Warlock Cleric

Warlock Clerics are unique divine spellcasters who blend the power of their deity with the dark gifts from an otherworldly patron. Combining the holy might of a cleric with the eldritch magic of a warlock, they excel in dealing damage while maintaining their divine connection. Warlock Clerics leverage their pact features to enhance their combat capabilities and bring a sinister edge to their healing and support spells.


Players who enjoy mixing divine and arcane elements will find the Warlock Cleric fascinating. This subclass offers a dynamic playstyle that balances powerful offensive spells with the tactical advantages of clerical magic. With access to both divine blessings and eldritch invocations, Warlock Clerics provide a rich and versatile experience for those who seek to dominate the battlefield with otherworldly power.

Warlock Cleric Features By Level

Otherworldly Contract

At 1st level, You gain 4 additional spell points.


๏ปฟYou gain spirit points equal to your spellcasting modifier that refresh after each combat.


You can use 1 spirit point to grant a creature advantage or disadvantage on an attack roll, saving throw, or skill check once per round. This must be used before the roll is made.

Pact Boon

At 3rd level, You can choose one of the following Pacts:


Pact of the Celestial: Your hit point maximum increases by 3, and it increases by 3 every time you gain a level.


Pact of Ethereal: As a reaction, you to take half damage from one damage source.


Pact of Forbidden Entity: Gain 2 levels of proficiency in Divinity and Sanity skills, and the ability to decipher ancient texts or inscriptions with ease.


Pact of Spirits: Summon spirits to aid you in battle, you can reroll 1d6 once per round.


Pact of the Voidstar: Gain 2 levels of proficiency in Memory and Sanity skills, and the ability to decipher ancient texts or inscriptions with ease.

Death Bringer

At 7th level, You have 3 levels of resistance to Necrotic and Dark damage. When you deal Necrotic or Dark damage you deal additional damage equal to your Cleric level.

Greater Pact

At 9th level, Your pact gains further benefits:


Pact of the Celestial: Your healing spells heal for an additional 10% of missing health.


Pact of Ethereal: When you are hit with an attack roll, the creature must reroll the attack. Advantage and Disadvantage apply to the new roll.


Pact of Forbidden Entity: When you succeed on a skill check, you gain inspiration.


Pact of Spirits: As a reaction to taking damage, you can deal (PM)d12 otherworldly damage to the source of the damage.


Pact of the Voidstar: Gain a bonus to attack and spell attack damage equal to your Memory modifier.

Mind of the Great Old One

At 12th level, You have proficiency in all Mental skill checks. If you already have proficiency you gain Expertise. If you already have expertise your bonus is doubled.


In addition, when you succeed on a skill check you can grant all allies within 60 feet of you temporary hit points equal to your Wisdom and Charisma modifier.

Entropic Mind

At 14th level, Your mere presence becomes unsettling, shrouded in eldritch energies. When you roll initiative all enemies within 60ft of you must roll a Cognitive saving throw or be frightened.

Mind Tampering

At 17th level, When you deal damage to a feared creature, you deal an additional (PM)d6 Psychic damage and you can force the creature up to 10 feet away from you in a straight line.

Eldritch Protection

At 19th level, As an action, you can use 1 spirit point to get rid of a level of exhaustion from yourself or an ally that is not dead.


In addition, when you reach 10 levels of exhaustion, once per long rest you can make a Cognitive saving throw DC equal to your level + 10, if you succeed your patron removes all levels of exhaustion granting you a new lease on life.

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