Warlock Spells: Difference between revisions

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== Level 5 ==
== Level 5 ==
{| class="wikitable"
|+ Aura of the Unremarkable
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| Level: 5 || Casting Time: 1 Action || Enchantment
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| Range: 20ft Moving Emanation || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a white feather)
|}
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. For example you and your allies are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature or its allies break the effect of the spell for that creature.<br>
When the spell ends (or when the affected creatures move outside of the range of the emanation), observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Wisdom
{| class="wikitable"
|+ Babble
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| Level: 5 || Casting Time: 1 Action || Enchantment
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| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VS
|}
You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.<br>
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows.<br>
As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.
{| class="wikitable"
|+ Blazing Thunderbolt Strike
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| Level: 5 || Casting Time: 1 Bonus Action || Evocation
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
The next time you hit a creature with a melee weapon attack during this spell's duration, a bolt of flaming lightning streaks down from above and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal<br>
On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and Burning 5 (Fire). <br>
If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by 1d8. If the target is Burning when you hit with the attack, the fire damage increases by 2d6.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by 1d8 (or 2d8 in stormy conditions) and the fire damage dealt increases by 1d6 (or 2d6 if the target is already ablaze) for each slot level above 5th.
{| class="wikitable"
|+ Claim Identity
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| Level: 5 || Casting Time: 1 Action || Illusion
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| Range: Touch || Duration: 8 Hours || Components: VS
|}
You steal the target's face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. You transform into a perfect likeness of the target’s true form, as if affected by Alter Self, and gain advantage on deception checks to impersonate the original subject of this spell; you take no penalties on this check if the original target is of a different race, age, size, or gender.<br>
This spell prevents any other Polymorph effects form restoring the target’s true face for the spell’s duration, though the target can still assume other forms or faces via magic or any natural shapechanging ability.<br>
'''At Higher Levels.''' If you cast this spell with a 7th level spell slot or above, it transforms its target into a helpless, inanimate porcelain mask for the spell’s duration.<br>
The target remains aware of everything it can see or hear while transformed. The target cannot speak or move, but can still take purely mental actions (such as casting certain spells) or be targeted by spells that affect its mind.<br>
Any creature donning this mask is transofrmed into a flawless imitation of the spell's target, and reverts to its natural form upon removing the mask. Any damage deal to the mask immediately ends this spell.
{| class="wikitable"
|+ Curse of Befouled Luck
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| Level: 5 || Casting Time: 1 Action || Necromancy
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| Range: 60ft || Duration: 8 Hours || Components: V
|}
You curse the target. The target must make a Wisdom Saving Throw or become incredibly unlucky. While affected by curse of befouled fortune, the target cannot roll with advantage. Additionally, the first time each round the target makes an attack, saving throw, or skill check, it must roll with disadvantage.<br>
'''At Higher Levels.''' If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled.
{| class="wikitable"
|+ Dream
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| Level: 5 || Casting Time: 1 Action || Illusion
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| Range: Self || Duration: 8 Hours || Components: VSM (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
|}
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.<br>
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the 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.<br>
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 ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.<br>
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
{| class="wikitable"
|+ Enervation
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| Level: 5 || Casting Time: 1 Action || Necromancy
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.<br>
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.<br>
'''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.
{| class="wikitable"
|+ Far Step
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| Level: 5 || Casting Time: 1 Bonus Action || Conjuration
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
{| class="wikitable"
|+ Hold Monster
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| Level: 5 || Casting Time: 1 Action || Enchantment
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| Range: 90ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a small, straight piece of iron)
|}
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Scrying
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| Level: 5 || Casting Time: 10 Minutes || Divination
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 1,000GP, such as a crystal ball, a silver mirror, or a font filled with holy water)
|}
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. The target gains different bonuses or penalties to the Save based on your familiarity with it.<br>
*The target has +5 on the Save if you have Secondhand knowledge of it (you have heard of the target).
*The target has +0 on the Save if you have Firsthand knowledge of it (you have met the target).
*The target has -5 on the Save if you have Familiar knowledge of it (you know the target well).
The target also gains different penalties to the Save based on the strongest connection you have to it.<br>
*The target has -2 on the Save if you have a likeness or picture of the target.
*The target has -4 on the Save if you have a possession or garment of the target.
*The target has -10 on the Save if you have a body part, lock of hair, bit of nail, or similar object of the target.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.<br>
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.<br>
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
{| class="wikitable"
|+ Synaptic Static
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| Level: 5 || Casting Time: 1 Action || Enchantment
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| Range: 120ft || Duration: Instant || Components: VS
|}
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.<br>
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
{| class="wikitable"
|+ Temporal Shunt
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| Level: 5 || Casting Time: 1 Action || Transmutation
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| Range: 120ft || Duration: 1 Round || Components: VS
|}
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.
{| class="wikitable"
|+ Wall of Light
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| Level: 5 || Casting Time: 1 Action || Evocation
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a hand mirror)
|}
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.<br>
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.<br>
A creature that ends its turn in the wall’s area takes 4d8 radiant damage.<br>
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 the wall’s length drops to 0 feet, the spell ends.<br>
'''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.
{| class="wikitable"
|+ Water To Acid
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| Level: 5 || Casting Time: 1 Action || Transmutation
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a vial of acid and a lump of coal)
|}
Choose a point you can see within range inside a body of water. The portions of that body of water that fit inside a 50-foot cube centered on that point become highly acidic until the spell ends. Any creature that ends its turn within the area takes 7d4 acid damage and must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of its next turn. Objects in the area that aren't being worn or carried also take damage at the end of each of your turns.<br>
While the spell lasts, your magic keeps the acid in the area from mingling with the surrounding water. When the spell ends, the acid returns to its original form as water.