System Reference Document 5.2.1
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Level 8 Warlock Spells
Spell School Special
Befuddlement Enchantment —
Demiplane Conjuration —
Dominate Monster Enchantment C
Glibness Enchantment —
Power Word Stun Enchantment —
Level 9 Warlock Spells
Spell School Special
Astral Projection Necromancy M
Foresight Divination —
Gate Conjuration C, M
Imprisonment Abjuration M
Power Word Kill Enchantment —
True Polymorph Transmutation C
Weird Illusion C
Warlock Subclass: Fiend Patron
Make a Deal with the Lower Planes
Your pact draws on the Lower Planes, the realms of 
perdition. You might forge a bargain with a demon 
lord, an archdevil, or another fiend that is especially 
mighty. That patron’s aims are evil—the corruption 
or destruction of all things, ultimately including 
you—and your path is defined by the extent to 
which you strive against those aims.
Level 3: Dark One’s Blessing
When you reduce an enemy to 0 Hit Points, you gain 
Temporary Hit Points equal to your Charisma mod -
ifier plus your Warlock level (minimum of 1 Tempo-
rary Hit Point). You also gain this benefit if someone 
else reduces an enemy within 10 feet of you to 0 Hit 
Points.
Level 3: Fiend Spells
The magic of your patron ensures you always have 
certain spells ready; when you reach a Warlock 
level specified in the Fiend Spells table, you thereaf -
ter always have the listed spells prepared.
Fiend Spells
Warlock Level Spells
3 Burning Hands, Command, 
Scorching Ray, Suggestion
5 Fireball, Stinking Cloud
7 Fire Shield, Wall of Fire
9 Geas, Insect Plague
Level 6: Dark One’s Own Luck
You can call on your fiendish patron to alter fate 
in your favor. When you make an ability check or a 
saving throw, you can use this feature to add 1d10 
to your roll. You can do so after seeing the roll but 
before any of the roll’s effects occur.
 You can use this feature a number of times equal 
to your Charisma modifier (minimum of once), but 
you can use it no more than once per roll. You regain 
all expended uses when you finish a Long Rest.
Level 10: Fiendish Resilience
Choose one damage type, other than Force, when -
ever you finish a Short or Long Rest. You have Resis -
tance to that damage type until you choose a differ -
ent one with this feature.
Level 14: Hurl Through Hell
Once per turn when you hit a creature with an 
attack roll, you can try to instantly transport the 
target through the Lower Planes. The target must 
succeed on a Charisma saving throw against your 
spell save DC, or the target disappears and hurtles 
through a nightmare landscape. The target takes 
8d10 Psychic damage if it isn’t a Fiend, and it has the 
Incapacitated condition until the end of your next 
turn, when it returns to the space it previously oc -
cupied or the nearest unoccupied space.
 Once you use this feature, 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.