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 | Attackor 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 | Attackor Save | Duration | Conc | Comp | School | UA Source |
---|---|---|---|---|---|---|---|---|---|---|
Mind Sliver | C | 60' | save: Int | 1 round | V | Ench | Psionics |
Mind Sliver
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 | Attackor 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
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
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
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
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
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
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
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 | Attackor 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
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
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
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