Spell Slot Table 5e
As a warlock, you gain the following class features.
Hit Points
The spell slot is level 2 so any spell of level 1 is cast as a level 2 spell for purpose of casting at higher levels. These two slots restore after a short rest. Bascially 2 slots as a one size fits all style as those 2 slots will work for any spell you know and you cast them at the maximum level listed in the spell slot.
5e Homebrew rule: Getting rid of spell slots. Basically I don't enjoy spell slots. I always have never enjoyed them. I think they are an outdated restriction that harkens back to the days of old D&D. Times have changed, and I believe that the people deserve a better spell casting system. The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
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
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Armor: Light armor
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (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
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | – |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5th | +3 | – | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | – | 3 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9th | +4 | – | 3 | 10 | 2 | 5th | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18th | +6 | – | 4 | 14 | 4 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
Patron
Spell Slot Table 5e Stat
At 1st level, you have struck a bargain with an otherworldly being of your choice. Only details for the Fiend were released as Open Game Content by Wizards of the Coast. Additional options are listed below.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
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.
Subpages
- Warlock Patrons
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
Table: The Warlock 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 Table: The Warlock 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.
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.
See this page for complete list of eldritch invocations.
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 sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it.
Pact of the Blade. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.
Pact of the Tome. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It 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. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features.
Pact of the Arrow (3pp)
SourceAoM:HP (3pp)
You can use your action to create a pact weapon in your empty hand. You can choose the form that this ranged weapon takes each time you create it, and you do not require any ammunition to use this weapon as ammunition will be created for you each time you use the weapon. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical 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 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 Skull (3pp)
SourceSPCM
Your patron gives you a magical pact skull, generally a humanoid or ghoul skull collected from a graveyard with at least one hundred bodies. Using this skull, you can cast spells you know with the ritual tag as rituals.
Additionally, the skull whispers magical secrets that only you can hear. When you choose this feature, choose two 1st-level spells with the ritual tag from any class (not necessarily the same class), including this one. The chosen spells are warlock spells for you. While the skull is within 5 feet of you, you know those spells and they do not count against your number of warlock spells known, but you can’t cast them using spell slots as normal. You can cast them as rituals or as formulas (if they have the formula tag).
You can also use this class feature to cast one of the chosen spells as an action without expending a spell slot while your pact skull is within 5 feet of you. Once you do so, you can’t do so again until you finish a short or long rest.
Each time you gain a warlock level, you can replace one of the chosen spells with another ritual spell that is of a spell level lower than half your warlock level (rounded up, minimum 1). On your adventures, you can also add other ritual spells to your pact skull. When you find such a spell, you can add it to the skull if the spell’s level is equal to or less than half your warlock level (rounded up) and if you take the time to teach the spell to your skull. For each level of the spell, the teaching process takes 2 hours and costs 50 gp for the rare incense that you must burn in your pact skull while reading the spell aloud to it.
If you lose your pact skull, 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 skull. Your pact skull crumbles to sand when you die.
Pact of Stolen Power (3pp)
SourceAoM:HP (3pp)
You can perform a special 1-hour long ritual on one magic object such as a rod, wand, or staff to obtain its power. You can perform the ritual over the course of 1 hour, which can be done during a short rest which uses one charge from the object. You can then dismiss or summon the magic object at will, but when you summon the object it is a shadow object possessing half the charges or uses of the magic object, rounded down while expending another charge from the original object. You can use the shadow object until all the charges are used up, and after a long rest, you can summon another copy of the object to use its charges again, but you still expend an additional charge from the original object every time you summon the shadow object.
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.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.
Mystic Arcanum
At 11th 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. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Eldritch Master
At 20th level, 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.
Warlock Spells
Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Warlock Origins
SourceAoM:HP (3pp)
People become warlocks for a number of reasons. Here are twenty reasons why a warlock might make a pact with a patron. If you need a quick way to build a character background, choose an origin or roll a d20 and see what path fate chose for you.
d20 | Origin |
---|---|
1 | Revenge. Your patron promised you a chance to hurt those who hurt you. This revenge isn’t what you wanted. |
2 | Anger. Your anger at someone in your family drove you to find power through any means necessary. You patron seized on that hate to have you sign the deal. |
3 | Opportunity. Your patron provided a quick solution to a debt, an obligation, or an arrangement in your life. This solution was not what you expected. |
4 | Survival. You were going to die, and you patron appeared offering you a chance to live again at a cost! |
5 | A Life Preserved. Someone you cared for would have died. You sold your soul to keep them alive. Now they live for as long as you serve. |
6 | Exile. You were exiled from your people for a serious crime. Your patron offered you a home that you thought you wanted. |
7 | Immense Riches. You grew up in poverty, and your patron offered you wealth beyond your imagination. Wealth is not worth your freedom now. |
8 | Power. You’ve been preyed upon your whole life. Your patron offered you a chance to turn the tables. |
9 | Admiration. You’ve seen other warlocks and always wanted to be one yourself. You were young and foolish then. |
10 | Spurned by the Gods. The gods have never heard your prayers or stopped hearing them suddenly, but something much darker listened instead. |
11 | Destiny. Your patron engineered all the steps in your life to lead to you signing the deal. |
12 | Lord of the Cult. Not all dark powers need priests, but they do want servants. You joined a cult that gave you power beyond a clerics limited imagination. |
13 | Family Ties. All members of your family signed the pact, and so did you. Do you regret this rite of passage? |
14 | Family Abandonment. You grew up in a family where you were shown neither loved or kindness. Something else filled that void, and all it asked of you was one thing-your soul! |
15 | A Quicker Path. You were on the right path, but it would have taken too long. A dark power offered you a quicker path for the small price of your loyalty. |
16 | Life or Death. Your life was on the life, and the only way to survive was to sign the pact. Death would have been a mercy. |
17 | A Debt Paid. Someone used you to pay their debt. You could have refused, but they would have paid the ultimate price. Maybe the price for them would have been less than what has happened to you. |
18 | The People’s Chosen. Your town, family, or kingdom regularly sacrifices one to the patron. You were the “lucky” winner. |
19 | Curiosity. You read words from a tome or ruins, not knowing the deal you were making. That was a mistake. |
20 | Love. You love your patron. The patron has taken advantage of this and asked for the one thing only you could give it. |
Spell Slot Table 5e
With a brand new expansion comes all sorts of brand new content. Ranging from new potential storylines, items, and cool ways to alter your character’s playstyle. One of the more interesting things that the new expansion Tasha’s Cauldron of Everything has added is a handful of brand new subclasses. Which is always an exciting thing to jump into and mess around with when a new expansion comes around. And today we’re taking a look at a new subclass for the Wizard, the Order of Scribes. A fun and interesting route to making your wizarding adventures more exciting. So let’s jump right into all of the stuff that the Order of Scribes subclass adds!
Order of Scribes Wizard 5E
So the first thing to note about this subclass is that it is almost entirely centered around knowledge. Which might be fairly obvious if you take a few seconds to look at the name. The Order of Scribes is a group of Wizards that record magical discoveries near and far. All in the name of discovery and knowledge. And as an extra little quirk, they don’t just use their personal book as you’d expect. They can actually awaken it and turn the book into a talkative companion!
Wizardly Quill
The first ability you gain access to in the Order of Scribes subclass is actually a pretty useful one. Even though it may not seem like it at first.
As a bonus action, you can magically create a Tiny quill in your free hand.
A 2nd-level feature that allows you to magically create a Tiny quill as a bonus action. Which might not seem very useful at first, but just wait. The quill itself doesn’t need any kind of ink to be used. You can write with it regardless of whether you have ink in your possession. Plus it can be whatever color you want it to be. Then, when copying a spell into your spellbook, the time to copy it equals 2 minutes per spell level when the quill is being used.
You also get to erase anything that you write with the quill by brushing the feathered end over the writing. This counts as a bonus action and the text has to be within 5 feet of you. Now the usefulness of this ability ultimately comes down to how clever you are with your character role play. There are a bunch of different circumstances where a magical quill could come in handy. And the ability to quickly copy spells into your spellbook is a nifty little tool.
Awakened Spellbook
Next up we’ve got another 2nd-level feature. Alright so this is where this subclass really starts to get interesting.
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
So this is a pretty interesting ability and can be a great help when you have a certain spell that doesn’t quite work for the situation. Essentially it lets you swap out the damage type, or in other words the element, of a spell with another spell in your spellbook. Which can be extremely useful if the spell that you want to use can more effectively attack/reach your target, versus a spell that affects the creature’s weakness but won’t be able to reach them successfully. There’s a lot of possible applications for an ability like this and can make way for some pretty interesting encounters.
It also has an extra ability, where when you cast a wizard spell as a ritual, you can use the spell’s regular casting time. Saving the need to add 10 minutes to the overall cast. And really this ability just makes the act of casting ritual spells much easier. But it can’t be used again until you’ve had a long rest. So you’ll want to be doubly sure that the spell you’re casting as a ritual won’t be a waste. And as an extra little benefit, the spellbook can be used as a spellcasting focus for your spells.
Manifest Mind
This next ability is a 6th-level feature for this subclass and has some really useful utility.
You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you.
So this skill is a very unique one and can lead to some really interesting moments during the game. You get to summon an apparition from your Awakened Spellbook that can take the form of a ghostly tome, a cascade of text or a scholar from the past. This spectral object also sheds a dim light in a 10 foot radius which can be useful if your party has found themselves in a dark cave with no light sources. Also since it’s a spectral object it won’t actually occupy it’s space because it’s intangible.
In terms of it’s more special abilities, it comes with a pretty useful one. It can use Darkvision with a range of 60 feet and can hear its surroundings. Which means it can relay information to you from a distance. Which is incredibly useful in dungeons that could be littered with traps or for scouting out any locations that you don’t want to risk setting foot into. And what makes it better is that it costs no action for it to relay information to you. So there won’t be any situations where it’s seen something dangerous and not had the time to tell you about it. It can also hover up to 30 feet to an area that both you and it can see.
Let’s get into its limitations now and of course there’s only a set distance it can travel away from you. It can travel up to a maximum of 300 feet away from you before it stops manifesting. But for most situations this might actually be enough to still be really useful. It can also only pass through creatures, not objects. So if there’s a locked room and you want to know what’s inside, this ability won’t be able to tell you unless you can visibly look into the room itself through a decent sized gap. If Dispel Magic is cast on the spectral mind, it stops manifesting and the Awakened Spellbook is destroyed. It also disappears if you die and you can also dismiss it voluntarily as a bonus action.
Master Scrivener
Next up is a 10th-level feature that offers up a useful utility for your character.
Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.
So this is a fairly simple ability but it’s still a great one in the right hands. Essentially it lets you copy a spell that you have written in your spellbook to any piece of paper or a kind of parchment. Letting you use that spell without expending a spell slot like you would normally. This of course only works if you have a piece of paper on hand to copy the spell to. This doesn’t mean that anyone can use the scroll and its use is strictly limited to you.
There are also limits to what you can place onto the scroll. It has to either be a 1st or 2nd level spell and have a casting time of 1 action. But once the spell has been placed onto the spell, its power is increased by one level higher than normal. So this ability can also be used to turn a weaker spell into a more powerful one for deadly foes. Using the scroll counts as an action and once you use it the spell disappears from the page and can’t be used again. It also disappears when you take a long rest without casting it. This skill also comes with the ability to make spell scrolls for half as much money and twice as fast. As long as you are using the Wizardly Quill to make it.
One with the Word
The final ability granted by the Order of Scribes is a fantastic defensive utility that can get you out of serious danger.
If you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself.
What this ability does is let you use your Manifest Mind ability to take the damage that you would take during a reaction. Which is incredibly useful if you’re approaching near death and could die from another attack. As well as that you also gain advantage on all Intelligence (Arcana) checks.
But having the ability to simply save your life is actually not that simple. Instead, you have to trade a sacrifice for a sacrifice in this scenario. If you were to face an attack that you decide to block with this ability, you have to roll 3d6. Then with that number, you’d have to sacrifice spells that have a level equal to the roll. If the roll amounts to a number such as 4, you could discard two level-2 spells, or perhaps 4 level-1 spells. But if you don’t have enough spells with the levels to cover the outcome of the roll, you will drop to 0 hit points and die.
Now, this doesn’t mean that the spells are gone forever, they’ll actually reappear in your spellbook after you do a certain number of rests. The number is determined by rolling 1d6 and until you take those rests, you cannot use the spells that you sacrificed. A fairly heavy cost but in a life or death situation it’s the best option you’ll have.
Best Types of Characters for Order of Scribes
So you’ve probably gone through each of the abilities that we’ve shown you here and might be wondering if this is the subclass for you. But obviously it tends to favour certain kinds of characters over others. So we’re just going to highlight a couple of the key traits that your character should possess if they’re going to join the Order of Scribes.
A Thirst for Knowledge
So purely from a roleplay perspective, your character should have a desire to learn and seek knowledge. It needs to be one of their defining traits and the main motivation. Since attaining new knowledge is so vital for the subclass to work well. You’ll want to make sure that you have the History, Arcana, Insight and Investigation are all skills that will greatly benefit this subclass.
Be Intelligent
This probably goes without saying but Wizards with low Intelligence don’t tend to get very far. And even though they try their best they can find themselves facing difficulties here and there. So your character should have a decent number of points allocated to their Intelligence. Wizards should aim to have a high Intelligence in order to gain access to more spells and also more skill points when they level up. But also this subclass has a few abilities that are driven by the Intelligence score. So just bear in mind that you should be Intelligent to go with this subclass.
Wrapping up our Order of Scribes Wizard 5E Guide
That concludes our Order of Scribes 5E Guide. Any questions? Hit us up in the comment section below. And don’t forget to learn about the other options available in our Tasha’s Cauldron of Everything Subclasses Guide.