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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*
Expanded Spell List
Psionic Spells
Spirit Summoning
Starter Spells
**Casting Time**
- 1 action unless otherwise stated \
**Duration**
- instantaneous unless otherwise stated \columnbreak
**Conc**
- requires concentration to maintain \
**Comp**
- components required,
*
= costly
\pagebreakNum
# 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
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##### 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
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##### 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
\columnbreak
##### 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
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##### 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
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##### 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
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# 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**
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# 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)
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#####
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
\pagebreakNum
#####
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
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___ > ## 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.
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___ > ## 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
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___ > ## 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.
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___ > ## 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.
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___ > ## 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.
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# 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
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#####
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