Spell List
When Lathander looked at the spells usually cased by warlocks, he thought that most of the spells don't suit his taste. They neither didn't fit with his divine nature, or they weren't capable of being reshaped into the style he was shooting for; that of a Warlock of Lathander being a representative of his Shadow.
Because of this, he did more than just add spells to the Warlock Spell list. He completely overhauled it, removing some spells that fall more into Fiend and Old One patrons and replacing them with Cleric or Paladin spells. Some of them have slight alterations, while others are so altered that a new spell description is required.
What is listed below is the result of his work, performed in the course of an half hour in a time-frozen demiplane where he trained his first Warlock, Matthew Christopher, in channeling his power.
Important Notes
More often than now, only the damage type is changed. In that case, the damage type is shown in the list.
Abbreviations are as follows: No abbreviation means that the spell is from the Player's Handbook. (SCAG) means that it's from the Sword Coast Adventurer's Guide. (XGE) means that it's from Xanathar’s Guide to Everything.
If a spell has (NEW) by it, the spell block will appear below.
If a spell has (*) by it, it is visually altered, which will be listed below as well. An alternate name may also be given.
Cantrips (0 Level)
- Blade Ward
- (SCAG) Booming Blade
- Chill Touch
- (XGTE) Create Bonfire
- Eldritch Blast
- Firefly Swarm (NEW)
- (XGTE) Frostbite
- (SCAG) Green-Flame Blade (*)
- (SCAG) Lightning Lure
- Mage Hand
- Mending
- Minor Illusion
- Prestigitation
- (SCAG) Sword Burst
- Toll the Dawn (NEW)
- True Strike
- (XGTE) Word of Radiance
1st Level
- Armor of Agathys (*)
- Arms of Hadar (*)
- Charm Person
- Command
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Hellish Rebuke (*)
- Illusory Script
- Protection from Evil and Good
- Shield of Faith
- Unseen Servant
- Witch Bolt
2nd Level
- Augury
- Calm Emotions
- Darkness (*)
- Find Steed
- Hold Person
- Invisibility
- Lessor Restoration
- (XGTE) Mind Spike
- Mirror Image
- Misty Step
- Ray of Enfeeblement (*)
- (XGTE) Shadow Blade
- Silence
- Warding Bond
- Zone of Truth
3rd Level
- Beacon of Hope
- Counterspell
- Clairvoyance
- Dispel Magic
- (XGTE) Enemies Abound
- Fear
- Fly
- Gaseous Form
- Hunger of Hadar (*)
- (XGTE) LIfe Transference
- Magic Circle
- Major Image
- Remove Curse
- Revivify
- Sending
- Summon Lesser Celestial (NEW)
- Toungues
- Water Walk
4th Level
- Aura of Life
- Aura of Purity
- Banishment
- Brightening (NEW)
- (XGTE) Charm Monster
- Death Ward
- Dimension Door
- Divination
- Hallucinatory Terrain
- (XGTE) Shadow of Mail (*)
- (XGTE) Sickening Radiance (*)
- Summon Greater Celestial (NEW)
5th Level
- Circle of Power
- Commune
- Contact Other Plane
- Dawn
- Dispel Evil and Good
- Dream
- (XGTE) Far Step
- Geas
- Greater Restoration
- Hallow
- Hold Monster
- Legend Lore
- Positive Energy Flood (NEW)
- Scrying
- (XGTE) Wall of Light
6th Level
- Arcane Gate
- Blade Barrier
- Find the Path
- Conjure Fey
- Conjure Spirits (NEW)
- Eyebite
- Flesh to Stone
- (XGTE) Investiture of Flame
- (XGTE) Investiture of Ice
- (XGTE) Investiture of Stone
- (XGTE) Investiture of Wind
- Heroes' Feast
- (XGTE) Mental Prison
- (XGTE) Scatter
- True seeing
- Word of Recall
7th Level
- (XGTE) Crown of Stars
- Etherealness
- Forcecage
- Planar Shift
8th Level
- Demiplane
- Dominate Monster
- Feeblemind
- Glibness
- (XGTE) Maddening Darkness
- Power Word Stun
9th Level
- Astral Projection
- Foresight
- Gate
- Imprisonment
- (XGTE) Psychic Scream
- True Polymorph
Armor of Agthys
Renamed by Lathander as 'Coronic Shroud,' the spell appears as a thin glow of a corona outlining the caster's body. The spell is unchanged otherwise.
Brightening
4th-level Divination
- Casting Time: 1 Standard Action
- Range: 30 Feet
- Components: V, S
- Duration: Instantaneous
This is the divine opposite of the Blight spell. Holy energy washes over a creature of your choice that you can see within range.
The target makes a CON save. If the target is undead, fiend, or abomination, that save is made with Disadvantage. The target takes 8d8 radiant damage on a failed save, or half as much damage on a successful one.
If you target a plant creature or a magical plant, and the damage reduces the creature to 0 hit points, the target is reduced to a mass of mundane plants.
If you target a nonmagical plant that isn't a creature, such as a tree or scrub, the plant material doubles in size, if the plant has flowers, they bloom all at once as if by the noonday sun.
At Higher Levels. When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.
Arms of Hadar
Renamed by Lathander as 'Grasp of Night' the tendrils are created by ice that erupt and snake around the creatures in the area. The damage is Cold, but the remainder of the spell remains unmodified.
Conjure Spirits
6th-Level Conjuration
- Casting Time: 1 Minute
- Range: 10 feet.
- Components: V, S, M (a 150gp onyx stone)
- Duration: Instantaneous
You can cast this spell only at night. Three Ghosts (Monster Manual p. 147) appear within range around you. These ghosts are friendly toward you, and could be friends and/or family in a former life. They share a mental and emotional bond with you allowing you to command any or all of these ghosts at the same time with a bonus action, which they will follow to the best of their ability. Otherwise, they will accompany and defend themselves and the caster against hostile creatures. They remain present for the following 24 hours, after which they will return to the afterlife, unless the spell is cast again before the end of the 24 hours.
In addition to their abilities according to the stat block, the ghosts can possess your body, prompting you to fall into a trance for 1 minute, after which, you gain the benefits of a short rest. This ghost returns to the afterlife after this action.
At Higher Levels. When you cast this spell using a 7th-level spell slot, four Ghosts are summoned, five with an 8th-level spell slot, and six with a 9th-level spell slot.
Firefly Swarm
Conjuration Cantrip
- Casting Time: 1 Standard Action
- Range: 30 Feet
- Components: V, S, M (A living Firefly)
- Duration: Instant
Firefly Swarm works similar to Infestation, only with the major difference being that the cloud is made of tiny firelights that swarm around the the target. The target must CON save or take 1d6 Radiant damage and move 5 feet in a random direction.
A dice roll can be used, either a d4 or a d8, depending on the house rule on diagonal movement. Start with North on '1', and go clockwise with each next number. This movement doesn't provoke opportunity attacks, and if the direction is blocked, the target doesn't move.
The spell's damage increased by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6)
Green-Flame Blade
Instead of a Green Flame, the flame produced is that of a bright flame, or that of a red and yellow flame. The spell can be renamed 'Solar Flare Blade' without any other alterations.
Hellish Rebuke
Renamed as 'Holy Rebuke,' the flames surrounding you resemble yellow-red prominences of solar flares. The spell is otherwise unchanged.
Hunger of Hadar
The new name is 'Hunger of the Eclipse.' Instead of soft whispers and slurping sounds, a sound similar to a furnace in full blow can be heard. The damage dealt on the DEX save at the end of its turn is Radiant damage. The spell is otherwise unaltered.
Positive Energy Flood
5th-level Divination
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, M (a clear crystal and a square of white silk)
- Duration: Instantaneous
You send ribbons of positive energy at one creature you see within range. The target makes a CON Save. If the target is undead, this save is made at Disadvantage. The target takes 5d12 radiant damage, half as much on a save. If undead and the damage reduces it to 0 HP, it is reduced to dust.
If the target is a Celestial, it does not make a save, but it gains 5d12 temporary hit points.
Ray of Enfeeblement
Instead of a Black beam of enervating energy, the beam is of intense heat and humidity, as the target experiences an environment if an oppressive heat wave. The spell is otherwise unchanged.
Shadow of Mail
The flames wreathe your body is made of corona and white flames. The damage type involved is Radiant but otherwise the spell is unchanged.
Sickening Radiance
The light involved is that of a bright noon-day sun in a cloudless sky and the heat is accompanied by high humidity, as if by an oppressive heat wave. The spell is otherwise unchanged. Some people call this revised spell 'Oppressive Radiance'
Summon Greater Celestial
4th-level conjuration
- Casting Time: 1 Standard Action
- Range: 60 Feet
- Components: V, S, M (a piece of Chalk blessed by a priest in the past 24 hours.)
- Duration: Concentration, up to 1 hour.
As part of casting the spell, you form a circle on the ground using the chalk. The chalk is consumed in the process.
After which, you utter words of supplication and prayer, summoning a celestial from the plane of Elysium. The type of celestial depending on the spell slot level used, referring to the below table. It will appear within the circle. It cannot leave the circle until the caster invites the Celestial to leave the circle.
Roll initiative for this Celestial, and it will have its own turns. It will have its own actions, and unless ordered to do otherwise, it will assist the caster and his allies whatever it feels necessary: The Celestial will attack all aggressors, defend less sturdy members and will heal if necessary. The Celestial remains an ally as long as the party or the caster does not deal any harm to the celestial. If this event happens, the celestial disappears and the caster cannot cast this spell for another 2d6 days. (During this probationary period, casting this spell will have no results, regardless of spell level used.)
On the caster's turn, with a Bonus Action, the caster can issue a command to the celestial. The caster must make a Persuasion (CHA) check against his own Spell Save DC. On a Success, the celestial will follow the given instructions before any other options.
If the concentration of the spell is stopped and the Celestial still has Hit Points, it remains present for another 1d12 rounds, and nobody can issue any commands to it.
| Spell Slot Level |
Creature summoned |
|---|---|
| 4th | Priest (Monster Manual p. 348) |
| 5th | War Priest (Volo's Guide to Monsters p. 218) |
| 6th | Deva (Monster Manual) p. 16) |
| 7th | Ki-rin (Volo's Guide to Monsters p. 163) |
| 8th | Planetar (Monster Manual) p. 17) |
| 9th | Deva (Monster Manual) p. 18) |
If the creature of NPC mentioned is not a Celestial, the block is modified with the following:
- The type of the creature includes Celestial, and the Alignment is Neutral Good
- A pair of wings is on the character's back, granting him a flying speed of 40 feet.
- Hit Points is the maximum result of the included Hit Dice.
- The Following Spells can replace some of the normally prepared spells:
- Cantrip: Spare the Dying,
- 1st Level: Cure Wounds, Healing Word
- 2nd Level: Gentle Repose, Lesser Restoration, Prayer of Healing
- 3rd Level: Mass Healing Word, Revivify
- 4th Level: Death Ward
- 5th Level: Mass Cure Wounds, Raise Dead
Summon Lesser Celestial
3rd-level Conjuration
- Casting Time: 1 Standard Action
- Range: 60 Feet
- Components: V, S, M (a piece of Chalk blessed by a priest in the past 24 hours.)
- Duration: Concentration, up to 1 hour.
As part of casting the spell, you form a circle on the ground using the chalk. The chalk is consumed in the process.
While standing in the circle, you utter words of supplication and prayer, summoning a celestial from the plane of Elysium. Roll on the following table to determine what appears
| d6 | Celestials summoned |
|---|---|
| 1-2 | 1 Unicorn (Monster Manual p. 294) |
| 3-4 | 2 Couatl (Monster Manual p. 43) |
| 5-6 | 3 Pegasus (Monster Manual p. 250) |
These creatures will appear in unoccupied spaces as close to the space of the circle as possible. They disappear when it drops to 0 Hit Points or until the spell ends.
Roll for initiative when they appear. They will have a group place on the initiative order.
The celestials are friendly toward the caster, neutral toward allies, and hostile to anyone who would attack them or the caster. Allies can have a neutral celestial become friendly with an Persuasion (CHA) check against he Caster's Spell Save DC.
At Higher Levels. When you cast this spell using a 6th or 7th level Spell Slot, twice the number of Celestials are summoned. If an 8th or 9th Spell Slot is used, three times the number of Celestials are summoned.
Toll the Dawn
Evocation Cantrip
- Casting Time: 1 Standard Action
- Range: 60 Feet
- Components: V, S, M (a Bell)
- Duration: Instantaneous
You ruing the bell at one creature you cna see within range, and the sound of being inside a large bell just as it is being struck assaults the target's ears. The target must WIS save or take 1d8 Radiant damage. If the target is at full hit points, it instead takes 1d12 Radiant damage.
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)