Spells - UA - Warlock

by Blckthorn

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Warlock Spells (UA)

Quick Reference Tables and Rules Summary

11/04/19 - Class Feature Variants  (expanded spell list)

04/14/20 - Psionic Options Revisited

03/26/20 - Spells and Magic Tattoos  (spirit summoning)

04/03/17 - Starter Spells


Casting Time  -  1 action unless otherwise stated
Duration  -  instantaneous unless otherwise stated


Conc  -  requires concentration to maintain
Comp  -  components required,   * = costly


Expanded Spell List

Warlock


Warlock Expanded Spell List

Spell Name Level Casting
Time
Ritual Range Attack
or Save
Duration Conc Comp School Source
Thunderwave 1 15' cube save: Con V,S Evocation PHB
Knock 2 60' V Transmutation PHB
Animate Dead 3 1 min 10' V,S,M Necromancy PHB
Life Transference 3 30' V,S Necromancy XGtE
Mislead 5 self 1 hr X S Illusion PHB
Modify Memory 5 30' save: Wis 1 min X V,S Enchantment PHB
Planar Binding 5 1 hour 60' save: Cha 24 hr V,S,M* Abjuration PHB
Teleportation Circle 5 1 min 10' 1 round V,M* Conjuration PHB
Create Homunculus 6 1 hr touch V,S,M* Transmutation XGtE
Magic Jar 6 1 min self save: Cha dispel V,S,M* Necromancy PHB
Project Image 7 500 miles 1 day X V,S,M* Illusion PHB
Abi-Dalzim's Horrid Wilting 8 150' save: Con V,S,M Necromancy XGtE
Gate 9 60' 1 min X V,S,M* Conjuration PHB
Shapechange 9 self 1 hr X V,S,M* Transmutation PHB
Weird 9 120' save: Wis 1 min X V,S Illusion PHB


Abi-Dalzim's Horrid Wilting
8th   150'   save: Con   V, S, M

Draw moisture out of targets in a 30' cube

Creatures in area must   Save: Con   or take   12d8 necrotic

Save  -  1/2 damage

Plant types and water elementals save with disadvantage

Undead and constructs are unaffected

Nonmagical plants wither and die instantly


Animate Dead
3rd   1 min cast   10'   V, S, M

Create a Skeleton or Zombie from the bones or corpse of a

Small or Medium humanoid

For 24 hr - creature is under your control
As bonus, if within 60' - mentally command any creatures

made with this spell (same command to all)

If no command issued - defends itself

Creature continues to follow command until complete
To maintain control - cast again before 24 hours ends

Maintain control of up to 4 creatures per casting
higher levels  -  animate or control   2 extra creatures

per slot level


Create Homunculus
6th   1 hr cast   touch   V, S, M*

Inflict   2d4 piercing   (can't be reduced) on yourself, then use

your blood and create a homonculus (see Monster Manual)

Creature is your faithful companion and dies if you die
Each long rest, if on same plane - you can spend 1/2 your

Hit Dice  +  your Con modifier

Your max HP is reduced by total and homunculus's HP and

max HP are increased by same amount

Can't be reduced less than 1 HP - lasts until next long rest

Reduction to max HP can only be removed by the death of

your homunculus

*M  -  requires a jeweled dagger worth 1,000 gp

Gate
9th   60'   1 min   conc   V, S, M*

Create a portal to a precise location on another plane

Portal is a circular opening 5 to 20 feet in diameter, oriented

any direction you choose, but has a front and a back

Deities and planar rulers may prevent portals from opening
When cast - you can speak the name of a specific creature

(no pseudonym or title)

If on another plane - creature is drawn through portal to you

Creature then acts of its own free will (per DM)

*M  -  requires a diamond worth 5,000 gp

Knock
2nd   60'   V

Choose a mundane object such as a door, chest, manacles,

padlock, etc. that is locked, stuck or barred

Object becomes unlocked, unstuck or unbarred

If object has multiple locks - only 1 is opened

arcane lock  is opened for 10 min

Target object makes a loud sound, heard to 300'

Life Transference
3rd   30'   V, S

Take   4d8 necrotic   and heal another creature you can see for

2x the damage you take
higher levels  -  take extra   1d8 necrotic   per slot level


Magic Jar
6th   1 min cast   self   save: Cha   until dispelled
V, S, M*

Leave your body, sending your soul into a container*

While in the container, you sense your surroundings,

but can't move and lose reactions
As an action - project your soul up to 100' - either return to

your body or attempt to possess a creature you can see

Targets under  protection from evil and good  or

 magic circle  are immune


Target must   save: Cha   or you possess their body while their

soul is trapped in the container

While trapped - they can sense their surroundings

Save  -  you can't attempt to possess them again for 24 hr
While possessing their body - you get their statistics, but

retain your alignment, Int, Wis and Cha and your

class features (you can't use target's class features)


As an action - return your soul to the container (within 100')

and target's soul returns to their body
If target's body dies while you possess it - target dies and you

must   save: Cha   vs your spell DC to return to container

If you fail or container is not within 100' - you die
If container is destroyed or spell ends - you immediately

return to your body

If not within 100' of your body - you die
If your body is not alive when you return - you die
If target's soul is in container when destroyed - they

immediately return to their body

If not within 100' of their body or it is dead - they die

*M  -  requires a container, gem, crystal, etc. worth 500 gp

Container is destroyed when spell ends

Mislead
5th   self   1 hr   conc   S

Replace yourself with an illusory double and turn invisible

Each turn, as an action - move your double up to 2x speed

and control its actions, behavior and speech
You can also see and hear through your double though this

blinds and deafens you

As bonus - switch between yours and double's senses

If you attack or cast a spell - double remains but

invisibility ends


Modify Memory
5th   30'   save: Wis   1 min   conc   V, S

A creature you can see must   save: Wis   or become

incapacitated and unaware of their surroundings

If fighting the creature - it saves with advantage
Speak to the creature (who must be able to understand you)

for duration and choose how to alter up to  10 minutes 

of memory that happened within the last  24 hr:

  • Permanently eliminate the memory
  • Allow perfect recall of the memory
  • Change details of the memory
  • Replace the memory with something else

The memory might not affect a creature's behavior and

illogical memories may be dismissed

Ends early (without alteration) if target takes damage or

is targeted by a different spell
Can be reversed with  remove curse  or  greater restoration 
6th level slot  -  duration becomes   10 days
7th level slot  -  duration becomes   30 days
8th level slot  -  duration becomes   180 days
9th level slot  -  duration becomes   1 year + 1 day

Planar Binding
5th   1 hr cast   60'   save: Cha   24 hr   V, S, M*

Bind a celestial, elemental, fey or fiend to your service

Since target must be in range for 1 hr - creature is typically

summoned into a  magic circle  first

Upon completion - target must   save: Cha   or be bound

to serve you for duration

If summoned or created - duration extends to match
Target follows your instructions to the best of its abilities

If hostile - may twist the meaning to its own ends

If on same plane when completed - travels to you to report

If on a different plane - returns to site of binding and stays

*M  -  consumes a jewel worth 1,000 gp
6th level slot  -  duration becomes   10 days
7th level slot  -  duration becomes   30 days
8th level slot  -  duration becomes   180 days
9th level slot  -  duration becomes   1 year + 1 day

Project Image
7th   500 miles   up to 1 day   conc   V, S, M*

Create an illusory copy of yourself in a location you've seen

before, regardless of intervening obstacles

You can see and hear through the copy
As an action - move the illusion up to 2x your speed -

it can gesture, speak and behave as if it were you

A bonus - switch between it's senses and yours

As action  -  Investigation  vs  spell DC  can reveal illusion

If illusion takes any damage - spell ends

*M  -  requires a component worth 5 gp


Shapechange
9th   self   1 hr   conc   V, S, M*

Assume the form of a creature of CR up to your level

You must have seen this kind of creature once before

Creature form can't be undead or construct

Creature can't have class levels or spellcasting trait
Keep your alignment, Int, Wis, Cha, skills and saves

Gain statistics of creature including HP and any higher

proficiency bonuses

You do not get legendary or lair actions
If new form is capable of using - keep any class, race and other

benefits - senses do not automatically transfer (darkvision)

You can only speak if new form can speak
Upon reverting - you return to your original HP

If reverting due to 0 HP - excess damage carries over
Choose whether equipment falls to the ground, merges with

you or is worn (if practical to do so, per DM)

Worn equipment functions as normal

Merged equipment has no effect
As an action - assume a new form

If new form has more HP than current - keep current HP

*M  -  requires a component worth 1,500 gp

Teleportation Circle
5th   1 min cast   10'   1 round   V, M*

Create a 10' circle that links to a permanent teleportation

circle that you know the sequence for

Can't teleport between planes

Portal must be used before the end of your next turn

Initially - know the sequence for 2 destinations

If cast every day for a year - becomes permanent

*M  -  consumes 50 gp of materials

Thunderwave
1st   15' cube (self)   save: Con   V, S

Creatures in a 15' cube must   save: Con   or take   2d8 thunder

and be pushed 10' away from you

Save  -  1/2 damage and no push

Unsecured objects are pushed 10’
higher levels  -  extra   1d8 thunder   per slot level

Weird
9th   120'   save: Wis   1 min   conc   V, S

Each creature in a 30' radius sphere must   save: Wis   or

become frightened

At the end of each creature's turn, it must again   save: Wis  

or take   4d10 psychic

Ends on a successful save


Psionic Spells

Warlock


Warlock Psionic Spells

Spell Name Level Casting
Time
Ritual Range Attack
or Save
Duration Conc Comp School UA Source
Mind Sliver C 60' save: Int 1 round V Ench Psionics


Mind Sliver
Cantrip   60'   save: Int   1 round   V

A creature you can see, within range, must   save: Int   or take  

1d6 psychic   and must subtract 1d4 from the next save it

makes before the end of your next turn
5th level   -  2d6 psychic
11th level  -  3d6 psychic
17th level  -  4d6 psychic


Spirit Summoning Spells

Warlock


Warlock Spirit Summoning Spells

Spell Name Level Casting
Time
Ritual Range Attack
or Save
Duration Conc Comp School UA Source
Otherworldly Form 6 self 1 min X V,S,M* Transmutation Spirit
Spirit Shroud 3 bonus self 1 min X V,S Necromancy Spirit
Summon Aberrant Spirit 4 90' 1 hr X V,S,M* Conjuration Spirit
Summon Fey Spirit 3 90' 1 hr X V,S,M* Conjuration Spirit
Summon Fiendish Spirit 6 90' 1 hr X V,S,M* Conjuration Spirit
Summon Shadow Spirit 3 90' 1 hr X V,S,M* Conjuration Spirit
Summon Undead Spirit 3 90' 1 hr X V,S,M* Necromancy Spirit


Otherworldly Form
6th   self   1 min   conc   V, S, M*

Choose the magic of the Lower or Upper Planes and gain the

following benefits for the duration:

*M - requires an engraved symbol worth 500 gp

  • (Lower) - Immune to fire and poison
    (Upper) - Immune to radiant and necrotic
  • (Lower) - Immune to the poisoned condition
    (Upper) - Immune to the charmed condition
  • Gain spectral wings and a flying speed of 40'
  • +2 to AC
  • Your weapon attacks are magical. Use SC ability for your attack and damage rolls
  • Attack twice when you take the attack action
    (ignore this if you already have Extra Attack or similar)

Spirit Shroud
3rd   bonus   self   1 min   conc   V, S

Spirits of the dead flit around you for the duration

They are intangible and invulnerable

Choose good or evil spirits
Your attacks deal an extra 1d8 damage of type radiant (good)

or necrotic (evil)

A creature taking this etra damage can't regain HP until the

start of your next turn
Creatures of your choice that you can see that start their turns

within 10' of you have speed reduced by 10' until the start

of your next turn
higher levels - extra nbsp;1d8 damage  per slot level

Summon Aberrant Spirit
4th   90'   1 hr   conc   V, S, M*

Summon a spirit from an alien realm to a space within range

When cast, choose Beholderkin, Slaadi or Star Spawn

Creature is friendly to you and companions for duration
Creature shares your initiative and takes turn after yours

Obeys your verbal commands (no action required)

If no command - defends itself

Disappears at 0 HP or on spell's end

*M - requires a vial worth 400 gp holding creature parts
higher levels - changes statblock


Summon Fey Spirit
3rd   90'   1 hr   conc   V, S, M*

Summon a Fey spirit to a space within range

When cast, choose Deceitful, Furious, or Joyful.

Creature resembles a satyr, dryad or elf

Creature is friendly to you and companions for duration
Creature shares your initiative and takes turn after yours

Obeys your verbal commands (no action required)

If no command - defends itself

Disappears at 0 HP or on spell's end

*M - requires a gilded flower worth 400 gp
higher levels - changes statblock

Summon Fiendish Spirit
6th   90'   1 hr   conc   V, S, M*

Summon a spirit of the Lower Planes to a space within range

When cast, choose Demon, Devil or Yugoloth

Creature is friendly to you and companions for duration
Creature shares your initiative and takes turn after yours

Obeys your verbal commands (no action required)

If no command - defends itself

Disappears at 0 HP or on spell's end

*M - requires a ruby vial worth 600gp holding humanoid

blood
higher levels - changes statblock

Summon Shadow Spirit
3rd   90'   1 hr   conc   V, S, M*

Summon a spirit of shadow to a space within range

When cast, choose Fury, Despair or Fear

Creature resembles a misshapen humanoid

Creature is friendly to you and companions for duration
Creature shares your initiative and takes turn after yours

Obeys your verbal commands (no action required)

If no command - defends itself

Disappears at 0 HP or on spell's end

*M - requires a crystal vial worth 300gp holding tears
higher levels - changes statblock

Summon Undead Spirit
3rd   90'   1 hr   conc   V, S, M*

Summon a spirit beyond the grave to a space within range

When cast, choose Ghostly, Putrid or Skeletal

Creature is friendly to you and companions for duration
Creature shares your initiative and takes turn after yours

Obeys your verbal commands (no action required)

If no command - defends itself

Disappears at 0 HP or on spell's end

*M - requires a gilded humanoid skull worth 300 gp
higher levels - changes statblock



Aberrant Spirit

Medium aberration, neutral evil


  • Armor Class  11 + the level of the spell (natural armor)
  • Hit Points  equal the aberration's constitution modifier + your spellcasting ability modifier + ten times the spell's level
  • Speed  30 ft., fly 30 ft. (Beholderkin only; hover)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

  • Damage Immunities  psychic
  • Senses  darkvision 60 ft., passive Perception  10
  • Languages  Deep Speech, understands the languages you speak

Regeneration (Slaadi Only).   The aberration regains 10 hit points at the start of its turn if it has at least 1 hit point.

Whispering Aura (Star Spawn Only).   At the start of each of the aberration's turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC or take 3d6 psychic damage, provided that the aberration isn't incapacitated.

Actions

Multiattack.  The aberration makes a number of attacks equal to half this spell's level (rounded down).

Eye Ray (Beholderkin Only).  Ranged Spell Attack:  +3 + the spell's level to hit, range 30 ft., one creature.  Hit:  1d8 + 3 + the spell's level psychic damage

Claws (Slaadi Only.  Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target.  Hit:  1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.

Psychic Slam (Star Spawn Only).  Melee Spell Attack:  +3 + the spell's level to hit, reach 5 ft., one creature.  Hit:  1d6 + 3 + the spell's level psychic damage.



Fey Spirit

Small fey, chaotic good


  • Armor Class  11 + the level of the spell (natural armor)
  • Hit Points  equal the fey's constitution modifier + your spellcasting ability modifier + ten times the spell's level
  • Speed  40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

  • Condition Immunities  charmed
  • Senses  darkvision 60 ft., passive Perception 10
  • Languages  Sylvan, understands the languages you speak

Fey Step.  As a bonus action, the fey can magically teleport up to 30 feet to an unoccupied space it can see.

Darkening Step (Deceitful Only).  Immediately after using its Fey Step, the fey can fill a 5-foot cube within 5 feet of it with magical darkness, which remains until the end of the fey’s next turn.

Ecstatic Step (Joyful Only).  Immediately after using its Fey Step, the fey can choose a creature it can see within 10 feet of it and force it to succeed on a Wisdom saving throw against your spell save DC or be charmed by the fey for 1 minute. The charm ends if the fey or any of its companions deals any damage to the target.

Impassioned Step (Furious Only).  Immediately after using its Fey Step, the fey has advantage on the next attack roll it makes before the end of its turn.

Actions

Multiattack.  The fey makes a number of attacks equal to half this spell’s level (rounded down).

Shortsword.  Melee Weapon Attack:  +3 + the spell’s level to hit, reach 5 ft., one target.  Hit:  1d6 + 3 + the spell’s level piercing damage + 1d6 force damage



Fiendish Spirit

Large fiend, chaotic evil (Demon only), lawful evil (Devil only), or neutral evil (Yugoloth only)


  • Armor Class  11 + the level of the spell (natural armor)
  • Hit Points  equal the fiend's constitution modifier + your spellcasting ability modifier + ten times the spell's level
  • Speed  40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Damage Resistances  fire
  • Damage Immunities  poison
  • Condition Immunities  poisoned
  • Senses  darkvision 60 ft., passive Perception 10
  • Languages  Abyssal, Infernal, telepathy 60 ft.

Magic Resistance.  The fiend has advantage on saving throws against spells and other magical effects.

Death Throes (Demon Only).  When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.

Devil’s Sight (Devil Only).  Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack.  The elemental makes a number of attacks equal to half this spell’s level (rounded down).

Bite (Demon Only).  Melee Weapon Attack:  +3 + the spell’s level to hit, reach 5 ft., one target.  Hit:  1d12 + 3 + the spell’s level necrotic damage.

Claws (Yugoloth Only).  Melee Weapon Attack:  +3 + the spell’s level to hit, reach 5 ft., one target.  Hit:  1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.

Hurl Flame (Devil Only).  Ranged Spell Attack:  +3 + the spell’s level to hit, range 150 ft., one target.  Hit:  2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.



Shadow Spirit

Medium monstrosity, neutral evil


  • Armor Class  11 + the level of the spell (natural armor)
  • Hit Points  equal the shadow's constitution modifier + your spellcasting ability modifier + ten times the spell's level
  • Speed  40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 4 (-4) 10 (+0) 16 (+3)

  • Damage Resistances  necrotic
  • Condition Immunities  frightened
  • Senses  darkvision 120 ft., passive Perception 10
  • Languages  Common, understands the languages you speak

Bloodthirsty Frenzy (Fury Only).  The spirit has advantage on attack rolls against frightened creatures.

Shadow Stealth (Fear Only).  While in dim light or darkness, the spirit can take the Hide action as a bonus action

Weight of Ages (Despair Only).  Any beast or humanoid, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that beast or humanoid’s next turn.

Actions

Multiattack.  The elemental makes a number of attacks equal to half this spell’s level (rounded down).

Chilling Rend.  Melee Weapon Attack:  +3 + the spell’s level to hit, reach 5 ft., one target.  Hit:  2d8 + 3 + the spell’s level cold damage.

Dreadful Scream (1/Day).  Melee Weapon Attack:  The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Undead Spirit

Medium undead, neutral evil


  • Armor Class  11 + the level of the spell (natural armor)
  • Hit Points  equal the undead's constitution modifier + your spellcasting ability modifier + ten times the spell's level
  • Speed  30 ft., fly 40 ft. (Ghostly only; hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-4) 10 (+0) 9 (-1)

  • Damage Immunities  necrotic, poison
  • Condition Immunities  exhaustion, frightened, paralyzed, poisoned
  • Senses  darkvision 60 ft., passive Perception 10
  • Languages  Common, understands the languages you speak

Incorporeal Movement (Ghostly Only).  The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only).  Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack.  The elemental makes a number of attacks equal to half this spell’s level (rounded down).

Deathly Touch (Ghostly Only).  Melee Weapon Attack:  +3 + the spell’s level to hit, reach 5 ft., one target.  Hit:  1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only).  Ranged Spell Attack:  +3 + the spell’s level to hit, range 150 ft., one target.  Hit:  2d8 + 3 + the spell’s level necrotic damage.

Rotting Claw (Putrid Only).  Melee Weapon Attack:  +3 + the spell’s level to hit, reach 5 ft., one target.  Hit:  1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.


Starter Spells

Warlock


Warlock Starter Spells

Spell Name Level Casting
Time
Ritual Range Attack
or Save
Duration Conc Comp School UA Source
Healing Elixer 1 1 min self 24 hr V,S,M* Conjuration Starter
Puppet 1 120' save: Con S Enchantment Starter
Sense Emotion 1 self 10 min X V,S Divination Starter


Healing Elixer
1st   self   24 hr   V, S, M*

A vial of healing elixir appears in your hand

A creature that drinks it regains   HP  =  2d4 + 2

Disappears after 24 hr

*M - requires alchemist's supplies

Puppet
1st   120'   save: Con   S

A humanoid you can see within range must   save: Con   or

move it's speed in your choice of direction

Target also drops what it's holding

Creatures immune to charm are unaffected


Sense Emotion
1st   self   10 min   conc   V, S

When cast, and as an action each subsequent turn - learn the

prevailing emotion of a humanoid within 30' of you

If target is not a humanoid or immune to charm - you sense

it is calm

 

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