The Warlock
| Level | Proficiency Bonus |
Features | Cantrips Known |
Spells Known |
Spell Slots |
Slot Level |
Invocations Known |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Pact Magic, Otherworldly Patron, Eldritch Overflow (1d8) | 2 | 2 | 1 | 1st | — |
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 3 |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 3 |
| 5th | +3 | Eldritch Overflow (2d8) | 3 | 6 | 2 | 3rd | 4 |
| 6th | +3 | Otherwordly Patron feature | 3 | 7 | 2 | 3rd | 4 |
| 7th | +3 | — | 3 | 8 | 2 | 4th | 5 |
| 8th | +3 | Ability Score Improvement, Eldritch Overflow (3d8) | 3 | 9 | 2 | 4th | 5 |
| 9th | +4 | — | 3 | 10 | 2 | 5th | 6 |
| 10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 6 |
| 11th | +4 | Mystic Arcanum (6th level) Eldritch Overflow (4d8) | 4 | 11 | 3 | 5th | 7 |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 7 |
| 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 7 |
| 14th | +5 | Otherworldly patron feature, Eldritch Overflow (5d8) | 4 | 12 | 3 | 5th | 8 |
| 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 8 |
| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 8 |
| 17th | +6 | Mystic Arcanum (9th level), Eldritch Overflow (6d8) | 4 | 14 | 4 | 5th | 8 |
| 18th | +6 | Complete Knowledge | 4 | 14 | 4 | 5th | 9 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 9 |
| 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 9 |
Class Features
As a warlock, you gain the following class features
Hit Points
- Hit Dice: 1d8 per warlock level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies
- Armor: light armor
- Weapons: simple weapons
- Tools: none
- Saving Throws: Wisdom, Charisma
- Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) a dungeoneer's pack
- Leather armor, any simple weapon, and two daggers
Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. For warlock, this ability score prerequisite is 13 Charisma. WHen you gain a level in warlock, you gain proficiency in light armor and simple weapons.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Expanded Spells
Each patron has a list of spells associated with it, detailed in the its description. When you reach certain levels in this class, you learn one spell of your choice from the spells presented. A spell learned this way counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. If either spell is not already on the warlock list, it gets added to the warlock spell list for you.
Eldritch Overflow
Your otherworldly power makes even your weakest spells formidable, adding a secondary burst of power to their impacts. When a creature takes damage from one of your warlock cantrips as a result of being hit by a spell attack or failing a saving throw, you can make it take an additional 1d8 damage. You can only use this feature once each turn.
The amount of the extra damage increases to 2d8 at 5th level, 3d8 at 8th level, 4d8 at 11th level, 5d8 at 14th level, and 6d8 at 17th level. If the cantrip damages two or more creatures, you can distribute these dice among them however you wish.
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found at the end of the document. When you gain certain warlock levels, you gain additional invocations of your choice.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Pact of the Blade
Your patron grants you martial power. You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
When you attack with a pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can use your Eldritch Overflow feature when you damage a creature with a weapon attack that uses your pact weapon.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. You can ignore the material components of this spell once. You must finish a long rest to be able to ignore them again.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: chokerMTF, guardian lionNEW, imp, lost soulNEW, pseudodragon, quasit, or sprite.
In combat, the familiar shares your initiative, but goes immediately after you do. Additionally, you can use your action to allow your familiar to take the Attack action to make a single attack on its turn.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum. You learn a 6th-level spell from the warlock spell list, and a special 6th-level warlock spell slot you can use to cast your spells with. Additionally, you can use it to cast a spell an invocation allows you to cast without expending a use of that invocation (if any). You regain any expended spell slots from this feature when you finish a long rest.
At 13th level, you learn a 7th-level warlock spell, and gain a 7th-level warlock slot you can use this way. At 15th level, you learn an 8th level spell gain a spell slot of that level, and at 17th level you learn a spell of 9th level and can cast a spell slot of that level.
Complete Knowledge
At 18th level, your patron grants you moments of unrestricted knowledge. You can cast any spell of 5th-level or lower on the warlock spell list, without expending a spell slot.
Once you use this feature, you can't use it again until you finish a long rest.
Eldritch Master
At 20th level, you can entreat your patron to bestow an instantaneous surge of power upon you. As a bonus action, you can regain all your expended Pact Magic spell slots.
Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Otherworldly Patrons
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Archfey Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | faerie fire, sleep |
| 2nd | calm emotions, phantasmal force |
| 3rd | blink, plant growth |
| 4th | dominate beast, greater invisibility |
| 5th | dominate person, seeming |
Otherworldly Manners
Starting at 1st level, your pact imbues you with supernatural charisma. Choose a skill out of Deception, Intimidation, Performance, and Persuasion. You become proficient with that skill, and your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 10 minutes or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You have resistance to any damage the creature deals to you.
If you willingly end the illusion, you can choose to erase any portion of the events that happened within the delirium from the target's mind.
You must finish a short or long rest before you can use this feature again.
The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | burning hands, command |
| 2nd | blindness/deafness, scorching ray |
| 3rd | fireball, stinking cloud |
| 4th | fire shield, wall of fire |
| 5th | flame strike, hallow |
Dark One’s Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Dark One’s Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can add 1d8 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest. Alternatively, you can regain a use of this feature by forgoing the temporary hit points granted by your Dark One's Blessing feature.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
The Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
Great Old One Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | dissonant whispers, Tasha's hideous laughter |
| 2nd | detect thoughts, phantasmal force |
| 3rd | clairvoyance, sending |
| 4th | dominate beast, Evard's black tentacles |
| 5th | dominate person*, telekinesis |
Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Implant Thoughts
Also at 1st level, you can use your mind to place insidious incantations directly into your target's psyche. When you cast an enchantment or divination spell on a target within range of your telepathy, you can choose to forgo any components the spell requires, excepting only material components are consumed or have a gold cost indicated in the spell’s description. If you do, you can roll a d4 and subtract it from the target’s saving throw, or add it to your spell attack, whichever is relevant to the spell.
You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.
Zone of Revealing Light
At 6th level, your patron has granted you the ability to pierce the veil of reality briefly and pierce illusory barriers. As an bonus action, you can cause an area of deception-piercing magic to appear within 60 feet of you. The area is a 30-foot cube. All creatures can see into the area with perfect clarity, regardless of its light level. Invisible creatures and creatures in the ethereal plane are revealed while in the area. Illusions created with a spell of a level equal to lower than your Pact Magic spell slot also have their true natures revealed. Attacks against creatures in this area ignore any source of disadvantage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Alien Mind
Starting at 10th level, you've been changed by visions into the reaches of existence even true sight can't see. Your thoughts can't be read by telepathy or other means unless you allow it.
Additionally, you can to simply disbelieve painful aspects of reality away. When you would take damage, you can use your reaction to make a Charisma saving throw against a DC equal to the amount of damage you are taking. On a success, you instead take no damage. On a failure, you take half as much damage and can't use this feature again until you finish a long rest.
Create Thrall
At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell of 5th level or higher is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. The charmed creature regards you as a trusted friend to be heeded and protected. Although the creature isn't under your control, it takes your requests or actions in the most favorable way it can.
The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Undying Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | inflict wounds, ray of sickness |
| 2nd | blindness/deafness, silence |
| 3rd | protection from energy, vampiric touch |
| 4th | aura of life, transfusionNEW |
| 5th | circle of power, legend lore |
Undying Nature
Starting at 1st level, your patron's influence gradually frees you from mortal needs and frailties as you advance as a warlock. You become immune to disease and don't require food or water. Additionally, you remain fully aware of your surroundings while unconscious.
At 6th level, you no longer need to breathe or sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity like keeping watch.
At 10th level, you are immune to poison and age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Immortal Coil
Also at 1st level, your body has gained a layer of insulation from the dangers of the world. This supernatural resistance is represented by a pool of points equal to 3 plus 3 times your warlock level. Whenever you take damage, you can use your reaction to expend any number of points from this pool, up to the amount of points remaining in it, to reduce the damage you take by that amount.
This pool regains all of its points whenever you finish a long rest.
Defy Death
Starting at 6th level, you can use magic to cheat death itself. Immediately before you roll a death saving throw, you can regain hit points equal to 1d8 + half your warlock level. You can stand up from prone without expending movement if you do. Alternatively, when a creature you can see within 30 feet of you succeeds on a death saving throw, you can use your reaction to cause them to regain the same amount of hit points.
Once you use this feature, you can't use it again until you finish a short or long rest, or until you expend a Pact Magic spell slot to cast an undying spell.
Fuguewalker
Starting at 10th level, your patron's influence bars your soul from entering the after life. When you would be killed, you can instead be reduced to 1 hit point. If you choose to do so, you are immediately put under the effects of the feign death spell. The duration of this effect is 24 hours. It ends early if you regain hit points.
Once you defy death this way, you can't do so again until you finish a long rest.
Indestructible Life
When you reach 14th level, you partake some of the true secrets of the Undying. When you start your turn with less than half your maximum hit points remaining, you can choose to regain hit points equal to your Charisma modifier. Additionally, by putting a severed body part of yours back in place at the start of your turn, the part reattaches. You don't gain this benefit if you have 0 hit points.
Additionally, your constant regeneration brings your body constantly back to its prime. You no longer age, and any negative effects of aging are completely cured.
The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Celestial Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | cure wounds, guiding bolt |
| 2nd | flaming sphere, lesser restoration |
| 3rd | melf's minute meteors, revivify |
| 4th | guardian of faith, wall of fire |
| 5th | flame strike, greater restoration |
Bonus Cantrips
At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. As an action, you can cause a ray of healing light to break upon a creature you can see within 60 feet of you. Roll your Eldritch Overflow die. The creature regains hit points equal to the result, plus your Charisma modifier. If the creature is prone and within 5 feet of you, it can immediately stand up without spending any movement.
You can use this feature twice. You regain any expended uses of this feature when you finish a long rest. You gain an additional use of this feature at 6th level, and again at 10th and 14th level.
Radiant Soul
At 6th level, your patron bestows upon you the ability to punish those that stand in the way of your collective goals. As an action, you can cause the positive energy within you to surge, making your body glow with a powerful retributive light for the next minute,, or until you become incapacitated. For the duration, you gain the following benefits:
- You radiate bright daylight in the area within 30 feet of you, and dim light for 30 feet beyond that.
- Whenever a creature damages you, the damage is reduced by 1d6 and they take radiant damage equal to the same amount.
- Whenever you deal damage to a creature using a warlock spell (or a pact weapon), you can convert that spell’s damage to radiant.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Word of Penance
Starting at 10th level, your patron has entrusted you with the words of divine punishment. As a bonus action, you can cast command without expending a spell slot.
You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.
Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can't use it again until you finish a long rest.
Dreadlord
Deep in the pits of gloom-filled wastes of the Shadowfell, there lie accursed beings of unfathomable malice and melancholy. These creatures desire the demolition of positive emotion and the spread of the same misery that plagues them. These lords of shadow revel in the perpetual gloom of the unsatiated dead. Dreadlords have even been known to be trapped for the amusement of Dark Powers of the Shadowfell. These lords are trying to scheme a way out of these Domains of Dread they are caged within, and are using you as a means of escape.
Creatures powerful enough to be considered dreadlords include artifact-infused dracolich known as The Ghost King, Lord Soth, the vampire lord Strahd von Zarovich, and the head Nightshades in service to Shar, or maybe even Shar herself.
Dreadlord Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | cause fear, inflict wounds |
| 2nd | blindness/deafness, pass without trace |
| 3rd | blink, fear |
| 4th | greater invisibility, phantasmal killer |
| 5th | antilife shell, cone of cold |
Shadowsight
At 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
Curse of Gloom
At 1st level, gain the ability to place a baleful curse, a pall of ill luck that sustains you. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if you die or are incapacitated. Until the curse ends, the creature suffers the following effects:
- Whenever the cursed creature takes damage from an attack or effect that targets only it, damage die results of 1 or 2 are rerolled. Whenever the cursed creature rolls a damage die and rolls the highest or second highest result, it must reroll that die. A given die can only be rerolled this way once.
- Once each turn, if the creature rolls a 20 on an ability check, saving throw, or attack roll, it must reroll the result.
- If the cursed target dies, you gain temporary hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest. When the creature cursed by your Curse of Gloom dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated.
Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Mantle of Shadow
At 10th level, your enemies' attacks harmlessly passes through your body as if it were shadow. When a creature hits you with an attack roll, you use your reaction to roll a d6. On a 6, the attack instead misses you, regardless of the roll. If the attacker is cursed by your Curse of Gloom the attack instead misses you on a roll of 4 or higher.
Withering Gloom
Starting at 14th level, you become a locus of negative energy and gloom by drawing in the vitality from the world around you. As an action, you unleash 20 tendrils of essence-stealing shadow energy. Choose any number of creatures within 60 feet of you, and divide 20 tendils among them (a creature can be targeted by a number of die equal to half your warlock level). Each creature must make a Charisma saving throw, taking 1d8 necrotic damage for each tendril targetted at it, or half as much on a successful save.
You gain temporary hit points equal to the amount of damage you deal, which last for 1 minute. While you have these temporary hit points, creatures of your choice within 15 feet of you can't regain hit points, and take 2d8 psychic damage every time they miss an attack roll, fail a saving throw, or fail an ability check. Plantlife in this area rapidly withers and dies.
Once you use this feature, you can't use it again until you finish a long rest.
Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or supplying components.
While under this spell's effects and in dim light or darkness, you gain a bonus to your armor class against opportunity attacks. This bonus is equal to your Charisma modifier.
Aspect of the Moon
Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Beast Speech
You can cast speak with animals and animal messenger at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Armor
Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed. You can instantly doff worn armor as an action.
Eldritch Mind
Prerequisite: Pact of the Tome feature
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Sight
You can cast detect magic at-will, without expending a spell slot or material components.
While under the effects of this spell, you can choose to end the spell to expend its remaining energy into a single pulse of divinatory magic. You learn the direction of the nearest secret door or trap (your choice) within 30 feet of you, if any. If there are none, you learn that fact.
Once you end the spell this way, you can't do so again until you finish a short or long rest.
Eldritch Spear
When you cast a warlock cantrip that does not have a range of touch, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Vigor of the Lost
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Additionally, when you fail a death saving throw, you can instead choose to succeed. If you do, you lose the benefits of this invocation until you finish a long rest.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled a value equal to your Charisma modifier (up to the maximum value of the die), unless they would be higher.
Improved Pact Weapon
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls. At 7th level, this bonus increases to +2, and increases to +3 at 15th level. If your pact weapon is a magic weapon that already has a bonus to these rolls, use the higher of the two bonuses.
Investiture of the Chain Master
Prerequisite: Pact of the Chain feature
As a bonus action, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits for the next minute:
- The familiar gains a number of temporary hit points equal to three times your warlock level.
- If the familiar attacks or forces a creature to make a saving throw, it uses your spell attack bonus and spell save DC, respectively.
- When you use your action to allow your familiar to attack, it can add your Eldritch Overflow damage to the first attack it hits with on its turn, provided you didn't use the feature on your turn.
You can use this feature once. You must finish a long rest before you can use it again. Alternatively, you can expend a Pact Magic spell slot to use it again.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Cloak of Flies
Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Alter Overflow: Backblast
Prerequisite: 5th level
When you hit a creature with an attack and use your Eldritch Overflow feature, you can cause a backblast of arcane power. Every creature in a 15-foot cone directly behind the creature you hit must make a Dexterity saving throw. On a failure, they are treated as having been successfully affected by the cantrip, and take additional damage equal to your Eldritch Overflow damage die.
You can only use one Alter Overflow effect on each of your turns. Once you use this invocation, you must finish a short or long rest before you can do it again.
Alter Overflow: Eldritch Beam
Prerequisite: 5th level
When you cast a damaging cantrip, you can release the spell's energy as a 5-foot wide, 100-foot long beam of arcane power originating from you. Each creature in the area must make a Dexterity saving throw. On a failure, they are treated as having been successfully affected by the cantrip, and take additional damage equal to your Eldritch Overflow damage die.
You can only use one Alter Overflow effect on each of your turns. Once you use this invocation, you must finish a short or long rest before you can do it again.
Revival of the Unhallowed
Prerequisite: 5th level
You can cast animate dead once using a warlock spell slot. When you cast this spell, you can animate dead and reassert control over existing undead at the same time. You can't cast this spell this way again until you finish a long rest.
Additionally, when you cast animate dead you can forgo animating three undead to instead animate the remains of one Large humanoid or giant. The resulting undead uses the statistics of a Minotaur Zombie if you target bones, or an Ogre Zombie if you target a corpse. You treat this creature as three corpses for the purpose of reasserting control over it.
Far Scribe
Prerequisite: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching the name on it.
Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once without using a spell slot, as if it was cast using one of your Pact Magic spell slots. You can't do so again until you finish a long rest. When you obtain your Mystic Arcanum feature, you can use it to cast bestow curse.
When you cast the spell this way, you can force the target to make a Charisma saving throw instead of a Wisdom saving throw. Additionally, you can sense the target's location and see them clearly for the duration of the spell, even through full cover and magical obscuration.
Thirsting Steel
Prerequisite: 5th level, Pact of the Blade feature
If you miss with an attack roll using your pact weapon on your turn, you can make an additional attack with it. You can use this feature only once on each of your turns.
Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Alter Overflow: Split Beam
Prerequisite: 5th level
On your turn, you can use your bonus action and forgo the use of your Eldritch Overflow feature to concentrate magical energy until the end of the turn. The next time you cast a cantrip in the duration, you can cast the same cantrip one more time as part of the same action.
You can only use one Alter Overflow effect on each of your turns.
Alter Overflow: Perfected Arcana
Prerequisite: 7th level
When you miss a creature with an attack that qualifies for your Eldritch Overflow feature, or a creature succeeds on saving throw against one of your warlock cantrips, you can force the attack to hit or the creature to fail the saving throw.
You can only use one Alter Overflow effect on each of your turns. Once you use this invocation, you must finish a short or long rest before you can do it again.
Explosive Death
Prerequisite: 7th level, a warlock spell or feature that creates undead
When an undead creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to cause it to explode violently. Each creature within 5 feet of it must succeed on a Constitution saving throw or take 2d8 necrotic damage.
Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Relentless Hex
Prerequisite: 7th level, a warlock feature or spell that curses, such as hex
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
When you cast polymorph this way, you can allow the creature to retain its mental ability scores. Additionally, you can use your action to change the form of the affected creature. If the new form has more hit points than the current one, the creature's hit points remain at their current value. Otherwise, you assume the beast's hit points as normal.
Subvert Gravity
Prerequisite: 7th level
You can cast spider climb on yourself at will, without expending a spell slot or material components. While under the effects of this spell, your jump distance is tripled.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Gift of the Protectors
Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching the name on it.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
Grasp of the Fallen
Prerequisite: 9th level
You can cast Maximilian's earthen grasp at will, without expending a spell slot or material components. When a creature dies while in the hand's grasp, you can summon a second hand for the spell's duration. When you use your action to direct the hand, you direct only one hand at a time. When you command the hand to crush, you can command both hands at once.
Tendril of Chaos
Prerequisite: 9th level
You can cast grasping vine at will, without expending a spell slot. You can target areas on walls and ceilings as well as ground when you cast this spell, and creatures can choose to willingly fail saving throws imposed by this spell.
When you cast this spell, you can choose to create a massive tendril. The range of the spell and distance it can pull is doubled. Additionally, you can use your action immediately after a creature is pulled to crush it. The creature takes damage equal to your Eldritch Overflow die and its speed is halved until the end of the turn. Once you use this action, the spell ends.
Once you use this invocation to summon a massive tendril and the spell ends, you lose the benefits of this invocation until you finish a long rest.
Culling Blade
Prerequisite: 11th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Chain Master's Fury
Prerequisite: 11th level, Pact of the Chain feature
As a bonus action, you can command your familiar to make one attack.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
Mastered Arcanum
Prerequisite: 15th level
You can pick an additional spell for each level of Mystic Arcanum you have. If you gain a mystic arcanum while you have this
Shroud of Shadow
Prerequisite: 15th level
You can cast invisibility at will, without expending a spell slot.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Warlock Spells
Here are the list of spells you consult when you learn a warlock spell. The list is organized by spell level, not character level. These spells come from both the Player's Handbook and Xanathar's Guide to Everything. If a spell is marked with the word "NEW" it is detailed in the subsequent section.
Cantrips
blade ward
chill touch
create bonfire
friends
frostbite
infestation
lightning lure
mage hand
magic stone
minor illusion
poison spray
prestidigitation
produce flame
sword burst
thunderclap
toll the dead
true strike
1st Level
armor of agathys
arms of hadar
cause fear
charm person
command
comprehend languages
dissonant whispers
expeditious retreat
hellish rebuke
hexCHANGED
illusory script
Nihal's writhing graspNEW
omen of ShothragotNEW
prophecy of ZhudunNEW
protection from evil and
good
unseen servant
witch boltCHANGED
2nd Level
cloud of daggers
crown of madness
darkness
earthbind
enthrall
fevered certainty of
CaiphonNEW
hold person
invisibility
mind spike
mirror image
misty step
ray of enfeeblement
shadow blade
shatter
suggestion
3rd Level
Caiphon's malicious
guidanceNEW
claws of AcamarNEW
conjure lesser elementals
counterspell
dispel magic
enemies abound
fear
fly
gaseous form
hunger of hadar
hypnotic pattern
light of Khirad NEW
metamorphosisNEW
magic circle
major image
remove curse
slow
summon lesser demons
thunder step
tongues
vampiric touch
4th Level
banishment
blight
charm monster
confusion
dimension door
elemental bane
freedom of movement
hallucinatory terrain
shadow of moil
sickening radiance
summon greater demon
5th Level
- contact other plane
- contagion
- conjure elemental
- danse macabre
- dominate person
- dream
- doom of DelbanNEW
- enervation
- far step
- hold monster
- infernal calling
- negative energy flood
- planar binding
- scrying
- synaptic static
- wall of light
6th Level
- arcane gate
- circle of death
- conjure fey
- create undead
- eyebite
- flesh to stone
- investiture of flame
- investiture of ice
- investiture of stone
- investiture of wind
- mass suggestion
- mental prison
- reign of AtropusNEW
- scatter
- soul cage
- true seeing
7th Level
- crown of stars
- etherealness
- finger of death
- forcecage
- maw of AcamarNEW
- plane shift
- power word pain
8th Level
- demiplane
- dominate monster
- feeblemind
- glibness
- light of GibbethNEW
- maddening darkness
- power word: stun
9th Level
- astral projection
- foresight
- imprisonment
- power word: kill
- psychic scream
- true polymorph
New or Changed Spells
Hex
1st-level enchantment
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M (the petrified eye of a newt)
- Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. When you cast this spell, choose one of the following curses. Until the spell ends, they suffer the effects of curse you chose. A remove curse cast on the target ends this spell early.
Curse of Weak Legs. If the target moves further than half their speed on a turn, they take 1d10 necrotic damage.
Curse of the Marked. Choose a creature you can see. The first time the target damages that creature on a turn, they take 1d10 necrotic damage.
Curse of Forgetfulness. Choose an ability. The target has disadvantage on ability checks that use that ability score.
At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the Curse of Weak Legs and Curse of the Marked increases by 1d10 for each spell slot level above 1st. The duration of Curse of Forgetfulness increases to 8 hours if you cast this spell using a spell slot of 3rd level or higher, or 24 hours if you cast it using a spell slot of 5th level or higher.
Nihal's Writhing Grasp
1st-level conjuration
- Casting Time: 1 action
- Range: 15 feet
- Components: V, M (dried maggots)
- Duration: Concentration, up to 1 minute
You call upon the maggot-infested rift that is the Serpent Star to birth new life. A creature of your choice within range must succeed on a Constitution saving throw, or it begins to to feel writhing underneath the surface of its skin. At the start of each of the creature's turns, it takes 1d10 psychic damage, and it must move at least half of its speed in a straight line on each of its turns. If it can't, it takes this damage again.
At the end of each of its turns, the creature can repeat this saving throw, ending this spell on a success. If the creature dies while under the effects of this spell, maggots emerge from the body.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d10.
Omen of Shothragot
1st-level divination
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
An apocalyptic portent enters the mind of the target and overwhelms them with a deep sense of futility. The target must succeed on an Wisdom saving throw or immediately make a single weapon attack against itself, with advantage.
You can attempt to use this spell on a target even if they have total cover from you. You must have seen the creature within the past minute to do so. If you target a creature and it is not in range, then this spell fails.
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.
Prophecy of Zhudun
1st-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You bestow the sight of the Corpse Star upon a creature within range, corrupting its grip on reality. The creature must succeed on an Intelligence saving throw or they take 1d10 psychic damage and their sight shifts into a far reality. Until the start of your next turn, all creatures are heavily obscured to the target.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, this spell's damage increases by 1d10 for every spell level above 1st.
Fevered Certainty of Caiphon
2nd-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
You call upon the star-like Dream Whisperer to bestow upon you great knowledge. For the duration, you become proficient in a skill or tool of your choice.
Caiphon punishes those who tread too close to it, however. The first time you cast this spell, you suffer no adverse effect. If you cast this spell again before you finish a long rest, you must roll a d20. If the result is 10 or less, then you are afflicted with a random long-term madness effect (the DM has the Long-Term Madness table). This madness can be cured with a remove curse, lesser restoration or a similar effect.
Caiphon's Malicious Guidance
3rd-level enchantment
- Casting Time: 1 action
- Range: 5 feet
- Components: V
- Duration: Concentration, up to 10 minutes
The target must succeed on a Charisma saving throw or begin to glow with Caiphon's deceiving light. If the target saw you casting this spell, they believed the casting failed. For the duration, the target believes they are blessed by an all-powerful force, and have advantage on Charisma checks to convince its allies to fight alongside it. Additionally, while a creature friendly to the target is within 20 feet of it, that creature has disadvantage on all attack rolls, and all attack rolls made against it have advantage.
At the end of the target's turn, if one of its allies has taken damage since the end of its last turn, it can repeat the initial saving throw. On a success, it realizes what the effects of the spell are and knows you are the cause.
Claws of Acamar (by SgtBriar)
3rd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You unleash black, crackling energies from the corpse-star Acamar that streak toward a creature in range, intent on drawing others into the star's soul devouring depths. The creature must make a Charisma saving throw. On a failed save, it takes 3d10 necrotic damage and is phased out for 1 minute, partially plunged into Acamar's realm. On a successful save, the target takes half as much damage, but suffers no other effect.
While phased out, the target deals half damage, has resistance to all damage except necrotic damage, and creatures have advantage on saving throws the target forces them to make. At the end of each of its turns, the target can repeat the saving throw, taking 2d10 necrotic damage on a failed save, and ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 for each slot level above 3rd.
Light of Khirad
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a topaz, bleached by starlight over a decade)
- Duration: Instantaneous
The light of the star of secrets opens unseen doorways in space for you. Choose two creatures within range that you can see, and that do not have total cover from each other. The two creatures must swap places, teleporting into each other's spaces. If there is not space for either of the targets where the other was standing, then that target is sent to the nearest unoccupied space within range that can fit them.
If a creature is unwilling, it can resist this effect by making a Charisma saving throw. On a failure, the target is teleported. On a success, this spell fails.
Metamorphosis
3rd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (the scale of a creature that has seen an unfathomable being)
- Duration: Concentration, up to 1 hour
Calling upon the corrupting nature of the stars beyond, you briefly allow the power of the Far realms to course through your veins. Your body rips apart as your form bursts into a mass of writhing tentacles, milky white eyes, and pits of bottomless darkness. Your form stays this way for the spell's duration, granting you the following benefits:
- Your speed increases by 20 feet. Your reach becomes 15 feet.
- Whenever a creature starts its turn within 15 feet of you, it must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- As a bonus action, or as a reaction to when a creature tries to moves outside of your reach, you can make a melee spell attack against a target within reach. On a hit, they take 1d12 psychic damage and are pulled to the nearest unoccupied space within 5 feet of you. If they are frightened of you, you have advantage on this attack.
- If a hostile creature is reduced to 0 hit points while within 15 feet of you, they are violently absorbed into your body as their body and mind are obliterated, and you gain temporary hit points equal to your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the psychic increases to 2d12. When you use a spell slot of 7th level or higher, the damage increases to 3d12.
Transfusion
4th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
Your hands grow innumerable tiny red needles as you reach for a creature within range. Make a spell attack. On a hit, the creature takes 6d10 necrotic damage and a creature within 30 feet of you regains half of this amount, as a red strand connects the two creatures briefly. A creature, including yourself, can choose to be hit by this attack automatically. On a miss, the creature takes half as much damage and no hit points are regained.
Additionally, on a hit, you can choose to lose 5 hit points to offer the healed creature your own energy until the start of your next turn. The creature can arise from prone without expending any movement, and their movement does not provoke opportunity attacks.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell increases by 1d10 for every spell level above 4th. \pagebreakNum
Doom of Delban (by SgtBriar)
5th-level conjuration
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S, M (a frozen telescope lens)
- Duration: Concentration, up to 1 minute
- Classes: Warlock
You call on Delban to destroy a creature in range, its inexorable hatred manifesting as a single shaft of utterly cold and eldritch starlight that clings to your foes. The target must make a Constitution saving throw, taking 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell is turned into a statue of brittle white ice.
On subsequent turns until the spell ends, you can use your action to shift and intensify the starlight, forcing a creature in range to make another Constitution saving throw. When you do so, the cold damage dealt increases by 2d8, plus another 2d8 for each time you've used your action this way during the spell's duration to a maximum of 12d8, and you take 2d8 necrotic damage, plus another 1d8 for each time you've used your action this way during the spell's duration to a maximum of 4d8, as direct contact with Delban saps your life essence. This necrotic damage ignores resistance and immunity, but doesn't force you to make Constitution saving throws to maintain concentration.
Reign of Atropus
6th-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a piece of a black meteorite)
- Duration: Concentration, up to 10 minutes
You call upon the necromantic radiance of the World Born Dead and place a shard of its power on a creature within range. Constructs are immune to the effects of the spell.
If the target is undead, it gains 50 temporary hit points, which disappear when the spell ends. When these temporary hit points are depleted, the spell ends. While it has these temporary hit points, the undead has advantage on all of its attack rolls, and their weapon attacks deal an additional 1d12 necrotic damage.
If the target is not undead, their strength is sapped by the star's power and they are wracked with waking nightmares. For the duration, the target's speed is halved, and it has disadvantage on all of its attack rolls and ability checks. At the end of each of the creature's turns, it can make a Constitution saving throw. On a failure, they take 3d10 necrotic damage. On a success, the spell ends.
Maw of Acamar (by SgtBriar)
7th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pure black onyx, worth at least 1,000gp)
- Duration: Concentration, up to 1 minute
You manifest a sliver of Acamar's all-consuming hunger into the world, taking the form of a 3-inch black sphere of nothingness that leaps from the onyx to a space in range. When a creature starts its turn or moves within 15 feet of the sphere, it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save or half as much on a successful one. A creature killed by this spell is sucked into Acamar's realm through the sphere and devoured, body and soul, and can only be brought back to life by divine intervention or the use of a wish spell.
As a bonus action on subsequent turns, you can move the sphere up to 20 feet. Once per turn, when the sphere moves directly into a creature, it must succeed on a Charisma saving throw or take 7d8 necrotic damage, be frightened of the sphere until the end of its next turn, and move at least 15 feet away from it on its next turn if possible, as Acamar's depths reach for its soul.
A momentary lapse in concentration while channeling this spell has dire consequences. If your concentration is broken as the result of a failed Constitution saving throw, the sphere doesn't disappear. Instead, it persists for the duration, you can no longer move it, and it automatically moves 20 feet towards the closest living creature on each of your turns.
Light of Gibbeth
8th-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: Concentration, up to 1 minute
You begin uttering an incantation in an unknowable language, calling upon your knowledge of the Gibbeth star. An image of the forbidden star appears above a point you specify within range. Until the spell ends, a 30-foot-radius, 100-foot-high cylinder of green light rains down around that point, as the star cracks open slightly.
Any creature that starts its turn within the cylinder must make a Intelligence saving throw, as the light of the Gibbeth assaults them with revelations they can't contain. On a failed save, the creature is wracked with insanity, and must do its best to deal the most amount of damage it can to itself on each of its turns. It can't move outside of the cylinder while affected by this spell.
At the end of each of its turns, the creature can repeat this saving throw, ending this effect on a success.
Guardian Lion
Small celestial, lawful good
- Armor Class 15 (natural weapon)
- Hit Points 22 (4d6+8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 12 (+1)
- Skills Athletics +4, Perception +6, Insight +4
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 16
- Languages Celestial, Common
- Challenge 1 (200XP)
Keen Hearing and Smell. The lion has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Statuesque. While it stands perfectly still, the Guardian Lion is indistinguishable from a small porcelain figure (while Small) or a statue (while Medium or Large).
Magic Resistance. The lion has advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Guardian Form. The guardian lion changes its size category to its choice of Small, Medium or Large. While large increases its reach by 5 feet.
Reactions
Interpose. When a creature within the Guardian Lion's reach takes damage, it can choose to take the damage instead.
Lost Soul
Tiny undead, neutral evil
- Armor Class 13
- Hit Points 10 (4d4)
- Speed 0, fly 30 ft. (hover)
STR DEX CON INT WIS CHA 1 (-5) 17 (+3) 10 (+0) 16 (+3) 15 (+2) 17 (+3)
- Skills History +5, Stealth +5, Intimidation +5
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities. necrotic, poison
- Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 12
- Languages Common, and a language it knew in life
- Challenge 1 (200XP)
Ethereal Sight. The lost soul can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Partial Corporeality (Recharges after a Short or Long Rest). On its turn, the lost soul can choose to become incorporeal. For the next minute, the soul can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Body of Gloom. The lost soul can attempt to hide while in dim light, as if it were total darkness. While hiding this way, creatures do not benefit from darkvision for the purposes of spotting it.
Actions
Death Ray. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) necrotic damage. If this reduces a living creature to 0 hit points, the target remains standing and appears to be alive until the start of its next turn, whereupon it dies normally.