Warlock 5e Spell Slot Table



Slot

Warlock 5e spell slot table top

Warlock Spell Slot Table 5e

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. A spell slot is D&D 5E’s mechanism through which a spell is cast. Think of a given spell slot as being like a barrel of a revolver — every time you cast a spell, you “use up” a spell slot, and you. You can brew additional elixirs by expending a spell slot of 1st level or higher for each one. When you do so, use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the table below.

Feat NameAction Contents
PatronAt 1st level, {name} has struck a bargain with an otherworldly being of their choice.
Their choice grants them 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.
Pact Magic{name}’s arcane research and the magic bestowed on them by their patron have given them facility with spells.
Eldritch InvocationsIn {name}’s study of occult lore, they have unearthed eldritch invocations, fragments of forbidden knowledge that imbue them with an abiding magical ability. At 2nd level, they gain two eldritch invocations of their choice. Their invocation options are detailed at the end of the class description. When they gain certain warlock levels, they gain additional invocations of their choice, as shown in the Invocations Known column of the Warlock table. Additionally, when they gain a level in this class, they can choose one of the invocations they know and replace it with another invocation that they could learn at that level.
Mystic ArcanumAt 11th level, {name}’s patron bestows upon them a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. They can cast their arcanum spell once without expending a spell slot. They must finish a long rest before they can do so again. At higher levels, they gain more warlock spells of their 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. They regain all uses of their Mystic Arcanum when they finish a long rest.
Eldritch MasterAt 20th level, {name} can draw on their inner reserve of mystical power while entreating their patron to regain expended spell slots. They can spend 1 minute entreating their patron for aid to regain all their expended spell slots from their Pact Magic feature. Once they regain spell slots with this feature, they must finish a long rest before they can do so again.
Spell

Warlock 5e Spell Slot Table Osrs

Patron: The Fiend Archetype

Feat NameAction Contents
Dark One’s BlessingStarting at 1st level, when {name} reduces a hostile creature to 0 hit points, {name} gains {Lvl + ChaMod} temporary hit points.
Dark One’s Own LuckStarting at 6th level, {name} can call on their patron to alter fate in their favor. When they make an ability check or a saving throw, they can use this feature to add a {'1d10'} to your roll. They can do so after seeing the initial roll but before any of the roll’s effects occur. Once they use this feature, they can’t use it again until they finish a short or long rest.
Fiendish ResilienceStarting at 10th level, {name} can choose one damage type when they finish a short or long rest. They gain resistance to that damage type until {name} chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Hurl Through HellStarting at 14th level, when {name} hits a creature with an attack, they 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 {name}'s 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 {name} uses this feature, they can’t use it again until they finish a long rest.