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BLADE WARD BOOMING BLADE CHILL TOUCH

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action Self 1 action 5 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V, M 1 round V, S 1 round
You extend your hand and trace a sigil of warding a weapon You create a ghostly, skeletal hand in the space
in the air. Until the end of your next turn, you of a creature within range. Make a ranged spell
have resistance against bludgeoning, piercing, As part of the action used to cast this spell, you attack against the creature to assail it with the
and slashing damage dealt by weapon attacks. must make a melee attack with a weapon against chill of the grave. On a hit, the target takes 1d8
one creature within the spell's range, otherwise necrotic damage, and it can't regain hit points
the spell fails. On a hit, the target suffers the until the start of your next turn. Until then, the
attack's normal effects, and it becomes sheathed hand clings to the target.
in booming energy until the start of your next If you hit an undead target, it also has
turn. If the target willingly moves before then, it disadvantage on attack rolls against you until the
immediately takes 1d8 thunder damage, and the end of your next turn. This spell's damage
spell ends. increases by 1d8 when you reach 5th level (2d8),
This spell's damage increases when you reach 11th level (3d8), and 17th level (4d8).
higher levels. At 5th level, the melee attack deals
an extra 1d8 thunder damage to the target, and
the damage the target takes for moving
increases to 2d8. Both damage rolls increase by
1d8 at 11th level and 17th level.

Warlock Abjuration cantrip Warlock(SCAG) Evocation cantrip Warlock Necromancy cantrip

CREATE BONFIRE ELDRITCH BLAST FRIENDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Instantaneous S, M Concentration, up to 1
minute minute
A beam of crackling energy streaks toward a
You create a bon re on ground that you can see creature within range. Make a ranged spell For the duration, you have advantage on all
within range. Until the spells ends, the magic attack against the target. On a hit, the target Charisma checks directed at one creature of
bon re lls a 5-foot cube. Any creature in the takes 1d10 force damage. your choice that isn't hostile toward you. When
bon re's space when you cast the spell must The spell creates more than one beam when you the spell ends, the creature realizes that you
succeed on a Dexterity saving throw or take 1d8 reach higher levels - two beams at 5th level, used magic to in uence its mood and becomes
re damage. A creature must also make the three beams at 11th level, and four beams at hostile toward you. A creature prone to violence
saving throw when it enters the bon re's space 17th level. you can direct the beams at the same might attack you. Another creature might seek
for the rst time on a turn or ends its turn there. target or at different ones. Make a separate retribution in other ways (at the DM's
The bon re ignites ammable objects in its area attack roll for each beam. discretion), depending on the nature of your
that aren't being worn or carried. interaction with it.
The spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Warlock(XGE) Conjuration cantrip Warlock Evocation cantrip Warlock Enchantment cantrip

FROSTBITE GREEN-FLAME BLADE INFESTATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 5 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, M 1 round V, S, M Instantaneous
You cause numbing frost to form on one creature a weapon a living ea
that you can see within range. The target must
make a Constitution saving throw. On a failed As part of the action used to cast this spell, you You cause a cloud of mites, eas, and other
save, the target takes 1d6 cold damage, and it must make a melee attack with a weapon against parasites to appear momentarily on one creature
has disadvantage on the next weapon attack roll one creature within the spell's range, otherwise you can see within range. The target must
it makes before the end of its next turn. the spell fails. On a hit, the target suffers the succeed on a Constitution saving throw, or it
The spell's damage increases by 1d6 when you attack's normal effects, and green re leaps from takes 1d6 poison damage and moves 5 feet in a
reach 5th level (2d6), 11th level (3d6), and 17th the target to a different creature of your choice random direction if it can move and its speed is
level (4d6). that you can see within 5 feet of it. The second at least 5 feet. Roll a d4 for the direction: 1,
creature takes re damage equal to your north: 2, south: 3, east: or 4, west. This
spellcasting ability modi er. movement doesn't provoke opportunity attacks,
This spell's damage increases when you reach and if the direction rolled is blocked, the target
higher levels. At 5th level, the melee attack deals doesn't move.
an extra 1d8 re damage to the target, and the The spell's damage increases by 1d6 when you
re damage to the second creature increases to reach 5th level (2d6), 11th level (3d6), and 17th
1d8 + your spellcasting ability modi er. Both level (4d6).
damage rolls increase by 1d8 at 11th level and
17th level.

Warlock(XGE) Evocation cantrip Warlock(SCAG) Evocation cantrip Warlock(XGE) Conjuration cantrip


0 0 0

0 0 0

0 0 0

0 0 0

0 0 0

0 0 0
LIGHTNING LURE MAGE HAND MAGIC STONE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 15 feet 1 action 30 feet 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S 1 minute V, S 1 minute
You create a lash of lightning energy that strikes A spectral, oating hand appears at a point you You touch one to three pebbles and imbue them
at one creature of your choice that you can see choose within range. The hand lasts for the with magic. You or someone else can make a
within range. The target must succeed on a duration or until you dismiss it as an action. The ranged spell attack with one of the pebbles by
Strength saving throw or be pulled up to 10 feet hand vanishes if it is ever more than 30 feet throwing it or hurling it with a sling. lf thrown, a
in a straight line toward you and then take 1d8 away from you or if you cast this spell again. pebble has a range of 60 feet. If someone else
lightning damage if it is within 5 feet of you. You can use your action to control the hand. You attacks with a pebble, that attacker adds your
The spell's damage increases by 1d8 when you can use the hand to manipulate an object, open spellcasting ability modi er, not the attacker's,
reach 5th level (2d8), 11th level (3d8), and 17th an unlocked door or container, stow or retrieve to the attack roll. On a hit, the target takes
level (4d8). an item from an open container, or pour the bludgeoning damage equal to 1d6 +your
contents out of a vial. You can move the hand up spellcasting ability modi er. Whether the attack
to 30 feet each time you use it. The hand can't hits or misses, the spell then ends on the stone.
attack, activate magical items, or carry more If you cast this spell again, the spell ends on any
than 10 pounds. pebbles still affected by your previous casting.

Warlock(SCAG) Evocation cantrip Warlock Conjuration cantrip Warlock(XGE) Transmutation cantrip

MINOR ILLUSION POISON SPRAY PRESTIDIGITATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 10 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 1 minute V, S Instantaneous V, S Up to 1 hour
You create a sound or an image of an object within You extend your hand toward a creature you can This spell is a minor magical trick that novice
range that lasts for the duration. The illusion also ends see within range and project a puff of noxious spellcasters use for practice. You create one of the
if you dismiss it as an action or cast this spell again. gas from your palm. The creature must succeed following magical effects within range.
If you create a sound, its volume can range from a on a Constitution saving throw or take 1d12 You create an instantaneous, harmless sensory
whisper to a scream. It can be your voice, someone effect, such as a shower of sparks, a puff of wind, faint
else's voice, a lion's roar, a beating of drums, or any poison damage. musical notes, or an odd odor. You instantaneously
other sound you choose. The sound continues This spell's damage increases by 1d12 when you light or snuff out a candle, a torch, or a small camp re.
unabated throughout the duration, or you can make reach 5th level (2d12), 11th level (3d12), and 17 You instantaneously clean or soil an object no larger
discrete sounds at different times before the spell level (4d12). than 1 cubic foot. You chill, warm, or avor up to 1
ends. If you create an image of an object - such as a cubic foot of nonliving material for 1 hour. You make
chair, muddy footprints, or a small chest - it must be no a color, a small mark, or a symbol appear on an object
larger than a 5-foot cube. The image can't create or a surface for 1 hour. You create a nonmagical
sound, light, smell, or any other sensory effect. trinket or an illusory image that can t in your hand
Physical interaction with the image reveals it to be an and that lasts until the end of your next turn. If you
illusion, because things can pass through it. If a cast this spell multiple times, you can have up to three
creature uses its action to examine the sound or of its non-instantaneous effects active at a time, and
image, the creature can determine that it is an illusion you can dismiss such an effect as an action.
with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the illusion becomes faint to the
creature.

Warlock Illusion cantrip Warlock Conjuration cantrip Warlock Transmutation cantrip

SWORD BURST THUNDERCLAP TOLL THE DEAD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 action 5 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous S Instantaneous V, S Instantaneous
You create a momentary circle of spectral blades You create a burst of thunderous sound that can You point at one creature you can see within
that sweep around you. Each creature within be heard up to 100 feet away. Each creature range, and the sound of a dolorous bell lls the
range, other than you, must succeed on a within range, other than you, must make a air around it for a moment. The target must
Dexterity saving throw or take 1d6 force Constitution saving throw or take 1d6 thunder succeed on a Wisdom saving throw or take ld8
damage. damage. necrotic damage. If the target is missing any of
The spell's damage increases by 1d6 when you The spell's damage increases by 1d6 when you its hit points, it instead takes 1d12 necrotic
reach 5th level (2d6), 11th level (3d6), and 17th reach 5th level (2d6), 11th level (3d6), and 17th damage.
level (4d6). level (4d6). The spell's damage increases by one die when
you reach 5th level (2d8 or 2d12), 11th level
(3d8 or 3d12), and 17th level (4d8 or 4d12).

Warlock(SCAG) Conjuration cantrip Warlock(XGE) Evocation cantrip Warlock(XGE) Necromancy cantrip


0 0 0

0 0 0

0 0 0

0 0 0

0 0 0

0 0 0
TRUE STRIKE ARMOR OF AGATHYS ARMS OF HADAR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self 1 action Self (10-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, S, M 1 hour V, S Instantaneous
round
a cup of water You invoke the power of Hadar, the Dark Hunger.
You extend your hand and point a nger at a Tendrils of dark energy erupt from you and
target in range. Your magic grants you a brief A protective magical force surrounds you, batter all creatures within 10 feet of you. Each
insight into the target's defenses. On your next manifesting as a spectral frost that covers you creature in that area must make a Strength
turn, you gain advantage on your rst attack roll and your gear. You gain 5 temporary hit points saving throw. On a failed save, a target takes 2d6
against the target, provided that this spell hasn't for the duration. If a creature hits you with a necrotic damage and can't take reactions until its
ended. melee attack while you have these hit points, the next turn. On a successful save, the creature
creature takes 5 cold damage. takes half damage, but suffers no other effect.
At Higher Levels: When you cast this spell using At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, both the a spell slot of 2nd level or higher, the damage
temporary hit points and the cold damage increases by 1d6 for each slot level above 1st.
increase by 5 for each slot level above 1st.

Warlock Divination cantrip Warlock 1st level Abjuration Warlock 1st level Conjuration

BURNING HANDS CAUSE FEAR CHARM PERSON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cone) 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V Concentration, up to 1 V, S 1 hour
minute
As you hold your hands with thumbs touching You attempt to charm a humanoid you can see
and ngers spread, a thin sheet of ames shoots You awaken the sense of mortality in one within range. It must make a Wisdom saving
forth from your outstretched ngertips. Each creature you can see within range. A construct throw, and does so with advantage if you or your
creature in a 15-foot cone must make a or an undead is immune to this effect. The target companions are ghting it. If it fails the saving
Dexterity saving throw. A creature takes 3d6 re must succeed on a Wisdom saving throw or throw, it is charmed by you until the spell ends or
damage on a failed save, or half as much damage become frightened of you until the spell ends. until you or your companions do anything
on a successful one. The frightened target can repeat the saving harmful to it. The charmed creature regards you
The re ignites any ammable objects in the area throw at the end of each of its turns, ending the as a friendly acquaintance. When the spell ends,
that aren't being worn or carried. At Higher effect on itself on a success. At Higher Levels: the creature knows it was charmed by you.
Levels: When you cast this spell using a spell slot When you cast this spell using a spell slot of 2nd At Higher Levels: When you cast this spell using
of 2nd level or higher, the damage increases by level or higher, you can target one additional a spell slot of 2nd level or higher, you can target
1d6 for each slot level above 1st. creature for each slot level above 1st. The one additional creature for each slot level above
creatures must be within 30 feet of each other 1st. The creatures must be within 30 feet of each
when you target them. other when you target them.

Warlock (Fiend) 1st level Evocation Warlock(XGE) 1st level Necromancy Warlock 1st level Enchantment

COMMAND [1] COMMAND [2] COMPREHEND LANGUAGES (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 round V 1 round V, S, M 1 hour
You speak a one-word command to a creature you can ...level above 1st. The creatures must be within a pinch of soot and salt
see within range. The target must succeed on a 30 feet of each other when you target them.
Wisdom saving throw or follow the command on its For the duration, you understand the literal
next turn. The spell has no effect if the target is meaning of any spoken language that you hear.
undead, if it doesn't understand your language, or if You also understand any spoken language that
your command is directly harmful to it. you hear. You also understand any written
Some typical commands and their effects follow. You
might issue a command other than one described language that you see, but you must be touching
here. If you do so, the DM determines how the target the surface of which the words are written. It
behaves. If the target can't follow your command, the takes about 1 minute to read one page of text.
spell ends. Approach: The target moves toward you by This spell doesn't decode secret messages in a
the shortest and most direct route, ending its turn if it text or glyph, such as an arcane sigil, that isn't
moves within 5 feet of you. Drop: The target drops part of a written language.
whatever it is holding and then ends its turn. Flee: The
target spends its turn moving away from you by the
fastest available means. Grovel: The target falls prone
and then ends its turn. Halt: The target doesn't move
and takes no actions. A ying creature stays aloft,
provided that it is able to do so. If it must move to stay
aloft, it ies the minimum distance needed to remain
in the air. At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, you can affect
one additional creature for each slot ...

Warlock (Fiend) 1st level Enchantment Warlock (Fiend) 1st level Enchantment Warlock 1st level Divination
1 1 0

1 1 0

1 1 1

1 1 1

1 1 1

1 1 1
CURE WOUNDS DISSONANT WHISPERS EXPEDITIOUS RETREAT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V Instantaneous V, S Concentration, up to 10
minutes
A creature you touch regains a number of hit You whisper a discordant melody that only one
points equal to 1d8 + your spellcasting ability creature of your choice within range can hear, This spell allows you to move at an incredible
modi er. This spell has no effect on undead or wracking it with terrible pain. The target must pace. When you cast this spell, and then as a
constructs. make a Wisdom saving throw. On a failed save, it bonus action on each of your turns until the spell
At Higher Levels: When you cast this spell using takes 3d6 psychic damage and must immediately ends, you can take the Dash action.
a spell slot of 2nd level or higher, the healing use its reaction, if available, to move as far as its
increases by 1d8 for each slot level above 1st. speed allows away from you. The creature
doesn't move into obviously dangerous ground,
such as a re or a pit. On a successful save, the
target takes half as much damage and doesn't
have to move away. A deafened creature
automatically succeeds on the save.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.

Warlock(Celestial) 1st level Evocation Warlock (Great Old One) 1st level Enchantment Warlock 1st level Transmutation

FAERIE FIRE FALSE LIFE GUIDING BOLT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M 1 hour V, S 1 round
minute
a small amount of alcohol or distilled spirits A ash of light streaks toward a creature of your
Each object in a 20-foot cube within range is choice within range. Make a ranged spell attack
outlined in blue, green, or violet light (your Bolstering yourself with a necromantic facsimile against the target. On a hit, the target takes 4d6
choice). Any creature in the area when the spell of life, you gain 1d4+4 temporary hit points for radiant damage, and the next attack roll made
is cast is also outlined in light if it fails a Dexterity the duration. against this target before the end of your next
saving throw. For the duration, objects and At Higher Levels: When you cast this spell using turn has advantage, thanks to the mystical dim
affected creatures shed dim light in a 10-foot a spell slot of 2nd level or higher, you gain 5 light glittering on the target until then.
radius. additional temporary hit points for each slot At Higher Levels: When you cast this spell using
Any attack roll against an affected creature or level above 1st. a spell slot of 2nd level or higher, the damage
object has advantage if the attacker can see it, increases by 1d6 for each slot level above 1st.
and the affected creature or object can't bene t
from being invisible.

Warlock (Archfey) 1st level Evocation Warlock (Undying) 1st level Necromancy Warlock(Celestial) 1st level Evocation

HELLISH REBUKE HEX ILLUSORY SCRIPT (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction 60 feet 1 bonus action 90 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 1 S, M 10 days
hour
You point your nger, and the creature that a lead-based ink worth at least 10 gp, which the
damaged you is momentarily surrounded by the petri ed eye of a newt spell consumes
hellish ames. The creature must make a
Dexterity saving throw. It takes 2d10 re You place a curse on a creature that you can see You write on parchment, paper, or some other
damage on a failed save, or half as much damage within range. Until the spell ends, you deal an suitable writing material and imbue it with a
on a successful one. extra 1d6 necrotic damage to the target potent illusion that lasts for the duration.
At Higher Levels: When you cast this spell using whenever you hit it with an attack. Also, choose To you and any creatures you designate when
a spell slot of 2nd level or higher, the damage one ability when you cast the spell. The target you cast the spell, the writing appears normal,
increases by 1d10 for each slot level above 1st. has disadvantage on ability checks made with written in your hand, and conveys whatever
the chosen ability. meaning you intended when you wrote the text.
If the target drops to 0 hit points before this spell To all others, the writing appears as if it were
ends, you can use a bonus action on a written in an unknown or magical script that is
subsequent turn of yours to curse a new unintelligible. Alternatively, you can cause the
creature. A remove curse cast on the target ends writing to appear to be an entirely different
this spell early. At Higher Levels: When you cast message, written in a different hand and
this spell using a spell slot of 3rd or 4th level, you language, though the language must be one you
can maintain your concentration on the spell for know. Should the spell be dispelled, the original
up to 8 hours. When you use a spell slot of 5th script and the illusion both disappear. A creature
level or higher, you can maintain your with truesight can read the hidden message.
concentration on the spell for up to 24 hours.

Warlock 1st level Evocation Warlock 1st level Enchantment Warlock 1st level Illusion
1 1 1

1 1 1

1 1 1

1 1 1

1 1 1

1 1 1
PROTECTION FROM EVIL AND GOOD RAY OF SICKNESS SHIELD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 reaction Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous V, S 1 round
minutes
A ray of sickening greenish energy lashes out An invisible barrier of magical force appears and
holy water or powdered silver and iron, which the toward a creature within range. Make a ranged protects you. Until the start of your next turn,
spell consumes spell attack against the target. On a hit, the you have a +5 bonus to AC, including against the
target takes 2d8 poison damage and must make triggering attack, and you take no damage from
Until the spell ends, one willing creature you a Constitution saving throw. On a failed save, it is magic missile.
touch is protected against certain types of also poisoned until the end of your next turn.
creatures - aberrations, celestials, elementals, At Higher Levels: When you cast this spell using
fey, ends, and undead. a spell slot of 2nd level or higher, the damage
The protection grants several bene ts. increases by 1d8 for each slot level above 1st.
Creatures of those types have disadvantage on
attack rolls against the target. The target also
can't be charmed, frightened, or possessed by
them. If the target is already charmed,
frightened, or possessed by such a creature, the
target has advantage on any new saving throw
against the relevant effect.

Warlock 1st level Abjuration Warlock (Undying) 1st level Necromancy Warlock(Hexblade) 1st level Abjuration

SLEEP TASHA'S HIDEOUS LAUGHTER UNSEEN SERVANT (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M Concentration, up to 1 V, S, M 1 hour
minute
a pinch of nd sand, rose petals, or a cricket a piece of string and a bit of wood
tiny tarts and a feather that waved in the air
This spell sends creatures into a magical slumber. Roll This spell creates an invisible, mindless,
5d8, the total is how many hit points of creatures this A creature of your choice that you can see within shapeless force that performs simple tasks at
spell can affect. Creatures within 20 feet of a point range perceives everything as hilariously funny your command until the spell ends. The servant
you choose within range are affected in ascending and falls into ts of laugher if this spell affects it. springs into existence in an unoccupied space on
order of their current hit points (ignoring unconscious The target must succeed on a Wisdom saving
creatures). the ground within range. It has AC 10, 1 hit point,
Starting with the creature that has the lowest current throw of fall prone, becoming incapacitated and and a Strength of 2, and it can't attack. If it drops
hit points, each creature affected by this spell falls unable to stand up for the duration. A creature to 0 hit points, the spell ends.
unconscious until the spell ends, the sleeper takes with an Intelligence score of 4 or less isn't Once on each of your turns as a bonus action,
damage, or someone uses an action to shake or slap affected. you can mentally command the servant to move
the sleeper awake. Subtract each creature's hit points At the end of each of its turns, and each time it up to 15 feet and interact with an object. The
from the total before moving on to the creature with takes damage, the target can make another servant can perform simple tasks that a human
the next lowest hit points. A creature's hit points must Wisdom saving throw. The target has advantage servant could do, such as fetching things,
be equal to or less than the remaining total for that on the saving throw if it's triggered by damage.
creature to be affected. Undead and creatures cleaning, mending, folding clothes, lighting res,
immune to being charmed aren't affected by this spell. On a success, the spell ends. serving food, and pouring wine. Once you give
At Higher Levels: When you cast this spell using a spell the command, the servant performs the task to
slot of 2nd level or higher, roll an additional 2d8 for the best of its ability until it completes the task,
each slot level above 1st. then waits for your next command. If you
command the servant to perform a task that
would move it more than 60 feet away from you,
the spell ends.

Warlock (Archfey) 1st level Enchantment Warlock (Great Old One) 1st level Enchantment Warlock 1st level Conjuration

WITCH BOLT WRATHFUL SMITE BLINDNESS/DEAFNESS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 bonus action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V 1 minute
minute minute
You can blind or deafen a foe. Choose one
a twig from a tree that has been struck by lightning The next time you hit with a melee weapon creature that you can see within range to make a
attack during this spell's duration, your attack Constitution saving throw. If it fails, the target is
A beam of crackling, blue energy lances out deals an extra 1d6 psychic damage. Additionally, either blinded or deafened (your choice) for the
toward a creature within range, forming a if the target is a creature, it must make a Wisdom duration. At the end of each of its turns, the
sustained arc of lightning between you and the saving throw or be frightened of you until the target can make a Constitution saving throw. On
target. Make a ranged spell attack against that spell ends. As an action, the creature can make a a success, the spell ends.
creature. On a hit, the target takes 1d12 Wisdom check against your spell save DC to At Higher Levels: When you cast this spell using
lightning damage, and on each of your turns for steel its resolve and end this spell. a spell slot of 3rd level or higher, you can target
the duration, you can use your action to deal one additional creature for each slot level above
1d12 lightning damage to the target 2nd.
automatically. The spell ends if you use your
action to do anything else. The spell also ends if
the target is ever outside the spell's range or if it
has total cover from you.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the initial
damage increases by 1d12 for each slot level
above 1st.

Warlock 1st level Evocation Warlock(Hexblade) 1st level Evocation Warlock (Undying) 2nd level Necromancy
1 1 1

1 1 1

1 1 1

1 1 1

2 1 1

2 1 1
BLUR BRANDING SMITE CALM EMOTIONS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V Concentration, up to 1 V, S Concentration, up to 1
minute minute minute
Your body becomes blurred, shifting and The next time you hit a creature with a weapon You attempt to suppress strong emotions in a
wavering to all who can see you. For the attack before this spell ends, the weapon gleams group of people. Each humanoid in a 20-foot-
duration, any creature has disadvantage on with astral radiance as you strike. The attack radius sphere centered on a point you choose
attack rolls against you. An attacker is immune deals an extra 2d6 radiant damage to the target, within range must make a Charisma saving
to this effect if it doesn't rely on sight, as with which becomes visible if it is invisible, and the throw a creature can choose to fail this saving
blindsight, or can see through illusions, as with target sheds dim light in a 5-foot radius and can't throw if it wishes. If a creature fails its saving
truesight. become invisible until the spell ends. throw, choose one of the following two effects.
At Higher Levels: When you cast this spell using You can suppress any effect causing a target to
a spell slot of 3rd level or higher, the extra be charmed or frightened. When this spell ends,
damage increases by 1d6 for each slot level any suppressed effect resumes, provided that its
above 2nd. duration has not expired in the meantime.
Alternatively, you can make a target indifferent
about creatures of your choice that it is hostile
toward. This indifference ends if the target is
attacked or harmed by a spell or if it witnesses
any of its friends being harmed. When the spell
ends, the creature becomes hostile again, unless
the DM rules otherwise.

Warlock(Hexblade) 2nd level Illusion Warlock(Hexblade) 2nd level Evocation Warlock (Archfey) 2nd level Enchantment

CLOUD OF DAGGERS CROWN OF MADNESS DARKNESS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, M Concentration, up to 10
minute minute minutes
a sliver of glass One humanoid of your choice that you can see bat fur and a drop of pitch or piece of coal
within range must succeed on a Wisdom saving
You ll the air with spinning daggers in a cube 5 throw or become charmed by you for the Magical darkness spreads from a point you
feet on each side, centered on a point you choose duration. While the target is charmed in this way, choose within range to ll a 15-foot radius
within range. A creature takes 4d4 slashing a twisted crown of jagged iron appears on its sphere for the duration. The darkness spreads
damage when it enters the spell's area for the head, and a madness glows in its eyes. around corners. A creature with darkvision can't
rst time on a turn or starts its turn there. The charmed target must use its action before see through this darkness, and nonmagical light
At Higher Levels: when you cast this spell using a moving on each of its turns to make a melee can't illuminate it.
spell slot of 3rd level or higher, the damage attack against a creature other than itself that If the point you choose is on an object you are
increases by 2d4 for each slot level above 2nd. you mentally choose. The target can act normally holding or one that isn't being worn or carried,
on its turn if you choose no creature or if none the darkness emanates from the object and
are within its reach. On your subsequent turns, moves with it. Completely covering the source of
you must use your action to maintain control the darkness with an opaque object, such as a
over the target, or the spell ends. Also, the target bowl or a helm, blocks the darkness. If any of this
can make a Wisdom saving throw at the end of spell's area overlaps with an area of light created
each of its turns. On a success, the spell ends. by a spell of or lower, the spell that created the
light is dispelled.

Warlock 2nd level Conjuration Warlock 2nd level Enchantment Warlock 2nd level Evocation

DETECT THOUGHTS [1] DETECT THOUGHTS [2] EARTHBIND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V Concentration, up to 1
minute minute minute
a copper piece a copper piece Choose one creature you can see within range.
Yellow strips of magical energy loop around the
For the duration, you can read the thoughts of certain ...y shape the course of its thoughts, so this spell creature. The target must succeed on a Strength
creatures. When you cast the spell and as your action is particularly effective as part of an saving throw, or its ying speed (if any) is
on each turn until the spell ends, you can focus your interrogation. You can also use this spell to
mind on any one creature that you can see within 30 reduced to 0 feet for the spell's duration. An
feet of you. If the creature you choose has an detect the presence of thinking creatures you airborne creature affected by this spell safely
Intelligence of 3 or lower or doesn't speak any can't see. When you cast the spell or as your descends at 60 feet per round until it reaches the
language, the creature is unaffected. action during the duration, you can search for ground or the spell ends.
You initially learn the surface thoughts of the creature thoughts within 30 feet of you. The spell can
- what is most on its mind in that moment. As an penetrate barriers, but 2 feet of rock, 2 inches of
action, you can either shift your attention to another any metal other than lead, or a thin sheet of lead
creature's thoughts or attempt to probe deeper into blocks you. You can't detect a creature with an
the same creature's mind. If you probe deeper, the Intelligence of 3 or lower or one that doesn't
target must make a Wisdom saving throw. If it fails, speak any language. Once you detect the
you gain insight into its reasoning (if any), its
emotional state, and something that looms large in its presence of a creature in this way, you can read
mind (such as something it worries over, loves, or its thoughts for the rest of the duration as
hates). If it succeeds, the spell ends. Either way, the described above, even if you can't see it, but it
target knows that you are probing into its mind, and must still be within range.
unless you shift your attention to another creature's
thoughts, the creature can use its action on its turn to
make an Intelligence check contested by your
Intelligence check if it succeeds, the spell ends.
Questions verbally directed at the target creature
naturall...
Warlock (Great Old One) 2nd level Divination Warlock (Great Old One) 2nd level Divination Warlock(XGE) 2nd level Transmutation
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
ENTHRALL FLAMING SPHERE HOLD PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
You weave a distracting string of words, causing
creatures of your choice that you can see within a bit of tallow, a pinch of brimstone, and a dusting of a small, straight piece of iron
range and that can hear you to make a Wisdom powdered iron
saving throw. Any creature that can't be Choose a humanoid that you can see within
charmed succeeds on this saving throw A 5-foot-diameter sphere of re appears in an range. The target must succeed on a Wisdom
automatically, and if you or your companions are unoccupied space of your choice within range and saving throw or be paralyzed for the duration. At
lasts for the duration. Any creature that ends its turn the end of each of its turns, the target can make
ghting a creature, it has advantage on the save. within 5 feet of the sphere must make a Dexterity
On a failed save, the target has disadvantage on saving throw. The creature takes 2d6 re damage on a
another Wisdom saving throw. On a success, the
Wisdom (Perception) checks made to perceive failed save, or half as much damage on a successful spell ends on the target.
any creature other than you until the spell ends one. At Higher Levels: When you cast this spell using
or until the target can no longer hear you. The As a bonus action, you can move the sphere up to 30 a spell slot of 3rd level or higher, you can target
spell ends if you are incapacitated or can no feet. If you ram the sphere into a creature, that on additional humanoid for each slot level above
longer speak. creature must make the saving throw against the 2nd. The humanoids must be within 30 feet of
sphere's damage, and the sphere stops moving this each other when you target them.
turn. When you move the sphere, you can direct it
over barriers up to 5 feet tall and jump it across pits up
to 10 feet wide. The sphere ignites ammable objects
not being worn or carried, and it sheds bright light in a
20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.

Warlock 2nd level Enchantment Warlock(Celestial) 2nd level Conjuration Warlock 2nd level Enchantment

INVISIBILITY LESSER RESTORATION MIND SPIKE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous S Concentration, up to 1
hour hour
You touch a creature and can end either one
an eyelash encased in gum arabic disease or one condition af icting it. The You reach into the mind of one creature you can
condition can be blinded, deafened, paralyzed, or see within range. The target must make a
A creature you touch becomes invisible until the poisoned. Wisdom saving throw, taking 3d8 psychic
spell ends. Anything the target is wearing or damage on a failed save, or half as much damage
carrying is invisible as long as it is on the target's on a successful one. On a failed save, you also
person. The spell ends for a target that attacks or always know the target's location until the spell
casts a spell. ends, but only while the two of you are on the
At Higher Levels: When you cast this spell using same plane of existence. While you have this
a spell slot of 3rd level or higher, you can target knowledge, the target can't become hidden from
one additional creature for each slot level above you, and if it's invisible, it gains no bene t from
2nd. that condition against you. At Higher Levels:
When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d6 for
each slot level above 2nd.

Warlock 2nd level Illusion Warlock(Celestial) 2nd level Abjuration Warlock(XGE) 2nd level Divination

MIRROR IMAGE MISTY STEP PHANTASMAL FORCE [1]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V Instantaneous V, S, M Concentration, up to 1
minute
Three illusory duplicates of yourself appear in your Brie y surrounded by silvery mist, you teleport
space. Until the spell ends, the duplicates move with up to 30 feet to an unoccupied space that you a bit of eece
you and mimic your actions, shifting position so it's can see.
impossible to track which image is real. You can use You craft an illusion that takes root in the mind of a
your action to dismiss the illusory duplicates. creature that you can see within range. The target
Each time a creature targets you with an attack during must make an Intelligence saving throw. On a failed
the spell's duration, roll a d20 to determine whether save, you create a phantasmal object, creature, or
the attack instead targets one of your duplicates. If other visible phenomenon of your choice that is no
you have three duplicates, you must roll a 6 or higher larger than a 10-foot cube and that is perceivable only
to change the attack's target to a duplicate. With two to the target for the duration. This spell has no effect
duplicates, you must roll an 8 or higher. With one on undead or constructs.
duplicate, you must roll an 11 or higher. A duplicate's The phantasm includes sound, temperature, and other
AC equals 10 + your Dexterity modi er. If an attack stimuli, also evident only to the creature. The target
hits a duplicate, the duplicate is destroyed. A duplicate can use its action to examine the phantasm with an
can be destroyed only by an attack that hits it. It Intelligence (Investigation) check against your spell
ignores all other damage and effects. The spell ends save DC. If the check succeeds, the target realizes that
when all three duplicates are destroyed. A creature is the phantasm is an illusion, and the spell ends. While a
unaffected by this spell if it can't see, if it relies on target is affected by the spell, the target treats the
senses other than sight, such as blindsight, or if it can phantasm as if it were real. The target rationalizes any
perceive illusions as false, as with truesight. illogical outcomes from interacting with the
phantasm. For example, a target attempting to walk
across a phantasmal bridge that spans a chasm falls
once it steps onto the bridge. If the target survives the
fall, it still believes that the bridge exists and comes up
with some other explanation for its fall - it was pushed,
it slipped, or a strong wind might h...

Warlock 2nd level Illusion Warlock 2nd level Conjuration Warlock (Great Old One) 2nd level Illusion
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
PHANTASMAL FORCE [2] RAY OF ENFEEBLEMENT SCORCHING RAY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Instantaneous
minute minute
You create three rays of re and hurl them at
a bit of eece A black beam of enervating energy springs from targets within range. You can hurl them at one
your nger toward a creature within range. target or several.
...ave knocked it off. An affected target is so Make a ranged spell attack against the target. On Make a ranged spell attack for each ray. On a hit,
convinced of the phantasm's reality that it can a hit, the target deals only half damage with the target takes 2d6 re damage. At Higher
even take damage from the illusion. A phantasm weapon attacks that use Strength until the spell Levels: When you cast this spell using a spell slot
created to appear as a creature can attack the ends. of 3rd level or higher, you create one additional
target. Similarly, a phantasm created to appear At the end of each of the target's turns, it can ray for each slot level above 2nd.
as re, a pool of acid, or lava can burn the target. make a Constitution saving throw against the
Each round on your turn, the phantasm can deal spell. On a success, the spell ends.
1d6 psychic damage to the target if it is in the
phantasm's area or within 5 feet of the
phantasm, provided that the illusion is of a
creature or hazard that could logically deal
damage, such as by attacking. The target
perceives the damage as a type appropriate to
the illusion.

Warlock (Great Old One) 2nd level Illusion Warlock 2nd level Necromancy Warlock (Fiend) 2nd level Evocation

SHADOW BLADE SHATTER SILENCE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V, S Concentration, up to 10
minute minutes
a chip of mica
You weave together threads of shadow to create a For the duration, no sound can be created within
sword of solidi ed gloom in your hand. This magic A sudden loud ringing noise, painfully intense, or pass through a 20-foot-radius sphere
sword lasts until the spell ends. It counts as a simple erupts from a point of your choice within range. centered on a point you choose within range.
melee weapon with which you are pro cient. It deals Each creature in a 10-foot-radius sphere Any creature or object entirely inside the sphere
2d8 psychic damage on a hit and has the nesse, light, centered on that point must make a Constitution
and thrown properties (range 20/60). In addition, is immune to thunder damage, and creatures are
when you use the sword to attack a target that is in saving throw. A creature takes 3d8 thunder deafened while entirely inside it. Casting a spell
dim light or darkness, you make the attack roll with damage on a failed save, or half as much damage that includes a verbal component is impossible
advantage. on a successful one. A creature made of there.
If you drop the weapon or throw it, it dissipates at the inorganic material such as stone, crystal, or
end of the turn. Thereafter, while the spell persists, metal has disadvantage on this saving throw.
you can use a bonus action to cause the sword to A nonmagical object that isn't being worn or
reappear in your hand. At Higher Levels: When you carried also takes the damage if it's in the spell's
cast this spell using a 3rd- or 4th-level spell slot, the area. At Higher Levels: When you cast this spell
damage increases to 3d8. When you cast it using a
5th- or 6th-level spell slot, the damage increases to using a spell slot of or higher, the damage
4d8. When you cast it using a spell slot of 7th level or increases by 1d8 for each slot level above 2nd.
higher, the damage increases to 5d8.

Warlock(XGE) 2nd level Illusion Warlock 2nd level Evocation Warlock (Undying) 2nd level Illusion

SPIDER CLIMB SUGGESTION BLINK


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, M Concentration, up to 8 V, S 1 minute
hour hours
Roll a d20 at the end of each of your turns for the
a drop of bitumen and a spider a snake's tongue and either a bit of honeycomb or a duration of the spell. On a roll of 11 or higher, you
drop of sweet oil vanish from your current plane of existence and
Until the spell ends, one willing creature you appear in the Ethereal Plane (the spell fails and the
touch gains the ability to move up, down, and You suggest a course of activity (limited to a sentence casting is wasted if you were already on that plane). At
across vertical surfaces and upside down along or two) and magically in uence a creature you can see the start of you next turn, and when the spell ends if
ceilings, while leaving its hands free. The target within range that can hear and understand you. you are on the Ethereal Plane, you return to an
Creatures that can't be charmed are immune to this unoccupied space of your choice that you can see
also gains a climbing speed equal to its walking effect. The suggestion must be worded in such a within 10 feet of the space you vanished from. If no
speed. manner as to make the course of action sound unoccupied space is available within that range, you
reasonable. Asking the creature to stab itself, throw appear in the nearest unoccupied space (chosen at
itself onto a spear, immolate itself, or do some other random if more than one space is equally near). You
obviously harmful act ends the spell. can dismiss this spell as an action.
The target must make a Wisdom saving throw. On a While on the Ethereal Plane, you can see and hear the
failed save, it purses the course of action you plane you originated from, which is cast in shades of
described to the best of its ability. The suggested gray, and you can't see anything more than 60 feet
course of action can continue for the entire duration. away. You can only affect and be affected by other
If the suggested activity can be completed in a shorter creatures on the Ethereal Plane. Creature that aren't
time, the spell ends when the subject nishes what it there can't perceive you or interact with you, unless
was asked to do. You can also specify conditions that they have the ability to do so.
will trigger a special activity during the duration. For
example, you might suggest that a knight ve her
warhorse to the rst beggar she meets. If the
condition isn't met before the spell expires, the
activity isn't preformed. If you or any of your
companions damage the target, the spell ends.

Warlock 2nd level Transmutation Warlock 2nd level Enchantment Warlock (Archfey)(Hexblade) 3rd level Transmutation
2 2 2

2 2 2

2 2 2

2 2 2

3 2 2

3 2 2
CLAIRVOYANCE [1] CLAIRVOYANCE [2] COUNTERSPELL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 1 mile 10 minutes 1 mile 1 reaction 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 S Instantaneous
minutes minutes
You attempt to interrupt a creature in the
a focus worth at least 100 gp, either a jeweled horn a focus worth at least 100 gp, either a jeweled horn process of casting a spell. If the creature is
for hearing or a glass eye for scrying for hearing or a glass eye for scrying casting a spell of 3rd level or lower, its spell fails
and has no effect. If it is casting a spell of 4th
You create an invisible sensor within range in a ...f your st. level or higher, make an ability check using your
location familiar to you (a place you have visited or spellcasting ability. The DC equals 10 + the
seen before) or in an obvious location that is
unfamiliar to you (such as behind a door, around a spell's level. On a success, the creature's spell
corner, or in a grove of trees). The sensor remains in fails and has no effect.
place for the duration, and it can't be attacked or At Higher Level. When you cast this spell using a
otherwise interacted with. When you cast the spell, spell slot of 4th level or higher, the interrupted
you choose seeing or hearing. You can use the chosen spell has no effect if its level is less than or equal
sense through the sensor as if you were in its space. As to the level of the spell slot you used.
your action, you can switch between seeing and
hearing. A creature that can see the sensor (such as a
creature bene tting from see invisibility or truesight)
sees a luminous, intangible orb about the size of your
st.
When you cast the spell, you choose seeing or hearing.
You can use the chosen sense through the sensor as if
you were in its space. As your action, you can switch
between seeing and hearing. A creature that can see
the sensor (such as a creature bene tting from see
invisibility or truesight) sees a luminous, intangible
orb about the size of your st. A creature that can see
the sensor (such as a creature bene tting from see
invisibility or truesight) sees a luminous, intangible
b b t th i
Warlock (Great Old One) 3rd level Divination Warlock (Great Old One) 3rd level Divination Warlock 3rd level Abjuration

DAYLIGHT DISPEL MAGIC ELEMENTAL WEAPON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Instantaneous V, S Concentration, up to 1
hour
A 60-foot-radius sphere of light spreads out Choose any creature, object, or magical effect
from a point you choose within range. The within range. Any spell of 3rd level or lower on A nonmagical weapon you touch becomes a
sphere is bright light and sheds dim light for an the target ends. For each spell of or higher on the magic weapon. Choose one of the following
additional 60 feet. target, make an ability check using your damage types - acid, cold, re, lightning, or
If you chose a point on an object you are holding spellcasting ability. The DC equals 10 + the thunder. For the duration, the weapon has a +1
or one that isn't being worn or carried, the light spell's level. On a successful check, the spell bonus to attack rolls and deals an extra 1d4
shines from the object with and moves with it. ends. damage of the chosen type when it hits.
Completely covering the affected object with an At Higher Levels: When you cast this spell using At Higher Levels: When you cast this spell using
opaque object, such as a bowl or a helm, blocks a spell slot of 4th level or higher, you a spell slot of 5th or 6th level, the bonus to attack
the light. If any of this spell's area overlaps with automatically end the effects of a spell on the rolls increases to +2 and the extra damage
an area of darkness created by a spell of or target if the spell's level is equal to or less than increases to 2d4. When you use a spell slot of
lower, the spell that created the darkness is the level of the spell slot you used. 7th level or higher, the bonus increases to +3 and
dispelled. the extra damage increases to 3d4.

Warlock(Celestial) 3rd level Evocation Warlock 3rd level Abjuration Warlock(Hexblade) 3rd level Transmutation

ENEMIES ABOUND FEAR FEIGN DEATH (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Self (30-foot cone) 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M 1 hour
minute minute
a pinch of graveyard dirt
You reach into the mind of one creature you can a white feather or the heart of a hen
see and force it to make an Intelligence saving You touch a willing creature and put it into a
throw. A creature automatically succeeds if it is You project a phantasmal image of a creature's cataleptic state that is indistinguishable from
immune to being frightened. On a failed save, the worst fears. Each creature in a 30-foot cone death.
target loses the ability to distinguish friend from must succeed on a Wisdom saving throw or drop For the spell's duration, or until you use an action
foe, regarding all creatures it can see as enemies whatever it is holding and become frightened for to touch the target and dismiss the spell, the
until the spell ends. Each time the target takes the duration. target appears dead to all outward inspection
damage, it can repeat the saving throw, ending While frightened by this spell, a creature must and to spells used to determine the target's
the effect on itself on a success. take the Dash action and move away from you by status. The target is blinded and incapacitated,
Whenever the affected creature chooses the safest available route on each of its turns, and its speed drops to 0. The target has
another creature as a target, it must choose the unless there is nowhere to move. If the creature resistance to all damage except psychic damage.
target at random from among the creatures it ends its turn in a location where it doesn't have If the target is diseased or poisoned when you
can see within range of the attack, spell, or other line of sight to you, the creature can make a cast the spell, or becomes diseased or poisoned
ability it's using. lf an enemy provokes an Wisdom saving throw. On a successful save, the while under the spell's effect, the disease and
opportunity attack from the affected creature, spell ends for that creature. poison have no effect until the spell ends.
the creature must make that attack if it is able to.

Warlock(XGE) 3rd level Enchantment Warlock 3rd level Illusion Warlock (Undying) 3rd level Necromancy
3 3 3

3 3 3

3 3 3

3 3 3

3 3 3

3 3 3
FIREBALL FLY GASEOUS FORM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 10 V, S, M Concentration, up to 1
minutes hour
a tiny ball of bat guano and sulfur
a wing feather from any bird a bit of gauze and a wisp of smoke
A bright streak ashes from your pointing nger
to a point you choose within range then You touch a willing creature. The target gains a You transform a willing creature you touch, along with
blossoms with a low roar into an explosion of ying speed of 60 feet for the duration. When everything it's wearing and carrying, into a misty cloud
ame. Each creature in a 20-foot radius must the spell ends, the target falls if it is still aloft, for the duration. The spell ends if the creature drops
unless it can stop the fall. to 0 hit points. An incorporeal creature isn't affected.
make a Dexterity saving throw. A target takes While in this form, the target's only method of
8d6 re damage on a failed save, or half as much At Higher Levels: When you cast this spell using movement is a ying speed of 10 feet. The target can
damage on a successful one. a spell slot of 4th level or higher, you can target enter and occupy the space of another creature. The
The re spreads around corners. It ignites one additional creature for each slot level above target has resistance to nonmagical damage, and it has
ammable objects in the area that aren't being 3rd. advantage on Strength, Dexterity, and Constitution
worn or carried. At Higher Levels: When you cast saving throws. The target can pass through small
this spell using a spell slot of 4th level or higher, holes, narrow openings, and even mere cracks, though
the damage increases by 1d6 for each slot level it treats liquids as though they were solid surfaces.
The target can't fall and remains hovering in the air
above 3rd. even when stunned or otherwise incapacitated. While
in the form of a misty cloud, the target can't talk or
manipulate objects, and any objects it was carrying or
holding can't be dropped, used, or otherwise
interacted with. The target can't attack or cast spells.

Warlock (Fiend) 3rd level Evocation Warlock 3rd level Transmutation Warlock 3rd level Transmutation

HUNGER OF HADAR HYPNOTIC PATTERN MAGIC CIRCLE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 120 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 S, M Concentration, up to 1 V, S, M 1 hour
minute minute
holy water or powdered silver and iron worth at
a pickled octopus tentacle a glowing stick of incense or a crystal vial lled with least 100 gp, which the spell consumes
You open a gateway to the dark between the phosphorescent material
You create a 10-foot-radius, 20-foot-tall cylinder of
stars, a region infested with unknown horrors. A You create a twisting pattern of colors that magical energy centered on a point on the ground that
20-foot-radius sphere of blackness and bitter weaves through the air inside a 30-foot cube you can see within range. Glowing runes appear
cold appears, centered on a point with range and within range. The pattern appears for a moment wherever the cylinder intersects with the oor or
lasting for the duration. This void is lled with a and vanishes. Each creature in the area who sees other surface.
cacophony of soft whispers and slurping noises Choose one or more of the following types of
the pattern must make a Wisdom saving throw. creatures - celestials, elementals, fey, ends, or
that can be heard up to 30 feet away. No light, On a failed save, the creature becomes charmed undead. The circle affects a creature of the chosen
magical or otherwise, can illuminate the area, for the duration. While charmed by this spell, the type in the following ways. The creature can't
and creatures fully within the area are blinded. creature is incapacitated and has a speed of 0. willingly enter the cylinder by nonmagical means. If
The void creates a warp in the fabric of space, The spell ends for an affected creature if it takes the creature tries to use teleportation or interplanar
and the area is dif cult terrain. Any creature that any damage or if someone else uses an action to travel to do so, it must rst succeed on a Charisma
starts its turn in the area takes 2d6 cold damage. shake the creature out of its stupor. saving throw. The creature has disadvantage on
Any creature that ends its turn in the area must attack rolls against targets within the cylinder.
succeed on a Dexterity saving throw or take 2d6 Targets within the cylinder can't be charmed,
frightened, or possessed by the creature. When you
acid damage as milky, otherworldly tentacles rub cast this spell, you can elect to cause its magic to
against it. operate in the reverse direction, preventing a creature
of the speci ed type from leaving the cylinder and
protecting targets outside it. At Higher Levels: When
you cast this spell using a spell slot of 4th level or
higher, the duration increases by 1 hour for each slot
level above 3rd.

Warlock 3rd level Conjuration Warlock 3rd level Illusion Warlock 3rd level Abjuration

MAJOR IMAGE [1] MAJOR IMAGE [2] PLANT GROWTH


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action or 8 hours 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S Instantaneous
minutes minutes
This spell channels vitality into plants within a
a bit of eece a bit of eece speci c area. There are two possible uses for the
You create the image of an object, a creature, or some
spell, granting either immediate or long-term
...th a successful Intelligence (Investigation) bene ts.
other visible phenomenon that is no larger than a 20- check against your spell save DC. If a creature
foot cube. The image appears at a spot that you can If you cast this spell using 1 action, choose a
see within range and lasts for the duration. It seems
discerns the illusion for what it is, the creature point within range. All normal plants in a 100-
completely real, including sounds, smells, and can see through the image, and its other sensory foot radius centered on that point become thick
temperature appropriate to the thing depicted. You qualities become faint to the creature. At Higher and overgrown. A creature moving through the
can't create suf cient heat or cold to cause damage, a Levels: When you cast this spell using a spell slot area must spend 4 feet of movement for every 1
sound loud enough to deal thunder damage or deafen of 6th level or higher, the spell lasts until foot it moves. You can exclude one or more areas
a creature, or a smell that might sicken a creature (like dispelled, without requiring your concentration. of any size within the spell's area from being
a troglodyte's stench). affected. If you cast this spell over 8 hours, you
As long as you are within range of the illusion, you can
use your action to cause the image to move to any enrich the land. All plants in a half-mile radius
other spot within range. As the image changes centered on a point within range become
location, you can alter its appearance so that its enriched for 1 year. The plants yield twice the
movements appear natural for the image. For normal amount of food when harvested.
example, if you create an image of a creature and
move it, you can alter the image so that it appears to
be walking. Similarly, you can cause the illusion to
make different sounds at different times, even making
it carry on a conversation, for example. Physical
interaction with the image reveals it to be an illusion,
because things can pass through it. A creature that
uses its action to examine the image can determine
that it is an illusion wi...
Warlock 3rd level Illusion Warlock 3rd level Illusion Warlock (Archfey) 3rd level Transmutation
3 3 3

3 3 3

3 3 3

3 3 3

3 3 3

3 3 3
REMOVE CURSE REVIVIFY SENDING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Unlimited
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M 1 round
At your touch, all curses affecting one creature diamonds worth 300 gp, which the spell consumes A short piece of ne copper wire
or object end. If the object is a cursed magic item,
its curse remains, but the spell breaks its owner's You touch a creature that has died within the last You send a short message of twenty- ve words
attunement to the object so it can be removed or minute. That creature returns to life with 1 hit or less to a creature with you are familiar. The
discarded. point. This spell can't return to life a creature creature hears the message in its mind,
that has died of old age, nor can it restore any recognizes you as the sender if it knows you, and
missing body parts. can answer in a like manner immediately. The
spell enables creatures with Intelligence scores
of at least 1 to understand the meaning of your
message.
You can send the message across any distance
and even to other planes of existence, but if the
target is on a different plane than you, there is a
5 percent chance that the message doesn't
arrive.

Warlock 3rd level Abjuration Warlock(Celestial) 3rd level Necromancy Warlock (Great Old One) 3rd level Evocation

SPEAK WITH DEAD STINKING CLOUD SUMMON LESSER DEMONS [1]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 90 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 minutes V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour
burning incense
a rotten egg or several skunk cabbage leaves a vial of blood from a humanoid killed within the
You grant the semblance of life and intelligence past 24 hours
to a corpse of your choice within range, allowing You create a 20-foot-radius sphere of yellow,
it to answer the questions you pose. The corpse nauseating gas centered on a point within range. You utter foul words, summoning demons from the
must still have a mouth and can't be undead. The The cloud spreads around corners, and its area is chaos of the Abyss. Roll a d6 to determine what
spell fails if the corpse was the target of this spell heavily obscured. The cloud lingers in the air for appears. 1-2: Two demons of challenge rating 1 or
within the last 10 days. the duration. lower. 3-4: Four demons of challenge rating 1/2 or
Each creature that is completely within the cloud lower. 5-6: Eight demons ofchallenge rating 1/4 or
Until the spell ends, you can ask the corpse up to lower.
ve questions. The corpse knows only what it at the start of its turn must make a Constitution The DM chooses the demons, such as manes or
knew in life, including the languages it knew. saving throw against poison. On a failed save, the dretches, and you choose the unoccupied spaces you
Answers are usually brief, cryptic, or repetitive, creature spends its action that turn retching and can see within range where they appear. A summoned
and the corpse is under no compulsion to offer a reeling. Creatures that don't need to breathe or demon disappears when it drops to 0 hit points or
truthful answer if you are hostile to it or it are immune to poison automatically succeed on when the spell ends.
recognizes you as an enemy. This spell doesn't this saving throw. A moderate wind (at least 10 The demons are hostile to all creatures, including you.
return the creature's soul to its body, only its miles per hour) disperses the cloud after 4 Roll initiative for the summoned demons as a group,
rounds. A strong wind (at least 20 miles per which has its own turns. The demons pursue and
animating spirit. Thus, the corpse can't learn new attack the nearest non-demons to the best of their
information, doesn't comprehend anything that hour) disperses it after 1 round. ability.
has happened since it died, and can't speculate As part of casting the spell, you can form a circle on
about future events. the ground with the blood used as a material
component. The circle is large enough to encompass
your space. While the spell lasts, the summoned
demons can't cross the circle or harm it, and they can't
target anyone within it. Using the material component
in this manner consumes it when the spell ends. At
Hi h L l Wh t thi ll i ll
Warlock (Undying) 3rd level Necromancy Warlock (Fiend) 3rd level Conjuration Warlock(XGE) 3rd level Conjuration

SUMMON LESSER DEMONS [2] THUNDER STEP TONGUES


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 90 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, M 1 hour
hour
You teleport yourself to an unoccupied space you can a small clay model of a ziggurat
a vial of blood from a humanoid killed within the see within range. Immediately after you disappear, a
past 24 hours thunderous boom sounds, and each creature within This spell grants the creature you touch the
10 feet of the space you left must make a Constitution ability to understand any spoken language it
...l slot of 8th or 9th level, you summon three saving throw, taking 3d10 thunder damage on a failed hears. Moreover, when the target speaks, any
times as many demons. save, or half as much damage on a successful one. The creature that knows at least one language and
thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight can hear the target understands what it says.
doesn't exceed what you can carry. You can also
teleport one willing creature of your size or smaller
who is carrying gear up to its carrying capacity. The
creature must be within 5 feet of you when you cast
this spell, and there must be an unoccupied space
within 5 feet of your destination space for the
creature to appear in. Otherwise, the creature is left
behind. At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the damage
increases by 1d10 for each slot level above 3rd.

Warlock(XGE) 3rd level Conjuration Warlock(XGE) 3rd level Conjuration Warlock 3rd level Divination
3 3 3

3 3 3

3 3 3

3 3 3

3 3 3

3 3 3
VAMPIRIC TOUCH AURA OF LIFE BANISHMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self (30-foot radius) 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 10 V, S, M Concentration, up to 1
minute minutes minute
The touch of your shadow-wreathed hand can Life-preserving energy radiates from you in an an item distasteful to the target
siphon force from others to heal your wounds. aura with a 30-foot radius. Until the spell ends,
Make a melee spell attack against a creature the aura moves with you, centered on you. Each You attempt to send one creature that you can see
within your reach. On a hit, the target takes 3d6 non-hostile creature in the aura (including you) within range to another place of existence. The target
must succeed on a Charisma saving throw or be
necrotic damage, and you regain hit points equal has resistance to necrotic damage, and its hit banished.
to half the amount of necrotic damage dealt. point maximum can't be reduced. In addition, a If the target is native to the plane of existence you're
Until the spell ends, you can make the attack non-hostile, living creature regains 1 hit point on, you banish the target to a harmless demiplane.
again on each of your turns as an action. when it starts its turn in the aura with 0 hit While there, the target is incapacitated. The target
At Higher Levels: When you cast this spell using points. remains there until the spell ends, at which point the
a spell slot of 4th level or higher, the damage target reappears in the space it left or in the nearest
increases by 1d6 for each slot level above 3rd. unoccupied space if that space is occupied. If the
target is native to a different plane of existence that
the one you're on, the target is banished with a faint
popping noise, returning to its home plane. If the spell
ends before 1 minute has passed, the target reappears
in the space it left or in the nearest unoccupied space
if that space is occupied. Otherwise, the target doesn't
return. At Higher Levels: When you cast this spell
using a spell slot of 5th level or higher, you can target
one additional creature for each slot level above 4th.

Warlock 3rd level Necromancy Warlock (Undying) 4th level Abjuration Warlock 4th level Abjuration

BLIGHT CHARM MONSTER DEATH WARD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 hour V, S 8 hours
Necromantic energy washes over a creature of You attempt to charm a creature you can see You touch a creature and grant it a measure of
your choice that you can see within range, within range. It must make a Wisdom saving protection from death. The rst time the target
draining moisture and vitality from it. The target throw, and it does so with advantage if you or would drop to 0 hit points as a result of taking
must make a Constitution saving throw. The your companions are ghting it. If it fails the damage, the target instead drops to 1 hit point,
target takes 8d8 necrotic damage on a failed saving throw, it is charmed by you until the spell and the spell ends. If the spell is still in effect
save, or half as much damage on a successful ends or until you or your companions do when the target is subjected to an effect that
one. This spell has no effect on undead or anything harmful to it. The charmed creature is would kill it instantaneously without dealing
constructs. friendly to you. When the spell ends, the damage, that effect is instead negated against
If you target a plant creature or a magical plant, creature knows it was charmed by you. At the target, and the spells ends.
it makes the saving throw with disadvantage, Higher Levels: When you cast this spell using a
and the spell deals maximum damage to it. If you spell slot of 5th level or higher, you can target
target a nonmagical plant that isn't a creature, one additional creature for each slot level above
such as a tree or shrub, it doesn't make a saving 4th. The creatures must be within 30 feet of
throw, it simply withers and dies. At Higher each other when you target them.
Levels: When you cast this spell using a spell slot
of 5th level or higher, the damage increases by
1d8 for each slot level above 4th.

Warlock 4th level Necromancy Warlock(XGE) 4th level Enchantment Warlock (Undying) 4th level Abjuration

DIMENSION DOOR DOMINATE BEAST [1] DOMINATE BEAST [2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute
You teleport yourself from your current location
to any other spot within range. You arrive at You attempt to beguile a beast that you can see within ...pell. If the saving throw succeeds, the spell
exactly the spot desired. It can be a place you can range. It must succeed on a Wisdom saving throw or ends. At Higher Levels: When you cast this spell
see, one you can visualize, or one you can be charmed by you for the duration. If you or with a 5th-level spell slot, the duration is
creatures that are friendly to you are ghting it, it has concentration, up to 10 minutes. When you use a
describe by stating distance and direction, such advantage on the saving throw.
as 200 feet straight downward or upward to the While the beast is charmed, you have a telepathic link 6th-level spell slot, the duration is concentration,
northwest at a 45-degree angle, 300 feet. with it as long as the two of you are on the same plane up to 1 hour. When you use a spell slot of 7th
You can bring along objects as long as their of existence. You can use this telepathic link to issue level or higher, the duration is concentration, up
weight doesn't exceed what you can carry. You commands to the creature while you are conscious (no to 8 hours.
can also bring one willing creature of your size or action required), which it does its best to obey. You
smaller who is carrying gear up to its carrying can specify a simple and general course of action, such
capacity. The creature must be within 5 feet of as Attack that creature, Run over there, or Fetch that
object. If the creature completes the order and
you when you cast this spell. If you would arrive doesn't receive further direction from you, it defends
in a place already occupied by an object or a and preserves itself to the best of its ability. You can
creature, you and any creature traveling with use your action to take total and precise control of the
you each take 4d6 force damage, and the spell target. Until the end of your next turn, the creature
fails to teleport you. takes only the actions you choose, and doesn't do
anything that you don't allow it to do. During this time,
you can also cause the creature to use a reaction, but
this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the s...

Warlock 4th level Conjuration Warlock (Great Old One) 4th level Enchantment Warlock (Great Old One) 4th level Enchantment
4 4 3

4 4 3

4 4 4

4 4 4

4 4 4

4 4 4
ELEMENTAL BANE EVARD'S BLACK TENTACLES FIRE SHIELD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 90 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M 10 minutes
minute minute
a bit of phosphorous or a re y
Choose one creature you can see within range, a piece of tentacle from a giant octopus or a giant
and choose one of the following damage types - squid Thin and wispy ames wreathe your body for the
acid, cold, re, lightning, or thunder. The target duration, shedding bright light in a 10-foot
must succeed on a Constitution saving throw or Squirming, ebony tentacles ll a 20-foot square radius and dim light for an additional 10 feet. You
be affected by the spell for its duration. The rst on ground that you can see within range. For the can end the spell early by using an action to
time each turn the affected target takes damage duration, these tentacles turn the ground in the dismiss it.
of the chosen type, the target takes an extra 2d6 area into dif cult terrain. The ames provide you with a warm shield or a
damage of that type. Moreover, the target loses When a creature enters the affected area for the chill shield, as you choose. The warm shield
any resistance to that damage type until the spell rst time on a turn or starts its turn there, the grants you resistance to cold damage, and the
ends. At Higher Levels: When you cast this spell creature must succeed on a Dexterity saving chill shield grants you resistance to re damage.
using a spell slot of 5th level or higher, you can throw or take 3d6 bludgeoning damage and be In addition, whenever a creature within 5 feet of
target one additional creature for each slot level restrained by the tentacles until the spell ends. A you hits you with a melee attack, the shield
above 4th. The creatures must be within 30 feet creature that starts its turn in the area and is erupts with ame. The attacker takes 2d8 re
of each other when you target them. already restrained by the tentacles takes 3d6 damage from a warm shield, or 2d8 cold damage
bludgeoning damage. A creature restrained by from a cold shield.
the tentacles can use its action to make a
Strength or Dexterity check (its choice) against
your spell save DC. On a success, it frees itself.

Warlock(XGE) 4th level Transmutation Warlock (Great Old One) 4th level Conjuration Warlock (Fiend) 4th level Evocation

GREATER INVISIBILITY GUARDIAN OF FAITH HALLUCINATORY TERRAIN


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 10 minutes 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V 8 hours V, S, M 24 hours
minute
A Large spectral guardian appears and hovers for a stone, a twig, and a bit of green plant
You or a creature you touch becomes invisible the duration in an unoccupied space of your
until the spell ends. Anything the target is choice that you can see within range. The You make natural terrain in a 150-foot cube in
wearing or carrying is invisible as long as it is on guardian occupies that space and is indistinct range look, sound, and smell like some other sort
the target's person. except for a gleaming sword and shield of natural terrain. Thus, open elds or a road can
emblazoned with the symbol of your deity. be made to resemble a swamp, hill, crevasse, or
Any creature hostile to you that moves to a some other dif cult or impassable terrain. A
space within 10 feet of the guardian for the rst pond can be made to seem like a grassy meadow,
time on a turn must succeed on a Dexterity a precipice like a gentle slope, or a rock-strewn
saving throw. The creature takes 20 radiant gully like a wide and smooth road. Manufactured
damage on a failed save, or half as much damage structures, equipment, and creatures within the
on a successful one. The guardian vanishes when area aren't changed in appearance.
it has dealt a total of 60 damage. The tactile characteristics of the terrain are
unchanged, so creatures entering the area are
likely to see through the illusion. If the difference
isn't obvious by touch, a creature carefully
examining the illusion can attempt an
Intelligence (Investigation) check against your
spell save DC to disbelieve it. A creature who
discerns the illusion for what it is, sees it as a
vague image superimposed on the terrain.

Warlock (Archfey) 4th level Illusion Warlock(Celestial) 4th level Conjuration Warlock 4th level Illusion

PHANTASMAL KILLER SHADOW OF MOIL SICKENING RADIANCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 10
minute minute minutes
You tap into the nightmares of a creature you Flame-like shadows wreathe your body until the Dim, greenish light spreads within a 30-foot-
can see within range and create an illusory spell ends, causing you to become heavily radius sphere centered on a point you choose
manifestation of its deepest fears, visible only to obscured to others. The shadows turn dim light within range. The light spreads around corners,
that creature. The target must make a Wisdom within 10 feet of you into darkness, and bright and it lasts until the spell ends.
saving throw. On a failed save, the target light in the same area to dim light. When a creature moves into the spell's area for
becomes frightened for the duration. At the end Until the spell ends, you have resistance to the rst time on a turn or starts its turn there,
of each of the target's turns before the spell radiant damage. In addition, whenever a that creature must succeed on a Constitution
ends, the target must succeed on a Wisdom creature within 10 feet of you hits you with an saving throw or take 4d10 radiant damage, and it
saving throw or take 4d10 psychic damage. On a attack, the shadows lash out at that creature, suffers one level of exhaustion and emits a dim,
successful save, the spell ends. dealing it 2d8 necrotic damage. greenish light in a 5-foot radius. This light makes
At Higher Levels: When you cast this spell using it impossible for the creature to bene t from
a spell slot of 5th level or higher, the damage being invisible. The light and any levels of
increases by 1d10 for each slot level above 4th. exhaustion caused by this spell go away when
the spell ends.

Warlock(Hexblade) 4th level Illusion Warlock(XGE) 4th level Necromancy Warlock(XGE) 4th level Evocation
4 4 4

4 4 4

4 4 4

4 4 4

4 4 4

4 4 4
STAGGERING SMITE SUMMON GREATER DEMON [1] SUMMON GREATER DEMON [2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour hour
The next time you hit a creature with a melee a vial of blood from a humanoid killed within the a vial of blood from a humanoid killed within the
weapon attack during this spell's duration, your past 24 hours past 24 hours
weapon pierces both body and mind, and the
attack deals an extra 4d6 psychic damage to the You utter foul words, summoning one demon from the ...still has hit points.
target. The target must make a Wisdom saving chaos of the Abyss. You choose the demon's type, As part of casting the spell, you can form a circle
throw. On a failed save, it has disadvantage on which must be one of challenge rating 5 or lower, such on the ground with the blood used as a material
as a shadow demon or a barlgura. The demon appears component. The circle is large enough to
attack rolls and ability checks, and can't take in an unoccupied space you can see within range, and
reactions, until the end of its next turn. the demon disappears when it drops to 0 hit points or encompass your space. While the spell lasts, the
when the spell ends. summoned demon can't cross the circle or harm
Roll initiative for the demon, which has its own turns. it, and it can't target anyone within it. Using the
When you summon it and on each of your turns material component in this manner consumes it
thereafter, you can issue a verbal command to it when the spell ends. At Higher Levels: When you
(requfring no action on your part), telling it what it cast this spell using a spell slot of 5th level or
must do on its next turn. If you issue no command, it higher, the challenge rating increases by 1 for
spends its turn attacking any creature within reach each slot level above 4th.
that has attacked it.
At the end of each of the demon's turns, it makes a
Charisma saving throw. The demon has disadvantage
on this saving throw if you say its true name. On a
failed save, the demon continues to obey you. On a
successful save, your control of the demon ends for
the rest of the duration, and the demon spends its
turns pursuing and attacking the nearest non-demons
to the best of its ability. If you stop concentrating on
the spell before it reaches its full duration, an
t ll d d d 't di f 1d6 d
Warlock(Hexblade) 4th level Evocation Warlock(XGE) 4th level Conjuration Warlock(XGE) 4th level Conjuration

WALL OF FIRE BANISHING SMITE CONE OF COLD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 bonus action Self 1 action Self (60-foot cone)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S, M Instantaneous
minute minute
a small crystal or glass cone
a small piece of phosphorus The next time you hit a creature with a weapon
attack before this spell ends, your weapon A blast of cold air erupts from your hands. Each
You create a wall of re on a solid surface within crackles with force, and the attack deals an extra creature in a 60-foot cone must make a
range. You can make the wall up to 60 feet long, 20 5d10 force damage to the target. Additionally, if Constitution saving throw. A creature takes 8d8
feet high, and 1 foot think, or a ringed wall up to 20 cold damage on a failed save, or half as much
feet in diameter, 20 feet high, and 1 foot think. The this attack reduces the target to 50 hit points of
wall is opaque and lasts for the duration. fewer, you banish it. If the target is native to a damage on a successful one.
When the wall appears, each creature within its area different plane of existence than the one you're A creature killed by this spell becomes a frozen
must make a Dexterity saving throw. On a failed save, on, the target disappears, returning to its home statue until it thaws. At Higher Levels: When you
a creature takes 5d8 re damage, or half as much plane. If the target is native to the plane you're cast this spell using a spell slot of 6th level or
damage on a successful save. One side of the wall, on, the creature vanishes into a harmless higher, the damage increases by 1d8 for each
selected by you when you cast this spell, deals 5d8 re demiplane. While there, the target is slot level above 5th.
damage to each creature that ends its turn within 10 incapacitated. It remains there until the spell
feet of that side or inside the wall. A creature takes
the same damage when it enters the wall for the rst ends, at which point the tart reappears in the
time on a turn or ends its turn there. The other side of space it left or in the nearest unoccupied space if
the wall deals no damage. At Higher Levels: When you that space is occupied.
cast this spell using a spell slot of 5th level or higher,
the damage increases by 1d8 for each slot level above
4th.

Warlock (Celestial)(Fiend) 4th level Evocation Warlock(Hexblade) 5th level Abjuration Warlock(Hexblade) 5th level Evocation

CONTACT OTHER PLANE (RITUAL) CONTAGION [1] CONTAGION [2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 minute V, S 7 days V, S 7 days
You mentally contact a demigod, the spirit of a Your touch in icts disease. Make a melee spell attack ...re has disadvantage on Intelligence checks and
long-dead sage, or some other mysterious entity against a creature within your reach. On a hit, you Intelligence saving throws, and the creature
from another plane. Contacting this extraplanar af ict the creature with a disease of your choice from behaves as if under the effects of the confusion
intelligence can strain or even break your mind. any of the ones described below. spell during combat. Seizure: The creature is
At the end of each of the target's turns, it must make a
When you cast this spell, make a DC 15 Constitution saving throw. After failing three of these overcome with shaking. The creature has
Intelligence saving throw. On a failure, you take saving throws, the disease's effects last for the disadvantage on Dexterity checks, Dexterity
6d6 psychic damage and are insane until you duration, and the creature stops making these saves. saving throws, and attack rolls that use
nish a long rest. While insane, you can't take After succeeding on three of these saving throws, the Dexterity. Slimy Doom: The creature begins to
actions, can't understand what other creatures creature recovers from the disease, and the spell ends. bleed uncontrollably. The creature has
say, can't read, and speak only in gibberish. A Since this spell induces a natural disease in its target, disadvantage on Constitution checks and
greater restoration spell cast on you ends this any effect that removes a disease or otherwise Constitution saving throws. In addition,
effect. ameliorates a disease's effects apply to it. Blinding whenever the creature takes damage, it is
Sickness: Pain grips the creature's mind, and its eyes
On a successful save, you can ask the entity up to turn milky white. The creature has disadvantage on stunned until the end of its next turn.
ve questions. You must ask your questions Wisdom checks and Wisdom saving throws and is
before the spell ends. The DM answers each blinded. Filth Fever: A raging fever sweeps through
question with one word, such as yes, no, maybe, the creature's body. The creature has disadvantage on
never, irrelevant, unclear (if the entity doesn't Strength checks, Strength saving throws, and attack
know the answer to the question). If a one-word rolls that use Strength. Flesh Rot: The creature's esh
answer would be misleading, the DM might decays. The creature has disadvantage on Charisma
instead offer a short phrase as an answer. checks and vulnerability to all damage. Mind re: The
creature's mind becomes feverish. The creatu...

Warlock 5th level Divination Warlock (Undying) 5th level Necromancy Warlock (Undying) 5th level Necromancy
4 4 4

4 4 4

5 5 4

5 5 4

5 5 5

5 5 5
DANSE MACABRE [1] DANSE MACABRE [2] DOMINATE PERSON [1]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1
hour hour minute
Threads of dark power leap from your ngers to ... for each slot level above 5th. You attempt to beguile a humanoid that you can see
pierce up to ve Small or Medium corpses you can see within range. It must succeed on a Wisdom saving
within range. Each corpse immediately stands up and throw or be charmed by you for the duration. If you or
becomes undead. You decide whether it is a zombie or creatures that are friendly to you are ghting it, it has
a skeleton (the statistics for zombies and skeletons are advantage on the saving throw.
in the Monster Manual), and it gains a bonus to its While the target is charmed, you have a telepathic link
attack and damage rolls equal to your spellcasting with it as long as the two of you are on the same plane
ability modi er. of existence. You can use this telepathic link to issue
You can use a bonus action to mentally command the commands to the creature while you are conscious (no
creatures you make with this spell , issuing the same action required), which it does its best to obey. You
command to all of them. To receive the command, a can specify a simple and general course of action, such
creature must be within 60 feet of you. You decide as Attack that creature, Run over there, or Fetch that
what action the creatures will take and where they object. If the creature completes the order and
will move during their next turn, or you can issue a doesn't receive further direction from you, it defends
general command, such as to guard a chamber or and preserves itself to the best of its ability. You can
passageway against your foes. If you issue no use your action to take total and precise control of the
commands, the creatures do nothing except defend target. Until the end of your next turn, the creature
themselves against hostile creatures. Once given an takes only the actions you choose, and doesn't do
order, the creatures continue to follow it until their anything that you don't allow it to do. During this time
task is complete. you can also cause the creature to use a reaction, but
The creatures are under your control until the spell this requires you to use your own reaction as well.
ends, after which they become inanimate once more. Each time the target takes damage, it makes a new
At Higher Levels: When you cast this spell using a spell Wisdom saving throw against th...
slot of 6th level or higher, you animate up to two
additional corpses...

Warlock(XGE) 5th level Necromancy Warlock(XGE) 5th level Necromancy Warlock (Great Old One) 5th level Enchantment

DOMINATE PERSON [2] DREAM [1] DREAM [2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute Special 1 minute Special
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 8 hours V, S, M 8 hours
minute
a handful of sand, a dab of ink, and a writing quill a handful of sand, a dab of ink, and a writing quill
...e spell. If the saving throw succeeds, the spell plucked from a sleeping bird plucked from a sleeping bird
ends. At Higher Levels: When you cast this spell
using a 6th-level spell slot, the duration is This spell shapes a creature's dreams. Choose a ...ten words and then the target must make a
concentration, up to 10 minutes. When you use a creature known to you as the target of this spell. The Wisdom saving throw. On a failed save, echoes of
7th-level spell slot, the duration is concentration, target must be on the same plane of existence as you. the phantasmal monstrosity spawn a nightmare
up to 1 hour. When you use a spell slot of 8th Creatures that don't sleep, such as elves, can't be that lasts the duration of the target's sleep and
contacted by this spell. You, or a willing creature you
level or higher, the duration is concentration, up touch, enters a trance state, acting as a messenger. prevents the target from gaining any bene t
to 8 hours. While in the trance, the messenger is aware of his or from that rest. In addition, when the target
her surroundings, but can't take actions or move. wakes up, it takes 3d6 psychic damage. If you
If the target is asleep, the messenger appears in the have a body part, lock of hair, clipping from a nail,
target's dreams and can converse with the target as or similar portion of the target's body, the target
long as it remains asleep, through the duration of the makes its saving throw with disadvantage.
spell. The messenger can also shape the environment
of the dream, creating landscapes, objects, and other
images. The messenger can emerge from the trance at
any time, ending the effect of the spell early. The
target recalls the dream perfectly upon waking. If the
target is awake when you cast the spell, the
messenger knows it, and can either end the trance
(and the spell) or wait for the target to fall asleep, at
which point the messenger appears in the target's
dreams. You can make the messenger appear
monstrous and terrifying to the target. If you do, the
messenger can deliver a message of no more than ...

Warlock (Great Old One) 5th level Enchantment Warlock 5th level Illusion Warlock 5th level Illusion

ENERVATION FAR STEP FLAME STRIKE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S, M Instantaneous
minute minute
pinch of sulfur
A tendril of inky darkness reaches out from you, You teleport up to 60 feet to an unoccupied
touching a creature you can see within range to space you can see. On each of your turns before A vertical column of divine re roars down from
drain life from it. The target must make a the spell ends, you can use a bonus action to the heavens in a location you specify. Each
Dexterity saving throw. On a successful save, the teleport in this way again. creature in a 10-foot radius, 40-foot-high
target takes 2d8 necrotic damage, and the spell cylinder centered on a point within range must
ends . On a failed save, the target takes 4d8 make a Dexterity saving throw. A creature takes
necrotic damage, and until the spell ends, you 4d6 re damage and 4d6 radiant damage on a
can use your action on each of your turns to failed save, or half as much damage on a
automatically deal 4d8 necrotic damage to the successful one.
target. The spell ends if you use your action to do At Higher Levels: When you cast this spell using
anything else, if the target is ever outside the a spell slot of 6th level or higher, the re damage
spell's range, or if the target has total cover from or the radiant damage (your choice) increases by
you. 1d6 for each slot level above 5th.
Whenever the spell deals damage to a target,
you regain hit points equal to half the amount of
necrotic damage the target takes. At Higher
Levels: When you cast this spell using a spell slot
of 6th level or higher, the damage increases by
1d8 for each slot level above 5th.

Warlock(XGE) 5th level Necromancy Warlock(XGE) 5th level Conjuration Warlock (Celestial)(Fiend) 5th level Evocation
5 5 5

5 5 5

5 5 5

5 5 5

5 5 5

5 5 5
GREATER RESTORATION HALLOW [1] HALLOW [2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 24 hours Touch 24 hours Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Until dispelled V, S, M Until dispelled
diamond dust worth 100 gp, which the spell herbs, oils, and incense worth at least 1,000 gp, herbs, oils, and incense worth at least 1,000 gp,
consumes which the spell consumes which the spell consumes
You imbue a creature you touch with positive You touch a point and infuse an area around it with ... leaves the area. Courage: Affected creatures can't
energy to undo a debilitating effect. You can holy (or unholy) power. The area can have a radius up be frightened while in the area. Darkness: Darkness
reduce the target's exhaustion level by one, or to 60 feet, and the spell fails if the radius includes an lls the area. Normal light, as well as magical light
end one of the following effects on the target. area already under the effect a hallow spell. The created by spells of a lower level than the slot you
affected area is subject to the following effects. used to cast this spell, can't illuminate the area.
One effect that charmed or petri ed the target First, celestials, elementals, fey, ends, and undead Daylight: Bright light lls the area. Magical darkness
One curse, including the target's attunement can't enter the area, nor can such creatures charm, created by spells of a lower level than the slot you
to a cursed magic item Any reduction to one of frighten, or possess creatures within it. Any creature used to cast this spell can't extinguish the light. Energy
the target's ability scores One effect reducing charmed, frightened, or possessed by such a creature Protection: Affected creatures in the area have
the target's hit point maximum is no longer charmed, frightened, or possessed upon resistance to one damage type of your choice, except
entering the area. You can exclude one or more of for bludgeoning, piercing, or slashing. Energy
those types of creatures from this effect. Second, you Vulnerability: Affected creatures in the area have
can bind an extra effect to the area. Choose the effect vulnerability to one damage type of your choice,
from the following list, or choose an effect offered by except for bludgeoning, piercing, or slashing.
the DM. Some of these effects apply to creatures in Everlasting Rest: Dead bodies interred in the area
the area, you can designate whether the effect applies can't be turned into undead. Extradimensional
to all creatures, creatures that follow a speci c deity Interference: Affected creatures can't move or travel
or leader, or creatures of a speci c sort, such as ores using teleportation or by extradimensional or
or trolls. When a creature that would be affected interplanar means. Fear: Affected creatures are
enters the spell's area for the rst time on a turn or frightened while in the area. Silence: No sound can
starts its turn there, it can make a Charisma saving emanate from within the area, and no sound can reach
throw. On a success, the creature ignores the extra into it. Tongues: Affected creatures can communicate
effect until it... with any other creature in the area, even if they don't
share a common language.
Warlock(Celestial) 5th level Abjuration Warlock (Fiend) 5th level Evocation Warlock (Fiend) 5th level Evocation

HOLD MONSTER INFERNAL CALLING [1] INFERNAL CALLING [2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 minute 90 feet 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour hour
a small, straight piece of iron a ruby worth at least 999 gp a ruby worth at least 999 gp
Choose a creature that you can see within range. Uttering a dark incantation, you summon a devil from ...comes immune to your verbal commands for the
The target must succeed on a Wisdom saving the Nine Hells. You choose the devil's type, which duration of the spell , though it can still carry out your
throw or be paralyzed for the duration. This spell must be one of challenge rating 6 or lower, such as a commands if it chooses. If your check succeeds, the
has no effect on undead. At the end of each of its barbed devil or a bearded devil. The devil appears in devil carries out your command- such as attack my
an unoccupied space that you can see within range. enemies, explore the room ahead, or bear this
turns, the target can make another Wisdom The devil disappears when it drops to 0 hit points or message to the queen- until it completes the activity,
saving throw. On a success, the spell ends on the when the spell ends. at which point it returns to you to report having done
target. The devil is unfriendly toward you and your so.
At Higher Levels: When you cast this spell using companions. Roll initiative for the devil, which has its If your concentration ends before the spell reaches its
a spell slot of 6th level or higher, you can target own turns. It is under the Dungeon Master's control full duration, the devil doesn't disappear if it has
on additional creature for each slot level above and acts according to its nature on each of its turns, become immune to your verbal commands. Instead, it
5th. The creatures must be within 30 feet of which might result in its attacking you if it thinks it can acts in whatever manner it chooses for 3d6 minutes,
each other when you target them. prevail, or trying to tempt you to undertake an evil act and then it disappears.
in exchange for limited service. The DM has the If you possess an individual devil's talisman, you can
creature's statistics. summon that devil if it is of the appropriate challenge
On each of your turns, you can try to issue a verbal rating plus 1, and it obeys all your commands, with no
command to the devil (no action required by you). It Charisma checks required. At Higher Levels: When
obeys the command if the likely outcome is in you cast this spell using a spell slot of 6th level or
accordance with its desires, especially if the result higher, the challenge rating increases by 1 for each
would draw you toward evil. Otherwise, you must slot level above 5th.
make a Charisma (Deception, Intimidation, or
Persuasion) check contested by its Wisdom (Insight)
check. You make the check with advantage if you say
the devil's true name. Ifyour check fails, the devil be...
Warlock 5th level Enchantment Warlock(XGE) 5th level Conjuration Warlock(XGE) 5th level Conjuration

LEGEND LORE NEGATIVE ENERGY FLOOD SCRYING [1]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 1 action 60 feet 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, M Instantaneous V, S, M Concentration, up to 10
minutes
incense worth at least 250 gp, which the spell a broken bone and a square of black silk
consumes, and four ivory strips worth at least 50 gp a focus worth at least 1,000 gp, such as a crystal
each You send ribbons of negative energy at one ball, a silver mirror, or a font lled with holy water
creature you can see within range. Unless the
Name or describe a person, place, or object. The target is undead, it mus t make a Constitution You can see and hear a particular creature you choose
spell brings to your mind a brief summary of the saving throw, taking 5d12 necrotic damage on a that is on the same plane of existence as you. The
failed save, or half as much damage on a target must make a Wisdom saving throw, which is
signi cant lore about the thing you named. The modi ed by how well you know the target and the sort
lore might consist of current tales, forgotten successful one. A target killed by this damage of physical connection you have to it. If a target knows
stories, or even secret lore that has never been rises up as a zombie at the start of your next you're casting this spell, it can fail the saving throw
widely known. If the thing you named isn't of turn. The zombie pursues whatever creature it voluntarily if it wants to be observed.
legendary importance, you gain no information. can see that is closest to it. Statistics for the Knowledge - Save Modi er Secondhand (you have
The more information you already have about zombie are in the Monster Manual. heard of the target) - +5 Firsthand (you have met the
the thing, the more precise and detailed the If you target an undead with this spell, the target target) +0 Familiar (you know the target well) - -5
information you receive is. The information you doesn't make a saving throw. Instead, roll 5d12. Connection - Save Modi er Likeness or picture - -2
The target gains half the total as temporary hit Possession or garment - -4 Body part, lock of hair, bit
learn is accurate but might be couched in of nail, or the like - -10 On a successful save, the target
gurative language. For example, if you have a points. isn't affected, and you can't use this spell against it
mysterious magic axe on hand, the spell might again for 24 hours. On a failed save, the spell creates
yield this information - Woe to the evildoer an invisible sensor within 10 feet of the target. You
whose hand touches the axe, for even the haft can see and hear through the sensor as if you were
slices the hand of the evil ones. Only a true Child there. The sensor moves with the target, remaining
of Stone, lover and beloved of Moradin, may within 10 feet of it for the duration. A creature that
awaken the true powers of the axe, and only with can see invisible objects sees the sensor as a luminous
orb about the size of your st. Instead of targeting a
the sacred word Rudnogg on the lips. creature, you can choose a location you have seen
before as the target of this ...
Warlock (Undying) 5th level Divination Warlock(XGE) 5th level Necromancy Warlock 5th level Divination
5 5 5

5 5 5

5 5 5

5 5 5

5 5 5

5 5 5
SCRYING [2] SEEMING [1] SEEMING [2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S 8 hours V, S 8 hours
minutes
This spell allows you to change the appearance of any ...telligence (Investigation) check against your
a focus worth at least 1,000 gp, such as a crystal number of creatures that you can see within range. spell save DC. If it succeeds, it becomes aware
ball, a silver mirror, or a font lled with holy water You give each target you choose a new, illusory that the target is disguised.
appearance. An unwilling target can make a Charisma
...spell. When you do, the sensor appears at that saving throw, and if it succeeds, it is unaffected by this
location and doesn't move. spell.
The spell disguises physical appearances as well as
clothing, armor, weapons, and equipment. You can
make each creature seem 1 foot shorter or taller and
appear thin, fat, or in-between. You can't change a
target's body type, so you must choose a form that has
the same basic arrangement of limbs. Otherwise, the
extent of the illusion is up to you. The spell lasts for
the duration, unless you use your action to dismiss it
sooner. The changes wrought by this spell fail to hold
up to physical inspections. For example, if you use this
spell to add a hat to a creature's out t objects pass
through the hat, and anyone who touches it would feel
nothing or would feel the creature's head and hair. If
you use this spell to appear thinner then you are, the
hand of someone who reaches out to touch you would
bump into you while it was seemingly still in midair. A
creature can use its action to inspect a target and
make an In...

Warlock 5th level Divination Warlock (Archfey) 5th level Illusion Warlock (Archfey) 5th level Illusion

SYNAPTIC STATIC TELEKINESIS [1] TELEKINESIS [2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 10 V, S Concentration, up to 10
minutes minutes
You choose a point within range and cause
psychic energy to explode there. Each creature You gain the ability to move or manipulate creatures ... If the object is worn or carried by a creature,
in a 20-foot-radius sphere centered on that point or objects by thought. When you cast the spell, and as you must make an ability check with your
must make an Intelligence saving throw. A your action each round for the duration, you can exert spellcasting ability contested by that creature's
your will on one creature or object that you can see Strength check. If you succeed, you pull the
creature with an Intelligence score of 2 or lower within range, causing the appropriate effect below.
can't be affected by this spell. A target takes 8d6 You can affect the same target round after round, or object away from that creature and can move it
psychic damage on a failed save, or half as much choose a new one at any time. If you switch targets, up to 30 feet in any direction but not beyond the
damage on a successful one. the prior target is no longer affected by the spell. range of this spell. You can exert ne control on
After a failed save, a target has muddled Creature: You can try to move a Huge or smaller objects with your telekinetic grip, such as
thoughts for 1 minute. During that time, it rolls a creature. Make an ability check with your spellcasting manipulating a simple tool, opening a door or a
d6 and subtracts the number rolled from all its ability contested by the creature's Strength check. If container, stowing or retrieving an item from an
attack rolls and ability checks, as well as its you win the contest, you move the creature up to 30 open container, or pouring the contents from a
feet in any direction, including upward but not beyond vial.
Constitution saving throws to maintain the range of this spell. Until the end of your next turn,
concentration. The target can make an the creature is restrained in your telekinetic grip. A
Intelligence saving throw at the end of each of its creature lifted upward is suspended in mid-air. On
turns, ending the effect on itself on a success. subsequent rounds, you can use your action to
attempt to maintain your telekinetic grip on the
creature by repeating the contest. Object: You can try
to move an object that weighs up to 1,000 pounds. If
the object isn't being worn or carried, you
automatically move it up to 30 feet in any direction,
but not beyond the range of this spell....

Warlock(XGE) 5th level Enchantment Warlock (Great Old One) 5th level Transmutation Warlock (Great Old One) 5th level Transmutation

WALL OF LIGHT [1] WALL OF LIGHT [2] ARCANE GATE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 500 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S Concentration, up to 10
minutes minutes minutes
a hand mirror a hand mirror You create linked teleportation portals that remain
open for the duration. Choose two points on the
A shimmering wall of bright light appears at a point ...e wall's length drops to 0 feet, the spell ends. At ground that you can see, one point within 10 feet of
you choose within range. The wall appears in any Higher Levels: When you cast this spell using a you and one point within 500 feet of you. A circular
orientation you choose: horizontally, vertically, or spell slot of 6th level or higher, the damage portal, 10 feet in diameter, opens over each point. If
diagonally. It can be free oating, or it can rest on a increases by 1d8 for each slot level above 5th. the portal would open in the space occupied by a
solid surface. The wall can be up to 60 feet long, 10 creature, the spell fails, and the casting is lost.
feet high, and 5 feet thick. The wall blocks line of sight, The portals are two-dimensional glowing rings lled
but creatures and objects can pass through it. It emits with mist, hovering inches from the ground and
bright light out to 120 feet and dim light for an perpendicular to it at the points you choose. A ring is
additional 120 feet. visible only from one side (your choice), which is the
When the wall appears, each creature in its area must side that functions as a portal. Any creature or object
make a Constitution saving throw. On a failed save, a entering the portal exits from the other portal as if the
creature takes 4d8 radiant damage, and it is blinded two were adjacent to each other, passing through a
for 1 minute. On a successful save, it takes half as portal from the non-portal side has no effect. The mist
much damage and isn't blinded. A blinded creature can that lls each portal is opaque and blocks vision
make a Constitution saving throw at the end of each of through it. On your turn, you can rotate the rings as a
its turns, ending the effect on itself on a success. bonus action so that the active side faces in a different
A creature that ends its turn in the wall's area takes direction.
4d8 radiant damage.
Until the spell ends, you can use an action to launch a
beam of radiance from the wall at one creature you
can see within 60 feet of it. Make a ranged spell attack.
On a hit, the target takes 4d8 radiant damage.
Whether you hit or miss, reduce the length of the wall
by 10 feet. If th...
Warlock(XGE) 5th level Evocation Warlock(XGE) 5th level Evocation Warlock 6th level Conjuration
5 5 5

5 5 5

5 5 5

5 5 5

6 5 5

6 5 5
CIRCLE OF DEATH CONJURE FEY CREATE UNDEAD [1]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 minute 90 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S, M Instantaneous
hour
the powder of a crushed black pearl worth at least one clay pot lled with grave dirt, one clay pot lled
500 gp You summon a fey creature of challenge rating 6 or with brackish water, and one 150 gp black onyx
lower, or a fey spirit that takes the form of a beast of
A sphere of negative energy ripples out in a 60- challenge rating 6 or lower. It appears in an stone for each corpse.
foot-radius sphere from a point within range. unoccupied space that you can see within range. The You can cast this spell only at night. Choose up to
fey creature disappears when it drops to 0 hit points
Each creature in that area must make a or when the spell ends. three corpses of Medium or Small humanoids within
Constitution saving throw. A target takes 8d6 The fey creature is friendly to you and your range. Each corpse becomes a ghoul under your
necrotic damage on a failed save, or half as much companions for the duration. Roll initiative for the control. (The DM has game statistics for these
damage on a successful one. creature, which has its own turns. It obeys any verbal creatures.)
As a bonus action on each of your turns, you can
At Higher Levels: When you cast this spell using commands that you issue to it (no action required by mentally command any creature you animated with
a spell slot of 7th level or higher, the damage you), as long as they don't violate its alignment. If you this spell if the creature is within 120 feet of you (if
increases by 2d6 for each slot level above 6th. don't issue any commands to the fey creature, it you control multiple creatures, you can command any
defends itself from hostile creatures but otherwise or all of them at the same time, issuing the same
takes no actions. If your concentration is broken, the command to each one). You decide what action the
fey creature doesn't disappear. Instead, you lose creature will take and where it will move during its
control of the fey creature, it becomes hostile toward next turn, or you can issue a general command, such as
you and your companions, and it might attack. An to guard a particular chamber or corridor. If you issue
uncontrolled fey creature can't be dismissed by you, no commands, the creature only defends itself against
and it disappears 1 hour after you summoned it. The hostile creatures. Once given an order, the creature
DM has the fey creature's statistics. At Higher Levels: continues to follow it until its task is complete. The
When you cast this spell using a spell slot of 7th level creature is under your control for 24 hours, after
or higher, the challenge rating increases by 1 for each which it stops obeying any command you have given it.
slot level above 6th. To maintain control of the creature for another 24
hours, you must cast this spell on the creature before
the current 24-hour period ends. This use of the spell
reasserts your control over up to three creatures you
Warlock 6th level Necromancy Warlock 6th level Conjuration Warlock 6th level Necromancy

CREATE UNDEAD [2] EYEBITE FLESH TO STONE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
one clay pot lled with grave dirt, one clay pot lled
with brackish water, and one 150 gp black onyx For the spell's duration, your eyes become an inky void a pinch of lime, water, and earth
imbued with dread power. One creature of your
stone for each corpse. choice within 60 feet of you that you can see must You attempt to turn one creature that you can see
succeed on a Wisdom saving throw or be affected by within range into stone. If the targets body is made of
...than animating new ones. At Higher Levels: one of the following effects of your choice for the esh, the creature must make a Constitution saving
When you cast this spell using a 7th-level spell duration. On each of your turns until the spell ends, throw. On a failed save, it is restrained as its esh
slot, you can animate or reassert control over you can use your action to target another creature but begins to harden. On a successful save, the creature
four ghouls. When you cast this spell using an can't target a creature again if it has succeeded on a isn't affected.
8th-level spell slot, you can animate or reassert saving throw against this casting of Eyebite. A creature restrained by this spell must make another
control over ve ghouls or two ghasts or wights. Asleep: The target falls unconscious. It wakes up if it Constitution saving throw at the end of each of its
When you cast this spell using a 9th-level spell takes any damage or if another creature uses its turns. If it successfully saves against this spell three
slot, you can animate or reassert control over six action to shake the sleeper awake. Panicked: The times, the spell ends. If it fails saves three times, it is
target is frightened of you. On each of its turns, the turned to stone and subjected to the petri ed
ghouls, three ghasts or wights, or two mummies frightened creature must take the Dash action and condition for the duration. The successes and failures
move away from you by the safest and shortest don't need to be consecutive, keep track of both until
available route, unless there is nowhere to move. If the target collects three of a kind. If the creature is
the target moves to a place at least 60 feet away from physically broken while petri ed, it suffers from
you where it can no longer see you, this effect ends. similar deformities if it reverts to its original state. If
Sickened: The target has disadvantage on attack rolls you maintain your concentration on this spell for the
and ability checks. At the end of each of its turns, it entire possible duration, the creature is turned to
can make another Wisdom saving throw. If it stone until the effect is removed.
succeeds, the effect ends.

Warlock 6th level Necromancy Warlock 6th level Necromancy Warlock 6th level Transmutation

INVESTITURE OF FLAME INVESTITURE OF ICE INVESTITURE OF STONE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S Concentration, up to 10
minutes minutes minutes
Flames race across your body, shedding bright Until the spell ends, ice rimes your body, and you Until the spell ends, bits of rock spread across
light in a 30-foot radius and dim light for an gain the following bene ts: You are immune to your body, and you gain the following bene ts:
additional 30 feet for the spell's duration. The cold damage and have resistance to re damage. You have resistance to bludgeoning, piercing,
ames don't harm you. Until the spell ends, you You can move across dif cult terrain created and slashing damage from nonmagical attacks.
gain the following bene ts: You are immune to by ice or snow without spending extra You can use your action to create a small
re damage and have resistance to cold damage. movement. The ground in a 10-foot radius earthquake on the ground in a 15-foot radius
Any creature that moves within 5 feet of you around you is icy and is dif cult terra in for centered on you. Other creatures on that ground
for the rst time on a turn or ends its turn there creatures other than you. The radius moves with must succeed on a Dexterity saving throw or be
takes 1d10 re damage. You can use your you. You can use your action to create a 15- knocked prone. You can move across dif cult
action to create a line of re 15 feet long and 5 foot cone of freezing wind extending from your terrain made of earth or stone without spending
feet wide extending from you in a direction you outstretched hand in a direction you choose. extra movement. You can move through solid
choose. Each creature in the line must make a Each creature in the cone must make a earth or stone as if it was air and without
Dexterity saving throw. A creature takes 4d8 re Constitution saving throw. A creature takes 4d6 destabilizing it, but you can't end your
damage on a failed save, or half as much damage cold damage on a failed save, or half as much da movement there. If you do so, you are ejected to
on a successful one. mage on a successful one. A creature that fails its the nearest unoccupied space, this spell ends,
save against this effect has its speed halved until and you are stunned until the end of your next
the start of your next turn. turn.

Warlock(XGE) 6th level Transmutation Warlock(XGE) 6th level Transmutation Warlock(XGE) 6th level Transmutation
6 6 6

6 6 6

6 6 6

6 6 6

6 6 6

6 6 6
INVESTITURE OF WIND MASS SUGGESTION [1] MASS SUGGESTION [2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, M 24 hours V, M 24 hours
minutes
a snake's tongue and either a bit of honeycomb or a a snake's tongue and either a bit of honeycomb or a
Until the spell ends, wind whirls around you, and drop of sweet oil drop of sweet oil
you gain the following bene ts: Ranged
weapon attacks made against you have You suggest a course of activity (limited to a sentence ...spell, the spell ends for that creature. At Higher
disadvantage on the attack roll. You gain a or two) and magically in uence up to twelve creatures Levels: When you cast this spell using a 7th-level
ying speed of 60 feet. If you are still ying when of your choice that you can see within range and that spell slot, the duration is 10 days. When you use
the spell ends, you fall, unless you can somehow can hear and understand you. Creatures that can't be an 8th-level spell slot, the duration is 30 days.
charmed are immune to this effect. The suggestion
prevent it. You can use your action to create a must be worded in such a manner as to make the When you use a 9th-level spell slot, the duration
15-foot cube of swirling wind centered on a course of action sound reasonable. Asking the is a year and a day.
point you can see within 60 feet ofyou. Each creature to stab itself, throw itself onto a spear,
creature in that area must make a Constitution immolate itself, or do some other obviously harmful
saving throw. A creature takes 2d10 act automatically negates the effect of the spell.
bludgeoning damage on a failed save, or half as Each target must make a Wisdom saving throw. On a
much damage on a successful one. If a Large or failed save, it pursues the course of action you
smaller creature fails the save, that creature is described to the best of its ability. The suggested
course of action can continue for the entire duration.
also pushed up to 10 feet away from the center If the suggested activity can be completed in a shorter
of the cube. time, the spell ends when the subject nishes what it
was asked to do. You can also specify conditions that
will trigger a special activity during the duration. For
example, you might suggest that a group of soldiers
give all their money to the rst beggar they meet. If
the condition isn't met before the spell ends, the
activity isn't performed. If you or any of your
companions damage a creature affected by this ...

Warlock(XGE) 6th level Transmutation Warlock 6th level Enchantment Warlock 6th level Enchantment

MENTAL PRISON SCATTER SOUL CAGE [1]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 reaction, which you take 60 feet
when a humanoid you can
COMPONENTS DURATION COMPONENTS DURATION see within 60 feet of you
S Concentration, up to 1 V Instantaneous dies
minute
The air quivers around up to ve creatures of COMPONENTS DURATION
You attempt to bind a creature within an illusory cell your choice that you can see within range. An V, S, M 8 hours
that only it perceives. One creature you can see within unwilling creature must succeed on a Wisdom
range must make an Intelligence saving throw. The saving throw to resist this spell. You teleport a tiny silver cage worth 100 gp
target succeeds automatically if it is immune to being
charmed. On a successful save, the target takes 5d10 each affected target to an unoccupied space that This spell snatches the soul of a humanoid as it dies
psychic damage, and the spell ends. On a failed save, you can see within 120 feet of you. That space and traps it inside the tiny cage you use for the
the target takes 5d10 psychic damage, and you make must be on the ground or on a oor. material component. A stolen soul remains inside the
the area immediately around the target's space cage until the spell ends or until you destroy the cage,
appear dangerous to it in some way. You might cause which ends the spell. While you have a soul inside the
the target to perceive itself as being surrounded by cage, you can exploit it in any of the ways described
re, oating razors, or hideous maws lled with below. You can use a trapped soul up to six times.
dripping teeth. Once you exploit a soul for the sixth time, it is
Whatever form the illusion takes, the target can't see released, and the spell ends. While a soul is trapped,
or hear anything beyond it and is restrained for the the dead humanoid it came from can't be revived.
spell's duration. If the target is moved out of the Steal Life: You can use a bonus action to drain vigor
illusion, makes a melee attack through it, or reaches from the soul and regain 2d8 hit points. Query Soul:
any part of its body through it, the target takes 10d10 You ask the soul a question (no action required) and
psychic damage, and the spell ends. receive a brief telepathic answer, which you can
understand regardless of the language used. The soul
knows only what it knew in life, but it must answer you
truthfully and to the best of its ability. The answer is
no more than a sentence or two and might be cryptic.
Borrow Experience: You can use a bonus action to
bolster yourself with the soul's life experience, making
your next attack roll, ability check, or saving throw
with advantage. If you don't use this bene t before the
t t f tt it
Warlock(XGE) 6th level Illusion Warlock(XGE) 6th level Conjuration Warlock(XGE) 6th level Necromancy

SOUL CAGE [2] TRUE SEEING CROWN OF STARS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction, which you take 60 feet 1 action Touch 1 action Self
when a humanoid you can
see within 60 feet of you COMPONENTS DURATION COMPONENTS DURATION
dies V, S, M 1 hour V, S 1 hour
COMPONENTS DURATION an ointment for the eyes that costs 25 gp, is made Seven star-like motes of light appear and orbit
V, S, M 8 hours from mushroom powder, saffron, and fat, and is your head until the spell ends. You can use a
consumed by the spell bonus action to send one of the motes streaking
a tiny silver cage worth 100 gp toward one creature or object within 120 feet of
This spell gives the willing creature you touch you. When you do so, make a ranged spell attack.
... is lost. Eyes ofthe Dead: You can use an action the ability to see things as they actually are. For On a hit, the target takes 4d12 radiant damage.
to name a place the humanoid saw in life, which the duration, the creature has truesight, notices Whether you hit or miss, the mote is expended.
creates an invisible sensor somewhere in that secret doors hidden by magic, and can see into The spell ends early if you expend the last mote.
place if it is on the plane of existence you're the Ethereal Plane, all out to a range of 120 feet. If you have four or more motes remaining, they
currently on. The sensor remains for as long as shed bright light in a 30-foot radius and dim light
you concentrate, up to 10 minutes (as if you for an additional 30 feet. If you have one to three
were concentrating on a spell). You receive visual motes remaining, they shed dim light in a 30-foot
and auditory information from the sensor as if radius. At Higher Levels: When you cast this spell
you were in its space using your senses. using a spell slot of 8th level or higher, the
A creature that can see the sensor (such as one number of motes created increases by two for
using see invisibility or truesight) sees a each slot level above 7th.
translucent image of the tormented humanoid
whose soul you caged.

Warlock(XGE) 6th level Necromancy Warlock 6th level Divination Warlock(XGE) 7th level Evocation
6 6 6

6 6 6

6 6 6

6 6 6

7 6 6

7 6 6
ETHEREALNESS [1] ETHEREALNESS [2] FINGER OF DEATH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 8 hours V, S Up to 8 hours V, S Instantaneous
You step into the border regions of the Ethereal Plane, ...of feet you are moved. This spell has no effect if You send negative energy coursing through a
in the area where it overlaps with your current plane. you cast it while you are on the Ethereal Plane or creature that you can see within range, causing it
You remain in the Border Ethereal for the duration or a plane that doesn't border it, such as one of the searing pain. The target must make a
until you use your action to dismiss the spell. During Outer Planes. At Higher Levels: When you cast Constitution saving throw. It takes 7d8+30
this time, you can move in any direction. If you move
up or down, every foot of movement costs an extra this spell using a spell slot of 8th level or higher, necrotic damage on a failed save, or half as much
foot. You can see and hear the plan you originated you can target up to three willing creatures damage on a successful one.
from, but everything there looks gray, and you can't (including you) for each slot level above 7th. The A humanoid killed by this spell rises at the start
see anything more than 60 feet away. creatures must be within 10 feet of you when of your next turn as a zombie that is permanently
While on the Ethereal Plane, you can only affect and you cast the spell. under your command, following your verbal
be affected by other creatures on that plane. orders to the best of its ability.
Creatures that aren't on the Ethereal Plane can't
perceive you and can't interact with you, unless a
special ability or magic has given them the ability to do
so. You ignore all objects and effects that aren't on the
Ethereal Plane, allowing you to move through objects
you perceive on the plan you originated from. When
the spell ends, you immediately return to the plane
you originated from in the spot you currently occupy.
If you occupy the same spot as a solid object or
creature when this happens, you are immediately
shunted to the nearest unoccupied space that you can
occupy and take force damage equal to twice the
number ...

Warlock 7th level Transmutation Warlock 7th level Transmutation Warlock 7th level Necromancy

FORCECAGE [1] FORCECAGE [2] PLANE SHIFT [1]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 100 feet 1 action 100 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 1 hour V, S, M Instantaneous
ruby dust worth 1,500 gp ruby dust worth 1,500 gp a forked, metal rod worth at least 250 gp, attuned to
An immobile, invisible, cube-shaped prison composed ...l can't be dispelled by dispel magic. a particular plane of existence
of magical force springs into existence around an area You and up to eight willing creatures who link hands in
you choose within range. The prison can be a cage or a a circle are transported to a different plane of
solid box as you choose. existence. You can specify a target destination in
A prison in the shape of a cage can be up to 20 feet on general terms, such as the City of Brass on the
a side and is made from 1/2-inch diameter bars spaced Elemental Plane of Fire or the palace of Dispater on
1/2 inch apart. A prison in the shape of a box can be up the second level of the Nine Hells, and you appear in
to 10 feet on a side, creating a solid barrier that or near that destination. If you are trying to reach the
prevents any matter from passing through it and City of Brass, for example, you might arrive in its
blocking any spells cast into or out of the area. When Street of Steel, before its Gate of Ashes, or looking at
you cast the spell, any creature that is completely the city from across the Sea of Fire, at the DM's
inside the cage's area is trapped. Creatures only discretion.
partially within the area, or those too large to t inside Alternatively, if you know the sigil sequence of a
the area, are pushed away from the center of the area teleportation circle on another plane of existence, this
until they are completely outside the area. A creature spell can take you to that circle. If the teleportation
inside the cage can't leave it by nonmagical means. If circle is too small to hold all the creatures you
the creature tries to use teleportation or interplanar transported, they appear in the closest unoccupied
travel to leave the cage, it must rst make a Charisma spaces next to the circle. You can use this spell to
saving throw. On a success, the creature can use that banish an unwilling creature to another plane. Choose
magic to exit the cage. On a failure, the creature can't a creature within your reach and make a melee spell
exit the cage and wastes the use of the spell or effect. attack against it. On a hit, the creature must make a
The cage also extends into the Ethereal Plane, Charisma saving throw. If the creature fails the save, it
blocking ethereal travel. This spel... is transported to a random location on the plane of
existence you specify. A creature so transported must
nd its own wa...
Warlock 7th level Evocation Warlock 7th level Evocation Warlock 7th level Conjuration

PLANE SHIFT [2] POWER WORD PAIN DEMIPLANE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V Instantaneous S 1 hour
a forked, metal rod worth at least 250 gp, attuned to You speak a word of power that causes waves of You create a shadowy door on a at solid surface
a particular plane of existence intense pain to assail one creature you can see that you can see within range. The door is large
within range. If the target has 100 hit points or enough to allow Medium creatures to pass
...y back to your current plane of existence. fewer, it is subject to crippling pain. Otherwise, through unhindered. When opened, the door
the spell has no effect on it. A target is also leads to a demiplane that appears to be an empty
unaffected if it is immune to being charmed. room 30 feet in each dimension, made of wood
While the target is affected by crippling pain, any or stone. When the spell ends, the door
speed it has can be no higher than 10 feet. The disappears, and any creatures or objects inside
target also has disadvantage on attack rolls, the demiplane remain trapped there, as the door
ability checks, and saving throws, other than also disappears from the other side.
Constitution saving throws. Finally, if the target Each time you cast this spell, you can create a
tries to cast a spell, it must rst succeed on a new demiplane, or have the shadowy door
Constitution saving throw, or the casting fails connect to a demiplane you created with a
and the spell is wasted. previous casting of this spell. Additionally, if you
A target suffering this pain can make a know the nature and contents of a demiplane
Constitution saving throw at the end ofeach of created by a casting of this spell by another
its turns. On a successful save, the pain ends. creature, you can have the shadowy door
connect to its demiplane instead.

Warlock 7th level Conjuration Warlock(XGE) 7th level Enchantment Warlock 8th level Conjuration
7 7 7

7 7 7

7 7 7

7 7 7

8 7 7

8 7 7
DOMINATE MONSTER [1] DOMINATE MONSTER [2] FEEBLEMIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
hour hour
a handful of clay, crystal, glass, or mineral spheres
You attempt to beguile a creature that you can see ... the spell. If the saving throw succeeds, the
within range. It must succeed on a Wisdom saving spell ends. At Higher Levels: When you cast this You blast the mind of a creature that you can see
throw or be charmed by you for the duration. If you or spell with a 9th-level spell slot, the duration is within range, attempting to shatter its intellect
creatures that are friendly to you are ghting it, it has concentration, up to 8 hours. and personality. The target takes 4d6 psychic
advantage on the saving throw. damage and must make an Intelligence saving
While the creature is charmed, you have a telepathic
link with it as long as the two of you are on the same throw.
plane of existence. You can use this telepathic link to On a failed save, the creature's Intelligence and
issue commands to the creature while you are Charisma scores become 1. The creature can't
conscious (no action required), which it does its best cast spells, activate magic items, understand
to obey. You can specify a simple and general course of language, or communicate in any intelligible way.
action, such as Attack that creature, Run over there, The creature can, however, identify its friends,
or Fetch that object. If the creature completes the follow them, and even protect them. At the end
order and doesn't receive further direction from you, of every 30 days, the creature can repeat its
it defends and preserves itself to the best of its ability.
You can use your action to take total and precise saving throw against this spell. If it succeeds on
control of the target. Until the end of your next turn, its saving throw, the spell ends. The spell can also
the creature takes only the actions you choose, and be ended by greater restoration, heal or wish.
doesn't do anything that you don't allow it to do.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well. Each time the target takes damage, it
makes a new Wisdom saving throw against...

Warlock 8th level Enchantment Warlock 8th level Enchantment Warlock 8th level Enchantment

GLIBNESS MADDENING DARKNESS POWER WORD STUN


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 150 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 hour V, M Concentration, up to 10 V Instantaneous
minutes
Until the spell ends, when you make a Charisma You speak a word of power that can overwhelm
check, you can replace the number you roll with a drop of pitch mixed with a drop of mercury the mind of one creature you can see within
a 15. Additionally, no matter what you say, magic range, leaving it dumbfounded. If the target has
that would determine if you are telling the truth Magical darkness spreads from a point you 150 hit points or fewer, it is stunned. Otherwise,
indicates that you are being truthful. choose with in range to ll a 60-foot-radius the spell has no effect.
sphere until the spell ends. The darkness spreads The stunned target must make a Constitution
around corners. A creature with darkvision can't saving throw at the end of each of its turns. On a
see through this darkness. Nonmagical light, as successful save, this stunning effect ends.
well as light c reated by spells of 8th level or
lower, can't illuminate the area.
Shrieks, gibbering, and mad laughter can be
heard within the sphere. Whenever a creature
starts its turn in the sphere, it must make a
Wisdom saving throw, taking 8d8 psychic
damage on a failed save, or half as much damage
on a successful one.

Warlock 8th level Transmutation Warlock(XGE) 8th level Evocation Warlock 8th level Enchantment

ASTRAL PROJECTION [1] ASTRAL PROJECTION [2] FORESIGHT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 10 feet 1 hour 10 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Special V, S, M Special V, S, M 8 hours
for each creature you affect with this spell, you must for each creature you affect with this spell, you must a hummingbird feather
provide one jacinth worth at least 1,000 gp and one provide one jacinth worth at least 1,000 gp and one You touch a willing creature and bestow a
ornately carved bar of silver worth at least 100 gp, ornately carved bar of silver worth at least 100 gp, limited ability to see into the immediate future.
all of which the spell consumes all of which the spell consumes For the duration, the target can't be surprised
You and up to eight willing creatures within range .... Your astral form is a separate incarnation. Any and has advantage on attack rolls, ability checks,
project your astral bodies into the Astral Plane (the damage or other effects that apply to it have no effect and saving throws. Additionally, other creatures
spell fails and the casting is wasted if you are already on your physical body, nor do they persist when you have disadvantage on attack rolls against the
on that plane). The material body you leave behind is return to it. The spell ends for you and your target for the duration.
unconscious and in a state of suspended animation, it companions when you use your action to dismiss it. This spell immediately ends if you cast it again
doesn't need food or air and doesn't age. When the spell ends, the affected creature returns to before its duration ends.
Your astral body resembles your mortal form in almost its physical body, and it awakens. The spell might also
every way, replicating your game statistics and end early for you or one of your companions. A
possessions. The principal difference is the addition of successful dispel magic spell used against an astral or
a silvery cord that extends from between your physical body ends the spell for that creature. If a
shoulder blades and trails behind you, fading to creature's original body or its astral form drops to 0
invisibility after 1 foot. This cord is your tether to your hit points, the spell ends for that creature. If the spell
material body. As long as the tether remains intact, ends and the silver cord is intact, the cord pulls the
you can nd your way home. If the cord is cut- creature's astral form back to its body, ending its state
something that can happen only when an effect of suspended animation. If you are returned to your
speci cally states that it does-your soul and body are body prematurely, your companions remain in their
separated, killing you instantly. Your astral form can astral forms and must nd their own way back to their
freely travel through the Astral Plane and can pass bodies, usually by dropping to 0 hit points.
through portals there leading to any other plane. If
you enter a new plane or return to the plane you were
on when casting this spell, your body and possessions
are transported along the silver cord allowing you to
Warlock 9th level Necromancy Warlock 9th level Necromancy Warlock 9th level Divination
8 8 8

8 8 8

8 8 8

8 8 8

9 9 9

9 9 9
IMPRISONMENT [1] IMPRISONMENT [2] POWER WORD KILL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 minute 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled V Instantaneous
a vellum depiction or a carved statuette in the a vellum depiction or a carved statuette in the You utter a word of power that can compel one
likeness of the target, and a special component that likeness of the target, and a special component that creature you can see within range to die
varies according to the version of the spell you varies according to the version of the spell you instantly. If the creature you chose has 100 hit
choose, worth at least 500 gp per Hit Die of the choose, worth at least 500 gp per Hit Die of the points or fewer, it dies. Otherwise, the spell has
target target no effect.
You create a magical restraint to hold a creature that ...labyrinth, a cage, a tower, or any similar con ned structure
you can see within range. The target must succeed on or area of your choice. The special component for this
a Wisdom saving throw or be bound by the spell, if it version of the spell is a miniature representation of the
succeeds, it is immune to this spell if you cast it again. prison made from jade. Minimus Containment: The target
While affected by this spell, the creature doesn't need shrinks to a height of 1 inch and is imprisoned inside a
to breathe, eat, or drink, and it doesn't age. Divination gemstone or similar object. Light can pass through the
spells can't locate or perceive the target. gemstone normally (allowing the target to see out and other
When you cast the spell, you choose one of the creatures to see in), but nothing else can pass through, even
following forms of imprisonment. Burial: The target is by means of teleportation or planar travel. The gemstone
entombed far beneath the earth in a sphere of magical can't be cut or broken while the spell remains in effect. The
force that is just large enough to contain the target. special component for this version of the spell is a large,
Nothing can pass through the sphere, nor can any transparent gemstone, such as a corundum, diamond, or
creature teleport or use planar travel to get into or out ruby. Slumber: The target falls asleep and can't be awoken.
of it. The special component for this version of the The special component for this version of the spell consists of
spell is a small mithral orb. Chaining: Heavy chains, rare sopori c herbs. Ending the Spell: During the casting of
rmly rooted in the ground, hold the target in place. the spell, in any of its versions, you can specify a condition
The target is restrained until the spell ends, and it that will cause the spell to end and release the target. The
can't move or be moved by any means until then. The condition can be as speci c or as elaborate as you choose,
special component for this version of the spell is a ne but the DM must agree that the condition is reasonable and
chain of precious metal. Hedged Prison: The spell has a likelihood of coming to pass. The conditions can be
transports the target into a tiny demiplane that is based on a creature's name identity or deity but otherwise
Warlock 9th level Abjuration Warlock 9th level Abjuration Warlock 9th level Enchantment

PSYCHIC SCREAM TRUE POLYMORPH [1] TRUE POLYMORPH [2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour
You unleash the power of your mind to blast the
intellect of up to ten creatures of your choice a drop of mercury, a dollop of gum arabic, and a wisp a drop of mercury, a dollop of gum arabic, and a wisp
that you can see within range. Creatures that of smoke of smoke
have an Intelligence score of 2 or lower are
unaffected. Choose one creature with at least 1 hit point or ... as a result of dropping to 0 hit points, any excess damage
Each target must mak e an Intelligence saving nonmagical object that you can see within range. You carries over to its normal form. As long as the excess damage
transform the creature into a different creature, the doesn't reduce the creature's normal form to 0 hit points, it
throw. On a failed save, a target takes 14d6 creature into an object, or the object into a creature isn't knocked unconscious. The creature is limited in the
psychic damage and is stunned. On a successful (the object must be neither worn nor carried by actions it can perform by the nature of its new form, and it
save, a target takes half as much damage and another creature). The transformation lasts for the can't speak, cast spells, or take any other action that requires
isn't stunned. If a target is killed by this damage, duration, or until the target drops to 0 hit points or hands or speech unless its new form is capable of such
its head explodes, assuming it has one. dies. If you concentrate on this spell for the full actions. The target's gear melds into the new form. The
A stunned target can make an Intelligence saving duration, the transformation becomes permanent. creature can't activate, use, wield, or otherwise bene t from
throw at the end ofeach of its turns. On a Shapechangers aren't affected by this spell. An any of its equipment. Object into Creature: You can turn an
successful save, the stunning effect ends. unwilling creature can make a Wisdom saving throw, object into any kind of creature, as long as the creature's size
and if it succeeds, it isn't affected by this spell. is no larger than the object's size and the creature's challenge
Creature into Creature: If you turn a creature into rating is 9 or lower. The creature is friendly to you and your
another kind of creature, the new form can be any companions. It acts on each of your turns. You decide what
kind you choose whose challenge rating is equal to or action it takes and how it moves. The DM has the creature's
less than the target's (or its level, if the target doesn't statistics and resolves all of its actions and movement. If the
have a challenge rating). The target's game statistics, spell becomes permanent, you no longer control the
including mental ability scores, are replaced by the creature. It might remain friendly to you, depending on how
statistics of the new form. It retains its alignment and you have treated it. Creature into Object: If you turn a
personality. The target assumes the hit points of its creature into an object, it transforms along with whatever it
new form, and when it reverts to its normal form, the is wearing and carrying into that form. The creature's
creature returns to the number of hit points it had statistics become those of the object, and the creature has no
before it transformed. If it reverts... memory of time spent in this form, after the spell ends and it
Warlock(XGE) 9th level Enchantment Warlock 9th level Transmutation Warlock 9th level Transmutation
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