Orbital Mastery

At 14th level, as an action, you can manipulate the gravitational fields around you. For the next minute, you gain a flying speed equal to your walking speed, and you can use your action to create a gravitational well that sucks creatures within a 30-foot radius into it. Creatures must make a Strength saving throw or be restrained for 1 minute.

The Forgotten One

The Forgotten One

Warlocks who make a pact with The Forgotten One engage with an entity erased from memory and history, existing only in the whispers of reality. This enigmatic patron grants them powers associated with secrets, forgotten lore, and the manipulation of both mind and reality.

Expanded Spell List

The Forgotten One grants you access to an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:

LVL Spells
1st Disguise Self, Silent Image
2nd Detect Thoughts, Nystul’s Magic Aura
3rd Clairvoyance, Nondetection
4th Confusion, Greater Invisibility
5th Modify Memory, Seeming

The Forgotten One Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots
1st +2 Whispered Lore, Unseen Presence 2 2 1
2nd +2 2 3 2
3rd +2 2 4 2
4th +2 3 5 2
5th +3 3 6 2
6th +3 Obscured Reality 3 7 2
7th +3 3 8 2
8th +3 3 9 2
9th +4 3 10 2
10th +4 Veil of Forgotten Time 4 10 2
11th +4 4 11 3
12th +4 4 11 3
13th +5 4 12 3
14th +5 Erasure 4 12 3
15th +5 4 13 3
16th +5 4 13 3
17th +6 4 14 4
18th +6 4 14 4
19th +6 4 15 4
20th +6 4 15 4
Level 1

Whispered Lore

Starting at 1st level, you gain proficiency in the History skill, and you double your proficiency bonus when making checks related to forgotten or hidden knowledge.

Level 1

Unseen Presence

Also at 1st level, you can become invisible for up to 1 minute as a bonus action. You regain use of this feature after a short or long rest.

Level 6

Obscured Reality

Starting at 6th level, you can use an action to create a 20-foot-radius sphere of illusory reality around you. Within this sphere, you can manipulate minor elements of reality, such as changing the appearance of objects, making sounds, or creating small illusions. Creatures entering this area must make an Intelligence saving throw or be affected by the illusions as if they were real.

Level 10

Veil of Forgotten Time

At 10th level, you gain resistance to psychic damage and immunity to the frightened and charmed conditions. Additionally, when a creature targets you with an attack or harmful spell, you can use your reaction to make them reroll the attack or spell attack roll, and they must use the lower result. You can use this ability a number of times equal to your Charisma modifier (minimum of one), and you regain all expended uses after a long rest.

Level 14

Erasure

At 14th level, you can touch a creature and erase its awareness of the last 24 hours as an action. The target must make a Wisdom saving throw or lose all memories of the specified time period, taking 4d10 psychic damage in the process. You can use this feature once per long rest.

Warlock Spells

L Title Class Range
9 Astral Projection 10 feet
4 Banishment 60 feet
4 Blight 30 feet
1 Charm Person 30 feet
0 Chill Touch 120 feet
6 Circle of Death 150 feet
1 Comprehend Languages Self
6 Conjure Fey 90 feet
5 Contact Other Plane Self
3 Counterspell 60 feet
6 Create Undead 10 feet
2 Darkness 60 feet
8 Demiplane 60 feet
4 Dimension Door 500 feet
3 Dispel Magic 120 feet
8 Dominate Monster 60 feet
5 Dream Special
0 Eldritch Blast 120 feet
2 Ensnare 120
2 Enthrall 60 feet
7 Etherealness Self
1 Expeditious Retreat Self
6 Eyebite Self
3 Fear Self
8 Feeblemind 150 feet
7 Finger of Death 60 feet
6 Flesh to Stone 60 feet
3 Fly Touch
7 Forcecage 100 feet
9 Foresight Touch
3 Gaseous Form Touch
8 Glibness Self
4 Hallucinatory Terrain 300 feet
1 Hellish Rebuke 60 feet
5 Hold Monster 90 feet
2 Hold Person 60 feet
3 Hypnotic Pattern 120 feet
1 Illusory Script Touch
9 Imprisonment 30 feet
2 Invisibility Touch
0 Mage Hand 30 feet
3 Magic Circle 10 feet
3 Major Image 120 feet
6 Mass Suggestion 60 feet
0 Minor Illusion 30 feet
2 Mirror Image Self
2 Misty Step Self
7 Plane Shift Touch
0 Poison Spray 10 feet
9 Power Word Kill 60 feet
8 Power Word Stun 60 feet
0 Prestidigitation 10 feet
1 Protection from Evil and Good Touch
2 Ray of Enfeeblement 60 feet
3 Remove Curse Touch
5 Scrying Self
2 Shatter 60 feet
2 Spider Climb Touch
2 Suggestion 30 feet
3 Tongues Touch
9 True Polymorph 30 feet
6 True Seeing Touch
0 True Strike 30 feet
1 Unseen Servant 60 feet
3 Vampiric Touch Self

Credits: SRD 5.1