Warlock/Spells HB
Contents
Cantrips
Jolt
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Sparks fly from your fingertips, shocking a creature within range. If the target is unconscious and reduced to 0 hit points, they gain advantage on their next death saving throw, and any ability check made to aid them also gains advantage. If you target a hostile creature, they must make a Constitution saving throw. If they fail, they take 1d8 lightning damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Purge
Abjuration cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Druid
Choose a humanoid that you can see within range. That creature can immediately make a saving throw against an effect that allows it to make saving throws at the end on each of its turns.
At 5th level, the target can use your saving throws instead of its own. At 11th level, the spell gains a range of 30 feet and you can target any creature. At 17th level, you can target up to two creatures with this spell.
1st level
Corruption
1st-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 minute
- Classes: Warlock
Your inflict a withering curse upon a 5-foot square of ground at a location you can see within range, withering plants and darkening the earth with fell power. At the start of each of your turns for the duration, the corruptive curse grows 5 feet in every direction. Whenever a creature starts its turn in a space afflicted by the curse, it must make a Charisma saving throw. If it fails, it takes 1d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 1st.
Explosion
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instant
- Classes: Sorcerer, Warlock, Wizard
You create a small but powerful explosion centered on a point within range. All creatures within 5 feet of that point take 1d4+1 force damage, and must make a Strength saving throw or be thrown 5 feet from the blast and knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 1d4 + 1 and push effect by 5 feet per spell level.
Shed Skin
1st-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Ranger, Wizard
You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. Casting this spell while you are being grappled ends the condition and allows you to move up to 5 feet as part of casting the spell without provoking opportunity attacks.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can move an additional 5 feet for each slot level above 1st.
Tilt
1st-level illusion
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a small metal ball and spring)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Wizard
You twist a creature's sense of balance and trick it into seeing the world shift beneath its feet. Choose a creature on a surface within range. The target must succeed on an Intelligence saving throw, or fall prone and slide 20 feet in a straight line in a direction of your choice. If the target would fall off a ledge as a result of this movement, it can make a Strength or Dexterity saving throw to prevent itself from falling and end the movement.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance sled increases by 5 feet for each slot level above 1st.
2nd Level
Devilish Hunt
2nd-level conjuration
- Casting Time: 1 action
- Range: Self (90 feet)
- Components: V, S, M (a silver fork)
- Duration: Concentration, up to 1 minute
- Classes: Warlock
You conjure three barbed harpoons of intricately twisted silver, which float in the air above your head for the spell’s duration. When you cast the spell, and as an action while the spell lasts, you can make a ranged spell attack to hurl a harpoon at a target you can see within 90 feet of you. If you miss, the harpoon returns to the air above you.
If you hit, the target takes 1d6 piercing damage and the harpoon lodges in their flesh. For each harpoon lodged inside a creature, its speed is reduced by 5 feet and you can use a bonus action to pull the creature 10 feet towards you. The target can use an action to pull any number of harpoons out, taking 2d6 necrotic damage for each harpoon removed and causing the harpoon to fade. Once all three harpoons have faded, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot level above 2nd.
Objectify
2nd-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a glass lens)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Bard, Warlock, Wizard
Choose one creature that you can see within range. You transform that creature into a nonmagical object. An unwilling creature can make a Wisdom saving throw, and if it succeeds, isn't affected by the spell. A target can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success.
The target transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The target gains 10 temporary hit points. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or the spell ends. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 4rd level or higher, you can target an additional creature for every two slot levels above 2nd.
Pull of the Abyss
2nd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a lodestone)
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
You create a small forcefield that attempts to pull all the creatures in the area towards the center. Any creature within 30 feet of a point you can see within range must make a Strength saving throw. Large or larger creatures have advantage on the saving throw. On a failure, the creature is pulled into a non-occupied space, as close to the center as possible and left prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the radius of the effect by 5 feet for each slot level above 2nd.
Slipstream
2nd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a length of silk)
- Duration: Concentration, up to 1 minute
- Classes: Wizard
A 15-foot wide, 60 foot long corridor of flowing space-time unfurls in a straight line in front of you, aiding or hindering travel along its length. You may choose whether the line flows towards or away from you. Creatures moving with the flow may move 2 feet for every one foot of spent movement, and those moving against it treat the area as difficult terrain.
For the duration, you can use your bonus action on your turn to reverse the polarity of the flow.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the length of the spell increases by 5 feet for each slot level above 2nd.
Sunder
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S, M (a piece of broken stone)
- Duration: Instantaneous
- Classes: Warlock
You send out a blast of chaotic dark energy in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 3d8 force damage on a failed save, or half as much on a successful one. Any objects or constructs in the path of the spell takes the maximum amount of damage per die.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d8 for each slot level above 2nd.
Wing Buffet
2nd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a red cloth scrap)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
You summon large wings behind you that beat with a furious cadence. Each creature within 10 feet of you must make a Dexterity saving throw or be knocked prone and take 3d6 bludgeoning damage. On a success, a creature takes half damage but is not knocked prone. Until the end of your turn you gain a fly speed of 15 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.
3rd Level
Blasphemy
3rd-level abjuration
- Casting Time: 1 action
- Range: Self (90-feet radius)
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Bard, Cleric, Warlock
You project a sphere of magic which turns the positive energy of healing magic into negative energy. Each time a creature within a 90-foot radius of you would recover hit points from a spell, it must make a Charisma saving throw. If it fails, it takes 1d8 necrotic damage and does not recover hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Detect Interference
3nd-level divination
- Casting Time: 1 action
- Range: Self (300-foot radius)
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Artificer, Warlock
You cast your senses out into the universe, seeking to detect the magical emanations of other spellcasters, energies from beyond the Material Plane, or other eldritch powers. Whenever a creature within 300 feet casts a spell, you are aware of the level of the spell and the school of magic. You are aware of the starting and ending location of any teleportation within 300 feet of you. Whenever a creature that is not native to your current plane enters the range of this spell, you become aware of their plane of origin, general direction, and approximate distance.
Life Link
3rd-level necromancy
- Casting Time: 1 action
- Range: Touch Components: V, S, M (a rusted iron ring worth at least 10 gp)
- Duration: 1 minute
- Classes: Cleric, Warlock
You reach out and snatch a creature you can see within range. Make a melee spell attack against the target. On a hit, the target is grappled by you (escape DC equal to your spell save DC). While you are grappling the target, you have resistance to all damage, and each time you take damage the target takes the same amount of damage.
The spell ends if the grapple ends or if the target dies.
Liliander's Hellspear
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a scorched twig)
- Duration: Instantaneous
- Classes: Ranger, Paladin, Warlock, Wizard
You summon a burning incorporeal spear and launch it towards a target with range. Make a ranged spell attack against that target. If there are any creatures 10 feet or less directly behind the target you in a line and the attack roll would also hit them, they are also hit. On a hit, a creature takes 3d10 fire damage. Additionally, their speed drops to 0 until the start of your next turn, when the spear dissipates.
At Higher Levels. When you cast this spell using a slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transposition
3rd-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Classes: Bard, Sorcerer, Warlock, Wizard
You swap the positions of two creatures of the same size (Medium and Small counts as the same) that you can see within range. If a creature is unwilling, it can make a Charisma saving throw to resist being teleported. If either creature succeeds, the spell is lost.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional creature for each slot level above 3rd. As long as two creatures fail their save, the spell succeeds.