John Doe

Short Rest    Long Rest
Class Level Readiness Ability To Hit Save
Wizard 7 Knows Spells
& Prepares Spells (10)
INT (+3) +7 DC 15
Artificer 2 Prepares Spells (4) INT (+3) +7 DC 15
Spell Slots:
Filter this list by spell name Return to my Prepared Spell
Mine Level Name Casting Time Duration Range More
Cantrip Blade Ward 1 action
V S
1 round
Self

Blade Ward

Abjuration Cantrip
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

(Warlock)
Source: phb 218
Cantrip Booming Blade 1 action
V M
1 round
5 feet

Booming Blade

Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

(Warlock)
Source: scag 142
Cantrip Chill Touch 1 action
V S
1 round
120 feet

Chill Touch

Necromancy Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

(Warlock)
Source: phb 221
Cantrip Create Bonfire 1 action
V S
1 minute
Concentration
60 feet

Create Bonfire

Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Notes: Concentration, up to 1 minute

(Warlock)
Source: ee 16, xge 152
Cantrip Eldritch Blast 1 action
V S
Instantaneous
120 feet

Eldritch Blast

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

(Warlock)
Source: phb 237
Cantrip Friends 1 action
S M
1 minute
Concentration
Self

Friends

Enchantment Cantrip
Casting Time: 1 action
Range: Self
Components: S M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

(Warlock)
Source: phb 244
Cantrip Frostbite 1 action
V S
Instantaneous
60 feet

Frostbite

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Warlock)
Source: ee 18, xge 156
Cantrip Green-Flame Blade 1 action
V M
1 action
5 feet

Green-Flame Blade

Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V M (a weapon)
Duration: 1 action

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

(Warlock)
Source: scag 143
Cantrip Infestation 1 action
V S M
1 action
30 feet

Infestation

Conjuration Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S M (a living flea)
Duration: 1 action

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Warlock)
Source: xge 158
Cantrip Lightning Lure 1 action
V
Instantaneous
15 feet

Lightning Lure

Evocation Cantrip
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

(Warlock)
Source: scag 143
Cantrip Mage Hand 1 action
V S
1 minute
30 feet

Mage Hand

Conjuration Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

(Warlock)
Source: phb 256
Cantrip Magic Stone 1 bonus action
V S
1 minute
Touch

Magic Stone

Transmutation Cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V S
Duration: 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

(Warlock)
Source: ee 20, xge 160
Cantrip Poison Spray 1 action
V S
Instantaneous
10 feet

Poison Spray

Conjuration Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

(Warlock)
Source: phb 266
Cantrip Minor Illusion 1 action
S M
1 minute
30 feet

Minor Illusion

Illusion Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

(Warlock)
Source: phb 260
Cantrip Prestidigitation 1 action
V S
Up to 1 hour
10 feet

Prestidigitation

Transmutation Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Warlock)
Source: phb 267
Cantrip Sword Burst 1 action
V
Instantaneous
5 feet

Sword Burst

Conjuration Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Warlock)
Source: scag 143
Cantrip Thunderclap 1 action
S
Instantaneous
Self (5-foot radius)

Thunderclap

Evocation Cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Warlock)
Source: ee 22, xge 168
Cantrip Toll the Dead 1 action
V S
Instantaneous
60 feet

Toll the Dead

Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

(Warlock)
Source: xge 169
Cantrip True Strike 1 action
S
1 round
Concentration
30 feet

True Strike

Divination Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Notes: Concentration, up to 1 round

(Warlock)
Source: phb 284
Cantrip Mind Sliver 1 action
V
1 round
60 feet

Mind Sliver

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Warlock)
Source: TCoE 108
1 Armor of Agathys 1 action
V S M
1 hour
Self

Armor of Agathys

1-level Abjuration
Casting Time: 1 action
Range: Self
Components: V S M (a cup of water)
Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

(Warlock)
Source: phb 215
1 Arms of Hadar 1 action
V S
Instantaneous
Self (10-foot radius)

Arms of Hadar

1-level Conjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V S
Duration: Instantaneous

You invoke the power of Hadar, the Dark Hunger.

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

(Warlock)
Source: phb 215
1 Cause Fear 1 action
V
1 minute
Concentration
60 feet

Cause Fear

1-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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. The creatures must be within 30 feet of each other when you target them.

Notes: Concentration, up to 1 minute

(Warlock)
Source: xge 151
1 Charm Person 1 action
V S
1 hour
30 feet

Charm Person

1-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

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. The creatures must be within 30 feet of each other when you target them.

(Warlock)
Source: phb 221
1 Comprehend Languages 1 action R
V S M
1 hour
Self

Comprehend Languages

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

(Warlock)
Source: phb 224
1 Expeditious Retreat 1 bonus action
V S
10 minutes
Concentration
Self

Expeditious Retreat

1-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

(Warlock)
Source: phb 238
1 Hellish Rebuke 1 reaction
V S
Instantaneous
60 feet

Hellish Rebuke

1-level Evocation
Casting Time: 1 reaction
Range: 60 feet
Components: V S
Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

(Warlock)
Source: phb 250
1 Hex 1 bonus action
V S M
1 hour
Concentration
90 feet

Hex

1-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. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

(Warlock)
Source: phb 251
1 Illusory Script 1 minute R
S M
10 days
Touch

Illusory Script

1-level Illusion (ritual)
Casting Time: 1 minute
Range: Touch
Components: S M (a lead-based ink worth at least 10gp, which this spell consumes)
Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

(Warlock)
Source: phb 252
1 Protection from Evil and Good 1 action
V S M
10 minutes
Concentration
Touch

Protection from Evil and Good

1-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

(Warlock)
Source: phb 270
1 Unseen Servant 1 action R
V S M
1 hour
60 feet

Unseen Servant

1-level Conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V S M (a piece of string and a bit of wood)
Duration: 1 hour

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

(Warlock)
Source: phb 284
1 Witch Bolt 1 action
V S M
1 minute
Concentration
30 feet

Witch Bolt

1-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Notes: Concentration, up to 1 minute

(Warlock)
Source: phb 289
1 Exacerbate 1 reaction
V S M
1 minute
Concentration
30 feet

Exacerbate

1-level Necromancy
Casting Time: 1 reaction
Range: 30 feet
Components: V S M (a cactus thorn)
Duration: Concentration, up to 1 minute

When a creature you can see takes piercing or slashing damage, you can curse the wound, causing it to bleed out. The creature must succeed on a Constitution saving throw, or take 2d4 necrotic damage at the beginning of each of its turns for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each spell slot above 1st.

(Warlock)
Source: r/UnearthedArcana
2 Cloud of Daggers 1 action
V S M
1 minute
Concentration
60 feet

Cloud of Daggers

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a sliver of glass)
Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Notes: Concentration, up to 1 minute

(Warlock)
Source: phb 222
2 Crown of Madness 1 action
V S
1 minute
Concentration
120 feet

Crown of Madness

2-level Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Notes: Concentration, up to 1 minute

(Warlock)
Source: phb 229
2 Earthbind 1 action
V
1 minute
Concentration
300 feet

Earthbind

2-level Transmutation
Casting Time: 1 action
Range: 300 feet
Components: V
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

Notes: Concentration, up to 1 minute

(Warlock)
Source: ee 17, xge 154
2 Enthrall 1 action
V S
1 minute
60 feet

Enthrall

2-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

(Warlock)
Source: phb 238
2 Hold Person 1 action
V S M
1 minute
Concentration
60 feet

Hold Person

2-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

(Warlock)
Source: phb 251
2 Invisibility 1 action
V S M
1 hour
Concentration
Touch

Invisibility

2-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

(Warlock)
Source: phb 254
2 Darkness 1 action
V M
10 minutes
Concentration
60 feet

Darkness

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Notes: Concentration, up to 10 minutes

(Warlock)
Source: phb 230
2 Mind Spike 1 action
S
1 hour
Concentration
60 feet

Mind Spike

2-level Divination
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you.

At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d8 for each slot level above second.

Notes: Concentration, up to 1 hour

(Warlock)
Source: xge 162
2 Mirror Image 1 action
V S
1 minute
Self

Mirror Image

2-level Illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

lf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

(Warlock)
Source: phb 260
2 Misty Step 1 bonus action
V
Instantaneous
Self

Misty Step

2-level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

(Warlock)
Source: phb 260
2 Ray of Enfeeblement 1 action
V S
1 minute
Concentration
60 feet

Ray of Enfeeblement

2-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

(Warlock)
Source: phb 271
2 Shadow Blade 1 bonus action
V S
1 minute
Concentration
Self

Shadow Blade

2-level Illusion
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom into your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd or 4th level spell slot, the damage increases to 3d8. When you cast it using a 5th or 6th level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Notes: Concentration, up to 1 minute

(Warlock)
Source: xge 164
2 Shatter 1 action
V S M
Instantaneous
60 feet

Shatter

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of 3rd levei or higher, the damage increases by ld8 for each slot level above 2nd.

(Warlock)
Source: phb 275
2 Spider Climb 1 action
V S M
1 hour
Concentration
Touch

Spider Climb

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a c1imbing speed equal to its walking speed.

Notes: Concentration, up to 1 hour

(Warlock)
Source: phb 277
2 Suggestion 1 action
V M
8 hours
Concentration
30 feet

Suggestion

2-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Notes: Concentration, up to 8 hours

(Warlock)
Source: phb 279
2 Corpse Swap 1 action
V S
Instantaneous
60 feet

Corpse Swap

2-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

Target a corpse of a creature within one size of your current body that you can see. You explode in a violent shower of blood, and each creature within 10 feet of you must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much on a successful one. You then reconstitute your body using the targeted corpse, which warps and twists itself into a perfect copy of you when you cast the spell, and reappear in the corpse's space.

(Warlock)
Source: r/UnearthedArcana
2 Lightning Leaps 1 action
V S
Instantaneous
Self

Lightning Leaps

2-level Evocation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Instantaneous

You disappear and become a bolt of lightning and can make three leaps, one after another. Each leap allows you to move 20 feet in a strait line. You can pass through creatures, but not solid objects such as walls or doors.

Each creature you pass through must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much on a successful one. A creature can only be damaged once per casting of this spell.

After your last leap, you reappear. If you appear in an occupied space, you fall prone in a random space within 5 feet.

At Higher Levels: When you cast this spell using a slot of 3rd level or higher, you create an additional leap for each slot level above 2nd.

(Warlock)
Source: r/UnearthedArcana
2 Borrowed Knowledge 1 action
V S M
1 hour
Self

Borrowed Knowledge

2-level Divination
Casting Time: 1 action
Range: Self
Components: V S M (a book worth at least 25 gp)
Duration: 1 hour

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill The spell ends early if you cast it again.

(Warlock)
Source: SCoC 37
3 Counterspell 1 reaction
S
Instantaneous
60 feet

Counterspell

3-level Abjuration
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

(Warlock)
Source: phb 228
3 Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Warlock)
Source: phb 234
3 Fear 1 action
V S M
1 minute
Concentration
Self (30-foot cone)

Fear

3-level Illusion
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V S M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Notes: Concentration, up to 1 minute

(Warlock)
Source: phb 239
3 Enemies Abound 1 action
V S
1 minute
Concentration
120 feet

Enemies Abound

3-level Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Notes: Concentration, up to 1 minute

(Warlock)
Source: xge 155
3 Fly 1 action
V S M
10 minutes
Concentration
Touch

Fly

3-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

(Warlock)
Source: phb 243
3 Gaseous Form 1 action
V S M
1 hour
Concentration
Touch

Gaseous Form

3-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

(Warlock)
Source: phb 244
3 Hunger of Hadar 1 action
V S M
1 minute
Concentration
150 feet

Hunger of Hadar

3-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V S M (a pickled octopus tentacle)
Duration: Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

(Warlock)
Source: phb 251
3 Hypnotic Pattern 1 action
S M
1 minute
Concentration
120 feet

Hypnotic Pattern

3-level Illusion
Casting Time: 1 action
Range: 120 feet
Components: S M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

(Warlock)
Source: phb 252
3 Remove Curse 1 action
V S
Instantaneous
Touch

Remove Curse

3-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magical item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

(Warlock)
Source: phb 271
3 Tongues 1 action
V M
1 hour
Touch

Tongues

3-level Divination
Casting Time: 1 action
Range: Touch
Components: V M (a small clay model of a ziggurat)
Duration: 1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

(Warlock)
Source: phb 283
3 Vampiric Touch 1 action
V S
1 minute
Concentration
Self

Vampiric Touch

3-level Necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Notes: Concentration, up to 1 minute

(Warlock)
Source: phb 285
3 Magic Circle 1 minute
V S M
1 hour
10 feet

Magic Circle

3-level Abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V S M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
* The creature has disadvantage on attack rolls against targets within the cylinder.
* Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

(Warlock)
Source: phb 256
3 Major Image 1 action
V S M
10 minutes
Concentration
120 feet

Major Image

3-level Illusion
Casting Time: 1 action
Range: 120 feet
Components: V S M (a bit of fleece)
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range o f the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image o f a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot o f 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

(Warlock)
Source: phb 258
3 Summon Lesser Demons 1 action
V S M
1 hour
Concentration
60 feet

Summon Lesser Demons

3-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6 Demons Summoned
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demons disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of the casting of the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you can summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Notes: Concentration, up to 1 hour

(Warlock)
Source: xge 167
3 Thunder Step 1 action
V
Instantaneous
90 feet

Thunder Step

3-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in, otherwise the creature is left behind.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd

(Warlock)
Source: xge 168
3 Intellect Fortress 1 action
V
1 hour
Concentration
30 feet

Intellect Fortress

3-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

(Warlock)
Source: TCoE 107
3 Spirit Shroud 1 bonus action
V S
Concentration, up to 1 minute
Concentration
Self

Spirit Shroud

3-level Necromancy
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to Concentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

(Warlock)
Source: TCoE 108
3 Summon Fey 1 action
V S M
Concentration, up to 1 hour
Concentration
90 feet

Summon Fey

3-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (a gilded flower worth at least 300 gp)
Duration: Concentration, up to Concentration, up to 1 hour

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

(Warlock)
Source: TCoE 112
3 Summon Shadowspawn 1 action
V S M
Concentration, up to 1 hour
Concentration
90 feet

Summon Shadowspawn

3-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (tears inside a gem worth at least 300 gp)
Duration: Concentration, up to Concentration, up to 1 hour

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count. but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

(Warlock)
Source: TCoE 113
3 Summon Undead 1 action
V S M
Concentration, up to 1 hour
Concentration
90 feet

Summon Undead

3-level Necromancy
Casting Time: 1 action
Range: 90 feet
Components: V S M (a gilded skull worth at least 300 gp)
Duration: Concentration, up to Concentration, up to 1 hour

You call forth an undead spirit II manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form. which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat. the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

(Warlock)
Source: TCoE 114
4 Blight 1 action
V S
Instantaneous
30 feet

Blight

4-level Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At Higher Levels: When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.

(Warlock)
Source: phb 219
4 Charm Monster 1 action
V S
1 hour
30 feet

Charm Monster

4-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, It is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

(Warlock)
Source: xge 151
4 Elemental Bane 1 action
V S
1 minute
Concentration
90 feet

Elemental Bane

4-level Transmutation
Casting Time: 1 action
Range: 90 feet
Components: V S
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Notes: Concentration, up to 1 minute

(Warlock)
Source: ee 17, xge 155
4 Shadow of Moil 1 action
V S M
1 minute
Concentration
Self

Shadow of Moil

4-level Necromancy
Casting Time: 1 action
Range: Self
Components: V S M (an undead eyeball encased in a gem worth at least 150 gp)
Duration: Concentration, up to 1 minute

Flame-like shadows wreath your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Notes: Concentration, up to 1 minute

(Warlock)
Source: xge 164
4 Sickening Radiance 1 action
V S
10 minutes
Concentration
120 feet

Sickening Radiance

4-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for a creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Notes: Concentration, up to 10 minutes

(Warlock)
Source: xge 164
4 Banishment 1 action
V S M
1 minute
Concentration
60 feet

Banishment

4-level Abjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (an item distasteful to the target)
Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existance you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existance than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Notes: Concentration, up to 1 minute

(Warlock)
Source: phb 217
4 Dimension Door 1 action
V
Instantaneous
500 feet

Dimension Door

4-level Conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as '200 feet straight downward' or 'upward to the northwest at a 45-degree angle, 300 feet'.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to Teleport you.

(Warlock)
Source: phb 233
4 Hallucinatory Terrain 10 minutes
V S M
24 hours
300 feet

Hallucinatory Terrain

4-level Illusion
Casting Time: 10 minutes
Range: 300 feet
Components: V S M (a stone, a twig, and a bit of green plant)
Duration: 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

(Warlock)
Source: phb 249
4 Summon Greater Demon 1 action
V S M
1 hour
Concentration
60 feet

Summon Greater Demon

4-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do for its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.

As a part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th

Notes: Concentration, up to 1 hour

(Warlock)
Source: xge 166
4 Resonant Doorway 1 minute
V S M
1 minute
Touch

Resonant Doorway

4-level Conjuration
Casting Time: 1 minute
Range: Touch
Components: V S M (a forked metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: 1 minute

While you cast the spell, you attune a doorway with another plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle.

A shimmering portal opens within the doorway you touched and remains open for the duration. Any creature that enters the portal instantly appears within 5 feet of the destination or in the nearest unoccupied space if that space is occupied.

(Warlock)
Source: homebrew
4 Summon Aberration 1 action
V S M
Concentration, up to 1 hour
Concentration
90 feet

Summon Aberration

4-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)
Duration: Concentration, up to Concentration, up to 1 hour

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This Corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

(Warlock)
Source: TCoE 109
5 Far Step 1 bonus action
V
1 minute
Concentration
Self

Far Step

5-level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Notes: Concentration, up to 1 minute

(Warlock)
Source: xge 155
5 Hold Monster 1 action
V S M
1 minute
Concentration
90 feet

Hold Monster

5-level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

(Warlock)
Source: phb 251
5 Mislead 1 action
S
1 hour
Concentration
Self

Mislead

5-level Illusion
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surrounding.

(Warlock)
Source: phb 260
5 Negative Energy Flood 1 action
V M
Instantaneous
60 feet

Negative Energy Flood

5-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V M (a broken bone and a square of black silk)
Duration: Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half of the total as temporary hit points.

(Warlock)
Source: xge 163
5 Synaptic Static 1 action
V S
Instantaneous
120 feet

Synaptic Static

5-level Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature within a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number from all its attacks and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

(Warlock)
Source: xge 167
5 Contact Other Plane 1 minute R
V
1 minute
Self

Contact Other Plane

5-level Divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or 'unclear' (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

(Warlock)
Source: phb 226
5 Danse Macabre 1 action
V S
1 hour
Concentration
60 feet

Danse Macabre

5-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 hour

Threads of dark power leap from your fingers to pierce up to five small or medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or skeleton (the statistics for zombies and skeletons are in the monster manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with the spell, issuing the same command to all of them. To receive the command the creatures must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

At Higher Levels: When you cast this spell using a spell slot of 6th or higher, you animate up to two additional corpses for each slot level above 5th

Notes: Concentration, up to 1 hour

(Warlock)
Source: xge 153
5 Dream 1 minute
V S M
8 hours
Special

Dream

5-level Illusion
Casting Time: 1 minute
Range: Special
Components: V S M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration: 8 hours

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

(Warlock)
Source: phb 236
5 Enervation 1 action
V S
1 minute
Concentration
60 feet

Enervation

5-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to the target, you regain hit points equal to half the amount of necrotic damage the target takes.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Notes: Concentration, up to 1 minute

(Warlock)
Source: xge 155
5 Infernal Calling 1 minute
V S M
1 hour
Concentration
90 feet

Infernal Calling

5-level Conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S M (a ruby worth at least 999 gp)
Duration: Concentration, up to 1 hour

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in it attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your command if it chooses. If your check succeeds, the devil carries out your command -- such as 'attack my enemies', 'explore the room ahead', or 'bear this message to the queen'-- until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then disappears.

If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands with no Charisma checks required.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Notes: Concentration, up to 1 hour

(Warlock)
Source: xge 158
5 Planar Binding 1 hour
V S M
24 hours
60 feet

Planar Binding

5-level Abjuration
Casting Time: 1 hour
Range: 60 feet
Components: V S M (a jewel worth at least 1,000 gp, which the spell consumes)
Duration: 24 hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

(Warlock)
Source: phb 265
5 Scrying 10 minutes
V S M
10 minutes
Concentration
Self

Scrying

5-level Divination
Casting Time: 10 minutes
Range: Self
Components: V S M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

|Knowledge|Save Modifier|
|---|---|
|Secondhand (you have heard of the target)| +5|
|Firsthand (you have met the target)| 0|
|Familiar (you know the target well)| -5|
|Connection|Save Modifier|
|Likeness or picture| -2|
|Possession or garment| -4|
|Body part, lock of hair, bit of nail, or the like| -10|

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

Notes: Concentration, up to 10 minutes

(Warlock)
Source: phb 273
5 Teleportation Circle 1 minute
V M
1 round
10 feet

Teleportation Circle

5-level Conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)
Duration: 1 round

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice, whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

(Warlock)
Source: phb 282
5 Wall of Light 1 action
V S M
10 minutes
Concentration
120 feet

Wall of Light

5-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a hand mirror)
Duration: Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits a bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in the area must make a Constitution saving throw. On a failed save a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall's area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance form the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Notes: Concentration, up to 10 minutes

(Warlock)
Source: xge 170
5 Explosive Animation 1 action
V S M
Instantaneous
60 feet

Explosive Animation

5-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S M (a drop of blood and a small piece of sulfur)
Duration: Instantaneous

You animate a corpse with foul energy that erupts out of the course in an explosion of blood and black flames. Choose a corpse of a Large, Medium, or Small creature within range. The target rises as a zombie and immediately pursues the closest creature it can see. When it reaches that creature, it explodes with necrotic energy. Each creature in a 5 foot sphere centered on the zombie must make a Dexterity saving throw. A target takes 4d12 necrotic damage and 4d12 thunder damage on a failed save, or half as much on a successful one.

The zombie explodes if it dies before it reaches a creature or if it does not reach a creature by the end of your next turn. You can also use a bonus action to make the zombie exploded prematurely.

The zombie moves on your initiative and will always take the dash action toward the closest creature. Statistics for the zombie are in the Monster Manual.

(Warlock)
Source: r/UnearthedArcana
6 Circle of Death 1 action
V S M
Instantaneous
150 feet

Circle of Death

6-level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V S M (the powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

(Warlock)
Source: phb 221
6 Investiture of Flame 1 action
V S
10 minutes
Concentration
Self

Investiture of Flame

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* You are immune to fire damage and have resistance to cold damage.

* Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

* You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Notes: Concentration, up to 10 minutes

(Warlock)
Source: ee 19, xge 159
6 Investiture of Stone 1 action
V S
10 minutes
Concentration
Self

Investiture of Stone

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

* You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

* You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn

Notes: Concentration, up to 10 minutes

(Warlock)
Source: ee 19, xge 159
6 Investiture of Wind 1 action
V S
10 minutes
Concentration
Self

Investiture of Wind

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* Ranged weapon attacks made against you have disadvantage on the attack roll.

* You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

* You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Notes: Concentration, up to 10 minutes

(Warlock)
Source: ee 20, xge 160
6 Scatter 1 action
V
Instantaneous
30 feet

Scatter

6-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. This space must be on the ground or on a floor.

(Warlock)
Source: xge 164
6 True Seeing 1 action
V S M
1 hour
Touch

True Seeing

6-level Divination
Casting Time: 1 action
Range: Touch
Components: V S M (an ointment for the eyes that costs 25 gp, is made from mushroom powder, saffron, and fat, and is consumed by the spell)
Duration: 1 hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

(Warlock)
Source: phb 284
6 Arcane Gate 1 action
V S
10 minutes
Concentration
500 feet

Arcane Gate

6-level Conjuration
Casting Time: 1 action
Range: 500 feet
Components: V S
Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Notes: Concentration, up to 10 minutes

(Warlock)
Source: phb 214
6 Conjure Fey 1 minute
V S
1 hour
Concentration
90 feet

Conjure Fey

6-level Conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S
Duration: Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becom es hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fey creature's statistics.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Notes: Concentration, up to 1 hour

(Warlock)
Source: phb 226
6 Create Undead 1 minute
V S M
Instantaneous
10 feet

Create Undead

6-level Necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V S M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

(Warlock)
Source: phb 229
6 Eyebite 1 action
V S
1 minute
Concentration
Self

Eyebite

6-level Necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened: The target has disadvantage on Attack rolls and Ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

(Warlock)
Source: phb 238
6 Flesh to Stone 1 action
V S M
1 minute
Concentration
60 feet

Flesh to Stone

6-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a pinch of lime, water, and earth)
Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

(Warlock)
Source: phb 243
6 Investiture of Ice 1 action
V S
10 minutes
Concentration
Self

Investiture of Ice

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* You are immune to cold damage and have resistance to fire damage.

* You can move across difficult terrain created by ice or snow without spending extra movement.

* The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

* You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Notes: Concentration, up to 10 minutes

(Warlock)
Source: ee 19, xge 159
6 Mass Suggestion 1 action
V M
24 hours
60 feet

Mass Suggestion

6-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: 24 hours

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn’t performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

(Warlock)
Source: phb 258
6 Mental Prison 1 action
S
1 minute
Concentration
60 feet

Mental Prison

6-level Illusion
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever the form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

Notes: Concentration, up to 1 minute

(Warlock)
Source: xge 161
6 Soul Cage 1 reaction
V S M
8 hours
60 feet

Soul Cage

6-level Necromancy
Casting Time: 1 reaction
Range: 60 feet
Components: V S M (a tiny silver cage worth 100 gp)
Duration: 8 hours

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.

Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Query Soul. You can ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience. You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this before the start of your next turn, it is lost.

Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you cased.

(Warlock)
Source: xge 165
6 Summon Fiend 1 action
V S M
Concentration, up to 1 hour
Concentration
90 feet

Summon Fiend

6-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (humanoid blood inside a ruby vial worth at least 600 gp)
Duration: Concentration, up to Concentration, up to 1 hour

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move 10 avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.

(Warlock)
Source: TCoE 112
6 Tasha's Otherworldly Guise 1 bonus action
V S M
Concentration, up to 1 minute
Concentration
Self

Tasha's Otherworldly Guise

6-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
Duration: Concentration, up to Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

* You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
* You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
* Spectral wings appear on your back, giving you a flying speed of 40 feet.
* You have a +2 bonus to AC.
* All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

(Warlock)
Source: TCoE 116
6 Shadow Walk 1 action
V S
Up to 8 hours
Touch

Shadow Walk

6-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Up to 8 hours

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take a number of creatures equal to the spell level used to cast, but all creatures must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity gives each creature exhaustion.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Wisdom saving throw, negating the effect if successful.

(Warlock)
Source: Homebrew - Converted 3.5 spell
7 Crown of Stars 1 action
V S
1 hour
Self

Crown of Stars

7-level Evocation
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 hour

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed a bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed a dim light in a 30-foot radius.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes increases by two for each slot level above 7th.

(Warlock)
Source: xge 152
7 Finger of Death 1 action
V S
Instantaneous
60 feet

Finger of Death

7-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You send negative engery coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

(Warlock)
Source: phb 241
7 Etherealness 1 action
V S
Up to 8 hours
Self

Etherealness

7-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plan you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

(Warlock)
Source: phb 238
7 Forcecage 1 action
V S M
1 hour
100 feet

Forcecage

7-level Evocation
Casting Time: 1 action
Range: 100 feet
Components: V S M (ruby dust worth 1,500 gp)
Duration: 1 hour

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2-inch apart.

A prison in the shape of a box can be up to 10 feet on a size, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by dispel magic.

(Warlock)
Source: phb 243
7 Plane Shift 1 action
V S M
Instantaneous
Touch

Plane Shift

7-level Conjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in is Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Chose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

(Warlock)
Source: phb 266
7 Power Word Pain 1 action
V
Instantaneous
60 feet

Power Word Pain

7-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

(Warlock)
Source: xge 163
7 Dream of the Blue Veil 10 minutes
V S M
6 hours
20 feet

Dream of the Blue Veil

7-level Conjuration
Casting Time: 10 minutes
Range: 20 feet
Components: V S M ((a magic item or a willing creature from the destination world)
Duration: 6 hours

You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Tori!, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.

(Warlock)
Source: TCoE 106
8 Glibness 1 action
V
1 hour
Self

Glibness

8-level Transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

(Warlock)
Source: phb 245
8 Maddening Darkness 1 action
V M
10 minutes
Concentration
150 feet

Maddening Darkness

8-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V M (a drop of pitch mixed with a drop of mercury)
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Notes: Concentration, up to 10 minutes

(Warlock)
Source: xge 160
8 Power Word Stun 1 action
V
Instantaneous
60 feet

Power Word Stun

8-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

(Warlock)
Source: phb 267
8 Demiplane 1 action
S
1 hour
60 feet

Demiplane

8-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 hour

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

(Warlock)
Source: phb 231
8 Dominate Monster 1 action
V S
1 hour
Concentration
60 feet

Dominate Monster

8-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that creature,' 'Run over there,' or 'Fetch that object.' If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

(Warlock)
Source: phb 235
8 Feeblemind 1 action
V S M
Instantaneous
150 feet

Feeblemind

8-level Enchantment
Casting Time: 1 action
Range: 150 feet
Components: V S M (a handful fo clay, crystal, glass, or mineral spheres)
Duration: Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, or wish.

(Warlock)
Source: phb 239
9 Foresight 1 minute
V S M
8 hours
Touch

Foresight

9-level Divination
Casting Time: 1 minute
Range: Touch
Components: V S M (a hummingbird feather)
Duration: 8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

(Warlock)
Source: phb 244
9 Power Word Kill 1 action
V
Instantaneous
60 feet

Power Word Kill

9-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

(Warlock)
Source: phb 266
9 Psychic Scream 1 action
S
Instantaneous
90 feet

Psychic Scream

9-level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

(Warlock)
Source: xge 163
9 Weird 1 action
V S
1 minute
Concentration
120 feet

Weird

9-level Illusion
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Notes: Concentration, up to 1 minute

(Warlock)
Source: phb 288
9 Astral Projection 1 hour
V S M
Special
10 feet

Astral Projection

9-level Necromancy
Casting Time: 1 hour
Range: 10 feet
Components: V S M (for each creature you affect with this spell you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100gp, all of which the spell consumes)
Duration: Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful _dispel magic_ spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

(Warlock)
Source: phb 215
9 Gate 1 action
V S M
1 minute
Concentration
60 feet

Gate

9-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see whithin range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you or help you.

(Warlock)
Source: phb 244
9 Imprisonment 1 minute
V S M
Until dispelled
30 feet

Imprisonment

9-level Abjuration
Casting Time: 1 minute
Range: 30 feet
Components: V S M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Duration: Until dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment:

Burial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use Planar Travel to get into or out of it.
The Special component for this version of the spell is a small mithral orb.

Chaining: Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The Special component for this version of the spell is a fine chain of precious metal.

Hedged Prison: The spell transports the target into a tiny Demiplane that is warded against teleportation and planar travel. The Demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The Special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The Special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber: The target falls asleep and can't be awoken.
The Special component for this version of the spell consists of rare soporific herbs.

Ending the Spell: During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The Conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable Actions or qualities and not based on intangibles such as level, class, or Hit Points.

A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the Special component used to create it.

You can use a particular Special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

(Warlock)
Source: phb 252
9 True Polymorph 1 action
V S M
1 hour
Concentration
30 feet

True Polymorph

9-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.

Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Notes: Concentration, up to 1 hour

(Warlock)
Source: phb 283
9 Blade of Disaster 1 bonus action
V S
Concentration, up to 1 minute
Concentration
60 feet

Blade of Disaster

9-level Conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V S
Duration: Concentration, up to Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force.

(Warlock)
Source: TCoE 106
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