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Warlock Items

Warlocks are one of if not my favourite class, and I think there is lack of thematic item that really fit the occult deals they make that are so integral to their stories. Here is an assortment of more thematic options for warlocks across all tiers of play, mainly focused on the specific patrons one might entreat as a warlock.


Locket of lost wisdom

Wondrous Item, common

This light green locket contains a strange rune that pulses faintly when exposed to moonlight.

Whilst wearing this locket you have a +1 bonus to any Arcana checks you make. Additionally, if you are a Warlock, you have a +1 bonus to Charisma checks you make that target creatures of the same type as your patron.

(GOO confers to Aberrations, Fiend to Devils, Hexblade to Constructs, etc.)


Fallen angels veil

Wondrous Item, uncommon (requires attunement by a warlock)

This flowing scarf has desecrated celestials embroidered into it’s dark purple silk, only discernible under direct light. Whilst you are wearing this scarf you may use a Magic action to replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation you have.

You can swap an invocation this way once, regaining usage upon finishing a Long Rest.


Fey-Touched weapon

Weapon, rare (requires attunement by a warlock)

This weapon has a twinkling ephemera that makes it hard to resist looking at. You have a +1 bonus to attack and damage rolls made with this weapon and while you are attuned to it, you have Advantage on attack rolls made against creatures that are either Charmed or Frightened of you.

If this weapon is made into a pact weapon via Pact of the Blade it deals an additional 1d6 Psychic damage.


Infernal Chain

Wondrous Item, rare (requires attunement by a warlock)

This chain is inscribed with Infernal runes that tell stories of it’s creators greatness. Whilst wearing this chain you gain the ability to manipulate fate. It has 6 charges and whenever you fail an ability check or saving throw, you may expend a charge and roll 3d6. Choose one of the results and add it to the check, potentially making it a success. If you still fail, or roll three 6’s, you take the dice’s total as Fire damage. This damage cannot be reduced in any way.

The chain regains 1d6 charges daily at dawn.


Old One’s Eye

Ring, very rare (requires attunement by a warlock)

This ancient silver ring is bejewelled by a purple pulsing eye with a yellow iris that stares at the strongest nearby creature.

While wearing this ring you have a +2 bonus to your spell save DC and spell attack bonus. Additionally, whenever you finish a Long Rest whilst wearing this ring you may choose 1 invocation you do not know, for which you qualify. You gain that invocation until you take off this ring, or finish a Long Rest.


Abstrata’s Eye

Wondrous item, legendary (requires attunement by a sorcerer, warlock or wizard)

This smooth off-white crystal of indeterminable origin or material once belonged to an ancient being, long departed and forgotten. Only a handful of these crystals have been found, which somehow replicate the functions of an eye when held to a socket, the orb transforming in size to fit the host.

Attuning to the Eye. To attune to the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die.

While you are attuned to the eye, you gain the following benefits:
Truesight. You have Truesight out to 120 feet.
Between worlds. You always have the Plane Shift and Teleport spells prepared and can cast each of them once without expending a spell slot, regaining usage after you finish a Long Rest.
Calculus of Magic. You gain a +5 bonus to Intelligence(Arcana checks) you make, as answers you have no reason to know seem to pop into your thoughts.
Arcane Whispers. If you have 17 or more levels in a spellcasting(reword) class you can tap into the latent power of the eye. You may cast any level 3 or lower spells you know without expending spell slots. When you do so you subtract 10 from any damage or healing rolls you make, and if you force a creature to make a saving throw, they do so with Advantage. The first time you finish a Long Rest after using this feature in a day you must make a DC 24 Charisma saving throw as your rest is assaulted by indecipherable whispers. On a failure, you gain no benefits from the rest and gain 1 Exhaustion level.


Robe of the shattered sky

Wondrous item, legendary (requires attunement by a warlock )

This robe is said to have helped bring an end to the era of Heaven. Made of a weightless white thread, it seems to hover just above any surface it sits on. Whilst wearing this robe you have the following benefits.

  • You gain one additional Pact Magic spell slot.
  • Your spell save DC and spell attack bonus each increase by 2.
  • You learn the Counterspell and Dispel Magic spells and whenever you cast either spell, you can do so as if using a level 7 spell slot. Additionally, the first time you successfully prevent magic using either spell, you do not expend a spell slot. You can use this feature once, regaining usage after finishing a Long Rest.
  • You are immune to effects that attempt to read your mind or modify your thoughts.
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