Warlock Cleric

Blend divine magic with eldritch power as a Warlock Cleric, forging pacts with mysterious and less noble deities, such as Djinni, Great Old Ones, and Fiends, to wield unique, unpredictable magic.


The Warlock Cleric walks a shadowed path between faith and eldritch power, seeking the favor of enigmatic entities that are often shunned by conventional religions. Unlike other clerics who serve celestial beings, the Warlock Cleric’s patrons include Djinni, Great Old Ones, and Fiends—deities whose motives are arcane and sometimes dangerous. This gives the Warlock Cleric a unique blend of divine magic and dark secrets, allowing them to channel forbidden knowledge, manipulate fate, and wield the powers of both divine realms and the eldritch unknown.

Warlock Cleric Features By Level

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Dark One's Blessings
1st Level Feature
You gain proficiency in Insight and Persuasion. In addition, you always have the Eldritch Blast cantrip prepared.

You can haunt fickle minded creatures. Whenever you cause a creature to be charmed, feared, or frightened, the target has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of your next turn.
Eldritch Invocations
3rd Level Feature
You gain a number of Eldritch Invocations equal to your proficiency bonus. You must have the level requirement needed for the invocation, and can swap them when you level.
Cloak of Shadows
6th Level Feature
Your patron envelops you in protective shadows, embodying the pact as a defense against death. When near death, these dark tendrils shield your soul from the afterlife. You have advantage on death saving throws and resistance to necrotic damage.
Beguiling Defenses
10th Level Feature
Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.

In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Charisma saving throw against your spell save DC. On a failed save, the attacker is frightened.

Once you use this Reaction, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Armor of Hexes
14th Level Feature
Your hex grows more powerful. If a creature that is charmed, feared, frightened, or cursed hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you.
Twisted Fate
19th Level Feature
Your pact is sealed in full, twisting the weave of fate around your will. While you are conscious, you gain the following benefits:
  • Eldritch Shroud: While you are in dim light or darkness, you have resistance to all damage.
  • Fateful Precision: When you cast a spell from the Support spell list that targets only one creature, you can force that creature to make its saving throw with disadvantage, or you gain advantage on the attack roll.
  • Whispers Beyond: Once per long rest, you can cast a 6th-level spell from the Support spell list without expending a spell slot. This spell does not count against your spells prepared.
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