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(Created page with "= Warlock Spells = == Cantrips == {| class="wikitable" |+ Acid Splash |- | Level: Cantrip || Casting Time: 1 Action || Conjuration |- | Range: 60ft || Duration: Instant || Components: VS |} You hurl a bubble of acid. Choose one or two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw, taking 1d6 Acid Damage on a failed save. :This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11t...") |
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You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your attack rolls against the target, provided that this spell hasn't ended. | You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your attack rolls against the target, provided that this spell hasn't ended. | ||
== Level 1 == | |||
{| class="wikitable" | |||
|+ Arcane Ammunition | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: Touch || Duration: Instant || Components: VSM (1GP) | |||
|} | |||
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target. | |||
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the material component increases by 1GP, for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Armor of Agathys | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Self || Duration: 1 Hour || Components: VSM (a cup of water) | |||
|} | |||
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot. | |||
{| class="wikitable" | |||
|+ Arms of Hadar | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: Self || Duration: Instant || Components: VS | |||
|} | |||
You invoke the power of darkness. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. | |||
:'''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. | |||
{| class="wikitable" | |||
|+ Blade Ward | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
You extend your hand and trace a sigil of warding in the air. Until the end of the duration, you have Resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks. | |||
{| class="wikitable" | |||
|+ Cause Fear | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. | |||
{| class="wikitable" | |||
|+ Charm Person | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 30ft || Duration: 1 Hour || Components: VS | |||
|} | |||
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. | |||
{| class="wikitable" | |||
|+ Comprehend Languages | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination | |||
|- | |||
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt) | |||
|} | |||
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. | |||
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. | |||
{| class="wikitable" | |||
|+ Distort Value | |||
|- | |||
| Level: 1 || Casting Time: 1 Minute || Illusion | |||
|- | |||
| Range: Toch || Duration: 8 Hours || Components: V | |||
|} | |||
You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Expeditious Retreat | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation | |||
|- | |||
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS | |||
|} | |||
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. | |||
{| class="wikitable" | |||
|+ Hellish Rebuke | |||
|- | |||
| Level: 1 || Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) || Evocation | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: VS | |||
|} | |||
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Hex | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment | |||
|- | |||
| Range: 90ft || Duration: 1 Hour || Components: VSM (the petrified eye of a newt) | |||
|} | |||
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. | |||
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. | |||
{| class="wikitable" | |||
|+ Illusory Script | |||
|- | |||
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination | |||
|- | |||
| Range: 90ft || Duration: 10 Days || Components: VM (a lead-based ink worth at least 10GP which the spell consumes) | |||
|} | |||
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. | |||
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. | |||
{| class="wikitable" | |||
|+ Magnify Gravity | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 60ft || Duration: 1 Round || Components: VS | |||
|} | |||
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. | |||
Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Protection From Evil and Good | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes) | |||
|} | |||
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. | |||
The protection grants several benefits. 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. |