Warlock Spell Compendium

Cantrips:

Blade Ward: Abjuration, Casting Time: 1 Action, Range: Self, Components: V, S, Duration: 1 Round, Effect: You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

 

Chill Touch: Necromancy, Casting Time: 1 Action, Range: 120 ft. Components: V, S, Duration: 1 Round, Effect:You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

Eldritch Blast: Evocation, Casting Time: 1 Action, Range: 120 ft. Components: V, S, Duration: Instantaneous, Effect:

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1dlO force damage. The spell creates more than one beam when you reach higher levels: two beam s at 5th level, three beam s at 11th level, and four beams at 17th level. You can direct the beam s at the same target or at different ones. Make a separate attack roll for each beam.

 

Friends: Enchantment, Casting Time: 1 Action, Range: Self, Components: S, M(a small amount of makeup applied to the face as this spell is cast), Duration: Concentration(up to 1 Minute), Effect: For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. W hen the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

 

Mage Hand: Conjuration, Casting Time: 1 Action, Range: 30 ft. Components: V, S, Duration: 1 Minute, Effect: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.

 

Minor Illusion: Illusion, Casting Time: 1 Action, Range: 30 ft. Components: S, M(a bit of fleece), Duration: 1 Minute, Effect: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion 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.

 

Poison Spray: Conjuration, Casting Time: 1 Action, Range: 10 ft. Components: V, S, Duration: Instantaneous, Effect: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

 

Prestidigitation: Transmutation, Casting Time: 1 Action, Range: 10 feet, Components: V, S, Duration: Up to 1 hour, This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire.

You instantaneously clean or soil an object no larger than 1 cubic foot.

You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 

True Strike: Divination, Casting Time: 1 Action, Range: 30 ft. Components: S, Duration: Concentration(up to 1 round), Effect: You extend your hand and 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 first attack roll against the target, provided that this spell hasn’t ended.

 

1st Level Spells:

Armor of Agathys: Abjuration, Casting Time: 1 Action, Range: Self, Components: V, S, M(a cup of water), Duration: 1 Hour, Effect: 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. W hen 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 level above 1st.

 

Arms of Hadar: Conjuration, Casting Time: 1 Action, Range: Self(10-foot radius), Components: V, S, Duration: Instantaneous, Effect: You invoke the power of Hadar, the Dark Hunger. 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. W hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

 

Burning Hands: Evocation, Casting Time: 1 Action, Range: Self (15-ft. Cone), Components: V, S, Duration: Instantaneous, Effect: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. 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.

 

Charm Person: Enchantment, Casting Time: 1 Action Range: 30 ft. Components: V, S, Duration: 1 Hour, Effect: 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 charm ed by you until the spell ends or until you or your companions do anything harmful to it. The charm ed creature regards you as a friendly acquaintance. W hen the spell ends, the creature knows it was charmed by you. At Higher Levels. W hen 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.

 

Command: Enchantment, Casting Time: 1 Action, Range: 60 ft. Components: V, Duration: 1 Round, Effects: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the com m and on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops 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 flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. W hen you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

 

Comprehend Languages: Divination(ritual), Casting Time: 1 Action, Range: Self, Components: V, S, M(a pinch of soot and salt), Duration: 1 Hour, Effect: 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.

 

Expeditious Retreat: Transmutation, Casting Time: 1 Bonus Action, Range: Self, Components: V, S, Duration: Concentration(up to 10 minutes), Effect: 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.

 

Find Familiar: Conjuration (Ritual), Casting Time: 1 Hour, Range: 10 feet, Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier), Duration: Instantaneous Effects: You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics o f the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently o f you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed,you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have m ore than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

 

Hellish Rebuke: Evocation, Casting Time: 1 Reaction(in response to being damaged by a creature that you can see), Range: 60 ft. Components: V, S, Duration: Instantaneous, Effect: 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 1dlO for each slot level above 1st.

 

Hex: Enchantment, Casting Time: 1 Bonus Action, Range: 90 ft. Components: V, S, M(the petrified eye of a newt), Duration: Concentration(up to 1 hour), Effect: 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.

 

Illusory Script: Illusion(ritual), Casting Time: 1 Minute, Range: Touch, Components: S, M(a lead-based ink worth at least 10 gp, which the spell consumes), Duration: 10 Days, Effect: 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.

 

Protection from Evil and Good: Abjuration, Casting Time: 1 Action, Range: Touch, Components: V, S, M(holy water or powdered silver and iron, which the spell consumes), Duration: Concentration(up to 10 minutes), Effect: Until the spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Celestials, Elementals, Fey, Fiends, or 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.

 

Unseen Servant: Conjuration(ritual), Casting Time: 1 Action Range: 60 ft. Components: V, S, M(a piece of string and a bit of wood), Duration: 1 Hour, Effect: This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant perform s the task to the best of its ability until it completes the task, 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.

 

Witch Bolt: Evocation, Casting Time: 1 Action, Range: 30 ft. Components: V, S, M(a twig from a tree that has been struck by lightning), Duration: Concentration(up to 1 minute), Effect: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target 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.

 

2nd Level Spells:

Blindness/Deafness: Necromancy, Casting Time: 1 Action, Range: 30 ft. Components: V, Duration: 1 Minute, Effects: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. W hen you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

 

Cloud of Daggers: Conjuration, Casting Time: 1 Action Range: 60 ft. Components: V, S, M(a sliver of glass), Duration: Concentration(up to 1 minute) Effects: You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

 

Crown of Madness: Enchantment, Casting Time: 1 Action, Range: 120 ft. Components: V, S, Duration: Concentration(up to 1 minute), Effects: One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

 

Darkness: Evocation, Casting Time: 1 Action, Range: 60 ft. Components: V, M(bat fur and a drop of pitch or piece of coal), Duration: Concentration(up to 10 minutes) Effects: Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the

duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

 

Enthrall: Enchantment, Casting Time: 1 Action, Range: 60 ft. Components: V, S, Duration: 1 Minute, Effects: You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

 

Hold Person: Enchantment, Casting Time: 1 Action, Range: 60 ft. Components: V, S, M(a small, straight piece of iron), Duration: Concentration(up to 1 minute), Effects: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. 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. At Higher Levels. W hen you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

 

Invisibility: Illusion, Casting Time: 1 Action, Range: Touch, Components: V, S, M(an eyelash encased in gum arabic), Duration: Concentration(up to 1 hour), Effects: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

 

Mirror Image: Illusion, Casting Time: 1 Action, Range: Self, Components: V, S, Duration: 1 Minute, Effects: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

 

Misty Step: Conjuration, Casting Time: 1 Bonus Action, Range: Self, Components: V, Duration: Instantaneous, Effects: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

 

Ray of Enfeeblement: Necromancy, Casting Time: 1 Action, Range: 60 ft. Components: V, S, Duration: Concentration(up to 1 minute), Effects: A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

 

Scorching Ray: Evocation, Casting Time: 1 Action Range: 120 ft. Components: V, S, Duration: Instantaneous, Effects: You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

 

Shatter: Evocation, Casting Time: 1 Action, Range: 60 ft. Components: V, S, M(a chip of mica), Duration: Instantaneous, Effect: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

 

Spider Climb: Transmutation, Casting Time: 1 Action, Range: Touch, Components: V, S, M(a drop of bitumen and a spider), Duration: Concentration(up to 1 hour), Effects: Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

 

Suggestion: Enchantment, Casting Time: 1 Action, Range: 30 ft. Components: V, M(a snake’s tongue and either a bit of honeycomb or a drop of sweet oil), Duration: Concentration(up to 8 hours), Effects: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes 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 knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.

Warlock Spell Compendium

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