Baldur's Gate 3


CLASS: WARLOCK

Level 1:

  • Cantrips (2 / Warlock)
  • Spells (2 / Warlock)
  • Warlock Spell Slots (2)
  • Eldritch Secrets
    • Unlock Eldritch Blast
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 2:

  • Spells (2 / Warlock)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 3:

  • Spells (2 / Warlock)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 4:

  • Spells (2 / Warlock)
  • Feat (1)

Level 5:

  • Cantrips (1 / Warlock)
  • Spells (2 / Warlock)
  • Warlock Spell Slots (1)
  • Mystic Arcanum
    • At the beginning of any combat encounter, restore one Warlock Spell Slot.

Level 6:

  • Spells (2 / Warlock)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 7:

  • Spells (2 / Warlock)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 8:

  • Spells (2 / Warlock)
  • Feat (1)

Level 9:

  • Cantrips (1 / Warlock)
  • Spells (2 / Warlock)
  • Warlock Spell Slots (1)
  • Deepened Arcanum
    • At the beginning of any combat encounter, restore two Warlock Spell Slots.

Level 10:

  • Spells (2 / Warlock)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 11:

  • Spells (2 / Warlock)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 12:

  • Spells (2 / Warlock)
  • Feat (1)

SUBCLASS: THE GREAT OLD ONE

Level 1:

  • Pact of the Blade
    • Summon or Bind an armament of your choice.

Level 3:

  • Dark One’s Blessing
    • When you land a killing blow on an enemy, gain Temporary Hit Points equal to your Warlock level added to your Charisma Modifier.

Level 5:

  • Extra Attack
    • Make an additional attack for free.

Level 7:

  • Entropic Resonation
    • When an enemy fails an Attack Roll against you, they gain Entropy for a turn. If you kill an opponent with Entropy, all other enemies within 4.5m/15ft must succeed a Wisdom Saving Throw or become Frightened.

Level 9:

  • Improved Extra Attack
    • Make two additional attacks for free.

Level 11:

  • Eldritch Resilience
    • Once per Short Rest, you may choose a damage type and become Resistant to it.

SUBCLASS: The Archfey

Level 1:

  • Pact of the Tome
    • Add your CHA Modifier to your damage rolls when casting Eldritch Blast.

Level 3:

  • Upon a successful Attack Roll with Eldritch Blast, apply Eldritch Inertia to your target for a turn, forcing them to roll Saving Throws with Disadvantage.

Level 5:

  • Eldritch Overflow
    • Your Eldritch Blast can now fire two beams.

Level 7:

  • Mystic Precision
    • The number needed to roll a Critical Hit with your Eldritch Blast is reduced by 1.

Level 9:

  • Eldritch Surge
    • Your Eldritch Blast can now fire three beams.

Level 11:

  • Abyssal Desolation
    • When rolling a Critical Hit with your Eldritch Blast, roll an additional damage die.

SUBCLASS: PACT OF THE CHAIN

Level 3:

  • Gain the ability to summon an Imp or Quasit. Both grow in strength as you do.

Level 3:

  • Your Imp gains Scorching Ray. Your Quasit gains Arms of Hadar.

Level 5:

  • Broken Chains
    • Your Imp and Quasit both gain the Extra Attack passive and roll an additional damage die with their Cantrips. When dealing damage, your summons apply Eldritch Inertia to their targets.

Level 7:

  • Your Imp gains Darkness. Your Quasit gains Misty Step.

Level 9:

  • Fiendish Frenzy
    • Your Imp and Quasit both gain the Improved Extra Attack passive and roll two additional damage dice with their Cantrips. When dealing damage, your summons apply Eldritch Inertia and a Curse of Hellfire to their targets.

Level 11:

  • Your Imp gains Fireball. Your Quasit gains Inflict Wounds.

ELDRITCH BOONS (PASSIVES):


  • Bane of the Pact
    • Eldritch Blast has a 25% chance to apply Bane for two turns.
  • Binding Transposition
    • When hitting a target that is Large or smaller with your Eldritch Blast, you swap places with them.
  • Bound Elements
    • When you cast a Spell, you may use your Reaction in order to gain Resistance to elemental damage for the rest of your turn.
  • Bound Compulsion
    • Gain Compelled Duel.
  • Curse of Hellfire
    • When you deal damage with a melee attack, apply a Curse of Hellfire for one turn. 
  • Dark Retaliation
    • Once per combat, when an enemy fails an Attack Roll against you, you may spend your Reaction in order to cast Darkness.
  • Devil’s Sight
    • Gain the ability to see in darkness, both magical and natural.
  • Eldritch Innervation
    • Dealing damage with your Eldritch Blast heals you for a value equal to your CHA Modifier.
  • Expedient Overflow
    • Gain Expedient Retreat. This Spell no longer requires a Spell Slot to cast.
  • Hellish Rebuttal
    • When an enemy fails an Attack Roll against you with a melee weapon, you may use your Reaction in order to cast True Strike on them.
  • Hellbound Vision
    • Dealing damage with your Eldritch Blast has a 10% chance to Blind a target for a turn.
  • Luck of the Devil
    • Landing a Critical Hit restores one Warlock Spell Slot.
  • Master of Chaos
    • Dealing damage with your Eldritch Blast has a 20% chance to force your target to experience a Wild Magic Surge.
  • One With Shadows
    • On any killing blow, turn Invisible for two turns.
  • Pact Protection
    • When not wearing armour, your base Armour Class becomes 14.
  • Pact Stricken
    • Upon dealing damage with a melee attack, you apply a stack of Eldritch Inertia.
  • Pact Wounds
    • Gain Inflict Wounds.
  • Repelling Blast
    • Gain the ability to force a target back by 4.5m/15ft when damaged by your Eldritch Blast. This can be toggled at any time.
  • Resilient Servitude
    • Gain Hit Points equal to your Warlock level multiplied by two.
  • Shade Walker
    • Gain the ability to teleport short distances with your Bonus Action.

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