spell save DC 14, +6
1st level (4 slots): detect magic, mage armor, magic missile, shield • 2nd level (3 slots): misty step, suggestion • 3rd level (3 slots): counterspell, fireball, fly • 4th level (3 slots): greater invisibility, ice storm • 5th level (1 slot): cone of cold
Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Fire Bolt. Ranged Spell Attack: +6 to hit, reach 120 ft., one target. Hit: (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried
DC 15, +7 to hit
1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.
Eldritch Blast. Ranged Spell Attack: +7 to hit, reach 120 ft., one creature. Hit: (1d10) force damage. When the warlock casts this spell, it creates four beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam
Fire Bolt. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (4d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6) bludgeoning damage plus (3d6)fire damage.
Scorching Ray. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (2d6) fire damage. The warlock creates six rays when it casts this spell and it can hurl them at one or several targets in range